CGameHandler.cpp 88 KB

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  1. #include "../StartInfo.h"
  2. #include "../hch/CArtHandler.h"
  3. #include "../hch/CBuildingHandler.h"
  4. #include "../hch/CDefObjInfoHandler.h"
  5. #include "../hch/CHeroHandler.h"
  6. #include "../hch/CObjectHandler.h"
  7. #include "../hch/CSpellHandler.h"
  8. #include "../hch/CTownHandler.h"
  9. #include "../lib/CGameState.h"
  10. #include "../lib/CondSh.h"
  11. #include "../lib/NetPacks.h"
  12. #include "../lib/VCMI_Lib.h"
  13. #include "../lib/map.h"
  14. #include "CGameHandler.h"
  15. #include <boost/bind.hpp>
  16. #include <boost/date_time/posix_time/posix_time_types.hpp> //no i/o just types
  17. #include <boost/foreach.hpp>
  18. #include <boost/thread.hpp>
  19. #include <boost/thread/shared_mutex.hpp>
  20. #include <boost/assign/list_of.hpp>
  21. #include <fstream>
  22. /*
  23. * CGameHandler.cpp, part of VCMI engine
  24. *
  25. * Authors: listed in file AUTHORS in main folder
  26. *
  27. * License: GNU General Public License v2.0 or later
  28. * Full text of license available in license.txt file, in main folder
  29. *
  30. */
  31. #undef DLL_EXPORT
  32. #define DLL_EXPORT
  33. #include "../lib/RegisterTypes.cpp"
  34. #ifndef _MSC_VER
  35. #include <boost/thread/xtime.hpp>
  36. #endif
  37. extern bool end2;
  38. #ifdef min
  39. #undef min
  40. #endif
  41. #ifdef max
  42. #undef max
  43. #endif
  44. #define NEW_ROUND BattleNextRound bnr;\
  45. bnr.round = gs->curB->round + 1;\
  46. sendAndApply(&bnr);
  47. CondSh<bool> battleMadeAction;
  48. CondSh<BattleResult *> battleResult(NULL);
  49. class CBaseForGHApply
  50. {
  51. public:
  52. virtual bool applyOnGH(CGameHandler *gh, CConnection *c, void *pack) const =0;
  53. };
  54. template <typename T> class CApplyOnGH : public CBaseForGHApply
  55. {
  56. public:
  57. bool applyOnGH(CGameHandler *gh, CConnection *c, void *pack) const
  58. {
  59. T *ptr = static_cast<T*>(pack);
  60. ptr->c = c;
  61. return ptr->applyGh(gh);
  62. }
  63. };
  64. class CGHApplier
  65. {
  66. public:
  67. std::map<ui16,CBaseForGHApply*> apps;
  68. CGHApplier()
  69. {
  70. registerTypes3(*this);
  71. }
  72. template<typename T> void registerType(const T * t=NULL)
  73. {
  74. ui16 ID = typeList.registerType(t);
  75. apps[ID] = new CApplyOnGH<T>;
  76. }
  77. } *applier = NULL;
  78. class CMP_stack
  79. {
  80. public:
  81. inline bool operator ()(const CStack* a, const CStack* b)
  82. {
  83. return (a->Speed())>(b->Speed());
  84. }
  85. } cmpst ;
  86. static inline double distance(int3 a, int3 b)
  87. {
  88. return std::sqrt( (double)(a.x-b.x)*(a.x-b.x) + (a.y-b.y)*(a.y-b.y) );
  89. }
  90. static void giveExp(BattleResult &r)
  91. {
  92. r.exp[0] = 0;
  93. r.exp[1] = 0;
  94. for(std::set<std::pair<ui32,si32> >::iterator i = r.casualties[!r.winner].begin(); i!=r.casualties[!r.winner].end(); i++)
  95. {
  96. r.exp[r.winner] += VLC->creh->creatures[i->first].hitPoints * i->second;
  97. }
  98. }
  99. PlayerStatus PlayerStatuses::operator[](ui8 player)
  100. {
  101. boost::unique_lock<boost::mutex> l(mx);
  102. if(players.find(player) != players.end())
  103. {
  104. return players[player];
  105. }
  106. else
  107. {
  108. throw std::string("No such player!");
  109. }
  110. }
  111. void PlayerStatuses::addPlayer(ui8 player)
  112. {
  113. boost::unique_lock<boost::mutex> l(mx);
  114. players[player];
  115. }
  116. bool PlayerStatuses::hasQueries(ui8 player)
  117. {
  118. boost::unique_lock<boost::mutex> l(mx);
  119. if(players.find(player) != players.end())
  120. {
  121. return players[player].queries.size();
  122. }
  123. else
  124. {
  125. throw std::string("No such player!");
  126. }
  127. }
  128. bool PlayerStatuses::checkFlag(ui8 player, bool PlayerStatus::*flag)
  129. {
  130. boost::unique_lock<boost::mutex> l(mx);
  131. if(players.find(player) != players.end())
  132. {
  133. return players[player].*flag;
  134. }
  135. else
  136. {
  137. throw std::string("No such player!");
  138. }
  139. }
  140. void PlayerStatuses::setFlag(ui8 player, bool PlayerStatus::*flag, bool val)
  141. {
  142. boost::unique_lock<boost::mutex> l(mx);
  143. if(players.find(player) != players.end())
  144. {
  145. players[player].*flag = val;
  146. }
  147. else
  148. {
  149. throw std::string("No such player!");
  150. }
  151. cv.notify_all();
  152. }
  153. void PlayerStatuses::addQuery(ui8 player, ui32 id)
  154. {
  155. boost::unique_lock<boost::mutex> l(mx);
  156. if(players.find(player) != players.end())
  157. {
  158. players[player].queries.insert(id);
  159. }
  160. else
  161. {
  162. throw std::string("No such player!");
  163. }
  164. cv.notify_all();
  165. }
  166. void PlayerStatuses::removeQuery(ui8 player, ui32 id)
  167. {
  168. boost::unique_lock<boost::mutex> l(mx);
  169. if(players.find(player) != players.end())
  170. {
  171. players[player].queries.erase(id);
  172. }
  173. else
  174. {
  175. throw std::string("No such player!");
  176. }
  177. cv.notify_all();
  178. }
  179. template <typename T>
  180. void callWith(std::vector<T> args, boost::function<void(T)> fun, ui32 which)
  181. {
  182. fun(args[which]);
  183. }
  184. void CGameHandler::changeSecSkill( int ID, int which, int val, bool abs/*=false*/ )
  185. {
  186. SetSecSkill sss;
  187. sss.id = ID;
  188. sss.which = which;
  189. sss.val = val;
  190. sss.abs = abs;
  191. sendAndApply(&sss);
  192. if(which == 7) //Wisdom
  193. {
  194. const CGHeroInstance *h = getHero(ID);
  195. if(h && h->visitedTown)
  196. giveSpells(h->visitedTown, h);
  197. }
  198. }
  199. void CGameHandler::changePrimSkill(int ID, int which, si64 val, bool abs)
  200. {
  201. SetPrimSkill sps;
  202. sps.id = ID;
  203. sps.which = which;
  204. sps.abs = abs;
  205. sps.val = val;
  206. sendAndApply(&sps);
  207. if(which==4) //only for exp - hero may level up
  208. {
  209. CGHeroInstance *hero = static_cast<CGHeroInstance *>(gs->map->objects[ID]);
  210. while (hero->exp >= VLC->heroh->reqExp(hero->level+1)) //new level
  211. {
  212. //give prim skill
  213. tlog5 << hero->name <<" got level "<<hero->level<<std::endl;
  214. int r = rand()%100, pom=0, x=0;
  215. int std::pair<int,int>::*g = (hero->level>9) ? (&std::pair<int,int>::second) : (&std::pair<int,int>::first);
  216. for(;x<PRIMARY_SKILLS;x++)
  217. {
  218. pom += hero->type->heroClass->primChance[x].*g;
  219. if(r<pom)
  220. break;
  221. }
  222. tlog5 << "Bohater dostaje umiejetnosc pierwszorzedna " << x << " (wynik losowania "<<r<<")"<<std::endl;
  223. SetPrimSkill sps;
  224. sps.id = ID;
  225. sps.which = x;
  226. sps.abs = false;
  227. sps.val = 1;
  228. sendAndApply(&sps);
  229. HeroLevelUp hlu;
  230. hlu.heroid = ID;
  231. hlu.primskill = x;
  232. hlu.level = hero->level+1;
  233. //picking sec. skills for choice
  234. std::set<int> basicAndAdv, expert, none;
  235. for(int i=0;i<SKILL_QUANTITY;i++) none.insert(i);
  236. for(unsigned i=0;i<hero->secSkills.size();i++)
  237. {
  238. if(hero->secSkills[i].second < 3)
  239. basicAndAdv.insert(hero->secSkills[i].first);
  240. else
  241. expert.insert(hero->secSkills[i].first);
  242. none.erase(hero->secSkills[i].first);
  243. }
  244. //first offered skill
  245. if(hero->secSkills.size() < hero->type->heroClass->skillLimit) //free skill slot
  246. {
  247. hlu.skills.push_back(hero->type->heroClass->chooseSecSkill(none)); //new skill
  248. none.erase(hlu.skills.back());
  249. }
  250. else if(basicAndAdv.size())
  251. {
  252. int s = hero->type->heroClass->chooseSecSkill(basicAndAdv);
  253. hlu.skills.push_back(s);
  254. basicAndAdv.erase(s);
  255. }
  256. //second offered skill
  257. if(basicAndAdv.size())
  258. {
  259. hlu.skills.push_back(hero->type->heroClass->chooseSecSkill(basicAndAdv)); //new skill
  260. }
  261. else if(hero->secSkills.size() < hero->type->heroClass->skillLimit)
  262. {
  263. hlu.skills.push_back(hero->type->heroClass->chooseSecSkill(none)); //new skill
  264. }
  265. if(hlu.skills.size() > 1) //apply and ask for secondary skill
  266. {
  267. boost::function<void(ui32)> callback = boost::function<void(ui32)>(boost::bind(callWith<ui16>,hlu.skills,boost::function<void(ui16)>(boost::bind(&CGameHandler::changeSecSkill,this,ID,_1,1,0)),_1));
  268. applyAndAsk(&hlu,hero->tempOwner,callback); //call changeSecSkill with appropriate args when client responds
  269. }
  270. else if(hlu.skills.size() == 1) //apply, give only possible skill and send info
  271. {
  272. sendAndApply(&hlu);
  273. changeSecSkill(ID,hlu.skills.back(),1,false);
  274. }
  275. else //apply and send info
  276. {
  277. sendAndApply(&hlu);
  278. }
  279. }
  280. }
  281. }
  282. static CCreatureSet takeCasualties(int color, const CCreatureSet &set, BattleInfo *bat)
  283. {
  284. if(color == 254)
  285. color = 255;
  286. CCreatureSet ret(set);
  287. for(int i=0; i<bat->stacks.size();i++)
  288. {
  289. if(bat->stacks[i]->hasFeatureOfType(StackFeature::SUMMONED)) //don't take into account sumoned stacks
  290. continue;
  291. CStack *st = bat->stacks[i];
  292. if(st->owner==color && vstd::contains(set.slots,st->slot) && st->amount < set.slots.find(st->slot)->second.second)
  293. {
  294. if(st->alive())
  295. ret.slots[st->slot].second = st->amount;
  296. else
  297. ret.slots.erase(st->slot);
  298. }
  299. }
  300. return ret;
  301. }
  302. void CGameHandler::startBattle(const CArmedInstance *army1, const CArmedInstance * army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank, boost::function<void(BattleResult*)> cb, const CGTownInstance *town)
  303. {
  304. BattleInfo *curB = new BattleInfo;
  305. setupBattle(curB, tile, army1->army, army2->army, hero1, hero2, creatureBank, town); //initializes stacks, places creatures on battlefield, blocks and informs player interfaces
  306. NEW_ROUND;
  307. //TODO: pre-tactic stuff, call scripts etc.
  308. //tactic round
  309. {
  310. NEW_ROUND;
  311. if( (hero1 && hero1->getSecSkillLevel(19)>0) ||
  312. ( hero2 && hero2->getSecSkillLevel(19)>0) )//someone has tactics
  313. {
  314. //TODO: tactic round (round -1)
  315. }
  316. }
  317. //main loop
  318. while(!battleResult.get()) //till the end of the battle ;]
  319. {
  320. NEW_ROUND;
  321. std::vector<CStack*> & stacks = (gs->curB->stacks);
  322. const BattleInfo & curB = *gs->curB;
  323. //stack loop
  324. CStack *next;
  325. while(!battleResult.get() && (next=gs->curB->getNextStack()))
  326. {
  327. next->state -= WAITING; //if stack was waiting it'll now make move, so it won't be "waiting" anymore
  328. //check for bad morale => freeze
  329. if(next->Morale() < 0 &&
  330. !((hero1 && hero1->hasBonusOfType(HeroBonus::BLOCK_MORALE)) || (hero2 && hero2->hasBonusOfType(HeroBonus::BLOCK_MORALE))) //checking if heroes have (or don't have) morale blocking bonuses)
  331. )
  332. {
  333. if( rand()%24 < (-next->Morale())*2 )
  334. {
  335. //unit loses its turn - empty freeze action
  336. BattleAction ba;
  337. ba.actionType = 11;
  338. ba.additionalInfo = 1;
  339. ba.side = !next->attackerOwned;
  340. ba.stackNumber = next->ID;
  341. sendAndApply(&StartAction(ba));
  342. sendAndApply(&EndAction());
  343. checkForBattleEnd(stacks); //check if this "action" ended the battle (not likely but who knows...)
  344. continue;
  345. }
  346. }
  347. askInterfaceForMove:
  348. //ask interface and wait for answer
  349. if(!battleResult.get())
  350. {
  351. BattleSetActiveStack sas;
  352. sas.stack = next->ID;
  353. sendAndApply(&sas);
  354. boost::unique_lock<boost::mutex> lock(battleMadeAction.mx);
  355. while(!battleMadeAction.data && !battleResult.get()) //active stack hasn't made its action and battle is still going
  356. battleMadeAction.cond.wait(lock);
  357. battleMadeAction.data = false;
  358. }
  359. else
  360. {
  361. break;
  362. }
  363. //we're after action, all results applied
  364. checkForBattleEnd(stacks); //check if this action ended the battle
  365. //check for good morale
  366. if(!vstd::contains(next->state,HAD_MORALE) //only one extra move per turn possible
  367. && !vstd::contains(next->state,DEFENDING)
  368. && !vstd::contains(next->state,WAITING)
  369. && next->alive()
  370. && next->Morale() > 0
  371. && !((hero1 && hero1->hasBonusOfType(HeroBonus::BLOCK_MORALE)) || (hero2 && hero2->hasBonusOfType(HeroBonus::BLOCK_MORALE)) ) //checking if heroes have (or don't have) morale blocking bonuses
  372. )
  373. if(rand()%24 < next->Morale()) //this stack hasn't got morale this turn
  374. goto askInterfaceForMove; //move this stack once more
  375. }
  376. }
  377. BattleResultsApplied resultsApplied;
  378. resultsApplied.player1 = army1->tempOwner;
  379. resultsApplied.player2 = army2->tempOwner;
  380. //unblock engaged players
  381. if(army1->tempOwner<PLAYER_LIMIT)
  382. states.setFlag(army1->tempOwner,&PlayerStatus::engagedIntoBattle,false);
  383. if(army2 && army2->tempOwner<PLAYER_LIMIT)
  384. states.setFlag(army2->tempOwner,&PlayerStatus::engagedIntoBattle,false);
  385. //casualties among heroes armies
  386. SetGarrisons sg;
  387. sg.garrs[army1->id] = takeCasualties(army1->tempOwner,army1->army,gs->curB);
  388. sg.garrs[army2->id] = takeCasualties(army2->tempOwner,army2->army,gs->curB);
  389. sendAndApply(&sg);
  390. //end battle, remove all info, free memory
  391. giveExp(*battleResult.data);
  392. sendAndApply(battleResult.data);
  393. //if one hero has lost we will erase him
  394. if(battleResult.data->winner!=0 && hero1)
  395. {
  396. RemoveObject ro(hero1->id);
  397. sendAndApply(&ro);
  398. }
  399. if(battleResult.data->winner!=1 && hero2)
  400. {
  401. RemoveObject ro(hero2->id);
  402. sendAndApply(&ro);
  403. }
  404. //give exp
  405. if(battleResult.data->exp[0] && hero1)
  406. changePrimSkill(hero1->id,4,battleResult.data->exp[0]);
  407. if(battleResult.data->exp[1] && hero2)
  408. changePrimSkill(hero2->id,4,battleResult.data->exp[1]);
  409. if(cb)
  410. cb(battleResult.data);
  411. delete battleResult.data;
  412. sendAndApply(&resultsApplied);
  413. }
  414. void CGameHandler::prepareAttacked(BattleStackAttacked &bsa, CStack *def)
  415. {
  416. bsa.killedAmount = bsa.damageAmount / def->MaxHealth();
  417. unsigned damageFirst = bsa.damageAmount % def->MaxHealth();
  418. if( def->firstHPleft <= damageFirst )
  419. {
  420. bsa.killedAmount++;
  421. bsa.newHP = def->firstHPleft + def->MaxHealth() - damageFirst;
  422. }
  423. else
  424. {
  425. bsa.newHP = def->firstHPleft - damageFirst;
  426. }
  427. if(def->amount <= bsa.killedAmount) //stack killed
  428. {
  429. bsa.newAmount = 0;
  430. bsa.flags |= 1;
  431. bsa.killedAmount = def->amount; //we cannot kill more creatures than we have
  432. }
  433. else
  434. {
  435. bsa.newAmount = def->amount - bsa.killedAmount;
  436. }
  437. }
  438. void CGameHandler::prepareAttack(BattleAttack &bat, CStack *att, CStack *def, int distance)
  439. {
  440. bat.bsa.clear();
  441. bat.stackAttacking = att->ID;
  442. std::set<BattleStackAttacked>::iterator i = bat.bsa.insert(BattleStackAttacked()).first;
  443. #ifdef __GNUC__
  444. BattleStackAttacked *bsa = (BattleStackAttacked *)&*i;
  445. #else
  446. BattleStackAttacked *bsa = &*i;
  447. #endif
  448. bsa->stackAttacked = def->ID;
  449. bsa->damageAmount = BattleInfo::calculateDmg(att, def, gs->getHero(att->attackerOwned ? gs->curB->hero1 : gs->curB->hero2), gs->getHero(def->attackerOwned ? gs->curB->hero1 : gs->curB->hero2), bat.shot(), distance);//counting dealt damage
  450. if(att->Luck() > 0 && rand()%24 < att->Luck())
  451. {
  452. bsa->damageAmount *= 2;
  453. bat.flags |= 4;
  454. }
  455. prepareAttacked(*bsa,def);
  456. }
  457. void CGameHandler::handleConnection(std::set<int> players, CConnection &c)
  458. {
  459. srand(time(NULL));
  460. CPack *pack = NULL;
  461. try
  462. {
  463. while(!end2)
  464. {
  465. {
  466. boost::unique_lock<boost::mutex> lock(*c.rmx);
  467. c >> pack; //get the package
  468. tlog5 << "Received client message of type " << typeid(*pack).name() << std::endl;
  469. }
  470. int packType = typeList.getTypeID(pack); //get the id of type
  471. CBaseForGHApply *apply = applier->apps[packType]; //and appropriae applier object
  472. if(apply)
  473. {
  474. bool result = apply->applyOnGH(this,&c,pack);
  475. tlog5 << "Message successfully applied (result=" << result << ")!\n";
  476. //send confirmation that we've applied the package
  477. if(pack->type != 6000) //WORKAROUND - not confirm query replies TODO: reconsider
  478. {
  479. PackageApplied applied;
  480. applied.result = result;
  481. applied.packType = packType;
  482. {
  483. boost::unique_lock<boost::mutex> lock(*c.wmx);
  484. c << &applied;
  485. }
  486. }
  487. }
  488. else
  489. {
  490. tlog1 << "Message cannot be applied, cannot find applier (unregistered type)!\n";
  491. }
  492. delete pack;
  493. pack = NULL;
  494. }
  495. }
  496. HANDLE_EXCEPTION(end2 = true);
  497. handleConEnd:
  498. tlog1 << "Ended handling connection\n";
  499. #undef SPELL_CAST_TEMPLATE_1
  500. #undef SPELL_CAST_TEMPLATE_2
  501. }
  502. int CGameHandler::moveStack(int stack, int dest)
  503. {
  504. int ret = 0;
  505. CStack *curStack = gs->curB->getStack(stack),
  506. *stackAtEnd = gs->curB->getStackT(dest);
  507. //initing necessary tables
  508. bool accessibility[BFIELD_SIZE];
  509. std::vector<int> accessible = gs->curB->getAccessibility(curStack->ID, false);
  510. for(int b=0; b<BFIELD_SIZE; ++b)
  511. {
  512. accessibility[b] = false;
  513. }
  514. for(int g=0; g<accessible.size(); ++g)
  515. {
  516. accessibility[accessible[g]] = true;
  517. }
  518. //shifting destination (if we have double wide stack and we can occupy dest but not be exactly there)
  519. if(!stackAtEnd && curStack->hasFeatureOfType(StackFeature::DOUBLE_WIDE) && !accessibility[dest])
  520. {
  521. if(curStack->attackerOwned)
  522. {
  523. if(accessibility[dest+1])
  524. dest+=1;
  525. }
  526. else
  527. {
  528. if(accessibility[dest-1])
  529. dest-=1;
  530. }
  531. }
  532. if((stackAtEnd && stackAtEnd!=curStack && stackAtEnd->alive()) || !accessibility[dest])
  533. return 0;
  534. bool accessibilityWithOccupyable[BFIELD_SIZE];
  535. std::vector<int> accOc = gs->curB->getAccessibility(curStack->ID, true);
  536. for(int b=0; b<BFIELD_SIZE; ++b)
  537. {
  538. accessibilityWithOccupyable[b] = false;
  539. }
  540. for(int g=0; g<accOc.size(); ++g)
  541. {
  542. accessibilityWithOccupyable[accOc[g]] = true;
  543. }
  544. //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
  545. // return false;
  546. std::pair< std::vector<int>, int > path = gs->curB->getPath(curStack->position, dest, accessibilityWithOccupyable, curStack->hasFeatureOfType(StackFeature::FLYING), curStack->hasFeatureOfType(StackFeature::DOUBLE_WIDE), curStack->attackerOwned);
  547. ret = path.second;
  548. if(curStack->hasFeatureOfType(StackFeature::FLYING))
  549. {
  550. if(path.second <= curStack->Speed() && path.first.size() > 0)
  551. {
  552. //inform clients about move
  553. BattleStackMoved sm;
  554. sm.stack = curStack->ID;
  555. sm.tile = path.first[0];
  556. sm.distance = path.second;
  557. sm.ending = true;
  558. sendAndApply(&sm);
  559. }
  560. }
  561. else //for non-flying creatures
  562. {
  563. int tilesToMove = std::max((int)(path.first.size() - curStack->Speed()), 0);
  564. for(int v=path.first.size()-1; v>=tilesToMove; --v)
  565. {
  566. //inform clients about move
  567. BattleStackMoved sm;
  568. sm.stack = curStack->ID;
  569. sm.tile = path.first[v];
  570. sm.distance = path.second;
  571. sm.ending = v==tilesToMove;
  572. sendAndApply(&sm);
  573. }
  574. }
  575. return ret;
  576. }
  577. CGameHandler::CGameHandler(void)
  578. {
  579. QID = 1;
  580. gs = NULL;
  581. IObjectInterface::cb = this;
  582. applier = new CGHApplier;
  583. }
  584. CGameHandler::~CGameHandler(void)
  585. {
  586. delete applier;
  587. applier = NULL;
  588. delete gs;
  589. }
  590. void CGameHandler::init(StartInfo *si, int Seed)
  591. {
  592. Mapa *map = new Mapa(si->mapname);
  593. tlog0 << "Map loaded!" << std::endl;
  594. gs = new CGameState();
  595. tlog0 << "Gamestate created!" << std::endl;
  596. gs->init(si,map,Seed);
  597. tlog0 << "Gamestate initialized!" << std::endl;
  598. for(std::map<ui8,PlayerState>::iterator i = gs->players.begin(); i != gs->players.end(); i++)
  599. states.addPlayer(i->first);
  600. }
  601. static bool evntCmp(const CMapEvent *a, const CMapEvent *b)
  602. {
  603. return *a < *b;
  604. }
  605. void CGameHandler::newTurn()
  606. {
  607. tlog5 << "Turn " << gs->day+1 << std::endl;
  608. NewTurn n;
  609. n.day = gs->day + 1;
  610. n.resetBuilded = true;
  611. std::map<ui32,CGHeroInstance *> pool = gs->hpool.heroesPool;
  612. for ( std::map<ui8, PlayerState>::iterator i=gs->players.begin() ; i!=gs->players.end();i++)
  613. {
  614. if(i->first == 255) continue;
  615. if(gs->getDate(1)==7) //first day of week - new heroes in tavern
  616. {
  617. SetAvailableHeroes sah;
  618. sah.player = i->first;
  619. CGHeroInstance *h = gs->hpool.pickHeroFor(true,i->first,&VLC->townh->towns[gs->scenarioOps->getIthPlayersSettings(i->first).castle], pool);
  620. if(h)
  621. sah.hid1 = h->subID;
  622. else
  623. sah.hid1 = -1;
  624. h = gs->hpool.pickHeroFor(false,i->first,&VLC->townh->towns[gs->scenarioOps->getIthPlayersSettings(i->first).castle], pool);
  625. if(h)
  626. sah.hid2 = h->subID;
  627. else
  628. sah.hid2 = -1;
  629. sendAndApply(&sah);
  630. }
  631. if(i->first>=PLAYER_LIMIT) continue;
  632. SetResources r;
  633. r.player = i->first;
  634. for(int j=0;j<RESOURCE_QUANTITY;j++)
  635. r.res[j] = i->second.resources[j];
  636. BOOST_FOREACH(CGHeroInstance *h, (*i).second.heroes)
  637. {
  638. if(h->visitedTown)
  639. giveSpells(h->visitedTown, h);
  640. NewTurn::Hero hth;
  641. hth.id = h->id;
  642. hth.move = h->maxMovePoints(gs->map->getTile(h->getPosition(false)).tertype != TerrainTile::water);
  643. if(h->visitedTown && vstd::contains(h->visitedTown->builtBuildings,0)) //if hero starts turn in town with mage guild
  644. hth.mana = h->manaLimit(); //restore all mana
  645. else
  646. hth.mana = std::max(si32(0), std::min(h->mana + h->manaRegain(), h->manaLimit()) );
  647. n.heroes.insert(hth);
  648. if(gs->day) //not first day
  649. {
  650. switch(h->getSecSkillLevel(13)) //handle estates - give gold
  651. {
  652. case 1: //basic
  653. r.res[6] += 125;
  654. break;
  655. case 2: //advanced
  656. r.res[6] += 250;
  657. break;
  658. case 3: //expert
  659. r.res[6] += 500;
  660. break;
  661. }
  662. for(std::list<HeroBonus>::iterator i = h->bonuses.begin(); i != h->bonuses.end(); i++)
  663. if(i->type == HeroBonus::GENERATE_RESOURCE)
  664. r.res[i->subtype] += i->val;
  665. }
  666. }
  667. for(std::vector<CGTownInstance *>::iterator j=i->second.towns.begin();j!=i->second.towns.end();j++)//handle towns
  668. {
  669. if(gs->day && vstd::contains((**j).builtBuildings,15)) //not first day and there is resource silo
  670. {
  671. if((**j).town->primaryRes == 127) //we'll give wood and ore
  672. {
  673. r.res[0] += 1;
  674. r.res[2] += 1;
  675. }
  676. else
  677. {
  678. r.res[(**j).town->primaryRes] += 1;
  679. }
  680. }
  681. if(gs->getDate(1)==7) //first day of week
  682. {
  683. SetAvailableCreatures sac;
  684. sac.tid = (**j).id;
  685. sac.creatures = (**j).creatures;
  686. for(int k=0;k<CREATURES_PER_TOWN;k++) //creature growths
  687. {
  688. if((**j).creatureDwelling(k))//there is dwelling (k-level)
  689. {
  690. sac.creatures[k].first += (**j).creatureGrowth(k);
  691. if(!gs->getDate(0)) //first day of game: use only basic growths
  692. amin(sac.creatures[k].first, VLC->creh->creatures[(*j)->town->basicCreatures[k]].growth);
  693. }
  694. }
  695. n.cres.push_back(sac);
  696. }
  697. if(gs->day && i->first<PLAYER_LIMIT)//not the first day and town not neutral
  698. r.res[6] += (**j).dailyIncome();
  699. }
  700. n.res.push_back(r);
  701. }
  702. sendAndApply(&n);
  703. tlog5 << "Info about turn " << n.day << "has been sent!" << std::endl;
  704. handleTimeEvents();
  705. //call objects
  706. for(size_t i = 0; i<gs->map->objects.size(); i++)
  707. if(gs->map->objects[i])
  708. gs->map->objects[i]->newTurn();
  709. }
  710. void CGameHandler::run(bool resume)
  711. {
  712. BOOST_FOREACH(CConnection *cc, conns)
  713. {//init conn.
  714. ui8 quantity, pom;
  715. //ui32 seed;
  716. if(!resume)
  717. (*cc) << gs->scenarioOps->mapname << gs->map->checksum << gs->seed;
  718. (*cc) >> quantity; //how many players will be handled at that client
  719. for(int i=0;i<quantity;i++)
  720. {
  721. (*cc) >> pom; //read player color
  722. {
  723. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  724. connections[pom] = cc;
  725. }
  726. }
  727. }
  728. for(std::set<CConnection*>::iterator i = conns.begin(); i!=conns.end();i++)
  729. {
  730. std::set<int> pom;
  731. for(std::map<int,CConnection*>::iterator j = connections.begin(); j!=connections.end();j++)
  732. if(j->second == *i)
  733. pom.insert(j->first);
  734. boost::thread(boost::bind(&CGameHandler::handleConnection,this,pom,boost::ref(**i)));
  735. }
  736. while (!end2)
  737. {
  738. if(!resume)
  739. newTurn();
  740. else
  741. resume = false;
  742. std::map<ui8,PlayerState>::iterator i;
  743. if(!resume)
  744. i = gs->players.begin();
  745. else
  746. i = gs->players.find(gs->currentPlayer);
  747. for(; i != gs->players.end(); i++)
  748. {
  749. if((i->second.towns.size()==0 && i->second.heroes.size()==0) || i->second.color<0 || i->first>=PLAYER_LIMIT ) continue; //players has not towns/castle - loser
  750. states.setFlag(i->first,&PlayerStatus::makingTurn,true);
  751. gs->currentPlayer = i->first;
  752. {
  753. YourTurn yt;
  754. yt.player = i->first;
  755. boost::unique_lock<boost::mutex> lock(*connections[i->first]->wmx);
  756. *connections[i->first] << &yt;
  757. }
  758. //wait till turn is done
  759. boost::unique_lock<boost::mutex> lock(states.mx);
  760. while(states.players[i->first].makingTurn && !end2)
  761. {
  762. boost::posix_time::time_duration p;
  763. p = boost::posix_time::milliseconds(200);
  764. states.cv.timed_wait(lock,p);
  765. }
  766. }
  767. }
  768. }
  769. namespace CGH
  770. {
  771. using namespace std;
  772. static void readItTo(ifstream & input, vector< vector<int> > & dest) //reads 7 lines, i-th one containing i integers, and puts it to dest
  773. {
  774. for(int j=0; j<7; ++j)
  775. {
  776. std::vector<int> pom;
  777. for(int g=0; g<j+1; ++g)
  778. {
  779. int hlp; input>>hlp;
  780. pom.push_back(hlp);
  781. }
  782. dest.push_back(pom);
  783. }
  784. }
  785. }
  786. void CGameHandler::setupBattle( BattleInfo * curB, int3 tile, const CCreatureSet &army1, const CCreatureSet &army2, const CGHeroInstance * hero1, const CGHeroInstance * hero2, bool creatureBank, const CGTownInstance *town)
  787. {
  788. battleResult.set(NULL);
  789. std::vector<CStack*> & stacks = (curB->stacks);
  790. curB->tile = tile;
  791. curB->army1=army1;
  792. curB->army2=army2;
  793. curB->hero1=(hero1)?(hero1->id):(-1);
  794. curB->hero2=(hero2)?(hero2->id):(-1);
  795. curB->side1=(hero1)?(hero1->tempOwner):(-1);
  796. curB->side2=(hero2)?(hero2->tempOwner):(-1);
  797. curB->round = -2;
  798. curB->activeStack = -1;
  799. if(town)
  800. {
  801. curB->tid = town->id;
  802. curB->siege = town->fortLevel();
  803. }
  804. else
  805. {
  806. curB->tid = -1;
  807. curB->siege = 0;
  808. }
  809. //reading battleStartpos
  810. std::ifstream positions;
  811. positions.open("config" PATHSEPARATOR "battleStartpos.txt", std::ios_base::in|std::ios_base::binary);
  812. if(!positions.is_open())
  813. {
  814. tlog1<<"Unable to open battleStartpos.txt!"<<std::endl;
  815. }
  816. std::string dump;
  817. positions>>dump; positions>>dump;
  818. std::vector< std::vector<int> > attackerLoose, defenderLoose, attackerTight, defenderTight, attackerCreBank, defenderCreBank;
  819. CGH::readItTo(positions, attackerLoose);
  820. positions>>dump;
  821. CGH::readItTo(positions, defenderLoose);
  822. positions>>dump;
  823. positions>>dump;
  824. CGH::readItTo(positions, attackerTight);
  825. positions>>dump;
  826. CGH::readItTo(positions, defenderTight);
  827. positions>>dump;
  828. positions>>dump;
  829. CGH::readItTo(positions, attackerCreBank);
  830. positions>>dump;
  831. CGH::readItTo(positions, defenderCreBank);
  832. positions.close();
  833. //battleStartpos read
  834. int k = 0; //stack serial
  835. for(std::map<si32,std::pair<ui32,si32> >::const_iterator i = army1.slots.begin(); i!=army1.slots.end(); i++, k++)
  836. {
  837. int pos;
  838. if(creatureBank)
  839. pos = attackerCreBank[army1.slots.size()-1][k];
  840. else if(army1.formation)
  841. pos = attackerTight[army1.slots.size()-1][k];
  842. else
  843. pos = attackerLoose[army1.slots.size()-1][k];
  844. CStack * stack = BattleInfo::generateNewStack(hero1, i->second.first, i->second.second, stacks.size(), true, i->first, gs->map->terrain[tile.x][tile.y][tile.z].tertype, pos);
  845. stacks.push_back(stack);
  846. }
  847. k = 0;
  848. for(std::map<si32,std::pair<ui32,si32> >::const_iterator i = army2.slots.begin(); i!=army2.slots.end(); i++, k++)
  849. {
  850. int pos;
  851. if(creatureBank)
  852. pos = defenderCreBank[army2.slots.size()-1][k];
  853. else if(army2.formation)
  854. pos = defenderTight[army2.slots.size()-1][k];
  855. else
  856. pos = defenderLoose[army2.slots.size()-1][k];
  857. CStack * stack = BattleInfo::generateNewStack(hero2, i->second.first, i->second.second, stacks.size(), false, i->first, gs->map->terrain[tile.x][tile.y][tile.z].tertype, pos);
  858. stacks.push_back(stack);
  859. }
  860. for(unsigned g=0; g<stacks.size(); ++g) //shifting positions of two-hex creatures
  861. {
  862. if((stacks[g]->position%17)==1 && stacks[g]->hasFeatureOfType(StackFeature::DOUBLE_WIDE))
  863. {
  864. stacks[g]->position += 1;
  865. }
  866. else if((stacks[g]->position%17)==15 && stacks[g]->hasFeatureOfType(StackFeature::DOUBLE_WIDE))
  867. {
  868. stacks[g]->position -= 1;
  869. }
  870. }
  871. //adding war machines
  872. if(hero1)
  873. {
  874. if(hero1->getArt(13)) //ballista
  875. {
  876. CStack * stack = BattleInfo::generateNewStack(hero1, 146, 1, stacks.size(), true, 255, gs->map->terrain[tile.x][tile.y][tile.z].tertype, 52);
  877. stacks.push_back(stack);
  878. }
  879. if(hero1->getArt(14)) //ammo cart
  880. {
  881. CStack * stack = BattleInfo::generateNewStack(hero1, 148, 1, stacks.size(), true, 255, gs->map->terrain[tile.x][tile.y][tile.z].tertype, 18);
  882. stacks.push_back(stack);
  883. }
  884. if(hero1->getArt(15)) //first aid tent
  885. {
  886. CStack * stack = BattleInfo::generateNewStack(hero1, 147, 1, stacks.size(), true, 255, gs->map->terrain[tile.x][tile.y][tile.z].tertype, 154);
  887. stacks.push_back(stack);
  888. }
  889. }
  890. if(hero2)
  891. {
  892. if(hero2->getArt(13)) //ballista
  893. {
  894. CStack * stack = BattleInfo::generateNewStack(hero2, 146, 1, stacks.size(), false, 255, gs->map->terrain[tile.x][tile.y][tile.z].tertype, 66);
  895. stacks.push_back(stack);
  896. }
  897. if(hero2->getArt(14)) //ammo cart
  898. {
  899. CStack * stack = BattleInfo::generateNewStack(hero2, 148, 1, stacks.size(), false, 255, gs->map->terrain[tile.x][tile.y][tile.z].tertype, 32);
  900. stacks.push_back(stack);
  901. }
  902. if(hero2->getArt(15)) //first aid tent
  903. {
  904. CStack * stack = BattleInfo::generateNewStack(hero2, 147, 1, stacks.size(), false, 255, gs->map->terrain[tile.x][tile.y][tile.z].tertype, 168);
  905. stacks.push_back(stack);
  906. }
  907. }
  908. if(town && hero1) //catapult
  909. {
  910. CStack * stack = BattleInfo::generateNewStack(hero1, 145, 1, stacks.size(), true, 255, gs->map->terrain[tile.x][tile.y][tile.z].tertype, 120);
  911. stacks.push_back(stack);
  912. }
  913. //war machines added
  914. std::stable_sort(stacks.begin(),stacks.end(),cmpst);
  915. //seting up siege
  916. if(town)
  917. {
  918. for(int b=0; b<ARRAY_COUNT(curB->si.wallState); ++b)
  919. {
  920. curB->si.wallState[b] = 1;
  921. }
  922. }
  923. //randomize obstacles
  924. bool obAv[BFIELD_SIZE]; //availability of hexes for obstacles;
  925. std::vector<int> possibleObstacles;
  926. for(int i=0; i<BFIELD_SIZE; ++i)
  927. {
  928. if(i%17 < 4 || i%17 > 12)
  929. {
  930. obAv[i] = false;
  931. }
  932. else
  933. {
  934. obAv[i] = true;
  935. }
  936. }
  937. int terType = gs->battleGetBattlefieldType(tile);
  938. for(std::map<int, CObstacleInfo>::const_iterator g=VLC->heroh->obstacles.begin(); g!=VLC->heroh->obstacles.end(); ++g)
  939. {
  940. if(g->second.allowedTerrains[terType-1] == '1') //we need to take terType with -1 because terrain ids start from 1 and allowedTerrains array is indexed from 0
  941. {
  942. possibleObstacles.push_back(g->first);
  943. }
  944. }
  945. srand(time(NULL));
  946. if(possibleObstacles.size() > 0) //we cannot place any obstacles when we don't have them
  947. {
  948. int toBlock = rand()%6 + 6; //how many hexes should be blocked by obstacles
  949. while(toBlock>0)
  950. {
  951. CObstacleInstance coi;
  952. coi.uniqueID = curB->obstacles.size();
  953. coi.ID = possibleObstacles[rand()%possibleObstacles.size()];
  954. coi.pos = rand()%BFIELD_SIZE;
  955. std::vector<int> block = VLC->heroh->obstacles[coi.ID].getBlocked(coi.pos);
  956. bool badObstacle = false;
  957. for(int b=0; b<block.size(); ++b)
  958. {
  959. if(block[b] < 0 || block[b] >= BFIELD_SIZE || !obAv[block[b]])
  960. {
  961. badObstacle = true;
  962. break;
  963. }
  964. }
  965. if(badObstacle) continue;
  966. //obstacle can be placed
  967. curB->obstacles.push_back(coi);
  968. for(int b=0; b<block.size(); ++b)
  969. {
  970. if(block[b] >= 0 && block[b] < BFIELD_SIZE)
  971. obAv[block[b]] = false;
  972. }
  973. toBlock -= block.size();
  974. }
  975. }
  976. //giving terrain premies for heroes & stacks
  977. int bonusSubtype = -1;
  978. switch(terType)
  979. {
  980. case 9: //magic plains
  981. {
  982. bonusSubtype = 0;
  983. }
  984. case 14: //fiery fields
  985. {
  986. if(bonusSubtype == -1) bonusSubtype = 1;
  987. }
  988. case 15: //rock lands
  989. {
  990. if(bonusSubtype == -1) bonusSubtype = 8;
  991. }
  992. case 16: //magic clouds
  993. {
  994. if(bonusSubtype == -1) bonusSubtype = 2;
  995. }
  996. case 17: //lucid pools
  997. {
  998. if(bonusSubtype == -1) bonusSubtype = 4;
  999. }
  1000. { //common part for cases 9, 14, 15, 16, 17
  1001. const CGHeroInstance * cHero = NULL;
  1002. for(int i=0; i<2; ++i)
  1003. {
  1004. if(i == 0) cHero = hero1;
  1005. else cHero = hero2;
  1006. if(cHero == NULL) continue;
  1007. GiveBonus gs;
  1008. gs.bonus = HeroBonus(HeroBonus::ONE_BATTLE, HeroBonus::MAGIC_SCHOOL_SKILL, HeroBonus::OBJECT, 3, -1, "", bonusSubtype);
  1009. gs.hid = cHero->id;
  1010. sendAndApply(&gs);
  1011. }
  1012. break;
  1013. }
  1014. case 18: //holy ground
  1015. {
  1016. for(int g=0; g<stacks.size(); ++g) //+1 morale bonus for good creatures, -1 morale bonus for evil creatures
  1017. {
  1018. if (stacks[g]->creature->isGood())
  1019. stacks[g]->features.push_back(makeFeature(StackFeature::MORALE_BONUS, StackFeature::WHOLE_BATTLE, 0, 1, StackFeature::OTHER_SOURCE));
  1020. else if (stacks[g]->creature->isEvil())
  1021. stacks[g]->features.push_back(makeFeature(StackFeature::MORALE_BONUS, StackFeature::WHOLE_BATTLE, 0, -1, StackFeature::OTHER_SOURCE));
  1022. }
  1023. break;
  1024. }
  1025. case 19: //clover field
  1026. {
  1027. for(int g=0; g<stacks.size(); ++g)
  1028. {
  1029. if(stacks[g]->creature->faction == -1) //+2 luck bonus for neutral creatures
  1030. {
  1031. stacks[g]->features.push_back(makeFeature(StackFeature::LUCK_BONUS, StackFeature::WHOLE_BATTLE, 0, 2, StackFeature::OTHER_SOURCE));
  1032. }
  1033. }
  1034. break;
  1035. }
  1036. case 20: //evil fog
  1037. {
  1038. for(int g=0; g<stacks.size(); ++g) //-1 morale bonus for good creatures, +1 morale bonus for evil creatures
  1039. {
  1040. if (stacks[g]->creature->isGood())
  1041. stacks[g]->features.push_back(makeFeature(StackFeature::MORALE_BONUS, StackFeature::WHOLE_BATTLE, 0, -1, StackFeature::OTHER_SOURCE));
  1042. else if (stacks[g]->creature->isEvil())
  1043. stacks[g]->features.push_back(makeFeature(StackFeature::MORALE_BONUS, StackFeature::WHOLE_BATTLE, 0, 1, StackFeature::OTHER_SOURCE));
  1044. }
  1045. break;
  1046. }
  1047. case 22: //cursed ground
  1048. {
  1049. for(int g=0; g<stacks.size(); ++g) //no luck nor morale
  1050. {
  1051. stacks[g]->features.push_back(makeFeature(StackFeature::NO_MORALE, StackFeature::WHOLE_BATTLE, 0, 0, StackFeature::OTHER_SOURCE));
  1052. stacks[g]->features.push_back(makeFeature(StackFeature::NO_LUCK, StackFeature::WHOLE_BATTLE, 0, 0, StackFeature::OTHER_SOURCE));
  1053. }
  1054. const CGHeroInstance * cHero = NULL;
  1055. for(int i=0; i<2; ++i) //blocking spells above level 1
  1056. {
  1057. if(i == 0) cHero = hero1;
  1058. else cHero = hero2;
  1059. if(cHero == NULL) continue;
  1060. GiveBonus gs;
  1061. gs.bonus = HeroBonus(HeroBonus::ONE_BATTLE, HeroBonus::BLOCK_SPELLS_ABOVE_LEVEL, HeroBonus::OBJECT, 1, -1, "", bonusSubtype);
  1062. gs.hid = cHero->id;
  1063. sendAndApply(&gs);
  1064. }
  1065. break;
  1066. }
  1067. }
  1068. //premies given
  1069. //send info about battles
  1070. BattleStart bs;
  1071. bs.info = curB;
  1072. sendAndApply(&bs);
  1073. }
  1074. void CGameHandler::checkForBattleEnd( std::vector<CStack*> &stacks )
  1075. {
  1076. //checking winning condition
  1077. bool hasStack[2]; //hasStack[0] - true if attacker has a living stack; defender similarily
  1078. hasStack[0] = hasStack[1] = false;
  1079. for(int b = 0; b<stacks.size(); ++b)
  1080. {
  1081. if(stacks[b]->alive() && !stacks[b]->hasFeatureOfType(StackFeature::SIEGE_WEAPON))
  1082. {
  1083. hasStack[1-stacks[b]->attackerOwned] = true;
  1084. }
  1085. }
  1086. if(!hasStack[0] || !hasStack[1]) //somebody has won
  1087. {
  1088. BattleResult *br = new BattleResult; //will be deleted at the end of startBattle(...)
  1089. br->result = 0;
  1090. br->winner = hasStack[1]; //fleeing side loses
  1091. gs->curB->calculateCasualties(br->casualties);
  1092. battleResult.set(br);
  1093. }
  1094. }
  1095. void CGameHandler::giveSpells( const CGTownInstance *t, const CGHeroInstance *h )
  1096. {
  1097. if(!vstd::contains(h->artifWorn,17))
  1098. return; //hero hasn't spellbok
  1099. ChangeSpells cs;
  1100. cs.hid = h->id;
  1101. cs.learn = true;
  1102. for(int i=0; i<std::min(t->mageGuildLevel(),h->getSecSkillLevel(7)+2);i++)
  1103. {
  1104. for(int j=0; j<t->spellsAtLevel(i+1,true) && j<t->spells[i].size(); j++)
  1105. {
  1106. if(!vstd::contains(h->spells,t->spells[i][j]))
  1107. cs.spells.insert(t->spells[i][j]);
  1108. }
  1109. }
  1110. if(cs.spells.size())
  1111. sendAndApply(&cs);
  1112. }
  1113. void CGameHandler::setBlockVis(int objid, bool bv)
  1114. {
  1115. SetObjectProperty sop(objid,2,bv);
  1116. sendAndApply(&sop);
  1117. }
  1118. bool CGameHandler::removeObject( int objid )
  1119. {
  1120. if(!getObj(objid))
  1121. {
  1122. tlog1 << "Something wrong, that object already has been removed or hasn't existed!\n";
  1123. return false;
  1124. }
  1125. RemoveObject ro;
  1126. ro.id = objid;
  1127. sendAndApply(&ro);
  1128. return true;
  1129. }
  1130. void CGameHandler::setAmount(int objid, ui32 val)
  1131. {
  1132. SetObjectProperty sop(objid,3,val);
  1133. sendAndApply(&sop);
  1134. }
  1135. bool CGameHandler::moveHero( si32 hid, int3 dst, ui8 instant, ui8 asker /*= 255*/ )
  1136. {
  1137. bool blockvis = false;
  1138. const CGHeroInstance *h = getHero(hid);
  1139. 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)
  1140. )
  1141. {
  1142. tlog1 << "Illegal call to move hero!\n";
  1143. return false;
  1144. }
  1145. if(states.checkFlag(h->tempOwner, &PlayerStatus::engagedIntoBattle) && complain("Cannot move hero during the battle"))
  1146. return false;
  1147. tlog5 << "Player " <<int(asker) << " wants to move hero "<< hid << " from "<< h->pos << " to " << dst << std::endl;
  1148. int3 hmpos = dst + int3(-1,0,0);
  1149. if(!gs->map->isInTheMap(hmpos))
  1150. {
  1151. tlog1 << "Destination tile os out of the map!\n";
  1152. return false;
  1153. }
  1154. TerrainTile t = gs->map->terrain[hmpos.x][hmpos.y][hmpos.z];
  1155. int cost = gs->getMovementCost(h,h->getPosition(false),CGHeroInstance::convertPosition(dst,false),h->movement);
  1156. //result structure for start - movement failed, no move points used
  1157. TryMoveHero tmh;
  1158. tmh.id = hid;
  1159. tmh.start = h->pos;
  1160. tmh.end = dst;
  1161. tmh.result = TryMoveHero::FAILED;
  1162. tmh.movePoints = h->movement;
  1163. //check if destination tile is available
  1164. //it's a rock or blocked and not visitable tile
  1165. //OR hero is on land and dest is water and (there is not present only one object - boat)
  1166. if((t.tertype == TerrainTile::rock || (t.blocked && !t.visitable))
  1167. && complain("Cannot move hero, destination tile is blocked!")
  1168. || (!h->boat && !h->canWalkOnSea() && t.tertype == TerrainTile::water && (t.visitableObjects.size() != 1 || t.visitableObjects.front()->ID != 8))
  1169. && complain("Cannot move hero, destination tile is on water!")
  1170. || (h->boat && t.tertype != TerrainTile::water && t.blocked)
  1171. && complain("Cannot disembark hero, tile is blocked!")
  1172. || (!h->movement && dst != h->pos)
  1173. && complain("Hero don't have any movement points left!"))
  1174. {
  1175. //send info about movement failure
  1176. sendAndApply(&tmh);
  1177. return false;
  1178. }
  1179. //hero enters the boat
  1180. if(!h->boat && t.visitableObjects.size() && t.visitableObjects.front()->ID == 8)
  1181. {
  1182. tmh.result = TryMoveHero::EMBARK;
  1183. tmh.movePoints = 0; //embarking takes all move points
  1184. //TODO: check for bonus that removes that penalty
  1185. getTilesInRange(tmh.fowRevealed,h->getSightCenter()+(tmh.end-tmh.start),h->getSightRadious(),h->tempOwner,1);
  1186. sendAndApply(&tmh);
  1187. return true;
  1188. }
  1189. //hero leaves the boat
  1190. else if(h->boat && t.tertype != TerrainTile::water && !t.blocked)
  1191. {
  1192. tmh.result = TryMoveHero::DISEMBARK;
  1193. tmh.movePoints = 0; //disembarking takes all move points
  1194. //TODO: check for bonus that removes that penalty
  1195. getTilesInRange(tmh.fowRevealed,h->getSightCenter()+(tmh.end-tmh.start),h->getSightRadious(),h->tempOwner,1);
  1196. sendAndApply(&tmh);
  1197. return true;
  1198. }
  1199. //checks for standard movement
  1200. if(!instant)
  1201. {
  1202. if( distance(h->pos,dst) >= 1.5 && complain("Tiles are not neighbouring!")
  1203. || h->movement < cost && h->movement < 100 && complain("Not enough move points!"))
  1204. {
  1205. sendAndApply(&tmh);
  1206. return false;
  1207. }
  1208. //check if there is blocking visitable object
  1209. blockvis = false;
  1210. tmh.movePoints = std::max(si32(0),h->movement-cost); //take move points
  1211. BOOST_FOREACH(CGObjectInstance *obj, t.visitableObjects)
  1212. {
  1213. if(obj != h && obj->blockVisit)
  1214. {
  1215. blockvis = true;
  1216. break;
  1217. }
  1218. }
  1219. //we start moving
  1220. if(blockvis)//interaction with blocking object (like resources)
  1221. {
  1222. tmh.result = TryMoveHero::BLOCKING_VISIT;
  1223. sendAndApply(&tmh);
  1224. //failed to move to that tile but we visit object
  1225. BOOST_FOREACH(CGObjectInstance *obj, t.visitableObjects)
  1226. {
  1227. if (obj->blockVisit)
  1228. {
  1229. objectVisited(obj, h);
  1230. }
  1231. }
  1232. tlog5 << "Blocking visit at " << hmpos << std::endl;
  1233. return true;
  1234. }
  1235. else //normal move
  1236. {
  1237. tmh.result = TryMoveHero::SUCCESS;
  1238. BOOST_FOREACH(CGObjectInstance *obj, gs->map->terrain[h->pos.x-1][h->pos.y][h->pos.z].visitableObjects)
  1239. {
  1240. obj->onHeroLeave(h);
  1241. }
  1242. getTilesInRange(tmh.fowRevealed,h->getSightCenter()+(tmh.end-tmh.start),h->getSightRadious(),h->tempOwner,1);
  1243. sendAndApply(&tmh);
  1244. tlog5 << "Moved to " <<tmh.end<<std::endl;
  1245. //call objects if they are visited
  1246. BOOST_FOREACH(CGObjectInstance *obj, t.visitableObjects)
  1247. {
  1248. objectVisited(obj, h);
  1249. }
  1250. }
  1251. tlog5 << "Movement end!\n";
  1252. return true;
  1253. }
  1254. else //instant move - teleportation
  1255. {
  1256. BOOST_FOREACH(CGObjectInstance* obj, t.blockingObjects)
  1257. {
  1258. if(obj->ID==HEROI_TYPE)
  1259. {
  1260. CGHeroInstance *dh = static_cast<CGHeroInstance *>(obj);
  1261. if(obj->tempOwner==h->tempOwner)
  1262. {
  1263. heroExchange(dh->id, h->id);
  1264. return true;
  1265. }
  1266. //TODO: check for ally
  1267. startBattleI(h, dh, false);
  1268. return true;
  1269. }
  1270. }
  1271. tmh.result = TryMoveHero::TELEPORTATION;
  1272. getTilesInRange(tmh.fowRevealed,h->getSightCenter()+(tmh.end-tmh.start),h->getSightRadious(),h->tempOwner,1);
  1273. sendAndApply(&tmh);
  1274. return true;
  1275. }
  1276. }
  1277. void CGameHandler::setOwner(int objid, ui8 owner)
  1278. {
  1279. SetObjectProperty sop(objid,1,owner);
  1280. sendAndApply(&sop);
  1281. }
  1282. void CGameHandler::setHoverName(int objid, MetaString* name)
  1283. {
  1284. SetHoverName shn(objid, *name);
  1285. sendAndApply(&shn);
  1286. }
  1287. void CGameHandler::showInfoDialog(InfoWindow *iw)
  1288. {
  1289. sendToAllClients(iw);
  1290. }
  1291. void CGameHandler::showBlockingDialog( BlockingDialog *iw, const CFunctionList<void(ui32)> &callback )
  1292. {
  1293. ask(iw,iw->player,callback);
  1294. }
  1295. ui32 CGameHandler::showBlockingDialog( BlockingDialog *iw )
  1296. {
  1297. //TODO
  1298. //gsm.lock();
  1299. //int query = QID++;
  1300. //states.addQuery(player,query);
  1301. //sendToAllClients(iw);
  1302. //gsm.unlock();
  1303. //ui32 ret = getQueryResult(iw->player, query);
  1304. //gsm.lock();
  1305. //states.removeQuery(player, query);
  1306. //gsm.unlock();
  1307. return 0;
  1308. }
  1309. int CGameHandler::getCurrentPlayer()
  1310. {
  1311. return gs->currentPlayer;
  1312. }
  1313. void CGameHandler::giveResource(int player, int which, int val)
  1314. {
  1315. if(!val) return; //don't waste time on empty call
  1316. SetResource sr;
  1317. sr.player = player;
  1318. sr.resid = which;
  1319. sr.val = gs->players.find(player)->second.resources[which]+val;
  1320. sendAndApply(&sr);
  1321. }
  1322. void CGameHandler::giveCreatures (int objid, const CGHeroInstance * h, CCreatureSet *creatures)
  1323. {
  1324. CCreatureSet heroArmy = h->army;
  1325. while(creatures)
  1326. {
  1327. int slot = heroArmy.getSlotFor(creatures->slots.begin()->second.first);
  1328. if(slot < 0)
  1329. break;
  1330. heroArmy.slots[slot].first = creatures->slots.begin()->second.first;
  1331. heroArmy.slots[slot].second += creatures->slots.begin()->second.second;
  1332. creatures->slots.erase(creatures->slots.begin());
  1333. }
  1334. if(!creatures) //all creatures can be moved to hero army - do that
  1335. {
  1336. SetGarrisons sg;
  1337. sg.garrs[h->id] = heroArmy;
  1338. sendAndApply(&sg);
  1339. }
  1340. else //show garrison window and let player pick creatures
  1341. {
  1342. SetGarrisons sg;
  1343. sg.garrs[objid] = *creatures;
  1344. sendAndApply(&sg);
  1345. showGarrisonDialog(objid, h->id, 0);
  1346. return;
  1347. }
  1348. }
  1349. void CGameHandler::showCompInfo(ShowInInfobox * comp)
  1350. {
  1351. sendToAllClients(comp);
  1352. }
  1353. void CGameHandler::heroVisitCastle(int obj, int heroID)
  1354. {
  1355. HeroVisitCastle vc;
  1356. vc.hid = heroID;
  1357. vc.tid = obj;
  1358. vc.flags |= 1;
  1359. sendAndApply(&vc);
  1360. giveSpells(getTown(obj),getHero(heroID));
  1361. }
  1362. void CGameHandler::stopHeroVisitCastle(int obj, int heroID)
  1363. {
  1364. HeroVisitCastle vc;
  1365. vc.hid = heroID;
  1366. vc.tid = obj;
  1367. sendAndApply(&vc);
  1368. }
  1369. void CGameHandler::giveHeroArtifact(int artid, int hid, int position) //pos==-1 - first free slot in backpack
  1370. {
  1371. const CGHeroInstance* h = getHero(hid);
  1372. const CArtifact &art = VLC->arth->artifacts[artid];
  1373. SetHeroArtifacts sha;
  1374. sha.hid = hid;
  1375. sha.artifacts = h->artifacts;
  1376. sha.artifWorn = h->artifWorn;
  1377. if(position<0)
  1378. {
  1379. if(position == -2)
  1380. {
  1381. int i;
  1382. for(i=0; i<art.possibleSlots.size(); i++) //try to put artifact into first available slot
  1383. {
  1384. if( !vstd::contains(sha.artifWorn,art.possibleSlots[i]) )
  1385. {
  1386. //we've found a free suitable slot
  1387. sha.artifWorn[art.possibleSlots[i]] = artid;
  1388. break;
  1389. }
  1390. }
  1391. if(i == art.possibleSlots.size()) //if haven't find proper slot, use backpack
  1392. sha.artifacts.push_back(artid);
  1393. }
  1394. else //should be -1 => put artifact into backpack
  1395. {
  1396. sha.artifacts.push_back(artid);
  1397. }
  1398. }
  1399. else
  1400. {
  1401. if(!vstd::contains(sha.artifWorn,ui16(position)))
  1402. {
  1403. sha.artifWorn[position] = artid;
  1404. }
  1405. else
  1406. {
  1407. sha.artifacts.push_back(artid);
  1408. }
  1409. }
  1410. sendAndApply(&sha);
  1411. }
  1412. 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
  1413. {
  1414. engageIntoBattle(army1->tempOwner);
  1415. engageIntoBattle(army2->tempOwner);
  1416. //block engaged players
  1417. if(army2->tempOwner < PLAYER_LIMIT)
  1418. states.setFlag(army2->tempOwner,&PlayerStatus::engagedIntoBattle,true);
  1419. boost::thread(boost::bind(&CGameHandler::startBattle, this, army1, army2, tile, hero1, hero2, creatureBank, cb, town));
  1420. }
  1421. void CGameHandler::startBattleI( const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, bool creatureBank, boost::function<void(BattleResult*)> cb )
  1422. {
  1423. startBattleI(army1, army2, tile,
  1424. army1->ID == HEROI_TYPE ? static_cast<const CGHeroInstance*>(army1) : NULL,
  1425. army2->ID == HEROI_TYPE ? static_cast<const CGHeroInstance*>(army2) : NULL,
  1426. creatureBank, cb);
  1427. }
  1428. void CGameHandler::startBattleI( const CArmedInstance *army1, const CArmedInstance *army2, bool creatureBank, boost::function<void(BattleResult*)> cb)
  1429. {
  1430. startBattleI(army1, army2, army2->pos - army2->getVisitableOffset(), creatureBank, cb);
  1431. }
  1432. //void CGameHandler::startBattleI(int heroID, CCreatureSet army, int3 tile, boost::function<void(BattleResult*)> cb) //for hero<=>neutral army
  1433. //{
  1434. // CGHeroInstance* h = const_cast<CGHeroInstance*>(getHero(heroID));
  1435. // startBattleI(&h->army,&army,tile,h,NULL,cb);
  1436. // //battle(&h->army,army,tile,h,NULL);
  1437. //}
  1438. void CGameHandler::changeSpells( int hid, bool give, const std::set<ui32> &spells )
  1439. {
  1440. ChangeSpells cs;
  1441. cs.hid = hid;
  1442. cs.spells = spells;
  1443. cs.learn = give;
  1444. sendAndApply(&cs);
  1445. }
  1446. int CGameHandler::getSelectedHero()
  1447. {
  1448. return IGameCallback::getSelectedHero(getCurrentPlayer())->id;
  1449. }
  1450. void CGameHandler::setObjProperty( int objid, int prop, si64 val )
  1451. {
  1452. SetObjectProperty sob;
  1453. sob.id = objid;
  1454. sob.what = prop;
  1455. sob.val = val;
  1456. sendAndApply(&sob);
  1457. }
  1458. void CGameHandler::sendMessageTo( CConnection &c, const std::string &message )
  1459. {
  1460. SystemMessage sm;
  1461. sm.text = message;
  1462. c << &sm;
  1463. }
  1464. void CGameHandler::giveHeroBonus( GiveBonus * bonus )
  1465. {
  1466. sendAndApply(bonus);
  1467. }
  1468. void CGameHandler::setMovePoints( SetMovePoints * smp )
  1469. {
  1470. sendAndApply(smp);
  1471. }
  1472. void CGameHandler::setManaPoints( int hid, int val )
  1473. {
  1474. SetMana sm;
  1475. sm.hid = hid;
  1476. sm.val = val;
  1477. sendAndApply(&sm);
  1478. }
  1479. void CGameHandler::giveHero( int id, int player )
  1480. {
  1481. GiveHero gh;
  1482. gh.id = id;
  1483. gh.player = player;
  1484. sendAndApply(&gh);
  1485. }
  1486. void CGameHandler::changeObjPos( int objid, int3 newPos, ui8 flags )
  1487. {
  1488. ChangeObjPos cop;
  1489. cop.objid = objid;
  1490. cop.nPos = newPos;
  1491. cop.flags = flags;
  1492. sendAndApply(&cop);
  1493. }
  1494. void CGameHandler::heroExchange(si32 hero1, si32 hero2)
  1495. {
  1496. ui8 player1 = getHero(hero1)->tempOwner;
  1497. ui8 player2 = getHero(hero2)->tempOwner;
  1498. if(player1 == player2)
  1499. {
  1500. OpenWindow hex;
  1501. hex.window = OpenWindow::EXCHANGE_WINDOW;
  1502. hex.id1 = hero1;
  1503. hex.id2 = hero2;
  1504. sendAndApply(&hex);
  1505. }
  1506. }
  1507. void CGameHandler::applyAndAsk( Query * sel, ui8 player, boost::function<void(ui32)> &callback )
  1508. {
  1509. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  1510. sel->id = QID;
  1511. callbacks[QID] = callback;
  1512. states.addQuery(player,QID);
  1513. QID++;
  1514. sendAndApply(sel);
  1515. }
  1516. void CGameHandler::ask( Query * sel, ui8 player, const CFunctionList<void(ui32)> &callback )
  1517. {
  1518. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  1519. sel->id = QID;
  1520. callbacks[QID] = callback;
  1521. states.addQuery(player,QID);
  1522. sendToAllClients(sel);
  1523. QID++;
  1524. }
  1525. void CGameHandler::sendToAllClients( CPackForClient * info )
  1526. {
  1527. tlog5 << "Sending to all clients a package of type " << typeid(*info).name() << std::endl;
  1528. for(std::set<CConnection*>::iterator i=conns.begin(); i!=conns.end();i++)
  1529. {
  1530. (*i)->wmx->lock();
  1531. **i << info;
  1532. (*i)->wmx->unlock();
  1533. }
  1534. }
  1535. void CGameHandler::sendAndApply( CPackForClient * info )
  1536. {
  1537. gs->apply(info);
  1538. sendToAllClients(info);
  1539. }
  1540. void CGameHandler::save( const std::string &fname )
  1541. {
  1542. {
  1543. tlog0 << "Ordering clients to serialize...\n";
  1544. SaveGame sg(fname);
  1545. sendToAllClients(&sg);
  1546. }
  1547. {
  1548. tlog0 << "Serializing game info...\n";
  1549. CSaveFile save(std::string("Games") + PATHSEPARATOR + fname + ".vlgm1");
  1550. char hlp[8] = "VCMISVG";
  1551. save << hlp << static_cast<CMapHeader&>(*gs->map) << gs->scenarioOps->difficulty << *VLC << gs;
  1552. }
  1553. {
  1554. tlog0 << "Serializing server info...\n";
  1555. CSaveFile save(std::string("Games") + PATHSEPARATOR + fname + ".vsgm1");
  1556. save << *this;
  1557. }
  1558. tlog0 << "Game has been succesfully saved!\n";
  1559. }
  1560. void CGameHandler::close()
  1561. {
  1562. tlog0 << "We have been requested to close.\n";
  1563. //BOOST_FOREACH(CConnection *cc, conns)
  1564. // if(cc && cc->socket && cc->socket->is_open())
  1565. // cc->socket->close();
  1566. //exit(0);
  1567. }
  1568. bool CGameHandler::arrangeStacks( si32 id1, si32 id2, ui8 what, ui8 p1, ui8 p2, si32 val )
  1569. {
  1570. CArmedInstance *s1 = static_cast<CArmedInstance*>(gs->map->objects[id1]),
  1571. *s2 = static_cast<CArmedInstance*>(gs->map->objects[id2]);
  1572. CCreatureSet temp1 = s1->army, temp2 = s2->army,
  1573. &S1 = temp1, &S2 = (s1!=s2)?(temp2):(temp1);
  1574. if(!isAllowedExchange(id1,id2))
  1575. {
  1576. complain("Cannot exchange stacks between these two objects!\n");
  1577. return false;
  1578. }
  1579. if(what==1) //swap
  1580. {
  1581. std::swap(S1.slots[p1],S2.slots[p2]); //swap slots
  1582. //if one of them is empty, remove entry
  1583. if(!S1.slots[p1].second)
  1584. S1.slots.erase(p1);
  1585. if(!S2.slots[p2].second)
  1586. S2.slots.erase(p2);
  1587. }
  1588. else if(what==2)//merge
  1589. {
  1590. if(S1.slots[p1].first != S2.slots[p2].first) //not same creature
  1591. {
  1592. complain("Cannot merge different creatures stacks!");
  1593. return false;
  1594. }
  1595. S2.slots[p2].second += S1.slots[p1].second;
  1596. S1.slots.erase(p1);
  1597. }
  1598. else if(what==3) //split
  1599. {
  1600. //general conditions checking
  1601. if((!vstd::contains(S1.slots,p1) && complain("no creatures to split"))
  1602. || (val<1 && complain("no creatures to split")) )
  1603. {
  1604. return false;
  1605. }
  1606. if(vstd::contains(S2.slots,p2)) //dest. slot not free - it must be "rebalancing"...
  1607. {
  1608. int total = S1.slots[p1].second + S2.slots[p2].second;
  1609. if( (total < val && complain("Cannot split that stack, not enough creatures!"))
  1610. || (S2.slots[p2].first != S1.slots[p1].first && complain("Cannot rebalance different creatures stacks!"))
  1611. )
  1612. {
  1613. return false;
  1614. }
  1615. S2.slots[p2].second = val;
  1616. S1.slots[p1].second = total - val;
  1617. }
  1618. else //split one stack to the two
  1619. {
  1620. if(S1.slots[p1].second < val)//not enough creatures
  1621. {
  1622. complain("Cannot split that stack, not enough creatures!");
  1623. return false;
  1624. }
  1625. S2.slots[p2].first = S1.slots[p1].first;
  1626. S2.slots[p2].second = val;
  1627. S1.slots[p1].second -= val;
  1628. }
  1629. if(!S1.slots[p1].second) //if we've moved all creatures
  1630. S1.slots.erase(p1);
  1631. }
  1632. if((s1->needsLastStack() && !S1.slots.size()) //it's not allowed to take last stack from hero army!
  1633. || (s2->needsLastStack() && !S2.slots.size())
  1634. )
  1635. {
  1636. complain("Cannot take the last stack!");
  1637. return false; //leave without applying changes to garrison
  1638. }
  1639. //apply changes
  1640. SetGarrisons sg;
  1641. sg.garrs[id1] = S1;
  1642. if(s1 != s2)
  1643. sg.garrs[id2] = S2;
  1644. sendAndApply(&sg);
  1645. return true;
  1646. }
  1647. int CGameHandler::getPlayerAt( CConnection *c ) const
  1648. {
  1649. std::set<int> all;
  1650. for(std::map<int,CConnection*>::const_iterator i=connections.begin(); i!=connections.end(); i++)
  1651. if(i->second == c)
  1652. all.insert(i->first);
  1653. switch(all.size())
  1654. {
  1655. case 0:
  1656. return 255;
  1657. case 1:
  1658. return *all.begin();
  1659. default:
  1660. {
  1661. //if we have more than one player at this connection, try to pick active one
  1662. if(vstd::contains(all,int(gs->currentPlayer)))
  1663. return gs->currentPlayer;
  1664. else
  1665. return 253; //cannot say which player is it
  1666. }
  1667. }
  1668. }
  1669. bool CGameHandler::disbandCreature( si32 id, ui8 pos )
  1670. {
  1671. CArmedInstance *s1 = static_cast<CArmedInstance*>(gs->map->objects[id]);
  1672. if(!vstd::contains(s1->army.slots,pos))
  1673. {
  1674. complain("Illegal call to disbandCreature - no such stack in army!");
  1675. return false;
  1676. }
  1677. s1->army.slots.erase(pos);
  1678. SetGarrisons sg;
  1679. sg.garrs[id] = s1->army;
  1680. sendAndApply(&sg);
  1681. return true;
  1682. }
  1683. bool CGameHandler::buildStructure( si32 tid, si32 bid )
  1684. {
  1685. CGTownInstance * t = static_cast<CGTownInstance*>(gs->map->objects[tid]);
  1686. CBuilding * b = VLC->buildh->buildings[t->subID][bid];
  1687. if(gs->canBuildStructure(t,bid) != 7)
  1688. {
  1689. complain("Cannot build that building!");
  1690. return false;
  1691. }
  1692. NewStructures ns;
  1693. ns.tid = tid;
  1694. if(bid>36) //upg dwelling
  1695. {
  1696. if(t->getHordeLevel(0) == (bid-37))
  1697. ns.bid.insert(19);
  1698. else if(t->getHordeLevel(1) == (bid-37))
  1699. ns.bid.insert(25);
  1700. SetAvailableCreatures ssi;
  1701. ssi.tid = tid;
  1702. ssi.creatures = t->creatures;
  1703. ssi.creatures[bid-37].second.push_back(t->town->upgradedCreatures[bid-37]);
  1704. sendAndApply(&ssi);
  1705. }
  1706. else if(bid >= 30) //bas. dwelling
  1707. {
  1708. int crid = t->town->basicCreatures[bid-30];
  1709. SetAvailableCreatures ssi;
  1710. ssi.tid = tid;
  1711. ssi.creatures = t->creatures;
  1712. ssi.creatures[bid-30].first = VLC->creh->creatures[crid].growth;
  1713. ssi.creatures[bid-30].second.push_back(crid);
  1714. sendAndApply(&ssi);
  1715. }
  1716. ns.bid.insert(bid);
  1717. ns.builded = t->builded + 1;
  1718. sendAndApply(&ns);
  1719. SetResources sr;
  1720. sr.player = t->tempOwner;
  1721. sr.res = gs->getPlayer(t->tempOwner)->resources;
  1722. for(int i=0;i<b->resources.size();i++)
  1723. sr.res[i]-=b->resources[i];
  1724. sendAndApply(&sr);
  1725. if(bid<5) //it's mage guild
  1726. {
  1727. if(t->visitingHero)
  1728. giveSpells(t,t->visitingHero);
  1729. if(t->garrisonHero)
  1730. giveSpells(t,t->garrisonHero);
  1731. }
  1732. return true;
  1733. }
  1734. void CGameHandler::sendMessageToAll( const std::string &message )
  1735. {
  1736. SystemMessage sm;
  1737. sm.text = message;
  1738. sendToAllClients(&sm);
  1739. }
  1740. bool CGameHandler::recruitCreatures( si32 objid, ui32 crid, ui32 cram )
  1741. {
  1742. const CGDwelling *dw = static_cast<CGDwelling*>(gs->map->objects[objid]);
  1743. const CArmedInstance *dst = NULL;
  1744. if(dw->ID == TOWNI_TYPE)
  1745. dst = dw;
  1746. else if(dw->ID == 17 || dw->ID == 20) //advmap dwelling
  1747. dst = getHero(gs->getPlayer(dw->tempOwner)->currentSelection); //TODO: check if current hero is really visiting dwelling
  1748. assert(dw && dst);
  1749. //verify
  1750. bool found = false;
  1751. int level = -1;
  1752. typedef std::pair<const int,int> Parka;
  1753. for(level = 0; level < dw->creatures.size(); level++) //iterate through all levels
  1754. {
  1755. const std::pair<ui32, std::vector<ui32> > &cur = dw->creatures[level]; //current level info <amount, list of cr. ids>
  1756. int i = 0;
  1757. for(; i < cur.second.size(); i++) //look for crid among available creatures list on current level
  1758. if(cur.second[i] == crid)
  1759. break;
  1760. if(i < cur.second.size())
  1761. {
  1762. found = true;
  1763. cram = std::min(cram, cur.first); //reduce recruited amount up to available amount
  1764. break;
  1765. }
  1766. }
  1767. int slot = dst->army.getSlotFor(crid);
  1768. if(!found && complain("Cannot recruit: no such creatures!")
  1769. || cram > VLC->creh->creatures[crid].maxAmount(gs->getPlayer(dst->tempOwner)->resources) && complain("Cannot recruit: lack of resources!")
  1770. || cram<=0 && complain("Cannot recruit: cram <= 0!")
  1771. || slot<0 && complain("Cannot recruit: no available slot!"))
  1772. {
  1773. return false;
  1774. }
  1775. //recruit
  1776. SetResources sr;
  1777. sr.player = dst->tempOwner;
  1778. for(int i=0;i<RESOURCE_QUANTITY;i++)
  1779. sr.res[i] = gs->getPlayer(dst->tempOwner)->resources[i] - (VLC->creh->creatures[crid].cost[i] * cram);
  1780. SetAvailableCreatures sac;
  1781. sac.tid = objid;
  1782. sac.creatures = dw->creatures;
  1783. sac.creatures[level].first -= cram;
  1784. SetGarrisons sg;
  1785. sg.garrs[dst->id] = dst->army;
  1786. if(sg.garrs[dst->id].slots.find(slot) == sg.garrs[dst->id].slots.end()) //take a free slot
  1787. {
  1788. sg.garrs[dst->id].slots[slot] = std::make_pair(crid,cram);
  1789. }
  1790. else //add creatures to a already existing stack
  1791. {
  1792. sg.garrs[dst->id].slots[slot].second += cram;
  1793. }
  1794. sendAndApply(&sr);
  1795. sendAndApply(&sac);
  1796. sendAndApply(&sg);
  1797. return true;
  1798. }
  1799. bool CGameHandler::upgradeCreature( ui32 objid, ui8 pos, ui32 upgID )
  1800. {
  1801. CArmedInstance *obj = static_cast<CArmedInstance*>(gs->map->objects[objid]);
  1802. UpgradeInfo ui = gs->getUpgradeInfo(obj,pos);
  1803. int player = obj->tempOwner;
  1804. int crQuantity = obj->army.slots[pos].second;
  1805. //check if upgrade is possible
  1806. if((ui.oldID<0 || !vstd::contains(ui.newID,upgID)) && complain("That upgrade is not possible!"))
  1807. {
  1808. return false;
  1809. }
  1810. //check if player has enough resources
  1811. for(int i=0;i<ui.cost.size();i++)
  1812. {
  1813. for (std::set<std::pair<int,int> >::iterator j=ui.cost[i].begin(); j!=ui.cost[i].end(); j++)
  1814. {
  1815. if(gs->getPlayer(player)->resources[j->first] < j->second*crQuantity)
  1816. {
  1817. complain("Cannot upgrade, not enough resources!");
  1818. return false;
  1819. }
  1820. }
  1821. }
  1822. //take resources
  1823. for(int i=0;i<ui.cost.size();i++)
  1824. {
  1825. for (std::set<std::pair<int,int> >::iterator j=ui.cost[i].begin(); j!=ui.cost[i].end(); j++)
  1826. {
  1827. SetResource sr;
  1828. sr.player = player;
  1829. sr.resid = j->first;
  1830. sr.val = gs->getPlayer(player)->resources[j->first] - j->second*crQuantity;
  1831. sendAndApply(&sr);
  1832. }
  1833. }
  1834. //upgrade creature
  1835. SetGarrisons sg;
  1836. sg.garrs[objid] = obj->army;
  1837. sg.garrs[objid].slots[pos].first = upgID;
  1838. sendAndApply(&sg);
  1839. return true;
  1840. }
  1841. bool CGameHandler::garrisonSwap( si32 tid )
  1842. {
  1843. CGTownInstance *town = gs->getTown(tid);
  1844. if(!town->garrisonHero && town->visitingHero) //visiting => garrison, merge armies
  1845. {
  1846. CCreatureSet csn = town->visitingHero->army, cso = town->army;
  1847. while(!cso.slots.empty())//while there are unmoved creatures
  1848. {
  1849. int pos = csn.getSlotFor(cso.slots.begin()->second.first);
  1850. if(pos<0)
  1851. {
  1852. complain("Cannot make garrison swap, not enough free slots!");
  1853. return false;
  1854. }
  1855. if(csn.slots.find(pos)!=csn.slots.end()) //add creatures to the existing stack
  1856. {
  1857. csn.slots[pos].second += cso.slots.begin()->second.second;
  1858. }
  1859. else //move stack on the free pos
  1860. {
  1861. csn.slots[pos].first = cso.slots.begin()->second.first;
  1862. csn.slots[pos].second = cso.slots.begin()->second.second;
  1863. }
  1864. cso.slots.erase(cso.slots.begin());
  1865. }
  1866. SetGarrisons sg;
  1867. sg.garrs[town->visitingHero->id] = csn;
  1868. sg.garrs[town->id] = csn;
  1869. sendAndApply(&sg);
  1870. SetHeroesInTown intown;
  1871. intown.tid = tid;
  1872. intown.visiting = -1;
  1873. intown.garrison = town->visitingHero->id;
  1874. sendAndApply(&intown);
  1875. return true;
  1876. }
  1877. else if (town->garrisonHero && !town->visitingHero) //move hero out of the garrison
  1878. {
  1879. //check if moving hero out of town will break 8 wandering heroes limit
  1880. if(getHeroCount(town->garrisonHero->tempOwner,false) >= 8)
  1881. {
  1882. complain("Cannot move hero out of the garrison, there are already 8 wandering heroes!");
  1883. return false;
  1884. }
  1885. SetHeroesInTown intown;
  1886. intown.tid = tid;
  1887. intown.garrison = -1;
  1888. intown.visiting = town->garrisonHero->id;
  1889. sendAndApply(&intown);
  1890. //town will be empty
  1891. SetGarrisons sg;
  1892. sg.garrs[tid] = CCreatureSet();
  1893. sendAndApply(&sg);
  1894. return true;
  1895. }
  1896. else if (town->garrisonHero && town->visitingHero) //swap visiting and garrison hero
  1897. {
  1898. SetGarrisons sg;
  1899. sg.garrs[town->id] = town->visitingHero->army;
  1900. sg.garrs[town->garrisonHero->id] = town->garrisonHero->army;
  1901. SetHeroesInTown intown;
  1902. intown.tid = tid;
  1903. intown.garrison = town->visitingHero->id;
  1904. intown.visiting = town->garrisonHero->id;
  1905. sendAndApply(&intown);
  1906. sendAndApply(&sg);
  1907. return true;
  1908. }
  1909. else
  1910. {
  1911. complain("Cannot swap garrison hero!");
  1912. return false;
  1913. }
  1914. }
  1915. bool CGameHandler::swapArtifacts( si32 hid1, si32 hid2, ui16 slot1, ui16 slot2 )
  1916. {
  1917. CGHeroInstance *h1 = gs->getHero(hid1), *h2 = gs->getHero(hid2);
  1918. if((distance(h1->pos,h2->pos) > 1.5) || (h1->tempOwner != h2->tempOwner))
  1919. return false;
  1920. const CArtifact *a1 = h1->getArt(slot1),
  1921. *a2=h2->getArt(slot2);
  1922. //check if
  1923. // 1) slots are appropriate for that artifacts
  1924. // 2) they are not war machine
  1925. if((a1 && slot2<19 && !vstd::contains(a1->possibleSlots,slot2) || (a2 && slot1<19 && !vstd::contains(a2->possibleSlots,slot1))) && complain("Cannot swap artifacts!")
  1926. || (slot1>=13 && slot1<=16 || slot2>=13 && slot2<=16) && complain("Cannot move war machine!")
  1927. )
  1928. {
  1929. return false;
  1930. }
  1931. SetHeroArtifacts sha;
  1932. sha.hid = hid1;
  1933. sha.artifacts = h1->artifacts;
  1934. sha.artifWorn = h1->artifWorn;
  1935. sha.setArtAtPos(slot1,h2->getArtAtPos(slot2));
  1936. if(h1 == h2) sha.setArtAtPos(slot2,h1->getArtAtPos(slot1));
  1937. sendAndApply(&sha);
  1938. if(hid1 != hid2)
  1939. {
  1940. sha.hid = hid2;
  1941. sha.artifacts = h2->artifacts;
  1942. sha.artifWorn = h2->artifWorn;
  1943. sha.setArtAtPos(slot2, a1 ? a1->id : -1);
  1944. sendAndApply(&sha);
  1945. }
  1946. return true;
  1947. }
  1948. bool CGameHandler::buyArtifact( ui32 hid, si32 aid )
  1949. {
  1950. CGHeroInstance *hero = gs->getHero(hid);
  1951. CGTownInstance *town = hero->visitedTown;
  1952. if(aid==0) //spellbook
  1953. {
  1954. if(!vstd::contains(town->builtBuildings,si32(0)) && complain("Cannot buy a spellbook, no mage guild in the town!")
  1955. || getResource(hero->getOwner(),6)<500 && complain("Cannot buy a spellbook, not enough gold!")
  1956. || hero->getArt(17) && complain("Cannot buy a spellbook, hero already has a one!")
  1957. )
  1958. return false;
  1959. giveResource(hero->getOwner(),6,-500);
  1960. giveHeroArtifact(0,hid,17);
  1961. giveSpells(town,hero);
  1962. return true;
  1963. }
  1964. else if(aid < 7 && aid > 3) //war machine
  1965. {
  1966. int price = VLC->arth->artifacts[aid].price;
  1967. if(vstd::contains(hero->artifWorn,ui16(9+aid)) && complain("Hero already has this machine!")
  1968. || !vstd::contains(town->builtBuildings,si32(16)) && complain("No blackismith!")
  1969. || gs->getPlayer(hero->getOwner())->resources[6] < price && complain("Not enough gold!") //no gold
  1970. || town->town->warMachine!= aid && complain("This machine is unavailale here!") ) //TODO: ballista yard in Stronghold
  1971. {
  1972. return false;
  1973. }
  1974. giveResource(hero->getOwner(),6,-price);
  1975. giveHeroArtifact(aid,hid,9+aid);
  1976. return true;
  1977. }
  1978. return false;
  1979. }
  1980. bool CGameHandler::tradeResources( ui32 val, ui8 player, ui32 id1, ui32 id2 )
  1981. {
  1982. val = std::min(si32(val),gs->getPlayer(player)->resources[id1]);
  1983. double yield = (double)gs->resVals[id1] * val * gs->getMarketEfficiency(player);
  1984. yield /= gs->resVals[id2];
  1985. SetResource sr;
  1986. sr.player = player;
  1987. sr.resid = id1;
  1988. sr.val = gs->getPlayer(player)->resources[id1] - val;
  1989. sendAndApply(&sr);
  1990. sr.resid = id2;
  1991. sr.val = gs->getPlayer(player)->resources[id2] + (int)yield;
  1992. sendAndApply(&sr);
  1993. return true;
  1994. }
  1995. bool CGameHandler::setFormation( si32 hid, ui8 formation )
  1996. {
  1997. gs->getHero(hid)->army.formation = formation;
  1998. return true;
  1999. }
  2000. bool CGameHandler::hireHero( ui32 tid, ui8 hid )
  2001. {
  2002. CGTownInstance *t = gs->getTown(tid);
  2003. if(!vstd::contains(t->builtBuildings,5) && complain("No tavern!")
  2004. || gs->getPlayer(t->tempOwner)->resources[6]<2500 && complain("Not enough gold for buying hero!")
  2005. || t->visitingHero && complain("There is visiting hero - no place!")
  2006. || getHeroCount(t->tempOwner,false) >= 8 && complain("Cannot hire hero, only 8 wandering heroes are allowed!")
  2007. )
  2008. return false;
  2009. CGHeroInstance *nh = gs->getPlayer(t->tempOwner)->availableHeroes[hid];
  2010. assert(nh);
  2011. HeroRecruited hr;
  2012. hr.tid = tid;
  2013. hr.hid = nh->subID;
  2014. hr.player = t->tempOwner;
  2015. hr.tile = t->pos - int3(1,0,0);
  2016. sendAndApply(&hr);
  2017. std::map<ui32,CGHeroInstance *> pool = gs->hpool.heroesPool;
  2018. for ( std::map<ui8, PlayerState>::iterator i=gs->players.begin() ; i!=gs->players.end();i++)
  2019. for(std::vector<CGHeroInstance *>::iterator j = i->second.availableHeroes.begin(); j != i->second.availableHeroes.end(); j++)
  2020. if(*j)
  2021. pool.erase((**j).subID);
  2022. SetAvailableHeroes sah;
  2023. CGHeroInstance *h1 = gs->hpool.pickHeroFor(false,t->tempOwner,t->town, pool),
  2024. *h2 = gs->getPlayer(t->tempOwner)->availableHeroes[!hid];
  2025. (hid ? sah.hid2 : sah.hid1) = h1 ? h1->subID : -1;
  2026. (hid ? sah.hid1 : sah.hid2) = h2 ? h2->subID : -1;
  2027. sah.player = t->tempOwner;
  2028. sah.flags = hid+1;
  2029. sendAndApply(&sah);
  2030. SetResource sr;
  2031. sr.player = t->tempOwner;
  2032. sr.resid = 6;
  2033. sr.val = gs->getPlayer(t->tempOwner)->resources[6] - 2500;
  2034. sendAndApply(&sr);
  2035. giveSpells(t,nh);
  2036. return true;
  2037. }
  2038. bool CGameHandler::queryReply( ui32 qid, ui32 answer )
  2039. {
  2040. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  2041. if(vstd::contains(callbacks,qid))
  2042. {
  2043. CFunctionList<void(ui32)> callb = callbacks[qid];
  2044. callbacks.erase(qid);
  2045. if(callb)
  2046. callb(answer);
  2047. }
  2048. else if(vstd::contains(garrisonCallbacks,qid))
  2049. {
  2050. if(garrisonCallbacks[qid])
  2051. garrisonCallbacks[qid]();
  2052. garrisonCallbacks.erase(qid);
  2053. allowedExchanges.erase(qid);
  2054. }
  2055. else
  2056. {
  2057. tlog1 << "Unknown query reply...\n";
  2058. return false;
  2059. }
  2060. return true;
  2061. }
  2062. bool CGameHandler::makeBattleAction( BattleAction &ba )
  2063. {
  2064. bool ok = true;
  2065. switch(ba.actionType)
  2066. {
  2067. case 2: //walk
  2068. {
  2069. sendAndApply(&StartAction(ba)); //start movement
  2070. moveStack(ba.stackNumber,ba.destinationTile); //move
  2071. sendAndApply(&EndAction());
  2072. break;
  2073. }
  2074. case 3: //defend
  2075. case 8: //wait
  2076. {
  2077. sendAndApply(&StartAction(ba));
  2078. sendAndApply(&EndAction());
  2079. break;
  2080. }
  2081. case 4: //retreat/flee
  2082. {
  2083. if( !gs->battleCanFlee(ba.side ? gs->curB->side2 : gs->curB->side1) )
  2084. break;
  2085. //TODO: remove retreating hero from map and place it in recruitment list
  2086. BattleResult *br = new BattleResult;
  2087. br->result = 1;
  2088. br->winner = !ba.side; //fleeing side loses
  2089. gs->curB->calculateCasualties(br->casualties);
  2090. giveExp(*br);
  2091. battleResult.set(br);
  2092. break;
  2093. }
  2094. case 6: //walk or attack
  2095. {
  2096. sendAndApply(&StartAction(ba)); //start movement and attack
  2097. int distance = moveStack(ba.stackNumber, ba.destinationTile);
  2098. CStack *curStack = gs->curB->getStack(ba.stackNumber),
  2099. *stackAtEnd = gs->curB->getStackT(ba.additionalInfo);
  2100. if(curStack->position != ba.destinationTile //we wasn't able to reach destination tile
  2101. && !(curStack->hasFeatureOfType(StackFeature::DOUBLE_WIDE)
  2102. && ( curStack->position == ba.destinationTile + (curStack->attackerOwned ? +1 : -1 ) )
  2103. ) //nor occupy specified hex
  2104. )
  2105. {
  2106. std::string problem = "We cannot move this stack to its destination " + curStack->creature->namePl;
  2107. tlog3 << problem << std::endl;
  2108. complain(problem);
  2109. ok = false;
  2110. sendAndApply(&EndAction());
  2111. break;
  2112. }
  2113. if(curStack->ID == stackAtEnd->ID) //we should just move, it will be handled by following check
  2114. {
  2115. stackAtEnd = NULL;
  2116. }
  2117. if(!stackAtEnd)
  2118. {
  2119. std::ostringstream problem;
  2120. problem << "There is no stack on " << ba.additionalInfo << " tile (no attack)!";
  2121. std::string probl = problem.str();
  2122. tlog3 << probl << std::endl;
  2123. complain(probl);
  2124. ok = false;
  2125. sendAndApply(&EndAction());
  2126. break;
  2127. }
  2128. ui16 curpos = curStack->position,
  2129. enemypos = stackAtEnd->position;
  2130. if( !(
  2131. (BattleInfo::mutualPosition(curpos, enemypos) >= 0) //front <=> front
  2132. || (curStack->hasFeatureOfType(StackFeature::DOUBLE_WIDE) //back <=> front
  2133. && BattleInfo::mutualPosition(curpos + (curStack->attackerOwned ? -1 : 1), enemypos) >= 0)
  2134. || (stackAtEnd->hasFeatureOfType(StackFeature::DOUBLE_WIDE) //front <=> back
  2135. && BattleInfo::mutualPosition(curpos, enemypos + (stackAtEnd->attackerOwned ? -1 : 1)) >= 0)
  2136. || (stackAtEnd->hasFeatureOfType(StackFeature::DOUBLE_WIDE) && curStack->hasFeatureOfType(StackFeature::DOUBLE_WIDE)//back <=> back
  2137. && BattleInfo::mutualPosition(curpos + (curStack->attackerOwned ? -1 : 1), enemypos + (stackAtEnd->attackerOwned ? -1 : 1)) >= 0)
  2138. )
  2139. )
  2140. {
  2141. tlog3 << "Attack cannot be performed!";
  2142. sendAndApply(&EndAction());
  2143. ok = false;
  2144. }
  2145. //attack
  2146. BattleAttack bat;
  2147. prepareAttack(bat, curStack, stackAtEnd, distance);
  2148. sendAndApply(&bat);
  2149. //counterattack
  2150. if(!curStack->hasFeatureOfType(StackFeature::BLOCKS_RETALIATION)
  2151. && stackAtEnd->alive()
  2152. && ( stackAtEnd->counterAttacks > 0 || stackAtEnd->hasFeatureOfType(StackFeature::UNLIMITED_RETALIATIONS) )
  2153. && !stackAtEnd->hasFeatureOfType(StackFeature::SIEGE_WEAPON)
  2154. && !stackAtEnd->hasFeatureOfType(StackFeature::HYPNOTIZED))
  2155. {
  2156. prepareAttack(bat, stackAtEnd, curStack, 0);
  2157. bat.flags |= 2;
  2158. sendAndApply(&bat);
  2159. }
  2160. //second attack
  2161. if(curStack->valOfFeatures(StackFeature::ADDITIONAL_ATTACK) > 0
  2162. && !curStack->hasFeatureOfType(StackFeature::SHOOTER)
  2163. && curStack->alive()
  2164. && stackAtEnd->alive() )
  2165. {
  2166. bat.flags = 0;
  2167. prepareAttack(bat, curStack, stackAtEnd, 0);
  2168. sendAndApply(&bat);
  2169. }
  2170. sendAndApply(&EndAction());
  2171. break;
  2172. }
  2173. case 7: //shoot
  2174. {
  2175. CStack *curStack = gs->curB->getStack(ba.stackNumber),
  2176. *destStack= gs->curB->getStackT(ba.destinationTile);
  2177. if(!curStack //our stack exists
  2178. || !destStack //there is a stack at destination tile
  2179. || !curStack->shots //stack has shots
  2180. || gs->curB->isStackBlocked(curStack->ID) //we are not blocked
  2181. || !curStack->hasFeatureOfType(StackFeature::SHOOTER) //our stack is shooting unit
  2182. )
  2183. break;
  2184. //for(int g=0; g<curStack->effects.size(); ++g)
  2185. //{
  2186. // if(61 == curStack->effects[g].id) //forgetfulness
  2187. // break;
  2188. //}
  2189. if(curStack->hasFeatureOfType(StackFeature::FORGETFULL)) //forgetfulness
  2190. break;
  2191. sendAndApply(&StartAction(ba)); //start shooting
  2192. BattleAttack bat;
  2193. prepareAttack(bat, curStack, destStack, 0);
  2194. bat.flags |= 1;
  2195. sendAndApply(&bat);
  2196. if(curStack->valOfFeatures(StackFeature::ADDITIONAL_ATTACK) > 0 //if unit shots twice let's make another shot
  2197. && curStack->alive()
  2198. && destStack->alive()
  2199. && curStack->shots
  2200. )
  2201. {
  2202. prepareAttack(bat, curStack, destStack, 0);
  2203. sendAndApply(&bat);
  2204. }
  2205. sendAndApply(&EndAction());
  2206. break;
  2207. }
  2208. }
  2209. battleMadeAction.setn(true);
  2210. return ok;
  2211. }
  2212. void CGameHandler::playerMessage( ui8 player, const std::string &message )
  2213. {
  2214. bool cheated=true;
  2215. sendAndApply(&PlayerMessage(player,message));
  2216. if(message == "vcmiistari") //give all spells and 999 mana
  2217. {
  2218. SetMana sm;
  2219. ChangeSpells cs;
  2220. SetHeroArtifacts sha;
  2221. CGHeroInstance *h = gs->getHero(gs->getPlayer(player)->currentSelection);
  2222. if(!h && complain("Cannot realize cheat, no hero selected!")) return;
  2223. sm.hid = cs.hid = h->id;
  2224. //give all spells
  2225. cs.learn = 1;
  2226. for(int i=0;i<VLC->spellh->spells.size();i++)
  2227. {
  2228. if(!VLC->spellh->spells[i].creatureAbility)
  2229. cs.spells.insert(i);
  2230. }
  2231. //give mana
  2232. sm.val = 999;
  2233. if(!h->getArt(17)) //hero doesn't have spellbook
  2234. {
  2235. //give spellbook
  2236. sha.hid = h->id;
  2237. sha.artifacts = h->artifacts;
  2238. sha.artifWorn = h->artifWorn;
  2239. sha.artifWorn[17] = 0;
  2240. sendAndApply(&sha);
  2241. }
  2242. sendAndApply(&cs);
  2243. sendAndApply(&sm);
  2244. }
  2245. else if(message == "vcmiainur") //gives 5 archangels into each slot
  2246. {
  2247. SetGarrisons sg;
  2248. CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
  2249. if(!hero) return;
  2250. sg.garrs[hero->id] = hero->army;
  2251. for(int i=0;i<7;i++)
  2252. if(!vstd::contains(sg.garrs[hero->id].slots,i))
  2253. sg.garrs[hero->id].slots[i] = std::pair<ui32,si32>(13,5);
  2254. sendAndApply(&sg);
  2255. }
  2256. else if(message == "vcmiangband") //gives 10 black knight into each slot
  2257. {
  2258. SetGarrisons sg;
  2259. CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
  2260. if(!hero) return;
  2261. sg.garrs[hero->id] = hero->army;
  2262. for(int i=0;i<7;i++)
  2263. if(!vstd::contains(sg.garrs[hero->id].slots,i))
  2264. sg.garrs[hero->id].slots[i] = std::pair<ui32,si32>(66,10);
  2265. sendAndApply(&sg);
  2266. }
  2267. else if(message == "vcminoldor") //all war machines
  2268. {
  2269. CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
  2270. if(!hero) return;
  2271. SetHeroArtifacts sha;
  2272. sha.hid = hero->id;
  2273. sha.artifacts = hero->artifacts;
  2274. sha.artifWorn = hero->artifWorn;
  2275. sha.artifWorn[13] = 4;
  2276. sha.artifWorn[14] = 5;
  2277. sha.artifWorn[15] = 6;
  2278. sendAndApply(&sha);
  2279. }
  2280. else if(message == "vcminahar") //1000000 movement points
  2281. {
  2282. CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
  2283. if(!hero) return;
  2284. SetMovePoints smp;
  2285. smp.hid = hero->id;
  2286. smp.val = 1000000;
  2287. sendAndApply(&smp);
  2288. }
  2289. else if(message == "vcmiformenos") //give resources
  2290. {
  2291. SetResources sr;
  2292. sr.player = player;
  2293. sr.res = gs->getPlayer(player)->resources;
  2294. for(int i=0;i<7;i++)
  2295. sr.res[i] += 100;
  2296. sr.res[6] += 19900;
  2297. sendAndApply(&sr);
  2298. }
  2299. else if(message == "vcmieagles") //reveal FoW
  2300. {
  2301. FoWChange fc;
  2302. fc.mode = 1;
  2303. fc.player = player;
  2304. for(int i=0;i<gs->map->width;i++)
  2305. for(int j=0;j<gs->map->height;j++)
  2306. for(int k=0;k<gs->map->twoLevel+1;k++)
  2307. if(!gs->getPlayer(fc.player)->fogOfWarMap[i][j][k])
  2308. fc.tiles.insert(int3(i,j,k));
  2309. sendAndApply(&fc);
  2310. }
  2311. else if(message == "vcmiglorfindel")
  2312. {
  2313. CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
  2314. changePrimSkill(hero->id,4,VLC->heroh->reqExp(hero->level+1) - VLC->heroh->reqExp(hero->level));
  2315. }
  2316. else
  2317. cheated = false;
  2318. if(cheated)
  2319. {
  2320. sendAndApply(&SystemMessage("CHEATER!!!"));
  2321. }
  2322. }
  2323. static ui32 calculateSpellDmg(const CSpell * sp, const CGHeroInstance * caster, const CStack * affectedCreature)
  2324. {
  2325. ui32 ret = 0; //value to return
  2326. //15 - magic arrows, 16 - ice bolt, 17 - lightning bolt, 18 - implosion, 20 - frost ring, 21 - fireball, 22 - inferno, 23 - meteor shower,
  2327. //24 - death ripple, 25 - destroy undead, 26 - armageddon
  2328. static std::map <int, int> dmgMultipliers = boost::assign::map_list_of(15, 10)(16, 20)(17, 25)(18, 75)(20, 10)(21, 10)(22, 10)(23, 10)(24, 5)(25, 10)(26, 50);
  2329. ret = caster->getPrimSkillLevel(2) * dmgMultipliers[sp->id] + sp->powers[caster->getSpellSchoolLevel(sp)];
  2330. //applying sorcerery secondary skill
  2331. switch(caster->getSecSkillLevel(25))
  2332. {
  2333. case 1: //basic
  2334. ret *= 1.05f;
  2335. break;
  2336. case 2: //advanced
  2337. ret *= 1.1f;
  2338. break;
  2339. case 3: //expert
  2340. ret *= 1.15f;
  2341. break;
  2342. }
  2343. //applying hero bonuses
  2344. if(sp->air && caster->valOfBonuses(HeroBonus::AIR_SPELL_DMG_PREMY) != 0)
  2345. {
  2346. ret *= (100.0f + caster->valOfBonuses(HeroBonus::AIR_SPELL_DMG_PREMY) / 100.0f);
  2347. }
  2348. else if(sp->fire && caster->valOfBonuses(HeroBonus::FIRE_SPELL_DMG_PREMY) != 0)
  2349. {
  2350. ret *= (100.0f + caster->valOfBonuses(HeroBonus::FIRE_SPELL_DMG_PREMY) / 100.0f);
  2351. }
  2352. else if(sp->water && caster->valOfBonuses(HeroBonus::WATER_SPELL_DMG_PREMY) != 0)
  2353. {
  2354. ret *= (100.0f + caster->valOfBonuses(HeroBonus::WATER_SPELL_DMG_PREMY) / 100.0f);
  2355. }
  2356. else if(sp->earth && caster->valOfBonuses(HeroBonus::EARTH_SPELL_DMG_PREMY) != 0)
  2357. {
  2358. ret *= (100.0f + caster->valOfBonuses(HeroBonus::EARTH_SPELL_DMG_PREMY) / 100.0f);
  2359. }
  2360. //applying protections - when spell has more then one elements, only one protection should be applied (I think)
  2361. if(sp->air && affectedCreature->hasFeatureOfType(StackFeature::SPELL_DAMAGE_REDUCTION, 0)) //air spell & protection from air
  2362. {
  2363. ret *= affectedCreature->valOfFeatures(StackFeature::SPELL_DAMAGE_REDUCTION, 0);
  2364. ret /= 100;
  2365. }
  2366. else if(sp->fire && affectedCreature->hasFeatureOfType(StackFeature::SPELL_DAMAGE_REDUCTION, 1)) //fire spell & protection from fire
  2367. {
  2368. ret *= affectedCreature->valOfFeatures(StackFeature::SPELL_DAMAGE_REDUCTION, 1);
  2369. ret /= 100;
  2370. }
  2371. else if(sp->water && affectedCreature->hasFeatureOfType(StackFeature::SPELL_DAMAGE_REDUCTION, 2)) //water spell & protection from water
  2372. {
  2373. ret *= affectedCreature->valOfFeatures(StackFeature::SPELL_DAMAGE_REDUCTION, 2);
  2374. ret /= 100;
  2375. }
  2376. else if (sp->earth && affectedCreature->hasFeatureOfType(StackFeature::SPELL_DAMAGE_REDUCTION, 3)) //earth spell & protection from earth
  2377. {
  2378. ret *= affectedCreature->valOfFeatures(StackFeature::SPELL_DAMAGE_REDUCTION, 3);
  2379. ret /= 100;
  2380. }
  2381. //general spell dmg reduction
  2382. if(sp->air && affectedCreature->hasFeatureOfType(StackFeature::SPELL_DAMAGE_REDUCTION, -1)) //air spell & protection from air
  2383. {
  2384. ret *= affectedCreature->valOfFeatures(StackFeature::SPELL_DAMAGE_REDUCTION, -1);
  2385. ret /= 100;
  2386. }
  2387. //dmg increasing
  2388. if( affectedCreature->hasFeatureOfType(StackFeature::MORE_DAMAGE_FROM_SPELL, sp->id) )
  2389. {
  2390. ret *= 100 + affectedCreature->valOfFeatures(StackFeature::MORE_DAMAGE_FROM_SPELL, sp->id);
  2391. ret /= 100;
  2392. }
  2393. return ret;
  2394. }
  2395. static ui32 calculateHealedHP(const CGHeroInstance * caster, const CSpell * spell, const CStack * stack)
  2396. {
  2397. switch(spell->id)
  2398. {
  2399. case 37: //cure
  2400. {
  2401. int healedHealth = caster->getPrimSkillLevel(2) * 5 + spell->powers[caster->getSpellSchoolLevel(spell)];
  2402. return std::min<ui32>(healedHealth, stack->MaxHealth() - stack->firstHPleft);
  2403. break;
  2404. }
  2405. case 38: //resurrection
  2406. {
  2407. int healedHealth = caster->getPrimSkillLevel(2) * 50 + spell->powers[caster->getSpellSchoolLevel(spell)];
  2408. return std::min<ui32>(healedHealth, stack->MaxHealth() - stack->firstHPleft + stack->baseAmount * stack->MaxHealth());
  2409. break;
  2410. }
  2411. case 39: //animate dead
  2412. {
  2413. int healedHealth = caster->getPrimSkillLevel(2) * 50 + spell->powers[caster->getSpellSchoolLevel(spell)];
  2414. return std::min<ui32>(healedHealth, stack->MaxHealth() - stack->firstHPleft + stack->baseAmount * stack->MaxHealth());
  2415. break;
  2416. }
  2417. }
  2418. //we shouldn't be here
  2419. tlog1 << "calculateHealedHP called for non-healing spell: " << spell->name << std::endl;
  2420. return 0;
  2421. }
  2422. static std::vector<ui32> calculateResistedStacks(const CSpell * sp, const CGHeroInstance * caster, const CGHeroInstance * hero2, const std::set<CStack*> affectedCreatures)
  2423. {
  2424. std::vector<ui32> ret;
  2425. for(std::set<CStack*>::const_iterator it = affectedCreatures.begin(); it != affectedCreatures.end(); ++it)
  2426. {
  2427. //non-negative spells on friendly stacks should always succeed
  2428. if(sp->positiveness >= 0 && (*it)->owner == caster->tempOwner)
  2429. continue;
  2430. const CGHeroInstance * bonusHero; //hero we should take bonuses from
  2431. if((*it)->owner == caster->tempOwner)
  2432. bonusHero = caster;
  2433. else
  2434. bonusHero = hero2;
  2435. int prob = (*it)->valOfFeatures(StackFeature::MAGIC_RESISTANCE); //probability of resistance in %
  2436. if(bonusHero)
  2437. {
  2438. //bonusHero's resistance support (secondary skils and artifacts)
  2439. prob += bonusHero->valOfBonuses(HeroBonus::MAGIC_RESISTANCE);
  2440. switch(bonusHero->getSecSkillLevel(26)) //resistance
  2441. {
  2442. case 1: //basic
  2443. prob += 5;
  2444. break;
  2445. case 2: //advanced
  2446. prob += 10;
  2447. break;
  2448. case 3: //expert
  2449. prob += 20;
  2450. break;
  2451. }
  2452. }
  2453. if(prob > 100) prob = 100;
  2454. if( (*it)->hasFeatureOfType(StackFeature::SPELL_IMMUNITY, sp->id) //100% sure spell immunity
  2455. || rand()%100 < prob) //immunity from resistance
  2456. ret.push_back((*it)->ID);
  2457. }
  2458. if(sp->id == 60) //hypnotize
  2459. {
  2460. for(std::set<CStack*>::const_iterator it = affectedCreatures.begin(); it != affectedCreatures.end(); ++it)
  2461. {
  2462. if( (*it)->hasFeatureOfType(StackFeature::SPELL_IMMUNITY, sp->id) //100% sure spell immunity
  2463. || ( (*it)->amount - 1 ) * (*it)->MaxHealth() + (*it)->firstHPleft
  2464. >
  2465. caster->getPrimSkillLevel(2) * 25 + sp->powers[caster->getSpellSchoolLevel(sp)]
  2466. )
  2467. {
  2468. ret.push_back((*it)->ID);
  2469. }
  2470. }
  2471. }
  2472. return ret;
  2473. }
  2474. bool CGameHandler::makeCustomAction( BattleAction &ba )
  2475. {
  2476. switch(ba.actionType)
  2477. {
  2478. case 1: //hero casts spell
  2479. {
  2480. CGHeroInstance *h = (ba.side) ? gs->getHero(gs->curB->hero2) : gs->getHero(gs->curB->hero1);
  2481. CGHeroInstance *secondHero = (!ba.side) ? gs->getHero(gs->curB->hero2) : gs->getHero(gs->curB->hero1);
  2482. if(!h)
  2483. {
  2484. tlog2 << "Wrong caster!\n";
  2485. return false;
  2486. }
  2487. if(ba.additionalInfo >= VLC->spellh->spells.size())
  2488. {
  2489. tlog2 << "Wrong spell id (" << ba.additionalInfo << ")!\n";
  2490. return false;
  2491. }
  2492. CSpell *s = &VLC->spellh->spells[ba.additionalInfo];
  2493. ui8 skill = h->getSpellSchoolLevel(s); //skill level
  2494. if( !(h->canCastThisSpell(s)) //hero cannot cast this spell at all
  2495. || (h->mana < gs->curB->getSpellCost(s, h)) //not enough mana
  2496. || (ba.additionalInfo < 10) //it's adventure spell (not combat)
  2497. || (gs->curB->castSpells[ba.side]) //spell has been cast
  2498. || (secondHero && secondHero->hasBonusOfType(HeroBonus::SPELL_IMMUNITY, s->id)) //non - casting hero provides immunity for this spell
  2499. || (gs->battleMaxSpellLevel() < s->level) //non - casting hero stops caster from casting this spell
  2500. )
  2501. {
  2502. tlog2 << "Spell cannot be cast!\n";
  2503. return false;
  2504. }
  2505. sendAndApply(&StartAction(ba)); //start spell casting
  2506. SpellCast sc;
  2507. sc.side = ba.side;
  2508. sc.id = ba.additionalInfo;
  2509. sc.skill = skill;
  2510. sc.tile = ba.destinationTile;
  2511. //calculating affected creatures for all spells
  2512. std::set<CStack*> attackedCres = gs->curB->getAttackedCreatures(s, h, ba.destinationTile);
  2513. for(std::set<CStack*>::const_iterator it = attackedCres.begin(); it != attackedCres.end(); ++it)
  2514. {
  2515. sc.affectedCres.insert((*it)->ID);
  2516. }
  2517. //checking if creatures resist
  2518. sc.resisted = calculateResistedStacks(s, h, secondHero, attackedCres);
  2519. sendAndApply(&sc);
  2520. //applying effects
  2521. switch(ba.additionalInfo) //spell id
  2522. {
  2523. case 15: //magic arrow
  2524. case 16: //ice bolt
  2525. case 17: //lightning bolt
  2526. case 18: //implosion
  2527. case 20: //frost ring
  2528. case 21: //fireball
  2529. case 22: //inferno
  2530. case 23: //meteor shower
  2531. case 24: //death ripple
  2532. case 25: //destroy undead
  2533. case 26: //armageddon
  2534. {
  2535. StacksInjured si;
  2536. for(std::set<CStack*>::iterator it = attackedCres.begin(); it != attackedCres.end(); ++it)
  2537. {
  2538. if(vstd::contains(sc.resisted, (*it)->ID)) //this creature resisted the spell
  2539. continue;
  2540. BattleStackAttacked bsa;
  2541. bsa.flags |= 2;
  2542. bsa.effect = VLC->spellh->spells[ba.additionalInfo].mainEffectAnim;
  2543. bsa.damageAmount = calculateSpellDmg(s, h, *it);
  2544. bsa.stackAttacked = (*it)->ID;
  2545. prepareAttacked(bsa,*it);
  2546. si.stacks.insert(bsa);
  2547. }
  2548. if(!si.stacks.empty())
  2549. sendAndApply(&si);
  2550. break;
  2551. }
  2552. case 27: //shield
  2553. case 28: //air shield
  2554. case 30: //protection from air
  2555. case 31: //protection from fire
  2556. case 32: //protection from water
  2557. case 33: //protection from earth
  2558. case 34: //anti-magic
  2559. case 41: //bless
  2560. case 42: //curse
  2561. case 43: //bloodlust
  2562. case 44: //precision
  2563. case 45: //weakness
  2564. case 46: //stone skin
  2565. case 47: //disrupting ray
  2566. case 48: //prayer
  2567. case 49: //mirth
  2568. case 50: //sorrow
  2569. case 51: //fortune
  2570. case 52: //misfortune
  2571. case 53: //haste
  2572. case 54: //slow
  2573. case 55: //slayer
  2574. case 56: //frenzy
  2575. case 58: //counterstrike
  2576. case 60: //hypnotize
  2577. case 61: //forgetfulness
  2578. case 62: //blind
  2579. {
  2580. SetStackEffect sse;
  2581. for(std::set<CStack*>::iterator it = attackedCres.begin(); it != attackedCres.end(); ++it)
  2582. {
  2583. if(vstd::contains(sc.resisted, (*it)->ID)) //this creature resisted the spell
  2584. continue;
  2585. sse.stacks.insert((*it)->ID);
  2586. }
  2587. sse.effect.id = ba.additionalInfo;
  2588. sse.effect.level = h->getSpellSchoolLevel(s);
  2589. sse.effect.turnsRemain = BattleInfo::calculateSpellDuration(s, h);
  2590. if(!sse.stacks.empty())
  2591. sendAndApply(&sse);
  2592. break;
  2593. }
  2594. case 37: //cure
  2595. case 38: //resurrection
  2596. case 39: //animate dead
  2597. {
  2598. StacksHealedOrResurrected shr;
  2599. for(std::set<CStack*>::iterator it = attackedCres.begin(); it != attackedCres.end(); ++it)
  2600. {
  2601. if(vstd::contains(sc.resisted, (*it)->ID) //this creature resisted the spell
  2602. || (s->id == 39 && !(*it)->hasFeatureOfType(StackFeature::UNDEAD)) //we try to cast animate dead on living stack
  2603. )
  2604. continue;
  2605. StacksHealedOrResurrected::HealInfo hi;
  2606. hi.stackID = (*it)->ID;
  2607. hi.healedHP = calculateHealedHP(h, s, *it);
  2608. shr.healedStacks.push_back(hi);
  2609. }
  2610. if(!shr.healedStacks.empty())
  2611. sendAndApply(&shr);
  2612. break;
  2613. }
  2614. case 64: //remove obstacle
  2615. {
  2616. ObstaclesRemoved obr;
  2617. for(int g=0; g<gs->curB->obstacles.size(); ++g)
  2618. {
  2619. std::vector<int> blockedHexes = VLC->heroh->obstacles[gs->curB->obstacles[g].ID].getBlocked(gs->curB->obstacles[g].pos);
  2620. if(vstd::contains(blockedHexes, ba.destinationTile)) //this obstacle covers given hex
  2621. {
  2622. obr.obstacles.insert(gs->curB->obstacles[g].uniqueID);
  2623. }
  2624. }
  2625. if(!obr.obstacles.empty())
  2626. sendAndApply(&obr);
  2627. break;
  2628. }
  2629. }
  2630. sendAndApply(&EndAction());
  2631. return true;
  2632. }
  2633. }
  2634. return false;
  2635. }
  2636. void CGameHandler::handleTimeEvents()
  2637. {
  2638. gs->map->events.sort(evntCmp);
  2639. while(gs->map->events.size() && gs->map->events.front()->firstOccurence+1 == gs->day)
  2640. {
  2641. CMapEvent *ev = gs->map->events.front();
  2642. for(int player = 0; player < PLAYER_LIMIT; player++)
  2643. {
  2644. PlayerState *pinfo = gs->getPlayer(player);
  2645. if( pinfo //player exists
  2646. && (ev->players & 1<<player) //event is enabled to this player
  2647. && ((ev->computerAffected && !pinfo->human)
  2648. || (ev->humanAffected && pinfo->human)
  2649. )
  2650. )
  2651. {
  2652. //give resources
  2653. SetResources sr;
  2654. sr.player = player;
  2655. sr.res = pinfo->resources;
  2656. //prepare dialog
  2657. InfoWindow iw;
  2658. iw.player = player;
  2659. iw.text << ev->message;
  2660. for (int i=0; i<ev->resources.size(); i++)
  2661. {
  2662. if(ev->resources[i]) //if resource is changed, we add it to the dialog
  2663. {
  2664. // If removing too much resources, adjust the
  2665. // amount so the total doesn't become negative.
  2666. if (sr.res[i] + ev->resources[i] < 0)
  2667. ev->resources[i] = -sr.res[i];
  2668. if(ev->resources[i]) //if non-zero res change
  2669. {
  2670. iw.components.push_back(Component(Component::RESOURCE,i,ev->resources[i],0));
  2671. sr.res[i] += ev->resources[i];
  2672. }
  2673. }
  2674. }
  2675. if (iw.components.size())
  2676. {
  2677. sendAndApply(&sr); //update player resources if changed
  2678. }
  2679. sendAndApply(&iw); //show dialog
  2680. }
  2681. } //PLAYERS LOOP
  2682. if(ev->nextOccurence)
  2683. {
  2684. ev->firstOccurence += ev->nextOccurence;
  2685. gs->map->events.sort(evntCmp);
  2686. }
  2687. else
  2688. {
  2689. delete ev;
  2690. gs->map->events.pop_front();
  2691. }
  2692. }
  2693. }
  2694. bool CGameHandler::complain( const std::string &problem )
  2695. {
  2696. sendMessageToAll("Server encountered a problem: " + problem);
  2697. tlog1 << problem << std::endl;
  2698. return true;
  2699. }
  2700. ui32 CGameHandler::getQueryResult( ui8 player, int queryID )
  2701. {
  2702. //TODO: write
  2703. return 0;
  2704. }
  2705. void CGameHandler::showGarrisonDialog( int upobj, int hid, const boost::function<void()> &cb )
  2706. {
  2707. ui8 player = getOwner(hid);
  2708. GarrisonDialog gd;
  2709. gd.hid = hid;
  2710. gd.objid = upobj;
  2711. {
  2712. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  2713. gd.id = QID;
  2714. garrisonCallbacks[QID] = cb;
  2715. allowedExchanges[QID] = std::pair<si32,si32>(upobj,hid);
  2716. states.addQuery(player,QID);
  2717. QID++;
  2718. sendAndApply(&gd);
  2719. }
  2720. }
  2721. bool CGameHandler::isAllowedExchange( int id1, int id2 )
  2722. {
  2723. if(id1 == id2)
  2724. return true;
  2725. {
  2726. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  2727. for(std::map<ui32, std::pair<si32,si32> >::const_iterator i = allowedExchanges.begin(); i!=allowedExchanges.end(); i++)
  2728. if(id1 == i->second.first && id2 == i->second.second || id2 == i->second.first && id1 == i->second.second)
  2729. return true;
  2730. }
  2731. const CGObjectInstance *o1 = getObj(id1), *o2 = getObj(id2);
  2732. if(o1->ID == TOWNI_TYPE)
  2733. {
  2734. const CGTownInstance *t = static_cast<const CGTownInstance*>(o1);
  2735. if(t->visitingHero == o2 || t->garrisonHero == o2)
  2736. return true;
  2737. }
  2738. if(o2->ID == TOWNI_TYPE)
  2739. {
  2740. const CGTownInstance *t = static_cast<const CGTownInstance*>(o2);
  2741. if(t->visitingHero == o1 || t->garrisonHero == o1)
  2742. return true;
  2743. }
  2744. if(o1->ID == HEROI_TYPE && o2->ID == HEROI_TYPE
  2745. && distance(o1->pos, o2->pos) < 2) //hero stands on the same tile or on the neighbouring tiles
  2746. {
  2747. //TODO: it's workaround, we should check if first hero visited second and player hasn't closed exchange window
  2748. //(to block moving stacks for free [without visiting] beteen heroes)
  2749. return true;
  2750. }
  2751. return false;
  2752. }
  2753. void CGameHandler::objectVisited( const CGObjectInstance * obj, const CGHeroInstance * h )
  2754. {
  2755. obj->onHeroVisit(h);
  2756. }
  2757. bool CGameHandler::buildBoat( ui32 objid )
  2758. {
  2759. const IShipyard *obj = IShipyard::castFrom(getObj(objid));
  2760. if(obj->state())
  2761. {
  2762. complain("Cannot build boat in this shipyard!");
  2763. return false;
  2764. }
  2765. else if(obj->o->ID == TOWNI_TYPE
  2766. && !vstd::contains((static_cast<const CGTownInstance*>(obj))->builtBuildings,6))
  2767. {
  2768. complain("Cannot build boat in the town - no shipyard!");
  2769. return false;
  2770. }
  2771. //TODO use "real" cost via obj->getBoatCost
  2772. if(getResource(obj->o->tempOwner, 6) < 1000 || getResource(obj->o->tempOwner, 0) < 10)
  2773. {
  2774. complain("Not enough resources to build a boat!");
  2775. return false;
  2776. }
  2777. int3 tile = obj->bestLocation();
  2778. if(!gs->map->isInTheMap(tile))
  2779. {
  2780. complain("Cannot find appropriate tile for a boat!");
  2781. return false;
  2782. }
  2783. //take boat cost
  2784. SetResources sr;
  2785. sr.player = obj->o->tempOwner;
  2786. sr.res = gs->getPlayer(obj->o->tempOwner)->resources;
  2787. sr.res[0] -= 10;
  2788. sr.res[6] -= 1000;
  2789. sendAndApply(&sr);
  2790. //create boat
  2791. NewObject no;
  2792. no.ID = 8;
  2793. no.subID = 1;
  2794. no.pos = tile + int3(1,0,0);
  2795. sendAndApply(&no);
  2796. return true;
  2797. }
  2798. void CGameHandler::engageIntoBattle( ui8 player )
  2799. {
  2800. if(vstd::contains(states.players, player))
  2801. states.setFlag(player,&PlayerStatus::engagedIntoBattle,true);
  2802. //notify interfaces
  2803. PlayerBlocked pb;
  2804. pb.player = player;
  2805. pb.reason = PlayerBlocked::UPCOMING_BATTLE;
  2806. sendAndApply(&pb);
  2807. }