CGameHandler.cpp 151 KB

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