CGameHandler.cpp 185 KB

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  1. #include "StdInc.h"
  2. #include "../lib/int3.h"
  3. #include "../lib/CCampaignHandler.h"
  4. #include "../lib/StartInfo.h"
  5. #include "../lib/CArtHandler.h"
  6. #include "../lib/CBuildingHandler.h"
  7. #include "../lib/CDefObjInfoHandler.h"
  8. #include "../lib/CHeroHandler.h"
  9. #include "../lib/CObjectHandler.h"
  10. #include "../lib/CSpellHandler.h"
  11. #include "../lib/CGeneralTextHandler.h"
  12. #include "../lib/CTownHandler.h"
  13. #include "../lib/CCreatureHandler.h"
  14. #include "../lib/CGameState.h"
  15. #include "../lib/BattleState.h"
  16. #include "../lib/CondSh.h"
  17. #include "../lib/NetPacks.h"
  18. #include "../lib/VCMI_Lib.h"
  19. #include "../lib/map.h"
  20. #include "../lib/VCMIDirs.h"
  21. #include "../client/CSoundBase.h"
  22. #include "CGameHandler.h"
  23. #include "../lib/CCreatureSet.h"
  24. #include "../lib/CThreadHelper.h"
  25. #include "../lib/GameConstants.h"
  26. #include "../lib/RegisterTypes.h"
  27. /*
  28. * CGameHandler.cpp, part of VCMI engine
  29. *
  30. * Authors: listed in file AUTHORS in main folder
  31. *
  32. * License: GNU General Public License v2.0 or later
  33. * Full text of license available in license.txt file, in main folder
  34. *
  35. */
  36. #ifndef _MSC_VER
  37. #include <boost/thread/xtime.hpp>
  38. #endif
  39. #include <boost/random/linear_congruential.hpp>
  40. #include <boost/range/algorithm/random_shuffle.hpp>
  41. extern bool end2;
  42. #ifdef min
  43. #undef min
  44. #endif
  45. #ifdef max
  46. #undef max
  47. #endif
  48. #define COMPLAIN_RET_IF(cond, txt) do {if(cond){complain(txt); return;}} while(0)
  49. #define COMPLAIN_RET(txt) {complain(txt); return false;}
  50. #define COMPLAIN_RETF(txt, FORMAT) {complain(boost::str(boost::format(txt) % FORMAT)); return false;}
  51. #define NEW_ROUND BattleNextRound bnr;\
  52. bnr.round = gs->curB->round + 1;\
  53. sendAndApply(&bnr);
  54. CondSh<bool> battleMadeAction;
  55. CondSh<BattleResult *> battleResult(NULL);
  56. template <typename T> class CApplyOnGH;
  57. class CBaseForGHApply
  58. {
  59. public:
  60. virtual bool applyOnGH(CGameHandler *gh, CConnection *c, void *pack, ui8 player) const =0;
  61. virtual ~CBaseForGHApply(){}
  62. template<typename U> static CBaseForGHApply *getApplier(const U * t=NULL)
  63. {
  64. return new CApplyOnGH<U>;
  65. }
  66. };
  67. template <typename T> class CApplyOnGH : public CBaseForGHApply
  68. {
  69. public:
  70. bool applyOnGH(CGameHandler *gh, CConnection *c, void *pack, ui8 player) const
  71. {
  72. T *ptr = static_cast<T*>(pack);
  73. ptr->c = c;
  74. ptr->player = player;
  75. return ptr->applyGh(gh);
  76. }
  77. };
  78. static CApplier<CBaseForGHApply> *applier = NULL;
  79. CMP_stack cmpst ;
  80. static inline double distance(int3 a, int3 b)
  81. {
  82. return std::sqrt( (double)(a.x-b.x)*(a.x-b.x) + (a.y-b.y)*(a.y-b.y) );
  83. }
  84. static void giveExp(BattleResult &r)
  85. {
  86. r.exp[0] = 0;
  87. r.exp[1] = 0;
  88. for(std::map<ui32,si32>::iterator i = r.casualties[!r.winner].begin(); i!=r.casualties[!r.winner].end(); i++)
  89. {
  90. r.exp[r.winner] += VLC->creh->creatures[i->first]->valOfBonuses(Bonus::STACK_HEALTH) * i->second;
  91. }
  92. }
  93. PlayerStatus PlayerStatuses::operator[](ui8 player)
  94. {
  95. boost::unique_lock<boost::mutex> l(mx);
  96. if(players.find(player) != players.end())
  97. {
  98. return players[player];
  99. }
  100. else
  101. {
  102. throw std::runtime_error("No such player!");
  103. }
  104. }
  105. void PlayerStatuses::addPlayer(ui8 player)
  106. {
  107. boost::unique_lock<boost::mutex> l(mx);
  108. players[player];
  109. }
  110. int PlayerStatuses::getQueriesCount(ui8 player)
  111. {
  112. boost::unique_lock<boost::mutex> l(mx);
  113. if(players.find(player) != players.end())
  114. {
  115. return players[player].queries.size();
  116. }
  117. else
  118. {
  119. return 0;
  120. }
  121. }
  122. bool PlayerStatuses::checkFlag(ui8 player, bool PlayerStatus::*flag)
  123. {
  124. boost::unique_lock<boost::mutex> l(mx);
  125. if(players.find(player) != players.end())
  126. {
  127. return players[player].*flag;
  128. }
  129. else
  130. {
  131. throw std::runtime_error("No such player!");
  132. }
  133. }
  134. void PlayerStatuses::setFlag(ui8 player, bool PlayerStatus::*flag, bool val)
  135. {
  136. boost::unique_lock<boost::mutex> l(mx);
  137. if(players.find(player) != players.end())
  138. {
  139. players[player].*flag = val;
  140. }
  141. else
  142. {
  143. throw std::runtime_error("No such player!");
  144. }
  145. cv.notify_all();
  146. }
  147. void PlayerStatuses::addQuery(ui8 player, ui32 id)
  148. {
  149. boost::unique_lock<boost::mutex> l(mx);
  150. if(players.find(player) != players.end())
  151. {
  152. players[player].queries.insert(id);
  153. }
  154. else
  155. {
  156. throw std::runtime_error("No such player!");
  157. }
  158. cv.notify_all();
  159. }
  160. void PlayerStatuses::removeQuery(ui8 player, ui32 id)
  161. {
  162. boost::unique_lock<boost::mutex> l(mx);
  163. if(players.find(player) != players.end())
  164. {
  165. players[player].queries.erase(id);
  166. }
  167. else
  168. {
  169. throw std::runtime_error("No such player!");
  170. }
  171. cv.notify_all();
  172. }
  173. template <typename T>
  174. void callWith(std::vector<T> args, boost::function<void(T)> fun, ui32 which)
  175. {
  176. fun(args[which]);
  177. }
  178. void CGameHandler::levelUpHero(int ID, int skill)
  179. {
  180. changeSecSkill(ID, skill, 1, 0);
  181. levelUpHero(ID);
  182. }
  183. void CGameHandler::levelUpHero(int ID)
  184. {
  185. CGHeroInstance *hero = static_cast<CGHeroInstance *>(gs->map->objects[ID].get());
  186. // required exp for at least 1 lvl-up hasn't been reached
  187. if (hero->exp < VLC->heroh->reqExp(hero->level+1))
  188. {
  189. afterBattleCallback();
  190. return;
  191. }
  192. //give prim skill
  193. tlog5 << hero->name <<" got level "<<hero->level<<std::endl;
  194. int r = rand()%100, pom=0, x=0;
  195. int std::pair<int,int>::*g = (hero->level>9) ? (&std::pair<int,int>::second) : (&std::pair<int,int>::first);
  196. for(;x<GameConstants::PRIMARY_SKILLS;x++)
  197. {
  198. pom += hero->type->heroClass->primChance[x].*g;
  199. if(r<pom)
  200. break;
  201. }
  202. tlog5 << "The hero gets the primary skill with the no. " << x << " with a probability of " << r << "%." << std::endl;
  203. SetPrimSkill sps;
  204. sps.id = ID;
  205. sps.which = x;
  206. sps.abs = false;
  207. sps.val = 1;
  208. sendAndApply(&sps);
  209. HeroLevelUp hlu;
  210. hlu.heroid = ID;
  211. hlu.primskill = x;
  212. hlu.level = hero->level+1;
  213. //picking sec. skills for choice
  214. std::set<int> basicAndAdv, expert, none;
  215. for(int i=0;i<GameConstants::SKILL_QUANTITY;i++)
  216. if (isAllowed(2,i))
  217. none.insert(i);
  218. for(unsigned i=0;i<hero->secSkills.size();i++)
  219. {
  220. if(hero->secSkills[i].second < 3)
  221. basicAndAdv.insert(hero->secSkills[i].first);
  222. else
  223. expert.insert(hero->secSkills[i].first);
  224. none.erase(hero->secSkills[i].first);
  225. }
  226. //first offered skill
  227. if(basicAndAdv.size())
  228. {
  229. int s = hero->type->heroClass->chooseSecSkill(basicAndAdv);//upgrade existing
  230. hlu.skills.push_back(s);
  231. basicAndAdv.erase(s);
  232. }
  233. else if(none.size() && hero->secSkills.size() < hero->type->heroClass->skillLimit)
  234. {
  235. hlu.skills.push_back(hero->type->heroClass->chooseSecSkill(none)); //give new skill
  236. none.erase(hlu.skills.back());
  237. }
  238. //second offered skill
  239. if(none.size() && hero->secSkills.size() < hero->type->heroClass->skillLimit) //hero have free skill slot
  240. {
  241. hlu.skills.push_back(hero->type->heroClass->chooseSecSkill(none)); //new skill
  242. }
  243. else if(basicAndAdv.size())
  244. {
  245. hlu.skills.push_back(hero->type->heroClass->chooseSecSkill(basicAndAdv)); //upgrade existing
  246. }
  247. if(hlu.skills.size() > 1) //apply and ask for secondary skill
  248. {
  249. boost::function<void(ui32)> callback = boost::function<void(ui32)>(boost::bind(callWith<ui16>,hlu.skills,boost::function<void(ui16)>(boost::bind(&CGameHandler::levelUpHero,this,ID,_1)),_1));
  250. applyAndAsk(&hlu,hero->tempOwner,callback); //call levelUpHero when client responds
  251. }
  252. else if(hlu.skills.size() == 1) //apply, give only possible skill and send info
  253. {
  254. sendAndApply(&hlu);
  255. levelUpHero(ID, hlu.skills.back());
  256. }
  257. else //apply and send info
  258. {
  259. sendAndApply(&hlu);
  260. levelUpHero(ID);
  261. }
  262. }
  263. void CGameHandler::levelUpCommander (const CCommanderInstance * c, int skill)
  264. {
  265. SetCommanderProperty scp;
  266. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  267. if (hero)
  268. scp.heroid = hero->id;
  269. else
  270. {
  271. complain ("Commander is not led by hero!");
  272. return;
  273. }
  274. scp.accumulatedBonus.subtype = 0;
  275. scp.accumulatedBonus.additionalInfo = 0;
  276. scp.accumulatedBonus.duration = Bonus::PERMANENT;
  277. scp.accumulatedBonus.turnsRemain = 0;
  278. scp.accumulatedBonus.source = Bonus::COMMANDER;
  279. scp.accumulatedBonus.valType = Bonus::BASE_NUMBER;
  280. if (skill <= ECommander::SPELL_POWER)
  281. {
  282. scp.which = SetCommanderProperty::BONUS;
  283. auto difference = [](std::vector< std::vector <ui8> > skillLevels, std::vector <ui8> secondarySkills, int skill)->int
  284. {
  285. int s = std::min (skill, (int)ECommander::SPELL_POWER); //spell power level controls also casts and resistance
  286. return skillLevels[skill][secondarySkills[s]] - (secondarySkills[s] ? skillLevels[skill][secondarySkills[s]-1] : 0);
  287. };
  288. switch (skill)
  289. {
  290. case ECommander::ATTACK:
  291. scp.accumulatedBonus.type = Bonus::PRIMARY_SKILL;
  292. scp.accumulatedBonus.subtype = PrimarySkill::ATTACK;
  293. break;
  294. case ECommander::DEFENSE:
  295. scp.accumulatedBonus.type = Bonus::PRIMARY_SKILL;
  296. scp.accumulatedBonus.subtype = PrimarySkill::DEFENSE;
  297. break;
  298. case ECommander::HEALTH:
  299. scp.accumulatedBonus.type = Bonus::STACK_HEALTH;
  300. scp.accumulatedBonus.valType = Bonus::PERCENT_TO_BASE;
  301. break;
  302. case ECommander::DAMAGE:
  303. scp.accumulatedBonus.type = Bonus::CREATURE_DAMAGE;
  304. scp.accumulatedBonus.subtype = 0;
  305. scp.accumulatedBonus.valType = Bonus::PERCENT_TO_BASE;
  306. break;
  307. case ECommander::SPEED:
  308. scp.accumulatedBonus.type = Bonus::STACKS_SPEED;
  309. break;
  310. case ECommander::SPELL_POWER:
  311. scp.accumulatedBonus.type = Bonus::MAGIC_RESISTANCE;
  312. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::RESISTANCE);
  313. sendAndApply (&scp); //additional pack
  314. scp.accumulatedBonus.type = Bonus::CASTS;
  315. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::CASTS);
  316. sendAndApply (&scp); //additional pack
  317. scp.accumulatedBonus.type = Bonus::CREATURE_ENCHANT_POWER; //send normally
  318. break;
  319. }
  320. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, skill);
  321. sendAndApply (&scp);
  322. scp.which = SetCommanderProperty::SECONDARY_SKILL;
  323. scp.additionalInfo = skill;
  324. scp.amount = c->secondarySkills[skill] + 1;
  325. sendAndApply (&scp);
  326. }
  327. else if (skill >= 100)
  328. {
  329. scp.which = SetCommanderProperty::SPECIAL_SKILL;
  330. scp.accumulatedBonus = VLC->creh->skillRequirements[skill-100].first;
  331. scp.additionalInfo = skill; //unnormalized
  332. sendAndApply (&scp);
  333. }
  334. levelUpCommander (c);
  335. }
  336. void CGameHandler::levelUpCommander(const CCommanderInstance * c)
  337. {
  338. if (c->experience < VLC->heroh->reqExp (c->level + 1))
  339. {
  340. return;
  341. }
  342. CommanderLevelUp clu;
  343. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  344. if (hero)
  345. clu.heroid = hero->id;
  346. else
  347. {
  348. complain ("Commander is not led by hero!");
  349. return;
  350. }
  351. //picking sec. skills for choice
  352. for (int i = 0; i <= ECommander::SPELL_POWER; ++i)
  353. {
  354. if (c->secondarySkills[i] < ECommander::MAX_SKILL_LEVEL)
  355. clu.skills.push_back(i);
  356. }
  357. int i = 100;
  358. BOOST_FOREACH (auto specialSkill, VLC->creh->skillRequirements)
  359. {
  360. if (c->secondarySkills[specialSkill.second.first] == ECommander::MAX_SKILL_LEVEL &&
  361. c->secondarySkills[specialSkill.second.second] == ECommander::MAX_SKILL_LEVEL &&
  362. !vstd::contains (c->specialSKills, i))
  363. clu.skills.push_back (i);
  364. ++i;
  365. }
  366. int skillAmount = clu.skills.size();
  367. if (skillAmount > 1) //apply and ask for secondary skill
  368. {
  369. auto callback = boost::function<void(ui32)>(boost::bind(callWith<ui32>, clu.skills, boost::function<void(ui32)>(boost::bind(&CGameHandler::levelUpCommander, this, c, _1)), _1));
  370. applyAndAsk (&clu, c->armyObj->tempOwner, callback); //call levelUpCommander when client responds
  371. }
  372. else if (skillAmount == 1) //apply, give only possible skill and send info
  373. {
  374. sendAndApply(&clu);
  375. levelUpCommander(c, clu.skills.back());
  376. }
  377. else //apply and send info
  378. {
  379. sendAndApply(&clu);
  380. levelUpCommander(c);
  381. }
  382. }
  383. void CGameHandler::changePrimSkill(int ID, int which, si64 val, bool abs)
  384. {
  385. SetPrimSkill sps;
  386. sps.id = ID;
  387. sps.which = which;
  388. sps.abs = abs;
  389. sps.val = val;
  390. sendAndApply(&sps);
  391. //only for exp - hero may level up
  392. if (which == 4)
  393. {
  394. levelUpHero(ID);
  395. CGHeroInstance *h = static_cast<CGHeroInstance *>(gs->map->objects[ID].get());
  396. if (h->commander && h->commander->alive)
  397. {
  398. SetCommanderProperty scp;
  399. scp.heroid = h->id;
  400. scp.which = SetCommanderProperty::EXPERIENCE;
  401. scp.amount = val;
  402. sendAndApply (&scp);
  403. levelUpCommander (h->commander);
  404. CBonusSystemNode::treeHasChanged();
  405. }
  406. }
  407. }
  408. void CGameHandler::changeSecSkill( int ID, int which, int val, bool abs/*=false*/ )
  409. {
  410. SetSecSkill sss;
  411. sss.id = ID;
  412. sss.which = which;
  413. sss.val = val;
  414. sss.abs = abs;
  415. sendAndApply(&sss);
  416. if(which == 7) //Wisdom
  417. {
  418. const CGHeroInstance *h = getHero(ID);
  419. if(h && h->visitedTown)
  420. giveSpells(h->visitedTown, h);
  421. }
  422. }
  423. void CGameHandler::startBattle( const CArmedInstance *armies[2], int3 tile, const CGHeroInstance *heroes[2], bool creatureBank, boost::function<void(BattleResult*)> cb, const CGTownInstance *town /*= NULL*/ )
  424. {
  425. battleEndCallback = new boost::function<void(BattleResult*)>(cb);
  426. {
  427. setupBattle(tile, armies, heroes, creatureBank, town); //initializes stacks, places creatures on battlefield, blocks and informs player interfaces
  428. }
  429. runBattle();
  430. }
  431. void CGameHandler::endBattle(int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2)
  432. {
  433. bool duel = gs->initialOpts->mode == StartInfo::DUEL;
  434. BattleResultsApplied resultsApplied;
  435. const CArmedInstance *bEndArmy1 = gs->curB->belligerents[0];
  436. const CArmedInstance *bEndArmy2 = gs->curB->belligerents[1];
  437. resultsApplied.player1 = bEndArmy1->tempOwner;
  438. resultsApplied.player2 = bEndArmy2->tempOwner;
  439. const CGHeroInstance *victoriousHero = gs->curB->heroes[battleResult.data->winner];
  440. int result = battleResult.get()->result;
  441. if(!duel)
  442. {
  443. //unblock engaged players
  444. if(bEndArmy1->tempOwner<GameConstants::PLAYER_LIMIT)
  445. states.setFlag(bEndArmy1->tempOwner, &PlayerStatus::engagedIntoBattle, false);
  446. if(bEndArmy2 && bEndArmy2->tempOwner<GameConstants::PLAYER_LIMIT)
  447. states.setFlag(bEndArmy2->tempOwner, &PlayerStatus::engagedIntoBattle, false);
  448. }
  449. //end battle, remove all info, free memory
  450. giveExp(*battleResult.data);
  451. if (hero1)
  452. battleResult.data->exp[0] = hero1->calculateXp(battleResult.data->exp[0]);//scholar skill
  453. if (hero2)
  454. battleResult.data->exp[1] = hero2->calculateXp(battleResult.data->exp[1]);
  455. ui8 sides[2];
  456. for(int i=0; i<2; ++i)
  457. {
  458. sides[i] = gs->curB->sides[i];
  459. }
  460. ui8 loser = sides[!battleResult.data->winner];
  461. CasualtiesAfterBattle cab1(bEndArmy1, gs->curB), cab2(bEndArmy2, gs->curB); //calculate casualties before deleting battle
  462. ChangeSpells cs; //for Eagle Eye
  463. if(victoriousHero)
  464. {
  465. if(int eagleEyeLevel = victoriousHero->getSecSkillLevel(CGHeroInstance::EAGLE_EYE))
  466. {
  467. int maxLevel = eagleEyeLevel + 1;
  468. double eagleEyeChance = victoriousHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, CGHeroInstance::EAGLE_EYE);
  469. BOOST_FOREACH(const CSpell *sp, gs->curB->usedSpellsHistory[!battleResult.data->winner])
  470. if(sp->level <= maxLevel && !vstd::contains(victoriousHero->spells, sp->id) && rand() % 100 < eagleEyeChance)
  471. cs.spells.insert(sp->id);
  472. }
  473. }
  474. ConstTransitivePtr <CGHeroInstance> winnerHero = battleResult.data->winner != 0 ? hero2 : hero1;
  475. ConstTransitivePtr <CGHeroInstance> loserHero = battleResult.data->winner != 0 ? hero1 : hero2;
  476. std::vector<ui32> arts; //display them in window
  477. //TODO: display loot in window
  478. if (result < BattleResult::SURRENDER && winnerHero)
  479. {
  480. if (loserHero)
  481. {
  482. auto artifactsWorn = loserHero->artifactsWorn; //TODO: wrap it into a function, somehow (boost::variant -_-)
  483. BOOST_FOREACH (auto artSlot, artifactsWorn)
  484. {
  485. MoveArtifact ma;
  486. ma.src = ArtifactLocation (loserHero, artSlot.first);
  487. const CArtifactInstance * art = ma.src.getArt();
  488. if (art && !art->artType->isBig()) // don't move war machines or locked arts (spellbook)
  489. {
  490. arts.push_back (art->artType->id);
  491. ma.dst = ArtifactLocation (winnerHero, art->firstAvailableSlot(winnerHero));
  492. sendAndApply(&ma);
  493. }
  494. }
  495. while (!loserHero->artifactsInBackpack.empty())
  496. {
  497. //we assume that no big artifacts can be found
  498. MoveArtifact ma;
  499. ma.src = ArtifactLocation (loserHero, GameConstants::BACKPACK_START); //backpack automatically shifts arts to beginning
  500. const CArtifactInstance * art = ma.src.getArt();
  501. arts.push_back (art->artType->id);
  502. ma.dst = ArtifactLocation (winnerHero, art->firstAvailableSlot(winnerHero));
  503. sendAndApply(&ma);
  504. }
  505. if (loserHero->commander) //TODO: what if commanders belong to no hero?
  506. {
  507. artifactsWorn = loserHero->commander->artifactsWorn;
  508. BOOST_FOREACH (auto artSlot, artifactsWorn)
  509. {
  510. MoveArtifact ma;
  511. ma.src = ArtifactLocation (loserHero->commander.get(), artSlot.first);
  512. const CArtifactInstance * art = ma.src.getArt();
  513. if (art && !art->artType->isBig())
  514. {
  515. arts.push_back (art->artType->id);
  516. ma.dst = ArtifactLocation (winnerHero, art->firstAvailableSlot(winnerHero));
  517. sendAndApply(&ma);
  518. }
  519. }
  520. }
  521. }
  522. BOOST_FOREACH (auto armySlot, gs->curB->belligerents[!battleResult.data->winner]->stacks)
  523. {
  524. auto artifactsWorn = armySlot.second->artifactsWorn;
  525. BOOST_FOREACH (auto artSlot, artifactsWorn)
  526. {
  527. MoveArtifact ma;
  528. ma.src = ArtifactLocation (armySlot.second, artSlot.first);
  529. const CArtifactInstance * art = ma.src.getArt();
  530. if (art && !art->artType->isBig())
  531. {
  532. arts.push_back (art->artType->id);
  533. ma.dst = ArtifactLocation (winnerHero, art->firstAvailableSlot(winnerHero));
  534. sendAndApply(&ma);
  535. }
  536. }
  537. }
  538. }
  539. sendAndApply(battleResult.data); //after this point casualties objects are destroyed
  540. if (arts.size()) //display loot
  541. {
  542. InfoWindow iw;
  543. iw.player = winnerHero->tempOwner;
  544. iw.text.addTxt (MetaString::GENERAL_TXT, 30); //You have captured enemy artifact
  545. BOOST_FOREACH (auto id, arts) //TODO; separate function to display loot for various ojects?
  546. {
  547. iw.components.push_back (Component (Component::ARTIFACT, id, 0, 0));
  548. if(iw.components.size() >= 14)
  549. {
  550. sendAndApply(&iw);
  551. iw.components.clear();
  552. iw.text.addTxt (MetaString::GENERAL_TXT, 30); //repeat
  553. }
  554. }
  555. if (iw.components.size())
  556. {
  557. sendAndApply(&iw);
  558. }
  559. }
  560. //Eagle Eye secondary skill handling
  561. if(cs.spells.size())
  562. {
  563. cs.learn = 1;
  564. cs.hid = victoriousHero->id;
  565. InfoWindow iw;
  566. iw.player = victoriousHero->tempOwner;
  567. iw.text.addTxt(MetaString::GENERAL_TXT, 221); //Through eagle-eyed observation, %s is able to learn %s
  568. iw.text.addReplacement(victoriousHero->name);
  569. std::ostringstream names;
  570. for(int i = 0; i < cs.spells.size(); i++)
  571. {
  572. names << "%s";
  573. if(i < cs.spells.size() - 2)
  574. names << ", ";
  575. else if(i < cs.spells.size() - 1)
  576. names << "%s";
  577. }
  578. names << ".";
  579. iw.text.addReplacement(names.str());
  580. std::set<ui32>::iterator it = cs.spells.begin();
  581. for(int i = 0; i < cs.spells.size(); i++, it++)
  582. {
  583. iw.text.addReplacement(MetaString::SPELL_NAME, *it);
  584. if(i == cs.spells.size() - 2) //we just added pre-last name
  585. iw.text.addReplacement(MetaString::GENERAL_TXT, 141); // " and "
  586. iw.components.push_back(Component(Component::SPELL, *it, 0, 0));
  587. }
  588. sendAndApply(&iw);
  589. sendAndApply(&cs);
  590. }
  591. // Necromancy if applicable.
  592. const CStackBasicDescriptor raisedStack = winnerHero ? winnerHero->calculateNecromancy(*battleResult.data) : CStackBasicDescriptor();
  593. // Give raised units to winner and show dialog, if any were raised,
  594. // units will be given after casualities are taken
  595. const TSlot necroSlot = raisedStack.type ? winnerHero->getSlotFor(raisedStack.type) : -1;
  596. if(!duel)
  597. {
  598. cab1.takeFromArmy(this); cab2.takeFromArmy(this); //take casualties after battle is deleted
  599. //if one hero has lost we will erase him
  600. if(battleResult.data->winner!=0 && hero1)
  601. {
  602. RemoveObject ro(hero1->id);
  603. sendAndApply(&ro);
  604. }
  605. if(battleResult.data->winner!=1 && hero2)
  606. {
  607. RemoveObject ro(hero2->id);
  608. sendAndApply(&ro);
  609. }
  610. //give exp
  611. if (battleResult.data->exp[0] && hero1)
  612. changePrimSkill(hero1->id,4,battleResult.data->exp[0]);
  613. else if (battleResult.data->exp[1] && hero2)
  614. changePrimSkill(hero2->id,4,battleResult.data->exp[1]);
  615. else
  616. afterBattleCallback();
  617. }
  618. if (necroSlot != -1)
  619. {
  620. winnerHero->showNecromancyDialog(raisedStack);
  621. addToSlot(StackLocation(winnerHero, necroSlot), raisedStack.type, raisedStack.count);
  622. }
  623. sendAndApply(&resultsApplied);
  624. if(duel)
  625. {
  626. CSaveFile resultFile("result.vdrst");
  627. resultFile << *battleResult.data;
  628. return;
  629. }
  630. if(visitObjectAfterVictory && winnerHero == hero1)
  631. {
  632. visitObjectOnTile(*getTile(winnerHero->getPosition()), winnerHero);
  633. }
  634. visitObjectAfterVictory = false;
  635. winLoseHandle(1<<sides[0] | 1<<sides[1]); //handle victory/loss of engaged players
  636. if(result == BattleResult::SURRENDER || result == BattleResult::ESCAPE) //loser has escaped or surrendered
  637. {
  638. SetAvailableHeroes sah;
  639. sah.player = loser;
  640. sah.hid[0] = loserHero->subID;
  641. if(result == 1) //retreat
  642. {
  643. sah.army[0].clear();
  644. sah.army[0].setCreature(0, VLC->creh->nameToID[loserHero->type->refTypeStack[0]],1);
  645. }
  646. if(const CGHeroInstance *another = getPlayer(loser)->availableHeroes[1])
  647. sah.hid[1] = another->subID;
  648. else
  649. sah.hid[1] = -1;
  650. sendAndApply(&sah);
  651. }
  652. }
  653. void CGameHandler::afterBattleCallback() //object interaction after leveling up is done
  654. {
  655. if(battleEndCallback && *battleEndCallback)
  656. {
  657. boost::function<void(BattleResult*)> *backup = battleEndCallback;
  658. battleEndCallback = NULL; //we need to set it to NULL or else we have infinite recursion when after battle callback gives exp (eg Pandora Box with exp)
  659. (*backup)(battleResult.data);
  660. delete backup;
  661. }
  662. }
  663. void CGameHandler::prepareAttack(BattleAttack &bat, const CStack *att, const CStack *def, int distance, int targetHex)
  664. {
  665. bat.bsa.clear();
  666. bat.stackAttacking = att->ID;
  667. int attackerLuck = att->LuckVal();
  668. const CGHeroInstance * h0 = gs->curB->heroes[0],
  669. * h1 = gs->curB->heroes[1];
  670. bool noLuck = false;
  671. if((h0 && NBonus::hasOfType(h0, Bonus::BLOCK_LUCK)) ||
  672. (h1 && NBonus::hasOfType(h1, Bonus::BLOCK_LUCK)))
  673. {
  674. noLuck = true;
  675. }
  676. if(!noLuck && attackerLuck > 0 && rand()%24 < attackerLuck) //TODO?: negative luck option?
  677. {
  678. bat.flags |= BattleAttack::LUCKY;
  679. }
  680. if (rand()%100 < att->valOfBonuses(Bonus::DOUBLE_DAMAGE_CHANCE))
  681. {
  682. bat.flags |= BattleAttack::DEATH_BLOW;
  683. }
  684. if(att->getCreature()->idNumber == 146)
  685. {
  686. static const int artilleryLvlToChance[] = {0, 50, 75, 100};
  687. const CGHeroInstance * owner = gs->curB->getHero(att->owner);
  688. int chance = artilleryLvlToChance[owner->getSecSkillLevel(CGHeroInstance::ARTILLERY)];
  689. if(chance > rand() % 100)
  690. {
  691. bat.flags |= BattleAttack::BALLISTA_DOUBLE_DMG;
  692. }
  693. }
  694. // only primary target
  695. applyBattleEffects(bat, att, def, distance, false);
  696. if (!bat.shot()) //multiple-hex attack - only in meele
  697. {
  698. std::set<CStack*> attackedCreatures = gs->curB->getAttackedCreatures(att, targetHex);
  699. //TODO: get exact attacked hex for defender
  700. BOOST_FOREACH(CStack * stack, attackedCreatures)
  701. {
  702. if (stack != def) //do not hit same stack twice
  703. {
  704. applyBattleEffects(bat, att, stack, distance, true);
  705. }
  706. }
  707. }
  708. const Bonus * bonus = att->getBonus(Selector::type(Bonus::SPELL_LIKE_ATTACK));
  709. if (bonus && (bat.shot())) //TODO: make it work in meele?
  710. {
  711. bat.bsa.front().flags |= BattleStackAttacked::EFFECT;
  712. bat.bsa.front().effect = VLC->spellh->spells[bonus->subtype]->mainEffectAnim; //hopefully it does not interfere with any other effect?
  713. std::set<CStack*> attackedCreatures = gs->curB->getAttackedCreatures(VLC->spellh->spells[bonus->subtype], bonus->val, att->owner, targetHex);
  714. //TODO: get exact attacked hex for defender
  715. BOOST_FOREACH(CStack * stack, attackedCreatures)
  716. {
  717. if (stack != def) //do not hit same stack twice
  718. {
  719. applyBattleEffects(bat, att, stack, distance, true);
  720. }
  721. }
  722. }
  723. }
  724. void CGameHandler::applyBattleEffects(BattleAttack &bat, const CStack *att, const CStack *def, int distance, bool secondary) //helper function for prepareAttack
  725. {
  726. BattleStackAttacked bsa;
  727. if (secondary)
  728. bsa.flags |= BattleStackAttacked::SECONDARY; //all other targets do not suffer from spells & spell-like abilities
  729. bsa.attackerID = att->ID;
  730. bsa.stackAttacked = def->ID;
  731. bsa.damageAmount = gs->curB->calculateDmg(att, def, gs->curB->battleGetOwner(att), gs->curB->battleGetOwner(def), bat.shot(), distance, bat.lucky(), bat.deathBlow(), bat.ballistaDoubleDmg());
  732. def->prepareAttacked(bsa); //calculate casualties
  733. //life drain handling
  734. if (att->hasBonusOfType(Bonus::LIFE_DRAIN) && def->isLiving())
  735. {
  736. StacksHealedOrResurrected shi;
  737. shi.lifeDrain = (ui8)true;
  738. shi.tentHealing = (ui8)false;
  739. shi.drainedFrom = def->ID;
  740. StacksHealedOrResurrected::HealInfo hi;
  741. hi.stackID = att->ID;
  742. hi.healedHP = std::min<int>(bsa.damageAmount, att->MaxHealth() - att->firstHPleft + att->MaxHealth() * (att->baseAmount - att->count) );
  743. hi.lowLevelResurrection = false;
  744. shi.healedStacks.push_back(hi);
  745. if (hi.healedHP > 0)
  746. {
  747. bsa.healedStacks.push_back(shi);
  748. }
  749. }
  750. bat.bsa.push_back(bsa); //add this stack to the list of victims after drain life has been calculated
  751. //fire shield handling
  752. if (!bat.shot() && def->hasBonusOfType(Bonus::FIRE_SHIELD) && !att->hasBonusOfType (Bonus::FIRE_IMMUNITY) && !bsa.killed() )
  753. {
  754. BattleStackAttacked bsa;
  755. bsa.stackAttacked = att->ID; //invert
  756. bsa.attackerID = def->ID;
  757. bsa.flags |= BattleStackAttacked::EFFECT;
  758. bsa.effect = 11;
  759. bsa.damageAmount = (bsa.damageAmount * def->valOfBonuses(Bonus::FIRE_SHIELD)) / 100;
  760. att->prepareAttacked(bsa);
  761. bat.bsa.push_back(bsa);
  762. }
  763. }
  764. void CGameHandler::handleConnection(std::set<int> players, CConnection &c)
  765. {
  766. setThreadName("CGameHandler::handleConnection");
  767. srand(time(NULL));
  768. try
  769. {
  770. while(1)//server should never shut connection first //was: while(!end2)
  771. {
  772. CPack *pack = NULL;
  773. ui8 player = 255;
  774. si32 requestID = -999;
  775. int packType = 0;
  776. {
  777. boost::unique_lock<boost::mutex> lock(*c.rmx);
  778. c >> player >> requestID >> pack; //get the package
  779. packType = typeList.getTypeID(pack); //get the id of type
  780. tlog5 << boost::format("Received client message (request %d by player %d) of type with ID=%d (%s).\n")
  781. % requestID % (int)player % packType % typeid(*pack).name();
  782. }
  783. //prepare struct informing that action was applied
  784. PackageApplied applied;
  785. applied.player = player;
  786. applied.result = false;
  787. applied.packType = packType;
  788. applied.requestID = requestID;
  789. CBaseForGHApply *apply = applier->apps[packType]; //and appropriae applier object
  790. if(isBlockedByQueries(pack, packType, player))
  791. {
  792. complain(boost::str(boost::format("Player %d has to answer queries before attempting any further actions (count=%d)!") % (int)player % states.getQueriesCount(player)));
  793. {
  794. boost::unique_lock<boost::mutex> lock(*c.wmx);
  795. c << &applied;
  796. }
  797. }
  798. else if(apply)
  799. {
  800. bool result = apply->applyOnGH(this,&c,pack, player);
  801. tlog5 << "Message successfully applied (result=" << result << ")!\n";
  802. //send confirmation that we've applied the package
  803. applied.result = result;
  804. {
  805. boost::unique_lock<boost::mutex> lock(*c.wmx);
  806. c << &applied;
  807. }
  808. }
  809. else
  810. {
  811. tlog1 << "Message cannot be applied, cannot find applier (unregistered type)!\n";
  812. }
  813. vstd::clear_pointer(pack);
  814. }
  815. }
  816. catch(boost::system::system_error &e) //for boost errors just log, not crash - probably client shut down connection
  817. {
  818. assert(!c.connected); //make sure that connection has been marked as broken
  819. tlog1 << e.what() << std::endl;
  820. end2 = true;
  821. }
  822. HANDLE_EXCEPTION(end2 = true);
  823. tlog1 << "Ended handling connection\n";
  824. }
  825. int CGameHandler::moveStack(int stack, BattleHex dest)
  826. {
  827. int ret = 0;
  828. CStack *curStack = gs->curB->getStack(stack),
  829. *stackAtEnd = gs->curB->getStackT(dest);
  830. assert(curStack);
  831. assert(dest < GameConstants::BFIELD_SIZE);
  832. if (gs->curB->tacticDistance)
  833. {
  834. assert(gs->curB->isInTacticRange(dest));
  835. }
  836. //initing necessary tables
  837. bool accessibility[GameConstants::BFIELD_SIZE];
  838. std::vector<BattleHex> accessible = gs->curB->getAccessibility(curStack, false, NULL, true);
  839. for(int b=0; b<GameConstants::BFIELD_SIZE; ++b)
  840. {
  841. accessibility[b] = false;
  842. }
  843. for(int g=0; g<accessible.size(); ++g)
  844. {
  845. accessibility[accessible[g]] = true;
  846. }
  847. //shifting destination (if we have double wide stack and we can occupy dest but not be exactly there)
  848. if(!stackAtEnd && curStack->doubleWide() && !accessibility[dest])
  849. {
  850. if(curStack->attackerOwned)
  851. {
  852. if(accessibility[dest+1])
  853. dest += BattleHex::RIGHT;
  854. }
  855. else
  856. {
  857. if(accessibility[dest-1])
  858. dest += BattleHex::LEFT;
  859. }
  860. }
  861. if((stackAtEnd && stackAtEnd!=curStack && stackAtEnd->alive()) || !accessibility[dest])
  862. return 0;
  863. bool accessibilityWithOccupyable[GameConstants::BFIELD_SIZE];
  864. std::vector<BattleHex> accOc = gs->curB->getAccessibility(curStack, true, NULL, true);
  865. for(int b=0; b<GameConstants::BFIELD_SIZE; ++b)
  866. {
  867. accessibilityWithOccupyable[b] = false;
  868. }
  869. for(int g=0; g<accOc.size(); ++g)
  870. {
  871. accessibilityWithOccupyable[accOc[g]] = true;
  872. }
  873. //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
  874. // return false;
  875. std::pair< std::vector<BattleHex>, int > path = gs->curB->getPath(curStack->position, dest, accessibilityWithOccupyable, curStack->hasBonusOfType(Bonus::FLYING), curStack->doubleWide(), curStack->attackerOwned);
  876. ret = path.second;
  877. int creSpeed = gs->curB->tacticDistance ? GameConstants::BFIELD_SIZE : curStack->Speed();
  878. if(curStack->hasBonusOfType(Bonus::FLYING))
  879. {
  880. if(path.second <= creSpeed && path.first.size() > 0)
  881. {
  882. //inform clients about move
  883. BattleStackMoved sm;
  884. sm.stack = curStack->ID;
  885. std::vector<BattleHex> tiles;
  886. tiles.push_back(path.first[0]);
  887. sm.tilesToMove = tiles;
  888. sm.distance = path.second;
  889. sm.teleporting = false;
  890. sendAndApply(&sm);
  891. }
  892. }
  893. else //for non-flying creatures
  894. {
  895. // send one package with the creature path information
  896. shared_ptr<const CObstacleInstance> obstacle; //obstacle that interrupted movement
  897. std::vector<BattleHex> tiles;
  898. int tilesToMove = std::max((int)(path.first.size() - creSpeed), 0);
  899. int v = path.first.size()-1;
  900. startWalking:
  901. for(; v >= tilesToMove; --v)
  902. {
  903. BattleHex hex = path.first[v];
  904. tiles.push_back(hex);
  905. if((obstacle = battleGetObstacleOnPos(hex, false)))
  906. {
  907. //we walked onto something, so we finalize this portion of stack movement check into obstacle
  908. break;
  909. }
  910. }
  911. if (tiles.size() > 0)
  912. {
  913. //commit movement
  914. BattleStackMoved sm;
  915. sm.stack = curStack->ID;
  916. sm.distance = path.second;
  917. sm.teleporting = false;
  918. sm.tilesToMove = tiles;
  919. sendAndApply(&sm);
  920. }
  921. //we don't handle obstacle at the destination tile -> it's handled separately in the if at the end
  922. if(obstacle && curStack->position != dest)
  923. {
  924. handleDamageFromObstacle(*obstacle, curStack);
  925. //if stack didn't die in explosion, continue movement
  926. if(!obstacle->stopsMovement() && curStack->alive())
  927. {
  928. obstacle.reset();
  929. tiles.clear();
  930. v--;
  931. goto startWalking; //TODO it's so evil
  932. }
  933. }
  934. }
  935. //handling obstacle on the final field (separate, because it affects both flying and walking stacks)
  936. if(curStack->alive())
  937. {
  938. if(auto theLastObstacle = battleGetObstacleOnPos(curStack->position, false))
  939. {
  940. handleDamageFromObstacle(*theLastObstacle, curStack);
  941. }
  942. }
  943. return ret;
  944. }
  945. CGameHandler::CGameHandler(void)
  946. {
  947. QID = 1;
  948. //gs = NULL;
  949. IObjectInterface::cb = this;
  950. applier = new CApplier<CBaseForGHApply>;
  951. registerTypes3(*applier);
  952. visitObjectAfterVictory = false;
  953. battleEndCallback = NULL;
  954. }
  955. CGameHandler::~CGameHandler(void)
  956. {
  957. delete applier;
  958. applier = NULL;
  959. delete gs;
  960. }
  961. void CGameHandler::init(StartInfo *si)
  962. {
  963. //extern DLL_LINKAGE boost::rand48 ran;
  964. if(!si->seedToBeUsed)
  965. si->seedToBeUsed = std::time(NULL);
  966. gs = new CGameState();
  967. tlog0 << "Gamestate created!" << std::endl;
  968. gs->init(si);
  969. tlog0 << "Gamestate initialized!" << std::endl;
  970. for(std::map<ui8,PlayerState>::iterator i = gs->players.begin(); i != gs->players.end(); i++)
  971. states.addPlayer(i->first);
  972. }
  973. static bool evntCmp(const CMapEvent *a, const CMapEvent *b)
  974. {
  975. return *a < *b;
  976. }
  977. void CGameHandler::setPortalDwelling(const CGTownInstance * town, bool forced=false, bool clear = false)
  978. {// bool forced = true - if creature should be replaced, if false - only if no creature was set
  979. const PlayerState *p = gs->getPlayer(town->tempOwner);
  980. if(!p)
  981. {
  982. tlog3 << "There is no player owner of town " << town->name << " at " << town->pos << std::endl;
  983. return;
  984. }
  985. if (forced || town->creatures[GameConstants::CREATURES_PER_TOWN].second.empty())//we need to change creature
  986. {
  987. SetAvailableCreatures ssi;
  988. ssi.tid = town->id;
  989. ssi.creatures = town->creatures;
  990. ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.clear();//remove old one
  991. const std::vector<ConstTransitivePtr<CGDwelling> > &dwellings = p->dwellings;
  992. if (dwellings.empty())//no dwellings - just remove
  993. {
  994. sendAndApply(&ssi);
  995. return;
  996. }
  997. ui32 dwellpos = rand()%dwellings.size();//take random dwelling
  998. ui32 creapos = rand()%dwellings[dwellpos]->creatures.size();//for multi-creature dwellings like Golem Factory
  999. ui32 creature = dwellings[dwellpos]->creatures[creapos].second[0];
  1000. if (clear)
  1001. ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = std::max((ui32)1, (VLC->creh->creatures[creature]->growth)/2);
  1002. else
  1003. ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = VLC->creh->creatures[creature]->growth;
  1004. ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.push_back(creature);
  1005. sendAndApply(&ssi);
  1006. }
  1007. }
  1008. void CGameHandler::newTurn()
  1009. {
  1010. tlog5 << "Turn " << gs->day+1 << std::endl;
  1011. NewTurn n;
  1012. n.specialWeek = NewTurn::NO_ACTION;
  1013. n.creatureid = -1;
  1014. n.day = gs->day + 1;
  1015. bool firstTurn = !getDate(0);
  1016. bool newWeek = getDate(1) == 7; //day numbers are confusing, as day was not yet switched
  1017. bool newMonth = getDate(4) == 28;
  1018. std::map<ui8, si32> hadGold;//starting gold - for buildings like dwarven treasury
  1019. srand(time(NULL));
  1020. if (newWeek && !firstTurn)
  1021. {
  1022. n.specialWeek = NewTurn::NORMAL;
  1023. bool deityOfFireBuilt = false;
  1024. BOOST_FOREACH(const CGTownInstance *t, gs->map->towns)
  1025. {
  1026. if(t->subID == 3 && vstd::contains(t->builtBuildings, EBuilding::GRAIL))
  1027. {
  1028. deityOfFireBuilt = true;
  1029. break;
  1030. }
  1031. }
  1032. if(deityOfFireBuilt)
  1033. {
  1034. n.specialWeek = NewTurn::DEITYOFFIRE;
  1035. n.creatureid = 42;
  1036. }
  1037. else
  1038. {
  1039. int monthType = rand()%100;
  1040. if(newMonth) //new month
  1041. {
  1042. if (monthType < 40) //double growth
  1043. {
  1044. n.specialWeek = NewTurn::DOUBLE_GROWTH;
  1045. if (ALLCREATURESGETDOUBLEMONTHS)
  1046. {
  1047. std::pair<int,int> newMonster(54, VLC->creh->pickRandomMonster(boost::ref(rand)));
  1048. n.creatureid = newMonster.second;
  1049. }
  1050. else
  1051. {
  1052. std::set<TCreature>::const_iterator it = VLC->creh->doubledCreatures.begin();
  1053. std::advance (it, rand() % VLC->creh->doubledCreatures.size()); //picking random element of set is tiring
  1054. n.creatureid = *it;
  1055. }
  1056. }
  1057. else if (monthType < 50)
  1058. n.specialWeek = NewTurn::PLAGUE;
  1059. }
  1060. else //it's a week, but not full month
  1061. {
  1062. if (monthType < 25)
  1063. {
  1064. n.specialWeek = NewTurn::BONUS_GROWTH; //+5
  1065. std::pair<int,int> newMonster (54, VLC->creh->pickRandomMonster(boost::ref(rand)));
  1066. //TODO do not pick neutrals
  1067. n.creatureid = newMonster.second;
  1068. }
  1069. }
  1070. }
  1071. }
  1072. bmap<ui32, ConstTransitivePtr<CGHeroInstance> > pool = gs->hpool.heroesPool;
  1073. for ( std::map<ui8, PlayerState>::iterator i=gs->players.begin() ; i!=gs->players.end();i++)
  1074. {
  1075. if(i->first == 255)
  1076. continue;
  1077. else if(i->first >= GameConstants::PLAYER_LIMIT)
  1078. assert(0); //illegal player number!
  1079. std::pair<ui8,si32> playerGold(i->first,i->second.resources[Res::GOLD]);
  1080. hadGold.insert(playerGold);
  1081. if(newWeek) //new heroes in tavern
  1082. {
  1083. SetAvailableHeroes sah;
  1084. sah.player = i->first;
  1085. //pick heroes and their armies
  1086. CHeroClass *banned = NULL;
  1087. for (int j = 0; j < GameConstants::AVAILABLE_HEROES_PER_PLAYER; j++)
  1088. {
  1089. if(CGHeroInstance *h = gs->hpool.pickHeroFor(j == 0, i->first, getNativeTown(i->first), pool, banned)) //first hero - native if possible, second hero -> any other class
  1090. {
  1091. sah.hid[j] = h->subID;
  1092. h->initArmy(&sah.army[j]);
  1093. banned = h->type->heroClass;
  1094. }
  1095. else
  1096. sah.hid[j] = -1;
  1097. }
  1098. sendAndApply(&sah);
  1099. }
  1100. n.res[i->first] = i->second.resources;
  1101. BOOST_FOREACH(CGHeroInstance *h, (*i).second.heroes)
  1102. {
  1103. if(h->visitedTown)
  1104. giveSpells(h->visitedTown, h);
  1105. NewTurn::Hero hth;
  1106. hth.id = h->id;
  1107. hth.move = h->maxMovePoints(gs->map->getTile(h->getPosition(false)).tertype != TerrainTile::water);
  1108. if(h->visitedTown && vstd::contains(h->visitedTown->builtBuildings,0)) //if hero starts turn in town with mage guild
  1109. hth.mana = std::max(h->mana, h->manaLimit()); //restore all mana
  1110. else
  1111. hth.mana = std::max((si32)(0), std::max(h->mana, std::min((si32)(h->mana + h->manaRegain()), h->manaLimit())));
  1112. n.heroes.insert(hth);
  1113. if(!firstTurn) //not first day
  1114. {
  1115. n.res[i->first][Res::GOLD] += h->valOfBonuses(Selector::typeSubtype(Bonus::SECONDARY_SKILL_PREMY, CGHeroInstance::ESTATES)); //estates
  1116. for (int k = 0; k < GameConstants::RESOURCE_QUANTITY; k++)
  1117. {
  1118. n.res[i->first][k] += h->valOfBonuses(Bonus::GENERATE_RESOURCE, k);
  1119. }
  1120. }
  1121. }
  1122. }
  1123. // townID, creatureID, amount
  1124. std::map<si32, std::map<si32, si32> > newCreas;//creatures that needs to be added by town events
  1125. BOOST_FOREACH(CGTownInstance *t, gs->map->towns)
  1126. {
  1127. ui8 player = t->tempOwner;
  1128. handleTownEvents(t, n, newCreas);
  1129. if(newWeek) //first day of week
  1130. {
  1131. if(t->subID == 5 && vstd::contains(t->builtBuildings, EBuilding::SPECIAL_3))
  1132. setPortalDwelling(t, true, (n.specialWeek == NewTurn::PLAGUE ? true : false)); //set creatures for Portal of Summoning
  1133. if(!firstTurn)
  1134. if (t->subID == 1 && player < GameConstants::PLAYER_LIMIT && vstd::contains(t->builtBuildings, EBuilding::SPECIAL_3))//dwarven treasury
  1135. n.res[player][Res::GOLD] += hadGold[player]/10; //give 10% of starting gold
  1136. SetAvailableCreatures sac;
  1137. sac.tid = t->id;
  1138. sac.creatures = t->creatures;
  1139. for (int k=0; k < GameConstants::CREATURES_PER_TOWN; k++) //creature growths
  1140. {
  1141. if(t->creatureDwelling(k))//there is dwelling (k-level)
  1142. {
  1143. ui32 &availableCount = sac.creatures[k].first;
  1144. const CCreature *cre = VLC->creh->creatures[t->creatures[k].second.back()];
  1145. if (n.specialWeek == NewTurn::PLAGUE)
  1146. availableCount = t->creatures[k].first / 2; //halve their number, no growth
  1147. else
  1148. {
  1149. if(firstTurn) //first day of game: use only basic growths
  1150. availableCount = cre->growth;
  1151. else
  1152. availableCount += t->creatureGrowth(k);
  1153. //Deity of fire week - upgrade both imps and upgrades
  1154. if (n.specialWeek == NewTurn::DEITYOFFIRE && vstd::contains(t->creatures[k].second, n.creatureid))
  1155. availableCount += 15;
  1156. if( cre->idNumber == n.creatureid ) //bonus week, effect applies only to identical creatures
  1157. {
  1158. if(n.specialWeek == NewTurn::DOUBLE_GROWTH)
  1159. availableCount *= 2;
  1160. else if(n.specialWeek == NewTurn::BONUS_GROWTH)
  1161. availableCount += 5;
  1162. }
  1163. }
  1164. }
  1165. }
  1166. //add creatures from town events
  1167. if (vstd::contains(newCreas, t->id))
  1168. for(std::map<si32, si32>::iterator i=newCreas[t->id].begin() ; i!=newCreas[t->id].end(); i++)
  1169. sac.creatures[i->first].first += i->second;
  1170. n.cres.push_back(sac);
  1171. }
  1172. if(!firstTurn && player < GameConstants::PLAYER_LIMIT)//not the first day and town not neutral
  1173. {
  1174. if(vstd::contains(t->builtBuildings, EBuilding::RESOURCE_SILO)) //there is resource silo
  1175. {
  1176. if(t->town->primaryRes == 127) //we'll give wood and ore
  1177. {
  1178. n.res[player][Res::WOOD] ++;
  1179. n.res[player][Res::ORE] ++;
  1180. }
  1181. else
  1182. {
  1183. n.res[player][t->town->primaryRes] ++;
  1184. }
  1185. }
  1186. n.res[player][Res::GOLD] += t->dailyIncome();
  1187. }
  1188. if(vstd::contains(t->builtBuildings, EBuilding::GRAIL) && t->subID == 2)
  1189. {
  1190. // Skyship, probably easier to handle same as Veil of darkness
  1191. //do it every new day after veils apply
  1192. FoWChange fw;
  1193. fw.mode = 1;
  1194. fw.player = player;
  1195. getAllTiles(fw.tiles, player, -1, 0);
  1196. sendAndApply (&fw);
  1197. }
  1198. if (t->hasBonusOfType (Bonus::DARKNESS))
  1199. {
  1200. t->hideTiles(t->getOwner(), t->getBonus(Selector::type(Bonus::DARKNESS))->val);
  1201. }
  1202. //unhiding what shouldn't be hidden? //that's handled in netpacks client
  1203. }
  1204. if(newMonth)
  1205. {
  1206. SetAvailableArtifacts saa;
  1207. saa.id = -1;
  1208. pickAllowedArtsSet(saa.arts);
  1209. sendAndApply(&saa);
  1210. }
  1211. sendAndApply(&n);
  1212. if(newWeek)
  1213. {
  1214. //spawn wandering monsters
  1215. if (newMonth && (n.specialWeek == NewTurn::DOUBLE_GROWTH || n.specialWeek == NewTurn::DEITYOFFIRE))
  1216. {
  1217. spawnWanderingMonsters(n.creatureid);
  1218. }
  1219. //new week info popup
  1220. if(!firstTurn)
  1221. {
  1222. InfoWindow iw;
  1223. switch (n.specialWeek)
  1224. {
  1225. case NewTurn::DOUBLE_GROWTH:
  1226. iw.text.addTxt(MetaString::ARRAY_TXT, 131);
  1227. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1228. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1229. break;
  1230. case NewTurn::PLAGUE:
  1231. iw.text.addTxt(MetaString::ARRAY_TXT, 132);
  1232. break;
  1233. case NewTurn::BONUS_GROWTH:
  1234. iw.text.addTxt(MetaString::ARRAY_TXT, 134);
  1235. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1236. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1237. break;
  1238. case NewTurn::DEITYOFFIRE:
  1239. iw.text.addTxt(MetaString::ARRAY_TXT, 135);
  1240. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 42); //%s imp
  1241. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 42); //%s imp
  1242. iw.text.addReplacement2(15); //%+d 15
  1243. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 43); //%s familiar
  1244. iw.text.addReplacement2(15); //%+d 15
  1245. break;
  1246. default:
  1247. if (newMonth)
  1248. {
  1249. iw.text.addTxt(MetaString::ARRAY_TXT, (130));
  1250. iw.text.addReplacement(MetaString::ARRAY_TXT, 32 + rand()%10);
  1251. }
  1252. else
  1253. {
  1254. iw.text.addTxt(MetaString::ARRAY_TXT, (133));
  1255. iw.text.addReplacement(MetaString::ARRAY_TXT, 43 + rand()%15);
  1256. }
  1257. }
  1258. for (std::map<ui8, PlayerState>::iterator i=gs->players.begin() ; i!=gs->players.end(); i++)
  1259. {
  1260. iw.player = i->first;
  1261. sendAndApply(&iw);
  1262. }
  1263. }
  1264. }
  1265. tlog5 << "Info about turn " << n.day << "has been sent!" << std::endl;
  1266. handleTimeEvents();
  1267. //call objects
  1268. for(size_t i = 0; i<gs->map->objects.size(); i++)
  1269. {
  1270. if(gs->map->objects[i])
  1271. gs->map->objects[i]->newTurn();
  1272. }
  1273. winLoseHandle(0xff);
  1274. //warn players without town
  1275. if(gs->day)
  1276. {
  1277. for (std::map<ui8, PlayerState>::iterator i=gs->players.begin() ; i!=gs->players.end();i++)
  1278. {
  1279. if(i->second.status || i->second.towns.size() || i->second.color >= GameConstants::PLAYER_LIMIT)
  1280. continue;
  1281. InfoWindow iw;
  1282. iw.player = i->first;
  1283. iw.components.push_back(Component(Component::FLAG,i->first,0,0));
  1284. if(!i->second.daysWithoutCastle)
  1285. {
  1286. iw.text.addTxt(MetaString::GENERAL_TXT,6); //%s, you have lost your last town. If you do not conquer another town in the next week, you will be eliminated.
  1287. iw.text.addReplacement(MetaString::COLOR, i->first);
  1288. }
  1289. else if(i->second.daysWithoutCastle == 6)
  1290. {
  1291. iw.text.addTxt(MetaString::ARRAY_TXT,129); //%s, this is your last day to capture a town or you will be banished from this land.
  1292. iw.text.addReplacement(MetaString::COLOR, i->first);
  1293. }
  1294. else
  1295. {
  1296. iw.text.addTxt(MetaString::ARRAY_TXT,128); //%s, you only have %d days left to capture a town or you will be banished from this land.
  1297. iw.text.addReplacement(MetaString::COLOR, i->first);
  1298. iw.text.addReplacement(7 - i->second.daysWithoutCastle);
  1299. }
  1300. sendAndApply(&iw);
  1301. }
  1302. }
  1303. }
  1304. void CGameHandler::run(bool resume)
  1305. {
  1306. using namespace boost::posix_time;
  1307. BOOST_FOREACH(CConnection *cc, conns)
  1308. {//init conn.
  1309. ui32 quantity;
  1310. ui8 pom;
  1311. //ui32 seed;
  1312. if(!resume)
  1313. {
  1314. (*cc) << gs->initialOpts; // gs->scenarioOps
  1315. }
  1316. (*cc) >> quantity; //how many players will be handled at that client
  1317. tlog0 << "Connection " << cc->connectionID << " will handle " << quantity << " player: ";
  1318. for(int i=0;i<quantity;i++)
  1319. {
  1320. (*cc) >> pom; //read player color
  1321. tlog0 << (int)pom << " ";
  1322. {
  1323. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  1324. connections[pom] = cc;
  1325. }
  1326. }
  1327. tlog0 << std::endl;
  1328. }
  1329. for(std::set<CConnection*>::iterator i = conns.begin(); i!=conns.end();i++)
  1330. {
  1331. std::set<int> pom;
  1332. for(std::map<int,CConnection*>::iterator j = connections.begin(); j!=connections.end();j++)
  1333. if(j->second == *i)
  1334. pom.insert(j->first);
  1335. boost::thread(boost::bind(&CGameHandler::handleConnection,this,pom,boost::ref(**i)));
  1336. }
  1337. if(gs->scenarioOps->mode == StartInfo::DUEL)
  1338. {
  1339. runBattle();
  1340. return;
  1341. }
  1342. while (!end2)
  1343. {
  1344. if(!resume)
  1345. newTurn();
  1346. std::map<ui8,PlayerState>::iterator i;
  1347. if(!resume)
  1348. i = gs->players.begin();
  1349. else
  1350. i = gs->players.find(gs->currentPlayer);
  1351. resume = false;
  1352. for(; i != gs->players.end(); i++)
  1353. {
  1354. if((i->second.towns.size()==0 && i->second.heroes.size()==0)
  1355. || i->first>=GameConstants::PLAYER_LIMIT
  1356. || i->second.status)
  1357. {
  1358. continue;
  1359. }
  1360. states.setFlag(i->first,&PlayerStatus::makingTurn,true);
  1361. {
  1362. YourTurn yt;
  1363. yt.player = i->first;
  1364. applyAndSend(&yt);
  1365. }
  1366. //wait till turn is done
  1367. boost::unique_lock<boost::mutex> lock(states.mx);
  1368. while(states.players[i->first].makingTurn && !end2)
  1369. {
  1370. static time_duration p = milliseconds(200);
  1371. states.cv.timed_wait(lock,p);
  1372. }
  1373. }
  1374. }
  1375. while(conns.size() && (*conns.begin())->isOpen())
  1376. boost::this_thread::sleep(boost::posix_time::milliseconds(5)); //give time client to close socket
  1377. }
  1378. void CGameHandler::setupBattle( int3 tile, const CArmedInstance *armies[2], const CGHeroInstance *heroes[2], bool creatureBank, const CGTownInstance *town )
  1379. {
  1380. battleResult.set(NULL);
  1381. //send info about battles
  1382. BattleStart bs;
  1383. bs.info = gs->setupBattle(tile, armies, heroes, creatureBank, town);
  1384. sendAndApply(&bs);
  1385. }
  1386. void CGameHandler::checkForBattleEnd( std::vector<CStack*> &stacks )
  1387. {
  1388. //checking winning condition
  1389. bool hasStack[2]; //hasStack[0] - true if attacker has a living stack; defender similarly
  1390. hasStack[0] = hasStack[1] = false;
  1391. for(int b = 0; b<stacks.size(); ++b)
  1392. {
  1393. if(stacks[b]->alive() && !stacks[b]->hasBonusOfType(Bonus::SIEGE_WEAPON))
  1394. {
  1395. hasStack[1-stacks[b]->attackerOwned] = true;
  1396. }
  1397. }
  1398. if(!hasStack[0] || !hasStack[1]) //somebody has won
  1399. {
  1400. setBattleResult(0, hasStack[1]);
  1401. }
  1402. }
  1403. void CGameHandler::giveSpells( const CGTownInstance *t, const CGHeroInstance *h )
  1404. {
  1405. if(!h->hasSpellbook())
  1406. return; //hero hasn't spellbok
  1407. ChangeSpells cs;
  1408. cs.hid = h->id;
  1409. cs.learn = true;
  1410. for(int i=0; i<std::min(t->mageGuildLevel(),h->getSecSkillLevel(CGHeroInstance::WISDOM)+2);i++)
  1411. {
  1412. if (t->subID == 8 && vstd::contains(t->builtBuildings, EBuilding::GRAIL)) //Aurora Borealis
  1413. {
  1414. std::vector<ui16> spells;
  1415. getAllowedSpells(spells, i);
  1416. for (int j = 0; j < spells.size(); ++j)
  1417. cs.spells.insert(spells[j]);
  1418. }
  1419. else
  1420. {
  1421. for(int j=0; j<t->spellsAtLevel(i+1,true) && j<t->spells[i].size(); j++)
  1422. {
  1423. if(!vstd::contains(h->spells,t->spells[i][j]))
  1424. cs.spells.insert(t->spells[i][j]);
  1425. }
  1426. }
  1427. }
  1428. if(cs.spells.size())
  1429. sendAndApply(&cs);
  1430. }
  1431. void CGameHandler::setBlockVis(int objid, bool bv)
  1432. {
  1433. SetObjectProperty sop(objid,2,bv);
  1434. sendAndApply(&sop);
  1435. }
  1436. bool CGameHandler::removeObject( int objid )
  1437. {
  1438. if(!getObj(objid))
  1439. {
  1440. tlog1 << "Something wrong, that object already has been removed or hasn't existed!\n";
  1441. return false;
  1442. }
  1443. RemoveObject ro;
  1444. ro.id = objid;
  1445. sendAndApply(&ro);
  1446. winLoseHandle(255); //eg if monster escaped (removing objs after battle is done dircetly by endBattle, not this function)
  1447. return true;
  1448. }
  1449. void CGameHandler::setAmount(int objid, ui32 val)
  1450. {
  1451. SetObjectProperty sop(objid,3,val);
  1452. sendAndApply(&sop);
  1453. }
  1454. bool CGameHandler::moveHero( si32 hid, int3 dst, ui8 instant, ui8 asker /*= 255*/ )
  1455. {
  1456. bool blockvis = false;
  1457. const CGHeroInstance *h = getHero(hid);
  1458. 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)
  1459. )
  1460. {
  1461. tlog1 << "Illegal call to move hero!\n";
  1462. return false;
  1463. }
  1464. tlog5 << "Player " <<int(asker) << " wants to move hero "<< hid << " from "<< h->pos << " to " << dst << std::endl;
  1465. int3 hmpos = dst + int3(-1,0,0);
  1466. if(!gs->map->isInTheMap(hmpos))
  1467. {
  1468. tlog1 << "Destination tile is outside the map!\n";
  1469. return false;
  1470. }
  1471. TerrainTile t = gs->map->terrain[hmpos.x][hmpos.y][hmpos.z];
  1472. int cost = gs->getMovementCost(h, h->getPosition(false), CGHeroInstance::convertPosition(dst,false),h->movement);
  1473. int3 guardPos = gs->guardingCreaturePosition(hmpos);
  1474. //result structure for start - movement failed, no move points used
  1475. TryMoveHero tmh;
  1476. tmh.id = hid;
  1477. tmh.start = h->pos;
  1478. tmh.end = dst;
  1479. tmh.result = TryMoveHero::FAILED;
  1480. tmh.movePoints = h->movement;
  1481. //check if destination tile is available
  1482. //it's a rock or blocked and not visitable tile
  1483. //OR hero is on land and dest is water and (there is not present only one object - boat)
  1484. if(((t.tertype == TerrainTile::rock || (t.blocked && !t.visitable && !h->hasBonusOfType(Bonus::FLYING_MOVEMENT) ))
  1485. && complain("Cannot move hero, destination tile is blocked!"))
  1486. || ((!h->boat && !h->canWalkOnSea() && t.tertype == TerrainTile::water && (t.visitableObjects.size() < 1 || (t.visitableObjects.back()->ID != 8 && t.visitableObjects.back()->ID != GameConstants::HEROI_TYPE))) //hero is not on boat/water walking and dst water tile doesn't contain boat/hero (objs visitable from land) -> we test back cause boat may be on top of another object (#276)
  1487. && complain("Cannot move hero, destination tile is on water!"))
  1488. || ((h->boat && t.tertype != TerrainTile::water && t.blocked)
  1489. && complain("Cannot disembark hero, tile is blocked!"))
  1490. || ((h->movement < cost && dst != h->pos && !instant)
  1491. && complain("Hero doesn't have any movement points left!"))
  1492. || (states.checkFlag(h->tempOwner, &PlayerStatus::engagedIntoBattle)
  1493. && complain("Cannot move hero during the battle")))
  1494. {
  1495. //send info about movement failure
  1496. sendAndApply(&tmh);
  1497. return false;
  1498. }
  1499. //hero enters the boat
  1500. if(!h->boat && t.visitableObjects.size() && t.visitableObjects.back()->ID == 8)
  1501. {
  1502. tmh.result = TryMoveHero::EMBARK;
  1503. tmh.movePoints = h->movementPointsAfterEmbark(h->movement, cost, false);
  1504. getTilesInRange(tmh.fowRevealed,h->getSightCenter()+(tmh.end-tmh.start),h->getSightRadious(),h->tempOwner,1);
  1505. sendAndApply(&tmh);
  1506. return true;
  1507. }
  1508. //hero leaves the boat
  1509. else if(h->boat && t.tertype != TerrainTile::water && !t.blocked)
  1510. {
  1511. //TODO? code similarity with the block above
  1512. tmh.result = TryMoveHero::DISEMBARK;
  1513. tmh.movePoints = h->movementPointsAfterEmbark(h->movement, cost, true);
  1514. getTilesInRange(tmh.fowRevealed,h->getSightCenter()+(tmh.end-tmh.start),h->getSightRadious(),h->tempOwner,1);
  1515. sendAndApply(&tmh);
  1516. tryAttackingGuard(guardPos, h);
  1517. return true;
  1518. }
  1519. //checks for standard movement
  1520. if(!instant)
  1521. {
  1522. if( (distance(h->pos,dst) >= 1.5 && complain("Tiles are not neighboring!"))
  1523. || (h->movement < cost && h->movement < 100 && complain("Not enough move points!")))
  1524. {
  1525. sendAndApply(&tmh);
  1526. return false;
  1527. }
  1528. //check if there is blocking visitable object
  1529. blockvis = false;
  1530. tmh.movePoints = std::max((ui32)(0),h->movement-cost); //take move points
  1531. BOOST_FOREACH(CGObjectInstance *obj, t.visitableObjects)
  1532. {
  1533. if(obj != h && obj->blockVisit && !(obj->getPassableness() & 1<<h->tempOwner))
  1534. {
  1535. blockvis = true;
  1536. break;
  1537. }
  1538. }
  1539. //we start moving
  1540. if(blockvis)//interaction with blocking object (like resources)
  1541. {
  1542. tmh.result = TryMoveHero::BLOCKING_VISIT;
  1543. sendAndApply(&tmh);
  1544. //failed to move to that tile but we visit object
  1545. if(t.visitableObjects.size())
  1546. objectVisited(t.visitableObjects.back(), h);
  1547. tlog5 << "Blocking visit at " << hmpos << std::endl;
  1548. return true;
  1549. }
  1550. else //normal move
  1551. {
  1552. BOOST_FOREACH(CGObjectInstance *obj, gs->map->terrain[h->pos.x-1][h->pos.y][h->pos.z].visitableObjects)
  1553. {
  1554. obj->onHeroLeave(h);
  1555. }
  1556. getTilesInRange(tmh.fowRevealed,h->getSightCenter()+(tmh.end-tmh.start),h->getSightRadious(),h->tempOwner,1);
  1557. tmh.result = TryMoveHero::SUCCESS;
  1558. tmh.attackedFrom = guardPos;
  1559. sendAndApply(&tmh);
  1560. tlog5 << "Moved to " <<tmh.end<<std::endl;
  1561. // If a creature guards the tile, block visit.
  1562. const bool fightingGuard = tryAttackingGuard(guardPos, h);
  1563. if(!fightingGuard && t.visitableObjects.size()) //call objects if they are visited
  1564. {
  1565. visitObjectOnTile(t, h);
  1566. }
  1567. tlog5 << "Movement end!\n";
  1568. return true;
  1569. }
  1570. }
  1571. else //instant move - teleportation
  1572. {
  1573. BOOST_FOREACH(CGObjectInstance* obj, t.blockingObjects)
  1574. {
  1575. if(obj->ID==GameConstants::HEROI_TYPE)
  1576. {
  1577. CGHeroInstance *dh = static_cast<CGHeroInstance *>(obj);
  1578. if( gameState()->getPlayerRelations(dh->tempOwner, h->tempOwner))
  1579. {
  1580. heroExchange(h->id, dh->id);
  1581. return true;
  1582. }
  1583. startBattleI(h, dh);
  1584. return true;
  1585. }
  1586. }
  1587. tmh.result = TryMoveHero::TELEPORTATION;
  1588. getTilesInRange(tmh.fowRevealed,h->getSightCenter()+(tmh.end-tmh.start),h->getSightRadious(),h->tempOwner,1);
  1589. sendAndApply(&tmh);
  1590. return true;
  1591. }
  1592. }
  1593. bool CGameHandler::teleportHero(si32 hid, si32 dstid, ui8 source, ui8 asker/* = 255*/)
  1594. {
  1595. const CGHeroInstance *h = getHero(hid);
  1596. const CGTownInstance *t = getTown(dstid);
  1597. if ( !h || !t || h->getOwner() != gs->currentPlayer )
  1598. tlog1<<"Invalid call to teleportHero!";
  1599. const CGTownInstance *from = h->visitedTown;
  1600. if(((h->getOwner() != t->getOwner())
  1601. && complain("Cannot teleport hero to another player"))
  1602. || ((!from || from->subID!=3 || !vstd::contains(from->builtBuildings, EBuilding::SPECIAL_3))
  1603. && complain("Hero must be in town with Castle gate for teleporting"))
  1604. || ((t->subID!=3 || !vstd::contains(t->builtBuildings, EBuilding::SPECIAL_3))
  1605. && complain("Cannot teleport hero to town without Castle gate in it")))
  1606. return false;
  1607. int3 pos = t->visitablePos();
  1608. pos += h->getVisitableOffset();
  1609. stopHeroVisitCastle(from->id, hid);
  1610. moveHero(hid,pos,1);
  1611. heroVisitCastle(dstid, hid);
  1612. return true;
  1613. }
  1614. void CGameHandler::setOwner(int objid, ui8 owner)
  1615. {
  1616. ui8 oldOwner = getOwner(objid);
  1617. SetObjectProperty sop(objid,1,owner);
  1618. sendAndApply(&sop);
  1619. winLoseHandle(1<<owner | 1<<oldOwner);
  1620. if(owner < GameConstants::PLAYER_LIMIT && getTown(objid)) //town captured
  1621. {
  1622. const CGTownInstance * town = getTown(objid);
  1623. if (town->subID == 5 && vstd::contains(town->builtBuildings, 22))
  1624. setPortalDwelling(town, true, false);
  1625. if (!gs->getPlayer(owner)->towns.size())//player lost last town
  1626. {
  1627. InfoWindow iw;
  1628. iw.player = oldOwner;
  1629. iw.text.addTxt(MetaString::GENERAL_TXT, 6); //%s, you have lost your last town. If you do not conquer another town in the next week, you will be eliminated.
  1630. sendAndApply(&iw);
  1631. }
  1632. }
  1633. const CGObjectInstance * obj = getObj(objid);
  1634. const PlayerState * p = gs->getPlayer(owner);
  1635. if((obj->ID == 17 || obj->ID == 20 ) && p && p->dwellings.size()==1)//first dwelling captured
  1636. {
  1637. BOOST_FOREACH(const CGTownInstance *t, gs->getPlayer(owner)->towns)
  1638. {
  1639. if (t->subID == 5 && vstd::contains(t->builtBuildings, 22))
  1640. setPortalDwelling(t);//set initial creatures for all portals of summoning
  1641. }
  1642. }
  1643. }
  1644. void CGameHandler::setHoverName(int objid, MetaString* name)
  1645. {
  1646. SetHoverName shn(objid, *name);
  1647. sendAndApply(&shn);
  1648. }
  1649. void CGameHandler::showBlockingDialog( BlockingDialog *iw, const CFunctionList<void(ui32)> &callback )
  1650. {
  1651. ask(iw,iw->player,callback);
  1652. }
  1653. ui32 CGameHandler::showBlockingDialog( BlockingDialog *iw )
  1654. {
  1655. //TODO
  1656. //gsm.lock();
  1657. //int query = QID++;
  1658. //states.addQuery(player,query);
  1659. //sendToAllClients(iw);
  1660. //gsm.unlock();
  1661. //ui32 ret = getQueryResult(iw->player, query);
  1662. //gsm.lock();
  1663. //states.removeQuery(player, query);
  1664. //gsm.unlock();
  1665. return 0;
  1666. }
  1667. void CGameHandler::giveResource(int player, int which, int val) //TODO: cap according to Bersy's suggestion
  1668. {
  1669. if(!val) return; //don't waste time on empty call
  1670. SetResource sr;
  1671. sr.player = player;
  1672. sr.resid = which;
  1673. sr.val = gs->players.find(player)->second.resources[which] + val;
  1674. sendAndApply(&sr);
  1675. }
  1676. void CGameHandler::giveCreatures(const CArmedInstance *obj, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove)
  1677. {
  1678. boost::function<void()> removeOrNot = 0;
  1679. if(remove)
  1680. removeOrNot = boost::bind(&CGameHandler::removeObject, this, obj->id);
  1681. COMPLAIN_RET_IF(!creatures.stacksCount(), "Strange, giveCreatures called without args!");
  1682. COMPLAIN_RET_IF(obj->stacksCount(), "Cannot give creatures from not-cleared object!");
  1683. COMPLAIN_RET_IF(creatures.stacksCount() > GameConstants::ARMY_SIZE, "Too many stacks to give!");
  1684. //first we move creatures to give to make them army of object-source
  1685. for (TSlots::const_iterator stack = creatures.Slots().begin(); stack != creatures.Slots().end(); stack++)
  1686. {
  1687. addToSlot(StackLocation(obj, obj->getSlotFor(stack->second->type)), stack->second->type, stack->second->count);
  1688. }
  1689. tryJoiningArmy(obj, h, remove, true);
  1690. }
  1691. void CGameHandler::takeCreatures(int objid, const std::vector<CStackBasicDescriptor> &creatures)
  1692. {
  1693. std::vector<CStackBasicDescriptor> cres = creatures;
  1694. if (cres.size() <= 0)
  1695. return;
  1696. const CArmedInstance* obj = static_cast<const CArmedInstance*>(getObj(objid));
  1697. BOOST_FOREACH(CStackBasicDescriptor &sbd, cres)
  1698. {
  1699. TQuantity collected = 0;
  1700. while(collected < sbd.count)
  1701. {
  1702. TSlots::const_iterator i = obj->Slots().begin();
  1703. for(; i != obj->Slots().end(); i++)
  1704. {
  1705. if(i->second->type == sbd.type)
  1706. {
  1707. TQuantity take = std::min(sbd.count - collected, i->second->count); //collect as much cres as we can
  1708. changeStackCount(StackLocation(obj, i->first), -take, false);
  1709. collected += take;
  1710. break;
  1711. }
  1712. }
  1713. if(i == obj->Slots().end()) //we went through the whole loop and haven't found appropriate cres
  1714. {
  1715. complain("Unexpected failure during taking creatures!");
  1716. return;
  1717. }
  1718. }
  1719. }
  1720. }
  1721. void CGameHandler::showCompInfo(ShowInInfobox * comp)
  1722. {
  1723. sendToAllClients(comp);
  1724. }
  1725. void CGameHandler::heroVisitCastle(int obj, int heroID)
  1726. {
  1727. HeroVisitCastle vc;
  1728. vc.hid = heroID;
  1729. vc.tid = obj;
  1730. vc.flags |= 1;
  1731. sendAndApply(&vc);
  1732. const CGHeroInstance *h = getHero(heroID);
  1733. vistiCastleObjects (getTown(obj), h);
  1734. giveSpells (getTown(obj), getHero(heroID));
  1735. if(gs->map->victoryCondition.condition == EVictoryConditionType::TRANSPORTITEM)
  1736. checkLossVictory(h->tempOwner); //transported artifact?
  1737. }
  1738. void CGameHandler::vistiCastleObjects (const CGTownInstance *t, const CGHeroInstance *h)
  1739. {
  1740. std::vector<CGTownBuilding*>::const_iterator i;
  1741. for (i = t->bonusingBuildings.begin(); i != t->bonusingBuildings.end(); i++)
  1742. (*i)->onHeroVisit (h);
  1743. }
  1744. void CGameHandler::stopHeroVisitCastle(int obj, int heroID)
  1745. {
  1746. HeroVisitCastle vc;
  1747. vc.hid = heroID;
  1748. vc.tid = obj;
  1749. sendAndApply(&vc);
  1750. }
  1751. void CGameHandler::removeArtifact(const ArtifactLocation &al)
  1752. {
  1753. assert(al.getArt());
  1754. EraseArtifact ea;
  1755. ea.al = al;
  1756. sendAndApply(&ea);
  1757. }
  1758. 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
  1759. {
  1760. engageIntoBattle(army1->tempOwner);
  1761. engageIntoBattle(army2->tempOwner);
  1762. //block engaged players
  1763. if(army2->tempOwner < GameConstants::PLAYER_LIMIT)
  1764. states.setFlag(army2->tempOwner,&PlayerStatus::engagedIntoBattle,true);
  1765. static const CArmedInstance *armies[2];
  1766. armies[0] = army1;
  1767. armies[1] = army2;
  1768. static const CGHeroInstance*heroes[2];
  1769. heroes[0] = hero1;
  1770. heroes[1] = hero2;
  1771. boost::thread(boost::bind(&CGameHandler::startBattle, this, armies, tile, heroes, creatureBank, cb, town));
  1772. }
  1773. void CGameHandler::startBattleI( const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, boost::function<void(BattleResult*)> cb, bool creatureBank )
  1774. {
  1775. startBattleI(army1, army2, tile,
  1776. army1->ID == GameConstants::HEROI_TYPE ? static_cast<const CGHeroInstance*>(army1) : NULL,
  1777. army2->ID == GameConstants::HEROI_TYPE ? static_cast<const CGHeroInstance*>(army2) : NULL,
  1778. creatureBank, cb);
  1779. }
  1780. void CGameHandler::startBattleI( const CArmedInstance *army1, const CArmedInstance *army2, boost::function<void(BattleResult*)> cb, bool creatureBank)
  1781. {
  1782. startBattleI(army1, army2, army2->visitablePos(), cb, creatureBank);
  1783. }
  1784. void CGameHandler::changeSpells( int hid, bool give, const std::set<ui32> &spells )
  1785. {
  1786. ChangeSpells cs;
  1787. cs.hid = hid;
  1788. cs.spells = spells;
  1789. cs.learn = give;
  1790. sendAndApply(&cs);
  1791. }
  1792. void CGameHandler::sendMessageTo( CConnection &c, const std::string &message )
  1793. {
  1794. SystemMessage sm;
  1795. sm.text = message;
  1796. boost::unique_lock<boost::mutex> lock(*c.wmx);
  1797. c << &sm;
  1798. }
  1799. void CGameHandler::giveHeroBonus( GiveBonus * bonus )
  1800. {
  1801. sendAndApply(bonus);
  1802. }
  1803. void CGameHandler::setMovePoints( SetMovePoints * smp )
  1804. {
  1805. sendAndApply(smp);
  1806. }
  1807. void CGameHandler::setManaPoints( int hid, int val )
  1808. {
  1809. SetMana sm;
  1810. sm.hid = hid;
  1811. sm.val = val;
  1812. sendAndApply(&sm);
  1813. }
  1814. void CGameHandler::giveHero( int id, int player )
  1815. {
  1816. GiveHero gh;
  1817. gh.id = id;
  1818. gh.player = player;
  1819. sendAndApply(&gh);
  1820. }
  1821. void CGameHandler::changeObjPos( int objid, int3 newPos, ui8 flags )
  1822. {
  1823. ChangeObjPos cop;
  1824. cop.objid = objid;
  1825. cop.nPos = newPos;
  1826. cop.flags = flags;
  1827. sendAndApply(&cop);
  1828. }
  1829. void CGameHandler::useScholarSkill(si32 fromHero, si32 toHero)
  1830. {
  1831. const CGHeroInstance * h1 = getHero(fromHero);
  1832. const CGHeroInstance * h2 = getHero(toHero);
  1833. if ( h1->getSecSkillLevel(CGHeroInstance::SCHOLAR) < h2->getSecSkillLevel(CGHeroInstance::SCHOLAR) )
  1834. {
  1835. std::swap (h1,h2);//1st hero need to have higher scholar level for correct message
  1836. std::swap(fromHero, toHero);
  1837. }
  1838. int ScholarLevel = h1->getSecSkillLevel(CGHeroInstance::SCHOLAR);//heroes can trade up to this level
  1839. if (!ScholarLevel || !h1->hasSpellbook() || !h2->hasSpellbook() )
  1840. return;//no scholar skill or no spellbook
  1841. int h1Lvl = std::min(ScholarLevel+1, h1->getSecSkillLevel(CGHeroInstance::WISDOM)+2),
  1842. h2Lvl = std::min(ScholarLevel+1, h2->getSecSkillLevel(CGHeroInstance::WISDOM)+2);//heroes can receive this levels
  1843. ChangeSpells cs1;
  1844. cs1.learn = true;
  1845. cs1.hid = toHero;//giving spells to first hero
  1846. for(std::set<ui32>::const_iterator it=h1->spells.begin(); it!=h1->spells.end();it++)
  1847. if ( h2Lvl >= VLC->spellh->spells[*it]->level && !vstd::contains(h2->spells, *it))//hero can learn it and don't have it yet
  1848. cs1.spells.insert(*it);//spell to learn
  1849. ChangeSpells cs2;
  1850. cs2.learn = true;
  1851. cs2.hid = fromHero;
  1852. for(std::set<ui32>::const_iterator it=h2->spells.begin(); it!=h2->spells.end();it++)
  1853. if ( h1Lvl >= VLC->spellh->spells[*it]->level && !vstd::contains(h1->spells, *it))
  1854. cs2.spells.insert(*it);
  1855. if (cs1.spells.size() || cs2.spells.size())//create a message
  1856. {
  1857. InfoWindow iw;
  1858. iw.player = h1->tempOwner;
  1859. iw.components.push_back(Component(Component::SEC_SKILL, 18, ScholarLevel, 0));
  1860. iw.text.addTxt(MetaString::GENERAL_TXT, 139);//"%s, who has studied magic extensively,
  1861. iw.text.addReplacement(h1->name);
  1862. if (cs2.spells.size())//if found new spell - apply
  1863. {
  1864. iw.text.addTxt(MetaString::GENERAL_TXT, 140);//learns
  1865. int size = cs2.spells.size();
  1866. for(std::set<ui32>::const_iterator it=cs2.spells.begin(); it!=cs2.spells.end();it++)
  1867. {
  1868. iw.components.push_back(Component(Component::SPELL, (*it), 1, 0));
  1869. iw.text.addTxt(MetaString::SPELL_NAME, (*it));
  1870. switch (size--)
  1871. {
  1872. case 2: iw.text.addTxt(MetaString::GENERAL_TXT, 141);
  1873. case 1: break;
  1874. default: iw.text << ", ";
  1875. }
  1876. }
  1877. iw.text.addTxt(MetaString::GENERAL_TXT, 142);//from %s
  1878. iw.text.addReplacement(h2->name);
  1879. sendAndApply(&cs2);
  1880. }
  1881. if (cs1.spells.size() && cs2.spells.size() )
  1882. {
  1883. iw.text.addTxt(MetaString::GENERAL_TXT, 141);//and
  1884. }
  1885. if (cs1.spells.size())
  1886. {
  1887. iw.text.addTxt(MetaString::GENERAL_TXT, 147);//teaches
  1888. int size = cs1.spells.size();
  1889. for(std::set<ui32>::const_iterator it=cs1.spells.begin(); it!=cs1.spells.end();it++)
  1890. {
  1891. iw.components.push_back(Component(Component::SPELL, (*it), 1, 0));
  1892. iw.text.addTxt(MetaString::SPELL_NAME, (*it));
  1893. switch (size--)
  1894. {
  1895. case 2: iw.text.addTxt(MetaString::GENERAL_TXT, 141);
  1896. case 1: break;
  1897. default: iw.text << ", ";
  1898. } }
  1899. iw.text.addTxt(MetaString::GENERAL_TXT, 148);//from %s
  1900. iw.text.addReplacement(h2->name);
  1901. sendAndApply(&cs1);
  1902. }
  1903. sendAndApply(&iw);
  1904. }
  1905. }
  1906. void CGameHandler::heroExchange(si32 hero1, si32 hero2)
  1907. {
  1908. ui8 player1 = getHero(hero1)->tempOwner;
  1909. ui8 player2 = getHero(hero2)->tempOwner;
  1910. if( gameState()->getPlayerRelations( player1, player2))
  1911. {
  1912. OpenWindow hex;
  1913. hex.window = OpenWindow::EXCHANGE_WINDOW;
  1914. hex.id1 = hero1;
  1915. hex.id2 = hero2;
  1916. sendAndApply(&hex);
  1917. useScholarSkill(hero1,hero2);
  1918. }
  1919. }
  1920. void CGameHandler::applyAndAsk( Query * sel, ui8 player, boost::function<void(ui32)> &callback )
  1921. {
  1922. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  1923. sel->id = QID;
  1924. callbacks[QID] = callback;
  1925. states.addQuery(player,QID);
  1926. QID++;
  1927. sendAndApply(sel);
  1928. }
  1929. void CGameHandler::ask( Query * sel, ui8 player, const CFunctionList<void(ui32)> &callback )
  1930. {
  1931. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  1932. sel->id = QID;
  1933. callbacks[QID] = callback;
  1934. states.addQuery(player,QID);
  1935. sendToAllClients(sel);
  1936. QID++;
  1937. }
  1938. void CGameHandler::sendToAllClients( CPackForClient * info )
  1939. {
  1940. tlog5 << "Sending to all clients a package of type " << typeid(*info).name() << std::endl;
  1941. for(std::set<CConnection*>::iterator i=conns.begin(); i!=conns.end();i++)
  1942. {
  1943. boost::unique_lock<boost::mutex> lock(*(*i)->wmx);
  1944. **i << info;
  1945. }
  1946. }
  1947. void CGameHandler::sendAndApply(CPackForClient * info)
  1948. {
  1949. sendToAllClients(info);
  1950. gs->apply(info);
  1951. }
  1952. void CGameHandler::applyAndSend(CPackForClient * info)
  1953. {
  1954. gs->apply(info);
  1955. sendToAllClients(info);
  1956. }
  1957. void CGameHandler::sendAndApply(CGarrisonOperationPack * info)
  1958. {
  1959. sendAndApply((CPackForClient*)info);
  1960. if(gs->map->victoryCondition.condition == EVictoryConditionType::GATHERTROOP)
  1961. winLoseHandle();
  1962. }
  1963. // void CGameHandler::sendAndApply( SetGarrisons * info )
  1964. // {
  1965. // sendAndApply((CPackForClient*)info);
  1966. // if(gs->map->victoryCondition.condition == gatherTroop)
  1967. // for(std::map<ui32,CCreatureSet>::const_iterator i = info->garrs.begin(); i != info->garrs.end(); i++)
  1968. // checkLossVictory(getObj(i->first)->tempOwner);
  1969. // }
  1970. void CGameHandler::sendAndApply( SetResource * info )
  1971. {
  1972. sendAndApply((CPackForClient*)info);
  1973. if(gs->map->victoryCondition.condition == EVictoryConditionType::GATHERRESOURCE)
  1974. checkLossVictory(info->player);
  1975. }
  1976. void CGameHandler::sendAndApply( SetResources * info )
  1977. {
  1978. sendAndApply((CPackForClient*)info);
  1979. if(gs->map->victoryCondition.condition == EVictoryConditionType::GATHERRESOURCE)
  1980. checkLossVictory(info->player);
  1981. }
  1982. void CGameHandler::sendAndApply( NewStructures * info )
  1983. {
  1984. sendAndApply((CPackForClient*)info);
  1985. if(gs->map->victoryCondition.condition == EVictoryConditionType::BUILDCITY)
  1986. checkLossVictory(getTown(info->tid)->tempOwner);
  1987. }
  1988. void CGameHandler::save( const std::string &fname )
  1989. {
  1990. {
  1991. tlog0 << "Ordering clients to serialize...\n";
  1992. SaveGame sg(fname);
  1993. sendToAllClients(&sg);
  1994. }
  1995. try
  1996. {
  1997. {
  1998. tlog0 << "Serializing game info...\n";
  1999. CSaveFile save(GVCMIDirs.UserPath + "/Games/" + fname + ".vlgm1");
  2000. char hlp[8] = "VCMISVG";
  2001. save << hlp << static_cast<CMapHeader&>(*gs->map) << gs->scenarioOps << *VLC << gs;
  2002. }
  2003. {
  2004. tlog0 << "Serializing server info...\n";
  2005. CSaveFile save(GVCMIDirs.UserPath + "/Games/" + fname + ".vsgm1");
  2006. save << *this;
  2007. }
  2008. tlog0 << "Game has been successfully saved!\n";
  2009. }
  2010. catch(std::exception &e)
  2011. {
  2012. tlog1 << "Failed to save game: " << e.what() << std::endl;
  2013. }
  2014. }
  2015. void CGameHandler::close()
  2016. {
  2017. tlog0 << "We have been requested to close.\n";
  2018. if(gs->initialOpts->mode == StartInfo::DUEL)
  2019. {
  2020. exit(0);
  2021. }
  2022. //BOOST_FOREACH(CConnection *cc, conns)
  2023. // if(cc && cc->socket && cc->socket->is_open())
  2024. // cc->socket->close();
  2025. //exit(0);
  2026. }
  2027. bool CGameHandler::arrangeStacks( si32 id1, si32 id2, ui8 what, ui8 p1, ui8 p2, si32 val, ui8 player )
  2028. {
  2029. const CArmedInstance *s1 = static_cast<CArmedInstance*>(gs->map->objects[id1].get()),
  2030. *s2 = static_cast<CArmedInstance*>(gs->map->objects[id2].get());
  2031. const CCreatureSet &S1 = *s1, &S2 = *s2;
  2032. StackLocation sl1(s1, p1), sl2(s2, p2);
  2033. if(!isAllowedExchange(id1,id2))
  2034. {
  2035. complain("Cannot exchange stacks between these two objects!\n");
  2036. return false;
  2037. }
  2038. if(what==1) //swap
  2039. {
  2040. if ( ((s1->tempOwner != player && s1->tempOwner != 254) && s1->getStackCount(p1)) //why 254??
  2041. || ((s2->tempOwner != player && s2->tempOwner != 254) && s2->getStackCount(p2)))
  2042. {
  2043. complain("Can't take troops from another player!");
  2044. return false;
  2045. }
  2046. swapStacks(sl1, sl2);
  2047. }
  2048. else if(what==2)//merge
  2049. {
  2050. if (( s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot merge different creatures stacks!"))
  2051. || (((s1->tempOwner != player && s1->tempOwner != 254) && s2->getStackCount(p2)) && complain("Can't take troops from another player!")))
  2052. return false;
  2053. moveStack(sl1, sl2);
  2054. }
  2055. else if(what==3) //split
  2056. {
  2057. if ( (s1->tempOwner != player && s1->getStackCount(p1) < s1->getStackCount(p1) )
  2058. || (s2->tempOwner != player && s2->getStackCount(p2) < s2->getStackCount(p2) ) )
  2059. {
  2060. complain("Can't move troops of another player!");
  2061. return false;
  2062. }
  2063. //general conditions checking
  2064. if((!vstd::contains(S1.stacks,p1) && complain("no creatures to split"))
  2065. || (val<1 && complain("no creatures to split")) )
  2066. {
  2067. return false;
  2068. }
  2069. if(vstd::contains(S2.stacks,p2)) //dest. slot not free - it must be "rebalancing"...
  2070. {
  2071. int total = s1->getStackCount(p1) + s2->getStackCount(p2);
  2072. if( (total < val && complain("Cannot split that stack, not enough creatures!"))
  2073. || (s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot rebalance different creatures stacks!"))
  2074. )
  2075. {
  2076. return false;
  2077. }
  2078. moveStack(sl1, sl2, val - s2->getStackCount(p2));
  2079. //S2.slots[p2]->count = val;
  2080. //S1.slots[p1]->count = total - val;
  2081. }
  2082. else //split one stack to the two
  2083. {
  2084. if(s1->getStackCount(p1) < val)//not enough creatures
  2085. {
  2086. complain("Cannot split that stack, not enough creatures!");
  2087. return false;
  2088. }
  2089. moveStack(sl1, sl2, val);
  2090. }
  2091. }
  2092. return true;
  2093. }
  2094. int CGameHandler::getPlayerAt( CConnection *c ) const
  2095. {
  2096. std::set<int> all;
  2097. for(std::map<int,CConnection*>::const_iterator i=connections.begin(); i!=connections.end(); i++)
  2098. if(i->second == c)
  2099. all.insert(i->first);
  2100. switch(all.size())
  2101. {
  2102. case 0:
  2103. return 255;
  2104. case 1:
  2105. return *all.begin();
  2106. default:
  2107. {
  2108. //if we have more than one player at this connection, try to pick active one
  2109. if(vstd::contains(all,int(gs->currentPlayer)))
  2110. return gs->currentPlayer;
  2111. else
  2112. return 253; //cannot say which player is it
  2113. }
  2114. }
  2115. }
  2116. bool CGameHandler::disbandCreature( si32 id, ui8 pos )
  2117. {
  2118. CArmedInstance *s1 = static_cast<CArmedInstance*>(gs->map->objects[id].get());
  2119. if(!vstd::contains(s1->stacks,pos))
  2120. {
  2121. complain("Illegal call to disbandCreature - no such stack in army!");
  2122. return false;
  2123. }
  2124. eraseStack(StackLocation(s1, pos));
  2125. return true;
  2126. }
  2127. bool CGameHandler::buildStructure( si32 tid, si32 bid, bool force /*=false*/ )
  2128. {
  2129. CGTownInstance * t = static_cast<CGTownInstance*>(gs->map->objects[tid].get());
  2130. CBuilding * b = VLC->buildh->buildings[t->subID][bid];
  2131. if( !force && gs->canBuildStructure(t,bid) != 7)
  2132. {
  2133. complain("Cannot build that building!");
  2134. return false;
  2135. }
  2136. if( !force && bid == 26) //grail
  2137. {
  2138. if(!t->visitingHero || !t->visitingHero->hasArt(2))
  2139. {
  2140. complain("Cannot build grail - hero doesn't have it");
  2141. return false;
  2142. }
  2143. //remove grail
  2144. removeArtifact(ArtifactLocation(t->visitingHero, t->visitingHero->getArtPos(2, false)));
  2145. }
  2146. NewStructures ns;
  2147. ns.tid = tid;
  2148. if ( (bid == 18) && (vstd::contains(t->builtBuildings,(t->town->hordeLvl[0]+37))) )
  2149. ns.bid.insert(19);//we have upgr. dwelling, upgr. horde will be builded as well
  2150. else if ( (bid == 24) && (vstd::contains(t->builtBuildings,(t->town->hordeLvl[1]+37))) )
  2151. ns.bid.insert(25);
  2152. else if(bid>36) //upg dwelling
  2153. {
  2154. if ( (bid-37 == t->town->hordeLvl[0]) && (vstd::contains(t->builtBuildings,18)) )
  2155. ns.bid.insert(19);//we have horde, will be upgraded as well as dwelling
  2156. if ( (bid-37 == t->town->hordeLvl[1]) && (vstd::contains(t->builtBuildings,24)) )
  2157. ns.bid.insert(25);
  2158. SetAvailableCreatures ssi;
  2159. ssi.tid = tid;
  2160. ssi.creatures = t->creatures;
  2161. ssi.creatures[bid-37].second.push_back(t->town->upgradedCreatures[bid-37]);
  2162. //Test for 2nd upgrade - add sharpshooters if grand elves dwelling was constructed
  2163. //if (t->subID == 1 && bid == 39)
  2164. // ssi.creatures[bid-37].second.push_back(137);
  2165. sendAndApply(&ssi);
  2166. }
  2167. else if(bid >= 30) //bas. dwelling
  2168. {
  2169. int crid = t->town->basicCreatures[bid-30];
  2170. SetAvailableCreatures ssi;
  2171. ssi.tid = tid;
  2172. ssi.creatures = t->creatures;
  2173. ssi.creatures[bid-30].first = VLC->creh->creatures[crid]->growth;
  2174. ssi.creatures[bid-30].second.push_back(crid);
  2175. sendAndApply(&ssi);
  2176. }
  2177. else if(bid == 11)
  2178. ns.bid.insert(27);
  2179. else if(bid == 12)
  2180. ns.bid.insert(28);
  2181. else if(bid == 13)
  2182. ns.bid.insert(29);
  2183. else if (t->subID == 4 && bid == 17) //veil of darkness
  2184. {
  2185. //handled via town->reacreateBonuses in apply
  2186. // GiveBonus gb(GiveBonus::TOWN);
  2187. // gb.bonus.type = Bonus::DARKNESS;
  2188. // gb.bonus.val = 20;
  2189. // gb.id = t->id;
  2190. // gb.bonus.duration = Bonus::PERMANENT;
  2191. // gb.bonus.source = Bonus::TOWN_STRUCTURE;
  2192. // gb.bonus.id = 17;
  2193. // sendAndApply(&gb);
  2194. }
  2195. else if ( t->subID == 5 && bid == 22 )
  2196. {
  2197. setPortalDwelling(t);
  2198. }
  2199. ns.bid.insert(bid);
  2200. ns.builded = force?t->builded:(t->builded+1);
  2201. sendAndApply(&ns);
  2202. //reveal ground for lookout tower
  2203. FoWChange fw;
  2204. fw.player = t->tempOwner;
  2205. fw.mode = 1;
  2206. getTilesInRange(fw.tiles,t->pos,t->getSightRadious(),t->tempOwner,1);
  2207. sendAndApply(&fw);
  2208. if (!force)
  2209. {
  2210. SetResources sr;
  2211. sr.player = t->tempOwner;
  2212. sr.res = gs->getPlayer(t->tempOwner)->resources - b->resources;
  2213. sendAndApply(&sr);
  2214. }
  2215. if(bid<5) //it's mage guild
  2216. {
  2217. if(t->visitingHero)
  2218. giveSpells(t,t->visitingHero);
  2219. if(t->garrisonHero)
  2220. giveSpells(t,t->garrisonHero);
  2221. }
  2222. if(t->visitingHero)
  2223. vistiCastleObjects (t, t->visitingHero);
  2224. if(t->garrisonHero)
  2225. vistiCastleObjects (t, t->garrisonHero);
  2226. checkLossVictory(t->tempOwner);
  2227. return true;
  2228. }
  2229. bool CGameHandler::razeStructure (si32 tid, si32 bid)
  2230. {
  2231. ///incomplete, simply erases target building
  2232. CGTownInstance * t = static_cast<CGTownInstance*>(gs->map->objects[tid].get());
  2233. if (t->builtBuildings.find(bid) == t->builtBuildings.end())
  2234. return false;
  2235. RazeStructures rs;
  2236. rs.tid = tid;
  2237. rs.bid.insert(bid);
  2238. rs.destroyed = t->destroyed + 1;
  2239. sendAndApply(&rs);
  2240. //TODO: Remove dwellers
  2241. // if (t->subID == 4 && bid == 17) //Veil of Darkness
  2242. // {
  2243. // RemoveBonus rb(RemoveBonus::TOWN);
  2244. // rb.whoID = t->id;
  2245. // rb.source = Bonus::TOWN_STRUCTURE;
  2246. // rb.id = 17;
  2247. // sendAndApply(&rb);
  2248. // }
  2249. return true;
  2250. }
  2251. void CGameHandler::sendMessageToAll( const std::string &message )
  2252. {
  2253. SystemMessage sm;
  2254. sm.text = message;
  2255. sendToAllClients(&sm);
  2256. }
  2257. bool CGameHandler::recruitCreatures( si32 objid, ui32 crid, ui32 cram, si32 fromLvl )
  2258. {
  2259. const CGDwelling *dw = static_cast<CGDwelling*>(gs->map->objects[objid].get());
  2260. const CArmedInstance *dst = NULL;
  2261. const CCreature *c = VLC->creh->creatures[crid];
  2262. bool warMachine = c->hasBonusOfType(Bonus::SIEGE_WEAPON);
  2263. //TODO: test for owning
  2264. if(dw->ID == GameConstants::TOWNI_TYPE)
  2265. dst = (static_cast<const CGTownInstance *>(dw))->getUpperArmy();
  2266. else if(dw->ID == 17 || dw->ID == 20 || dw->ID == 78) //advmap dwelling
  2267. dst = getHero(gs->getPlayer(dw->tempOwner)->currentSelection); //TODO: check if current hero is really visiting dwelling
  2268. else if(dw->ID == 106)
  2269. dst = dynamic_cast<const CGHeroInstance *>(getTile(dw->visitablePos())->visitableObjects.back());
  2270. assert(dw && dst);
  2271. //verify
  2272. bool found = false;
  2273. int level = 0;
  2274. typedef std::pair<const int,int> Parka;
  2275. for(; level < dw->creatures.size(); level++) //iterate through all levels
  2276. {
  2277. if ( (fromLvl != -1) && ( level !=fromLvl ) )
  2278. continue;
  2279. const std::pair<ui32, std::vector<ui32> > &cur = dw->creatures[level]; //current level info <amount, list of cr. ids>
  2280. int i = 0;
  2281. for(; i < cur.second.size(); i++) //look for crid among available creatures list on current level
  2282. if(cur.second[i] == crid)
  2283. break;
  2284. if(i < cur.second.size())
  2285. {
  2286. found = true;
  2287. cram = std::min(cram, cur.first); //reduce recruited amount up to available amount
  2288. break;
  2289. }
  2290. }
  2291. int slot = dst->getSlotFor(crid);
  2292. if( (!found && complain("Cannot recruit: no such creatures!"))
  2293. || (cram > VLC->creh->creatures[crid]->maxAmount(gs->getPlayer(dst->tempOwner)->resources) && complain("Cannot recruit: lack of resources!"))
  2294. || (cram<=0 && complain("Cannot recruit: cram <= 0!"))
  2295. || (slot<0 && !warMachine && complain("Cannot recruit: no available slot!")))
  2296. {
  2297. return false;
  2298. }
  2299. //recruit
  2300. SetResources sr;
  2301. sr.player = dst->tempOwner;
  2302. sr.res = gs->getPlayer(dst->tempOwner)->resources - (c->cost * cram);
  2303. SetAvailableCreatures sac;
  2304. sac.tid = objid;
  2305. sac.creatures = dw->creatures;
  2306. sac.creatures[level].first -= cram;
  2307. sendAndApply(&sr);
  2308. sendAndApply(&sac);
  2309. if(warMachine)
  2310. {
  2311. const CGHeroInstance *h = dynamic_cast<const CGHeroInstance*>(dst);
  2312. if(!h)
  2313. COMPLAIN_RET("Only hero can buy war machines");
  2314. switch(crid)
  2315. {
  2316. case 146:
  2317. giveHeroNewArtifact(h, VLC->arth->artifacts[4], ArtifactPosition::MACH1);
  2318. break;
  2319. case 147:
  2320. giveHeroNewArtifact(h, VLC->arth->artifacts[6], ArtifactPosition::MACH3);
  2321. break;
  2322. case 148:
  2323. giveHeroNewArtifact(h, VLC->arth->artifacts[5], ArtifactPosition::MACH2);
  2324. break;
  2325. default:
  2326. complain("This war machine cannot be recruited!");
  2327. return false;
  2328. }
  2329. }
  2330. else
  2331. {
  2332. addToSlot(StackLocation(dst, slot), c, cram);
  2333. }
  2334. return true;
  2335. }
  2336. bool CGameHandler::upgradeCreature( ui32 objid, ui8 pos, ui32 upgID )
  2337. {
  2338. CArmedInstance *obj = static_cast<CArmedInstance*>(gs->map->objects[objid].get());
  2339. assert(obj->hasStackAtSlot(pos));
  2340. UpgradeInfo ui = gs->getUpgradeInfo(obj->getStack(pos));
  2341. int player = obj->tempOwner;
  2342. const PlayerState *p = getPlayer(player);
  2343. int crQuantity = obj->stacks[pos]->count;
  2344. int newIDpos= vstd::find_pos(ui.newID, upgID);//get position of new id in UpgradeInfo
  2345. TResources totalCost = ui.cost[newIDpos] * crQuantity;
  2346. //check if upgrade is possible
  2347. if( (ui.oldID<0 || newIDpos == -1 ) && complain("That upgrade is not possible!"))
  2348. {
  2349. return false;
  2350. }
  2351. //check if player has enough resources
  2352. if(!p->resources.canAfford(totalCost))
  2353. COMPLAIN_RET("Cannot upgrade, not enough resources!");
  2354. //take resources
  2355. SetResources sr;
  2356. sr.player = player;
  2357. sr.res = p->resources - totalCost;
  2358. sendAndApply(&sr);
  2359. //upgrade creature
  2360. changeStackType(StackLocation(obj, pos), VLC->creh->creatures[upgID]);
  2361. return true;
  2362. }
  2363. bool CGameHandler::changeStackType(const StackLocation &sl, CCreature *c)
  2364. {
  2365. if(!sl.army->hasStackAtSlot(sl.slot))
  2366. COMPLAIN_RET("Cannot find a stack to change type");
  2367. SetStackType sst;
  2368. sst.sl = sl;
  2369. sst.type = c;
  2370. sendAndApply(&sst);
  2371. return true;
  2372. }
  2373. void CGameHandler::moveArmy(const CArmedInstance *src, const CArmedInstance *dst, bool allowMerging)
  2374. {
  2375. assert(src->canBeMergedWith(*dst, allowMerging));
  2376. while(src->stacksCount())//while there are unmoved creatures
  2377. {
  2378. TSlots::const_iterator i = src->Slots().begin(); //iterator to stack to move
  2379. StackLocation sl(src, i->first); //location of stack to move
  2380. TSlot pos = dst->getSlotFor(i->second->type);
  2381. if(pos < 0)
  2382. {
  2383. //try to merge two other stacks to make place
  2384. std::pair<TSlot, TSlot> toMerge;
  2385. if(dst->mergableStacks(toMerge, i->first) && allowMerging)
  2386. {
  2387. moveStack(StackLocation(dst, toMerge.first), StackLocation(dst, toMerge.second)); //merge toMerge.first into toMerge.second
  2388. assert(!dst->hasStackAtSlot(toMerge.first)); //we have now a new free slot
  2389. moveStack(sl, StackLocation(dst, toMerge.first)); //move stack to freed slot
  2390. }
  2391. else
  2392. {
  2393. complain("Unexpected failure during an attempt to move army from " + src->nodeName() + " to " + dst->nodeName() + "!");
  2394. return;
  2395. }
  2396. }
  2397. else
  2398. {
  2399. moveStack(sl, StackLocation(dst, pos));
  2400. }
  2401. }
  2402. }
  2403. bool CGameHandler::garrisonSwap( si32 tid )
  2404. {
  2405. CGTownInstance *town = gs->getTown(tid);
  2406. if(!town->garrisonHero && town->visitingHero) //visiting => garrison, merge armies: town army => hero army
  2407. {
  2408. if(!town->visitingHero->canBeMergedWith(*town))
  2409. {
  2410. complain("Cannot make garrison swap, not enough free slots!");
  2411. return false;
  2412. }
  2413. moveArmy(town, town->visitingHero, true);
  2414. SetHeroesInTown intown;
  2415. intown.tid = tid;
  2416. intown.visiting = -1;
  2417. intown.garrison = town->visitingHero->id;
  2418. sendAndApply(&intown);
  2419. return true;
  2420. }
  2421. else if (town->garrisonHero && !town->visitingHero) //move hero out of the garrison
  2422. {
  2423. //check if moving hero out of town will break 8 wandering heroes limit
  2424. if(getHeroCount(town->garrisonHero->tempOwner,false) >= 8)
  2425. {
  2426. complain("Cannot move hero out of the garrison, there are already 8 wandering heroes!");
  2427. return false;
  2428. }
  2429. SetHeroesInTown intown;
  2430. intown.tid = tid;
  2431. intown.garrison = -1;
  2432. intown.visiting = town->garrisonHero->id;
  2433. sendAndApply(&intown);
  2434. return true;
  2435. }
  2436. else if(!!town->garrisonHero && town->visitingHero) //swap visiting and garrison hero
  2437. {
  2438. SetHeroesInTown intown;
  2439. intown.tid = tid;
  2440. intown.garrison = town->visitingHero->id;
  2441. intown.visiting = town->garrisonHero->id;
  2442. sendAndApply(&intown);
  2443. return true;
  2444. }
  2445. else
  2446. {
  2447. complain("Cannot swap garrison hero!");
  2448. return false;
  2449. }
  2450. }
  2451. // With the amount of changes done to the function, it's more like transferArtifacts.
  2452. // Function moves artifact from src to dst. If dst is not a backpack and is already occupied, old dst art goes to backpack and is replaced.
  2453. bool CGameHandler::moveArtifact(const ArtifactLocation &al1, const ArtifactLocation &al2)
  2454. {
  2455. ArtifactLocation src = al1, dst = al2;
  2456. const int srcPlayer = src.owningPlayer(), dstPlayer = dst.owningPlayer();
  2457. const CArmedInstance *srcObj = src.relatedObj(), *dstObj = dst.relatedObj();
  2458. // Make sure exchange is even possible between the two heroes.
  2459. if(!isAllowedExchange(srcObj->id, dstObj->id))
  2460. COMPLAIN_RET("That heroes cannot make any exchange!");
  2461. const CArtifactInstance *srcArtifact = src.getArt();
  2462. const CArtifactInstance *destArtifact = dst.getArt();
  2463. if (srcArtifact == NULL)
  2464. COMPLAIN_RET("No artifact to move!");
  2465. if (destArtifact && srcPlayer != dstPlayer)
  2466. COMPLAIN_RET("Can't touch artifact on hero of another player!");
  2467. // Check if src/dest slots are appropriate for the artifacts exchanged.
  2468. // Moving to the backpack is always allowed.
  2469. if ((!srcArtifact || dst.slot < GameConstants::BACKPACK_START)
  2470. && srcArtifact && !srcArtifact->canBePutAt(dst, true))
  2471. COMPLAIN_RET("Cannot move artifact!");
  2472. if ((srcArtifact && srcArtifact->artType->id == GameConstants::ID_LOCK) || (destArtifact && destArtifact->artType->id == GameConstants::ID_LOCK))
  2473. COMPLAIN_RET("Cannot move artifact locks.");
  2474. if (dst.slot >= GameConstants::BACKPACK_START && srcArtifact->artType->isBig())
  2475. COMPLAIN_RET("Cannot put big artifacts in backpack!");
  2476. if (src.slot == ArtifactPosition::MACH4 || dst.slot == ArtifactPosition::MACH4)
  2477. COMPLAIN_RET("Cannot move catapult!");
  2478. if(dst.slot >= GameConstants::BACKPACK_START)
  2479. vstd::amin(dst.slot, GameConstants::BACKPACK_START + dst.getHolderArtSet()->artifactsInBackpack.size());
  2480. if (src.slot == dst.slot && src.artHolder == dst.artHolder)
  2481. COMPLAIN_RET("Won't move artifact: Dest same as source!");
  2482. if(dst.slot < GameConstants::BACKPACK_START && destArtifact) //moving art to another slot
  2483. {
  2484. //old artifact must be removed first
  2485. moveArtifact(dst, ArtifactLocation(dst.artHolder, dst.getHolderArtSet()->artifactsInBackpack.size() + GameConstants::BACKPACK_START));
  2486. }
  2487. MoveArtifact ma;
  2488. ma.src = src;
  2489. ma.dst = dst;
  2490. sendAndApply(&ma);
  2491. return true;
  2492. }
  2493. /**
  2494. * Assembles or disassembles a combination artifact.
  2495. * @param heroID ID of hero holding the artifact(s).
  2496. * @param artifactSlot The worn slot ID of the combination- or constituent artifact.
  2497. * @param assemble True for assembly operation, false for disassembly.
  2498. * @param assembleTo If assemble is true, this represents the artifact ID of the combination
  2499. * artifact to assemble to. Otherwise it's not used.
  2500. */
  2501. bool CGameHandler::assembleArtifacts (si32 heroID, ui16 artifactSlot, bool assemble, ui32 assembleTo)
  2502. {
  2503. CGHeroInstance *hero = gs->getHero(heroID);
  2504. const CArtifactInstance *destArtifact = hero->getArt(artifactSlot);
  2505. if(!destArtifact)
  2506. COMPLAIN_RET("assembleArtifacts: there is no such artifact instance!");
  2507. if(assemble)
  2508. {
  2509. CArtifact *combinedArt = VLC->arth->artifacts[assembleTo];
  2510. if(!combinedArt->constituents)
  2511. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to assemble is not a combined artifacts!");
  2512. if(!vstd::contains(destArtifact->assemblyPossibilities(hero), combinedArt))
  2513. COMPLAIN_RET("assembleArtifacts: It's impossible to assemble requested artifact!");
  2514. AssembledArtifact aa;
  2515. aa.al = ArtifactLocation(hero, artifactSlot);
  2516. aa.builtArt = combinedArt;
  2517. sendAndApply(&aa);
  2518. }
  2519. else
  2520. {
  2521. if(!destArtifact->artType->constituents)
  2522. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble is not a combined artifact!");
  2523. DisassembledArtifact da;
  2524. da.al = ArtifactLocation(hero, artifactSlot);
  2525. sendAndApply(&da);
  2526. }
  2527. return false;
  2528. }
  2529. bool CGameHandler::buyArtifact( ui32 hid, si32 aid )
  2530. {
  2531. CGHeroInstance *hero = gs->getHero(hid);
  2532. CGTownInstance *town = hero->visitedTown;
  2533. if(aid==0) //spellbook
  2534. {
  2535. if((!vstd::contains(town->builtBuildings,si32(EBuilding::MAGES_GUILD_1)) && complain("Cannot buy a spellbook, no mage guild in the town!"))
  2536. || (getResource(hero->getOwner(), Res::GOLD) < GameConstants::SPELLBOOK_GOLD_COST && complain("Cannot buy a spellbook, not enough gold!") )
  2537. || (hero->getArt(ArtifactPosition::SPELLBOOK) && complain("Cannot buy a spellbook, hero already has a one!"))
  2538. )
  2539. return false;
  2540. giveResource(hero->getOwner(),Res::GOLD,-GameConstants::SPELLBOOK_GOLD_COST);
  2541. giveHeroNewArtifact(hero, VLC->arth->artifacts[0], ArtifactPosition::SPELLBOOK);
  2542. assert(hero->getArt(ArtifactPosition::SPELLBOOK));
  2543. giveSpells(town,hero);
  2544. return true;
  2545. }
  2546. else if(aid < 7 && aid > 3) //war machine
  2547. {
  2548. int price = VLC->arth->artifacts[aid]->price;
  2549. if((hero->getArt(9+aid) && complain("Hero already has this machine!"))
  2550. || (!vstd::contains(town->builtBuildings,si32(EBuilding::BLACKSMITH)) && complain("No blackismith!"))
  2551. || (gs->getPlayer(hero->getOwner())->resources[Res::GOLD] < price && complain("Not enough gold!")) //no gold
  2552. || ((!(town->subID == 6 && vstd::contains(town->builtBuildings,si32(EBuilding::SPECIAL_3) ) )
  2553. && town->town->warMachine!= aid ) && complain("This machine is unavailable here!")))
  2554. {
  2555. return false;
  2556. }
  2557. giveResource(hero->getOwner(),Res::GOLD,-price);
  2558. giveHeroNewArtifact(hero, VLC->arth->artifacts[aid], 9+aid);
  2559. return true;
  2560. }
  2561. return false;
  2562. }
  2563. bool CGameHandler::buyArtifact(const IMarket *m, const CGHeroInstance *h, int rid, int aid)
  2564. {
  2565. if(!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_ARTIFACT), aid))
  2566. COMPLAIN_RET("That artifact is unavailable!");
  2567. int b1, b2;
  2568. m->getOffer(rid, aid, b1, b2, EMarketMode::RESOURCE_ARTIFACT);
  2569. if(getResource(h->tempOwner, rid) < b1)
  2570. COMPLAIN_RET("You can't afford to buy this artifact!");
  2571. SetResource sr;
  2572. sr.player = h->tempOwner;
  2573. sr.resid = rid;
  2574. sr.val = getResource(h->tempOwner, rid) - b1;
  2575. sendAndApply(&sr);
  2576. SetAvailableArtifacts saa;
  2577. if(m->o->ID == GameConstants::TOWNI_TYPE)
  2578. {
  2579. saa.id = -1;
  2580. saa.arts = CGTownInstance::merchantArtifacts;
  2581. }
  2582. else if(const CGBlackMarket *bm = dynamic_cast<const CGBlackMarket *>(m->o)) //black market
  2583. {
  2584. saa.id = bm->id;
  2585. saa.arts = bm->artifacts;
  2586. }
  2587. else
  2588. COMPLAIN_RET("Wrong marktet...");
  2589. bool found = false;
  2590. BOOST_FOREACH(const CArtifact *&art, saa.arts)
  2591. {
  2592. if(art && art->id == aid)
  2593. {
  2594. art = NULL;
  2595. found = true;
  2596. break;
  2597. }
  2598. }
  2599. if(!found)
  2600. COMPLAIN_RET("Cannot find selected artifact on the list");
  2601. sendAndApply(&saa);
  2602. giveHeroNewArtifact(h, VLC->arth->artifacts[aid], -2);
  2603. return true;
  2604. }
  2605. bool CGameHandler::sellArtifact(const IMarket *m, const CGHeroInstance *h, int aid, int rid)
  2606. {
  2607. const CArtifactInstance *art = h->getArtByInstanceId(aid);
  2608. if(!art)
  2609. COMPLAIN_RET("There is no artifact to sell!");
  2610. if(art->artType->id < 7)
  2611. COMPLAIN_RET("Cannot sell a war machine or spellbook!");
  2612. int resVal = 0, dump = 1;
  2613. m->getOffer(art->artType->id, rid, dump, resVal, EMarketMode::ARTIFACT_RESOURCE);
  2614. removeArtifact(ArtifactLocation(h, h->getArtPos(art)));
  2615. giveResource(h->tempOwner, rid, resVal);
  2616. return true;
  2617. }
  2618. //void CGameHandler::lootArtifacts (TArtHolder source, TArtHolder dest, std::vector<ui32> &arts)
  2619. //{
  2620. // //const CGHeroInstance * h1 = dynamic_cast<CGHeroInstance *> source;
  2621. // //auto s = boost::apply_visitor(GetArtifactSetPtr(), source);
  2622. // {
  2623. // }
  2624. //}
  2625. bool CGameHandler::buySecSkill( const IMarket *m, const CGHeroInstance *h, int skill)
  2626. {
  2627. if (!h)
  2628. COMPLAIN_RET("You need hero to buy a skill!");
  2629. if (h->getSecSkillLevel(static_cast<CGHeroInstance::SecondarySkill>(skill)))
  2630. COMPLAIN_RET("Hero already know this skill");
  2631. if (h->secSkills.size() >= GameConstants::SKILL_PER_HERO)//can't learn more skills
  2632. COMPLAIN_RET("Hero can't learn any more skills");
  2633. if (h->type->heroClass->proSec[skill]==0)//can't learn this skill (like necromancy for most of non-necros)
  2634. COMPLAIN_RET("The hero can't learn this skill!");
  2635. if(!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_SKILL), skill))
  2636. COMPLAIN_RET("That skill is unavailable!");
  2637. if(getResource(h->tempOwner, Res::GOLD) < 2000)//TODO: remove hardcoded resource\summ?
  2638. COMPLAIN_RET("You can't afford to buy this skill");
  2639. SetResource sr;
  2640. sr.player = h->tempOwner;
  2641. sr.resid = Res::GOLD;
  2642. sr.val = getResource(h->tempOwner, Res::GOLD) - 2000;
  2643. sendAndApply(&sr);
  2644. changeSecSkill(h->id, skill, 1, true);
  2645. return true;
  2646. }
  2647. bool CGameHandler::tradeResources(const IMarket *market, ui32 val, ui8 player, ui32 id1, ui32 id2)
  2648. {
  2649. int r1 = gs->getPlayer(player)->resources[id1],
  2650. r2 = gs->getPlayer(player)->resources[id2];
  2651. vstd::amin(val, r1); //can't trade more resources than have
  2652. int b1, b2; //base quantities for trade
  2653. market->getOffer(id1, id2, b1, b2, EMarketMode::RESOURCE_RESOURCE);
  2654. int units = val / b1; //how many base quantities we trade
  2655. if(val%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  2656. {
  2657. //TODO: complain?
  2658. assert(0);
  2659. }
  2660. SetResource sr;
  2661. sr.player = player;
  2662. sr.resid = id1;
  2663. sr.val = r1 - b1 * units;
  2664. sendAndApply(&sr);
  2665. sr.resid = id2;
  2666. sr.val = r2 + b2 * units;
  2667. sendAndApply(&sr);
  2668. return true;
  2669. }
  2670. bool CGameHandler::sellCreatures(ui32 count, const IMarket *market, const CGHeroInstance * hero, ui32 slot, ui32 resourceID)
  2671. {
  2672. if(!vstd::contains(hero->Slots(), slot))
  2673. COMPLAIN_RET("Hero doesn't have any creature in that slot!");
  2674. const CStackInstance &s = hero->getStack(slot);
  2675. if( s.count < count //can't sell more creatures than have
  2676. || (hero->Slots().size() == 1 && hero->needsLastStack() && s.count == count)) //can't sell last stack
  2677. {
  2678. COMPLAIN_RET("Not enough creatures in army!");
  2679. }
  2680. int b1, b2; //base quantities for trade
  2681. market->getOffer(s.type->idNumber, resourceID, b1, b2, EMarketMode::CREATURE_RESOURCE);
  2682. int units = count / b1; //how many base quantities we trade
  2683. if(count%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  2684. {
  2685. //TODO: complain?
  2686. assert(0);
  2687. }
  2688. changeStackCount(StackLocation(hero, slot), -count);
  2689. SetResource sr;
  2690. sr.player = hero->tempOwner;
  2691. sr.resid = resourceID;
  2692. sr.val = getResource(hero->tempOwner, resourceID) + b2 * units;
  2693. sendAndApply(&sr);
  2694. return true;
  2695. }
  2696. bool CGameHandler::transformInUndead(const IMarket *market, const CGHeroInstance * hero, ui32 slot)
  2697. {
  2698. const CArmedInstance *army = NULL;
  2699. if (hero)
  2700. army = hero;
  2701. else
  2702. army = dynamic_cast<const CGTownInstance *>(market->o);
  2703. if (!army)
  2704. COMPLAIN_RET("Incorrect call to transform in undead!");
  2705. if(!army->hasStackAtSlot(slot))
  2706. COMPLAIN_RET("Army doesn't have any creature in that slot!");
  2707. const CStackInstance &s = army->getStack(slot);
  2708. int resCreature;//resulting creature - bone dragons or skeletons
  2709. if (s.hasBonusOfType(Bonus::DRAGON_NATURE))
  2710. resCreature = 68;
  2711. else
  2712. resCreature = 56;
  2713. changeStackType(StackLocation(army, slot), VLC->creh->creatures[resCreature]);
  2714. return true;
  2715. }
  2716. bool CGameHandler::sendResources(ui32 val, ui8 player, ui32 r1, ui32 r2)
  2717. {
  2718. const PlayerState *p2 = gs->getPlayer(r2, false);
  2719. if(!p2 || p2->status != PlayerState::INGAME)
  2720. {
  2721. complain("Dest player must be in game!");
  2722. return false;
  2723. }
  2724. si32 curRes1 = gs->getPlayer(player)->resources[r1], curRes2 = gs->getPlayer(r2)->resources[r1];
  2725. val = std::min(si32(val),curRes1);
  2726. SetResource sr;
  2727. sr.player = player;
  2728. sr.resid = r1;
  2729. sr.val = curRes1 - val;
  2730. sendAndApply(&sr);
  2731. sr.player = r2;
  2732. sr.val = curRes2 + val;
  2733. sendAndApply(&sr);
  2734. return true;
  2735. }
  2736. bool CGameHandler::setFormation( si32 hid, ui8 formation )
  2737. {
  2738. gs->getHero(hid)-> formation = formation;
  2739. return true;
  2740. }
  2741. bool CGameHandler::hireHero(const CGObjectInstance *obj, ui8 hid, ui8 player)
  2742. {
  2743. const PlayerState *p = gs->getPlayer(player);
  2744. const CGTownInstance *t = gs->getTown(obj->id);
  2745. //common preconditions
  2746. if( (p->resources[Res::GOLD]<2500 && complain("Not enough gold for buying hero!"))
  2747. || (getHeroCount(player, false) >= GameConstants::MAX_HEROES_PER_PLAYER && complain("Cannot hire hero, only 8 wandering heroes are allowed!")))
  2748. return false;
  2749. if(t) //tavern in town
  2750. {
  2751. if( (!vstd::contains(t->builtBuildings,EBuilding::TAVERN) && complain("No tavern!"))
  2752. || (t->visitingHero && complain("There is visiting hero - no place!")))
  2753. return false;
  2754. }
  2755. else if(obj->ID == 95) //Tavern on adv map
  2756. {
  2757. if(getTile(obj->visitablePos())->visitableObjects.back() != obj && complain("Tavern entry must be unoccupied!"))
  2758. return false;
  2759. }
  2760. const CGHeroInstance *nh = p->availableHeroes[hid];
  2761. assert(nh);
  2762. HeroRecruited hr;
  2763. hr.tid = obj->id;
  2764. hr.hid = nh->subID;
  2765. hr.player = player;
  2766. hr.tile = obj->visitablePos() + nh->getVisitableOffset();
  2767. sendAndApply(&hr);
  2768. bmap<ui32, ConstTransitivePtr<CGHeroInstance> > pool = gs->unusedHeroesFromPool();
  2769. const CGHeroInstance *theOtherHero = p->availableHeroes[!hid];
  2770. const CGHeroInstance *newHero = gs->hpool.pickHeroFor(false, player, getNativeTown(player), pool, theOtherHero->type->heroClass);
  2771. SetAvailableHeroes sah;
  2772. sah.player = player;
  2773. if(newHero)
  2774. {
  2775. sah.hid[hid] = newHero->subID;
  2776. sah.army[hid].clear();
  2777. sah.army[hid].setCreature(0, VLC->creh->nameToID[newHero->type->refTypeStack[0]],1);
  2778. }
  2779. else
  2780. sah.hid[hid] = -1;
  2781. sah.hid[!hid] = theOtherHero ? theOtherHero->subID : -1;
  2782. sendAndApply(&sah);
  2783. SetResource sr;
  2784. sr.player = player;
  2785. sr.resid = Res::GOLD;
  2786. sr.val = p->resources[Res::GOLD] - 2500;
  2787. sendAndApply(&sr);
  2788. if(t)
  2789. {
  2790. vistiCastleObjects (t, nh);
  2791. giveSpells (t,nh);
  2792. }
  2793. return true;
  2794. }
  2795. bool CGameHandler::queryReply(ui32 qid, ui32 answer, ui8 player)
  2796. {
  2797. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  2798. states.removeQuery(player, qid);
  2799. if(vstd::contains(callbacks,qid))
  2800. {
  2801. CFunctionList<void(ui32)> callb = callbacks[qid];
  2802. callbacks.erase(qid);
  2803. if(callb)
  2804. callb(answer);
  2805. }
  2806. else if(vstd::contains(garrisonCallbacks,qid))
  2807. {
  2808. if(garrisonCallbacks[qid])
  2809. garrisonCallbacks[qid]();
  2810. garrisonCallbacks.erase(qid);
  2811. allowedExchanges.erase(qid);
  2812. }
  2813. else
  2814. {
  2815. tlog1 << "Unknown query reply...\n";
  2816. return false;
  2817. }
  2818. return true;
  2819. }
  2820. static EndAction end_action;
  2821. bool CGameHandler::makeBattleAction( BattleAction &ba )
  2822. {
  2823. tlog1 << "\tMaking action of type " << ba.actionType << std::endl;
  2824. bool ok = true;
  2825. switch(ba.actionType)
  2826. {
  2827. case BattleAction::END_TACTIC_PHASE: //wait
  2828. {
  2829. StartAction start_action(ba);
  2830. sendAndApply(&start_action);
  2831. sendAndApply(&end_action);
  2832. break;
  2833. }
  2834. case BattleAction::WALK: //walk
  2835. {
  2836. StartAction start_action(ba);
  2837. sendAndApply(&start_action); //start movement
  2838. moveStack(ba.stackNumber,ba.destinationTile); //move
  2839. sendAndApply(&end_action);
  2840. break;
  2841. }
  2842. case BattleAction::DEFEND: //defend
  2843. {
  2844. //defensive stance //TODO: remove this bonus when stack becomes active
  2845. SetStackEffect sse;
  2846. sse.effect.push_back( Bonus(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, 20, -1, PrimarySkill::DEFENSE, Bonus::PERCENT_TO_ALL) );
  2847. sse.effect.push_back( Bonus(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, gs->curB->stacks[ba.stackNumber]->valOfBonuses(Bonus::DEFENSIVE_STANCE),
  2848. -1, PrimarySkill::DEFENSE, Bonus::ADDITIVE_VALUE));
  2849. sse.stacks.push_back(ba.stackNumber);
  2850. sendAndApply(&sse);
  2851. //don't break - we share code with next case
  2852. }
  2853. case BattleAction::WAIT: //wait
  2854. {
  2855. StartAction start_action(ba);
  2856. sendAndApply(&start_action);
  2857. sendAndApply(&end_action);
  2858. break;
  2859. }
  2860. case BattleAction::RETREAT: //retreat/flee
  2861. {
  2862. if(!gs->curB->battleCanFlee(gs->curB->sides[ba.side]))
  2863. complain("Cannot retreat!");
  2864. else
  2865. setBattleResult(1, !ba.side); //surrendering side loses
  2866. break;
  2867. }
  2868. case BattleAction::SURRENDER:
  2869. {
  2870. int player = gs->curB->sides[ba.side];
  2871. int cost = gs->curB->getSurrenderingCost(player);
  2872. if(cost < 0)
  2873. complain("Cannot surrender!");
  2874. else if(getResource(player, Res::GOLD) < cost)
  2875. complain("Not enough gold to surrender!");
  2876. else
  2877. {
  2878. giveResource(player, Res::GOLD, -cost);
  2879. setBattleResult(2, !ba.side); //surrendering side loses
  2880. }
  2881. break;
  2882. }
  2883. break;
  2884. case BattleAction::WALK_AND_ATTACK: //walk or attack
  2885. {
  2886. StartAction start_action(ba);
  2887. sendAndApply(&start_action); //start movement and attack
  2888. int startingPos = gs->curB->getStack(ba.stackNumber)->position;
  2889. int distance = moveStack(ba.stackNumber, ba.destinationTile);
  2890. CStack *curStack = gs->curB->getStack(ba.stackNumber),
  2891. *stackAtEnd = gs->curB->getStackT(ba.additionalInfo);
  2892. if(!curStack || !stackAtEnd)
  2893. {
  2894. sendAndApply(&end_action);
  2895. break;
  2896. }
  2897. if(curStack->position != ba.destinationTile //we wasn't able to reach destination tile
  2898. && !(curStack->doubleWide()
  2899. && ( curStack->position == ba.destinationTile + (curStack->attackerOwned ? +1 : -1 ) )
  2900. ) //nor occupy specified hex
  2901. )
  2902. {
  2903. std::string problem = "We cannot move this stack to its destination " + curStack->getCreature()->namePl;
  2904. tlog3 << problem << std::endl;
  2905. complain(problem);
  2906. ok = false;
  2907. sendAndApply(&end_action);
  2908. break;
  2909. }
  2910. if(stackAtEnd && curStack->ID == stackAtEnd->ID) //we should just move, it will be handled by following check
  2911. {
  2912. stackAtEnd = NULL;
  2913. }
  2914. if(!stackAtEnd)
  2915. {
  2916. complain(boost::str(boost::format("walk and attack error: no stack at additionalInfo tile (%d)!\n") % ba.additionalInfo));
  2917. ok = false;
  2918. sendAndApply(&end_action);
  2919. break;
  2920. }
  2921. if( !CStack::isMeleeAttackPossible(curStack, stackAtEnd) )
  2922. {
  2923. complain("Attack cannot be performed!");
  2924. sendAndApply(&end_action);
  2925. ok = false;
  2926. break;
  2927. }
  2928. //attack
  2929. {
  2930. BattleAttack bat;
  2931. prepareAttack(bat, curStack, stackAtEnd, distance, ba.additionalInfo);
  2932. handleAttackBeforeCasting(bat); //only before first attack
  2933. sendAndApply(&bat);
  2934. handleAfterAttackCasting(bat);
  2935. }
  2936. //counterattack
  2937. if(!curStack->hasBonusOfType(Bonus::BLOCKS_RETALIATION)
  2938. && stackAtEnd->ableToRetaliate())
  2939. {
  2940. BattleAttack bat;
  2941. prepareAttack(bat, stackAtEnd, curStack, 0, curStack->position);
  2942. bat.flags |= BattleAttack::COUNTER;
  2943. sendAndApply(&bat);
  2944. handleAfterAttackCasting(bat);
  2945. }
  2946. //second attack
  2947. if(curStack //FIXME: clones tend to dissapear during actions
  2948. && curStack->valOfBonuses(Bonus::ADDITIONAL_ATTACK) > 0
  2949. && !curStack->hasBonusOfType(Bonus::SHOOTER)
  2950. && curStack->alive()
  2951. && stackAtEnd->alive() )
  2952. {
  2953. BattleAttack bat;
  2954. prepareAttack(bat, curStack, stackAtEnd, 0, ba.additionalInfo);
  2955. sendAndApply(&bat);
  2956. handleAfterAttackCasting(bat);
  2957. }
  2958. //return
  2959. if(curStack->hasBonusOfType(Bonus::RETURN_AFTER_STRIKE) && startingPos != curStack->position && curStack->alive())
  2960. {
  2961. moveStack(ba.stackNumber, startingPos);
  2962. //NOTE: curStack->ID == ba.stackNumber (rev 1431)
  2963. }
  2964. sendAndApply(&end_action);
  2965. break;
  2966. }
  2967. case BattleAction::SHOOT: //shoot
  2968. {
  2969. CStack *curStack = gs->curB->getStack(ba.stackNumber),
  2970. *destStack= gs->curB->getStackT(ba.destinationTile);
  2971. if( !gs->curB->battleCanShoot(curStack, ba.destinationTile) )
  2972. break;
  2973. StartAction start_action(ba);
  2974. sendAndApply(&start_action); //start shooting
  2975. {
  2976. BattleAttack bat;
  2977. bat.flags |= BattleAttack::SHOT;
  2978. prepareAttack(bat, curStack, destStack, 0, ba.destinationTile);
  2979. handleAttackBeforeCasting(bat);
  2980. sendAndApply(&bat);
  2981. handleAfterAttackCasting(bat);
  2982. }
  2983. //ballista & artillery handling
  2984. if(destStack->alive() && curStack->getCreature()->idNumber == 146)
  2985. {
  2986. BattleAttack bat2;
  2987. bat2.flags |= BattleAttack::SHOT;
  2988. prepareAttack(bat2, curStack, destStack, 0, ba.destinationTile);
  2989. sendAndApply(&bat2);
  2990. }
  2991. //TODO: allow more than one additional attack
  2992. if(curStack->valOfBonuses(Bonus::ADDITIONAL_ATTACK) > 0 //if unit shots twice let's make another shot
  2993. && curStack->alive()
  2994. && destStack->alive()
  2995. && curStack->shots
  2996. )
  2997. {
  2998. BattleAttack bat;
  2999. bat.flags |= BattleAttack::SHOT;
  3000. prepareAttack(bat, curStack, destStack, 0, ba.destinationTile);
  3001. sendAndApply(&bat);
  3002. handleAfterAttackCasting(bat);
  3003. }
  3004. sendAndApply(&end_action);
  3005. break;
  3006. }
  3007. case BattleAction::CATAPULT: //catapult
  3008. {
  3009. StartAction start_action(ba);
  3010. sendAndApply(&start_action);
  3011. const CGHeroInstance * attackingHero = gs->curB->heroes[ba.side];
  3012. CHeroHandler::SBallisticsLevelInfo sbi = VLC->heroh->ballistics[attackingHero->getSecSkillLevel(CGHeroInstance::BALLISTICS)];
  3013. int attackedPart = gs->curB->hexToWallPart(ba.destinationTile);
  3014. if(attackedPart < 0)
  3015. {
  3016. complain("catapult tried to attack non-catapultable hex!");
  3017. break;
  3018. }
  3019. int wallInitHP = gs->curB->si.wallState[attackedPart];
  3020. int dmgAlreadyDealt = 0; //in successive iterations damage is dealt but not yet subtracted from wall's HPs
  3021. for(int g=0; g<sbi.shots; ++g)
  3022. {
  3023. if(wallInitHP + dmgAlreadyDealt == 3) //it's not destroyed
  3024. continue;
  3025. CatapultAttack ca; //package for clients
  3026. std::pair< std::pair< ui8, si16 >, ui8> attack; //<< attackedPart , destination tile >, damageDealt >
  3027. attack.first.first = attackedPart;
  3028. attack.first.second = ba.destinationTile;
  3029. attack.second = 0;
  3030. int chanceForHit = 0;
  3031. int dmgChance[] = { sbi.noDmg, sbi.oneDmg, sbi.twoDmg }; //dmgChance[i] - chance for doing i dmg when hit is successful
  3032. switch(attackedPart)
  3033. {
  3034. case 0: //keep
  3035. chanceForHit = sbi.keep;
  3036. break;
  3037. case 1: //bottom tower
  3038. case 6: //upper tower
  3039. chanceForHit = sbi.tower;
  3040. break;
  3041. case 2: //bottom wall
  3042. case 3: //below gate
  3043. case 4: //over gate
  3044. case 5: //upper wall
  3045. chanceForHit = sbi.wall;
  3046. break;
  3047. case 7: //gate
  3048. chanceForHit = sbi.gate;
  3049. break;
  3050. }
  3051. if(rand()%100 <= chanceForHit) //hit is successful
  3052. {
  3053. int dmgRand = rand()%100;
  3054. //accumulating dmgChance
  3055. dmgChance[1] += dmgChance[0];
  3056. dmgChance[2] += dmgChance[1];
  3057. //calculating dealt damage
  3058. for(int v = 0; v < ARRAY_COUNT(dmgChance); ++v)
  3059. {
  3060. if(dmgRand <= dmgChance[v])
  3061. {
  3062. attack.second = std::min(3 - dmgAlreadyDealt - wallInitHP, v);
  3063. dmgAlreadyDealt += attack.second;
  3064. break;
  3065. }
  3066. }
  3067. //removing creatures in turrets / keep if one is destroyed
  3068. if(attack.second > 0 && (attackedPart == 0 || attackedPart == 1 || attackedPart == 6))
  3069. {
  3070. int posRemove = -1;
  3071. switch(attackedPart)
  3072. {
  3073. case 0: //keep
  3074. posRemove = -2;
  3075. break;
  3076. case 1: //bottom tower
  3077. posRemove = -3;
  3078. break;
  3079. case 6: //upper tower
  3080. posRemove = -4;
  3081. break;
  3082. }
  3083. BattleStacksRemoved bsr;
  3084. for(int g=0; g<gs->curB->stacks.size(); ++g)
  3085. {
  3086. if(gs->curB->stacks[g]->position == posRemove)
  3087. {
  3088. bsr.stackIDs.insert( gs->curB->stacks[g]->ID );
  3089. break;
  3090. }
  3091. }
  3092. sendAndApply(&bsr);
  3093. }
  3094. }
  3095. ca.attacker = ba.stackNumber;
  3096. ca.attackedParts.insert(attack);
  3097. sendAndApply(&ca);
  3098. }
  3099. sendAndApply(&end_action);
  3100. break;
  3101. }
  3102. case BattleAction::STACK_HEAL: //healing with First Aid Tent
  3103. {
  3104. StartAction start_action(ba);
  3105. sendAndApply(&start_action);
  3106. const CGHeroInstance * attackingHero = gs->curB->heroes[ba.side];
  3107. CStack *healer = gs->curB->getStack(ba.stackNumber),
  3108. *destStack = gs->curB->getStackT(ba.destinationTile);
  3109. if(healer == NULL || destStack == NULL || !healer->hasBonusOfType(Bonus::HEALER))
  3110. {
  3111. complain("There is either no healer, no destination, or healer cannot heal :P");
  3112. }
  3113. int maxHealable = destStack->MaxHealth() - destStack->firstHPleft;
  3114. int maxiumHeal = healer->count * std::max(10, attackingHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, CGHeroInstance::FIRST_AID));
  3115. int healed = std::min(maxHealable, maxiumHeal);
  3116. if(healed == 0)
  3117. {
  3118. //nothing to heal.. should we complain?
  3119. }
  3120. else
  3121. {
  3122. StacksHealedOrResurrected shr;
  3123. shr.lifeDrain = (ui8)false;
  3124. shr.tentHealing = (ui8)true;
  3125. shr.drainedFrom = ba.stackNumber;
  3126. StacksHealedOrResurrected::HealInfo hi;
  3127. hi.healedHP = healed;
  3128. hi.lowLevelResurrection = 0;
  3129. hi.stackID = destStack->ID;
  3130. shr.healedStacks.push_back(hi);
  3131. sendAndApply(&shr);
  3132. }
  3133. sendAndApply(&end_action);
  3134. break;
  3135. }
  3136. case BattleAction::DAEMON_SUMMONING:
  3137. //TODO: From Strategija:
  3138. //Summon Demon is a level 2 spell.
  3139. {
  3140. StartAction start_action(ba);
  3141. sendAndApply(&start_action);
  3142. CStack *summoner = gs->curB->getStack(ba.stackNumber),
  3143. *destStack = gs->curB->getStackT(ba.destinationTile, false);
  3144. BattleStackAdded bsa;
  3145. bsa.attacker = summoner->attackerOwned;
  3146. bsa.creID = summoner->getBonus(Selector::type(Bonus::DAEMON_SUMMONING))->subtype; //in case summoner can summon more than one type of monsters... scream!
  3147. ui64 risedHp = summoner->count * summoner->valOfBonuses(Bonus::DAEMON_SUMMONING, bsa.creID);
  3148. bsa.amount = std::min ((ui32)(risedHp / VLC->creh->creatures[bsa.creID]->MaxHealth()), destStack->baseAmount);
  3149. bsa.pos = gs->curB->getAvaliableHex(bsa.creID, bsa.attacker, destStack->position);
  3150. bsa.summoned = false;
  3151. if (bsa.amount) //there's rare possibility single creature cannot rise desired type
  3152. {
  3153. BattleStacksRemoved bsr; //remove body
  3154. bsr.stackIDs.insert(destStack->ID);
  3155. sendAndApply(&bsr);
  3156. sendAndApply(&bsa);
  3157. BattleSetStackProperty ssp;
  3158. ssp.stackID = ba.stackNumber;
  3159. ssp.which = BattleSetStackProperty::CASTS; //reduce number of casts
  3160. ssp.val = -1;
  3161. ssp.absolute = false;
  3162. sendAndApply(&ssp);
  3163. }
  3164. sendAndApply(&end_action);
  3165. break;
  3166. }
  3167. case BattleAction::MONSTER_SPELL:
  3168. {
  3169. StartAction start_action(ba);
  3170. sendAndApply(&start_action);
  3171. CStack * stack = gs->curB->getStack(ba.stackNumber);
  3172. int spellID = ba.additionalInfo;
  3173. BattleHex destination(ba.destinationTile);
  3174. const Bonus *randSpellcaster = stack->getBonus(Selector::type(Bonus::RANDOM_SPELLCASTER));
  3175. const Bonus * spellcaster = stack->getBonus(Selector::typeSubtype(Bonus::SPELLCASTER, spellID));
  3176. //TODO special bonus for genies ability
  3177. if(randSpellcaster && battleGetRandomStackSpell(stack, CBattleInfoCallback::RANDOM_AIMED) < 0)
  3178. spellID = battleGetRandomStackSpell(stack, CBattleInfoCallback::RANDOM_GENIE);
  3179. if(spellID < 0)
  3180. complain("That stack can't cast spells!");
  3181. else
  3182. {
  3183. int spellLvl = 0;
  3184. if (spellcaster)
  3185. vstd::amax(spellLvl, spellcaster->val);
  3186. if (randSpellcaster)
  3187. vstd::amax(spellLvl, randSpellcaster->val);
  3188. vstd::amin (spellLvl, 3);
  3189. int casterSide = gs->curB->whatSide(stack->owner);
  3190. const CGHeroInstance * secHero = gs->curB->getHero(gs->curB->theOtherPlayer(stack->owner));
  3191. handleSpellCasting(spellID, spellLvl, destination, casterSide, stack->owner, NULL, secHero, 0, ECastingMode::CREATURE_ACTIVE_CASTING, stack);
  3192. }
  3193. sendAndApply(&end_action);
  3194. break;
  3195. }
  3196. }
  3197. if(ba.stackNumber == gs->curB->activeStack || battleResult.get()) //active stack has moved or battle has finished
  3198. battleMadeAction.setn(true);
  3199. return ok;
  3200. }
  3201. void CGameHandler::playerMessage( ui8 player, const std::string &message )
  3202. {
  3203. bool cheated=true;
  3204. PlayerMessage temp_message(player,message);
  3205. sendAndApply(&temp_message);
  3206. if(message == "vcmiistari") //give all spells and 999 mana
  3207. {
  3208. SetMana sm;
  3209. ChangeSpells cs;
  3210. CGHeroInstance *h = gs->getHero(gs->getPlayer(player)->currentSelection);
  3211. if(!h && complain("Cannot realize cheat, no hero selected!")) return;
  3212. sm.hid = cs.hid = h->id;
  3213. //give all spells
  3214. cs.learn = 1;
  3215. for(int i=0;i<VLC->spellh->spells.size();i++)
  3216. {
  3217. if(!VLC->spellh->spells[i]->creatureAbility)
  3218. cs.spells.insert(i);
  3219. }
  3220. //give mana
  3221. sm.val = 999;
  3222. if(!h->hasSpellbook()) //hero doesn't have spellbook
  3223. giveHeroNewArtifact(h, VLC->arth->artifacts[0], ArtifactPosition::SPELLBOOK); //give spellbook
  3224. sendAndApply(&cs);
  3225. sendAndApply(&sm);
  3226. }
  3227. else if (message == "vcmiarmenelos") //build all buildings in selected town
  3228. {
  3229. CGTownInstance *town = gs->getTown(gs->getPlayer(player)->currentSelection);
  3230. if (town)
  3231. {
  3232. BOOST_FOREACH (CBuildingHandler::TBuildingsMap::value_type &build, VLC->buildh->buildings[town->subID])
  3233. {
  3234. if (!vstd::contains(town->builtBuildings, build.first)
  3235. && !build.second->Name().empty())
  3236. {
  3237. buildStructure(town->id, build.first, true);
  3238. }
  3239. }
  3240. }
  3241. }
  3242. else if(message == "vcmiainur") //gives 5 archangels into each slot
  3243. {
  3244. CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
  3245. const CCreature *archangel = VLC->creh->creatures[13];
  3246. if(!hero) return;
  3247. for(int i = 0; i < GameConstants::ARMY_SIZE; i++)
  3248. if(!hero->hasStackAtSlot(i))
  3249. insertNewStack(StackLocation(hero, i), archangel, 5);
  3250. }
  3251. else if(message == "vcmiangband") //gives 10 black knight into each slot
  3252. {
  3253. CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
  3254. const CCreature *blackKnight = VLC->creh->creatures[66];
  3255. if(!hero) return;
  3256. for(int i = 0; i < GameConstants::ARMY_SIZE; i++)
  3257. if(!hero->hasStackAtSlot(i))
  3258. insertNewStack(StackLocation(hero, i), blackKnight, 10);
  3259. }
  3260. else if(message == "vcminoldor") //all war machines
  3261. {
  3262. CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
  3263. if(!hero) return;
  3264. if(!hero->getArt(ArtifactPosition::MACH1))
  3265. giveHeroNewArtifact(hero, VLC->arth->artifacts[4], ArtifactPosition::MACH1);
  3266. if(!hero->getArt(ArtifactPosition::MACH2))
  3267. giveHeroNewArtifact(hero, VLC->arth->artifacts[5], ArtifactPosition::MACH2);
  3268. if(!hero->getArt(ArtifactPosition::MACH3))
  3269. giveHeroNewArtifact(hero, VLC->arth->artifacts[6], ArtifactPosition::MACH3);
  3270. }
  3271. else if(message == "vcminahar") //1000000 movement points
  3272. {
  3273. CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
  3274. if(!hero) return;
  3275. SetMovePoints smp;
  3276. smp.hid = hero->id;
  3277. smp.val = 1000000;
  3278. sendAndApply(&smp);
  3279. }
  3280. else if(message == "vcmiformenos") //give resources
  3281. {
  3282. SetResources sr;
  3283. sr.player = player;
  3284. sr.res = gs->getPlayer(player)->resources;
  3285. for(int i=0;i<7;i++)
  3286. sr.res[i] += 100;
  3287. sr.res[6] += 19900;
  3288. sendAndApply(&sr);
  3289. }
  3290. else if(message == "vcmieagles") //reveal FoW
  3291. {
  3292. FoWChange fc;
  3293. fc.mode = 1;
  3294. fc.player = player;
  3295. int3 * hlp_tab = new int3[gs->map->width * gs->map->height * (gs->map->twoLevel + 1)];
  3296. int lastUnc = 0;
  3297. for(int i=0;i<gs->map->width;i++)
  3298. for(int j=0;j<gs->map->height;j++)
  3299. for(int k=0;k<gs->map->twoLevel+1;k++)
  3300. if(!gs->getPlayerTeam(fc.player)->fogOfWarMap[i][j][k])
  3301. hlp_tab[lastUnc++] = int3(i,j,k);
  3302. fc.tiles.insert(hlp_tab, hlp_tab + lastUnc);
  3303. delete [] hlp_tab;
  3304. sendAndApply(&fc);
  3305. }
  3306. else if(message == "vcmiglorfindel") //selected hero gains a new level
  3307. {
  3308. CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
  3309. changePrimSkill(hero->id,4,VLC->heroh->reqExp(hero->level+1) - VLC->heroh->reqExp(hero->level));
  3310. }
  3311. else if(message == "vcmisilmaril") //player wins
  3312. {
  3313. gs->getPlayer(player)->enteredWinningCheatCode = 1;
  3314. }
  3315. else if(message == "vcmimelkor") //player looses
  3316. {
  3317. gs->getPlayer(player)->enteredLosingCheatCode = 1;
  3318. }
  3319. else if (message == "vcmiforgeofnoldorking") //hero gets all artifacts except war machines, spell scrolls and spell book
  3320. {
  3321. CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
  3322. if(!hero) return;
  3323. for (int g=7; g<=140; ++g)
  3324. giveHeroNewArtifact(hero, VLC->arth->artifacts[g], -1);
  3325. }
  3326. else
  3327. cheated = false;
  3328. if(cheated)
  3329. {
  3330. SystemMessage temp_message(VLC->generaltexth->allTexts[260]);
  3331. sendAndApply(&temp_message);
  3332. checkLossVictory(player);//Player enter win code or got required art\creature
  3333. }
  3334. }
  3335. void CGameHandler::handleSpellCasting( int spellID, int spellLvl, BattleHex destination, ui8 casterSide, ui8 casterColor, const CGHeroInstance * caster, const CGHeroInstance * secHero,
  3336. int usedSpellPower, ECastingMode::ECastingMode mode, const CStack * stack, si32 selectedStack)
  3337. {
  3338. const CSpell *spell = VLC->spellh->spells[spellID];
  3339. //Helper local function that creates obstacle on given position. Obstacle type is inferred from spell type.
  3340. //It creates, sends and applies needed package.
  3341. auto placeObstacle = [&](BattleHex pos)
  3342. {
  3343. static int obstacleIdToGive = gs->curB->obstacles.size()
  3344. ? (gs->curB->obstacles.back()->uniqueID+1)
  3345. : 0;
  3346. auto obstacle = make_shared<SpellCreatedObstacle>();
  3347. switch(spellID) // :/
  3348. {
  3349. case Spells::QUICKSAND:
  3350. obstacle->obstacleType = CObstacleInstance::QUICKSAND;
  3351. obstacle->turnsRemaining = -1;
  3352. obstacle->visibleForAnotherSide = false;
  3353. break;
  3354. case Spells::LAND_MINE:
  3355. obstacle->obstacleType = CObstacleInstance::LAND_MINE;
  3356. obstacle->turnsRemaining = -1;
  3357. obstacle->visibleForAnotherSide = false;
  3358. break;
  3359. case Spells::FIRE_WALL:
  3360. obstacle->obstacleType = CObstacleInstance::FIRE_WALL;
  3361. obstacle->turnsRemaining = 2;
  3362. obstacle->visibleForAnotherSide = true;
  3363. break;
  3364. case Spells::FORCE_FIELD:
  3365. obstacle->obstacleType = CObstacleInstance::FORCE_FIELD;
  3366. obstacle->turnsRemaining = 2;
  3367. obstacle->visibleForAnotherSide = true;
  3368. break;
  3369. default:
  3370. //this function cannot be used with spells that do not create obstacles
  3371. assert(0);
  3372. }
  3373. obstacle->pos = pos;
  3374. obstacle->casterSide = casterSide;
  3375. obstacle->ID = spellID;
  3376. obstacle->spellLevel = spellLvl;
  3377. obstacle->casterSpellPower = usedSpellPower;
  3378. obstacle->uniqueID = obstacleIdToGive++;
  3379. BattleObstaclePlaced bop;
  3380. bop.obstacle = obstacle;
  3381. sendAndApply(&bop);
  3382. };
  3383. BattleSpellCast sc;
  3384. sc.side = casterSide;
  3385. sc.id = spellID;
  3386. sc.skill = spellLvl;
  3387. sc.tile = destination;
  3388. sc.dmgToDisplay = 0;
  3389. sc.castedByHero = (bool)caster;
  3390. sc.attackerType = (stack ? stack->type->idNumber : -1);
  3391. sc.manaGained = 0;
  3392. sc.spellCost = 0;
  3393. if (caster) //calculate spell cost
  3394. {
  3395. sc.spellCost = gs->curB->getSpellCost(VLC->spellh->spells[spellID], caster);
  3396. if (secHero && mode == ECastingMode::HERO_CASTING) //handle mana channel
  3397. {
  3398. int manaChannel = 0;
  3399. BOOST_FOREACH(CStack * stack, gs->curB->stacks) //TODO: shouldn't bonus system handle it somehow?
  3400. {
  3401. if (stack->owner == secHero->tempOwner)
  3402. {
  3403. vstd::amax(manaChannel, stack->valOfBonuses(Bonus::MANA_CHANNELING));
  3404. }
  3405. }
  3406. sc.manaGained = (manaChannel * sc.spellCost) / 100;
  3407. }
  3408. }
  3409. //calculating affected creatures for all spells
  3410. std::set<CStack*> attackedCres;
  3411. if (mode != ECastingMode::ENCHANTER_CASTING)
  3412. {
  3413. attackedCres = gs->curB->getAttackedCreatures(spell, spellLvl, casterColor, destination);
  3414. for(std::set<CStack*>::const_iterator it = attackedCres.begin(); it != attackedCres.end(); ++it)
  3415. {
  3416. sc.affectedCres.insert((*it)->ID);
  3417. }
  3418. }
  3419. else //enchanter - hit all possible stacks
  3420. {
  3421. BOOST_FOREACH (CStack * stack, gs->curB->stacks)
  3422. {
  3423. /*if it's non negative spell and our unit or non positive spell and hostile unit */
  3424. if((!spell->isNegative() && stack->owner == casterColor)
  3425. || (!spell->isPositive() && stack->owner != casterColor))
  3426. {
  3427. if(stack->isValidTarget()) //TODO: allow dead targets somewhere in the future
  3428. {
  3429. attackedCres.insert(stack);
  3430. }
  3431. }
  3432. }
  3433. }
  3434. //checking if creatures resist
  3435. sc.resisted = gs->curB->calculateResistedStacks(spell, caster, secHero, attackedCres, casterColor, mode, usedSpellPower, spellLvl);
  3436. //calculating dmg to display
  3437. for(std::set<CStack*>::iterator it = attackedCres.begin(); it != attackedCres.end(); ++it)
  3438. {
  3439. if(vstd::contains(sc.resisted, (*it)->ID)) //this creature resisted the spell
  3440. continue;
  3441. sc.dmgToDisplay += gs->curB->calculateSpellDmg(spell, caster, *it, spellLvl, usedSpellPower);
  3442. }
  3443. if (spellID == Spells::DEATH_STARE || spellID == Spells::ACID_BREATH_DAMAGE)
  3444. {
  3445. sc.dmgToDisplay = usedSpellPower;
  3446. if (spellID == Spells::DEATH_STARE)
  3447. vstd::amin(sc.dmgToDisplay, (*attackedCres.begin())->count); //stack is already reduced after attack
  3448. }
  3449. StacksInjured si;
  3450. //applying effects
  3451. switch (spellID)
  3452. {
  3453. case Spells::QUICKSAND:
  3454. case Spells::LAND_MINE:
  3455. {
  3456. std::vector<BattleHex> availableTiles;
  3457. for(int i = 0; i < GameConstants::BFIELD_SIZE; i += 1)
  3458. {
  3459. BattleHex hex = i;
  3460. if(hex.getX() > 2 && hex.getX() < 14 && !battleGetStackByPos(hex, false) & !battleGetObstacleOnPos(hex, false))
  3461. availableTiles.push_back(hex);
  3462. }
  3463. boost::range::random_shuffle(availableTiles);
  3464. const int patchesForSkill[] = {4, 4, 6, 8};
  3465. const int patchesToPut = std::min<int>(patchesForSkill[spellLvl], availableTiles.size());
  3466. //land mines or quicksand patches are handled as spell created obstacles
  3467. for (int i = 0; i < patchesToPut; i++)
  3468. placeObstacle(availableTiles[i]);
  3469. }
  3470. break;
  3471. case Spells::FORCE_FIELD:
  3472. placeObstacle(destination);
  3473. break;
  3474. case Spells::FIRE_WALL:
  3475. {
  3476. //fire wall is build from multiple obstacles - one fire piece for each affected hex
  3477. auto affectedHexes = spell->rangeInHexes(destination, spellLvl, casterSide);
  3478. BOOST_FOREACH(BattleHex hex, affectedHexes)
  3479. placeObstacle(hex);
  3480. }
  3481. break;
  3482. //damage spells
  3483. case Spells::MAGIC_ARROW:
  3484. case Spells::ICE_BOLT:
  3485. case Spells::LIGHTNING_BOLT:
  3486. case Spells::IMPLOSION:
  3487. case Spells::CHAIN_LIGHTNING:
  3488. case Spells::FROST_RING:
  3489. case Spells::FIREBALL:
  3490. case Spells::INFERNO:
  3491. case Spells::METEOR_SHOWER:
  3492. case Spells::DEATH_RIPPLE:
  3493. case Spells::DESTROY_UNDEAD:
  3494. case Spells::ARMAGEDDON:
  3495. case Spells::TITANS_LIGHTNING_BOLT:
  3496. case Spells::THUNDERBOLT: //(thunderbirds)
  3497. {
  3498. int spellDamage = 0;
  3499. if (stack && mode != ECastingMode::MAGIC_MIRROR)
  3500. {
  3501. int unitSpellPower = stack->valOfBonuses(Bonus::SPECIFIC_SPELL_POWER, spellID);
  3502. if (unitSpellPower)
  3503. sc.dmgToDisplay = spellDamage = stack->count * unitSpellPower; //TODO: handle immunities
  3504. else //Faerie Dragon
  3505. {
  3506. usedSpellPower = stack->valOfBonuses(Bonus::CREATURE_SPELL_POWER) * stack->count / 100;
  3507. sc.dmgToDisplay = 0;
  3508. }
  3509. }
  3510. int chainLightningModifier = 0;
  3511. for(std::set<CStack*>::iterator it = attackedCres.begin(); it != attackedCres.end(); ++it)
  3512. {
  3513. if(vstd::contains(sc.resisted, (*it)->ID)) //this creature resisted the spell
  3514. continue;
  3515. BattleStackAttacked bsa;
  3516. if ((destination > -1 && (*it)->coversPos(destination)) || (spell->range[spellLvl] == "X" || mode == ECastingMode::ENCHANTER_CASTING))
  3517. //display effect only upon primary target of area spell
  3518. {
  3519. bsa.flags |= BattleStackAttacked::EFFECT;
  3520. bsa.effect = spell->mainEffectAnim;
  3521. }
  3522. if (spellDamage)
  3523. bsa.damageAmount = spellDamage >> chainLightningModifier;
  3524. else
  3525. {
  3526. bsa.damageAmount = gs->curB->calculateSpellDmg(spell, caster, *it, spellLvl, usedSpellPower) >> chainLightningModifier;
  3527. sc.dmgToDisplay += bsa.damageAmount;
  3528. }
  3529. bsa.stackAttacked = (*it)->ID;
  3530. if (mode == ECastingMode::ENCHANTER_CASTING) //multiple damage spells cast
  3531. bsa.attackerID = stack->ID;
  3532. else
  3533. bsa.attackerID = -1;
  3534. (*it)->prepareAttacked(bsa);
  3535. si.stacks.push_back(bsa);
  3536. if (spellID == Spells::CHAIN_LIGHTNING)
  3537. ++chainLightningModifier;
  3538. }
  3539. break;
  3540. }
  3541. // permanent effects
  3542. case Spells::SHIELD:
  3543. case Spells::AIR_SHIELD:
  3544. case Spells::FIRE_SHIELD:
  3545. case Spells::PROTECTION_FROM_AIR:
  3546. case Spells::PROTECTION_FROM_FIRE:
  3547. case Spells::PROTECTION_FROM_WATER:
  3548. case Spells::PROTECTION_FROM_EARTH:
  3549. case Spells::ANTI_MAGIC:
  3550. case Spells::MAGIC_MIRROR:
  3551. case Spells::BLESS:
  3552. case Spells::CURSE:
  3553. case Spells::BLOODLUST:
  3554. case Spells::PRECISION:
  3555. case Spells::WEAKNESS:
  3556. case Spells::STONE_SKIN:
  3557. case Spells::DISRUPTING_RAY:
  3558. case Spells::PRAYER:
  3559. case Spells::MIRTH:
  3560. case Spells::SORROW:
  3561. case Spells::FORTUNE:
  3562. case Spells::MISFORTUNE:
  3563. case Spells::HASTE:
  3564. case Spells::SLOW:
  3565. case Spells::SLAYER:
  3566. case Spells::FRENZY:
  3567. case Spells::COUNTERSTRIKE:
  3568. case Spells::BERSERK:
  3569. case Spells::HYPNOTIZE:
  3570. case Spells::FORGETFULNESS:
  3571. case Spells::BLIND:
  3572. case Spells::STONE_GAZE:
  3573. case Spells::POISON:
  3574. case Spells::BIND:
  3575. case Spells::DISEASE:
  3576. case Spells::PARALYZE:
  3577. case Spells::AGE:
  3578. case Spells::ACID_BREATH_DEFENSE:
  3579. {
  3580. int stackSpellPower = 0;
  3581. if (stack && mode != ECastingMode::MAGIC_MIRROR)
  3582. {
  3583. stackSpellPower = stack->valOfBonuses(Bonus::CREATURE_ENCHANT_POWER);
  3584. }
  3585. SetStackEffect sse;
  3586. Bonus pseudoBonus;
  3587. pseudoBonus.sid = spellID;
  3588. pseudoBonus.val = spellLvl;
  3589. pseudoBonus.turnsRemain = gs->curB->calculateSpellDuration(spell, caster, stackSpellPower ? stackSpellPower : usedSpellPower);
  3590. CStack::stackEffectToFeature(sse.effect, pseudoBonus);
  3591. if (spellID == 72 && stack)//bind
  3592. {
  3593. sse.effect.back().additionalInfo = stack->ID; //we need to know who casted Bind
  3594. }
  3595. const Bonus * bonus = NULL;
  3596. if (caster)
  3597. bonus = caster->getBonus(Selector::typeSubtype(Bonus::SPECIAL_PECULIAR_ENCHANT, spellID));
  3598. si32 power = 0;
  3599. for(std::set<CStack*>::iterator it = attackedCres.begin(); it != attackedCres.end(); ++it)
  3600. {
  3601. if(vstd::contains(sc.resisted, (*it)->ID)) //this creature resisted the spell
  3602. continue;
  3603. sse.stacks.push_back((*it)->ID);
  3604. //Apply hero specials - peculiar enchants
  3605. if ((*it)->base) // no war machines - TODO: make it work
  3606. {
  3607. ui8 tier = (*it)->base->type->level;
  3608. if (bonus)
  3609. {
  3610. switch(bonus->additionalInfo)
  3611. {
  3612. case 0: //normal
  3613. {
  3614. switch(tier)
  3615. {
  3616. case 1: case 2:
  3617. power = 3;
  3618. break;
  3619. case 3: case 4:
  3620. power = 2;
  3621. break;
  3622. case 5: case 6:
  3623. power = 1;
  3624. break;
  3625. }
  3626. Bonus specialBonus(sse.effect.back());
  3627. specialBonus.val = power; //it doesn't necessarily make sense for some spells, use it wisely
  3628. sse.uniqueBonuses.push_back (std::pair<ui32,Bonus> ((*it)->ID, specialBonus)); //additional premy to given effect
  3629. }
  3630. break;
  3631. case 1: //only Coronius as yet
  3632. {
  3633. power = std::max(5 - tier, 0);
  3634. Bonus specialBonus = CStack::featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK, power, pseudoBonus.turnsRemain);
  3635. specialBonus.sid = spellID;
  3636. sse.uniqueBonuses.push_back (std::pair<ui32,Bonus> ((*it)->ID, specialBonus)); //additional attack to Slayer effect
  3637. }
  3638. break;
  3639. }
  3640. }
  3641. if (caster && caster->hasBonusOfType(Bonus::SPECIAL_BLESS_DAMAGE, spellID)) //TODO: better handling of bonus percentages
  3642. {
  3643. int damagePercent = caster->level * caster->valOfBonuses(Bonus::SPECIAL_BLESS_DAMAGE, spellID) / tier;
  3644. Bonus specialBonus = CStack::featureGenerator(Bonus::CREATURE_DAMAGE, 0, damagePercent, pseudoBonus.turnsRemain);
  3645. specialBonus.valType = Bonus::PERCENT_TO_ALL;
  3646. specialBonus.sid = spellID;
  3647. sse.uniqueBonuses.push_back (std::pair<ui32,Bonus> ((*it)->ID, specialBonus));
  3648. }
  3649. }
  3650. }
  3651. if(!sse.stacks.empty())
  3652. sendAndApply(&sse);
  3653. break;
  3654. }
  3655. case Spells::TELEPORT:
  3656. {
  3657. BattleStackMoved bsm;
  3658. bsm.distance = -1;
  3659. bsm.stack = selectedStack;
  3660. std::vector<BattleHex> tiles;
  3661. tiles.push_back(destination);
  3662. bsm.tilesToMove = tiles;
  3663. bsm.teleporting = true;
  3664. sendAndApply(&bsm);
  3665. break;
  3666. }
  3667. case Spells::CURE:
  3668. case Spells::RESURRECTION:
  3669. case Spells::ANIMATE_DEAD:
  3670. case Spells::SACRIFICE:
  3671. {
  3672. int hpGained = 0;
  3673. if (stack)
  3674. {
  3675. int unitSpellPower = stack->valOfBonuses(Bonus::SPECIFIC_SPELL_POWER, spellID);
  3676. if (unitSpellPower)
  3677. hpGained = stack->count * unitSpellPower; //Archangel
  3678. else //Faerie Dragon-like effect - unused fo far
  3679. usedSpellPower = stack->valOfBonuses(Bonus::CREATURE_SPELL_POWER) * stack->count / 100;
  3680. }
  3681. StacksHealedOrResurrected shr;
  3682. shr.lifeDrain = (ui8)false;
  3683. shr.tentHealing = (ui8)false;
  3684. for(std::set<CStack*>::iterator it = attackedCres.begin(); it != attackedCres.end(); ++it)
  3685. {
  3686. if(vstd::contains(sc.resisted, (*it)->ID) //this creature resisted the spell
  3687. || (spellID == Spells::ANIMATE_DEAD && !(*it)->hasBonusOfType(Bonus::UNDEAD)) //we try to cast animate dead on living stack
  3688. )
  3689. continue;
  3690. StacksHealedOrResurrected::HealInfo hi;
  3691. hi.stackID = (*it)->ID;
  3692. if (stack)
  3693. {
  3694. if (hpGained)
  3695. {
  3696. hi.healedHP = gs->curB->calculateHealedHP(hpGained, spell, *it);
  3697. }
  3698. else
  3699. hi.healedHP = gs->curB->calculateHealedHP(spell, usedSpellPower, spellLvl, *it);
  3700. }
  3701. else
  3702. hi.healedHP = gs->curB->calculateHealedHP(caster, spell, *it, gs->curB->getStack(selectedStack));
  3703. hi.lowLevelResurrection = spellLvl <= 1;
  3704. shr.healedStacks.push_back(hi);
  3705. }
  3706. if(!shr.healedStacks.empty())
  3707. sendAndApply(&shr);
  3708. if (spellID == Spells::SACRIFICE) //remove victim
  3709. {
  3710. BattleStacksRemoved bsr;
  3711. bsr.stackIDs.insert (selectedStack); //somehow it works for teleport?
  3712. sendAndApply(&bsr);
  3713. }
  3714. break;
  3715. }
  3716. case Spells::SUMMON_FIRE_ELEMENTAL:
  3717. case Spells::SUMMON_EARTH_ELEMENTAL:
  3718. case Spells::SUMMON_WATER_ELEMENTAL:
  3719. case Spells::SUMMON_AIR_ELEMENTAL:
  3720. { //elemental summoning
  3721. int creID;
  3722. switch(spellID)
  3723. {
  3724. case Spells::SUMMON_FIRE_ELEMENTAL:
  3725. creID = 114;
  3726. break;
  3727. case Spells::SUMMON_EARTH_ELEMENTAL:
  3728. creID = 113;
  3729. break;
  3730. case Spells::SUMMON_WATER_ELEMENTAL:
  3731. creID = 115;
  3732. break;
  3733. case Spells::SUMMON_AIR_ELEMENTAL:
  3734. creID = 112;
  3735. break;
  3736. }
  3737. BattleStackAdded bsa;
  3738. bsa.creID = creID;
  3739. bsa.attacker = !(bool)casterSide;
  3740. bsa.summoned = true;
  3741. bsa.pos = gs->curB->getAvaliableHex(creID, !(bool)casterSide); //TODO: unify it
  3742. //TODO stack casting -> probably power will be zero; set the proper number of creatures manually
  3743. int percentBonus = caster ? caster->valOfBonuses(Bonus::SPECIFIC_SPELL_DAMAGE, spellID) : 0;
  3744. bsa.amount = usedSpellPower * VLC->spellh->spells[spellID]->powers[spellLvl] *
  3745. (100 + percentBonus) / 100.0; //new feature - percentage bonus
  3746. if(bsa.amount)
  3747. sendAndApply(&bsa);
  3748. else
  3749. complain("Summoning elementals didn't summon any!");
  3750. }
  3751. break;
  3752. case Spells::CLONE:
  3753. {
  3754. CStack * clonedStack = NULL;
  3755. if (attackedCres.size())
  3756. clonedStack = *attackedCres.begin();
  3757. if (!clonedStack)
  3758. {
  3759. complain ("No target stack to clone!");
  3760. return;
  3761. }
  3762. BattleStackAdded bsa;
  3763. bsa.creID = clonedStack->type->idNumber;
  3764. bsa.attacker = !(bool)casterSide;
  3765. bsa.summoned = true;
  3766. bsa.pos = gs->curB->getAvaliableHex(bsa.creID, !(bool)casterSide); //TODO: unify it
  3767. bsa.amount = clonedStack->count;
  3768. sendAndApply (&bsa);
  3769. BattleSetStackProperty ssp;
  3770. ssp.stackID = gs->curB->stacks.back()->ID; //how to get recent stack?
  3771. ssp.which = BattleSetStackProperty::CLONED; //using enum values
  3772. ssp.val = 0;
  3773. ssp.absolute = 1;
  3774. sendAndApply(&ssp);
  3775. }
  3776. break;
  3777. case Spells::REMOVE_OBSTACLE:
  3778. {
  3779. ObstaclesRemoved obr;
  3780. BOOST_FOREACH(auto &obstacle, battleGetAllObstacles())
  3781. {
  3782. if(vstd::contains(obstacle->getBlockedTiles(), destination))
  3783. obr.obstacles.insert(obstacle->uniqueID);
  3784. }
  3785. if(!obr.obstacles.empty())
  3786. sendAndApply(&obr);
  3787. else
  3788. complain("There's no obstacle to remove!");
  3789. break;
  3790. }
  3791. break;
  3792. case Spells::DEATH_STARE: //handled in a bit different way
  3793. {
  3794. for(std::set<CStack*>::iterator it = attackedCres.begin(); it != attackedCres.end(); ++it)
  3795. {
  3796. if((*it)->hasBonusOfType(Bonus::UNDEAD) || (*it)->hasBonusOfType(Bonus::NON_LIVING)) //this creature is immune
  3797. {
  3798. sc.dmgToDisplay = 0; //TODO: handle Death Stare for multiple targets (?)
  3799. continue;
  3800. }
  3801. BattleStackAttacked bsa;
  3802. bsa.flags |= BattleStackAttacked::EFFECT;
  3803. bsa.effect = spell->mainEffectAnim; //from config\spell-Info.txt
  3804. bsa.damageAmount = usedSpellPower * (*it)->valOfBonuses(Bonus::STACK_HEALTH);
  3805. bsa.stackAttacked = (*it)->ID;
  3806. bsa.attackerID = -1;
  3807. (*it)->prepareAttacked(bsa);
  3808. si.stacks.push_back(bsa);
  3809. }
  3810. }
  3811. break;
  3812. case Spells::ACID_BREATH_DAMAGE: //new effect, separate from acid breath defense reduction
  3813. {
  3814. for(std::set<CStack*>::iterator it = attackedCres.begin(); it != attackedCres.end(); ++it) //no immunities
  3815. {
  3816. BattleStackAttacked bsa;
  3817. bsa.flags |= BattleStackAttacked::EFFECT;
  3818. bsa.effect = VLC->spellh->spells[80]->mainEffectAnim; //use acid breath
  3819. bsa.damageAmount = usedSpellPower; //damage times the number of attackers
  3820. bsa.stackAttacked = (*it)->ID;
  3821. bsa.attackerID = -1;
  3822. (*it)->prepareAttacked(bsa);
  3823. si.stacks.push_back(bsa);
  3824. }
  3825. }
  3826. break;
  3827. }
  3828. sendAndApply(&sc);
  3829. if(!si.stacks.empty()) //after spellcast info shows
  3830. sendAndApply(&si);
  3831. if (mode == ECastingMode::CREATURE_ACTIVE_CASTING || mode == ECastingMode::ENCHANTER_CASTING) //reduce number of casts remaining
  3832. {
  3833. BattleSetStackProperty ssp;
  3834. ssp.stackID = stack->ID;
  3835. ssp.which = BattleSetStackProperty::CASTS;
  3836. ssp.val = -1;
  3837. ssp.absolute = false;
  3838. sendAndApply(&ssp);
  3839. }
  3840. //Magic Mirror effect
  3841. if (spell->isNegative() && mode != ECastingMode::MAGIC_MIRROR && spell->level && spell->range[0] == "0") //it is actual spell and can be reflected to single target, no recurrence
  3842. {
  3843. for(std::set<CStack*>::iterator it = attackedCres.begin(); it != attackedCres.end(); ++it)
  3844. {
  3845. int mirrorChance = (*it)->valOfBonuses(Bonus::MAGIC_MIRROR);
  3846. if(mirrorChance > rand()%100)
  3847. {
  3848. std::vector<CStack *> mirrorTargets;
  3849. std::vector<CStack *> & battleStacks = gs->curB->stacks;
  3850. for (size_t j = 0; j < battleStacks.size(); ++j)
  3851. {
  3852. if(battleStacks[j]->owner == casterSide) //get enemy stacks which can be affected by this spell
  3853. {
  3854. if (!gs->curB->battleIsImmune(NULL, spell, ECastingMode::MAGIC_MIRROR, battleStacks[j]->position))
  3855. mirrorTargets.push_back(battleStacks[j]);
  3856. }
  3857. }
  3858. if (mirrorTargets.size())
  3859. {
  3860. int targetHex = mirrorTargets[rand() % mirrorTargets.size()]->position;
  3861. handleSpellCasting(spellID, 0, targetHex, 1 - casterSide, (*it)->owner, NULL, (caster ? caster : NULL), usedSpellPower, ECastingMode::MAGIC_MIRROR, (*it));
  3862. }
  3863. }
  3864. }
  3865. }
  3866. }
  3867. bool CGameHandler::makeCustomAction( BattleAction &ba )
  3868. {
  3869. switch(ba.actionType)
  3870. {
  3871. case BattleAction::HERO_SPELL: //hero casts spell
  3872. {
  3873. const CGHeroInstance *h = gs->curB->heroes[ba.side];
  3874. const CGHeroInstance *secondHero = gs->curB->heroes[!ba.side];
  3875. if(!h)
  3876. {
  3877. tlog2 << "Wrong caster!\n";
  3878. return false;
  3879. }
  3880. if(ba.additionalInfo >= VLC->spellh->spells.size())
  3881. {
  3882. tlog2 << "Wrong spell id (" << ba.additionalInfo << ")!\n";
  3883. return false;
  3884. }
  3885. const CSpell *s = VLC->spellh->spells[ba.additionalInfo];
  3886. if (s->mainEffectAnim > -1 || (s->id >= 66 || s->id <= 69) || s->id == Spells::CLONE) //allow summon elementals
  3887. //TODO: special effects, like Clone
  3888. {
  3889. ui8 skill = h->getSpellSchoolLevel(s); //skill level
  3890. ESpellCastProblem::ESpellCastProblem escp = gs->curB->battleCanCastThisSpell(h->tempOwner, s, ECastingMode::HERO_CASTING);
  3891. if(escp != ESpellCastProblem::OK)
  3892. {
  3893. tlog2 << "Spell cannot be cast!\n";
  3894. tlog2 << "Problem : " << escp << std::endl;
  3895. return false;
  3896. }
  3897. StartAction start_action(ba);
  3898. sendAndApply(&start_action); //start spell casting
  3899. handleSpellCasting (ba.additionalInfo, skill, ba.destinationTile, ba.side, h->tempOwner, h, secondHero, h->getPrimSkillLevel(2),
  3900. ECastingMode::HERO_CASTING, NULL, ba.selectedStack);
  3901. sendAndApply(&end_action);
  3902. if( !gs->curB->getStack(gs->curB->activeStack, false)->alive() )
  3903. {
  3904. battleMadeAction.setn(true);
  3905. }
  3906. checkForBattleEnd(gs->curB->stacks);
  3907. if(battleResult.get())
  3908. {
  3909. battleMadeAction.setn(true);
  3910. //battle will be ended by startBattle function
  3911. //endBattle(gs->curB->tile, gs->curB->heroes[0], gs->curB->heroes[1]);
  3912. }
  3913. return true;
  3914. }
  3915. else
  3916. {
  3917. tlog2 << "Spell " << s->name << " is not yet supported!\n";
  3918. return false;
  3919. }
  3920. }
  3921. }
  3922. return false;
  3923. }
  3924. void CGameHandler::stackTurnTrigger(const CStack * st)
  3925. {
  3926. BattleTriggerEffect bte;
  3927. bte.stackID = st->ID;
  3928. bte.effect = -1;
  3929. bte.val = 0;
  3930. bte.additionalInfo = 0;
  3931. if (st->alive())
  3932. {
  3933. //unbind
  3934. if (st->getEffect(72))
  3935. {
  3936. bool unbind = true;
  3937. BonusList bl = *(st->getBonuses(Selector::type(Bonus::BIND_EFFECT)));
  3938. std::set<CStack*> stacks = gs->curB->getAdjacentCreatures(st);
  3939. BOOST_FOREACH(Bonus * b, bl)
  3940. {
  3941. const CStack * stack = gs->curB->getStack(b->additionalInfo); //binding stack must be alive and adjacent
  3942. if (stack)
  3943. {
  3944. if (vstd::contains(stacks, stack)) //binding stack is still present
  3945. {
  3946. unbind = false;
  3947. }
  3948. }
  3949. }
  3950. if (unbind)
  3951. {
  3952. BattleSetStackProperty ssp;
  3953. ssp.which = BattleSetStackProperty::UNBIND;
  3954. ssp.stackID = st->ID;
  3955. sendAndApply(&ssp);
  3956. }
  3957. }
  3958. //regeneration
  3959. if(st->hasBonusOfType(Bonus::HP_REGENERATION))
  3960. {
  3961. bte.effect = Bonus::HP_REGENERATION;
  3962. bte.val = std::min((int)(st->MaxHealth() - st->firstHPleft), st->valOfBonuses(Bonus::HP_REGENERATION));
  3963. }
  3964. if(st->hasBonusOfType(Bonus::FULL_HP_REGENERATION))
  3965. {
  3966. bte.effect = Bonus::HP_REGENERATION;
  3967. bte.val = st->MaxHealth() - st->firstHPleft;
  3968. }
  3969. if (bte.val) //anything to heal
  3970. sendAndApply(&bte);
  3971. if(st->hasBonusOfType(Bonus::POISON))
  3972. {
  3973. const Bonus * b = st->getBonus(Selector::source(Bonus::SPELL_EFFECT, 71) && Selector::type(Bonus::STACK_HEALTH));
  3974. if (b) //TODO: what if not?...
  3975. {
  3976. bte.val = std::max (b->val - 10, -(st->valOfBonuses(Bonus::POISON)));
  3977. if (bte.val < b->val) //(negative) poison effect increases - update it
  3978. {
  3979. bte.effect = Bonus::POISON;
  3980. sendAndApply(&bte);
  3981. }
  3982. }
  3983. }
  3984. if (st->hasBonusOfType(Bonus::MANA_DRAIN) && !vstd::contains(st->state, EBattleStackState::DRAINED_MANA))
  3985. {
  3986. const CGHeroInstance * enemy = gs->curB->getHero(gs->curB->theOtherPlayer(st->owner));
  3987. if (enemy)
  3988. {
  3989. ui32 manaDrained = st->valOfBonuses(Bonus::MANA_DRAIN);
  3990. vstd::amin (manaDrained, gs->curB->heroes[0]->mana);
  3991. if (manaDrained)
  3992. {
  3993. bte.effect = Bonus::MANA_DRAIN;
  3994. bte.val = manaDrained;
  3995. bte.additionalInfo = enemy->id; //for sanity
  3996. sendAndApply(&bte);
  3997. }
  3998. }
  3999. }
  4000. if (!st->hasBonusOfType(Bonus::FEARLESS))
  4001. {
  4002. bool fearsomeCreature = false;
  4003. BOOST_FOREACH(CStack * stack, gs->curB->stacks)
  4004. {
  4005. if (stack->owner != st->owner && stack->hasBonusOfType(Bonus::FEAR))
  4006. {
  4007. fearsomeCreature = true;
  4008. break;
  4009. }
  4010. }
  4011. if (fearsomeCreature)
  4012. {
  4013. if (rand() % 100 < 10) //fixed 10%
  4014. {
  4015. bte.effect = Bonus::FEAR;
  4016. sendAndApply(&bte);
  4017. }
  4018. }
  4019. }
  4020. BonusList bl = *(st->getBonuses(Selector::type(Bonus::ENCHANTER)));
  4021. int side = gs->curB->whatSide(st->owner);
  4022. if (bl.size() && st->casts && !gs->curB->enchanterCounter[side])
  4023. {
  4024. int index = rand() % bl.size();
  4025. int spellID = bl[index]->subtype; //spell ID
  4026. if (gs->curB->battleCanCastThisSpell(st->owner, VLC->spellh->spells[spellID], ECastingMode::ENCHANTER_CASTING)) //TODO: select another?
  4027. {
  4028. int spellLeveL = bl[index]->val; //spell level
  4029. const CGHeroInstance * enemyHero = gs->curB->getHero(gs->curB->theOtherPlayer(st->owner));
  4030. handleSpellCasting(spellID, spellLeveL, -1, side, st->owner, NULL, enemyHero, 0, ECastingMode::ENCHANTER_CASTING, st);
  4031. BattleSetStackProperty ssp;
  4032. ssp.which = BattleSetStackProperty::ENCHANTER_COUNTER;
  4033. ssp.absolute = false;
  4034. ssp.val = bl[index]->additionalInfo; //increase cooldown counter
  4035. ssp.stackID = st->ID;
  4036. sendAndApply(&ssp);
  4037. }
  4038. }
  4039. }
  4040. }
  4041. void CGameHandler::handleDamageFromObstacle(const CObstacleInstance &obstacle, CStack * curStack)
  4042. {
  4043. //we want to determine following vars depending on obstacle type
  4044. int damage = -1;
  4045. int effect = -1;
  4046. bool oneTimeObstacle = false;
  4047. //helper info
  4048. const SpellCreatedObstacle *spellObstacle = dynamic_cast<const SpellCreatedObstacle*>(&obstacle); //not nice but we may need spell params
  4049. const ui8 side = !curStack->attackerOwned;
  4050. const CGHeroInstance *hero = gs->curB->heroes[side];
  4051. if(obstacle.obstacleType == CObstacleInstance::MOAT)
  4052. {
  4053. damage = battleGetMoatDmg();
  4054. }
  4055. else if(obstacle.obstacleType == CObstacleInstance::LAND_MINE)
  4056. {
  4057. //You don't get hit by a Mine you can see.
  4058. if(gs->curB->isObstacleVisibleForSide(obstacle, side))
  4059. return;
  4060. oneTimeObstacle = true;
  4061. effect = 82; //makes
  4062. damage = gs->curB->calculateSpellDmg(VLC->spellh->spells[Spells::LAND_MINE], hero, curStack,
  4063. spellObstacle->spellLevel, spellObstacle->casterSpellPower);
  4064. //TODO even if obstacle wasn't created by hero (Tower "moat") it should deal dmg as if casted by hero,
  4065. //if it is bigger than default dmg. Or is it just irrelevant H3 implementation quirk
  4066. }
  4067. else if(obstacle.obstacleType == CObstacleInstance::FIRE_WALL)
  4068. {
  4069. damage = gs->curB->calculateSpellDmg(VLC->spellh->spells[Spells::FIRE_WALL], hero, curStack,
  4070. spellObstacle->spellLevel, spellObstacle->casterSpellPower);
  4071. }
  4072. else
  4073. {
  4074. //no other obstacle does damage to stack
  4075. return;
  4076. }
  4077. BattleStackAttacked bsa;
  4078. if(effect >= 0)
  4079. {
  4080. bsa.flags |= BattleStackAttacked::EFFECT;
  4081. bsa.effect = effect; //makes POOF
  4082. }
  4083. bsa.damageAmount = damage;
  4084. bsa.stackAttacked = curStack->ID;
  4085. bsa.attackerID = -1;
  4086. curStack->prepareAttacked(bsa);
  4087. StacksInjured si;
  4088. si.stacks.push_back(bsa);
  4089. sendAndApply(&si);
  4090. if(oneTimeObstacle)
  4091. removeObstacle(obstacle);
  4092. }
  4093. void CGameHandler::handleTimeEvents()
  4094. {
  4095. gs->map->events.sort(evntCmp);
  4096. while(gs->map->events.size() && gs->map->events.front()->firstOccurence+1 == gs->day)
  4097. {
  4098. CMapEvent *ev = gs->map->events.front();
  4099. for(int player = 0; player < GameConstants::PLAYER_LIMIT; player++)
  4100. {
  4101. PlayerState *pinfo = gs->getPlayer(player);
  4102. if( pinfo //player exists
  4103. && (ev->players & 1<<player) //event is enabled to this player
  4104. && ((ev->computerAffected && !pinfo->human)
  4105. || (ev->humanAffected && pinfo->human)
  4106. )
  4107. )
  4108. {
  4109. //give resources
  4110. SetResources sr;
  4111. sr.player = player;
  4112. sr.res = pinfo->resources + ev->resources;
  4113. //prepare dialog
  4114. InfoWindow iw;
  4115. iw.player = player;
  4116. iw.text << ev->message;
  4117. for (int i=0; i<ev->resources.size(); i++)
  4118. {
  4119. if(ev->resources[i]) //if resource is changed, we add it to the dialog
  4120. iw.components.push_back(Component(Component::RESOURCE,i,ev->resources[i],0));
  4121. }
  4122. if (iw.components.size())
  4123. {
  4124. sr.res.amax(0); // If removing too much resources, adjust the amount so the total doesn't become negative.
  4125. sendAndApply(&sr); //update player resources if changed
  4126. }
  4127. sendAndApply(&iw); //show dialog
  4128. }
  4129. } //PLAYERS LOOP
  4130. if(ev->nextOccurence)
  4131. {
  4132. gs->map->events.pop_front();
  4133. ev->firstOccurence += ev->nextOccurence;
  4134. std::list<ConstTransitivePtr<CMapEvent> >::iterator it = gs->map->events.begin();
  4135. while ( it !=gs->map->events.end() && **it <= *ev )
  4136. it++;
  4137. gs->map->events.insert(it, ev);
  4138. }
  4139. else
  4140. {
  4141. delete ev;
  4142. gs->map->events.pop_front();
  4143. }
  4144. }
  4145. }
  4146. void CGameHandler::handleTownEvents(CGTownInstance * town, NewTurn &n, std::map<si32, std::map<si32, si32> > &newCreas)
  4147. {
  4148. //TODO event removing desync!!!
  4149. town->events.sort(evntCmp);
  4150. while(town->events.size() && town->events.front()->firstOccurence == gs->day)
  4151. {
  4152. ui8 player = town->tempOwner;
  4153. CCastleEvent *ev = town->events.front();
  4154. PlayerState *pinfo = gs->getPlayer(player);
  4155. if( pinfo //player exists
  4156. && (ev->players & 1<<player) //event is enabled to this player
  4157. && ((ev->computerAffected && !pinfo->human)
  4158. || (ev->humanAffected && pinfo->human) ) )
  4159. {
  4160. // dialog
  4161. InfoWindow iw;
  4162. iw.player = player;
  4163. iw.text << ev->message;
  4164. if(ev->resources.nonZero())
  4165. {
  4166. TResources was = n.res[player];
  4167. n.res[player] += ev->resources;
  4168. n.res[player].amax(0);
  4169. for (int i=0; i<ev->resources.size(); i++)
  4170. if(ev->resources[i] && pinfo->resources[i] != n.res[player][i]) //if resource had changed, we add it to the dialog
  4171. iw.components.push_back(Component(Component::RESOURCE,i,n.res[player][i]-was[i],0));
  4172. }
  4173. for(std::set<si32>::iterator i = ev->buildings.begin(); i!=ev->buildings.end();i++)
  4174. if ( !vstd::contains(town->builtBuildings, *i))
  4175. {
  4176. buildStructure(town->id, *i, true);
  4177. iw.components.push_back(Component(Component::BUILDING, town->subID, *i, 0));
  4178. }
  4179. for(si32 i=0;i<ev->creatures.size();i++) //creature growths
  4180. {
  4181. if(town->creatureDwelling(i) && ev->creatures[i])//there is dwelling
  4182. {
  4183. newCreas[town->id][i] += ev->creatures[i];
  4184. iw.components.push_back(Component(Component::CREATURE,
  4185. town->creatures[i].second.back(), ev->creatures[i], 0));
  4186. }
  4187. }
  4188. sendAndApply(&iw); //show dialog
  4189. }
  4190. if(ev->nextOccurence)
  4191. {
  4192. town->events.pop_front();
  4193. ev->firstOccurence += ev->nextOccurence;
  4194. std::list<CCastleEvent*>::iterator it = town->events.begin();
  4195. while ( it !=town->events.end() && **it <= *ev )
  4196. it++;
  4197. town->events.insert(it, ev);
  4198. }
  4199. else
  4200. {
  4201. delete ev;
  4202. town->events.pop_front();
  4203. }
  4204. }
  4205. }
  4206. bool CGameHandler::complain( const std::string &problem )
  4207. {
  4208. sendMessageToAll("Server encountered a problem: " + problem);
  4209. tlog1 << problem << std::endl;
  4210. return true;
  4211. }
  4212. ui32 CGameHandler::getQueryResult( ui8 player, int queryID )
  4213. {
  4214. //TODO: write
  4215. return 0;
  4216. }
  4217. void CGameHandler::showGarrisonDialog( int upobj, int hid, bool removableUnits, const boost::function<void()> &cb )
  4218. {
  4219. ui8 player = getOwner(hid);
  4220. GarrisonDialog gd;
  4221. gd.hid = hid;
  4222. gd.objid = upobj;
  4223. {
  4224. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  4225. gd.id = QID;
  4226. garrisonCallbacks[QID] = cb;
  4227. allowedExchanges[QID] = std::pair<si32,si32>(upobj,hid);
  4228. states.addQuery(player,QID);
  4229. QID++;
  4230. gd.removableUnits = removableUnits;
  4231. sendAndApply(&gd);
  4232. }
  4233. }
  4234. void CGameHandler::showThievesGuildWindow(int player, int requestingObjId)
  4235. {
  4236. OpenWindow ow;
  4237. ow.window = OpenWindow::THIEVES_GUILD;
  4238. ow.id1 = player;
  4239. ow.id2 = requestingObjId;
  4240. sendAndApply(&ow);
  4241. }
  4242. bool CGameHandler::isAllowedArrangePack(const ArrangeStacks *pack)
  4243. {
  4244. return isAllowedExchangeForQuery(pack->id1, pack->id2);
  4245. }
  4246. bool CGameHandler::isAllowedExchangeForQuery(int id1, int id2) {
  4247. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  4248. for(std::map<ui32, std::pair<si32,si32> >::const_iterator i = allowedExchanges.begin(); i!=allowedExchanges.end(); i++)
  4249. if((id1 == i->second.first && id2 == i->second.second) ||
  4250. (id2 == i->second.first && id1 == i->second.second))
  4251. return true;
  4252. return false;
  4253. }
  4254. bool CGameHandler::isAllowedExchange( int id1, int id2 )
  4255. {
  4256. if(id1 == id2)
  4257. return true;
  4258. if (isAllowedExchangeForQuery(id1, id2))
  4259. return true;
  4260. const CGObjectInstance *o1 = getObj(id1), *o2 = getObj(id2);
  4261. if (o1 && o2)
  4262. {
  4263. if(o1->ID == GameConstants::TOWNI_TYPE)
  4264. {
  4265. const CGTownInstance *t = static_cast<const CGTownInstance*>(o1);
  4266. if(t->visitingHero == o2 || t->garrisonHero == o2)
  4267. return true;
  4268. }
  4269. if(o2->ID == GameConstants::TOWNI_TYPE)
  4270. {
  4271. const CGTownInstance *t = static_cast<const CGTownInstance*>(o2);
  4272. if(t->visitingHero == o1 || t->garrisonHero == o1)
  4273. return true;
  4274. }
  4275. if(o1->ID == GameConstants::HEROI_TYPE && o2->ID == GameConstants::HEROI_TYPE
  4276. && distance(o1->pos, o2->pos) < 2) //hero stands on the same tile or on the neighbouring tiles
  4277. {
  4278. //TODO: it's workaround, we should check if first hero visited second and player hasn't closed exchange window
  4279. //(to block moving stacks for free [without visiting] between heroes)
  4280. return true;
  4281. }
  4282. }
  4283. else //not exchanging between heroes, TODO: more sophisticated logic
  4284. {
  4285. return true;
  4286. }
  4287. return false;
  4288. }
  4289. void CGameHandler::objectVisited( const CGObjectInstance * obj, const CGHeroInstance * h )
  4290. {
  4291. HeroVisit hv;
  4292. hv.obj = obj;
  4293. hv.hero = h;
  4294. hv.starting = true;
  4295. sendAndApply(&hv);
  4296. obj->onHeroVisit(h);
  4297. hv.obj = NULL; //not necessary, moreover may have been deleted in the meantime
  4298. hv.starting = false;
  4299. sendAndApply(&hv);
  4300. }
  4301. bool CGameHandler::buildBoat( ui32 objid )
  4302. {
  4303. const IShipyard *obj = IShipyard::castFrom(getObj(objid));
  4304. if(obj->state())
  4305. {
  4306. complain("Cannot build boat in this shipyard!");
  4307. return false;
  4308. }
  4309. else if(obj->o->ID == GameConstants::TOWNI_TYPE
  4310. && !vstd::contains((static_cast<const CGTownInstance*>(obj))->builtBuildings,6))
  4311. {
  4312. complain("Cannot build boat in the town - no shipyard!");
  4313. return false;
  4314. }
  4315. //TODO use "real" cost via obj->getBoatCost
  4316. if(getResource(obj->o->tempOwner, 6) < 1000 || getResource(obj->o->tempOwner, 0) < 10)
  4317. {
  4318. complain("Not enough resources to build a boat!");
  4319. return false;
  4320. }
  4321. int3 tile = obj->bestLocation();
  4322. if(!gs->map->isInTheMap(tile))
  4323. {
  4324. complain("Cannot find appropriate tile for a boat!");
  4325. return false;
  4326. }
  4327. //take boat cost
  4328. SetResources sr;
  4329. sr.player = obj->o->tempOwner;
  4330. sr.res = gs->getPlayer(obj->o->tempOwner)->resources;
  4331. sr.res[Res::WOOD] -= 10;
  4332. sr.res[Res::GOLD] -= 1000;
  4333. sendAndApply(&sr);
  4334. //create boat
  4335. NewObject no;
  4336. no.ID = 8;
  4337. no.subID = obj->getBoatType();
  4338. no.pos = tile + int3(1,0,0);
  4339. sendAndApply(&no);
  4340. return true;
  4341. }
  4342. void CGameHandler::engageIntoBattle( ui8 player )
  4343. {
  4344. if(vstd::contains(states.players, player))
  4345. states.setFlag(player,&PlayerStatus::engagedIntoBattle,true);
  4346. //notify interfaces
  4347. PlayerBlocked pb;
  4348. pb.player = player;
  4349. pb.reason = PlayerBlocked::UPCOMING_BATTLE;
  4350. sendAndApply(&pb);
  4351. }
  4352. void CGameHandler::winLoseHandle(ui8 players )
  4353. {
  4354. for(size_t i = 0; i < GameConstants::PLAYER_LIMIT; i++)
  4355. {
  4356. if(players & 1<<i && gs->getPlayer(i))
  4357. {
  4358. checkLossVictory(i);
  4359. }
  4360. }
  4361. }
  4362. void CGameHandler::checkLossVictory( ui8 player )
  4363. {
  4364. const PlayerState *p = gs->getPlayer(player);
  4365. if(p->status) //player already won / lost
  4366. return;
  4367. int loss = gs->lossCheck(player);
  4368. int vic = gs->victoryCheck(player);
  4369. if(!loss && !vic)
  4370. return;
  4371. InfoWindow iw;
  4372. getLossVicMessage(player, vic ? vic : loss , vic, iw);
  4373. sendAndApply(&iw);
  4374. PlayerEndsGame peg;
  4375. peg.player = player;
  4376. peg.victory = vic;
  4377. sendAndApply(&peg);
  4378. if(vic) //one player won -> all enemies lost
  4379. {
  4380. iw.text.localStrings.front().second++; //message about losing because enemy won first is just after victory message
  4381. for (bmap<ui8,PlayerState>::const_iterator i = gs->players.begin(); i!=gs->players.end(); i++)
  4382. {
  4383. if(i->first < GameConstants::PLAYER_LIMIT && i->first != player)//FIXME: skip already eliminated players?
  4384. {
  4385. iw.player = i->first;
  4386. sendAndApply(&iw);
  4387. peg.player = i->first;
  4388. peg.victory = gameState()->getPlayerRelations(player, i->first) == 1; // ally of winner
  4389. sendAndApply(&peg);
  4390. }
  4391. }
  4392. }
  4393. else //player lost -> all his objects become unflagged (neutral)
  4394. {
  4395. std::vector<ConstTransitivePtr<CGHeroInstance> > hlp = p->heroes;
  4396. for (std::vector<ConstTransitivePtr<CGHeroInstance> >::const_iterator i = hlp.begin(); i != hlp.end(); i++) //eliminate heroes
  4397. removeObject((*i)->id);
  4398. for (std::vector<ConstTransitivePtr<CGObjectInstance> >::const_iterator i = gs->map->objects.begin(); i != gs->map->objects.end(); i++) //unflag objs
  4399. {
  4400. if(*i && (*i)->tempOwner == player)
  4401. setOwner((**i).id,GameConstants::NEUTRAL_PLAYER);
  4402. }
  4403. //eliminating one player may cause victory of another:
  4404. winLoseHandle(GameConstants::ALL_PLAYERS & ~(1<<player));
  4405. }
  4406. if(vic)
  4407. {
  4408. end2 = true;
  4409. if(gs->campaign)
  4410. {
  4411. std::vector<CGHeroInstance *> hes;
  4412. BOOST_FOREACH(CGHeroInstance * ghi, gs->map->heroes)
  4413. {
  4414. if (ghi->tempOwner == vic)
  4415. {
  4416. hes.push_back(ghi);
  4417. }
  4418. }
  4419. gs->campaign->mapConquered(hes);
  4420. UpdateCampaignState ucs;
  4421. ucs.camp = gs->campaign;
  4422. sendAndApply(&ucs);
  4423. }
  4424. }
  4425. }
  4426. void CGameHandler::getLossVicMessage( ui8 player, si8 standard, bool victory, InfoWindow &out ) const
  4427. {
  4428. // const PlayerState *p = gs->getPlayer(player);
  4429. // if(!p->human)
  4430. // return; //AI doesn't need text info of loss
  4431. out.player = player;
  4432. if(victory)
  4433. {
  4434. if(standard > 0) //not std loss
  4435. {
  4436. switch(gs->map->victoryCondition.condition)
  4437. {
  4438. case EVictoryConditionType::ARTIFACT:
  4439. out.text.addTxt(MetaString::GENERAL_TXT, 280); //Congratulations! You have found the %s, and can claim victory!
  4440. out.text.addReplacement(MetaString::ART_NAMES,gs->map->victoryCondition.ID); //artifact name
  4441. break;
  4442. case EVictoryConditionType::GATHERTROOP:
  4443. out.text.addTxt(MetaString::GENERAL_TXT, 276); //Congratulations! You have over %d %s in your armies. Your enemies have no choice but to bow down before your power!
  4444. out.text.addReplacement(gs->map->victoryCondition.count);
  4445. out.text.addReplacement(MetaString::CRE_PL_NAMES, gs->map->victoryCondition.ID);
  4446. break;
  4447. case EVictoryConditionType::GATHERRESOURCE:
  4448. out.text.addTxt(MetaString::GENERAL_TXT, 278); //Congratulations! You have collected over %d %s in your treasury. Victory is yours!
  4449. out.text.addReplacement(gs->map->victoryCondition.count);
  4450. out.text.addReplacement(MetaString::RES_NAMES, gs->map->victoryCondition.ID);
  4451. break;
  4452. case EVictoryConditionType::BUILDCITY:
  4453. out.text.addTxt(MetaString::GENERAL_TXT, 282); //Congratulations! You have successfully upgraded your town, and can claim victory!
  4454. break;
  4455. case EVictoryConditionType::BUILDGRAIL:
  4456. out.text.addTxt(MetaString::GENERAL_TXT, 284); //Congratulations! You have constructed a permanent home for the Grail, and can claim victory!
  4457. break;
  4458. case EVictoryConditionType::BEATHERO:
  4459. {
  4460. out.text.addTxt(MetaString::GENERAL_TXT, 252); //Congratulations! You have completed your quest to defeat the enemy hero %s. Victory is yours!
  4461. const CGHeroInstance *h = dynamic_cast<const CGHeroInstance*>(gs->map->victoryCondition.obj);
  4462. assert(h);
  4463. out.text.addReplacement(h->name);
  4464. }
  4465. break;
  4466. case EVictoryConditionType::CAPTURECITY:
  4467. {
  4468. out.text.addTxt(MetaString::GENERAL_TXT, 249); //Congratulations! You captured %s, and are victorious!
  4469. const CGTownInstance *t = dynamic_cast<const CGTownInstance*>(gs->map->victoryCondition.obj);
  4470. assert(t);
  4471. out.text.addReplacement(t->name);
  4472. }
  4473. break;
  4474. case EVictoryConditionType::BEATMONSTER:
  4475. out.text.addTxt(MetaString::GENERAL_TXT, 286); //Congratulations! You have completed your quest to kill the fearsome beast, and can claim victory!
  4476. break;
  4477. case EVictoryConditionType::TAKEDWELLINGS:
  4478. out.text.addTxt(MetaString::GENERAL_TXT, 288); //Congratulations! Your flag flies on the dwelling of every creature. Victory is yours!
  4479. break;
  4480. case EVictoryConditionType::TAKEMINES:
  4481. out.text.addTxt(MetaString::GENERAL_TXT, 290); //Congratulations! Your flag flies on every mine. Victory is yours!
  4482. break;
  4483. case EVictoryConditionType::TRANSPORTITEM:
  4484. out.text.addTxt(MetaString::GENERAL_TXT, 292); //Congratulations! You have reached your destination, precious cargo intact, and can claim victory!
  4485. break;
  4486. }
  4487. }
  4488. else
  4489. {
  4490. out.text.addTxt(MetaString::GENERAL_TXT, 659); //Congratulations! You have reached your destination, precious cargo intact, and can claim victory!
  4491. }
  4492. }
  4493. else
  4494. {
  4495. if(standard > 0) //not std loss
  4496. {
  4497. switch(gs->map->lossCondition.typeOfLossCon)
  4498. {
  4499. case ELossConditionType::LOSSCASTLE:
  4500. {
  4501. out.text.addTxt(MetaString::GENERAL_TXT, 251); //The town of %s has fallen - all is lost!
  4502. const CGTownInstance *t = dynamic_cast<const CGTownInstance*>(gs->map->lossCondition.obj);
  4503. assert(t);
  4504. out.text.addReplacement(t->name);
  4505. }
  4506. break;
  4507. case ELossConditionType::LOSSHERO:
  4508. {
  4509. out.text.addTxt(MetaString::GENERAL_TXT, 253); //The hero, %s, has suffered defeat - your quest is over!
  4510. const CGHeroInstance *h = dynamic_cast<const CGHeroInstance*>(gs->map->lossCondition.obj);
  4511. assert(h);
  4512. out.text.addReplacement(h->name);
  4513. }
  4514. break;
  4515. case ELossConditionType::TIMEEXPIRES:
  4516. out.text.addTxt(MetaString::GENERAL_TXT, 254); //Alas, time has run out on your quest. All is lost.
  4517. break;
  4518. }
  4519. }
  4520. else if(standard == 2)
  4521. {
  4522. out.text.addTxt(MetaString::GENERAL_TXT, 7);//%s, your heroes abandon you, and you are banished from this land.
  4523. out.text.addReplacement(MetaString::COLOR, player);
  4524. out.components.push_back(Component(Component::FLAG,player,0,0));
  4525. }
  4526. else //lost all towns and heroes
  4527. {
  4528. out.text.addTxt(MetaString::GENERAL_TXT, 660); //All your forces have been defeated, and you are banished from this land!
  4529. }
  4530. }
  4531. }
  4532. bool CGameHandler::dig( const CGHeroInstance *h )
  4533. {
  4534. for (std::vector<ConstTransitivePtr<CGObjectInstance> >::const_iterator i = gs->map->objects.begin(); i != gs->map->objects.end(); i++) //unflag objs
  4535. {
  4536. if(*i && (*i)->ID == 124 && (*i)->pos == h->getPosition())
  4537. {
  4538. complain("Cannot dig - there is already a hole under the hero!");
  4539. return false;
  4540. }
  4541. }
  4542. if(h->diggingStatus() != CGHeroInstance::CAN_DIG) //checks for terrain and movement
  4543. COMPLAIN_RETF("Hero cannot dig (error code %d)!", h->diggingStatus());
  4544. //create a hole
  4545. NewObject no;
  4546. no.ID = 124;
  4547. no.pos = h->getPosition();
  4548. no.subID = getTile(no.pos)->tertype;
  4549. sendAndApply(&no);
  4550. //take MPs
  4551. SetMovePoints smp;
  4552. smp.hid = h->id;
  4553. smp.val = 0;
  4554. sendAndApply(&smp);
  4555. InfoWindow iw;
  4556. iw.player = h->tempOwner;
  4557. if(gs->map->grailPos == h->getPosition())
  4558. {
  4559. iw.text.addTxt(MetaString::GENERAL_TXT, 58); //"Congratulations! After spending many hours digging here, your hero has uncovered the "
  4560. iw.text.addTxt(MetaString::ART_NAMES, 2);
  4561. iw.soundID = soundBase::ULTIMATEARTIFACT;
  4562. giveHeroNewArtifact(h, VLC->arth->artifacts[2], -1); //give grail
  4563. sendAndApply(&iw);
  4564. iw.soundID = soundBase::invalid;
  4565. iw.text.clear();
  4566. iw.text.addTxt(MetaString::ART_DESCR, 2);
  4567. sendAndApply(&iw);
  4568. }
  4569. else
  4570. {
  4571. iw.text.addTxt(MetaString::GENERAL_TXT, 59); //"Nothing here. \n Where could it be?"
  4572. iw.soundID = soundBase::Dig;
  4573. sendAndApply(&iw);
  4574. }
  4575. return true;
  4576. }
  4577. void CGameHandler::attackCasting(const BattleAttack & bat, Bonus::BonusType attackMode, const CStack * attacker)
  4578. {
  4579. if(attacker->hasBonusOfType(attackMode))
  4580. {
  4581. std::set<ui32> spellsToCast;
  4582. TBonusListPtr spells = attacker->getBonuses(Selector::type(attackMode));
  4583. BOOST_FOREACH(const Bonus *sf, *spells)
  4584. {
  4585. spellsToCast.insert (sf->subtype);
  4586. }
  4587. BOOST_FOREACH(ui32 spellID, spellsToCast)
  4588. {
  4589. const CStack * oneOfAttacked = NULL;
  4590. for (int g=0; g<bat.bsa.size(); ++g)
  4591. {
  4592. if (bat.bsa[g].newAmount > 0 && !bat.bsa[g].isSecondary()) //apply effects only to first target stack if it's alive
  4593. {
  4594. oneOfAttacked = gs->curB->getStack(bat.bsa[g].stackAttacked);
  4595. break;
  4596. }
  4597. }
  4598. bool castMe = false;
  4599. int meleeRanged;
  4600. if(oneOfAttacked == NULL) //all attacked creatures have been killed
  4601. return;
  4602. int spellLevel = 0;
  4603. TBonusListPtr spellsByType = attacker->getBonuses(Selector::typeSubtype(attackMode, spellID));
  4604. BOOST_FOREACH(const Bonus *sf, *spellsByType)
  4605. {
  4606. vstd::amax(spellLevel, sf->additionalInfo % 1000); //pick highest level
  4607. meleeRanged = sf->additionalInfo / 1000;
  4608. if (meleeRanged == 0 || (meleeRanged == 1 && bat.shot()) || (meleeRanged == 2 && !bat.shot()))
  4609. castMe = true;
  4610. }
  4611. int chance = attacker->valOfBonuses((Selector::typeSubtype(attackMode, spellID)));
  4612. vstd::amin (chance, 100);
  4613. int destination = oneOfAttacked->position;
  4614. const CSpell * spell = VLC->spellh->spells[spellID];
  4615. if(gs->curB->battleCanCastThisSpellHere(attacker->owner, spell, ECastingMode::AFTER_ATTACK_CASTING, oneOfAttacked->position) != ESpellCastProblem::OK)
  4616. continue;
  4617. //check if spell should be casted (probability handling)
  4618. if(rand()%100 >= chance)
  4619. continue;
  4620. //casting //TODO: check if spell can be blocked or target is immune
  4621. if (castMe) //stacks use 0 spell power. If needed, default = 3 or custom value is used
  4622. handleSpellCasting(spellID, spellLevel, destination, !attacker->attackerOwned, attacker->owner, NULL, NULL, 0, ECastingMode::AFTER_ATTACK_CASTING, attacker);
  4623. }
  4624. }
  4625. }
  4626. void CGameHandler::handleAttackBeforeCasting (const BattleAttack & bat)
  4627. {
  4628. const CStack * attacker = gs->curB->getStack(bat.stackAttacking);
  4629. attackCasting(bat, Bonus::SPELL_BEFORE_ATTACK, attacker); //no detah stare / acid bretah needed?
  4630. }
  4631. void CGameHandler::handleAfterAttackCasting( const BattleAttack & bat )
  4632. {
  4633. const CStack * attacker = gs->curB->getStack(bat.stackAttacking);
  4634. if (!attacker) //could be already dead
  4635. return;
  4636. attackCasting(bat, Bonus::SPELL_AFTER_ATTACK, attacker);
  4637. if(bat.bsa[0].newAmount <= 0)
  4638. {
  4639. //don't try death stare or acid breath on dead stack (crash!)
  4640. return;
  4641. }
  4642. if (attacker->hasBonusOfType(Bonus::DEATH_STARE)) // spell id 79
  4643. {
  4644. int staredCreatures = 0;
  4645. double mean = attacker->count * attacker->valOfBonuses(Bonus::DEATH_STARE, 0) / 100;
  4646. if (mean >= 1)
  4647. {
  4648. boost::poisson_distribution<int, double> p((int)mean);
  4649. boost::mt19937 rng;
  4650. boost::variate_generator<boost::mt19937&, boost::poisson_distribution<int, double> > dice (rng, p);
  4651. staredCreatures += dice();
  4652. }
  4653. if (((int)(mean * 100)) < rand() % 100) //fractional chance for one last kill
  4654. ++staredCreatures;
  4655. staredCreatures += attacker->type->level * attacker->valOfBonuses(Bonus::DEATH_STARE, 1);
  4656. if (staredCreatures)
  4657. {
  4658. if (bat.bsa.size() && bat.bsa[0].newAmount > 0) //TODO: death stare was not originally available for multiple-hex attacks, but...
  4659. handleSpellCasting(79, 0, gs->curB->getStack(bat.bsa[0].stackAttacked)->position,
  4660. !attacker->attackerOwned, attacker->owner, NULL, NULL, staredCreatures, ECastingMode::AFTER_ATTACK_CASTING, attacker);
  4661. }
  4662. }
  4663. int acidDamage = 0;
  4664. TBonusListPtr acidBreath = attacker->getBonuses(Selector::type(Bonus::ACID_BREATH));
  4665. BOOST_FOREACH(const Bonus *b, *acidBreath)
  4666. {
  4667. if (b->additionalInfo > rand()%100)
  4668. acidDamage += b->val;
  4669. }
  4670. if (acidDamage)
  4671. {
  4672. handleSpellCasting(81, 0, gs->curB->getStack(bat.bsa[0].stackAttacked)->position,
  4673. !attacker->attackerOwned, attacker->owner, NULL, NULL,
  4674. acidDamage * attacker->count, ECastingMode::AFTER_ATTACK_CASTING, attacker);
  4675. }
  4676. }
  4677. bool CGameHandler::castSpell(const CGHeroInstance *h, int spellID, const int3 &pos)
  4678. {
  4679. const CSpell *s = VLC->spellh->spells[spellID];
  4680. int cost = h->getSpellCost(s);
  4681. int schoolLevel = h->getSpellSchoolLevel(s);
  4682. if(!h->canCastThisSpell(s))
  4683. COMPLAIN_RET("Hero cannot cast this spell!");
  4684. if(h->mana < cost)
  4685. COMPLAIN_RET("Hero doesn't have enough spell points to cast this spell!");
  4686. if(s->combatSpell)
  4687. COMPLAIN_RET("This function can be used only for adventure map spells!");
  4688. AdvmapSpellCast asc;
  4689. asc.caster = h;
  4690. asc.spellID = spellID;
  4691. sendAndApply(&asc);
  4692. using namespace Spells;
  4693. switch(spellID)
  4694. {
  4695. case SUMMON_BOAT: //Summon Boat
  4696. {
  4697. //check if spell works at all
  4698. if(rand() % 100 >= s->powers[schoolLevel]) //power is % chance of success
  4699. {
  4700. InfoWindow iw;
  4701. iw.player = h->tempOwner;
  4702. iw.text.addTxt(MetaString::GENERAL_TXT, 336); //%s tried to summon a boat, but failed.
  4703. iw.text.addReplacement(h->name);
  4704. sendAndApply(&iw);
  4705. break;
  4706. }
  4707. //try to find unoccupied boat to summon
  4708. const CGBoat *nearest = NULL;
  4709. double dist = 0;
  4710. int3 summonPos = h->bestLocation();
  4711. if(summonPos.x < 0)
  4712. COMPLAIN_RET("There is no water tile available!");
  4713. BOOST_FOREACH(const CGObjectInstance *obj, gs->map->objects)
  4714. {
  4715. if(obj && obj->ID == 8)
  4716. {
  4717. const CGBoat *b = static_cast<const CGBoat*>(obj);
  4718. if(b->hero) continue; //we're looking for unoccupied boat
  4719. double nDist = distance(b->pos, h->getPosition());
  4720. if(!nearest || nDist < dist) //it's first boat or closer than previous
  4721. {
  4722. nearest = b;
  4723. dist = nDist;
  4724. }
  4725. }
  4726. }
  4727. if(nearest) //we found boat to summon
  4728. {
  4729. ChangeObjPos cop;
  4730. cop.objid = nearest->id;
  4731. cop.nPos = summonPos + int3(1,0,0);;
  4732. cop.flags = 1;
  4733. sendAndApply(&cop);
  4734. }
  4735. else if(schoolLevel < 2) //none or basic level -> cannot create boat :(
  4736. {
  4737. InfoWindow iw;
  4738. iw.player = h->tempOwner;
  4739. iw.text.addTxt(MetaString::GENERAL_TXT, 335); //There are no boats to summon.
  4740. sendAndApply(&iw);
  4741. }
  4742. else //create boat
  4743. {
  4744. NewObject no;
  4745. no.ID = 8;
  4746. no.subID = h->getBoatType();
  4747. no.pos = summonPos + int3(1,0,0);;
  4748. sendAndApply(&no);
  4749. }
  4750. break;
  4751. }
  4752. case SCUTTLE_BOAT: //Scuttle Boat
  4753. {
  4754. //check if spell works at all
  4755. if(rand() % 100 >= s->powers[schoolLevel]) //power is % chance of success
  4756. {
  4757. InfoWindow iw;
  4758. iw.player = h->tempOwner;
  4759. iw.text.addTxt(MetaString::GENERAL_TXT, 337); //%s tried to scuttle the boat, but failed
  4760. iw.text.addReplacement(h->name);
  4761. sendAndApply(&iw);
  4762. break;
  4763. }
  4764. if(!gs->map->isInTheMap(pos))
  4765. COMPLAIN_RET("Invalid dst tile for scuttle!");
  4766. //TODO: test range, visibility
  4767. const TerrainTile *t = &gs->map->getTile(pos);
  4768. if(!t->visitableObjects.size() || t->visitableObjects.back()->ID != 8)
  4769. COMPLAIN_RET("There is no boat to scuttle!");
  4770. RemoveObject ro;
  4771. ro.id = t->visitableObjects.back()->id;
  4772. sendAndApply(&ro);
  4773. break;
  4774. }
  4775. case DIMENSION_DOOR: //Dimension Door
  4776. {
  4777. const TerrainTile *dest = getTile(pos);
  4778. const TerrainTile *curr = getTile(h->getSightCenter());
  4779. if(!dest)
  4780. COMPLAIN_RET("Destination tile doesn't exist!");
  4781. if(!h->movement)
  4782. COMPLAIN_RET("Hero needs movement points to cast Dimension Door!");
  4783. if(h->getBonusesCount(Bonus::SPELL_EFFECT, Spells::DIMENSION_DOOR) >= s->powers[schoolLevel]) //limit casts per turn
  4784. {
  4785. InfoWindow iw;
  4786. iw.player = h->tempOwner;
  4787. iw.text.addTxt(MetaString::GENERAL_TXT, 338); //%s is not skilled enough to cast this spell again today.
  4788. iw.text.addReplacement(h->name);
  4789. sendAndApply(&iw);
  4790. break;
  4791. }
  4792. GiveBonus gb;
  4793. gb.id = h->id;
  4794. gb.bonus = Bonus(Bonus::ONE_DAY, Bonus::NONE, Bonus::SPELL_EFFECT, 0, Spells::DIMENSION_DOOR);
  4795. sendAndApply(&gb);
  4796. if(!dest->isClear(curr)) //wrong dest tile
  4797. {
  4798. InfoWindow iw;
  4799. iw.player = h->tempOwner;
  4800. iw.text.addTxt(MetaString::GENERAL_TXT, 70); //Dimension Door failed!
  4801. sendAndApply(&iw);
  4802. break;
  4803. }
  4804. //we need obtain guard pos before moving hero, otherwise we get nothing, because tile will be "unguarded" by hero
  4805. int3 guardPos = gs->guardingCreaturePosition(pos);
  4806. TryMoveHero tmh;
  4807. tmh.id = h->id;
  4808. tmh.movePoints = std::max<int>(0, h->movement - 300);
  4809. tmh.result = TryMoveHero::TELEPORTATION;
  4810. tmh.start = h->pos;
  4811. tmh.end = pos + h->getVisitableOffset();
  4812. getTilesInRange(tmh.fowRevealed, pos, h->getSightRadious(), h->tempOwner,1);
  4813. sendAndApply(&tmh);
  4814. tryAttackingGuard(guardPos, h);
  4815. }
  4816. break;
  4817. case FLY: //Fly
  4818. {
  4819. int subtype = schoolLevel >= 2 ? 1 : 2; //adv or expert
  4820. GiveBonus gb;
  4821. gb.id = h->id;
  4822. gb.bonus = Bonus(Bonus::ONE_DAY, Bonus::FLYING_MOVEMENT, Bonus::SPELL_EFFECT, 0, Spells::FLY, subtype);
  4823. sendAndApply(&gb);
  4824. }
  4825. break;
  4826. case WATER_WALK: //Water Walk
  4827. {
  4828. int subtype = schoolLevel >= 2 ? 1 : 2; //adv or expert
  4829. GiveBonus gb;
  4830. gb.id = h->id;
  4831. gb.bonus = Bonus(Bonus::ONE_DAY, Bonus::WATER_WALKING, Bonus::SPELL_EFFECT, 0, Spells::FLY, subtype);
  4832. sendAndApply(&gb);
  4833. }
  4834. break;
  4835. case TOWN_PORTAL: //Town Portal
  4836. {
  4837. if (!gs->map->isInTheMap(pos))
  4838. COMPLAIN_RET("Destination tile not present!")
  4839. TerrainTile tile = gs->map->getTile(pos);
  4840. if (tile.visitableObjects.empty() || tile.visitableObjects.back()->ID != GameConstants::TOWNI_TYPE )
  4841. COMPLAIN_RET("Town not found for Town Portal!");
  4842. CGTownInstance * town = static_cast<CGTownInstance*>(tile.visitableObjects.back());
  4843. if (town->tempOwner != h->tempOwner)
  4844. COMPLAIN_RET("Can't teleport to another player!");
  4845. if (town->visitingHero)
  4846. COMPLAIN_RET("Can't teleport to occupied town!");
  4847. if (h->getSpellSchoolLevel(s) < 2)
  4848. {
  4849. double dist = town->pos.dist2d(h->pos);
  4850. int nearest = town->id; //nearest town's ID
  4851. BOOST_FOREACH(const CGTownInstance * currTown, gs->getPlayer(h->tempOwner)->towns)
  4852. {
  4853. double curDist = currTown->pos.dist2d(h->pos);
  4854. if (nearest == -1 || curDist < dist)
  4855. {
  4856. nearest = town->id;
  4857. dist = curDist;
  4858. }
  4859. }
  4860. if (town->id != nearest)
  4861. COMPLAIN_RET("This hero can only teleport to nearest town!")
  4862. }
  4863. if (h->visitedTown)
  4864. stopHeroVisitCastle(h->visitedTown->id, h->id);
  4865. if (moveHero(h->id, town->visitablePos() + h->getVisitableOffset() ,1))
  4866. heroVisitCastle(town->id, h->id);
  4867. }
  4868. break;
  4869. case VISIONS: //Visions
  4870. case VIEW_EARTH: //View Earth
  4871. case DISGUISE: //Disguise
  4872. case VIEW_AIR: //View Air
  4873. default:
  4874. COMPLAIN_RET("This spell is not implemented yet!");
  4875. break;
  4876. }
  4877. SetMana sm;
  4878. sm.hid = h->id;
  4879. sm.val = h->mana - cost;
  4880. sendAndApply(&sm);
  4881. return true;
  4882. }
  4883. void CGameHandler::visitObjectOnTile(const TerrainTile &t, const CGHeroInstance * h)
  4884. {
  4885. //to prevent self-visiting heroes on space press
  4886. if(t.visitableObjects.back() != h)
  4887. objectVisited(t.visitableObjects.back(), h);
  4888. else if(t.visitableObjects.size() > 1)
  4889. objectVisited(*(t.visitableObjects.end()-2),h);
  4890. }
  4891. bool CGameHandler::tryAttackingGuard(const int3 &guardPos, const CGHeroInstance * h)
  4892. {
  4893. if(!gs->map->isInTheMap(guardPos))
  4894. return false;
  4895. const TerrainTile &guardTile = gs->map->terrain[guardPos.x][guardPos.y][guardPos.z];
  4896. objectVisited(guardTile.visitableObjects.back(), h);
  4897. visitObjectAfterVictory = true;
  4898. return true;
  4899. }
  4900. bool CGameHandler::sacrificeCreatures(const IMarket *market, const CGHeroInstance *hero, TSlot slot, ui32 count)
  4901. {
  4902. int oldCount = hero->getStackCount(slot);
  4903. if(oldCount < count)
  4904. COMPLAIN_RET("Not enough creatures to sacrifice!")
  4905. else if(oldCount == count && hero->Slots().size() == 1 && hero->needsLastStack())
  4906. COMPLAIN_RET("Cannot sacrifice last creature!");
  4907. int crid = hero->getStack(slot).type->idNumber;
  4908. changeStackCount(StackLocation(hero, slot), -count);
  4909. int dump, exp;
  4910. market->getOffer(crid, 0, dump, exp, EMarketMode::CREATURE_EXP);
  4911. exp *= count;
  4912. changePrimSkill(hero->id, 4, hero->calculateXp(exp));
  4913. return true;
  4914. }
  4915. bool CGameHandler::sacrificeArtifact(const IMarket * m, const CGHeroInstance * hero, int slot)
  4916. {
  4917. ArtifactLocation al(hero, slot);
  4918. const CArtifactInstance *a = al.getArt();
  4919. if(!a)
  4920. COMPLAIN_RET("Cannot find artifact to sacrifice!");
  4921. int dmp, expToGive;
  4922. m->getOffer(hero->getArtTypeId(slot), 0, dmp, expToGive, EMarketMode::ARTIFACT_EXP);
  4923. removeArtifact(al);
  4924. changePrimSkill(hero->id, 4, expToGive);
  4925. return true;
  4926. }
  4927. void CGameHandler::makeStackDoNothing(const CStack * next)
  4928. {
  4929. BattleAction doNothing;
  4930. doNothing.actionType = 0;
  4931. doNothing.additionalInfo = 0;
  4932. doNothing.destinationTile = -1;
  4933. doNothing.side = !next->attackerOwned;
  4934. doNothing.stackNumber = next->ID;
  4935. StartAction start_action(doNothing);
  4936. sendAndApply(&start_action);
  4937. sendAndApply(&end_action);
  4938. }
  4939. bool CGameHandler::insertNewStack(const StackLocation &sl, const CCreature *c, TQuantity count)
  4940. {
  4941. if(sl.army->hasStackAtSlot(sl.slot))
  4942. COMPLAIN_RET("Slot is already taken!");
  4943. InsertNewStack ins;
  4944. ins.sl = sl;
  4945. ins.stack = CStackBasicDescriptor(c, count);
  4946. sendAndApply(&ins);
  4947. return true;
  4948. }
  4949. bool CGameHandler::eraseStack(const StackLocation &sl, bool forceRemoval/* = false*/)
  4950. {
  4951. if(!sl.army->hasStackAtSlot(sl.slot))
  4952. COMPLAIN_RET("Cannot find a stack to erase");
  4953. if(sl.army->Slots().size() == 1 //from the last stack
  4954. && sl.army->needsLastStack() //that must be left
  4955. && !forceRemoval) //ignore above conditions if we are forcing removal
  4956. {
  4957. COMPLAIN_RET("Cannot erase the last stack!");
  4958. }
  4959. EraseStack es;
  4960. es.sl = sl;
  4961. sendAndApply(&es);
  4962. return true;
  4963. }
  4964. bool CGameHandler::changeStackCount(const StackLocation &sl, TQuantity count, bool absoluteValue /*= false*/)
  4965. {
  4966. TQuantity currentCount = sl.army->getStackCount(sl.slot);
  4967. if((absoluteValue && count < 0)
  4968. || (!absoluteValue && -count > currentCount))
  4969. {
  4970. COMPLAIN_RET("Cannot take more stacks than present!");
  4971. }
  4972. if((currentCount == -count && !absoluteValue)
  4973. || (!count && absoluteValue))
  4974. {
  4975. eraseStack(sl);
  4976. }
  4977. else
  4978. {
  4979. ChangeStackCount csc;
  4980. csc.sl = sl;
  4981. csc.count = count;
  4982. csc.absoluteValue = absoluteValue;
  4983. sendAndApply(&csc);
  4984. }
  4985. return true;
  4986. }
  4987. bool CGameHandler::addToSlot(const StackLocation &sl, const CCreature *c, TQuantity count)
  4988. {
  4989. const CCreature *slotC = sl.army->getCreature(sl.slot);
  4990. if(!slotC) //slot is empty
  4991. insertNewStack(sl, c, count);
  4992. else if(c == slotC)
  4993. changeStackCount(sl, count);
  4994. else
  4995. {
  4996. COMPLAIN_RET("Cannot add " + c->namePl + " to slot " + boost::lexical_cast<std::string>(sl.slot) + "!");
  4997. }
  4998. return true;
  4999. }
  5000. void CGameHandler::tryJoiningArmy(const CArmedInstance *src, const CArmedInstance *dst, bool removeObjWhenFinished, bool allowMerging)
  5001. {
  5002. if(!src->canBeMergedWith(*dst, allowMerging))
  5003. {
  5004. if (allowMerging) //do that, add all matching creatures.
  5005. {
  5006. bool cont = true;
  5007. while (cont)
  5008. {
  5009. for(TSlots::const_iterator i = src->stacks.begin(); i != src->stacks.end(); i++)//while there are unmoved creatures
  5010. {
  5011. TSlot pos = dst->getSlotFor(i->second->type);
  5012. if(pos > -1)
  5013. {
  5014. moveStack(StackLocation(src, i->first), StackLocation(dst, pos));
  5015. cont = true;
  5016. break; //or iterator crashes
  5017. }
  5018. cont = false;
  5019. }
  5020. }
  5021. }
  5022. boost::function<void()> removeOrNot = 0;
  5023. if(removeObjWhenFinished)
  5024. removeOrNot = boost::bind(&IGameCallback::removeObject,this,src->id);
  5025. showGarrisonDialog(src->id, dst->id, true, removeOrNot); //show garrison window and optionally remove ourselves from map when player ends
  5026. }
  5027. else //merge
  5028. {
  5029. moveArmy(src, dst, allowMerging);
  5030. if(removeObjWhenFinished)
  5031. removeObject(src->id);
  5032. }
  5033. }
  5034. bool CGameHandler::moveStack(const StackLocation &src, const StackLocation &dst, TQuantity count)
  5035. {
  5036. if(!src.army->hasStackAtSlot(src.slot))
  5037. COMPLAIN_RET("No stack to move!");
  5038. if(dst.army->hasStackAtSlot(dst.slot) && dst.army->getCreature(dst.slot) != src.army->getCreature(src.slot))
  5039. COMPLAIN_RET("Cannot move: stack of different type at destination pos!");
  5040. if(count == -1)
  5041. {
  5042. count = src.army->getStackCount(src.slot);
  5043. }
  5044. if(src.army != dst.army //moving away
  5045. && count == src.army->getStackCount(src.slot) //all creatures
  5046. && src.army->Slots().size() == 1 //from the last stack
  5047. && src.army->needsLastStack()) //that must be left
  5048. {
  5049. COMPLAIN_RET("Cannot move away the alst creature!");
  5050. }
  5051. RebalanceStacks rs;
  5052. rs.src = src;
  5053. rs.dst = dst;
  5054. rs.count = count;
  5055. sendAndApply(&rs);
  5056. return true;
  5057. }
  5058. bool CGameHandler::swapStacks(const StackLocation &sl1, const StackLocation &sl2)
  5059. {
  5060. if(!sl1.army->hasStackAtSlot(sl1.slot))
  5061. return moveStack(sl2, sl1);
  5062. else if(!sl2.army->hasStackAtSlot(sl2.slot))
  5063. return moveStack(sl1, sl2);
  5064. else
  5065. {
  5066. SwapStacks ss;
  5067. ss.sl1 = sl1;
  5068. ss.sl2 = sl2;
  5069. sendAndApply(&ss);
  5070. return true;
  5071. }
  5072. }
  5073. void CGameHandler::runBattle()
  5074. {
  5075. assert(gs->curB);
  5076. //TODO: pre-tactic stuff, call scripts etc.
  5077. //tactic round
  5078. {
  5079. while(gs->curB->tacticDistance && !battleResult.get())
  5080. boost::this_thread::sleep(boost::posix_time::milliseconds(50));
  5081. }
  5082. //spells opening battle
  5083. for(int i=0; i<ARRAY_COUNT(gs->curB->heroes); ++i)
  5084. {
  5085. if(gs->curB->heroes[i] && gs->curB->heroes[i]->hasBonusOfType(Bonus::OPENING_BATTLE_SPELL))
  5086. {
  5087. TBonusListPtr bl = gs->curB->heroes[i]->getBonuses(Selector::type(Bonus::OPENING_BATTLE_SPELL));
  5088. BOOST_FOREACH (Bonus *b, *bl)
  5089. {
  5090. handleSpellCasting(b->subtype, 3, -1, 0, gs->curB->heroes[i]->tempOwner, NULL, gs->curB->heroes[1-i], b->val, ECastingMode::HERO_CASTING, NULL);
  5091. }
  5092. }
  5093. }
  5094. //main loop
  5095. while(!battleResult.get()) //till the end of the battle ;]
  5096. {
  5097. NEW_ROUND;
  5098. auto obstacles = gs->curB->obstacles; //we copy container, because we're going to modify it
  5099. BOOST_FOREACH(auto &obstPtr, obstacles)
  5100. {
  5101. if(const SpellCreatedObstacle *sco = dynamic_cast<const SpellCreatedObstacle *>(obstPtr.get()))
  5102. if(sco->turnsRemaining == 0)
  5103. removeObstacle(*obstPtr);
  5104. }
  5105. std::vector<CStack*> & stacks = (gs->curB->stacks);
  5106. const BattleInfo & curB = *gs->curB;
  5107. //stack loop
  5108. const CStack *next;
  5109. while(!battleResult.get() && (next = curB.getNextStack()) && next->willMove())
  5110. {
  5111. //check for bad morale => freeze
  5112. int nextStackMorale = next->MoraleVal();
  5113. if( nextStackMorale < 0 &&
  5114. !(NBonus::hasOfType(gs->curB->heroes[0], Bonus::BLOCK_MORALE) || NBonus::hasOfType(gs->curB->heroes[1], Bonus::BLOCK_MORALE)) //checking if gs->curB->heroes have (or don't have) morale blocking bonuses)
  5115. )
  5116. {
  5117. if( rand()%24 < -2 * nextStackMorale)
  5118. {
  5119. //unit loses its turn - empty freeze action
  5120. BattleAction ba;
  5121. ba.actionType = BattleAction::BAD_MORALE;
  5122. ba.additionalInfo = 1;
  5123. ba.side = !next->attackerOwned;
  5124. ba.stackNumber = next->ID;
  5125. StartAction start_action(ba);
  5126. sendAndApply(&start_action);
  5127. sendAndApply(&end_action);
  5128. checkForBattleEnd(stacks); //check if this "action" ended the battle (not likely but who knows...)
  5129. continue;
  5130. }
  5131. }
  5132. if(next->hasBonusOfType(Bonus::ATTACKS_NEAREST_CREATURE)) //while in berserk
  5133. {
  5134. std::pair<const CStack *, int> attackInfo = curB.getNearestStack(next, boost::logic::indeterminate);
  5135. if(attackInfo.first != NULL)
  5136. {
  5137. BattleAction attack;
  5138. attack.actionType = BattleAction::WALK_AND_ATTACK;
  5139. attack.side = !next->attackerOwned;
  5140. attack.stackNumber = next->ID;
  5141. attack.additionalInfo = attackInfo.first->position;
  5142. attack.destinationTile = attackInfo.second;
  5143. makeBattleAction(attack);
  5144. checkForBattleEnd(stacks);
  5145. }
  5146. else
  5147. {
  5148. makeStackDoNothing(next);
  5149. }
  5150. continue;
  5151. }
  5152. const CGHeroInstance * curOwner = gs->curB->battleGetOwner(next);
  5153. if( (next->position < 0 || next->getCreature()->idNumber == 146) //arrow turret or ballista
  5154. && (!curOwner || curOwner->getSecSkillLevel(CGHeroInstance::ARTILLERY) == 0)) //hero has no artillery
  5155. {
  5156. BattleAction attack;
  5157. attack.actionType = BattleAction::SHOOT;
  5158. attack.side = !next->attackerOwned;
  5159. attack.stackNumber = next->ID;
  5160. for(int g=0; g<gs->curB->stacks.size(); ++g)
  5161. {
  5162. if(gs->curB->stacks[g]->owner != next->owner && gs->curB->stacks[g]->isValidTarget())
  5163. {
  5164. attack.destinationTile = gs->curB->stacks[g]->position;
  5165. break;
  5166. }
  5167. }
  5168. makeBattleAction(attack);
  5169. checkForBattleEnd(stacks);
  5170. continue;
  5171. }
  5172. if(next->getCreature()->idNumber == 145 && (!curOwner || curOwner->getSecSkillLevel(CGHeroInstance::BALLISTICS) == 0)) //catapult, hero has no ballistics
  5173. {
  5174. BattleAction attack;
  5175. static const int wallHexes[] = {50, 183, 182, 130, 62, 29, 12, 95};
  5176. attack.destinationTile = wallHexes[ rand()%ARRAY_COUNT(wallHexes) ];
  5177. attack.actionType = BattleAction::CATAPULT;
  5178. attack.additionalInfo = 0;
  5179. attack.side = !next->attackerOwned;
  5180. attack.stackNumber = next->ID;
  5181. makeBattleAction(attack);
  5182. continue;
  5183. }
  5184. if(next->getCreature()->idNumber == 147) //first aid tent
  5185. {
  5186. std::vector< const CStack * > possibleStacks;
  5187. //is there any clean algorithm for that? (boost.range seems to lack copy_if)
  5188. BOOST_FOREACH(const CStack *s, battleGetAllStacks())
  5189. if(s->owner == next->owner && s->canBeHealed())
  5190. possibleStacks.push_back(s);
  5191. if(!possibleStacks.size())
  5192. {
  5193. makeStackDoNothing(next);
  5194. continue;
  5195. }
  5196. if(!curOwner || curOwner->getSecSkillLevel(CGHeroInstance::FIRST_AID) == 0) //no hero or hero has no first aid
  5197. {
  5198. range::random_shuffle(possibleStacks);
  5199. const CStack * toBeHealed = possibleStacks.front();
  5200. BattleAction heal;
  5201. heal.actionType = BattleAction::STACK_HEAL;
  5202. heal.additionalInfo = 0;
  5203. heal.destinationTile = toBeHealed->position;
  5204. heal.side = !next->attackerOwned;
  5205. heal.stackNumber = next->ID;
  5206. makeBattleAction(heal);
  5207. continue;
  5208. }
  5209. }
  5210. int numberOfAsks = 1;
  5211. bool breakOuter = false;
  5212. do
  5213. {//ask interface and wait for answer
  5214. if(!battleResult.get())
  5215. {
  5216. stackTurnTrigger(next); //various effects
  5217. if (vstd::contains(next->state, EBattleStackState::FEAR))
  5218. {
  5219. makeStackDoNothing(next); //end immediately if stack was affected by fear
  5220. }
  5221. else
  5222. {
  5223. tlog5 << "Activating " << next->nodeName() << std::endl;
  5224. BattleSetActiveStack sas;
  5225. sas.stack = next->ID;
  5226. sendAndApply(&sas);
  5227. boost::unique_lock<boost::mutex> lock(battleMadeAction.mx);
  5228. battleMadeAction.data = false;
  5229. while (next->alive() &&
  5230. (!battleMadeAction.data && !battleResult.get())) //active stack hasn't made its action and battle is still going
  5231. battleMadeAction.cond.wait(lock);
  5232. }
  5233. }
  5234. if(battleResult.get()) //don't touch it, battle could be finished while waiting got action
  5235. {
  5236. breakOuter = true;
  5237. break;
  5238. }
  5239. //we're after action, all results applied
  5240. checkForBattleEnd(stacks); //check if this action ended the battle
  5241. //check for good morale
  5242. nextStackMorale = next->MoraleVal();
  5243. if(!vstd::contains(next->state,EBattleStackState::HAD_MORALE) //only one extra move per turn possible
  5244. && !vstd::contains(next->state,EBattleStackState::DEFENDING)
  5245. && !vstd::contains(next->state,EBattleStackState::WAITING)
  5246. && !vstd::contains(next->state, EBattleStackState::FEAR)
  5247. && next->alive()
  5248. && nextStackMorale > 0
  5249. && !(NBonus::hasOfType(gs->curB->heroes[0], Bonus::BLOCK_MORALE) || NBonus::hasOfType(gs->curB->heroes[1], Bonus::BLOCK_MORALE)) //checking if gs->curB->heroes have (or don't have) morale blocking bonuses
  5250. )
  5251. {
  5252. if(rand()%24 < nextStackMorale) //this stack hasn't got morale this turn
  5253. {
  5254. BattleTriggerEffect bte;
  5255. bte.stackID = next->ID;
  5256. bte.effect = Bonus::MORALE;
  5257. bte.val = 1;
  5258. bte.additionalInfo = 0;
  5259. sendAndApply(&bte); //play animation
  5260. ++numberOfAsks; //move this stack once more
  5261. }
  5262. }
  5263. --numberOfAsks;
  5264. } while (numberOfAsks > 0);
  5265. if (breakOuter)
  5266. {
  5267. break;
  5268. }
  5269. }
  5270. }
  5271. endBattle(gs->curB->tile, gs->curB->heroes[0], gs->curB->heroes[1]);
  5272. }
  5273. void CGameHandler::giveHeroArtifact(const CGHeroInstance *h, const CArtifactInstance *a, int pos)
  5274. {
  5275. assert(a->artType);
  5276. ArtifactLocation al;
  5277. al.artHolder = const_cast<CGHeroInstance*>(h);
  5278. int slot = -1;
  5279. if(pos < 0)
  5280. {
  5281. if(pos == -2)
  5282. slot = a->firstAvailableSlot(h);
  5283. else
  5284. slot = a->firstBackpackSlot(h);
  5285. }
  5286. else
  5287. {
  5288. slot = pos;
  5289. }
  5290. al.slot = slot;
  5291. if(slot < 0 || !a->canBePutAt(al))
  5292. {
  5293. complain("Cannot put artifact in that slot!");
  5294. return;
  5295. }
  5296. putArtifact(al, a);
  5297. }
  5298. void CGameHandler::putArtifact(const ArtifactLocation &al, const CArtifactInstance *a)
  5299. {
  5300. PutArtifact pa;
  5301. pa.art = a;
  5302. pa.al = al;
  5303. sendAndApply(&pa);
  5304. }
  5305. void CGameHandler::giveHeroNewArtifact(const CGHeroInstance *h, const CArtifact *artType, int pos)
  5306. {
  5307. CArtifactInstance *a = NULL;
  5308. if(!artType->constituents)
  5309. {
  5310. a = new CArtifactInstance();
  5311. }
  5312. else
  5313. {
  5314. a = new CCombinedArtifactInstance();
  5315. }
  5316. a->artType = artType; //*NOT* via settype -> all bonus-related stuff must be done by NewArtifact apply
  5317. NewArtifact na;
  5318. na.art = a;
  5319. sendAndApply(&na); // -> updates a!!!, will create a on other machines
  5320. giveHeroArtifact(h, a, pos);
  5321. }
  5322. void CGameHandler::setBattleResult(int resultType, int victoriusSide)
  5323. {
  5324. if(battleResult.get())
  5325. {
  5326. complain("There is already set result?");
  5327. return;
  5328. }
  5329. BattleResult *br = new BattleResult;
  5330. br->result = resultType;
  5331. br->winner = victoriusSide; //surrendering side loses
  5332. gs->curB->calculateCasualties(br->casualties);
  5333. battleResult.set(br);
  5334. }
  5335. void CGameHandler::commitPackage( CPackForClient *pack )
  5336. {
  5337. sendAndApply(pack);
  5338. }
  5339. void CGameHandler::spawnWanderingMonsters(int creatureID)
  5340. {
  5341. std::vector<int3>::iterator tile;
  5342. std::vector<int3> tiles;
  5343. getFreeTiles(tiles);
  5344. ui32 amount = tiles.size() / 200; //Chance is 0.5% for each tile
  5345. std::random_shuffle(tiles.begin(), tiles.end());
  5346. tlog5 << "Spawning wandering monsters. Found " << tiles.size() << " free tiles. Creature type: " << creatureID << std::endl;
  5347. const CCreature *cre = VLC->creh->creatures[creatureID];
  5348. for (int i = 0; i < amount; ++i)
  5349. {
  5350. tile = tiles.begin();
  5351. tlog5 << "\tSpawning monster at " << *tile << std::endl;
  5352. putNewMonster(creatureID, cre->getRandomAmount(std::rand), *tile);
  5353. tiles.erase(tile); //not use it again
  5354. }
  5355. }
  5356. bool CGameHandler::isBlockedByQueries(const CPack *pack, int packType, ui8 player)
  5357. {
  5358. //it's always legal to send query reply (we'll check later if it makes sense)
  5359. if(packType == typeList.getTypeID<QueryReply>())
  5360. return false;
  5361. if(packType == typeList.getTypeID<ArrangeStacks>() && isAllowedArrangePack((const ArrangeStacks*)pack))
  5362. return false;
  5363. //if there are no queries, nothing is blocking
  5364. if(states.getQueriesCount(player) == 0)
  5365. return false;
  5366. return true; //block package
  5367. }
  5368. void CGameHandler::removeObstacle(const CObstacleInstance &obstacle)
  5369. {
  5370. ObstaclesRemoved obsRem;
  5371. obsRem.obstacles.insert(obstacle.uniqueID);
  5372. sendAndApply(&obsRem);
  5373. }
  5374. CasualtiesAfterBattle::CasualtiesAfterBattle(const CArmedInstance *army, BattleInfo *bat)
  5375. {
  5376. int color = army->tempOwner;
  5377. if(color == 254)
  5378. color = GameConstants::NEUTRAL_PLAYER;
  5379. BOOST_FOREACH(CStack *st, bat->stacks)
  5380. {
  5381. if(vstd::contains(st->state, EBattleStackState::SUMMONED)) //don't take into account summoned stacks
  5382. continue;
  5383. if(st->owner==color && !army->slotEmpty(st->slot) && st->count < army->getStackCount(st->slot))
  5384. {
  5385. StackLocation sl(army, st->slot);
  5386. if(st->alive())
  5387. newStackCounts.push_back(std::pair<StackLocation, int>(sl, st->count));
  5388. else
  5389. newStackCounts.push_back(std::pair<StackLocation, int>(sl, 0));
  5390. }
  5391. }
  5392. }
  5393. void CasualtiesAfterBattle::takeFromArmy(CGameHandler *gh)
  5394. {
  5395. BOOST_FOREACH(TStackAndItsNewCount &ncount, newStackCounts)
  5396. {
  5397. if(ncount.second > 0)
  5398. gh->changeStackCount(ncount.first, ncount.second, true);
  5399. else
  5400. gh->eraseStack(ncount.first, true);
  5401. }
  5402. }