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