CGameHandler.cpp 151 KB

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  1. #include "stdafx.h"
  2. #include "../int3.h"
  3. #include "../lib/CCampaignHandler.h"
  4. #include "../StartInfo.h"
  5. #include "../lib/CArtHandler.h"
  6. #include "../lib/CBuildingHandler.h"
  7. #include "../lib/CDefObjInfoHandler.h"
  8. #include "../lib/CHeroHandler.h"
  9. #include "../lib/CObjectHandler.h"
  10. #include "../lib/CSpellHandler.h"
  11. #include "../lib/CGeneralTextHandler.h"
  12. #include "../lib/CTownHandler.h"
  13. #include "../lib/CCreatureHandler.h"
  14. #include "../lib/CGameState.h"
  15. #include "../lib/BattleState.h"
  16. #include "../lib/CondSh.h"
  17. #include "../lib/NetPacks.h"
  18. #include "../lib/VCMI_Lib.h"
  19. #include "../lib/map.h"
  20. #include "../lib/VCMIDirs.h"
  21. #include "../client/CSoundBase.h"
  22. #include "CGameHandler.h"
  23. #include <boost/random/mersenne_twister.hpp>
  24. #include <boost/random/variate_generator.hpp>
  25. #include <boost/random/poisson_distribution.hpp>
  26. #include "../lib/CCreatureSet.h"
  27. /*
  28. * CGameHandler.cpp, part of VCMI engine
  29. *
  30. * Authors: listed in file AUTHORS in main folder
  31. *
  32. * License: GNU General Public License v2.0 or later
  33. * Full text of license available in license.txt file, in main folder
  34. *
  35. */
  36. #undef DLL_EXPORT
  37. #define DLL_EXPORT
  38. #include "../lib/RegisterTypes.cpp"
  39. #ifndef _MSC_VER
  40. #include <boost/thread/xtime.hpp>
  41. #endif
  42. extern bool end2;
  43. #ifdef min
  44. #undef min
  45. #endif
  46. #ifdef max
  47. #undef max
  48. #endif
  49. #define COMPLAIN_RET_IF(cond, txt) do {if(cond){complain(txt); return;}} while(0)
  50. #define COMPLAIN_RET(txt) {complain(txt); return false;}
  51. #define NEW_ROUND BattleNextRound bnr;\
  52. bnr.round = gs->curB->round + 1;\
  53. sendAndApply(&bnr);
  54. CondSh<bool> battleMadeAction;
  55. CondSh<BattleResult *> battleResult(NULL);
  56. std::ptrdiff_t randomizer (ptrdiff_t i) {return rand();}
  57. std::ptrdiff_t (*p_myrandom)(std::ptrdiff_t) = randomizer;
  58. template <typename T> class CApplyOnGH;
  59. class CBaseForGHApply
  60. {
  61. public:
  62. virtual bool applyOnGH(CGameHandler *gh, CConnection *c, void *pack) const =0;
  63. virtual ~CBaseForGHApply(){}
  64. template<typename U> static CBaseForGHApply *getApplier(const U * t=NULL)
  65. {
  66. return new CApplyOnGH<U>;
  67. }
  68. };
  69. template <typename T> class CApplyOnGH : public CBaseForGHApply
  70. {
  71. public:
  72. bool applyOnGH(CGameHandler *gh, CConnection *c, void *pack) const
  73. {
  74. T *ptr = static_cast<T*>(pack);
  75. ptr->c = c;
  76. return ptr->applyGh(gh);
  77. }
  78. };
  79. static CApplier<CBaseForGHApply> *applier = NULL;
  80. CMP_stack cmpst ;
  81. static inline double distance(int3 a, int3 b)
  82. {
  83. return std::sqrt( (double)(a.x-b.x)*(a.x-b.x) + (a.y-b.y)*(a.y-b.y) );
  84. }
  85. static void giveExp(BattleResult &r)
  86. {
  87. r.exp[0] = 0;
  88. r.exp[1] = 0;
  89. for(std::map<ui32,si32>::iterator i = r.casualties[!r.winner].begin(); i!=r.casualties[!r.winner].end(); i++)
  90. {
  91. r.exp[r.winner] += VLC->creh->creatures[i->first]->valOfBonuses(Bonus::STACK_HEALTH) * i->second;
  92. }
  93. }
  94. PlayerStatus PlayerStatuses::operator[](ui8 player)
  95. {
  96. boost::unique_lock<boost::mutex> l(mx);
  97. if(players.find(player) != players.end())
  98. {
  99. return players[player];
  100. }
  101. else
  102. {
  103. throw std::string("No such player!");
  104. }
  105. }
  106. void PlayerStatuses::addPlayer(ui8 player)
  107. {
  108. boost::unique_lock<boost::mutex> l(mx);
  109. players[player];
  110. }
  111. bool PlayerStatuses::hasQueries(ui8 player)
  112. {
  113. boost::unique_lock<boost::mutex> l(mx);
  114. if(players.find(player) != players.end())
  115. {
  116. return players[player].queries.size();
  117. }
  118. else
  119. {
  120. throw std::string("No such player!");
  121. }
  122. }
  123. bool PlayerStatuses::checkFlag(ui8 player, bool PlayerStatus::*flag)
  124. {
  125. boost::unique_lock<boost::mutex> l(mx);
  126. if(players.find(player) != players.end())
  127. {
  128. return players[player].*flag;
  129. }
  130. else
  131. {
  132. throw std::string("No such player!");
  133. }
  134. }
  135. void PlayerStatuses::setFlag(ui8 player, bool PlayerStatus::*flag, bool val)
  136. {
  137. boost::unique_lock<boost::mutex> l(mx);
  138. if(players.find(player) != players.end())
  139. {
  140. players[player].*flag = val;
  141. }
  142. else
  143. {
  144. throw std::string("No such player!");
  145. }
  146. cv.notify_all();
  147. }
  148. void PlayerStatuses::addQuery(ui8 player, ui32 id)
  149. {
  150. boost::unique_lock<boost::mutex> l(mx);
  151. if(players.find(player) != players.end())
  152. {
  153. players[player].queries.insert(id);
  154. }
  155. else
  156. {
  157. throw std::string("No such player!");
  158. }
  159. cv.notify_all();
  160. }
  161. void PlayerStatuses::removeQuery(ui8 player, ui32 id)
  162. {
  163. boost::unique_lock<boost::mutex> l(mx);
  164. if(players.find(player) != players.end())
  165. {
  166. players[player].queries.erase(id);
  167. }
  168. else
  169. {
  170. throw std::string("No such player!");
  171. }
  172. cv.notify_all();
  173. }
  174. template <typename T>
  175. void callWith(std::vector<T> args, boost::function<void(T)> fun, ui32 which)
  176. {
  177. fun(args[which]);
  178. }
  179. void CGameHandler::levelUpHero(int ID, int skill)
  180. {
  181. changeSecSkill(ID, skill, 1, 0);
  182. levelUpHero(ID);
  183. }
  184. void CGameHandler::levelUpHero(int ID)
  185. {
  186. CGHeroInstance *hero = static_cast<CGHeroInstance *>(gs->map->objects[ID].get());
  187. if (hero->battle)
  188. tlog1<<"Battle found\n";
  189. if (hero->exp < VLC->heroh->reqExp(hero->level+1)) // no more level-ups
  190. return;
  191. //give prim skill
  192. tlog5 << hero->name <<" got level "<<hero->level<<std::endl;
  193. int r = rand()%100, pom=0, x=0;
  194. int std::pair<int,int>::*g = (hero->level>9) ? (&std::pair<int,int>::second) : (&std::pair<int,int>::first);
  195. for(;x<PRIMARY_SKILLS;x++)
  196. {
  197. pom += hero->type->heroClass->primChance[x].*g;
  198. if(r<pom)
  199. break;
  200. }
  201. tlog5 << "Bohater dostaje umiejetnosc pierwszorzedna " << x << " (wynik losowania "<<r<<")"<<std::endl;
  202. SetPrimSkill sps;
  203. sps.id = ID;
  204. sps.which = x;
  205. sps.abs = false;
  206. sps.val = 1;
  207. sendAndApply(&sps);
  208. HeroLevelUp hlu;
  209. hlu.heroid = ID;
  210. hlu.primskill = x;
  211. hlu.level = hero->level+1;
  212. //picking sec. skills for choice
  213. std::set<int> basicAndAdv, expert, none;
  214. for(int i=0;i<SKILL_QUANTITY;i++)
  215. if (isAllowed(2,i))
  216. none.insert(i);
  217. for(unsigned i=0;i<hero->secSkills.size();i++)
  218. {
  219. if(hero->secSkills[i].second < 3)
  220. basicAndAdv.insert(hero->secSkills[i].first);
  221. else
  222. expert.insert(hero->secSkills[i].first);
  223. none.erase(hero->secSkills[i].first);
  224. }
  225. //first offered skill
  226. if(basicAndAdv.size())
  227. {
  228. int s = hero->type->heroClass->chooseSecSkill(basicAndAdv);//upgrade existing
  229. hlu.skills.push_back(s);
  230. basicAndAdv.erase(s);
  231. }
  232. else if(none.size() && hero->secSkills.size() < hero->type->heroClass->skillLimit)
  233. {
  234. hlu.skills.push_back(hero->type->heroClass->chooseSecSkill(none)); //give new skill
  235. none.erase(hlu.skills.back());
  236. }
  237. //second offered skill
  238. if(none.size() && hero->secSkills.size() < hero->type->heroClass->skillLimit) //hero have free skill slot
  239. {
  240. hlu.skills.push_back(hero->type->heroClass->chooseSecSkill(none)); //new skill
  241. }
  242. else if(basicAndAdv.size())
  243. {
  244. hlu.skills.push_back(hero->type->heroClass->chooseSecSkill(basicAndAdv)); //upgrade existing
  245. }
  246. if(hlu.skills.size() > 1) //apply and ask for secondary skill
  247. {
  248. boost::function<void(ui32)> callback = boost::function<void(ui32)>(boost::bind(callWith<ui16>,hlu.skills,boost::function<void(ui16)>(boost::bind(&CGameHandler::levelUpHero,this,ID,_1)),_1));
  249. applyAndAsk(&hlu,hero->tempOwner,callback); //call levelUpHero when client responds
  250. }
  251. else if(hlu.skills.size() == 1) //apply, give only possible skill and send info
  252. {
  253. sendAndApply(&hlu);
  254. levelUpHero(ID, hlu.skills.back());
  255. }
  256. else //apply and send info
  257. {
  258. sendAndApply(&hlu);
  259. levelUpHero(ID);
  260. }
  261. }
  262. void CGameHandler::changePrimSkill(int ID, int which, si64 val, bool abs)
  263. {
  264. SetPrimSkill sps;
  265. sps.id = ID;
  266. sps.which = which;
  267. sps.abs = abs;
  268. sps.val = val;
  269. sendAndApply(&sps);
  270. if(which==4) //only for exp - hero may level up
  271. {
  272. //TODO: Stack Experience only after battle
  273. levelUpHero(ID);
  274. //TODO: Commander
  275. }
  276. }
  277. void CGameHandler::changeSecSkill( int ID, int which, int val, bool abs/*=false*/ )
  278. {
  279. SetSecSkill sss;
  280. sss.id = ID;
  281. sss.which = which;
  282. sss.val = val;
  283. sss.abs = abs;
  284. sendAndApply(&sss);
  285. if(which == 7) //Wisdom
  286. {
  287. const CGHeroInstance *h = getHero(ID);
  288. if(h && h->visitedTown)
  289. giveSpells(h->visitedTown, h);
  290. }
  291. }
  292. void CGameHandler::startBattle( const CArmedInstance *armies[2], int3 tile, const CGHeroInstance *heroes[2], bool creatureBank, boost::function<void(BattleResult*)> cb, const CGTownInstance *town /*= NULL*/ )
  293. {
  294. battleEndCallback = new boost::function<void(BattleResult*)>(cb);
  295. {
  296. setupBattle(tile, armies, heroes, creatureBank, town); //initializes stacks, places creatures on battlefield, blocks and informs player interfaces
  297. }
  298. runBattle();
  299. }
  300. void CGameHandler::endBattle(int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2)
  301. {
  302. bool duel = gs->initialOpts->mode == StartInfo::DUEL;
  303. BattleResultsApplied resultsApplied;
  304. const CArmedInstance *bEndArmy1 = gs->curB->belligerents[0];
  305. const CArmedInstance *bEndArmy2 = gs->curB->belligerents[1];
  306. resultsApplied.player1 = bEndArmy1->tempOwner;
  307. resultsApplied.player2 = bEndArmy2->tempOwner;
  308. const CGHeroInstance *victoriousHero = gs->curB->heroes[battleResult.data->winner];
  309. if(!duel)
  310. {
  311. //unblock engaged players
  312. if(bEndArmy1->tempOwner<PLAYER_LIMIT)
  313. states.setFlag(bEndArmy1->tempOwner, &PlayerStatus::engagedIntoBattle, false);
  314. if(bEndArmy2 && bEndArmy2->tempOwner<PLAYER_LIMIT)
  315. states.setFlag(bEndArmy2->tempOwner, &PlayerStatus::engagedIntoBattle, false);
  316. }
  317. //end battle, remove all info, free memory
  318. giveExp(*battleResult.data);
  319. if (hero1)
  320. battleResult.data->exp[0] = hero1->calculateXp(battleResult.data->exp[0]);//scholar skill
  321. if (hero2)
  322. battleResult.data->exp[1] = hero2->calculateXp(battleResult.data->exp[1]);
  323. ui8 sides[2];
  324. for(int i=0; i<2; ++i)
  325. {
  326. sides[i] = gs->curB->sides[i];
  327. }
  328. ui8 loser = sides[!battleResult.data->winner];
  329. CasualtiesAfterBattle cab1(bEndArmy1, gs->curB), cab2(bEndArmy2, gs->curB); //calculate casualties before deleting battle
  330. ChangeSpells cs; //for Eagle Eye
  331. if(victoriousHero)
  332. {
  333. if(int eagleEyeLevel = victoriousHero->getSecSkillLevel(CGHeroInstance::EAGLE_EYE))
  334. {
  335. int maxLevel = eagleEyeLevel + 1;
  336. double eagleEyeChance = victoriousHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, CGHeroInstance::EAGLE_EYE);
  337. BOOST_FOREACH(const CSpell *sp, gs->curB->usedSpellsHistory[!battleResult.data->winner])
  338. if(sp->level <= maxLevel && !vstd::contains(victoriousHero->spells, sp->id) && rand() % 100 < eagleEyeChance)
  339. cs.spells.insert(sp->id);
  340. }
  341. }
  342. sendAndApply(battleResult.data);
  343. //Eagle Eye secondary skill handling
  344. if(cs.spells.size())
  345. {
  346. cs.learn = 1;
  347. cs.hid = victoriousHero->id;
  348. InfoWindow iw;
  349. iw.player = victoriousHero->tempOwner;
  350. iw.text.addTxt(MetaString::GENERAL_TXT, 221); //Through eagle-eyed observation, %s is able to learn %s
  351. iw.text.addReplacement(victoriousHero->name);
  352. std::ostringstream names;
  353. for(int i = 0; i < cs.spells.size(); i++)
  354. {
  355. names << "%s";
  356. if(i < cs.spells.size() - 2)
  357. names << ", ";
  358. else if(i < cs.spells.size() - 1)
  359. names << "%s";
  360. }
  361. names << ".";
  362. iw.text.addReplacement(names.str());
  363. std::set<ui32>::iterator it = cs.spells.begin();
  364. for(int i = 0; i < cs.spells.size(); i++, it++)
  365. {
  366. iw.text.addReplacement(MetaString::SPELL_NAME, *it);
  367. if(i == cs.spells.size() - 2) //we just added pre-last name
  368. iw.text.addReplacement(MetaString::GENERAL_TXT, 141); // " and "
  369. iw.components.push_back(Component(Component::SPELL, *it, 0, 0));
  370. }
  371. sendAndApply(&iw);
  372. sendAndApply(&cs);
  373. }
  374. if(!duel)
  375. {
  376. cab1.takeFromArmy(this); cab2.takeFromArmy(this); //take casualties after battle is deleted
  377. //if one hero has lost we will erase him
  378. if(battleResult.data->winner!=0 && hero1)
  379. {
  380. RemoveObject ro(hero1->id);
  381. sendAndApply(&ro);
  382. }
  383. if(battleResult.data->winner!=1 && hero2)
  384. {
  385. RemoveObject ro(hero2->id);
  386. sendAndApply(&ro);
  387. }
  388. //give exp
  389. if(battleResult.data->exp[0] && hero1)
  390. changePrimSkill(hero1->id,4,battleResult.data->exp[0]);
  391. if(battleResult.data->exp[1] && hero2)
  392. changePrimSkill(hero2->id,4,battleResult.data->exp[1]);
  393. }
  394. sendAndApply(&resultsApplied);
  395. if(battleEndCallback && *battleEndCallback) //TODO: object interaction after level dialog is handled
  396. {
  397. (*battleEndCallback)(battleResult.data);
  398. delete battleEndCallback;
  399. battleEndCallback = 0;
  400. }
  401. if(duel)
  402. {
  403. CSaveFile resultFile("result.vdrst");
  404. resultFile << *battleResult.data;
  405. return;
  406. }
  407. // Necromancy if applicable.
  408. const CGHeroInstance *winnerHero = battleResult.data->winner != 0 ? hero2 : hero1;
  409. const CGHeroInstance *loserHero = battleResult.data->winner != 0 ? hero1 : hero2;
  410. if (winnerHero)
  411. {
  412. CStackBasicDescriptor raisedStack = winnerHero->calculateNecromancy(*battleResult.data);
  413. // Give raised units to winner and show dialog, if any were raised.
  414. if (raisedStack.type)
  415. {
  416. TSlot slot = winnerHero->getSlotFor(raisedStack.type);
  417. if (slot != -1)
  418. {
  419. winnerHero->showNecromancyDialog(raisedStack);
  420. addToSlot(StackLocation(winnerHero, slot), raisedStack.type, raisedStack.count);
  421. }
  422. }
  423. }
  424. if(visitObjectAfterVictory && winnerHero == hero1)
  425. {
  426. visitObjectOnTile(*getTile(winnerHero->getPosition()), winnerHero);
  427. }
  428. visitObjectAfterVictory = false;
  429. winLoseHandle(1<<sides[0] | 1<<sides[1]); //handle victory/loss of engaged players
  430. int result = battleResult.get()->result;
  431. if(result == 1 || result == 2) //loser has escaped or surrendered
  432. {
  433. SetAvailableHeroes sah;
  434. sah.player = loser;
  435. sah.hid[0] = loserHero->subID;
  436. if(result == 1) //retreat
  437. {
  438. sah.army[0].clear();
  439. sah.army[0].setCreature(0, VLC->creh->nameToID[loserHero->type->refTypeStack[0]],1);
  440. }
  441. if(const CGHeroInstance *another = getPlayer(loser)->availableHeroes[1])
  442. sah.hid[1] = another->subID;
  443. else
  444. sah.hid[1] = -1;
  445. sendAndApply(&sah);
  446. }
  447. delete battleResult.data;
  448. }
  449. void CGameHandler::prepareAttack(BattleAttack &bat, const CStack *att, const CStack *def, int distance)
  450. {
  451. bat.bsa.clear();
  452. bat.stackAttacking = att->ID;
  453. bat.bsa.push_back(BattleStackAttacked());
  454. BattleStackAttacked *bsa = &bat.bsa.back();
  455. bsa->stackAttacked = def->ID;
  456. bsa->attackerID = att->ID;
  457. int attackerLuck = att->LuckVal();
  458. const CGHeroInstance * h0 = gs->curB->heroes[0],
  459. * h1 = gs->curB->heroes[1];
  460. bool noLuck = false;
  461. if(h0 && NBonus::hasOfType(h0, Bonus::BLOCK_LUCK) ||
  462. h1 && NBonus::hasOfType(h1, Bonus::BLOCK_LUCK))
  463. {
  464. noLuck = true;
  465. }
  466. if(!noLuck && attackerLuck > 0 && rand()%24 < attackerLuck) //TODO?: negative luck option?
  467. {
  468. bat.flags |= BattleAttack::LUCKY;
  469. }
  470. if(att->getCreature()->idNumber == 146)
  471. {
  472. static const int artilleryLvlToChance[] = {0, 50, 75, 100};
  473. const CGHeroInstance * owner = gs->curB->getHero(att->owner);
  474. int chance = artilleryLvlToChance[owner->getSecSkillLevel(CGHeroInstance::ARTILLERY)];
  475. if(chance > rand() % 100)
  476. {
  477. bat.flags |= BattleAttack::BALLISTA_DOUBLE_DMG;
  478. }
  479. }
  480. bsa->damageAmount = gs->curB->calculateDmg(att, def, gs->curB->battleGetOwner(att), gs->curB->battleGetOwner(def), bat.shot(), distance, bat.lucky(), bat.ballistaDoubleDmg());//counting dealt damage
  481. int dmg = bsa->damageAmount;
  482. def->prepareAttacked(*bsa);
  483. //life drain handling
  484. if (att->hasBonusOfType(Bonus::LIFE_DRAIN))
  485. {
  486. StacksHealedOrResurrected shi;
  487. shi.lifeDrain = (ui8)true;
  488. shi.tentHealing = (ui8)false;
  489. shi.drainedFrom = def->ID;
  490. StacksHealedOrResurrected::HealInfo hi;
  491. hi.stackID = att->ID;
  492. hi.healedHP = std::min<int>(dmg, att->MaxHealth() - att->firstHPleft + att->MaxHealth() * (att->baseAmount - att->count) );
  493. hi.lowLevelResurrection = false;
  494. shi.healedStacks.push_back(hi);
  495. if (hi.healedHP > 0)
  496. {
  497. bsa->healedStacks.push_back(shi);
  498. }
  499. }
  500. else
  501. {
  502. }
  503. //fire shield handling
  504. if ( !bat.shot() && def->hasBonusOfType(Bonus::FIRE_SHIELD) && !bsa->killed() )
  505. {
  506. bat.bsa.push_back(BattleStackAttacked());
  507. BattleStackAttacked *bsa = &bat.bsa.back();
  508. bsa->stackAttacked = att->ID;
  509. bsa->attackerID = def->ID;
  510. bsa->flags |= BattleStackAttacked::EFFECT;
  511. bsa->effect = 11;
  512. bsa->damageAmount = (dmg * def->valOfBonuses(Bonus::FIRE_SHIELD)) / 100;
  513. att->prepareAttacked(*bsa);
  514. }
  515. }
  516. void CGameHandler::handleConnection(std::set<int> players, CConnection &c)
  517. {
  518. setThreadName(-1, "CGameHandler::handleConnection");
  519. srand(time(NULL));
  520. CPack *pack = NULL;
  521. try
  522. {
  523. while(1)//server should never shut connection first //was: while(!end2)
  524. {
  525. {
  526. boost::unique_lock<boost::mutex> lock(*c.rmx);
  527. c >> pack; //get the package
  528. tlog5 << "Received client message of type " << typeid(*pack).name() << std::endl;
  529. }
  530. int packType = typeList.getTypeID(pack); //get the id of type
  531. CBaseForGHApply *apply = applier->apps[packType]; //and appropriae applier object
  532. if(apply)
  533. {
  534. bool result = apply->applyOnGH(this,&c,pack);
  535. tlog5 << "Message successfully applied (result=" << result << ")!\n";
  536. //send confirmation that we've applied the package
  537. if(pack->type != 6000) //WORKAROUND - not confirm query replies TODO: reconsider
  538. {
  539. PackageApplied applied;
  540. applied.result = result;
  541. applied.packType = packType;
  542. {
  543. boost::unique_lock<boost::mutex> lock(*c.wmx);
  544. c << &applied;
  545. }
  546. }
  547. }
  548. else
  549. {
  550. tlog1 << "Message cannot be applied, cannot find applier (unregistered type)!\n";
  551. }
  552. delete pack;
  553. pack = NULL;
  554. }
  555. }
  556. catch(boost::system::system_error &e) //for boost errors just log, not crash - probably client shut down connection
  557. {
  558. assert(!c.connected); //make sure that connection has been marked as broken
  559. tlog1 << e.what() << std::endl;
  560. end2 = true;
  561. }
  562. HANDLE_EXCEPTION(end2 = true);
  563. tlog1 << "Ended handling connection\n";
  564. }
  565. int CGameHandler::moveStack(int stack, THex dest)
  566. {
  567. int ret = 0;
  568. CStack *curStack = gs->curB->getStack(stack),
  569. *stackAtEnd = gs->curB->getStackT(dest);
  570. assert(curStack);
  571. assert(dest < BFIELD_SIZE);
  572. if (gs->curB->tacticDistance)
  573. {
  574. assert(gs->curB->isInTacticRange(dest));
  575. }
  576. //initing necessary tables
  577. bool accessibility[BFIELD_SIZE];
  578. std::vector<THex> accessible = gs->curB->getAccessibility(curStack, false);
  579. for(int b=0; b<BFIELD_SIZE; ++b)
  580. {
  581. accessibility[b] = false;
  582. }
  583. for(int g=0; g<accessible.size(); ++g)
  584. {
  585. accessibility[accessible[g]] = true;
  586. }
  587. //shifting destination (if we have double wide stack and we can occupy dest but not be exactly there)
  588. if(!stackAtEnd && curStack->doubleWide() && !accessibility[dest])
  589. {
  590. if(curStack->attackerOwned)
  591. {
  592. if(accessibility[dest+1])
  593. dest += THex::RIGHT;
  594. }
  595. else
  596. {
  597. if(accessibility[dest-1])
  598. dest += THex::LEFT;
  599. }
  600. }
  601. if((stackAtEnd && stackAtEnd!=curStack && stackAtEnd->alive()) || !accessibility[dest])
  602. return 0;
  603. bool accessibilityWithOccupyable[BFIELD_SIZE];
  604. std::vector<THex> accOc = gs->curB->getAccessibility(curStack, true);
  605. for(int b=0; b<BFIELD_SIZE; ++b)
  606. {
  607. accessibilityWithOccupyable[b] = false;
  608. }
  609. for(int g=0; g<accOc.size(); ++g)
  610. {
  611. accessibilityWithOccupyable[accOc[g]] = true;
  612. }
  613. //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
  614. // return false;
  615. std::pair< std::vector<THex>, int > path = gs->curB->getPath(curStack->position, dest, accessibilityWithOccupyable, curStack->hasBonusOfType(Bonus::FLYING), curStack->doubleWide(), curStack->attackerOwned);
  616. ret = path.second;
  617. int creSpeed = gs->curB->tacticDistance ? BFIELD_SIZE : curStack->Speed();
  618. if(curStack->hasBonusOfType(Bonus::FLYING))
  619. {
  620. if(path.second <= creSpeed && path.first.size() > 0)
  621. {
  622. //inform clients about move
  623. BattleStackMoved sm;
  624. sm.stack = curStack->ID;
  625. sm.tile = path.first[0];
  626. sm.distance = path.second;
  627. sm.ending = true;
  628. sm.teleporting = false;
  629. sendAndApply(&sm);
  630. }
  631. }
  632. else //for non-flying creatures
  633. {
  634. int tilesToMove = std::max((int)(path.first.size() - creSpeed), 0);
  635. for(int v=path.first.size()-1; v>=tilesToMove; --v)
  636. {
  637. //inform clients about move
  638. BattleStackMoved sm;
  639. sm.stack = curStack->ID;
  640. sm.tile = path.first[v];
  641. sm.distance = path.second;
  642. sm.ending = v==tilesToMove;
  643. sm.teleporting = false;
  644. sendAndApply(&sm);
  645. }
  646. }
  647. return ret;
  648. }
  649. CGameHandler::CGameHandler(void)
  650. {
  651. QID = 1;
  652. //gs = NULL;
  653. IObjectInterface::cb = this;
  654. applier = new CApplier<CBaseForGHApply>;
  655. registerTypes3(*applier);
  656. visitObjectAfterVictory = false;
  657. battleEndCallback = NULL;
  658. }
  659. CGameHandler::~CGameHandler(void)
  660. {
  661. delete applier;
  662. applier = NULL;
  663. delete gs;
  664. }
  665. void CGameHandler::init(StartInfo *si, int Seed)
  666. {
  667. gs = new CGameState();
  668. tlog0 << "Gamestate created!" << std::endl;
  669. gs->init(si, 0, Seed);
  670. tlog0 << "Gamestate initialized!" << std::endl;
  671. for(std::map<ui8,PlayerState>::iterator i = gs->players.begin(); i != gs->players.end(); i++)
  672. states.addPlayer(i->first);
  673. }
  674. static bool evntCmp(const CMapEvent *a, const CMapEvent *b)
  675. {
  676. return *a < *b;
  677. }
  678. void CGameHandler::setPortalDwelling(const CGTownInstance * town, bool forced=false, bool clear = false)
  679. {// bool forced = true - if creature should be replaced, if false - only if no creature was set
  680. const PlayerState *p = gs->getPlayer(town->tempOwner);
  681. if(!p)
  682. {
  683. tlog3 << "There is no player owner of town " << town->name << " at " << town->pos << std::endl;
  684. return;
  685. }
  686. if (forced || town->creatures[CREATURES_PER_TOWN].second.empty())//we need to change creature
  687. {
  688. SetAvailableCreatures ssi;
  689. ssi.tid = town->id;
  690. ssi.creatures = town->creatures;
  691. ssi.creatures[CREATURES_PER_TOWN].second.clear();//remove old one
  692. const std::vector<ConstTransitivePtr<CGDwelling> > &dwellings = p->dwellings;
  693. if (dwellings.empty())//no dwellings - just remove
  694. {
  695. sendAndApply(&ssi);
  696. return;
  697. }
  698. ui32 dwellpos = rand()%dwellings.size();//take random dwelling
  699. ui32 creapos = rand()%dwellings[dwellpos]->creatures.size();//for multi-creature dwellings like Golem Factory
  700. ui32 creature = dwellings[dwellpos]->creatures[creapos].second[0];
  701. if (clear)
  702. ssi.creatures[CREATURES_PER_TOWN].first = std::max((ui32)1, (VLC->creh->creatures[creature]->growth)/2);
  703. else
  704. ssi.creatures[CREATURES_PER_TOWN].first = VLC->creh->creatures[creature]->growth;
  705. ssi.creatures[CREATURES_PER_TOWN].second.push_back(creature);
  706. sendAndApply(&ssi);
  707. }
  708. }
  709. void CGameHandler::newTurn()
  710. {
  711. tlog5 << "Turn " << gs->day+1 << std::endl;
  712. NewTurn n;
  713. n.creatureid = -1;
  714. n.day = gs->day + 1;
  715. n.resetBuilded = true;
  716. bool newmonth = false;
  717. std::map<ui8, si32> hadGold;//starting gold - for buildings like dwarven treasury
  718. srand(time(NULL));
  719. if (getDate(1) == 7 && getDate(0)>1) //new week (day numbers are confusing, as day was not yet switched)
  720. {
  721. int monthType = rand()%100;
  722. if(getDate(4) == 28) //new month
  723. {
  724. newmonth = true;
  725. if (monthType < 40) //double growth
  726. {
  727. n.specialWeek = NewTurn::DOUBLE_GROWTH;
  728. if (ALLCREATURESGETDOUBLEMONTHS)
  729. {
  730. std::pair<int,int> newMonster(54, VLC->creh->pickRandomMonster(boost::ref(rand)));
  731. n.creatureid = newMonster.second;
  732. }
  733. else
  734. {
  735. std::set<TCreature>::const_iterator it = VLC->creh->doubledCreatures.begin();
  736. std::advance (it, rand() % VLC->creh->doubledCreatures.size()); //picking random elelemnt of set is tiring
  737. n.creatureid = *it;
  738. }
  739. }
  740. else if (monthType < 90)
  741. n.specialWeek = NewTurn::NORMAL;
  742. else
  743. n.specialWeek = NewTurn::PLAGUE;
  744. }
  745. else //it's a week, but not full month
  746. {
  747. newmonth = false;
  748. if (monthType < 25)
  749. {
  750. n.specialWeek = NewTurn::BONUS_GROWTH; //+5
  751. std::pair<int,int> newMonster (54, VLC->creh->pickRandomMonster(boost::ref(rand)));
  752. n.creatureid = newMonster.second;
  753. }
  754. else
  755. n.specialWeek = NewTurn::NORMAL;
  756. }
  757. }
  758. else
  759. n.specialWeek = NewTurn::NO_ACTION; //don't remove bonuses
  760. bmap<ui32, ConstTransitivePtr<CGHeroInstance> > pool = gs->hpool.heroesPool;
  761. for ( std::map<ui8, PlayerState>::iterator i=gs->players.begin() ; i!=gs->players.end();i++)
  762. {
  763. if(i->first == 255)
  764. continue;
  765. else if(i->first >= PLAYER_LIMIT)
  766. assert(0); //illegal player number!
  767. std::pair<ui8,si32> playerGold(i->first,i->second.resources[6]);
  768. hadGold.insert(playerGold);
  769. if(gs->getDate(1)==7) //first day of week - new heroes in tavern
  770. {
  771. SetAvailableHeroes sah;
  772. sah.player = i->first;
  773. //pick heroes and their armies
  774. CHeroClass *banned = NULL;
  775. for (int j = 0; j < AVAILABLE_HEROES_PER_PLAYER; j++)
  776. {
  777. if(CGHeroInstance *h = gs->hpool.pickHeroFor(j == 0, i->first, getNativeTown(i->first), pool, banned)) //first hero - native if possible, second hero -> any other class
  778. {
  779. sah.hid[j] = h->subID;
  780. h->initArmy(&sah.army[j]);
  781. banned = h->type->heroClass;
  782. }
  783. else
  784. sah.hid[j] = -1;
  785. }
  786. sendAndApply(&sah);
  787. }
  788. n.res[i->first] = i->second.resources;
  789. // SetResources r;
  790. // r.player = i->first;
  791. // for(int j=0;j<RESOURCE_QUANTITY;j++)
  792. // r.res[j] = i->second.resources[j];
  793. BOOST_FOREACH(CGHeroInstance *h, (*i).second.heroes)
  794. {
  795. if(h->visitedTown)
  796. giveSpells(h->visitedTown, h);
  797. NewTurn::Hero hth;
  798. hth.id = h->id;
  799. hth.move = h->maxMovePoints(gs->map->getTile(h->getPosition(false)).tertype != TerrainTile::water);
  800. if(h->visitedTown && vstd::contains(h->visitedTown->builtBuildings,0)) //if hero starts turn in town with mage guild
  801. hth.mana = std::max(h->mana, h->manaLimit()); //restore all mana
  802. else
  803. hth.mana = std::max(si32(0), std::max(h->mana, std::min(h->mana + h->manaRegain(), h->manaLimit())) );
  804. n.heroes.insert(hth);
  805. if(gs->day) //not first day
  806. {
  807. n.res[i->first][6] += h->valOfBonuses(Selector::typeSybtype(Bonus::SECONDARY_SKILL, 13)); //estates
  808. for (int k = 0; k < RESOURCE_QUANTITY; k++)
  809. {
  810. n.res[i->first][k] += h->valOfBonuses(Bonus::GENERATE_RESOURCE, k);
  811. }
  812. }
  813. }
  814. //n.res.push_back(r);
  815. }
  816. // townID, creatureID, amount
  817. std::map<si32, std::map<si32, si32> > newCreas;//creatures that needs to be added by town events
  818. for(std::vector<ConstTransitivePtr<CGTownInstance> >::iterator j = gs->map->towns.begin(); j!=gs->map->towns.end(); j++)//handle towns
  819. {
  820. ui8 player = (*j)->tempOwner;
  821. if(gs->getDate(1)==7) //first day of week
  822. {
  823. if ((*j)->subID == 5 && vstd::contains((*j)->builtBuildings, 22))
  824. setPortalDwelling(*j, true, (n.specialWeek == NewTurn::PLAGUE ? true : false)); //set creatures for Portal of Summoning
  825. if ((**j).subID == 1 && gs->getDate(0) && player < PLAYER_LIMIT && vstd::contains((**j).builtBuildings, 22))//dwarven treasury
  826. n.res[player][6] += hadGold[player]/10; //give 10% of starting gold
  827. }
  828. if(gs->day && player < PLAYER_LIMIT)//not the first day and town not neutral
  829. {
  830. ////SetResources r;
  831. //r.player = (**j).tempOwner;
  832. if(vstd::contains((**j).builtBuildings,15)) //there is resource silo
  833. {
  834. if((**j).town->primaryRes == 127) //we'll give wood and ore
  835. {
  836. n.res[player][0] += 1;
  837. n.res[player][2] += 1;
  838. }
  839. else
  840. {
  841. n.res[player][(**j).town->primaryRes] += 1;
  842. }
  843. }
  844. n.res[player][6] += (**j).dailyIncome();
  845. }
  846. handleTownEvents(*j, n, newCreas);
  847. if (vstd::contains((**j).builtBuildings, 26))
  848. {
  849. switch ((**j).subID)
  850. {
  851. case 2: // Skyship, probably easier to handle same as Veil of darkness
  852. { //do it every new day after veils apply
  853. FoWChange fw;
  854. fw.mode = 1;
  855. fw.player = player;
  856. getAllTiles(fw.tiles, player, -1, 0);
  857. sendAndApply (&fw);
  858. }
  859. break;
  860. case 3: //Deity of Fire
  861. {
  862. if (getDate(0) > 1)
  863. {
  864. n.specialWeek = NewTurn::DEITYOFFIRE; //spawn familiars on new month
  865. n.creatureid = 42; //familiar
  866. }
  867. }
  868. break;
  869. }
  870. }
  871. if ((**j).hasBonusOfType (Bonus::DARKNESS))
  872. {
  873. (**j).hideTiles((**j).getOwner(), (**j).getBonus(Selector::type(Bonus::DARKNESS))->val);
  874. }
  875. //unhiding what shouldn't be hidden? //that's handled in netpacks client
  876. }
  877. if(getDate(2) == 1) //first week
  878. {
  879. SetAvailableArtifacts saa;
  880. saa.id = -1;
  881. pickAllowedArtsSet(saa.arts);
  882. sendAndApply(&saa);
  883. }
  884. sendAndApply(&n);
  885. if (gs->getDate(1)==1) //first day of week, day has already been changed
  886. {
  887. if (getDate(4) == 1 && (n.specialWeek == NewTurn::DOUBLE_GROWTH || n.specialWeek == NewTurn::DEITYOFFIRE))
  888. { //spawn wandering monsters
  889. std::vector<int3>::iterator tile;
  890. std::vector<int3> tiles;
  891. getFreeTiles(tiles);
  892. ui32 amount = (tiles.size()) >> 6;
  893. std::random_shuffle(tiles.begin(), tiles.end(), p_myrandom);
  894. for (int i = 0; i < amount; ++i)
  895. {
  896. tile = tiles.begin();
  897. putNewMonster(n.creatureid, VLC->creh->creatures[n.creatureid]->getRandomAmount(std::rand), *tile);
  898. tiles.erase(tile); //not use it again
  899. }
  900. }
  901. NewTurn n2; //just to handle creature growths after bonuses are applied
  902. n2.specialWeek = NewTurn::NO_ACTION;
  903. n2.day = gs->day;
  904. n2.resetBuilded = true;
  905. for(std::vector<ConstTransitivePtr<CGTownInstance> >::iterator j = gs->map->towns.begin(); j!=gs->map->towns.end(); j++)//handle towns
  906. {
  907. SetAvailableCreatures sac;
  908. sac.tid = (**j).id;
  909. sac.creatures = (**j).creatures;
  910. for (int k=0; k < CREATURES_PER_TOWN; k++) //creature growths
  911. {
  912. if((**j).creatureDwelling(k))//there is dwelling (k-level)
  913. {
  914. if (n.specialWeek == NewTurn::PLAGUE)
  915. sac.creatures[k].first = (**j).creatures[k].first / 2; //halve their number, no growth
  916. else
  917. {
  918. sac.creatures[k].first += (**j).creatureGrowth(k);
  919. if(gs->getDate(0) == 1) //first day of game: use only basic growths
  920. amin(sac.creatures[k].first, VLC->creh->creatures[(*j)->town->basicCreatures[k]]->growth);
  921. }
  922. }
  923. }
  924. //creatures from town events
  925. if (vstd::contains(newCreas, (**j).id))
  926. for(std::map<si32, si32>::iterator i=newCreas[(**j).id].begin() ; i!=newCreas[(**j).id].end(); i++)
  927. sac.creatures[i->first].first += i->second;
  928. n2.cres.push_back(sac);
  929. }
  930. if (gs->getDate(0) > 1)
  931. {
  932. InfoWindow iw; //new week info
  933. switch (n.specialWeek)
  934. {
  935. case NewTurn::DOUBLE_GROWTH:
  936. iw.text.addTxt(MetaString::ARRAY_TXT, 131);
  937. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  938. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  939. break;
  940. case NewTurn::PLAGUE:
  941. iw.text.addTxt(MetaString::ARRAY_TXT, 132);
  942. break;
  943. case NewTurn::BONUS_GROWTH:
  944. iw.text.addTxt(MetaString::ARRAY_TXT, 134);
  945. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  946. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  947. break;
  948. case NewTurn::DEITYOFFIRE:
  949. iw.text.addTxt(MetaString::ARRAY_TXT, 135);
  950. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 42); //%s imp
  951. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 42); //%s imp
  952. iw.text.addReplacement2(15); //%+d 15
  953. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 43); //%s familiar
  954. iw.text.addReplacement2(15); //%+d 15
  955. break;
  956. default:
  957. iw.text.addTxt(MetaString::ARRAY_TXT, (newmonth ? 130 : 133));
  958. iw.text.addReplacement(MetaString::ARRAY_TXT, 43 + rand()%15);
  959. }
  960. for (std::map<ui8, PlayerState>::iterator i=gs->players.begin() ; i!=gs->players.end(); i++)
  961. {
  962. iw.player = i->first;
  963. sendAndApply(&iw);
  964. }
  965. }
  966. sendAndApply(&n2);
  967. }
  968. tlog5 << "Info about turn " << n.day << "has been sent!" << std::endl;
  969. handleTimeEvents();
  970. //call objects
  971. for(size_t i = 0; i<gs->map->objects.size(); i++)
  972. {
  973. if(gs->map->objects[i])
  974. gs->map->objects[i]->newTurn();
  975. }
  976. winLoseHandle(0xff);
  977. //warn players without town
  978. if(gs->day)
  979. {
  980. for (std::map<ui8, PlayerState>::iterator i=gs->players.begin() ; i!=gs->players.end();i++)
  981. {
  982. if(i->second.status || i->second.towns.size() || i->second.color >= PLAYER_LIMIT)
  983. continue;
  984. InfoWindow iw;
  985. iw.player = i->first;
  986. iw.components.push_back(Component(Component::FLAG,i->first,0,0));
  987. if(!i->second.daysWithoutCastle)
  988. {
  989. 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.
  990. iw.text.addReplacement(MetaString::COLOR, i->first);
  991. }
  992. else if(i->second.daysWithoutCastle == 6)
  993. {
  994. 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.
  995. iw.text.addReplacement(MetaString::COLOR, i->first);
  996. }
  997. else
  998. {
  999. 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.
  1000. iw.text.addReplacement(MetaString::COLOR, i->first);
  1001. iw.text.addReplacement(7 - i->second.daysWithoutCastle);
  1002. }
  1003. sendAndApply(&iw);
  1004. }
  1005. }
  1006. }
  1007. void CGameHandler::run(bool resume)
  1008. {
  1009. using namespace boost::posix_time;
  1010. BOOST_FOREACH(CConnection *cc, conns)
  1011. {//init conn.
  1012. ui32 quantity;
  1013. ui8 pom;
  1014. //ui32 seed;
  1015. if(!resume)
  1016. {
  1017. ui32 sum = gs->map ? gs->map->checksum : 612;
  1018. (*cc) << gs->initialOpts << sum << gs->seed; // gs->scenarioOps
  1019. }
  1020. (*cc) >> quantity; //how many players will be handled at that client
  1021. tlog0 << "Connection " << cc->connectionID << " will handle " << quantity << " player: ";
  1022. for(int i=0;i<quantity;i++)
  1023. {
  1024. (*cc) >> pom; //read player color
  1025. tlog0 << (int)pom << " ";
  1026. {
  1027. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  1028. connections[pom] = cc;
  1029. }
  1030. }
  1031. tlog0 << std::endl;
  1032. }
  1033. for(std::set<CConnection*>::iterator i = conns.begin(); i!=conns.end();i++)
  1034. {
  1035. std::set<int> pom;
  1036. for(std::map<int,CConnection*>::iterator j = connections.begin(); j!=connections.end();j++)
  1037. if(j->second == *i)
  1038. pom.insert(j->first);
  1039. boost::thread(boost::bind(&CGameHandler::handleConnection,this,pom,boost::ref(**i)));
  1040. }
  1041. if(gs->scenarioOps->mode == StartInfo::DUEL)
  1042. {
  1043. runBattle();
  1044. return;
  1045. }
  1046. while (!end2)
  1047. {
  1048. if(!resume)
  1049. newTurn();
  1050. std::map<ui8,PlayerState>::iterator i;
  1051. if(!resume)
  1052. i = gs->players.begin();
  1053. else
  1054. i = gs->players.find(gs->currentPlayer);
  1055. resume = false;
  1056. for(; i != gs->players.end(); i++)
  1057. {
  1058. if((i->second.towns.size()==0 && i->second.heroes.size()==0)
  1059. || i->second.color<0
  1060. || i->first>=PLAYER_LIMIT
  1061. || i->second.status)
  1062. {
  1063. continue;
  1064. }
  1065. states.setFlag(i->first,&PlayerStatus::makingTurn,true);
  1066. {
  1067. YourTurn yt;
  1068. yt.player = i->first;
  1069. sendAndApply(&yt);
  1070. }
  1071. //wait till turn is done
  1072. boost::unique_lock<boost::mutex> lock(states.mx);
  1073. while(states.players[i->first].makingTurn && !end2)
  1074. {
  1075. static time_duration p = milliseconds(200);
  1076. states.cv.timed_wait(lock,p);
  1077. }
  1078. }
  1079. }
  1080. while(conns.size() && (*conns.begin())->isOpen())
  1081. boost::this_thread::sleep(boost::posix_time::milliseconds(5)); //give time client to close socket
  1082. }
  1083. //namespace CGH
  1084. //{
  1085. // using namespace std;
  1086. // static void readItTo(ifstream & input, vector< vector<int> > & dest) //reads 7 lines, i-th one containing i integers, and puts it to dest
  1087. // {
  1088. // for(int j=0; j<7; ++j)
  1089. // {
  1090. // std::vector<int> pom;
  1091. // for(int g=0; g<j+1; ++g)
  1092. // {
  1093. // int hlp; input>>hlp;
  1094. // pom.push_back(hlp);
  1095. // }
  1096. // dest.push_back(pom);
  1097. // }
  1098. // }
  1099. //}
  1100. void CGameHandler::setupBattle( int3 tile, const CArmedInstance *armies[2], const CGHeroInstance *heroes[2], bool creatureBank, const CGTownInstance *town )
  1101. {
  1102. battleResult.set(NULL);
  1103. //send info about battles
  1104. BattleStart bs;
  1105. bs.info = gs->setupBattle(tile, armies, heroes, creatureBank, town);
  1106. sendAndApply(&bs);
  1107. }
  1108. void CGameHandler::checkForBattleEnd( std::vector<CStack*> &stacks )
  1109. {
  1110. //checking winning condition
  1111. bool hasStack[2]; //hasStack[0] - true if attacker has a living stack; defender similarily
  1112. hasStack[0] = hasStack[1] = false;
  1113. for(int b = 0; b<stacks.size(); ++b)
  1114. {
  1115. if(stacks[b]->alive() && !stacks[b]->hasBonusOfType(Bonus::SIEGE_WEAPON))
  1116. {
  1117. hasStack[1-stacks[b]->attackerOwned] = true;
  1118. }
  1119. }
  1120. if(!hasStack[0] || !hasStack[1]) //somebody has won
  1121. {
  1122. setBattleResult(0, hasStack[1]);
  1123. }
  1124. }
  1125. void CGameHandler::giveSpells( const CGTownInstance *t, const CGHeroInstance *h )
  1126. {
  1127. if(!h->hasSpellbook())
  1128. return; //hero hasn't spellbok
  1129. ChangeSpells cs;
  1130. cs.hid = h->id;
  1131. cs.learn = true;
  1132. for(int i=0; i<std::min(t->mageGuildLevel(),h->getSecSkillLevel(CGHeroInstance::WISDOM)+2);i++)
  1133. {
  1134. if (t->subID == 8 && vstd::contains(t->builtBuildings, 26)) //Aurora Borealis
  1135. {
  1136. std::vector<ui16> spells;
  1137. getAllowedSpells(spells, i);
  1138. for (int j = 0; j < spells.size(); ++j)
  1139. cs.spells.insert(spells[j]);
  1140. }
  1141. else
  1142. {
  1143. for(int j=0; j<t->spellsAtLevel(i+1,true) && j<t->spells[i].size(); j++)
  1144. {
  1145. if(!vstd::contains(h->spells,t->spells[i][j]))
  1146. cs.spells.insert(t->spells[i][j]);
  1147. }
  1148. }
  1149. }
  1150. if(cs.spells.size())
  1151. sendAndApply(&cs);
  1152. }
  1153. void CGameHandler::setBlockVis(int objid, bool bv)
  1154. {
  1155. SetObjectProperty sop(objid,2,bv);
  1156. sendAndApply(&sop);
  1157. }
  1158. bool CGameHandler::removeObject( int objid )
  1159. {
  1160. if(!getObj(objid))
  1161. {
  1162. tlog1 << "Something wrong, that object already has been removed or hasn't existed!\n";
  1163. return false;
  1164. }
  1165. RemoveObject ro;
  1166. ro.id = objid;
  1167. sendAndApply(&ro);
  1168. winLoseHandle(255); //eg if monster escaped (removing objs after battle is done dircetly by endBattle, not this function)
  1169. return true;
  1170. }
  1171. void CGameHandler::setAmount(int objid, ui32 val)
  1172. {
  1173. SetObjectProperty sop(objid,3,val);
  1174. sendAndApply(&sop);
  1175. }
  1176. bool CGameHandler::moveHero( si32 hid, int3 dst, ui8 instant, ui8 asker /*= 255*/ )
  1177. {
  1178. bool blockvis = false;
  1179. const CGHeroInstance *h = getHero(hid);
  1180. 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)
  1181. )
  1182. {
  1183. tlog1 << "Illegal call to move hero!\n";
  1184. return false;
  1185. }
  1186. tlog5 << "Player " <<int(asker) << " wants to move hero "<< hid << " from "<< h->pos << " to " << dst << std::endl;
  1187. int3 hmpos = dst + int3(-1,0,0);
  1188. if(!gs->map->isInTheMap(hmpos))
  1189. {
  1190. tlog1 << "Destination tile is outside the map!\n";
  1191. return false;
  1192. }
  1193. TerrainTile t = gs->map->terrain[hmpos.x][hmpos.y][hmpos.z];
  1194. int cost = gs->getMovementCost(h, h->getPosition(false), CGHeroInstance::convertPosition(dst,false),h->movement);
  1195. int3 guardPos = gs->guardingCreaturePosition(hmpos);
  1196. //result structure for start - movement failed, no move points used
  1197. TryMoveHero tmh;
  1198. tmh.id = hid;
  1199. tmh.start = h->pos;
  1200. tmh.end = dst;
  1201. tmh.result = TryMoveHero::FAILED;
  1202. tmh.movePoints = h->movement;
  1203. //check if destination tile is available
  1204. //it's a rock or blocked and not visitable tile
  1205. //OR hero is on land and dest is water and (there is not present only one object - boat)
  1206. if((t.tertype == TerrainTile::rock || (t.blocked && !t.visitable && !h->hasBonusOfType(Bonus::FLYING_MOVEMENT) ))
  1207. && complain("Cannot move hero, destination tile is blocked!")
  1208. || (!h->boat && !h->canWalkOnSea() && t.tertype == TerrainTile::water && (t.visitableObjects.size() < 1 || (t.visitableObjects.back()->ID != 8 && t.visitableObjects.back()->ID != HEROI_TYPE))) //hero is not on boat/water walking and dst water tile doesn't contain boat/hero (objs visitable from land) -> we test back cause boat may be on top of another object (#276)
  1209. && complain("Cannot move hero, destination tile is on water!")
  1210. || (h->boat && t.tertype != TerrainTile::water && t.blocked)
  1211. && complain("Cannot disembark hero, tile is blocked!")
  1212. || (h->movement < cost && dst != h->pos && !instant)
  1213. && complain("Hero doesn't have any movement points left!")
  1214. || states.checkFlag(h->tempOwner, &PlayerStatus::engagedIntoBattle)
  1215. && complain("Cannot move hero during the battle"))
  1216. {
  1217. //send info about movement failure
  1218. sendAndApply(&tmh);
  1219. return false;
  1220. }
  1221. //hero enters the boat
  1222. if(!h->boat && t.visitableObjects.size() && t.visitableObjects.back()->ID == 8)
  1223. {
  1224. tmh.result = TryMoveHero::EMBARK;
  1225. if (h->hasBonusOfType(Bonus::FREE_SHIP_BOARDING))
  1226. {
  1227. tmh.movePoints = (h->movement - cost)*((float)(h->maxMovePoints(true)) / h->maxMovePoints(false));
  1228. }
  1229. else
  1230. tmh.movePoints = 0; //embarking takes all move points
  1231. //TODO: check for bonus that removes that penalty
  1232. getTilesInRange(tmh.fowRevealed,h->getSightCenter()+(tmh.end-tmh.start),h->getSightRadious(),h->tempOwner,1);
  1233. sendAndApply(&tmh);
  1234. return true;
  1235. }
  1236. //hero leaves the boat
  1237. else if(h->boat && t.tertype != TerrainTile::water && !t.blocked)
  1238. {
  1239. tmh.result = TryMoveHero::DISEMBARK;
  1240. if (h->hasBonusOfType(Bonus::FREE_SHIP_BOARDING))
  1241. {
  1242. tmh.movePoints = (h->movement - cost)*((float)(h->maxMovePoints(false)) / h->maxMovePoints(true));
  1243. }
  1244. else
  1245. tmh.movePoints = 0; //disembarking takes all move points
  1246. //TODO: check for bonus that removes that penalty
  1247. getTilesInRange(tmh.fowRevealed,h->getSightCenter()+(tmh.end-tmh.start),h->getSightRadious(),h->tempOwner,1);
  1248. sendAndApply(&tmh);
  1249. tryAttackingGuard(guardPos, h);
  1250. return true;
  1251. }
  1252. //checks for standard movement
  1253. if(!instant)
  1254. {
  1255. if( distance(h->pos,dst) >= 1.5 && complain("Tiles are not neighboring!")
  1256. || h->movement < cost && h->movement < 100 && complain("Not enough move points!"))
  1257. {
  1258. sendAndApply(&tmh);
  1259. return false;
  1260. }
  1261. //check if there is blocking visitable object
  1262. blockvis = false;
  1263. tmh.movePoints = std::max(si32(0),h->movement-cost); //take move points
  1264. BOOST_FOREACH(CGObjectInstance *obj, t.visitableObjects)
  1265. {
  1266. if(obj != h && obj->blockVisit && !(obj->getPassableness() & 1<<h->tempOwner))
  1267. {
  1268. blockvis = true;
  1269. break;
  1270. }
  1271. }
  1272. //we start moving
  1273. if(blockvis)//interaction with blocking object (like resources)
  1274. {
  1275. tmh.result = TryMoveHero::BLOCKING_VISIT;
  1276. sendAndApply(&tmh);
  1277. //failed to move to that tile but we visit object
  1278. if(t.visitableObjects.size())
  1279. objectVisited(t.visitableObjects.back(), h);
  1280. tlog5 << "Blocking visit at " << hmpos << std::endl;
  1281. return true;
  1282. }
  1283. else //normal move
  1284. {
  1285. BOOST_FOREACH(CGObjectInstance *obj, gs->map->terrain[h->pos.x-1][h->pos.y][h->pos.z].visitableObjects)
  1286. {
  1287. obj->onHeroLeave(h);
  1288. }
  1289. getTilesInRange(tmh.fowRevealed,h->getSightCenter()+(tmh.end-tmh.start),h->getSightRadious(),h->tempOwner,1);
  1290. tmh.result = TryMoveHero::SUCCESS;
  1291. tmh.attackedFrom = guardPos;
  1292. sendAndApply(&tmh);
  1293. tlog5 << "Moved to " <<tmh.end<<std::endl;
  1294. // If a creature guards the tile, block visit.
  1295. const bool fightingGuard = tryAttackingGuard(guardPos, h);
  1296. if(!fightingGuard && t.visitableObjects.size()) //call objects if they are visited
  1297. {
  1298. visitObjectOnTile(t, h);
  1299. }
  1300. tlog5 << "Movement end!\n";
  1301. return true;
  1302. }
  1303. }
  1304. else //instant move - teleportation
  1305. {
  1306. BOOST_FOREACH(CGObjectInstance* obj, t.blockingObjects)
  1307. {
  1308. if(obj->ID==HEROI_TYPE)
  1309. {
  1310. CGHeroInstance *dh = static_cast<CGHeroInstance *>(obj);
  1311. if( gameState()->getPlayerRelations(dh->tempOwner, h->tempOwner))
  1312. {
  1313. heroExchange(h->id, dh->id);
  1314. return true;
  1315. }
  1316. startBattleI(h, dh);
  1317. return true;
  1318. }
  1319. }
  1320. tmh.result = TryMoveHero::TELEPORTATION;
  1321. getTilesInRange(tmh.fowRevealed,h->getSightCenter()+(tmh.end-tmh.start),h->getSightRadious(),h->tempOwner,1);
  1322. sendAndApply(&tmh);
  1323. return true;
  1324. }
  1325. }
  1326. bool CGameHandler::teleportHero(si32 hid, si32 dstid, ui8 source, ui8 asker/* = 255*/)
  1327. {
  1328. const CGHeroInstance *h = getHero(hid);
  1329. const CGTownInstance *t = getTown(dstid);
  1330. if ( !h || !t || h->getOwner() != gs->currentPlayer )
  1331. tlog1<<"Invalid call to teleportHero!";
  1332. const CGTownInstance *from = h->visitedTown;
  1333. if((h->getOwner() != t->getOwner())
  1334. && complain("Cannot teleport hero to another player")
  1335. || (!from || from->subID!=3 || !vstd::contains(from->builtBuildings, 22))
  1336. && complain("Hero must be in town with Castle gate for teleporting")
  1337. || (t->subID!=3 || !vstd::contains(t->builtBuildings, 22))
  1338. && complain("Cannot teleport hero to town without Castle gate in it"))
  1339. return false;
  1340. int3 pos = t->visitablePos();
  1341. pos += h->getVisitableOffset();
  1342. stopHeroVisitCastle(from->id, hid);
  1343. moveHero(hid,pos,1);
  1344. heroVisitCastle(dstid, hid);
  1345. return true;
  1346. }
  1347. void CGameHandler::setOwner(int objid, ui8 owner)
  1348. {
  1349. ui8 oldOwner = getOwner(objid);
  1350. SetObjectProperty sop(objid,1,owner);
  1351. sendAndApply(&sop);
  1352. winLoseHandle(1<<owner | 1<<oldOwner);
  1353. if(owner < PLAYER_LIMIT && getTown(objid)) //town captured
  1354. {
  1355. const CGTownInstance * town = getTown(objid);
  1356. if (town->subID == 5 && vstd::contains(town->builtBuildings, 22))
  1357. setPortalDwelling(town, true, false);
  1358. if (!gs->getPlayer(owner)->towns.size())//player lost last town
  1359. {
  1360. InfoWindow iw;
  1361. iw.player = oldOwner;
  1362. 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.
  1363. sendAndApply(&iw);
  1364. }
  1365. }
  1366. const CGObjectInstance * obj = getObj(objid);
  1367. const PlayerState * p = gs->getPlayer(owner);
  1368. if((obj->ID == 17 || obj->ID == 20 ) && p && p->dwellings.size()==1)//first dwelling captured
  1369. BOOST_FOREACH(const CGTownInstance *t, gs->getPlayer(owner)->towns)
  1370. if (t->subID == 5 && vstd::contains(t->builtBuildings, 22))
  1371. setPortalDwelling(t);//set initial creatures for all portals of summoning
  1372. }
  1373. void CGameHandler::setHoverName(int objid, MetaString* name)
  1374. {
  1375. SetHoverName shn(objid, *name);
  1376. sendAndApply(&shn);
  1377. }
  1378. void CGameHandler::showBlockingDialog( BlockingDialog *iw, const CFunctionList<void(ui32)> &callback )
  1379. {
  1380. ask(iw,iw->player,callback);
  1381. }
  1382. ui32 CGameHandler::showBlockingDialog( BlockingDialog *iw )
  1383. {
  1384. //TODO
  1385. //gsm.lock();
  1386. //int query = QID++;
  1387. //states.addQuery(player,query);
  1388. //sendToAllClients(iw);
  1389. //gsm.unlock();
  1390. //ui32 ret = getQueryResult(iw->player, query);
  1391. //gsm.lock();
  1392. //states.removeQuery(player, query);
  1393. //gsm.unlock();
  1394. return 0;
  1395. }
  1396. void CGameHandler::giveResource(int player, int which, int val)
  1397. {
  1398. if(!val) return; //don't waste time on empty call
  1399. SetResource sr;
  1400. sr.player = player;
  1401. sr.resid = which;
  1402. sr.val = gs->players.find(player)->second.resources[which] + val;
  1403. sendAndApply(&sr);
  1404. }
  1405. void CGameHandler::giveCreatures(const CArmedInstance *obj, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove)
  1406. {
  1407. boost::function<void()> removeOrNot = 0;
  1408. if(remove)
  1409. removeOrNot = boost::bind(&CGameHandler::removeObject, this, obj->id);
  1410. COMPLAIN_RET_IF(!creatures.stacksCount(), "Strange, giveCreatures called without args!");
  1411. COMPLAIN_RET_IF(obj->stacksCount(), "Cannot give creatures from not-cleared object!");
  1412. COMPLAIN_RET_IF(creatures.stacksCount() > ARMY_SIZE, "Too many stacks to give!");
  1413. //first we move creatures to give to make them army of object-source
  1414. for (TSlots::const_iterator stack = creatures.Slots().begin(); stack != creatures.Slots().end(); stack++)
  1415. {
  1416. addToSlot(StackLocation(obj, obj->getSlotFor(stack->second->type)), stack->second->type, stack->second->count);
  1417. }
  1418. tryJoiningArmy(obj, h, remove, true);
  1419. }
  1420. void CGameHandler::takeCreatures(int objid, const std::vector<CStackBasicDescriptor> &creatures)
  1421. {
  1422. std::vector<CStackBasicDescriptor> cres = creatures;
  1423. if (cres.size() <= 0)
  1424. return;
  1425. const CArmedInstance* obj = static_cast<const CArmedInstance*>(getObj(objid));
  1426. BOOST_FOREACH(CStackBasicDescriptor &sbd, cres)
  1427. {
  1428. TQuantity collected = 0;
  1429. while(collected < sbd.count)
  1430. {
  1431. TSlots::const_iterator i = obj->Slots().begin();
  1432. for(; i != obj->Slots().end(); i++)
  1433. {
  1434. if(i->second->type == sbd.type)
  1435. {
  1436. TQuantity take = std::min(sbd.count - collected, i->second->count); //collect as much cres as we can
  1437. changeStackCount(StackLocation(obj, i->first), take, false);
  1438. collected += take;
  1439. break;
  1440. }
  1441. }
  1442. if(i == obj->Slots().end()) //we went through the whole loop and haven't found appropriate cres
  1443. {
  1444. complain("Unexpected failure during taking creatures!");
  1445. return;
  1446. }
  1447. }
  1448. }
  1449. }
  1450. void CGameHandler::showCompInfo(ShowInInfobox * comp)
  1451. {
  1452. sendToAllClients(comp);
  1453. }
  1454. void CGameHandler::heroVisitCastle(int obj, int heroID)
  1455. {
  1456. HeroVisitCastle vc;
  1457. vc.hid = heroID;
  1458. vc.tid = obj;
  1459. vc.flags |= 1;
  1460. sendAndApply(&vc);
  1461. const CGHeroInstance *h = getHero(heroID);
  1462. vistiCastleObjects (getTown(obj), h);
  1463. giveSpells (getTown(obj), getHero(heroID));
  1464. if(gs->map->victoryCondition.condition == transportItem)
  1465. checkLossVictory(h->tempOwner); //transported artifact?
  1466. }
  1467. void CGameHandler::vistiCastleObjects (const CGTownInstance *t, const CGHeroInstance *h)
  1468. {
  1469. std::vector<CGTownBuilding*>::const_iterator i;
  1470. for (i = t->bonusingBuildings.begin(); i != t->bonusingBuildings.end(); i++)
  1471. (*i)->onHeroVisit (h);
  1472. }
  1473. void CGameHandler::stopHeroVisitCastle(int obj, int heroID)
  1474. {
  1475. HeroVisitCastle vc;
  1476. vc.hid = heroID;
  1477. vc.tid = obj;
  1478. sendAndApply(&vc);
  1479. }
  1480. void CGameHandler::removeArtifact(const ArtifactLocation &al)
  1481. {
  1482. assert(al.getArt());
  1483. EraseArtifact ea;
  1484. ea.al = al;
  1485. sendAndApply(&ea);
  1486. }
  1487. 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
  1488. {
  1489. engageIntoBattle(army1->tempOwner);
  1490. engageIntoBattle(army2->tempOwner);
  1491. //block engaged players
  1492. if(army2->tempOwner < PLAYER_LIMIT)
  1493. states.setFlag(army2->tempOwner,&PlayerStatus::engagedIntoBattle,true);
  1494. static const CArmedInstance *armies[2];
  1495. armies[0] = army1;
  1496. armies[1] = army2;
  1497. static const CGHeroInstance*heroes[2];
  1498. heroes[0] = hero1;
  1499. heroes[1] = hero2;
  1500. boost::thread(boost::bind(&CGameHandler::startBattle, this, armies, tile, heroes, creatureBank, cb, town));
  1501. }
  1502. void CGameHandler::startBattleI( const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, boost::function<void(BattleResult*)> cb, bool creatureBank )
  1503. {
  1504. startBattleI(army1, army2, tile,
  1505. army1->ID == HEROI_TYPE ? static_cast<const CGHeroInstance*>(army1) : NULL,
  1506. army2->ID == HEROI_TYPE ? static_cast<const CGHeroInstance*>(army2) : NULL,
  1507. creatureBank, cb);
  1508. }
  1509. void CGameHandler::startBattleI( const CArmedInstance *army1, const CArmedInstance *army2, boost::function<void(BattleResult*)> cb, bool creatureBank)
  1510. {
  1511. startBattleI(army1, army2, army2->visitablePos(), cb, creatureBank);
  1512. }
  1513. void CGameHandler::changeSpells( int hid, bool give, const std::set<ui32> &spells )
  1514. {
  1515. ChangeSpells cs;
  1516. cs.hid = hid;
  1517. cs.spells = spells;
  1518. cs.learn = give;
  1519. sendAndApply(&cs);
  1520. }
  1521. void CGameHandler::sendMessageTo( CConnection &c, const std::string &message )
  1522. {
  1523. SystemMessage sm;
  1524. sm.text = message;
  1525. c << &sm;
  1526. }
  1527. void CGameHandler::giveHeroBonus( GiveBonus * bonus )
  1528. {
  1529. sendAndApply(bonus);
  1530. }
  1531. void CGameHandler::setMovePoints( SetMovePoints * smp )
  1532. {
  1533. sendAndApply(smp);
  1534. }
  1535. void CGameHandler::setManaPoints( int hid, int val )
  1536. {
  1537. SetMana sm;
  1538. sm.hid = hid;
  1539. sm.val = val;
  1540. sendAndApply(&sm);
  1541. }
  1542. void CGameHandler::giveHero( int id, int player )
  1543. {
  1544. GiveHero gh;
  1545. gh.id = id;
  1546. gh.player = player;
  1547. sendAndApply(&gh);
  1548. }
  1549. void CGameHandler::changeObjPos( int objid, int3 newPos, ui8 flags )
  1550. {
  1551. ChangeObjPos cop;
  1552. cop.objid = objid;
  1553. cop.nPos = newPos;
  1554. cop.flags = flags;
  1555. sendAndApply(&cop);
  1556. }
  1557. void CGameHandler::useScholarSkill(si32 fromHero, si32 toHero)
  1558. {
  1559. const CGHeroInstance * h1 = getHero(fromHero);
  1560. const CGHeroInstance * h2 = getHero(toHero);
  1561. if ( h1->getSecSkillLevel(CGHeroInstance::SCHOLAR) < h2->getSecSkillLevel(CGHeroInstance::SCHOLAR) )
  1562. {
  1563. std::swap (h1,h2);//1st hero need to have higher scholar level for correct message
  1564. std::swap(fromHero, toHero);
  1565. }
  1566. int ScholarLevel = h1->getSecSkillLevel(CGHeroInstance::SCHOLAR);//heroes can trade up to this level
  1567. if (!ScholarLevel || !h1->hasSpellbook() || !h2->hasSpellbook() )
  1568. return;//no scholar skill or no spellbook
  1569. int h1Lvl = std::min(ScholarLevel+1, h1->getSecSkillLevel(CGHeroInstance::WISDOM)+2),
  1570. h2Lvl = std::min(ScholarLevel+1, h2->getSecSkillLevel(CGHeroInstance::WISDOM)+2);//heroes can receive this levels
  1571. ChangeSpells cs1;
  1572. cs1.learn = true;
  1573. cs1.hid = toHero;//giving spells to first hero
  1574. for(std::set<ui32>::const_iterator it=h1->spells.begin(); it!=h1->spells.end();it++)
  1575. if ( h2Lvl >= VLC->spellh->spells[*it]->level && !vstd::contains(h2->spells, *it))//hero can learn it and don't have it yet
  1576. cs1.spells.insert(*it);//spell to learn
  1577. ChangeSpells cs2;
  1578. cs2.learn = true;
  1579. cs2.hid = fromHero;
  1580. for(std::set<ui32>::const_iterator it=h2->spells.begin(); it!=h2->spells.end();it++)
  1581. if ( h1Lvl >= VLC->spellh->spells[*it]->level && !vstd::contains(h1->spells, *it))
  1582. cs2.spells.insert(*it);
  1583. if (cs1.spells.size() || cs2.spells.size())//create a message
  1584. {
  1585. InfoWindow iw;
  1586. iw.player = h1->tempOwner;
  1587. iw.components.push_back(Component(Component::SEC_SKILL, 18, ScholarLevel, 0));
  1588. iw.text.addTxt(MetaString::GENERAL_TXT, 139);//"%s, who has studied magic extensively,
  1589. iw.text.addReplacement(h1->name);
  1590. if (cs2.spells.size())//if found new spell - apply
  1591. {
  1592. iw.text.addTxt(MetaString::GENERAL_TXT, 140);//learns
  1593. int size = cs2.spells.size();
  1594. for(std::set<ui32>::const_iterator it=cs2.spells.begin(); it!=cs2.spells.end();it++)
  1595. {
  1596. iw.components.push_back(Component(Component::SPELL, (*it), 1, 0));
  1597. iw.text.addTxt(MetaString::SPELL_NAME, (*it));
  1598. switch (size--)
  1599. {
  1600. case 2: iw.text.addTxt(MetaString::GENERAL_TXT, 141);
  1601. case 1: break;
  1602. default: iw.text << ", ";
  1603. }
  1604. }
  1605. iw.text.addTxt(MetaString::GENERAL_TXT, 142);//from %s
  1606. iw.text.addReplacement(h2->name);
  1607. sendAndApply(&cs2);
  1608. }
  1609. if (cs1.spells.size() && cs2.spells.size() )
  1610. {
  1611. iw.text.addTxt(MetaString::GENERAL_TXT, 141);//and
  1612. }
  1613. if (cs1.spells.size())
  1614. {
  1615. iw.text.addTxt(MetaString::GENERAL_TXT, 147);//teaches
  1616. int size = cs1.spells.size();
  1617. for(std::set<ui32>::const_iterator it=cs1.spells.begin(); it!=cs1.spells.end();it++)
  1618. {
  1619. iw.components.push_back(Component(Component::SPELL, (*it), 1, 0));
  1620. iw.text.addTxt(MetaString::SPELL_NAME, (*it));
  1621. switch (size--)
  1622. {
  1623. case 2: iw.text.addTxt(MetaString::GENERAL_TXT, 141);
  1624. case 1: break;
  1625. default: iw.text << ", ";
  1626. } }
  1627. iw.text.addTxt(MetaString::GENERAL_TXT, 148);//from %s
  1628. iw.text.addReplacement(h2->name);
  1629. sendAndApply(&cs1);
  1630. }
  1631. sendAndApply(&iw);
  1632. }
  1633. }
  1634. void CGameHandler::heroExchange(si32 hero1, si32 hero2)
  1635. {
  1636. ui8 player1 = getHero(hero1)->tempOwner;
  1637. ui8 player2 = getHero(hero2)->tempOwner;
  1638. if( gameState()->getPlayerRelations( player1, player2))
  1639. {
  1640. OpenWindow hex;
  1641. hex.window = OpenWindow::EXCHANGE_WINDOW;
  1642. hex.id1 = hero1;
  1643. hex.id2 = hero2;
  1644. sendAndApply(&hex);
  1645. useScholarSkill(hero1,hero2);
  1646. }
  1647. }
  1648. void CGameHandler::applyAndAsk( Query * sel, ui8 player, boost::function<void(ui32)> &callback )
  1649. {
  1650. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  1651. sel->id = QID;
  1652. callbacks[QID] = callback;
  1653. states.addQuery(player,QID);
  1654. QID++;
  1655. sendAndApply(sel);
  1656. }
  1657. void CGameHandler::ask( Query * sel, ui8 player, const CFunctionList<void(ui32)> &callback )
  1658. {
  1659. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  1660. sel->id = QID;
  1661. callbacks[QID] = callback;
  1662. states.addQuery(player,QID);
  1663. sendToAllClients(sel);
  1664. QID++;
  1665. }
  1666. void CGameHandler::sendToAllClients( CPackForClient * info )
  1667. {
  1668. tlog5 << "Sending to all clients a package of type " << typeid(*info).name() << std::endl;
  1669. for(std::set<CConnection*>::iterator i=conns.begin(); i!=conns.end();i++)
  1670. {
  1671. (*i)->wmx->lock();
  1672. **i << info;
  1673. (*i)->wmx->unlock();
  1674. }
  1675. }
  1676. void CGameHandler::sendAndApply( CPackForClient * info )
  1677. {
  1678. //TODO? mutex
  1679. sendToAllClients(info);
  1680. gs->apply(info);
  1681. }
  1682. void CGameHandler::sendAndApply(CGarrisonOperationPack * info)
  1683. {
  1684. sendAndApply((CPackForClient*)info);
  1685. if(gs->map->victoryCondition.condition == gatherTroop)
  1686. winLoseHandle();
  1687. }
  1688. // void CGameHandler::sendAndApply( SetGarrisons * info )
  1689. // {
  1690. // sendAndApply((CPackForClient*)info);
  1691. // if(gs->map->victoryCondition.condition == gatherTroop)
  1692. // for(std::map<ui32,CCreatureSet>::const_iterator i = info->garrs.begin(); i != info->garrs.end(); i++)
  1693. // checkLossVictory(getObj(i->first)->tempOwner);
  1694. // }
  1695. void CGameHandler::sendAndApply( SetResource * info )
  1696. {
  1697. sendAndApply((CPackForClient*)info);
  1698. if(gs->map->victoryCondition.condition == gatherResource)
  1699. checkLossVictory(info->player);
  1700. }
  1701. void CGameHandler::sendAndApply( SetResources * info )
  1702. {
  1703. sendAndApply((CPackForClient*)info);
  1704. if(gs->map->victoryCondition.condition == gatherResource)
  1705. checkLossVictory(info->player);
  1706. }
  1707. void CGameHandler::sendAndApply( NewStructures * info )
  1708. {
  1709. sendAndApply((CPackForClient*)info);
  1710. if(gs->map->victoryCondition.condition == buildCity)
  1711. checkLossVictory(getTown(info->tid)->tempOwner);
  1712. }
  1713. void CGameHandler::save( const std::string &fname )
  1714. {
  1715. {
  1716. tlog0 << "Ordering clients to serialize...\n";
  1717. SaveGame sg(fname);
  1718. sendToAllClients(&sg);
  1719. }
  1720. {
  1721. tlog0 << "Serializing game info...\n";
  1722. CSaveFile save(GVCMIDirs.UserPath + "/Games/" + fname + ".vlgm1");
  1723. char hlp[8] = "VCMISVG";
  1724. save << hlp << static_cast<CMapHeader&>(*gs->map) << gs->scenarioOps << *VLC << gs;
  1725. }
  1726. {
  1727. tlog0 << "Serializing server info...\n";
  1728. CSaveFile save(GVCMIDirs.UserPath + "/Games/" + fname + ".vsgm1");
  1729. save << *this;
  1730. }
  1731. tlog0 << "Game has been successfully saved!\n";
  1732. }
  1733. void CGameHandler::close()
  1734. {
  1735. tlog0 << "We have been requested to close.\n";
  1736. if(gs->initialOpts->mode == StartInfo::DUEL)
  1737. {
  1738. exit(0);
  1739. }
  1740. //BOOST_FOREACH(CConnection *cc, conns)
  1741. // if(cc && cc->socket && cc->socket->is_open())
  1742. // cc->socket->close();
  1743. //exit(0);
  1744. }
  1745. bool CGameHandler::arrangeStacks( si32 id1, si32 id2, ui8 what, ui8 p1, ui8 p2, si32 val, ui8 player )
  1746. {
  1747. CArmedInstance *s1 = static_cast<CArmedInstance*>(gs->map->objects[id1].get()),
  1748. *s2 = static_cast<CArmedInstance*>(gs->map->objects[id2].get());
  1749. CCreatureSet &S1 = *s1, &S2 = *s2;
  1750. StackLocation sl1(s1, p1), sl2(s2, p2);
  1751. if(!isAllowedExchange(id1,id2))
  1752. {
  1753. complain("Cannot exchange stacks between these two objects!\n");
  1754. return false;
  1755. }
  1756. if(what==1) //swap
  1757. {
  1758. if ( ((s1->tempOwner != player && s1->tempOwner != 254) && S1.stacks[p1]->count) //why 254??
  1759. || ((s2->tempOwner != player && s2->tempOwner != 254) && S2.stacks[p2]->count))
  1760. {
  1761. complain("Can't take troops from another player!");
  1762. return false;
  1763. }
  1764. swapStacks(sl1, sl2);
  1765. }
  1766. else if(what==2)//merge
  1767. {
  1768. if (( S1.stacks[p1]->type != S2.stacks[p2]->type && complain("Cannot merge different creatures stacks!"))
  1769. || ((s1->tempOwner != player && s1->tempOwner != 254) && S2.stacks[p2]->count) && complain("Can't take troops from another player!"))
  1770. return false;
  1771. moveStack(sl1, sl2);
  1772. }
  1773. else if(what==3) //split
  1774. {
  1775. if ( (s1->tempOwner != player && S1.stacks[p1]->count < s1->getStackCount(p1) )
  1776. || (s2->tempOwner != player && S2.stacks[p2]->count < s2->getStackCount(p2) ) )
  1777. {
  1778. complain("Can't move troops of another player!");
  1779. return false;
  1780. }
  1781. //general conditions checking
  1782. if((!vstd::contains(S1.stacks,p1) && complain("no creatures to split"))
  1783. || (val<1 && complain("no creatures to split")) )
  1784. {
  1785. return false;
  1786. }
  1787. if(vstd::contains(S2.stacks,p2)) //dest. slot not free - it must be "rebalancing"...
  1788. {
  1789. int total = S1.stacks[p1]->count + S2.stacks[p2]->count;
  1790. if( (total < val && complain("Cannot split that stack, not enough creatures!"))
  1791. || (S2.stacks[p2]->type != S1.stacks[p1]->type && complain("Cannot rebalance different creatures stacks!"))
  1792. )
  1793. {
  1794. return false;
  1795. }
  1796. moveStack(sl1, sl2, val - S2.stacks[p2]->count);
  1797. //S2.slots[p2]->count = val;
  1798. //S1.slots[p1]->count = total - val;
  1799. }
  1800. else //split one stack to the two
  1801. {
  1802. if(S1.stacks[p1]->count < val)//not enough creatures
  1803. {
  1804. complain("Cannot split that stack, not enough creatures!");
  1805. return false;
  1806. }
  1807. moveStack(sl1, sl2, val);
  1808. }
  1809. }
  1810. return true;
  1811. }
  1812. int CGameHandler::getPlayerAt( CConnection *c ) const
  1813. {
  1814. std::set<int> all;
  1815. for(std::map<int,CConnection*>::const_iterator i=connections.begin(); i!=connections.end(); i++)
  1816. if(i->second == c)
  1817. all.insert(i->first);
  1818. switch(all.size())
  1819. {
  1820. case 0:
  1821. return 255;
  1822. case 1:
  1823. return *all.begin();
  1824. default:
  1825. {
  1826. //if we have more than one player at this connection, try to pick active one
  1827. if(vstd::contains(all,int(gs->currentPlayer)))
  1828. return gs->currentPlayer;
  1829. else
  1830. return 253; //cannot say which player is it
  1831. }
  1832. }
  1833. }
  1834. bool CGameHandler::disbandCreature( si32 id, ui8 pos )
  1835. {
  1836. CArmedInstance *s1 = static_cast<CArmedInstance*>(gs->map->objects[id].get());
  1837. if(!vstd::contains(s1->stacks,pos))
  1838. {
  1839. complain("Illegal call to disbandCreature - no such stack in army!");
  1840. return false;
  1841. }
  1842. eraseStack(StackLocation(s1, pos));
  1843. return true;
  1844. }
  1845. bool CGameHandler::buildStructure( si32 tid, si32 bid, bool force /*=false*/ )
  1846. {
  1847. CGTownInstance * t = static_cast<CGTownInstance*>(gs->map->objects[tid].get());
  1848. CBuilding * b = VLC->buildh->buildings[t->subID][bid];
  1849. if( !force && gs->canBuildStructure(t,bid) != 7)
  1850. {
  1851. complain("Cannot build that building!");
  1852. return false;
  1853. }
  1854. if( !force && bid == 26) //grail
  1855. {
  1856. if(!t->visitingHero || !t->visitingHero->hasArt(2))
  1857. {
  1858. complain("Cannot build grail - hero doesn't have it");
  1859. return false;
  1860. }
  1861. //remove grail
  1862. removeArtifact(ArtifactLocation(t->visitingHero, t->visitingHero->getArtPos(2, false)));
  1863. }
  1864. NewStructures ns;
  1865. ns.tid = tid;
  1866. if ( (bid == 18) && (vstd::contains(t->builtBuildings,(t->town->hordeLvl[0]+37))) )
  1867. ns.bid.insert(19);//we have upgr. dwelling, upgr. horde will be builded as well
  1868. else if ( (bid == 24) && (vstd::contains(t->builtBuildings,(t->town->hordeLvl[1]+37))) )
  1869. ns.bid.insert(25);
  1870. else if(bid>36) //upg dwelling
  1871. {
  1872. if ( (bid-37 == t->town->hordeLvl[0]) && (vstd::contains(t->builtBuildings,18)) )
  1873. ns.bid.insert(19);//we have horde, will be upgraded as well as dwelling
  1874. if ( (bid-37 == t->town->hordeLvl[1]) && (vstd::contains(t->builtBuildings,24)) )
  1875. ns.bid.insert(25);
  1876. SetAvailableCreatures ssi;
  1877. ssi.tid = tid;
  1878. ssi.creatures = t->creatures;
  1879. ssi.creatures[bid-37].second.push_back(t->town->upgradedCreatures[bid-37]);
  1880. sendAndApply(&ssi);
  1881. }
  1882. else if(bid >= 30) //bas. dwelling
  1883. {
  1884. int crid = t->town->basicCreatures[bid-30];
  1885. SetAvailableCreatures ssi;
  1886. ssi.tid = tid;
  1887. ssi.creatures = t->creatures;
  1888. ssi.creatures[bid-30].first = VLC->creh->creatures[crid]->growth;
  1889. ssi.creatures[bid-30].second.push_back(crid);
  1890. sendAndApply(&ssi);
  1891. }
  1892. else if(bid == 11)
  1893. ns.bid.insert(27);
  1894. else if(bid == 12)
  1895. ns.bid.insert(28);
  1896. else if(bid == 13)
  1897. ns.bid.insert(29);
  1898. else if (t->subID == 4 && bid == 17) //veil of darkness
  1899. {
  1900. //handled via town->reacreateBonuses in apply
  1901. // GiveBonus gb(GiveBonus::TOWN);
  1902. // gb.bonus.type = Bonus::DARKNESS;
  1903. // gb.bonus.val = 20;
  1904. // gb.id = t->id;
  1905. // gb.bonus.duration = Bonus::PERMANENT;
  1906. // gb.bonus.source = Bonus::TOWN_STRUCTURE;
  1907. // gb.bonus.id = 17;
  1908. // sendAndApply(&gb);
  1909. }
  1910. else if ( t->subID == 5 && bid == 22 )
  1911. {
  1912. setPortalDwelling(t);
  1913. }
  1914. ns.bid.insert(bid);
  1915. ns.builded = force?t->builded:(t->builded+1);
  1916. sendAndApply(&ns);
  1917. //reveal ground for lookout tower
  1918. FoWChange fw;
  1919. fw.player = t->tempOwner;
  1920. fw.mode = 1;
  1921. getTilesInRange(fw.tiles,t->pos,t->getSightRadious(),t->tempOwner,1);
  1922. sendAndApply(&fw);
  1923. if (!force)
  1924. {
  1925. SetResources sr;
  1926. sr.player = t->tempOwner;
  1927. sr.res = gs->getPlayer(t->tempOwner)->resources;
  1928. for(int i=0;i<b->resources.size();i++)
  1929. sr.res[i]-=b->resources[i];
  1930. sendAndApply(&sr);
  1931. }
  1932. if(bid<5) //it's mage guild
  1933. {
  1934. if(t->visitingHero)
  1935. giveSpells(t,t->visitingHero);
  1936. if(t->garrisonHero)
  1937. giveSpells(t,t->garrisonHero);
  1938. }
  1939. if(t->visitingHero)
  1940. vistiCastleObjects (t, t->visitingHero);
  1941. if(t->garrisonHero)
  1942. vistiCastleObjects (t, t->garrisonHero);
  1943. checkLossVictory(t->tempOwner);
  1944. return true;
  1945. }
  1946. bool CGameHandler::razeStructure (si32 tid, si32 bid)
  1947. {
  1948. ///incomplete, simply erases target building
  1949. CGTownInstance * t = static_cast<CGTownInstance*>(gs->map->objects[tid].get());
  1950. if (t->builtBuildings.find(bid) == t->builtBuildings.end())
  1951. return false;
  1952. RazeStructures rs;
  1953. rs.tid = tid;
  1954. rs.bid.insert(bid);
  1955. rs.destroyed = t->destroyed + 1;
  1956. sendAndApply(&rs);
  1957. //TODO: Remove dwellers
  1958. // if (t->subID == 4 && bid == 17) //Veil of Darkness
  1959. // {
  1960. // RemoveBonus rb(RemoveBonus::TOWN);
  1961. // rb.whoID = t->id;
  1962. // rb.source = Bonus::TOWN_STRUCTURE;
  1963. // rb.id = 17;
  1964. // sendAndApply(&rb);
  1965. // }
  1966. return true;
  1967. }
  1968. void CGameHandler::sendMessageToAll( const std::string &message )
  1969. {
  1970. SystemMessage sm;
  1971. sm.text = message;
  1972. sendToAllClients(&sm);
  1973. }
  1974. bool CGameHandler::recruitCreatures( si32 objid, ui32 crid, ui32 cram, si32 fromLvl )
  1975. {
  1976. const CGDwelling *dw = static_cast<CGDwelling*>(gs->map->objects[objid].get());
  1977. const CArmedInstance *dst = NULL;
  1978. const CCreature *c = VLC->creh->creatures[crid];
  1979. bool warMachine = c->hasBonusOfType(Bonus::SIEGE_WEAPON);
  1980. //TODO: test for owning
  1981. if(dw->ID == TOWNI_TYPE)
  1982. dst = (static_cast<const CGTownInstance *>(dw))->getUpperArmy();
  1983. else if(dw->ID == 17 || dw->ID == 20 || dw->ID == 78) //advmap dwelling
  1984. dst = getHero(gs->getPlayer(dw->tempOwner)->currentSelection); //TODO: check if current hero is really visiting dwelling
  1985. else if(dw->ID == 106)
  1986. dst = dynamic_cast<const CGHeroInstance *>(getTile(dw->visitablePos())->visitableObjects.back());
  1987. assert(dw && dst);
  1988. //verify
  1989. bool found = false;
  1990. int level = 0;
  1991. typedef std::pair<const int,int> Parka;
  1992. for(; level < dw->creatures.size(); level++) //iterate through all levels
  1993. {
  1994. if ( (fromLvl != -1) && ( level !=fromLvl ) )
  1995. continue;
  1996. const std::pair<ui32, std::vector<ui32> > &cur = dw->creatures[level]; //current level info <amount, list of cr. ids>
  1997. int i = 0;
  1998. for(; i < cur.second.size(); i++) //look for crid among available creatures list on current level
  1999. if(cur.second[i] == crid)
  2000. break;
  2001. if(i < cur.second.size())
  2002. {
  2003. found = true;
  2004. cram = std::min(cram, cur.first); //reduce recruited amount up to available amount
  2005. break;
  2006. }
  2007. }
  2008. int slot = dst->getSlotFor(crid);
  2009. if(!found && complain("Cannot recruit: no such creatures!")
  2010. || cram > VLC->creh->creatures[crid]->maxAmount(gs->getPlayer(dst->tempOwner)->resources) && complain("Cannot recruit: lack of resources!")
  2011. || cram<=0 && complain("Cannot recruit: cram <= 0!")
  2012. || slot<0 && !warMachine && complain("Cannot recruit: no available slot!"))
  2013. {
  2014. return false;
  2015. }
  2016. //recruit
  2017. SetResources sr;
  2018. sr.player = dst->tempOwner;
  2019. for(int i=0;i<RESOURCE_QUANTITY;i++)
  2020. sr.res[i] = gs->getPlayer(dst->tempOwner)->resources[i] - (c->cost[i] * cram);
  2021. SetAvailableCreatures sac;
  2022. sac.tid = objid;
  2023. sac.creatures = dw->creatures;
  2024. sac.creatures[level].first -= cram;
  2025. sendAndApply(&sr);
  2026. sendAndApply(&sac);
  2027. if(warMachine)
  2028. {
  2029. const CGHeroInstance *h = dynamic_cast<const CGHeroInstance*>(dst);
  2030. if(!h)
  2031. COMPLAIN_RET("Only hero can buy war machines");
  2032. switch(crid)
  2033. {
  2034. case 146:
  2035. giveHeroNewArtifact(h, VLC->arth->artifacts[4], Arts::MACH1);
  2036. break;
  2037. case 147:
  2038. giveHeroNewArtifact(h, VLC->arth->artifacts[6], Arts::MACH3);
  2039. break;
  2040. case 148:
  2041. giveHeroNewArtifact(h, VLC->arth->artifacts[5], Arts::MACH2);
  2042. break;
  2043. default:
  2044. complain("This war machine cannot be recruited!");
  2045. return false;
  2046. }
  2047. }
  2048. else
  2049. {
  2050. addToSlot(StackLocation(dst, slot), c, cram);
  2051. }
  2052. return true;
  2053. }
  2054. bool CGameHandler::upgradeCreature( ui32 objid, ui8 pos, ui32 upgID )
  2055. {
  2056. CArmedInstance *obj = static_cast<CArmedInstance*>(gs->map->objects[objid].get());
  2057. assert(obj->hasStackAtSlot(pos));
  2058. UpgradeInfo ui = gs->getUpgradeInfo(obj->getStack(pos));
  2059. int player = obj->tempOwner;
  2060. int crQuantity = obj->stacks[pos]->count;
  2061. int newIDpos= vstd::findPos(ui.newID, upgID);//get position of new id in UpgradeInfo
  2062. //check if upgrade is possible
  2063. if( (ui.oldID<0 || newIDpos == -1 ) && complain("That upgrade is not possible!"))
  2064. {
  2065. return false;
  2066. }
  2067. //check if player has enough resources
  2068. for (std::set<std::pair<int,int> >::iterator j=ui.cost[newIDpos].begin(); j!=ui.cost[newIDpos].end(); j++)
  2069. {
  2070. if(gs->getPlayer(player)->resources[j->first] < j->second*crQuantity)
  2071. {
  2072. complain("Cannot upgrade, not enough resources!");
  2073. return false;
  2074. }
  2075. }
  2076. //take resources
  2077. for (std::set<std::pair<int,int> >::iterator j=ui.cost[newIDpos].begin(); j!=ui.cost[newIDpos].end(); j++)
  2078. {
  2079. SetResource sr;
  2080. sr.player = player;
  2081. sr.resid = j->first;
  2082. sr.val = gs->getPlayer(player)->resources[j->first] - j->second*crQuantity;
  2083. sendAndApply(&sr);
  2084. }
  2085. //upgrade creature
  2086. changeStackType(StackLocation(obj, pos), VLC->creh->creatures[upgID]);
  2087. return true;
  2088. }
  2089. bool CGameHandler::changeStackType(const StackLocation &sl, CCreature *c)
  2090. {
  2091. if(!sl.army->hasStackAtSlot(sl.slot))
  2092. COMPLAIN_RET("Cannot find a stack to change type");
  2093. SetStackType sst;
  2094. sst.sl = sl;
  2095. sst.type = c;
  2096. sendAndApply(&sst);
  2097. return true;
  2098. }
  2099. void CGameHandler::moveArmy(const CArmedInstance *src, const CArmedInstance *dst, bool allowMerging)
  2100. {
  2101. assert(src->canBeMergedWith(*dst, allowMerging));
  2102. while(src->stacksCount())//while there are unmoved creatures
  2103. {
  2104. TSlots::const_iterator i = src->Slots().begin(); //iterator to stack to move
  2105. StackLocation sl(src, i->first); //location of stack to move
  2106. TSlot pos = dst->getSlotFor(i->second->type);
  2107. if(pos < 0)
  2108. {
  2109. //try to merge two other stacks to make place
  2110. std::pair<TSlot, TSlot> toMerge;
  2111. if(dst->mergableStacks(toMerge, i->first) && allowMerging)
  2112. {
  2113. moveStack(StackLocation(dst, toMerge.first), StackLocation(dst, toMerge.second)); //merge toMerge.first into toMerge.second
  2114. assert(!dst->hasStackAtSlot(toMerge.first)); //we have now a new free slot
  2115. moveStack(sl, StackLocation(dst, toMerge.first)); //move stack to freed slot
  2116. }
  2117. else
  2118. {
  2119. complain("Unexpected failure during an attempt to move army from " + src->nodeName() + " to " + dst->nodeName() + "!");
  2120. return;
  2121. }
  2122. }
  2123. else
  2124. {
  2125. moveStack(sl, StackLocation(dst, pos));
  2126. }
  2127. }
  2128. }
  2129. bool CGameHandler::garrisonSwap( si32 tid )
  2130. {
  2131. CGTownInstance *town = gs->getTown(tid);
  2132. if(!town->garrisonHero && town->visitingHero) //visiting => garrison, merge armies: town army => hero army
  2133. {
  2134. if(!town->visitingHero->canBeMergedWith(*town))
  2135. {
  2136. complain("Cannot make garrison swap, not enough free slots!");
  2137. return false;
  2138. }
  2139. moveArmy(town, town->visitingHero, true);
  2140. SetHeroesInTown intown;
  2141. intown.tid = tid;
  2142. intown.visiting = -1;
  2143. intown.garrison = town->visitingHero->id;
  2144. sendAndApply(&intown);
  2145. return true;
  2146. }
  2147. else if (town->garrisonHero && !town->visitingHero) //move hero out of the garrison
  2148. {
  2149. //check if moving hero out of town will break 8 wandering heroes limit
  2150. if(getHeroCount(town->garrisonHero->tempOwner,false) >= 8)
  2151. {
  2152. complain("Cannot move hero out of the garrison, there are already 8 wandering heroes!");
  2153. return false;
  2154. }
  2155. SetHeroesInTown intown;
  2156. intown.tid = tid;
  2157. intown.garrison = -1;
  2158. intown.visiting = town->garrisonHero->id;
  2159. sendAndApply(&intown);
  2160. return true;
  2161. }
  2162. else if(!!town->garrisonHero && town->visitingHero) //swap visiting and garrison hero
  2163. {
  2164. SetHeroesInTown intown;
  2165. intown.tid = tid;
  2166. intown.garrison = town->visitingHero->id;
  2167. intown.visiting = town->garrisonHero->id;
  2168. sendAndApply(&intown);
  2169. return true;
  2170. }
  2171. else
  2172. {
  2173. complain("Cannot swap garrison hero!");
  2174. return false;
  2175. }
  2176. }
  2177. // With the amount of changes done to the function, it's more like transferArtifacts.
  2178. // Function moves artifact from src to dst. If dst is not a backpack and is already occupied, old dst art goes to backpack and is replaced.
  2179. bool CGameHandler::moveArtifact(si32 srcHeroID, si32 destHeroID, ui16 srcSlot, ui16 destSlot)
  2180. {
  2181. const CGHeroInstance *srcHero = getHero(srcHeroID);
  2182. const CGHeroInstance *destHero = getHero(destHeroID);
  2183. ArtifactLocation src(srcHero, srcSlot), dst(destHero, destSlot);
  2184. // Make sure exchange is even possible between the two heroes.
  2185. if(!isAllowedExchange(srcHeroID, destHeroID))
  2186. COMPLAIN_RET("That heroes cannot make any exchange!");
  2187. const CArtifactInstance *srcArtifact = src.getArt();
  2188. const CArtifactInstance *destArtifact = dst.getArt();
  2189. if (srcArtifact == NULL)
  2190. COMPLAIN_RET("No artifact to move!");
  2191. if (destArtifact && srcHero->tempOwner != destHero->tempOwner)
  2192. COMPLAIN_RET("Can't touch artifact on hero of another player!");
  2193. // Check if src/dest slots are appropriate for the artifacts exchanged.
  2194. // Moving to the backpack is always allowed.
  2195. if ((!srcArtifact || destSlot < Arts::BACKPACK_START)
  2196. && srcArtifact && !srcArtifact->canBePutAt(dst, true))
  2197. COMPLAIN_RET("Cannot move artifact!");
  2198. if ((srcArtifact && srcArtifact->artType->id == Arts::ID_LOCK) || (destArtifact && destArtifact->artType->id == Arts::ID_LOCK))
  2199. COMPLAIN_RET("Cannot move artifact locks.");
  2200. if (destSlot >= Arts::BACKPACK_START && srcArtifact->artType->isBig())
  2201. COMPLAIN_RET("Cannot put big artifacts in backpack!");
  2202. if (srcSlot == Arts::MACH4 || destSlot == Arts::MACH4)
  2203. COMPLAIN_RET("Cannot move catapult!");
  2204. if(dst.slot >= Arts::BACKPACK_START)
  2205. amin(dst.slot, Arts::BACKPACK_START + dst.hero->artifactsInBackpack.size());
  2206. if (src.slot == dst.slot && src.hero == dst.hero)
  2207. COMPLAIN_RET("Won't move artifact: Dest same as source!");
  2208. //moving art to backpack is always allowed (we've ruled out exceptions)
  2209. if(destSlot >= Arts::BACKPACK_START)
  2210. {
  2211. moveArtifact(src, dst);
  2212. }
  2213. else //moving art to another slot
  2214. {
  2215. if(destArtifact) //old artifact must be removed first
  2216. {
  2217. moveArtifact(dst, ArtifactLocation(destHero, destHero->artifactsInBackpack.size() + Arts::BACKPACK_START));
  2218. }
  2219. moveArtifact(src, dst);
  2220. }
  2221. return true;
  2222. }
  2223. /**
  2224. * Assembles or disassembles a combination artifact.
  2225. * @param heroID ID of hero holding the artifact(s).
  2226. * @param artifactSlot The worn slot ID of the combination- or constituent artifact.
  2227. * @param assemble True for assembly operation, false for disassembly.
  2228. * @param assembleTo If assemble is true, this represents the artifact ID of the combination
  2229. * artifact to assemble to. Otherwise it's not used.
  2230. */
  2231. bool CGameHandler::assembleArtifacts (si32 heroID, ui16 artifactSlot, bool assemble, ui32 assembleTo)
  2232. {
  2233. CGHeroInstance *hero = gs->getHero(heroID);
  2234. const CArtifactInstance *destArtifact = hero->getArt(artifactSlot);
  2235. if(!destArtifact)
  2236. COMPLAIN_RET("assembleArtifacts: there is no such artifact instance!");
  2237. if(assemble)
  2238. {
  2239. CArtifact *combinedArt = VLC->arth->artifacts[assembleTo];
  2240. if(!combinedArt->constituents)
  2241. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to assemble is not a combined artifacts!");
  2242. if(!vstd::contains(destArtifact->assemblyPossibilities(hero), combinedArt))
  2243. COMPLAIN_RET("assembleArtifacts: It's impossible to assemble requested artifact!");
  2244. AssembledArtifact aa;
  2245. aa.al = ArtifactLocation(hero, artifactSlot);
  2246. aa.builtArt = combinedArt;
  2247. sendAndApply(&aa);
  2248. }
  2249. else
  2250. {
  2251. if(!destArtifact->artType->constituents)
  2252. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble is not a combined artifact!");
  2253. DisassembledArtifact da;
  2254. da.al = ArtifactLocation(hero, artifactSlot);
  2255. sendAndApply(&da);
  2256. }
  2257. return false;
  2258. }
  2259. bool CGameHandler::buyArtifact( ui32 hid, si32 aid )
  2260. {
  2261. CGHeroInstance *hero = gs->getHero(hid);
  2262. CGTownInstance *town = hero->visitedTown;
  2263. if(aid==0) //spellbook
  2264. {
  2265. if(!vstd::contains(town->builtBuildings,si32(0)) && complain("Cannot buy a spellbook, no mage guild in the town!")
  2266. || getResource(hero->getOwner(), Res::GOLD) < SPELLBOOK_GOLD_COST && complain("Cannot buy a spellbook, not enough gold!")
  2267. || hero->getArt(Arts::SPELLBOOK) && complain("Cannot buy a spellbook, hero already has a one!")
  2268. )
  2269. return false;
  2270. giveResource(hero->getOwner(),Res::GOLD,-SPELLBOOK_GOLD_COST);
  2271. giveHeroNewArtifact(hero, VLC->arth->artifacts[0], Arts::SPELLBOOK);
  2272. assert(hero->getArt(Arts::SPELLBOOK));
  2273. giveSpells(town,hero);
  2274. return true;
  2275. }
  2276. else if(aid < 7 && aid > 3) //war machine
  2277. {
  2278. int price = VLC->arth->artifacts[aid]->price;
  2279. if(hero->getArt(9+aid) && complain("Hero already has this machine!")
  2280. || !vstd::contains(town->builtBuildings,si32(16)) && complain("No blackismith!")
  2281. || gs->getPlayer(hero->getOwner())->resources[Res::GOLD] < price && complain("Not enough gold!") //no gold
  2282. || (!(town->subID == 6 && vstd::contains(town->builtBuildings,si32(22) ) )
  2283. && town->town->warMachine!= aid ) && complain("This machine is unavailable here!") )
  2284. {
  2285. return false;
  2286. }
  2287. giveResource(hero->getOwner(),Res::GOLD,-price);
  2288. giveHeroNewArtifact(hero, VLC->arth->artifacts[aid], 9+aid);
  2289. return true;
  2290. }
  2291. return false;
  2292. }
  2293. bool CGameHandler::buyArtifact(const IMarket *m, const CGHeroInstance *h, int rid, int aid)
  2294. {
  2295. if(!vstd::contains(m->availableItemsIds(RESOURCE_ARTIFACT), aid))
  2296. COMPLAIN_RET("That artifact is unavailable!");
  2297. int b1, b2;
  2298. m->getOffer(rid, aid, b1, b2, RESOURCE_ARTIFACT);
  2299. if(getResource(h->tempOwner, rid) < b1)
  2300. COMPLAIN_RET("You can't afford to buy this artifact!");
  2301. SetResource sr;
  2302. sr.player = h->tempOwner;
  2303. sr.resid = rid;
  2304. sr.val = getResource(h->tempOwner, rid) - b1;
  2305. sendAndApply(&sr);
  2306. SetAvailableArtifacts saa;
  2307. if(m->o->ID == TOWNI_TYPE)
  2308. {
  2309. saa.id = -1;
  2310. saa.arts = CGTownInstance::merchantArtifacts;
  2311. }
  2312. else if(const CGBlackMarket *bm = dynamic_cast<const CGBlackMarket *>(m->o)) //black market
  2313. {
  2314. saa.id = bm->id;
  2315. saa.arts = bm->artifacts;
  2316. }
  2317. else
  2318. COMPLAIN_RET("Wrong marktet...");
  2319. bool found = false;
  2320. BOOST_FOREACH(const CArtifact *&art, saa.arts)
  2321. {
  2322. if(art && art->id == aid)
  2323. {
  2324. art = NULL;
  2325. found = true;
  2326. break;
  2327. }
  2328. }
  2329. if(!found)
  2330. COMPLAIN_RET("Cannot find selected artifact on the list");
  2331. sendAndApply(&saa);
  2332. giveHeroNewArtifact(h, VLC->arth->artifacts[aid], -2);
  2333. return true;
  2334. }
  2335. bool CGameHandler::sellArtifact(const IMarket *m, const CGHeroInstance *h, int aid, int rid)
  2336. {
  2337. const CArtifactInstance *art = h->getArtByInstanceId(aid);
  2338. if(!art)
  2339. COMPLAIN_RET("There is no artifact to sell!");
  2340. if(art->artType->id < 7)
  2341. COMPLAIN_RET("Cannot sell a war machine or spellbook!");
  2342. int resVal = 0, dump = 1;
  2343. m->getOffer(art->artType->id, rid, dump, resVal, ARTIFACT_RESOURCE);
  2344. removeArtifact(ArtifactLocation(h, h->getArtPos(art)));
  2345. giveResource(h->tempOwner, rid, resVal);
  2346. return true;
  2347. }
  2348. bool CGameHandler::buySecSkill( const IMarket *m, const CGHeroInstance *h, int skill)
  2349. {
  2350. if (!h)
  2351. COMPLAIN_RET("You need hero to buy a skill!");
  2352. if (h->getSecSkillLevel(static_cast<CGHeroInstance::SecondarySkill>(skill)))
  2353. COMPLAIN_RET("Hero already know this skill");
  2354. if (h->secSkills.size() >= SKILL_PER_HERO)//can't learn more skills
  2355. COMPLAIN_RET("Hero can't learn any more skills");
  2356. if (h->type->heroClass->proSec[skill]==0)//can't learn this skill (like necromancy for most of non-necros)
  2357. COMPLAIN_RET("The hero can't learn this skill!");
  2358. if(!vstd::contains(m->availableItemsIds(RESOURCE_SKILL), skill))
  2359. COMPLAIN_RET("That skill is unavailable!");
  2360. if(getResource(h->tempOwner, 6) < 2000)//TODO: remove hardcoded resource\summ?
  2361. COMPLAIN_RET("You can't afford to buy this skill");
  2362. SetResource sr;
  2363. sr.player = h->tempOwner;
  2364. sr.resid = 6;
  2365. sr.val = getResource(h->tempOwner, 6) - 2000;
  2366. sendAndApply(&sr);
  2367. changeSecSkill(h->id, skill, 1, true);
  2368. return true;
  2369. }
  2370. bool CGameHandler::tradeResources(const IMarket *market, ui32 val, ui8 player, ui32 id1, ui32 id2)
  2371. {
  2372. int r1 = gs->getPlayer(player)->resources[id1],
  2373. r2 = gs->getPlayer(player)->resources[id2];
  2374. amin(val, r1); //can't trade more resources than have
  2375. int b1, b2; //base quantities for trade
  2376. market->getOffer(id1, id2, b1, b2, RESOURCE_RESOURCE);
  2377. int units = val / b1; //how many base quantities we trade
  2378. if(val%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  2379. {
  2380. //TODO: complain?
  2381. assert(0);
  2382. }
  2383. SetResource sr;
  2384. sr.player = player;
  2385. sr.resid = id1;
  2386. sr.val = r1 - b1 * units;
  2387. sendAndApply(&sr);
  2388. sr.resid = id2;
  2389. sr.val = r2 + b2 * units;
  2390. sendAndApply(&sr);
  2391. return true;
  2392. }
  2393. bool CGameHandler::sellCreatures(ui32 count, const IMarket *market, const CGHeroInstance * hero, ui32 slot, ui32 resourceID)
  2394. {
  2395. if(!vstd::contains(hero->Slots(), slot))
  2396. COMPLAIN_RET("Hero doesn't have any creature in that slot!");
  2397. const CStackInstance &s = hero->getStack(slot);
  2398. if(s.count < count //can't sell more creatures than have
  2399. || hero->Slots().size() == 1 && hero->needsLastStack() && s.count == count) //can't sell last stack
  2400. {
  2401. COMPLAIN_RET("Not enough creatures in army!");
  2402. }
  2403. int b1, b2; //base quantities for trade
  2404. market->getOffer(s.type->idNumber, resourceID, b1, b2, CREATURE_RESOURCE);
  2405. int units = count / b1; //how many base quantities we trade
  2406. if(count%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  2407. {
  2408. //TODO: complain?
  2409. assert(0);
  2410. }
  2411. changeStackCount(StackLocation(hero, slot), -count);
  2412. SetResource sr;
  2413. sr.player = hero->tempOwner;
  2414. sr.resid = resourceID;
  2415. sr.val = getResource(hero->tempOwner, resourceID) + b2 * units;
  2416. sendAndApply(&sr);
  2417. return true;
  2418. }
  2419. bool CGameHandler::transformInUndead(const IMarket *market, const CGHeroInstance * hero, ui32 slot)
  2420. {
  2421. const CArmedInstance *army = NULL;
  2422. if (hero)
  2423. army = hero;
  2424. else
  2425. army = dynamic_cast<const CGTownInstance *>(market->o);
  2426. if (!army)
  2427. COMPLAIN_RET("Incorrect call to transform in undead!");
  2428. if(!army->hasStackAtSlot(slot))
  2429. COMPLAIN_RET("Army doesn't have any creature in that slot!");
  2430. const CStackInstance &s = army->getStack(slot);
  2431. int resCreature;//resulting creature - bone dragons or skeletons
  2432. if (s.hasBonusOfType(Bonus::DRAGON_NATURE))
  2433. resCreature = 68;
  2434. else
  2435. resCreature = 56;
  2436. changeStackType(StackLocation(army, slot), VLC->creh->creatures[resCreature]);
  2437. return true;
  2438. }
  2439. bool CGameHandler::sendResources(ui32 val, ui8 player, ui32 r1, ui32 r2)
  2440. {
  2441. const PlayerState *p2 = gs->getPlayer(r2, false);
  2442. if(!p2 || p2->status != PlayerState::INGAME)
  2443. {
  2444. complain("Dest player must be in game!");
  2445. return false;
  2446. }
  2447. si32 curRes1 = gs->getPlayer(player)->resources[r1], curRes2 = gs->getPlayer(r2)->resources[r1];
  2448. val = std::min(si32(val),curRes1);
  2449. SetResource sr;
  2450. sr.player = player;
  2451. sr.resid = r1;
  2452. sr.val = curRes1 - val;
  2453. sendAndApply(&sr);
  2454. sr.player = r2;
  2455. sr.val = curRes2 + val;
  2456. sendAndApply(&sr);
  2457. return true;
  2458. }
  2459. bool CGameHandler::setFormation( si32 hid, ui8 formation )
  2460. {
  2461. gs->getHero(hid)-> formation = formation;
  2462. return true;
  2463. }
  2464. bool CGameHandler::hireHero(const CGObjectInstance *obj, ui8 hid, ui8 player)
  2465. {
  2466. const PlayerState *p = gs->getPlayer(player);
  2467. const CGTownInstance *t = gs->getTown(obj->id);
  2468. //common prconditions
  2469. if( p->resources[6]<2500 && complain("Not enough gold for buying hero!")
  2470. || getHeroCount(player, false) >= 8 && complain("Cannot hire hero, only 8 wandering heroes are allowed!"))
  2471. return false;
  2472. if(t) //tavern in town
  2473. {
  2474. if(!vstd::contains(t->builtBuildings,5) && complain("No tavern!")
  2475. || t->visitingHero && complain("There is visiting hero - no place!"))
  2476. return false;
  2477. }
  2478. else if(obj->ID == 95) //Tavern on adv map
  2479. {
  2480. if(getTile(obj->visitablePos())->visitableObjects.back() != obj && complain("Tavern entry must be unoccupied!"))
  2481. return false;
  2482. }
  2483. const CGHeroInstance *nh = p->availableHeroes[hid];
  2484. assert(nh);
  2485. HeroRecruited hr;
  2486. hr.tid = obj->id;
  2487. hr.hid = nh->subID;
  2488. hr.player = player;
  2489. hr.tile = obj->visitablePos() + nh->getVisitableOffset();
  2490. sendAndApply(&hr);
  2491. bmap<ui32, ConstTransitivePtr<CGHeroInstance> > pool = gs->unusedHeroesFromPool();
  2492. const CGHeroInstance *theOtherHero = p->availableHeroes[!hid];
  2493. const CGHeroInstance *newHero = gs->hpool.pickHeroFor(false, player, getNativeTown(player), pool, theOtherHero->type->heroClass);
  2494. SetAvailableHeroes sah;
  2495. sah.player = player;
  2496. if(newHero)
  2497. {
  2498. sah.hid[hid] = newHero->subID;
  2499. sah.army[hid].clear();
  2500. sah.army[hid].setCreature(0, VLC->creh->nameToID[newHero->type->refTypeStack[0]],1);
  2501. }
  2502. else
  2503. sah.hid[hid] = -1;
  2504. sah.hid[!hid] = theOtherHero ? theOtherHero->subID : -1;
  2505. sendAndApply(&sah);
  2506. SetResource sr;
  2507. sr.player = player;
  2508. sr.resid = 6;
  2509. sr.val = p->resources[6] - 2500;
  2510. sendAndApply(&sr);
  2511. if(t)
  2512. {
  2513. vistiCastleObjects (t, nh);
  2514. giveSpells (t,nh);
  2515. }
  2516. return true;
  2517. }
  2518. bool CGameHandler::queryReply( ui32 qid, ui32 answer )
  2519. {
  2520. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  2521. if(vstd::contains(callbacks,qid))
  2522. {
  2523. CFunctionList<void(ui32)> callb = callbacks[qid];
  2524. callbacks.erase(qid);
  2525. if(callb)
  2526. callb(answer);
  2527. }
  2528. else if(vstd::contains(garrisonCallbacks,qid))
  2529. {
  2530. if(garrisonCallbacks[qid])
  2531. garrisonCallbacks[qid]();
  2532. garrisonCallbacks.erase(qid);
  2533. allowedExchanges.erase(qid);
  2534. }
  2535. else
  2536. {
  2537. tlog1 << "Unknown query reply...\n";
  2538. return false;
  2539. }
  2540. return true;
  2541. }
  2542. static EndAction end_action;
  2543. bool CGameHandler::makeBattleAction( BattleAction &ba )
  2544. {
  2545. tlog1 << "\tMaking action of type " << ba.actionType << std::endl;
  2546. bool ok = true;
  2547. switch(ba.actionType)
  2548. {
  2549. case BattleAction::END_TACTIC_PHASE: //wait
  2550. {
  2551. StartAction start_action(ba);
  2552. sendAndApply(&start_action);
  2553. sendAndApply(&end_action);
  2554. break;
  2555. }
  2556. case BattleAction::WALK: //walk
  2557. {
  2558. StartAction start_action(ba);
  2559. sendAndApply(&start_action); //start movement
  2560. moveStack(ba.stackNumber,ba.destinationTile); //move
  2561. sendAndApply(&end_action);
  2562. break;
  2563. }
  2564. case BattleAction::DEFEND: //defend
  2565. {
  2566. //defensive stance
  2567. SetStackEffect sse;
  2568. sse.effect.push_back( Bonus(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, 20, -1, PrimarySkill::DEFENSE, Bonus::PERCENT_TO_ALL) );
  2569. sse.stacks.push_back(ba.stackNumber);
  2570. sendAndApply(&sse);
  2571. //don't break - we share code with next case
  2572. }
  2573. case BattleAction::WAIT: //wait
  2574. {
  2575. StartAction start_action(ba);
  2576. sendAndApply(&start_action);
  2577. sendAndApply(&end_action);
  2578. break;
  2579. }
  2580. case BattleAction::RETREAT: //retreat/flee
  2581. {
  2582. if(!gs->curB->battleCanFlee(gs->curB->sides[ba.side]))
  2583. complain("Cannot retreat!");
  2584. else
  2585. setBattleResult(1, !ba.side); //surrendering side loses
  2586. break;
  2587. }
  2588. case BattleAction::SURRENDER:
  2589. {
  2590. int player = gs->curB->sides[ba.side];
  2591. int cost = gs->curB->getSurrenderingCost(player);
  2592. if(cost < 0)
  2593. complain("Cannot surrender!");
  2594. else if(getResource(player, Res::GOLD) < cost)
  2595. complain("Not enough gold to surrender!");
  2596. else
  2597. {
  2598. giveResource(player, Res::GOLD, -cost);
  2599. setBattleResult(2, !ba.side); //surrendering side loses
  2600. }
  2601. break;
  2602. }
  2603. break;
  2604. case BattleAction::WALK_AND_ATTACK: //walk or attack
  2605. {
  2606. StartAction start_action(ba);
  2607. sendAndApply(&start_action); //start movement and attack
  2608. int startingPos = gs->curB->getStack(ba.stackNumber)->position;
  2609. int distance = moveStack(ba.stackNumber, ba.destinationTile);
  2610. CStack *curStack = gs->curB->getStack(ba.stackNumber),
  2611. *stackAtEnd = gs->curB->getStackT(ba.additionalInfo);
  2612. if(curStack->position != ba.destinationTile //we wasn't able to reach destination tile
  2613. && !(curStack->doubleWide()
  2614. && ( curStack->position == ba.destinationTile + (curStack->attackerOwned ? +1 : -1 ) )
  2615. ) //nor occupy specified hex
  2616. )
  2617. {
  2618. std::string problem = "We cannot move this stack to its destination " + curStack->getCreature()->namePl;
  2619. tlog3 << problem << std::endl;
  2620. complain(problem);
  2621. ok = false;
  2622. sendAndApply(&end_action);
  2623. break;
  2624. }
  2625. if(stackAtEnd && curStack->ID == stackAtEnd->ID) //we should just move, it will be handled by following check
  2626. {
  2627. stackAtEnd = NULL;
  2628. }
  2629. if(!stackAtEnd)
  2630. {
  2631. complain(boost::str(boost::format("walk and attack error: no stack at additionalInfo tile (%d)!\n") % ba.additionalInfo));
  2632. ok = false;
  2633. sendAndApply(&end_action);
  2634. break;
  2635. }
  2636. if( !CStack::isMeleeAttackPossible(curStack, stackAtEnd) )
  2637. {
  2638. complain("Attack cannot be performed!");
  2639. sendAndApply(&end_action);
  2640. ok = false;
  2641. break;
  2642. }
  2643. //attack
  2644. BattleAttack bat;
  2645. prepareAttack(bat, curStack, stackAtEnd, distance);
  2646. sendAndApply(&bat);
  2647. handleAfterAttackCasting(bat);
  2648. //counterattack
  2649. if(!curStack->hasBonusOfType(Bonus::BLOCKS_RETALIATION)
  2650. && stackAtEnd->alive()
  2651. && ( stackAtEnd->counterAttacks > 0 || stackAtEnd->hasBonusOfType(Bonus::UNLIMITED_RETALIATIONS) )
  2652. && !stackAtEnd->hasBonusOfType(Bonus::SIEGE_WEAPON)
  2653. && !stackAtEnd->hasBonusOfType(Bonus::HYPNOTIZED))
  2654. {
  2655. prepareAttack(bat, stackAtEnd, curStack, 0);
  2656. bat.flags |= BattleAttack::COUNTER;
  2657. sendAndApply(&bat);
  2658. handleAfterAttackCasting(bat);
  2659. }
  2660. //second attack
  2661. if(curStack->valOfBonuses(Bonus::ADDITIONAL_ATTACK) > 0
  2662. && !curStack->hasBonusOfType(Bonus::SHOOTER)
  2663. && curStack->alive()
  2664. && stackAtEnd->alive() )
  2665. {
  2666. bat.flags = 0;
  2667. prepareAttack(bat, curStack, stackAtEnd, 0);
  2668. sendAndApply(&bat);
  2669. handleAfterAttackCasting(bat);
  2670. }
  2671. //return
  2672. if(curStack->hasBonusOfType(Bonus::RETURN_AFTER_STRIKE) && startingPos != curStack->position && curStack->alive())
  2673. {
  2674. moveStack(ba.stackNumber, startingPos);
  2675. //NOTE: curStack->ID == ba.stackNumber (rev 1431)
  2676. }
  2677. sendAndApply(&end_action);
  2678. break;
  2679. }
  2680. case BattleAction::SHOOT: //shoot
  2681. {
  2682. CStack *curStack = gs->curB->getStack(ba.stackNumber),
  2683. *destStack= gs->curB->getStackT(ba.destinationTile);
  2684. if( !gs->curB->battleCanShoot(curStack, ba.destinationTile) )
  2685. break;
  2686. StartAction start_action(ba);
  2687. sendAndApply(&start_action); //start shooting
  2688. BattleAttack bat;
  2689. bat.flags |= BattleAttack::SHOT;
  2690. prepareAttack(bat, curStack, destStack, 0);
  2691. sendAndApply(&bat);
  2692. handleAfterAttackCasting(bat);
  2693. //ballista & artillery handling
  2694. if(destStack->alive() && curStack->getCreature()->idNumber == 146)
  2695. {
  2696. BattleAttack bat2;
  2697. bat2.flags |= BattleAttack::SHOT;
  2698. prepareAttack(bat2, curStack, destStack, 0);
  2699. sendAndApply(&bat2);
  2700. }
  2701. if(curStack->valOfBonuses(Bonus::ADDITIONAL_ATTACK) > 0 //if unit shots twice let's make another shot
  2702. && curStack->alive()
  2703. && destStack->alive()
  2704. && curStack->shots
  2705. )
  2706. {
  2707. prepareAttack(bat, curStack, destStack, 0);
  2708. sendAndApply(&bat);
  2709. handleAfterAttackCasting(bat);
  2710. }
  2711. sendAndApply(&end_action);
  2712. break;
  2713. }
  2714. case BattleAction::CATAPULT: //catapult
  2715. {
  2716. StartAction start_action(ba);
  2717. sendAndApply(&start_action);
  2718. const CGHeroInstance * attackingHero = gs->curB->heroes[ba.side];
  2719. CHeroHandler::SBallisticsLevelInfo sbi = VLC->heroh->ballistics[attackingHero->getSecSkillLevel(CGHeroInstance::BALLISTICS)];
  2720. int attackedPart = gs->curB->hexToWallPart(ba.destinationTile);
  2721. if(attackedPart == -1)
  2722. {
  2723. complain("catapult tried to attack non-catapultable hex!");
  2724. break;
  2725. }
  2726. int wallInitHP = gs->curB->si.wallState[attackedPart];
  2727. int dmgAlreadyDealt = 0; //in successive iterations damage is dealt but not yet substracted from wall's HPs
  2728. for(int g=0; g<sbi.shots; ++g)
  2729. {
  2730. if(wallInitHP + dmgAlreadyDealt == 3) //it's not destroyed
  2731. continue;
  2732. CatapultAttack ca; //package for clients
  2733. std::pair< std::pair< ui8, si16 >, ui8> attack; //<< attackedPart , destination tile >, damageDealt >
  2734. attack.first.first = attackedPart;
  2735. attack.first.second = ba.destinationTile;
  2736. attack.second = 0;
  2737. int chanceForHit = 0;
  2738. int dmgChance[3] = {sbi.noDmg, sbi.oneDmg, sbi.twoDmg}; //dmgChance[i] - chance for doing i dmg when hit is successful
  2739. switch(attackedPart)
  2740. {
  2741. case 0: //keep
  2742. chanceForHit = sbi.keep;
  2743. break;
  2744. case 1: //bottom tower
  2745. case 6: //upper tower
  2746. chanceForHit = sbi.tower;
  2747. break;
  2748. case 2: //bottom wall
  2749. case 3: //below gate
  2750. case 4: //over gate
  2751. case 5: //upper wall
  2752. chanceForHit = sbi.wall;
  2753. break;
  2754. case 7: //gate
  2755. chanceForHit = sbi.gate;
  2756. break;
  2757. }
  2758. if(rand()%100 <= chanceForHit) //hit is successful
  2759. {
  2760. int dmgRand = rand()%100;
  2761. //accumulating dmgChance
  2762. dmgChance[1] += dmgChance[0];
  2763. dmgChance[2] += dmgChance[1];
  2764. //calculating dealt damage
  2765. for(int v = 0; v < ARRAY_COUNT(dmgChance); ++v)
  2766. {
  2767. if(dmgRand <= dmgChance[v])
  2768. {
  2769. attack.second = std::min(3 - dmgAlreadyDealt - wallInitHP, v);
  2770. dmgAlreadyDealt += attack.second;
  2771. break;
  2772. }
  2773. }
  2774. //removing creatures in turrets / keep if one is destroyed
  2775. if(attack.second > 0 && (attackedPart == 0 || attackedPart == 1 || attackedPart == 6))
  2776. {
  2777. int posRemove = -1;
  2778. switch(attackedPart)
  2779. {
  2780. case 0: //keep
  2781. posRemove = -2;
  2782. break;
  2783. case 1: //bottom tower
  2784. posRemove = -3;
  2785. break;
  2786. case 6: //upper tower
  2787. posRemove = -4;
  2788. break;
  2789. }
  2790. BattleStacksRemoved bsr;
  2791. for(int g=0; g<gs->curB->stacks.size(); ++g)
  2792. {
  2793. if(gs->curB->stacks[g]->position == posRemove)
  2794. {
  2795. bsr.stackIDs.insert( gs->curB->stacks[g]->ID );
  2796. break;
  2797. }
  2798. }
  2799. sendAndApply(&bsr);
  2800. }
  2801. }
  2802. ca.attacker = ba.stackNumber;
  2803. ca.attackedParts.insert(attack);
  2804. sendAndApply(&ca);
  2805. }
  2806. sendAndApply(&end_action);
  2807. break;
  2808. }
  2809. case BattleAction::STACK_HEAL: //healing with First Aid Tent
  2810. {
  2811. StartAction start_action(ba);
  2812. sendAndApply(&start_action);
  2813. const CGHeroInstance * attackingHero = gs->curB->heroes[ba.side];
  2814. CStack *healer = gs->curB->getStack(ba.stackNumber),
  2815. *destStack = gs->curB->getStackT(ba.destinationTile);
  2816. if(healer == NULL || destStack == NULL || !healer->hasBonusOfType(Bonus::HEALER))
  2817. {
  2818. complain("There is either no healer, no destination, or healer cannot heal :P");
  2819. }
  2820. int maxHealable = destStack->MaxHealth() - destStack->firstHPleft;
  2821. int maxiumHeal = healer->count * std::max(10, attackingHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, 27));
  2822. int healed = std::min(maxHealable, maxiumHeal);
  2823. if(healed == 0)
  2824. {
  2825. //nothing to heal.. should we complain?
  2826. }
  2827. else
  2828. {
  2829. StacksHealedOrResurrected shr;
  2830. shr.lifeDrain = (ui8)false;
  2831. shr.tentHealing = (ui8)true;
  2832. shr.drainedFrom = ba.stackNumber;
  2833. StacksHealedOrResurrected::HealInfo hi;
  2834. hi.healedHP = healed;
  2835. hi.lowLevelResurrection = 0;
  2836. hi.stackID = destStack->ID;
  2837. shr.healedStacks.push_back(hi);
  2838. sendAndApply(&shr);
  2839. }
  2840. sendAndApply(&end_action);
  2841. break;
  2842. }
  2843. }
  2844. if(ba.stackNumber == gs->curB->activeStack || battleResult.get()) //active stack has moved or battle has finished
  2845. battleMadeAction.setn(true);
  2846. return ok;
  2847. }
  2848. void CGameHandler::playerMessage( ui8 player, const std::string &message )
  2849. {
  2850. bool cheated=true;
  2851. PlayerMessage temp_message(player,message);
  2852. sendAndApply(&temp_message);
  2853. if(message == "vcmiistari") //give all spells and 999 mana
  2854. {
  2855. SetMana sm;
  2856. ChangeSpells cs;
  2857. CGHeroInstance *h = gs->getHero(gs->getPlayer(player)->currentSelection);
  2858. if(!h && complain("Cannot realize cheat, no hero selected!")) return;
  2859. sm.hid = cs.hid = h->id;
  2860. //give all spells
  2861. cs.learn = 1;
  2862. for(int i=0;i<VLC->spellh->spells.size();i++)
  2863. {
  2864. if(!VLC->spellh->spells[i]->creatureAbility)
  2865. cs.spells.insert(i);
  2866. }
  2867. //give mana
  2868. sm.val = 999;
  2869. if(!h->hasSpellbook()) //hero doesn't have spellbook
  2870. giveHeroNewArtifact(h, VLC->arth->artifacts[0], Arts::SPELLBOOK); //give spellbook
  2871. sendAndApply(&cs);
  2872. sendAndApply(&sm);
  2873. }
  2874. else if(message == "vcmiainur") //gives 5 archangels into each slot
  2875. {
  2876. CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
  2877. const CCreature *archangel = VLC->creh->creatures[13];
  2878. if(!hero) return;
  2879. for(int i = 0; i < ARMY_SIZE; i++)
  2880. if(!hero->hasStackAtSlot(i))
  2881. insertNewStack(StackLocation(hero, i), archangel, 10);
  2882. }
  2883. else if(message == "vcmiangband") //gives 10 black knight into each slot
  2884. {
  2885. CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
  2886. const CCreature *blackKnight = VLC->creh->creatures[66];
  2887. if(!hero) return;
  2888. for(int i = 0; i < ARMY_SIZE; i++)
  2889. if(!hero->hasStackAtSlot(i))
  2890. insertNewStack(StackLocation(hero, i), blackKnight, 10);
  2891. }
  2892. else if(message == "vcminoldor") //all war machines
  2893. {
  2894. CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
  2895. if(!hero) return;
  2896. if(!hero->getArt(Arts::MACH1))
  2897. giveHeroNewArtifact(hero, VLC->arth->artifacts[4], Arts::MACH1);
  2898. if(!hero->getArt(Arts::MACH2))
  2899. giveHeroNewArtifact(hero, VLC->arth->artifacts[5], Arts::MACH2);
  2900. if(!hero->getArt(Arts::MACH3))
  2901. giveHeroNewArtifact(hero, VLC->arth->artifacts[6], Arts::MACH3);
  2902. }
  2903. else if(message == "vcminahar") //1000000 movement points
  2904. {
  2905. CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
  2906. if(!hero) return;
  2907. SetMovePoints smp;
  2908. smp.hid = hero->id;
  2909. smp.val = 1000000;
  2910. sendAndApply(&smp);
  2911. }
  2912. else if(message == "vcmiformenos") //give resources
  2913. {
  2914. SetResources sr;
  2915. sr.player = player;
  2916. sr.res = gs->getPlayer(player)->resources;
  2917. for(int i=0;i<7;i++)
  2918. sr.res[i] += 100;
  2919. sr.res[6] += 19900;
  2920. sendAndApply(&sr);
  2921. }
  2922. else if(message == "vcmieagles") //reveal FoW
  2923. {
  2924. FoWChange fc;
  2925. fc.mode = 1;
  2926. fc.player = player;
  2927. int3 * hlp_tab = new int3[gs->map->width * gs->map->height * (gs->map->twoLevel + 1)];
  2928. int lastUnc = 0;
  2929. for(int i=0;i<gs->map->width;i++)
  2930. for(int j=0;j<gs->map->height;j++)
  2931. for(int k=0;k<gs->map->twoLevel+1;k++)
  2932. if(!gs->getPlayerTeam(fc.player)->fogOfWarMap[i][j][k])
  2933. hlp_tab[lastUnc++] = int3(i,j,k);
  2934. fc.tiles.insert(hlp_tab, hlp_tab + lastUnc);
  2935. delete [] hlp_tab;
  2936. sendAndApply(&fc);
  2937. }
  2938. else if(message == "vcmiglorfindel") //selected hero gains a new level
  2939. {
  2940. CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
  2941. changePrimSkill(hero->id,4,VLC->heroh->reqExp(hero->level+1) - VLC->heroh->reqExp(hero->level));
  2942. }
  2943. else if(message == "vcmisilmaril") //player wins
  2944. {
  2945. gs->getPlayer(player)->enteredWinningCheatCode = 1;
  2946. checkLossVictory(player);
  2947. }
  2948. else if(message == "vcmimelkor") //player looses
  2949. {
  2950. gs->getPlayer(player)->enteredLosingCheatCode = 1;
  2951. checkLossVictory(player);
  2952. }
  2953. else if (message == "vcmiforgeofnoldorking") //hero gets all artifacts except war machines, spell scrolls and spell book
  2954. {
  2955. CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
  2956. if(!hero) return;
  2957. for (int g=7; g<=140; ++g)
  2958. giveHeroNewArtifact(hero, VLC->arth->artifacts[g], -1);
  2959. }
  2960. else
  2961. cheated = false;
  2962. if(cheated)
  2963. {
  2964. SystemMessage temp_message(VLC->generaltexth->allTexts[260]);
  2965. sendAndApply(&temp_message);
  2966. }
  2967. }
  2968. void CGameHandler::handleSpellCasting( int spellID, int spellLvl, int destination, ui8 casterSide, ui8 casterColor, const CGHeroInstance * caster, const CGHeroInstance * secHero, int usedSpellPower, SpellCasting::ECastingMode mode, const CStack * stack)
  2969. {
  2970. const CSpell *spell = VLC->spellh->spells[spellID];
  2971. BattleSpellCast sc;
  2972. sc.side = casterSide;
  2973. sc.id = spellID;
  2974. sc.skill = spellLvl;
  2975. sc.tile = destination;
  2976. sc.dmgToDisplay = 0;
  2977. sc.castedByHero = (bool)caster;
  2978. sc.attackerType = (stack ? stack->type->idNumber : -1);
  2979. //calculating affected creatures for all spells
  2980. std::set<CStack*> attackedCres = gs->curB->getAttackedCreatures(spell, spellLvl, casterColor, destination);
  2981. for(std::set<CStack*>::const_iterator it = attackedCres.begin(); it != attackedCres.end(); ++it)
  2982. {
  2983. sc.affectedCres.insert((*it)->ID);
  2984. }
  2985. //checking if creatures resist
  2986. sc.resisted = gs->curB->calculateResistedStacks(spell, caster, secHero, attackedCres, casterColor, mode);
  2987. //calculating dmg to display
  2988. for(std::set<CStack*>::iterator it = attackedCres.begin(); it != attackedCres.end(); ++it)
  2989. {
  2990. if(vstd::contains(sc.resisted, (*it)->ID)) //this creature resisted the spell
  2991. continue;
  2992. sc.dmgToDisplay += gs->curB->calculateSpellDmg(spell, caster, *it, spellLvl, usedSpellPower);
  2993. }
  2994. if (spellID == 79 || spellID == 81) // Death stare or Acid Breath
  2995. {
  2996. sc.dmgToDisplay = usedSpellPower;
  2997. if (spellID == 79)
  2998. amin(sc.dmgToDisplay, (*attackedCres.begin())->count); //stack is already reduced after attack
  2999. }
  3000. //applying effects
  3001. switch(spellID)
  3002. {
  3003. case 15: //magic arrow
  3004. case 16: //ice bolt
  3005. case 17: //lightning bolt
  3006. case 18: //implosion
  3007. case 20: //frost ring
  3008. case 21: //fireball
  3009. case 22: //inferno
  3010. case 23: //meteor shower
  3011. case 24: //death ripple
  3012. case 25: //destroy undead
  3013. case 26: //armageddon
  3014. case 77: //Thunderbolt (thunderbirds)
  3015. {
  3016. StacksInjured si;
  3017. for(std::set<CStack*>::iterator it = attackedCres.begin(); it != attackedCres.end(); ++it)
  3018. {
  3019. if(vstd::contains(sc.resisted, (*it)->ID)) //this creature resisted the spell
  3020. continue;
  3021. BattleStackAttacked bsa;
  3022. bsa.flags |= BattleStackAttacked::EFFECT;
  3023. bsa.effect = spell->mainEffectAnim;
  3024. bsa.damageAmount = gs->curB->calculateSpellDmg(spell, caster, *it, spellLvl, usedSpellPower);
  3025. bsa.stackAttacked = (*it)->ID;
  3026. bsa.attackerID = -1;
  3027. (*it)->prepareAttacked(bsa);
  3028. si.stacks.push_back(bsa);
  3029. }
  3030. if(!si.stacks.empty())
  3031. sendAndApply(&si);
  3032. break;
  3033. }
  3034. // permanent effects
  3035. case 27: //shield
  3036. case 28: //air shield
  3037. case 29: //fire shield
  3038. case 30: //protection from air
  3039. case 31: //protection from fire
  3040. case 32: //protection from water
  3041. case 33: //protection from earth
  3042. case 34: //anti-magic
  3043. case 41: //bless
  3044. case 42: //curse
  3045. case 43: //bloodlust
  3046. case 44: //precision
  3047. case 45: //weakness
  3048. case 46: //stone skin
  3049. case 47: //disrupting ray
  3050. case 48: //prayer
  3051. case 49: //mirth
  3052. case 50: //sorrow
  3053. case 51: //fortune
  3054. case 52: //misfortune
  3055. case 53: //haste
  3056. case 54: //slow
  3057. case 55: //slayer
  3058. case 56: //frenzy
  3059. case 58: //counterstrike
  3060. case 59: //berserk
  3061. case 60: //hypnotize
  3062. case 61: //forgetfulness
  3063. case 62: //blind
  3064. case 70: //Stone Gaze
  3065. case 71: //Poison
  3066. case 72: //Bind
  3067. case 73: //Disease
  3068. case 74: //Paralyze
  3069. case 75: //Aging
  3070. case 80: //Acid Breath defense reduction
  3071. {
  3072. SetStackEffect sse;
  3073. Bonus pseudoBonus;
  3074. pseudoBonus.sid = spellID;
  3075. pseudoBonus.val = spellLvl;
  3076. pseudoBonus.turnsRemain = gs->curB->calculateSpellDuration(spell, caster, usedSpellPower);
  3077. CStack::stackEffectToFeature(sse.effect, pseudoBonus);
  3078. const Bonus * bonus = NULL;
  3079. if (caster)
  3080. bonus = caster->getBonus(Selector::typeSybtype(Bonus::SPECIAL_PECULIAR_ENCHANT, spellID));
  3081. si32 power;
  3082. for(std::set<CStack*>::iterator it = attackedCres.begin(); it != attackedCres.end(); ++it)
  3083. {
  3084. if(vstd::contains(sc.resisted, (*it)->ID)) //this creature resisted the spell
  3085. continue;
  3086. sse.stacks.push_back((*it)->ID);
  3087. //Apply hero specials - peculiar enchants
  3088. if ((*it)->base) // no war machines - TODO: make it work
  3089. {
  3090. ui8 tier = (*it)->base->type->level;
  3091. if (bonus)
  3092. {
  3093. switch(bonus->additionalInfo)
  3094. {
  3095. case 0: //normal
  3096. {
  3097. switch(tier)
  3098. {
  3099. case 1: case 2:
  3100. power = 3;
  3101. break;
  3102. case 3: case 4:
  3103. power = 2;
  3104. break;
  3105. case 5: case 6:
  3106. power = 1;
  3107. break;
  3108. }
  3109. Bonus specialBonus(sse.effect.back());
  3110. specialBonus.val = power; //it doesn't necessarily make sense for some spells, use it wisely
  3111. sse.uniqueBonuses.push_back (std::pair<ui32,Bonus> ((*it)->ID, specialBonus)); //additional premy to given effect
  3112. }
  3113. break;
  3114. case 1: //only Coronius as yet
  3115. {
  3116. power = std::max(5 - tier, 0);
  3117. Bonus specialBonus = CStack::featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK, power, pseudoBonus.turnsRemain);
  3118. specialBonus.sid = spellID;
  3119. sse.uniqueBonuses.push_back (std::pair<ui32,Bonus> ((*it)->ID, specialBonus)); //additional attack to Slayer effect
  3120. }
  3121. break;
  3122. }
  3123. }
  3124. if (caster && caster->hasBonusOfType(Bonus::SPECIAL_BLESS_DAMAGE, spellID)) //TODO: better handling of bonus percentages
  3125. {
  3126. int damagePercent = caster->level * caster->valOfBonuses(Bonus::SPECIAL_BLESS_DAMAGE, spellID) / tier;
  3127. Bonus specialBonus = CStack::featureGenerator(Bonus::CREATURE_DAMAGE, 0, damagePercent, pseudoBonus.turnsRemain);
  3128. specialBonus.valType = Bonus::PERCENT_TO_ALL;
  3129. specialBonus.sid = spellID;
  3130. sse.uniqueBonuses.push_back (std::pair<ui32,Bonus> ((*it)->ID, specialBonus));
  3131. }
  3132. }
  3133. }
  3134. if(!sse.stacks.empty())
  3135. sendAndApply(&sse);
  3136. break;
  3137. }
  3138. case 63: //teleport
  3139. {
  3140. BattleStackMoved bsm;
  3141. bsm.distance = -1;
  3142. bsm.stack = gs->curB->activeStack;
  3143. bsm.ending = true;
  3144. bsm.tile = destination;
  3145. bsm.teleporting = true;
  3146. sendAndApply(&bsm);
  3147. break;
  3148. }
  3149. case 37: //cure
  3150. case 38: //resurrection
  3151. case 39: //animate dead
  3152. {
  3153. StacksHealedOrResurrected shr;
  3154. shr.lifeDrain = (ui8)false;
  3155. shr.tentHealing = (ui8)false;
  3156. for(std::set<CStack*>::iterator it = attackedCres.begin(); it != attackedCres.end(); ++it)
  3157. {
  3158. if(vstd::contains(sc.resisted, (*it)->ID) //this creature resisted the spell
  3159. || (spellID == 39 && !(*it)->hasBonusOfType(Bonus::UNDEAD)) //we try to cast animate dead on living stack
  3160. )
  3161. continue;
  3162. StacksHealedOrResurrected::HealInfo hi;
  3163. hi.stackID = (*it)->ID;
  3164. hi.healedHP = gs->curB->calculateHealedHP(caster, spell, *it);
  3165. hi.lowLevelResurrection = spellLvl <= 1;
  3166. shr.healedStacks.push_back(hi);
  3167. }
  3168. if(!shr.healedStacks.empty())
  3169. sendAndApply(&shr);
  3170. break;
  3171. }
  3172. case 64: //remove obstacle
  3173. {
  3174. ObstaclesRemoved obr;
  3175. for(int g=0; g<gs->curB->obstacles.size(); ++g)
  3176. {
  3177. std::vector<THex> blockedHexes = VLC->heroh->obstacles[gs->curB->obstacles[g].ID].getBlocked(gs->curB->obstacles[g].pos);
  3178. if(vstd::contains(blockedHexes, destination)) //this obstacle covers given hex
  3179. {
  3180. obr.obstacles.insert(gs->curB->obstacles[g].uniqueID);
  3181. }
  3182. }
  3183. if(!obr.obstacles.empty())
  3184. sendAndApply(&obr);
  3185. break;
  3186. }
  3187. break;
  3188. case 79: //Death stare - handled in a bit different way
  3189. {
  3190. StacksInjured si;
  3191. for(std::set<CStack*>::iterator it = attackedCres.begin(); it != attackedCres.end(); ++it)
  3192. {
  3193. if((*it)->hasBonusOfType(Bonus::UNDEAD) || (*it)->hasBonusOfType(Bonus::NON_LIVING)) //this creature is immune
  3194. {
  3195. sc.dmgToDisplay = 0; //TODO: handle Death Stare for multiple targets (?)
  3196. continue;
  3197. }
  3198. BattleStackAttacked bsa;
  3199. bsa.flags |= BattleStackAttacked::EFFECT;
  3200. bsa.effect = spell->mainEffectAnim; //from config\spell-Info.txt
  3201. bsa.damageAmount = usedSpellPower * (*it)->valOfBonuses(Bonus::STACK_HEALTH);
  3202. bsa.stackAttacked = (*it)->ID;
  3203. bsa.attackerID = -1;
  3204. (*it)->prepareAttacked(bsa);
  3205. si.stacks.push_back(bsa);
  3206. }
  3207. if(!si.stacks.empty())
  3208. sendAndApply(&si);
  3209. }
  3210. break;
  3211. case 81: //Acid breath damage - new effect, separate from acid breath defense reduction
  3212. {
  3213. StacksInjured si;
  3214. for(std::set<CStack*>::iterator it = attackedCres.begin(); it != attackedCres.end(); ++it) //no immunities
  3215. {
  3216. BattleStackAttacked bsa;
  3217. bsa.flags |= BattleStackAttacked::EFFECT;
  3218. bsa.effect = VLC->spellh->spells[80]->mainEffectAnim; //use acid breath
  3219. bsa.damageAmount = usedSpellPower; //damage times the number of attackers
  3220. bsa.stackAttacked = (*it)->ID;
  3221. bsa.attackerID = -1;
  3222. (*it)->prepareAttacked(bsa);
  3223. si.stacks.push_back(bsa);
  3224. }
  3225. if(!si.stacks.empty())
  3226. sendAndApply(&si);
  3227. }
  3228. break;
  3229. }
  3230. sendAndApply(&sc);
  3231. }
  3232. bool CGameHandler::makeCustomAction( BattleAction &ba )
  3233. {
  3234. switch(ba.actionType)
  3235. {
  3236. case BattleAction::HERO_SPELL: //hero casts spell
  3237. {
  3238. const CGHeroInstance *h = gs->curB->heroes[ba.side];
  3239. const CGHeroInstance *secondHero = gs->curB->heroes[!ba.side];
  3240. if(!h)
  3241. {
  3242. tlog2 << "Wrong caster!\n";
  3243. return false;
  3244. }
  3245. if(ba.additionalInfo >= VLC->spellh->spells.size())
  3246. {
  3247. tlog2 << "Wrong spell id (" << ba.additionalInfo << ")!\n";
  3248. return false;
  3249. }
  3250. const CSpell *s = VLC->spellh->spells[ba.additionalInfo];
  3251. if (s->mainEffectAnim > -1) //TODO: special effects, like Clone
  3252. {
  3253. ui8 skill = h->getSpellSchoolLevel(s); //skill level
  3254. SpellCasting::ESpellCastProblem escp = gs->curB->battleCanCastThisSpell(h->tempOwner, s, SpellCasting::HERO_CASTING);
  3255. if(escp != SpellCasting::OK)
  3256. {
  3257. tlog2 << "Spell cannot be cast!\n";
  3258. tlog2 << "Problem : " << escp << std::endl;
  3259. return false;
  3260. }
  3261. StartAction start_action(ba);
  3262. sendAndApply(&start_action); //start spell casting
  3263. handleSpellCasting (ba.additionalInfo, skill, ba.destinationTile, ba.side, h->tempOwner, h, secondHero, h->getPrimSkillLevel(2), SpellCasting::HERO_CASTING, NULL);
  3264. sendAndApply(&end_action);
  3265. if( !gs->curB->getStack(gs->curB->activeStack, false)->alive() )
  3266. {
  3267. battleMadeAction.setn(true);
  3268. }
  3269. checkForBattleEnd(gs->curB->stacks);
  3270. if(battleResult.get())
  3271. {
  3272. battleMadeAction.setn(true);
  3273. //battle will be ended by startBattle function
  3274. //endBattle(gs->curB->tile, gs->curB->heroes[0], gs->curB->heroes[1]);
  3275. }
  3276. return true;
  3277. }
  3278. else
  3279. {
  3280. tlog2 << "Spell " << s->name << " is not yet supported!\n";
  3281. return false;
  3282. }
  3283. }
  3284. }
  3285. return false;
  3286. }
  3287. void CGameHandler::handleTimeEvents()
  3288. {
  3289. gs->map->events.sort(evntCmp);
  3290. while(gs->map->events.size() && gs->map->events.front()->firstOccurence+1 == gs->day)
  3291. {
  3292. CMapEvent *ev = gs->map->events.front();
  3293. for(int player = 0; player < PLAYER_LIMIT; player++)
  3294. {
  3295. PlayerState *pinfo = gs->getPlayer(player);
  3296. if( pinfo //player exists
  3297. && (ev->players & 1<<player) //event is enabled to this player
  3298. && ((ev->computerAffected && !pinfo->human)
  3299. || (ev->humanAffected && pinfo->human)
  3300. )
  3301. )
  3302. {
  3303. //give resources
  3304. SetResources sr;
  3305. sr.player = player;
  3306. sr.res = pinfo->resources;
  3307. //prepare dialog
  3308. InfoWindow iw;
  3309. iw.player = player;
  3310. iw.text << ev->message;
  3311. for (int i=0; i<ev->resources.size(); i++)
  3312. {
  3313. if(ev->resources[i]) //if resource is changed, we add it to the dialog
  3314. {
  3315. // If removing too much resources, adjust the
  3316. // amount so the total doesn't become negative.
  3317. if (sr.res[i] + ev->resources[i] < 0)
  3318. ev->resources[i] = -sr.res[i];
  3319. if(ev->resources[i]) //if non-zero res change
  3320. {
  3321. iw.components.push_back(Component(Component::RESOURCE,i,ev->resources[i],0));
  3322. sr.res[i] += ev->resources[i];
  3323. }
  3324. }
  3325. }
  3326. if (iw.components.size())
  3327. {
  3328. sendAndApply(&sr); //update player resources if changed
  3329. }
  3330. sendAndApply(&iw); //show dialog
  3331. }
  3332. } //PLAYERS LOOP
  3333. if(ev->nextOccurence)
  3334. {
  3335. gs->map->events.pop_front();
  3336. ev->firstOccurence += ev->nextOccurence;
  3337. std::list<ConstTransitivePtr<CMapEvent> >::iterator it = gs->map->events.begin();
  3338. while ( it !=gs->map->events.end() && **it <= *ev )
  3339. it++;
  3340. gs->map->events.insert(it, ev);
  3341. }
  3342. else
  3343. {
  3344. delete ev;
  3345. gs->map->events.pop_front();
  3346. }
  3347. }
  3348. }
  3349. void CGameHandler::handleTownEvents(CGTownInstance * town, NewTurn &n, std::map<si32, std::map<si32, si32> > &newCreas)
  3350. {
  3351. town->events.sort(evntCmp);
  3352. while(town->events.size() && town->events.front()->firstOccurence == gs->day)
  3353. {
  3354. ui8 player = town->tempOwner;
  3355. CCastleEvent *ev = town->events.front();
  3356. PlayerState *pinfo = gs->getPlayer(player);
  3357. if( pinfo //player exists
  3358. && (ev->players & 1<<player) //event is enabled to this player
  3359. && ((ev->computerAffected && !pinfo->human)
  3360. || (ev->humanAffected && pinfo->human) ) )
  3361. {
  3362. // dialog
  3363. InfoWindow iw;
  3364. iw.player = player;
  3365. iw.text << ev->message;
  3366. for (int i=0; i<ev->resources.size(); i++)
  3367. if(ev->resources[i]) //if resource had changed, we add it to the dialog
  3368. {
  3369. int was = n.res[player][i];
  3370. n.res[player][i] += ev->resources[i];
  3371. n.res[player][i] = std::max<si32>(n.res[player][i], 0);
  3372. if(pinfo->resources[i] != n.res[player][i]) //if non-zero res change
  3373. iw.components.push_back(Component(Component::RESOURCE,i,n.res[player][i]-was,0));
  3374. }
  3375. for(std::set<si32>::iterator i = ev->buildings.begin(); i!=ev->buildings.end();i++)
  3376. if ( !vstd::contains(town->builtBuildings, *i))
  3377. {
  3378. buildStructure(town->id, *i, true);
  3379. iw.components.push_back(Component(Component::BUILDING, town->subID, *i, 0));
  3380. }
  3381. for(si32 i=0;i<ev->creatures.size();i++) //creature growths
  3382. {
  3383. if(town->creatureDwelling(i) && ev->creatures[i])//there is dwelling
  3384. {
  3385. newCreas[town->id][i] += ev->creatures[i];
  3386. iw.components.push_back(Component(Component::CREATURE,
  3387. town->creatures[i].second.back(), ev->creatures[i], 0));
  3388. }
  3389. }
  3390. sendAndApply(&iw); //show dialog
  3391. }
  3392. if(ev->nextOccurence)
  3393. {
  3394. town->events.pop_front();
  3395. ev->firstOccurence += ev->nextOccurence;
  3396. std::list<CCastleEvent*>::iterator it = town->events.begin();
  3397. while ( it !=town->events.end() && **it <= *ev )
  3398. it++;
  3399. town->events.insert(it, ev);
  3400. }
  3401. else
  3402. {
  3403. delete ev;
  3404. town->events.pop_front();
  3405. }
  3406. }
  3407. }
  3408. bool CGameHandler::complain( const std::string &problem )
  3409. {
  3410. sendMessageToAll("Server encountered a problem: " + problem);
  3411. tlog1 << problem << std::endl;
  3412. return true;
  3413. }
  3414. ui32 CGameHandler::getQueryResult( ui8 player, int queryID )
  3415. {
  3416. //TODO: write
  3417. return 0;
  3418. }
  3419. void CGameHandler::showGarrisonDialog( int upobj, int hid, bool removableUnits, const boost::function<void()> &cb )
  3420. {
  3421. ui8 player = getOwner(hid);
  3422. GarrisonDialog gd;
  3423. gd.hid = hid;
  3424. gd.objid = upobj;
  3425. {
  3426. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  3427. gd.id = QID;
  3428. garrisonCallbacks[QID] = cb;
  3429. allowedExchanges[QID] = std::pair<si32,si32>(upobj,hid);
  3430. states.addQuery(player,QID);
  3431. QID++;
  3432. gd.removableUnits = removableUnits;
  3433. sendAndApply(&gd);
  3434. }
  3435. }
  3436. void CGameHandler::showThievesGuildWindow(int requestingObjId)
  3437. {
  3438. OpenWindow ow;
  3439. ow.window = OpenWindow::THIEVES_GUILD;
  3440. ow.id1 = requestingObjId;
  3441. sendAndApply(&ow);
  3442. }
  3443. bool CGameHandler::isAllowedExchange( int id1, int id2 )
  3444. {
  3445. if(id1 == id2)
  3446. return true;
  3447. {
  3448. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  3449. for(std::map<ui32, std::pair<si32,si32> >::const_iterator i = allowedExchanges.begin(); i!=allowedExchanges.end(); i++)
  3450. if((id1 == i->second.first && id2 == i->second.second) ||
  3451. (id2 == i->second.first && id1 == i->second.second))
  3452. return true;
  3453. }
  3454. const CGObjectInstance *o1 = getObj(id1), *o2 = getObj(id2);
  3455. if(o1->ID == TOWNI_TYPE)
  3456. {
  3457. const CGTownInstance *t = static_cast<const CGTownInstance*>(o1);
  3458. if(t->visitingHero == o2 || t->garrisonHero == o2)
  3459. return true;
  3460. }
  3461. if(o2->ID == TOWNI_TYPE)
  3462. {
  3463. const CGTownInstance *t = static_cast<const CGTownInstance*>(o2);
  3464. if(t->visitingHero == o1 || t->garrisonHero == o1)
  3465. return true;
  3466. }
  3467. if(o1->ID == HEROI_TYPE && o2->ID == HEROI_TYPE
  3468. && distance(o1->pos, o2->pos) < 2) //hero stands on the same tile or on the neighbouring tiles
  3469. {
  3470. //TODO: it's workaround, we should check if first hero visited second and player hasn't closed exchange window
  3471. //(to block moving stacks for free [without visiting] between heroes)
  3472. return true;
  3473. }
  3474. return false;
  3475. }
  3476. void CGameHandler::objectVisited( const CGObjectInstance * obj, const CGHeroInstance * h )
  3477. {
  3478. HeroVisit hv;
  3479. hv.obj = obj;
  3480. hv.hero = h;
  3481. hv.starting = true;
  3482. sendAndApply(&hv);
  3483. obj->onHeroVisit(h);
  3484. hv.obj = NULL; //not necessary, moreover may have been deleted in the meantime
  3485. hv.starting = false;
  3486. sendAndApply(&hv);
  3487. }
  3488. bool CGameHandler::buildBoat( ui32 objid )
  3489. {
  3490. const IShipyard *obj = IShipyard::castFrom(getObj(objid));
  3491. if(obj->state())
  3492. {
  3493. complain("Cannot build boat in this shipyard!");
  3494. return false;
  3495. }
  3496. else if(obj->o->ID == TOWNI_TYPE
  3497. && !vstd::contains((static_cast<const CGTownInstance*>(obj))->builtBuildings,6))
  3498. {
  3499. complain("Cannot build boat in the town - no shipyard!");
  3500. return false;
  3501. }
  3502. //TODO use "real" cost via obj->getBoatCost
  3503. if(getResource(obj->o->tempOwner, 6) < 1000 || getResource(obj->o->tempOwner, 0) < 10)
  3504. {
  3505. complain("Not enough resources to build a boat!");
  3506. return false;
  3507. }
  3508. int3 tile = obj->bestLocation();
  3509. if(!gs->map->isInTheMap(tile))
  3510. {
  3511. complain("Cannot find appropriate tile for a boat!");
  3512. return false;
  3513. }
  3514. //take boat cost
  3515. SetResources sr;
  3516. sr.player = obj->o->tempOwner;
  3517. sr.res = gs->getPlayer(obj->o->tempOwner)->resources;
  3518. sr.res[0] -= 10;
  3519. sr.res[6] -= 1000;
  3520. sendAndApply(&sr);
  3521. //create boat
  3522. NewObject no;
  3523. no.ID = 8;
  3524. no.subID = obj->getBoatType();
  3525. no.pos = tile + int3(1,0,0);
  3526. sendAndApply(&no);
  3527. return true;
  3528. }
  3529. void CGameHandler::engageIntoBattle( ui8 player )
  3530. {
  3531. if(vstd::contains(states.players, player))
  3532. states.setFlag(player,&PlayerStatus::engagedIntoBattle,true);
  3533. //notify interfaces
  3534. PlayerBlocked pb;
  3535. pb.player = player;
  3536. pb.reason = PlayerBlocked::UPCOMING_BATTLE;
  3537. sendAndApply(&pb);
  3538. }
  3539. void CGameHandler::winLoseHandle(ui8 players )
  3540. {
  3541. for(size_t i = 0; i < PLAYER_LIMIT; i++)
  3542. {
  3543. if(players & 1<<i && gs->getPlayer(i))
  3544. {
  3545. checkLossVictory(i);
  3546. }
  3547. }
  3548. }
  3549. void CGameHandler::checkLossVictory( ui8 player )
  3550. {
  3551. const PlayerState *p = gs->getPlayer(player);
  3552. if(p->status) //player already won / lost
  3553. return;
  3554. int loss = gs->lossCheck(player);
  3555. int vic = gs->victoryCheck(player);
  3556. if(!loss && !vic)
  3557. return;
  3558. InfoWindow iw;
  3559. getLossVicMessage(player, vic ? vic : loss , vic, iw);
  3560. sendAndApply(&iw);
  3561. PlayerEndsGame peg;
  3562. peg.player = player;
  3563. peg.victory = vic;
  3564. sendAndApply(&peg);
  3565. if(vic > 0) //one player won -> all enemies lost
  3566. {
  3567. iw.text.localStrings.front().second++; //message about losing because enemy won first is just after victory message
  3568. for (bmap<ui8,PlayerState>::const_iterator i = gs->players.begin(); i!=gs->players.end(); i++)
  3569. {
  3570. if(i->first < PLAYER_LIMIT && i->first != player)//FIXME: skip already eliminated players?
  3571. {
  3572. iw.player = i->first;
  3573. sendAndApply(&iw);
  3574. peg.player = i->first;
  3575. peg.victory = gameState()->getPlayerRelations(player, i->first) == 1; // ally of winner
  3576. sendAndApply(&peg);
  3577. }
  3578. }
  3579. }
  3580. else //player lost -> all his objects become unflagged (neutral)
  3581. {
  3582. std::vector<ConstTransitivePtr<CGHeroInstance> > hlp = p->heroes;
  3583. for (std::vector<ConstTransitivePtr<CGHeroInstance> >::const_iterator i = hlp.begin(); i != hlp.end(); i++) //eliminate heroes
  3584. removeObject((*i)->id);
  3585. for (std::vector<ConstTransitivePtr<CGObjectInstance> >::const_iterator i = gs->map->objects.begin(); i != gs->map->objects.end(); i++) //unflag objs
  3586. {
  3587. if(*i && (*i)->tempOwner == player)
  3588. setOwner((**i).id,NEUTRAL_PLAYER);
  3589. }
  3590. //eliminating one player may cause victory of another:
  3591. winLoseHandle(ALL_PLAYERS & ~(1<<player));
  3592. }
  3593. if(vic)
  3594. {
  3595. end2 = true;
  3596. if(gs->campaign)
  3597. {
  3598. std::vector<CGHeroInstance *> hes;
  3599. BOOST_FOREACH(CGHeroInstance * ghi, gs->map->heroes)
  3600. {
  3601. if (ghi->tempOwner == 0 /*TODO: insert human player's color*/)
  3602. {
  3603. hes.push_back(ghi);
  3604. }
  3605. }
  3606. gs->campaign->mapConquered(hes);
  3607. UpdateCampaignState ucs;
  3608. ucs.camp = gs->campaign;
  3609. sendAndApply(&ucs);
  3610. }
  3611. }
  3612. }
  3613. void CGameHandler::getLossVicMessage( ui8 player, ui8 standard, bool victory, InfoWindow &out ) const
  3614. {
  3615. // const PlayerState *p = gs->getPlayer(player);
  3616. // if(!p->human)
  3617. // return; //AI doesn't need text info of loss
  3618. out.player = player;
  3619. if(victory)
  3620. {
  3621. if(standard < 0) //not std loss
  3622. {
  3623. switch(gs->map->victoryCondition.condition)
  3624. {
  3625. case artifact:
  3626. out.text.addTxt(MetaString::GENERAL_TXT, 280); //Congratulations! You have found the %s, and can claim victory!
  3627. out.text.addReplacement(MetaString::ART_NAMES,gs->map->victoryCondition.ID); //artifact name
  3628. break;
  3629. case gatherTroop:
  3630. 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!
  3631. out.text.addReplacement(gs->map->victoryCondition.count);
  3632. out.text.addReplacement(MetaString::CRE_PL_NAMES, gs->map->victoryCondition.ID);
  3633. break;
  3634. case gatherResource:
  3635. out.text.addTxt(MetaString::GENERAL_TXT, 278); //Congratulations! You have collected over %d %s in your treasury. Victory is yours!
  3636. out.text.addReplacement(gs->map->victoryCondition.count);
  3637. out.text.addReplacement(MetaString::RES_NAMES, gs->map->victoryCondition.ID);
  3638. break;
  3639. case buildCity:
  3640. out.text.addTxt(MetaString::GENERAL_TXT, 282); //Congratulations! You have successfully upgraded your town, and can claim victory!
  3641. break;
  3642. case buildGrail:
  3643. out.text.addTxt(MetaString::GENERAL_TXT, 284); //Congratulations! You have constructed a permanent home for the Grail, and can claim victory!
  3644. break;
  3645. case beatHero:
  3646. {
  3647. out.text.addTxt(MetaString::GENERAL_TXT, 252); //Congratulations! You have completed your quest to defeat the enemy hero %s. Victory is yours!
  3648. const CGHeroInstance *h = dynamic_cast<const CGHeroInstance*>(gs->map->victoryCondition.obj);
  3649. assert(h);
  3650. out.text.addReplacement(h->name);
  3651. }
  3652. break;
  3653. case captureCity:
  3654. {
  3655. out.text.addTxt(MetaString::GENERAL_TXT, 249); //Congratulations! You captured %s, and are victorious!
  3656. const CGTownInstance *t = dynamic_cast<const CGTownInstance*>(gs->map->victoryCondition.obj);
  3657. assert(t);
  3658. out.text.addReplacement(t->name);
  3659. }
  3660. break;
  3661. case beatMonster:
  3662. out.text.addTxt(MetaString::GENERAL_TXT, 286); //Congratulations! You have completed your quest to kill the fearsome beast, and can claim victory!
  3663. break;
  3664. case takeDwellings:
  3665. out.text.addTxt(MetaString::GENERAL_TXT, 288); //Congratulations! Your flag flies on the dwelling of every creature. Victory is yours!
  3666. break;
  3667. case takeMines:
  3668. out.text.addTxt(MetaString::GENERAL_TXT, 290); //Congratulations! Your flag flies on every mine. Victory is yours!
  3669. break;
  3670. case transportItem:
  3671. out.text.addTxt(MetaString::GENERAL_TXT, 292); //Congratulations! You have reached your destination, precious cargo intact, and can claim victory!
  3672. break;
  3673. }
  3674. }
  3675. else
  3676. {
  3677. out.text.addTxt(MetaString::GENERAL_TXT, 659); //Congratulations! You have reached your destination, precious cargo intact, and can claim victory!
  3678. }
  3679. }
  3680. else
  3681. {
  3682. if(standard < 0) //not std loss
  3683. {
  3684. switch(gs->map->lossCondition.typeOfLossCon)
  3685. {
  3686. case lossCastle:
  3687. {
  3688. out.text.addTxt(MetaString::GENERAL_TXT, 251); //The town of %s has fallen - all is lost!
  3689. const CGTownInstance *t = dynamic_cast<const CGTownInstance*>(gs->map->lossCondition.obj);
  3690. assert(t);
  3691. out.text.addReplacement(t->name);
  3692. }
  3693. break;
  3694. case lossHero:
  3695. {
  3696. out.text.addTxt(MetaString::GENERAL_TXT, 253); //The hero, %s, has suffered defeat - your quest is over!
  3697. const CGHeroInstance *h = dynamic_cast<const CGHeroInstance*>(gs->map->lossCondition.obj);
  3698. assert(h);
  3699. out.text.addReplacement(h->name);
  3700. }
  3701. break;
  3702. case timeExpires:
  3703. out.text.addTxt(MetaString::GENERAL_TXT, 254); //Alas, time has run out on your quest. All is lost.
  3704. break;
  3705. }
  3706. }
  3707. else if(standard == 2)
  3708. {
  3709. out.text.addTxt(MetaString::GENERAL_TXT, 7);//%s, your heroes abandon you, and you are banished from this land.
  3710. out.text.addReplacement(MetaString::COLOR, player);
  3711. out.components.push_back(Component(Component::FLAG,player,0,0));
  3712. }
  3713. else //lost all towns and heroes
  3714. {
  3715. out.text.addTxt(MetaString::GENERAL_TXT, 660); //All your forces have been defeated, and you are banished from this land!
  3716. }
  3717. }
  3718. }
  3719. bool CGameHandler::dig( const CGHeroInstance *h )
  3720. {
  3721. for (std::vector<ConstTransitivePtr<CGObjectInstance> >::const_iterator i = gs->map->objects.begin(); i != gs->map->objects.end(); i++) //unflag objs
  3722. {
  3723. if(*i && (*i)->ID == 124 && (*i)->pos == h->getPosition())
  3724. {
  3725. complain("Cannot dig - there is already a hole under the hero!");
  3726. return false;
  3727. }
  3728. }
  3729. NewObject no;
  3730. no.ID = 124;
  3731. no.pos = h->getPosition();
  3732. no.subID = getTile(no.pos)->tertype;
  3733. if(no.subID >= 8) //no digging on water / rock
  3734. {
  3735. complain("Cannot dig - wrong terrain type!");
  3736. return false;
  3737. }
  3738. sendAndApply(&no);
  3739. SetMovePoints smp;
  3740. smp.hid = h->id;
  3741. smp.val = 0;
  3742. sendAndApply(&smp);
  3743. InfoWindow iw;
  3744. iw.player = h->tempOwner;
  3745. if(gs->map->grailPos == h->getPosition())
  3746. {
  3747. iw.text.addTxt(MetaString::GENERAL_TXT, 58); //"Congratulations! After spending many hours digging here, your hero has uncovered the "
  3748. iw.text.addTxt(MetaString::ART_NAMES, 2);
  3749. iw.soundID = soundBase::ULTIMATEARTIFACT;
  3750. giveHeroNewArtifact(h, VLC->arth->artifacts[2], -1); //give grail
  3751. sendAndApply(&iw);
  3752. iw.text.clear();
  3753. iw.text.addTxt(MetaString::ART_DESCR, 2);
  3754. sendAndApply(&iw);
  3755. }
  3756. else
  3757. {
  3758. iw.text.addTxt(MetaString::GENERAL_TXT, 59); //"Nothing here. \n Where could it be?"
  3759. iw.soundID = soundBase::Dig;
  3760. sendAndApply(&iw);
  3761. }
  3762. return true;
  3763. }
  3764. void CGameHandler::handleAfterAttackCasting( const BattleAttack & bat )
  3765. {
  3766. const CStack * attacker = gs->curB->getStack(bat.stackAttacking);
  3767. if( attacker->hasBonusOfType(Bonus::SPELL_AFTER_ATTACK) )
  3768. {
  3769. std::set<ui32> spellsToCast;
  3770. BOOST_FOREACH(const Bonus *sf, attacker->getBonuses(Selector::type(Bonus::SPELL_AFTER_ATTACK)))
  3771. {
  3772. spellsToCast.insert (sf->subtype);
  3773. }
  3774. BOOST_FOREACH(ui32 spellID, spellsToCast)
  3775. {
  3776. const CStack * oneOfAttacked = NULL;
  3777. for(int g=0; g<bat.bsa.size(); ++g)
  3778. {
  3779. if (bat.bsa[g].newAmount > 0)
  3780. {
  3781. oneOfAttacked = gs->curB->getStack(bat.bsa[g].stackAttacked);
  3782. break;
  3783. }
  3784. }
  3785. bool castMe = false;
  3786. int meleeRanged;
  3787. if(oneOfAttacked == NULL) //all attacked creatures have been killed
  3788. return;
  3789. int spellLevel = 0;
  3790. BOOST_FOREACH(const Bonus *sf, attacker->getBonuses(Selector::typeSybtype(Bonus::SPELL_AFTER_ATTACK, spellID)))
  3791. {
  3792. amax(spellLevel, sf->additionalInfo % 1000); //pick highest level
  3793. meleeRanged = sf->additionalInfo / 1000;
  3794. if (meleeRanged == 0 || (meleeRanged == 1 && bat.shot()) || (meleeRanged == 2 && !bat.shot()))
  3795. castMe = true;
  3796. }
  3797. int chance = attacker->valOfBonuses((Selector::typeSybtype(Bonus::SPELL_AFTER_ATTACK, spellID)));
  3798. amin (chance, 100);
  3799. int destination = oneOfAttacked->position;
  3800. const CSpell * spell = VLC->spellh->spells[spellID];
  3801. if(gs->curB->battleCanCastThisSpellHere(attacker->owner, spell, SpellCasting::AFTER_ATTACK_CASTING, oneOfAttacked->position)
  3802. != SpellCasting::OK)
  3803. continue;
  3804. //check if spell should be casted (probability handling)
  3805. if(rand()%100 >= chance)
  3806. continue;
  3807. //casting
  3808. if (castMe)
  3809. handleSpellCasting(spellID, spellLevel, destination, !attacker->attackerOwned, attacker->owner, NULL, NULL, attacker->count, SpellCasting::AFTER_ATTACK_CASTING, attacker);
  3810. }
  3811. }
  3812. if (attacker->hasBonusOfType(Bonus::DEATH_STARE)) // spell id 79
  3813. {
  3814. int staredCreatures = 0;
  3815. double mean = attacker->count * attacker->valOfBonuses(Bonus::DEATH_STARE, 0) / 100;
  3816. if (mean >= 1)
  3817. {
  3818. boost::poisson_distribution<int, double> p((int)mean);
  3819. boost::mt19937 rng;
  3820. boost::variate_generator<boost::mt19937&, boost::poisson_distribution<int, double> > dice (rng, p);
  3821. staredCreatures += dice();
  3822. }
  3823. if (((int)(mean * 100)) < rand() % 100) //fractional chance for one last kill
  3824. ++staredCreatures;
  3825. staredCreatures += attacker->type->level * attacker->valOfBonuses(Bonus::DEATH_STARE, 1);
  3826. if (staredCreatures)
  3827. {
  3828. if (bat.bsa.size() && bat.bsa[0].newAmount > 0) //TODO: death stare was not originally avaliable for multiple-hex attacks, but...
  3829. handleSpellCasting(79, 0, gs->curB->getStack(bat.bsa[0].stackAttacked)->position,
  3830. !attacker->attackerOwned, attacker->owner, NULL, NULL, staredCreatures, SpellCasting::AFTER_ATTACK_CASTING, attacker);
  3831. }
  3832. }
  3833. int acidDamage = 0;
  3834. BOOST_FOREACH(const Bonus *b, attacker->getBonuses(Selector::type(Bonus::ACID_BREATH)))
  3835. {
  3836. if (b->additionalInfo > rand()%100)
  3837. acidDamage += b->val;
  3838. }
  3839. if (acidDamage)
  3840. {
  3841. handleSpellCasting(81, 0, gs->curB->getStack(bat.bsa[0].stackAttacked)->position,
  3842. !attacker->attackerOwned, attacker->owner, NULL, NULL,
  3843. acidDamage * attacker->count, SpellCasting::AFTER_ATTACK_CASTING, attacker);
  3844. }
  3845. }
  3846. bool CGameHandler::castSpell(const CGHeroInstance *h, int spellID, const int3 &pos)
  3847. {
  3848. const CSpell *s = VLC->spellh->spells[spellID];
  3849. int cost = h->getSpellCost(s);
  3850. int schoolLevel = h->getSpellSchoolLevel(s);
  3851. if(!h->canCastThisSpell(s))
  3852. COMPLAIN_RET("Hero cannot cast this spell!");
  3853. if(h->mana < cost)
  3854. COMPLAIN_RET("Hero doesn't have enough spell points to cast this spell!");
  3855. if(s->combatSpell)
  3856. COMPLAIN_RET("This function can be used only for adventure map spells!");
  3857. AdvmapSpellCast asc;
  3858. asc.caster = h;
  3859. asc.spellID = spellID;
  3860. sendAndApply(&asc);
  3861. using namespace Spells;
  3862. switch(spellID)
  3863. {
  3864. case SUMMON_BOAT: //Summon Boat
  3865. {
  3866. //check if spell works at all
  3867. if(rand() % 100 >= s->powers[schoolLevel]) //power is % chance of success
  3868. {
  3869. InfoWindow iw;
  3870. iw.player = h->tempOwner;
  3871. iw.text.addTxt(MetaString::GENERAL_TXT, 336); //%s tried to summon a boat, but failed.
  3872. iw.text.addReplacement(h->name);
  3873. sendAndApply(&iw);
  3874. return true; //TODO? or should it be false? request was correct and realized, but spell failed...
  3875. }
  3876. //try to find unoccupied boat to summon
  3877. const CGBoat *nearest = NULL;
  3878. double dist = 0;
  3879. int3 summonPos = h->bestLocation();
  3880. if(summonPos.x < 0)
  3881. COMPLAIN_RET("There is no water tile available!");
  3882. BOOST_FOREACH(const CGObjectInstance *obj, gs->map->objects)
  3883. {
  3884. if(obj && obj->ID == 8)
  3885. {
  3886. const CGBoat *b = static_cast<const CGBoat*>(obj);
  3887. if(b->hero) continue; //we're looking for unoccupied boat
  3888. double nDist = distance(b->pos, h->getPosition());
  3889. if(!nearest || nDist < dist) //it's first boat or closer than previous
  3890. {
  3891. nearest = b;
  3892. dist = nDist;
  3893. }
  3894. }
  3895. }
  3896. if(nearest) //we found boat to summon
  3897. {
  3898. ChangeObjPos cop;
  3899. cop.objid = nearest->id;
  3900. cop.nPos = summonPos + int3(1,0,0);;
  3901. cop.flags = 1;
  3902. sendAndApply(&cop);
  3903. }
  3904. else if(schoolLevel < 2) //none or basic level -> cannot create boat :(
  3905. {
  3906. InfoWindow iw;
  3907. iw.player = h->tempOwner;
  3908. iw.text.addTxt(MetaString::GENERAL_TXT, 335); //There are no boats to summon.
  3909. sendAndApply(&iw);
  3910. }
  3911. else //create boat
  3912. {
  3913. NewObject no;
  3914. no.ID = 8;
  3915. no.subID = h->getBoatType();
  3916. no.pos = summonPos + int3(1,0,0);;
  3917. sendAndApply(&no);
  3918. }
  3919. break;
  3920. }
  3921. case SCUTTLE_BOAT: //Scuttle Boat
  3922. {
  3923. //check if spell works at all
  3924. if(rand() % 100 >= s->powers[schoolLevel]) //power is % chance of success
  3925. {
  3926. InfoWindow iw;
  3927. iw.player = h->tempOwner;
  3928. iw.text.addTxt(MetaString::GENERAL_TXT, 337); //%s tried to scuttle the boat, but failed
  3929. iw.text.addReplacement(h->name);
  3930. sendAndApply(&iw);
  3931. return true; //TODO? or should it be false? request was correct and realized, but spell failed...
  3932. }
  3933. if(!gs->map->isInTheMap(pos))
  3934. COMPLAIN_RET("Invalid dst tile for scuttle!");
  3935. //TODO: test range, visibility
  3936. const TerrainTile *t = &gs->map->getTile(pos);
  3937. if(!t->visitableObjects.size() || t->visitableObjects.back()->ID != 8)
  3938. COMPLAIN_RET("There is no boat to scuttle!");
  3939. RemoveObject ro;
  3940. ro.id = t->visitableObjects.back()->id;
  3941. sendAndApply(&ro);
  3942. break;
  3943. }
  3944. case DIMENSION_DOOR: //Dimension Door
  3945. {
  3946. const TerrainTile *dest = getTile(pos);
  3947. const TerrainTile *curr = getTile(h->getSightCenter());
  3948. if(!dest)
  3949. COMPLAIN_RET("Destination tile doesn't exist!");
  3950. if(!h->movement)
  3951. COMPLAIN_RET("Hero needs movement points to cast Dimension Door!");
  3952. if(h->getBonusesCount(Bonus::SPELL_EFFECT, Spells::DIMENSION_DOOR) >= s->powers[schoolLevel]) //limit casts per turn
  3953. {
  3954. InfoWindow iw;
  3955. iw.player = h->tempOwner;
  3956. iw.text.addTxt(MetaString::GENERAL_TXT, 338); //%s is not skilled enough to cast this spell again today.
  3957. iw.text.addReplacement(h->name);
  3958. sendAndApply(&iw);
  3959. break;
  3960. }
  3961. GiveBonus gb;
  3962. gb.id = h->id;
  3963. gb.bonus = Bonus(Bonus::ONE_DAY, Bonus::NONE, Bonus::SPELL_EFFECT, 0, Spells::DIMENSION_DOOR);
  3964. sendAndApply(&gb);
  3965. if(!dest->isClear(curr)) //wrong dest tile
  3966. {
  3967. InfoWindow iw;
  3968. iw.player = h->tempOwner;
  3969. iw.text.addTxt(MetaString::GENERAL_TXT, 70); //Dimension Door failed!
  3970. sendAndApply(&iw);
  3971. break;
  3972. }
  3973. //we need obtain guard pos before moving hero, otherwise we get nothing, because tile will be "unguarded" by hero
  3974. int3 guardPos = gs->guardingCreaturePosition(pos);
  3975. TryMoveHero tmh;
  3976. tmh.id = h->id;
  3977. tmh.movePoints = std::max<int>(0, h->movement - 300);
  3978. tmh.result = TryMoveHero::TELEPORTATION;
  3979. tmh.start = h->pos;
  3980. tmh.end = pos + h->getVisitableOffset();
  3981. getTilesInRange(tmh.fowRevealed, pos, h->getSightRadious(), h->tempOwner,1);
  3982. sendAndApply(&tmh);
  3983. tryAttackingGuard(guardPos, h);
  3984. }
  3985. break;
  3986. case FLY: //Fly
  3987. {
  3988. int subtype = schoolLevel >= 2 ? 1 : 2; //adv or expert
  3989. GiveBonus gb;
  3990. gb.id = h->id;
  3991. gb.bonus = Bonus(Bonus::ONE_DAY, Bonus::FLYING_MOVEMENT, Bonus::SPELL_EFFECT, 0, Spells::FLY, subtype);
  3992. sendAndApply(&gb);
  3993. }
  3994. break;
  3995. case WATER_WALK: //Water Walk
  3996. {
  3997. int subtype = schoolLevel >= 2 ? 1 : 2; //adv or expert
  3998. GiveBonus gb;
  3999. gb.id = h->id;
  4000. gb.bonus = Bonus(Bonus::ONE_DAY, Bonus::WATER_WALKING, Bonus::SPELL_EFFECT, 0, Spells::FLY, subtype);
  4001. sendAndApply(&gb);
  4002. }
  4003. break;
  4004. case TOWN_PORTAL: //Town Portal
  4005. {
  4006. if (!gs->map->isInTheMap(pos))
  4007. COMPLAIN_RET("Destination tile not present!")
  4008. TerrainTile tile = gs->map->getTile(pos);
  4009. if (tile.visitableObjects.empty() || tile.visitableObjects.back()->ID != TOWNI_TYPE )
  4010. COMPLAIN_RET("Town not found for Town Portal!");
  4011. CGTownInstance * town = static_cast<CGTownInstance*>(tile.visitableObjects.back());
  4012. if (town->tempOwner != h->tempOwner)
  4013. COMPLAIN_RET("Can't teleport to another player!");
  4014. if (town->visitingHero)
  4015. COMPLAIN_RET("Can't teleport to occupied town!");
  4016. if (h->getSpellSchoolLevel(s) < 2)
  4017. {
  4018. double dist = town->pos.dist2d(h->pos);
  4019. int nearest = town->id; //nearest town's ID
  4020. BOOST_FOREACH(const CGTownInstance * currTown, gs->getPlayer(h->tempOwner)->towns)
  4021. {
  4022. double curDist = currTown->pos.dist2d(h->pos);
  4023. if (nearest == -1 || curDist < dist)
  4024. {
  4025. nearest = town->id;
  4026. dist = curDist;
  4027. }
  4028. }
  4029. if (town->id != nearest)
  4030. COMPLAIN_RET("This hero can only teleport to nearest town!")
  4031. }
  4032. if (h->visitedTown)
  4033. stopHeroVisitCastle(town->id, h->id);
  4034. if (moveHero(h->id, town->visitablePos() + h->getVisitableOffset() ,1));
  4035. heroVisitCastle(town->id, h->id);
  4036. }
  4037. break;
  4038. case VISIONS: //Visions
  4039. case VIEW_EARTH: //View Earth
  4040. case DISGUISE: //Disguise
  4041. case VIEW_AIR: //View Air
  4042. default:
  4043. COMPLAIN_RET("This spell is not implemented yet!");
  4044. break;
  4045. }
  4046. SetMana sm;
  4047. sm.hid = h->id;
  4048. sm.val = h->mana - cost;
  4049. sendAndApply(&sm);
  4050. return true;
  4051. }
  4052. void CGameHandler::visitObjectOnTile(const TerrainTile &t, const CGHeroInstance * h)
  4053. {
  4054. //to prevent self-visiting heroes on space press
  4055. if(t.visitableObjects.back() != h)
  4056. objectVisited(t.visitableObjects.back(), h);
  4057. else if(t.visitableObjects.size() > 1)
  4058. objectVisited(*(t.visitableObjects.end()-2),h);
  4059. }
  4060. bool CGameHandler::tryAttackingGuard(const int3 &guardPos, const CGHeroInstance * h)
  4061. {
  4062. if(!gs->map->isInTheMap(guardPos))
  4063. return false;
  4064. const TerrainTile &guardTile = gs->map->terrain[guardPos.x][guardPos.y][guardPos.z];
  4065. objectVisited(guardTile.visitableObjects.back(), h);
  4066. visitObjectAfterVictory = true;
  4067. return true;
  4068. }
  4069. bool CGameHandler::sacrificeCreatures(const IMarket *market, const CGHeroInstance *hero, TSlot slot, ui32 count)
  4070. {
  4071. int oldCount = hero->getStackCount(slot);
  4072. if(oldCount < count)
  4073. COMPLAIN_RET("Not enough creatures to sacrifice!")
  4074. else if(oldCount == count && hero->Slots().size() == 1 && hero->needsLastStack())
  4075. COMPLAIN_RET("Cannot sacrifice last creature!");
  4076. int crid = hero->getStack(slot).type->idNumber;
  4077. changeStackCount(StackLocation(hero, slot), -count);
  4078. int dump, exp;
  4079. market->getOffer(crid, 0, dump, exp, CREATURE_EXP);
  4080. exp *= count;
  4081. changePrimSkill(hero->id, 4, hero->calculateXp(exp));
  4082. return true;
  4083. }
  4084. bool CGameHandler::sacrificeArtifact(const IMarket * m, const CGHeroInstance * hero, int slot)
  4085. {
  4086. ArtifactLocation al(hero, slot);
  4087. const CArtifactInstance *a = al.getArt();
  4088. if(!a)
  4089. COMPLAIN_RET("Cannot find artifact to sacrifice!");
  4090. int dmp, expToGive;
  4091. m->getOffer(hero->getArtTypeId(slot), 0, dmp, expToGive, ARTIFACT_EXP);
  4092. removeArtifact(al);
  4093. changePrimSkill(hero->id, 4, expToGive);
  4094. return true;
  4095. }
  4096. void CGameHandler::makeStackDoNothing(const CStack * next)
  4097. {
  4098. BattleAction doNothing;
  4099. doNothing.actionType = 0;
  4100. doNothing.additionalInfo = 0;
  4101. doNothing.destinationTile = -1;
  4102. doNothing.side = !next->attackerOwned;
  4103. doNothing.stackNumber = next->ID;
  4104. StartAction start_action(doNothing);
  4105. sendAndApply(&start_action);
  4106. sendAndApply(&end_action);
  4107. }
  4108. bool CGameHandler::insertNewStack(const StackLocation &sl, const CCreature *c, TQuantity count)
  4109. {
  4110. if(sl.army->hasStackAtSlot(sl.slot))
  4111. COMPLAIN_RET("Slot is already taken!");
  4112. InsertNewStack ins;
  4113. ins.sl = sl;
  4114. ins.stack = CStackBasicDescriptor(c, count);
  4115. sendAndApply(&ins);
  4116. return true;
  4117. }
  4118. bool CGameHandler::eraseStack(const StackLocation &sl, bool forceRemoval/* = false*/)
  4119. {
  4120. if(!sl.army->hasStackAtSlot(sl.slot))
  4121. COMPLAIN_RET("Cannot find a stack to erase");
  4122. if(sl.army->Slots().size() == 1 //from the last stack
  4123. && sl.army->needsLastStack() //that must be left
  4124. && !forceRemoval) //ignore above conditions if we are forcing removal
  4125. {
  4126. COMPLAIN_RET("Cannot erase the last stack!");
  4127. }
  4128. EraseStack es;
  4129. es.sl = sl;
  4130. sendAndApply(&es);
  4131. return true;
  4132. }
  4133. bool CGameHandler::changeStackCount(const StackLocation &sl, TQuantity count, bool absoluteValue /*= false*/)
  4134. {
  4135. TQuantity currentCount = sl.army->getStackCount(sl.slot);
  4136. if((absoluteValue && count < 0)
  4137. || (!absoluteValue && -count > currentCount))
  4138. {
  4139. COMPLAIN_RET("Cannot take more stacks than present!");
  4140. }
  4141. if((currentCount == -count && !absoluteValue)
  4142. || (!count && absoluteValue))
  4143. {
  4144. eraseStack(sl);
  4145. }
  4146. else
  4147. {
  4148. ChangeStackCount csc;
  4149. csc.sl = sl;
  4150. csc.count = count;
  4151. csc.absoluteValue = absoluteValue;
  4152. sendAndApply(&csc);
  4153. }
  4154. return true;
  4155. }
  4156. bool CGameHandler::addToSlot(const StackLocation &sl, const CCreature *c, TQuantity count)
  4157. {
  4158. const CCreature *slotC = sl.army->getCreature(sl.slot);
  4159. if(!slotC) //slot is empty
  4160. insertNewStack(sl, c, count);
  4161. else if(c == slotC)
  4162. changeStackCount(sl, count);
  4163. else
  4164. {
  4165. COMPLAIN_RET("Cannot add " + c->namePl + " to slot " + boost::lexical_cast<std::string>(sl.slot) + "!");
  4166. }
  4167. return true;
  4168. }
  4169. void CGameHandler::tryJoiningArmy(const CArmedInstance *src, const CArmedInstance *dst, bool removeObjWhenFinished, bool allowMerging)
  4170. {
  4171. if(!dst->canBeMergedWith(*src, allowMerging))
  4172. {
  4173. if (allowMerging) //do that, add all matching creatures.
  4174. {
  4175. bool cont = true;
  4176. while (cont)
  4177. {
  4178. for(TSlots::const_iterator i = src->stacks.begin(); i != src->stacks.end(); i++)//while there are unmoved creatures
  4179. {
  4180. TSlot pos = dst->getSlotFor(i->second->type);
  4181. if(pos > -1)
  4182. {
  4183. moveStack(StackLocation(src, i->first), StackLocation(dst, pos));
  4184. cont = true;
  4185. break; //or iterator crashes
  4186. }
  4187. cont = false;
  4188. }
  4189. }
  4190. }
  4191. boost::function<void()> removeOrNot = 0;
  4192. if(removeObjWhenFinished)
  4193. removeOrNot = boost::bind(&IGameCallback::removeObject,this,src->id);
  4194. showGarrisonDialog(src->id, dst->id, true, removeOrNot); //show garrison window and optionally remove ourselves from map when player ends
  4195. }
  4196. else //merge
  4197. {
  4198. moveArmy(src, dst, allowMerging);
  4199. if(removeObjWhenFinished)
  4200. removeObject(src->id);
  4201. }
  4202. }
  4203. bool CGameHandler::moveStack(const StackLocation &src, const StackLocation &dst, TQuantity count)
  4204. {
  4205. if(!src.army->hasStackAtSlot(src.slot))
  4206. COMPLAIN_RET("No stack to move!");
  4207. if(dst.army->hasStackAtSlot(dst.slot) && dst.army->getCreature(dst.slot) != src.army->getCreature(src.slot))
  4208. COMPLAIN_RET("Cannot move: stack of different type at destination pos!");
  4209. if(count == -1)
  4210. {
  4211. count = src.army->getStackCount(src.slot);
  4212. }
  4213. if(src.army != dst.army //moving away
  4214. && count == src.army->getStackCount(src.slot) //all creatures
  4215. && src.army->Slots().size() == 1 //from the last stack
  4216. && src.army->needsLastStack()) //that must be left
  4217. {
  4218. COMPLAIN_RET("Cannot move away the alst creature!");
  4219. }
  4220. RebalanceStacks rs;
  4221. rs.src = src;
  4222. rs.dst = dst;
  4223. rs.count = count;
  4224. sendAndApply(&rs);
  4225. return true;
  4226. }
  4227. bool CGameHandler::swapStacks(const StackLocation &sl1, const StackLocation &sl2)
  4228. {
  4229. if(!sl1.army->hasStackAtSlot(sl1.slot))
  4230. return moveStack(sl2, sl1);
  4231. else if(!sl2.army->hasStackAtSlot(sl2.slot))
  4232. return moveStack(sl1, sl2);
  4233. else
  4234. {
  4235. SwapStacks ss;
  4236. ss.sl1 = sl1;
  4237. ss.sl2 = sl2;
  4238. sendAndApply(&ss);
  4239. return true;
  4240. }
  4241. }
  4242. void CGameHandler::runBattle()
  4243. {
  4244. assert(gs->curB);
  4245. //TODO: pre-tactic stuff, call scripts etc.
  4246. //tactic round
  4247. {
  4248. while(gs->curB->tacticDistance)
  4249. boost::this_thread::sleep(boost::posix_time::milliseconds(50));
  4250. }
  4251. //spells opening battle
  4252. for(int i=0; i<ARRAY_COUNT(gs->curB->heroes); ++i)
  4253. {
  4254. if(gs->curB->heroes[i] && gs->curB->heroes[i]->hasBonusOfType(Bonus::OPENING_BATTLE_SPELL))
  4255. {
  4256. BonusList bl;
  4257. gs->curB->heroes[i]->getBonuses(bl, Selector::type(Bonus::OPENING_BATTLE_SPELL));
  4258. BOOST_FOREACH (Bonus *b, bl)
  4259. {
  4260. handleSpellCasting(b->subtype, 3, -1, 0, gs->curB->heroes[i]->tempOwner, NULL, gs->curB->heroes[1-i], b->val, SpellCasting::HERO_CASTING, NULL);
  4261. }
  4262. }
  4263. }
  4264. //main loop
  4265. while(!battleResult.get()) //till the end of the battle ;]
  4266. {
  4267. NEW_ROUND;
  4268. std::vector<CStack*> & stacks = (gs->curB->stacks);
  4269. const BattleInfo & curB = *gs->curB;
  4270. //stack loop
  4271. const CStack *next;
  4272. while(!battleResult.get() && (next = curB.getNextStack()) && next->willMove())
  4273. {
  4274. //check for bad morale => freeze
  4275. int nextStackMorale = next->MoraleVal();
  4276. if( nextStackMorale < 0 &&
  4277. !(NBonus::hasOfType(gs->curB->heroes[0], Bonus::BLOCK_MORALE) || NBonus::hasOfType(gs->curB->heroes[1], Bonus::BLOCK_MORALE)) //checking if gs->curB->heroes have (or don't have) morale blocking bonuses)
  4278. )
  4279. {
  4280. if( rand()%24 < -2 * nextStackMorale)
  4281. {
  4282. //unit loses its turn - empty freeze action
  4283. BattleAction ba;
  4284. ba.actionType = BattleAction::BAD_MORALE;
  4285. ba.additionalInfo = 1;
  4286. ba.side = !next->attackerOwned;
  4287. ba.stackNumber = next->ID;
  4288. StartAction start_action(ba);
  4289. sendAndApply(&start_action);
  4290. sendAndApply(&end_action);
  4291. checkForBattleEnd(stacks); //check if this "action" ended the battle (not likely but who knows...)
  4292. continue;
  4293. }
  4294. }
  4295. if(next->hasBonusOfType(Bonus::ATTACKS_NEAREST_CREATURE)) //while in berserk
  4296. {
  4297. std::pair<const CStack *, int> attackInfo = curB.getNearestStack(next, boost::logic::indeterminate);
  4298. if(attackInfo.first != NULL)
  4299. {
  4300. BattleAction attack;
  4301. attack.actionType = BattleAction::WALK_AND_ATTACK;
  4302. attack.side = !next->attackerOwned;
  4303. attack.stackNumber = next->ID;
  4304. attack.additionalInfo = attackInfo.first->position;
  4305. attack.destinationTile = attackInfo.second;
  4306. makeBattleAction(attack);
  4307. checkForBattleEnd(stacks);
  4308. }
  4309. else
  4310. {
  4311. makeStackDoNothing(next);
  4312. }
  4313. continue;
  4314. }
  4315. const CGHeroInstance * curOwner = gs->curB->battleGetOwner(next);
  4316. if( (next->position < 0 && (!curOwner || curOwner->getSecSkillLevel(CGHeroInstance::BALLISTICS) == 0)) //arrow turret, hero has no ballistics
  4317. || (next->getCreature()->idNumber == 146 && (!curOwner || curOwner->getSecSkillLevel(CGHeroInstance::ARTILLERY) == 0))) //ballista, hero has no artillery
  4318. {
  4319. BattleAction attack;
  4320. attack.actionType = BattleAction::SHOOT;
  4321. attack.side = !next->attackerOwned;
  4322. attack.stackNumber = next->ID;
  4323. for(int g=0; g<gs->curB->stacks.size(); ++g)
  4324. {
  4325. if(gs->curB->stacks[g]->owner != next->owner && gs->curB->stacks[g]->alive())
  4326. {
  4327. attack.destinationTile = gs->curB->stacks[g]->position;
  4328. break;
  4329. }
  4330. }
  4331. makeBattleAction(attack);
  4332. checkForBattleEnd(stacks);
  4333. continue;
  4334. }
  4335. if(next->getCreature()->idNumber == 145 && (!curOwner || curOwner->getSecSkillLevel(CGHeroInstance::BALLISTICS) == 0)) //catapult, hero has no ballistics
  4336. {
  4337. BattleAction attack;
  4338. static const int wallHexes[] = {50, 183, 182, 130, 62, 29, 12, 95};
  4339. attack.destinationTile = wallHexes[ rand()%ARRAY_COUNT(wallHexes) ];
  4340. attack.actionType = BattleAction::CATAPULT;
  4341. attack.additionalInfo = 0;
  4342. attack.side = !next->attackerOwned;
  4343. attack.stackNumber = next->ID;
  4344. makeBattleAction(attack);
  4345. continue;
  4346. }
  4347. if(next->getCreature()->idNumber == 147 && (!curOwner || curOwner->getSecSkillLevel(CGHeroInstance::FIRST_AID) == 0)) //first aid tent, hero has no first aid
  4348. {
  4349. BattleAction heal;
  4350. std::vector< const CStack * > possibleStacks, secondPriority;
  4351. for (int v=0; v<gs->curB->stacks.size(); ++v)
  4352. {
  4353. const CStack * cstack = gs->curB->stacks[v];
  4354. if (cstack->owner == next->owner && cstack->firstHPleft < cstack->MaxHealth() && cstack->alive()) //it's friendly and not fully healthy
  4355. {
  4356. if (cstack->hasBonusOfType(Bonus::SIEGE_WEAPON))
  4357. secondPriority.push_back(cstack);
  4358. else
  4359. possibleStacks.push_back(cstack);
  4360. }
  4361. }
  4362. if(possibleStacks.size() == 0 && secondPriority.size() == 0)
  4363. {
  4364. //nothing to heal
  4365. makeStackDoNothing(next);
  4366. continue;
  4367. }
  4368. else
  4369. {
  4370. //heal random creature
  4371. const CStack * toBeHealed = NULL;
  4372. if (possibleStacks.size() > 0)
  4373. toBeHealed = possibleStacks[ rand()%possibleStacks.size() ];
  4374. else
  4375. toBeHealed = secondPriority[ rand()%secondPriority.size() ];
  4376. heal.actionType = BattleAction::STACK_HEAL;
  4377. heal.additionalInfo = 0;
  4378. heal.destinationTile = toBeHealed->position;
  4379. heal.side = !next->attackerOwned;
  4380. heal.stackNumber = next->ID;
  4381. makeBattleAction(heal);
  4382. }
  4383. continue;
  4384. }
  4385. int numberOfAsks = 1;
  4386. bool breakOuter = false;
  4387. do
  4388. {//ask interface and wait for answer
  4389. if(!battleResult.get())
  4390. {
  4391. BattleSetActiveStack sas;
  4392. sas.stack = next->ID;
  4393. sendAndApply(&sas);
  4394. boost::unique_lock<boost::mutex> lock(battleMadeAction.mx);
  4395. while(next->alive() && (!battleMadeAction.data && !battleResult.get())) //active stack hasn't made its action and battle is still going
  4396. battleMadeAction.cond.wait(lock);
  4397. battleMadeAction.data = false;
  4398. }
  4399. if(battleResult.get()) //don't touch it, battle could be finished while waiting got action
  4400. {
  4401. breakOuter = true;
  4402. break;
  4403. }
  4404. //we're after action, all results applied
  4405. checkForBattleEnd(stacks); //check if this action ended the battle
  4406. //check for good morale
  4407. nextStackMorale = next->MoraleVal();
  4408. if(!vstd::contains(next->state,HAD_MORALE) //only one extra move per turn possible
  4409. && !vstd::contains(next->state,DEFENDING)
  4410. && !vstd::contains(next->state,WAITING)
  4411. && next->alive()
  4412. && nextStackMorale > 0
  4413. && !(NBonus::hasOfType(gs->curB->heroes[0], Bonus::BLOCK_MORALE) || NBonus::hasOfType(gs->curB->heroes[1], Bonus::BLOCK_MORALE)) //checking if gs->curB->heroes have (or don't have) morale blocking bonuses
  4414. )
  4415. {
  4416. if(rand()%24 < nextStackMorale) //this stack hasn't got morale this turn
  4417. ++numberOfAsks; //move this stack once more
  4418. }
  4419. --numberOfAsks;
  4420. } while (numberOfAsks > 0);
  4421. if (breakOuter)
  4422. {
  4423. break;
  4424. }
  4425. }
  4426. }
  4427. endBattle(gs->curB->tile, gs->curB->heroes[0], gs->curB->heroes[1]);
  4428. }
  4429. void CGameHandler::giveHeroArtifact(const CGHeroInstance *h, const CArtifactInstance *a, int pos)
  4430. {
  4431. assert(a->artType);
  4432. ArtifactLocation al;
  4433. al.hero = h;
  4434. int slot = -1;
  4435. if(pos < 0)
  4436. {
  4437. if(pos == -2)
  4438. slot = a->firstAvailableSlot(h);
  4439. else
  4440. slot = a->firstBackpackSlot(h);
  4441. }
  4442. else
  4443. {
  4444. slot = pos;
  4445. }
  4446. al.slot = slot;
  4447. if(slot < 0 || !a->canBePutAt(al))
  4448. {
  4449. complain("Cannot put artifact in that slot!");
  4450. return;
  4451. }
  4452. putArtifact(al, a);
  4453. }
  4454. void CGameHandler::putArtifact(const ArtifactLocation &al, const CArtifactInstance *a)
  4455. {
  4456. PutArtifact pa;
  4457. pa.art = a;
  4458. pa.al = al;
  4459. sendAndApply(&pa);
  4460. }
  4461. void CGameHandler::moveArtifact(const ArtifactLocation &al1, const ArtifactLocation &al2)
  4462. {
  4463. MoveArtifact ma;
  4464. ma.src = al1;
  4465. ma.dst = al2;
  4466. sendAndApply(&ma);
  4467. }
  4468. void CGameHandler::giveHeroNewArtifact(const CGHeroInstance *h, const CArtifact *artType, int pos)
  4469. {
  4470. CArtifactInstance *a = NULL;
  4471. if(!artType->constituents)
  4472. a = new CArtifactInstance();
  4473. else
  4474. a = new CCombinedArtifactInstance();
  4475. a->artType = artType; //*NOT* via settype -> all bonus-related stuff must be done by NewArtifact apply
  4476. NewArtifact na;
  4477. na.art = a;
  4478. sendAndApply(&na); // -> updates a!!!, will create a on other machines
  4479. giveHeroArtifact(h, a, pos);
  4480. }
  4481. void CGameHandler::setBattleResult(int resultType, int victoriusSide)
  4482. {
  4483. BattleResult *br = new BattleResult;
  4484. br->result = resultType;
  4485. br->winner = victoriusSide; //surrendering side loses
  4486. gs->curB->calculateCasualties(br->casualties);
  4487. battleResult.set(br);
  4488. }
  4489. void CGameHandler::commitPackage( CPackForClient *pack )
  4490. {
  4491. sendAndApply(pack);
  4492. }
  4493. CasualtiesAfterBattle::CasualtiesAfterBattle(const CArmedInstance *army, BattleInfo *bat)
  4494. {
  4495. int color = army->tempOwner;
  4496. if(color == 254)
  4497. color = NEUTRAL_PLAYER;
  4498. BOOST_FOREACH(CStack *st, bat->stacks)
  4499. {
  4500. if(vstd::contains(st->state, SUMMONED)) //don't take into account summoned stacks
  4501. continue;
  4502. if(st->owner==color && !army->slotEmpty(st->slot) && st->count < army->getStackCount(st->slot))
  4503. {
  4504. StackLocation sl(army, st->slot);
  4505. if(st->alive())
  4506. newStackCounts.push_back(std::pair<StackLocation, int>(sl, st->count));
  4507. else
  4508. newStackCounts.push_back(std::pair<StackLocation, int>(sl, 0));
  4509. }
  4510. }
  4511. }
  4512. void CasualtiesAfterBattle::takeFromArmy(CGameHandler *gh)
  4513. {
  4514. BOOST_FOREACH(TStackAndItsNewCount &ncount, newStackCounts)
  4515. {
  4516. if(ncount.second > 0)
  4517. gh->changeStackCount(ncount.first, ncount.second, true);
  4518. else
  4519. gh->eraseStack(ncount.first, true);
  4520. }
  4521. }