CGameHandler.cpp 148 KB

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