CGameHandler.cpp 68 KB

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  1. #include "../StartInfo.h"
  2. #include "../hch/CArtHandler.h"
  3. #include "../hch/CBuildingHandler.h"
  4. #include "../hch/CDefObjInfoHandler.h"
  5. #include "../hch/CGeneralTextHandler.h"
  6. #include "../hch/CHeroHandler.h"
  7. #include "../hch/CObjectHandler.h"
  8. #include "../hch/CSpellHandler.h"
  9. #include "../hch/CTownHandler.h"
  10. #include "../CGameState.h"
  11. #include "../lib/CondSh.h"
  12. #include "../lib/NetPacks.h"
  13. #include "../lib/Connection.h"
  14. #include "../lib/VCMI_Lib.h"
  15. #include "../map.h"
  16. #include "CGameHandler.h"
  17. #include <boost/bind.hpp>
  18. #include <boost/date_time/posix_time/posix_time_types.hpp> //no i/o just types
  19. #include <boost/foreach.hpp>
  20. #include <boost/thread.hpp>
  21. #include <boost/thread/shared_mutex.hpp>
  22. #include <fstream>
  23. #undef DLL_EXPORT
  24. #define DLL_EXPORT
  25. #include "../lib/RegisterTypes.cpp"
  26. #ifndef _MSC_VER
  27. #include <boost/thread/xtime.hpp>
  28. #endif
  29. extern bool end2;
  30. #ifdef min
  31. #undef min
  32. #endif
  33. #ifdef max
  34. #undef max
  35. #endif
  36. #define NEW_ROUND BattleNextRound bnr;\
  37. bnr.round = gs->curB->round + 1;\
  38. sendAndApply(&bnr);
  39. #define COMPLAIN(text) sendMessageToAll(text);tlog1<<text<<std::endl;
  40. boost::mutex gsm;
  41. ui32 CGameHandler::QID = 1;
  42. CondSh<bool> battleMadeAction;
  43. CondSh<BattleResult *> battleResult(NULL);
  44. std::map<ui32, CFunctionList<void(ui32)> > callbacks; //question id => callback function - for selection dialogs
  45. class CBaseForGHApply
  46. {
  47. public:
  48. virtual void applyOnGH(CGameHandler *gh, CConnection *c, void *pack) const =0;
  49. };
  50. template <typename T> class CApplyOnGH : public CBaseForGHApply
  51. {
  52. public:
  53. void applyOnGH(CGameHandler *gh, CConnection *c, void *pack) const
  54. {
  55. T *ptr = static_cast<T*>(pack);
  56. ptr->c = c;
  57. ptr->applyGh(gh);
  58. }
  59. };
  60. class CGHApplier
  61. {
  62. public:
  63. std::map<ui16,CBaseForGHApply*> apps;
  64. CGHApplier()
  65. {
  66. registerTypes3(*this);
  67. }
  68. template<typename T> void registerType(const T * t=NULL)
  69. {
  70. ui16 ID = typeList.registerType(t);
  71. apps[ID] = new CApplyOnGH<T>;
  72. }
  73. } *applier = NULL;
  74. class CMP_stack
  75. {
  76. public:
  77. inline bool operator ()(const CStack* a, const CStack* b)
  78. {
  79. return (a->speed())>(b->speed());
  80. }
  81. } cmpst ;
  82. double distance(int3 a, int3 b)
  83. {
  84. return std::sqrt( (double)(a.x-b.x)*(a.x-b.x) + (a.y-b.y)*(a.y-b.y) );
  85. }
  86. int getSchoolLevel(const CGHeroInstance *h, const CSpell *s)
  87. {
  88. ui8 ret = 0;
  89. if(s->fire)
  90. ret = std::max(ret,h->getSecSkillLevel(14));
  91. if(s->air)
  92. ret = std::max(ret,h->getSecSkillLevel(15));
  93. if(s->water)
  94. ret = std::max(ret,h->getSecSkillLevel(16));
  95. if(s->earth)
  96. ret = std::max(ret,h->getSecSkillLevel(17));
  97. return ret;
  98. }
  99. void giveExp(BattleResult &r)
  100. {
  101. r.exp[0] = 0;
  102. r.exp[1] = 0;
  103. for(std::set<std::pair<ui32,si32> >::iterator i = r.casualties[!r.winner].begin(); i!=r.casualties[!r.winner].end(); i++)
  104. {
  105. r.exp[r.winner] += VLC->creh->creatures[i->first].hitPoints * i->second;
  106. }
  107. }
  108. //bool CGameState::checkFunc(int obid, std::string name)
  109. //{
  110. // if (objscr.find(obid)!=objscr.end())
  111. // {
  112. // if(objscr[obid].find(name)!=objscr[obid].end())
  113. // {
  114. // return true;
  115. // }
  116. // }
  117. // return false;
  118. //}
  119. PlayerStatus PlayerStatuses::operator[](ui8 player)
  120. {
  121. boost::unique_lock<boost::mutex> l(mx);
  122. if(players.find(player) != players.end())
  123. {
  124. return players[player];
  125. }
  126. else
  127. {
  128. throw std::string("No such player!");
  129. }
  130. }
  131. void PlayerStatuses::addPlayer(ui8 player)
  132. {
  133. boost::unique_lock<boost::mutex> l(mx);
  134. players[player];
  135. }
  136. bool PlayerStatuses::hasQueries(ui8 player)
  137. {
  138. boost::unique_lock<boost::mutex> l(mx);
  139. if(players.find(player) != players.end())
  140. {
  141. return players[player].queries.size();
  142. }
  143. else
  144. {
  145. throw std::string("No such player!");
  146. }
  147. }
  148. bool PlayerStatuses::checkFlag(ui8 player, bool PlayerStatus::*flag)
  149. {
  150. boost::unique_lock<boost::mutex> l(mx);
  151. if(players.find(player) != players.end())
  152. {
  153. return players[player].*flag;
  154. }
  155. else
  156. {
  157. throw std::string("No such player!");
  158. }
  159. }
  160. void PlayerStatuses::setFlag(ui8 player, bool PlayerStatus::*flag, bool val)
  161. {
  162. boost::unique_lock<boost::mutex> l(mx);
  163. if(players.find(player) != players.end())
  164. {
  165. players[player].*flag = val;
  166. }
  167. else
  168. {
  169. throw std::string("No such player!");
  170. }
  171. cv.notify_all();
  172. }
  173. void PlayerStatuses::addQuery(ui8 player, ui32 id)
  174. {
  175. boost::unique_lock<boost::mutex> l(mx);
  176. if(players.find(player) != players.end())
  177. {
  178. players[player].queries.insert(id);
  179. }
  180. else
  181. {
  182. throw std::string("No such player!");
  183. }
  184. cv.notify_all();
  185. }
  186. void PlayerStatuses::removeQuery(ui8 player, ui32 id)
  187. {
  188. boost::unique_lock<boost::mutex> l(mx);
  189. if(players.find(player) != players.end())
  190. {
  191. players[player].queries.erase(id);
  192. }
  193. else
  194. {
  195. throw std::string("No such player!");
  196. }
  197. cv.notify_all();
  198. }
  199. //void CGameHandler::handleCPPObjS(std::map<int,CCPPObjectScript*> * mapa, CCPPObjectScript * script)
  200. //{
  201. // std::vector<int> tempv = script->yourObjects();
  202. // for (unsigned i=0;i<tempv.size();i++)
  203. // {
  204. // (*mapa)[tempv[i]]=script;
  205. // }
  206. // cppscripts.insert(script);
  207. //}
  208. template <typename T>
  209. void callWith(std::vector<T> args, boost::function<void(T)> fun, ui32 which)
  210. {
  211. fun(args[which]);
  212. }
  213. void CGameHandler::changeSecSkill( int ID, int which, int val, bool abs/*=false*/ )
  214. {
  215. SetSecSkill sss;
  216. sss.id = ID;
  217. sss.which = which;
  218. sss.val = val;
  219. sss.abs = abs;
  220. sendAndApply(&sss);
  221. }
  222. void CGameHandler::changePrimSkill(int ID, int which, int val, bool abs)
  223. {
  224. SetPrimSkill sps;
  225. sps.id = ID;
  226. sps.which = which;
  227. sps.abs = abs;
  228. sps.val = val;
  229. sendAndApply(&sps);
  230. if(which==4) //only for exp - hero may level up
  231. {
  232. CGHeroInstance *hero = static_cast<CGHeroInstance *>(gs->map->objects[ID]);
  233. if(hero->exp >= VLC->heroh->reqExp(hero->level+1)) //new level
  234. {
  235. //give prim skill
  236. tlog5 << hero->name <<" got level "<<hero->level<<std::endl;
  237. int r = rand()%100, pom=0, x=0;
  238. int std::pair<int,int>::*g = (hero->level>9) ? (&std::pair<int,int>::second) : (&std::pair<int,int>::first);
  239. for(;x<PRIMARY_SKILLS;x++)
  240. {
  241. pom += hero->type->heroClass->primChance[x].*g;
  242. if(r<pom)
  243. break;
  244. }
  245. tlog5 << "Bohater dostaje umiejetnosc pierwszorzedna " << x << " (wynik losowania "<<r<<")"<<std::endl;
  246. SetPrimSkill sps;
  247. sps.id = ID;
  248. sps.which = x;
  249. sps.abs = false;
  250. sps.val = 1;
  251. sendAndApply(&sps);
  252. HeroLevelUp hlu;
  253. hlu.heroid = ID;
  254. hlu.primskill = x;
  255. hlu.level = hero->level+1;
  256. //picking sec. skills for choice
  257. std::set<int> basicAndAdv, expert, none;
  258. for(int i=0;i<SKILL_QUANTITY;i++) none.insert(i);
  259. for(unsigned i=0;i<hero->secSkills.size();i++)
  260. {
  261. if(hero->secSkills[i].second < 3)
  262. basicAndAdv.insert(hero->secSkills[i].first);
  263. else
  264. expert.insert(hero->secSkills[i].first);
  265. none.erase(hero->secSkills[i].first);
  266. }
  267. //first offered skill
  268. if(hero->secSkills.size() < hero->type->heroClass->skillLimit) //free skill slot
  269. {
  270. hlu.skills.push_back(hero->type->heroClass->chooseSecSkill(none)); //new skill
  271. none.erase(hlu.skills.back());
  272. }
  273. else if(basicAndAdv.size())
  274. {
  275. int s = hero->type->heroClass->chooseSecSkill(basicAndAdv);
  276. hlu.skills.push_back(s);
  277. basicAndAdv.erase(s);
  278. }
  279. //second offered skill
  280. if(basicAndAdv.size())
  281. {
  282. hlu.skills.push_back(hero->type->heroClass->chooseSecSkill(basicAndAdv)); //new skill
  283. }
  284. else if(hero->secSkills.size() < hero->type->heroClass->skillLimit)
  285. {
  286. hlu.skills.push_back(hero->type->heroClass->chooseSecSkill(none)); //new skill
  287. }
  288. if(hlu.skills.size() > 1) //apply and ask for secondary skill
  289. {
  290. boost::function<void(ui32)> callback = boost::function<void(ui32)>(boost::bind(callWith<ui16>,hlu.skills,boost::function<void(ui16)>(boost::bind(&CGameHandler::changeSecSkill,this,ID,_1,1,0)),_1));
  291. applyAndAsk(&hlu,hero->tempOwner,callback); //call changeSecSkill with appropriate args when client responds
  292. }
  293. else if(hlu.skills.size() == 1) //apply, give only possible skill and send info
  294. {
  295. changeSecSkill(ID,hlu.skills.back(),1,false);
  296. sendAndApply(&hlu);
  297. }
  298. else //apply and send info
  299. {
  300. sendAndApply(&hlu);
  301. }
  302. }
  303. }
  304. }
  305. CCreatureSet takeCasualties(int color, const CCreatureSet &set, BattleInfo *bat)
  306. {
  307. CCreatureSet ret(set);
  308. for(int i=0; i<bat->stacks.size();i++)
  309. {
  310. CStack *st = bat->stacks[i];
  311. if(st->owner==color && vstd::contains(set.slots,st->slot) && st->amount < set.slots.find(st->slot)->second.second)
  312. {
  313. if(st->alive())
  314. ret.slots[st->slot].second = st->amount;
  315. else
  316. ret.slots.erase(st->slot);
  317. }
  318. }
  319. return ret;
  320. }
  321. void CGameHandler::startBattle(CCreatureSet army1, CCreatureSet army2, int3 tile, CGHeroInstance *hero1, CGHeroInstance *hero2, boost::function<void(BattleResult*)> cb)
  322. {
  323. BattleInfo *curB = new BattleInfo;
  324. setupBattle(curB, tile, army1, army2, hero1, hero2); //initializes stacks, places creatures on battlefield, blocks and informs player interfaces
  325. NEW_ROUND;
  326. //TODO: pre-tactic stuff, call scripts etc.
  327. //tactic round
  328. {
  329. NEW_ROUND;
  330. if( (hero1 && hero1->getSecSkillLevel(19)>0) ||
  331. ( hero2 && hero2->getSecSkillLevel(19)>0) )//someone has tactics
  332. {
  333. //TODO: tactic round (round -1)
  334. }
  335. }
  336. //main loop
  337. while(!battleResult.get()) //till the end of the battle ;]
  338. {
  339. NEW_ROUND;
  340. std::vector<CStack*> & stacks = (gs->curB->stacks);
  341. const BattleInfo & curB = *gs->curB;
  342. //stack loop
  343. CStack *next;
  344. while(!battleResult.get() && (next=gs->curB->getNextStack()))
  345. {
  346. next->state -= WAITING; //if stack was waiting it'll now make move, so it won't be "waiting" anymore
  347. //check for bad morale => freeze
  348. if(next->Morale() < 0)
  349. {
  350. if( rand()%24 < (-next->Morale())*2 )
  351. {
  352. //unit loses its turn - empty freeze action
  353. BattleAction ba;
  354. ba.actionType = 11;
  355. ba.additionalInfo = 1;
  356. ba.side = !next->attackerOwned;
  357. ba.stackNumber = next->ID;
  358. sendAndApply(&StartAction(ba));
  359. sendAndApply(&EndAction());
  360. checkForBattleEnd(stacks); //check if this "action" ended the battle (not likely but who knows...)
  361. continue;
  362. }
  363. }
  364. askInterfaceForMove:
  365. //ask interface and wait for answer
  366. {
  367. BattleSetActiveStack sas;
  368. sas.stack = next->ID;
  369. sendAndApply(&sas);
  370. boost::unique_lock<boost::mutex> lock(battleMadeAction.mx);
  371. while(!battleMadeAction.data && !battleResult.get()) //active stack hasn't made its action and battle is still going
  372. battleMadeAction.cond.wait(lock);
  373. battleMadeAction.data = false;
  374. }
  375. //we're after action, all results applied
  376. checkForBattleEnd(stacks); //check if this action ended the battle
  377. //check for good morale
  378. if(!vstd::contains(next->state,HAD_MORALE) //only one extra move per turn possible
  379. && !vstd::contains(next->state,DEFENDING)
  380. && !vstd::contains(next->state,WAITING)
  381. && next->alive()
  382. && next->Morale() > 0
  383. )
  384. if(rand()%24 < next->Morale()) //this stack hasn't got morale this turn
  385. goto askInterfaceForMove; //move this stack once more
  386. }
  387. }
  388. //unblock engaged players
  389. if(hero1->tempOwner<PLAYER_LIMIT)
  390. states.setFlag(hero1->tempOwner,&PlayerStatus::engagedIntoBattle,false);
  391. if(hero2 && hero2->tempOwner<PLAYER_LIMIT)
  392. states.setFlag(hero2->tempOwner,&PlayerStatus::engagedIntoBattle,false);
  393. //casualties among heroes armies
  394. SetGarrisons sg;
  395. if(hero1)
  396. sg.garrs[hero1->id] = takeCasualties(hero1->tempOwner,hero1->army,gs->curB);
  397. if(hero2)
  398. sg.garrs[hero2->id] = takeCasualties(hero2->tempOwner,hero2->army,gs->curB);
  399. sendAndApply(&sg);
  400. //end battle, remove all info, free memory
  401. giveExp(*battleResult.data);
  402. sendAndApply(battleResult.data);
  403. if(cb)
  404. cb(battleResult.data);
  405. //if one hero has lost we will erase him
  406. if(battleResult.data->winner!=0 && hero1)
  407. {
  408. RemoveObject ro(hero1->id);
  409. sendAndApply(&ro);
  410. }
  411. if(battleResult.data->winner!=1 && hero2)
  412. {
  413. RemoveObject ro(hero2->id);
  414. sendAndApply(&ro);
  415. }
  416. //give exp
  417. if(battleResult.data->exp[0] && hero1)
  418. changePrimSkill(hero1->id,4,battleResult.data->exp[0]);
  419. if(battleResult.data->exp[1] && hero2)
  420. changePrimSkill(hero2->id,4,battleResult.data->exp[1]);
  421. delete battleResult.data;
  422. }
  423. void CGameHandler::prepareAttacked(BattleStackAttacked &bsa, CStack *def)
  424. {
  425. bsa.killedAmount = bsa.damageAmount / def->creature->hitPoints;
  426. unsigned damageFirst = bsa.damageAmount % def->creature->hitPoints;
  427. if( def->firstHPleft <= damageFirst )
  428. {
  429. bsa.killedAmount++;
  430. bsa.newHP = def->firstHPleft + def->creature->hitPoints - damageFirst;
  431. }
  432. else
  433. {
  434. bsa.newHP = def->firstHPleft - damageFirst;
  435. }
  436. if(def->amount <= bsa.killedAmount) //stack killed
  437. {
  438. bsa.newAmount = 0;
  439. bsa.flags |= 1;
  440. bsa.killedAmount = def->amount; //we cannot kill more creatures than we have
  441. }
  442. else
  443. {
  444. bsa.newAmount = def->amount - bsa.killedAmount;
  445. }
  446. }
  447. void CGameHandler::prepareAttack(BattleAttack &bat, CStack *att, CStack *def)
  448. {
  449. bat.stackAttacking = att->ID;
  450. bat.bsa.stackAttacked = def->ID;
  451. bat.bsa.damageAmount = BattleInfo::calculateDmg(att, def, gs->getHero(att->attackerOwned ? gs->curB->hero1 : gs->curB->hero2), gs->getHero(def->attackerOwned ? gs->curB->hero1 : gs->curB->hero2), bat.shot());//counting dealt damage
  452. if(att->Luck() > 0 && rand()%24 < att->Luck())
  453. {
  454. bat.bsa.damageAmount *= 2;
  455. bat.bsa.flags |= 4;
  456. }
  457. prepareAttacked(bat.bsa,def);
  458. }
  459. void CGameHandler::handleConnection(std::set<int> players, CConnection &c)
  460. {
  461. CPack *pack = NULL;
  462. try
  463. {
  464. while(!end2)
  465. {
  466. c >> pack;
  467. tlog5 << "Received client message of type " << typeid(*pack).name() << std::endl;
  468. CBaseForGHApply *apply = applier->apps[typeList.getTypeID(pack)];
  469. if(apply)
  470. {
  471. apply->applyOnGH(this,&c,pack);
  472. tlog5 << "Message successfully applied!\n";
  473. }
  474. else
  475. {
  476. tlog5 << "Message cannot be applied, cannot find applier!\n";
  477. }
  478. delete pack;
  479. pack = NULL;
  480. }
  481. }
  482. HANDLE_EXCEPTION(end2 = true);
  483. handleConEnd:
  484. tlog1 << "Ended handling connection\n";
  485. #undef SPELL_CAST_TEMPLATE_1
  486. }
  487. void CGameHandler::moveStack(int stack, int dest)
  488. {
  489. CStack *curStack = gs->curB->getStack(stack),
  490. *stackAtEnd = gs->curB->getStackT(dest);
  491. //initing necessary tables
  492. bool accessibility[BFIELD_SIZE];
  493. std::vector<int> accessible = gs->curB->getAccessibility(curStack->ID, false);
  494. for(int b=0; b<BFIELD_SIZE; ++b)
  495. {
  496. accessibility[b] = false;
  497. }
  498. for(int g=0; g<accessible.size(); ++g)
  499. {
  500. accessibility[accessible[g]] = true;
  501. }
  502. //shifting destination (if we have double wide stack and we can occupy dest but not be exactly there)
  503. if(!stackAtEnd && curStack->creature->isDoubleWide() && !accessibility[dest])
  504. {
  505. if(curStack->attackerOwned)
  506. {
  507. if(accessibility[dest+1])
  508. dest+=1;
  509. }
  510. else
  511. {
  512. if(accessibility[dest-1])
  513. dest-=1;
  514. }
  515. }
  516. if((stackAtEnd && stackAtEnd!=curStack && stackAtEnd->alive()) || !accessibility[dest])
  517. return;
  518. //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
  519. // return false;
  520. std::pair< std::vector<int>, int > path = gs->curB->getPath(curStack->position, dest, accessibility, curStack->creature->isFlying());
  521. if(curStack->creature->isFlying())
  522. {
  523. if(path.second <= curStack->speed() && path.first.size() > 0)
  524. {
  525. //inform clients about move
  526. BattleStackMoved sm;
  527. sm.stack = curStack->ID;
  528. sm.tile = path.first[0];
  529. sm.distance = path.second;
  530. sendAndApply(&sm);
  531. }
  532. }
  533. else //for non-flying creatures
  534. {
  535. int tilesToMove = std::max((int)(path.first.size() - curStack->speed()), 0);
  536. for(int v=path.first.size()-1; v>=tilesToMove; --v)
  537. {
  538. //inform clients about move
  539. BattleStackMoved sm;
  540. sm.stack = curStack->ID;
  541. sm.tile = path.first[v];
  542. sm.distance = path.second;
  543. sendAndApply(&sm);
  544. }
  545. }
  546. }
  547. CGameHandler::CGameHandler(void)
  548. {
  549. gs = NULL;
  550. IObjectInterface::cb = this;
  551. applier = new CGHApplier;
  552. }
  553. CGameHandler::~CGameHandler(void)
  554. {
  555. delete applier;
  556. applier = NULL;
  557. delete gs;
  558. }
  559. void CGameHandler::init(StartInfo *si, int Seed)
  560. {
  561. Mapa *map = new Mapa(si->mapname);
  562. tlog0 << "Map loaded!" << std::endl;
  563. gs = new CGameState();
  564. tlog0 << "Gamestate created!" << std::endl;
  565. gs->init(si,map,Seed);
  566. tlog0 << "Gamestate initialized!" << std::endl;
  567. /****************************LUA OBJECT SCRIPTS************************************************/
  568. //std::vector<std::string> * lf = CLuaHandler::searchForScripts("scripts/lua/objects"); //files
  569. //for (int i=0; i<lf->size(); i++)
  570. //{
  571. // try
  572. // {
  573. // std::vector<std::string> * temp = CLuaHandler::functionList((*lf)[i]);
  574. // CLuaObjectScript * objs = new CLuaObjectScript((*lf)[i]);
  575. // CLuaCallback::registerFuncs(objs->is);
  576. // //objs
  577. // for (int j=0; j<temp->size(); j++)
  578. // {
  579. // int obid ; //obj ID
  580. // int dspos = (*temp)[j].find_first_of('_');
  581. // obid = atoi((*temp)[j].substr(dspos+1,(*temp)[j].size()-dspos-1).c_str());
  582. // std::string fname = (*temp)[j].substr(0,dspos);
  583. // if (skrypty->find(obid)==skrypty->end())
  584. // skrypty->insert(std::pair<int, std::map<std::string, CObjectScript*> >(obid,std::map<std::string,CObjectScript*>()));
  585. // (*skrypty)[obid].insert(std::pair<std::string, CObjectScript*>(fname,objs));
  586. // }
  587. // delete temp;
  588. // }HANDLE_EXCEPTION
  589. //}
  590. //delete lf;
  591. for(std::map<ui8,PlayerState>::iterator i = gs->players.begin(); i != gs->players.end(); i++)
  592. states.addPlayer(i->first);
  593. }
  594. bool evntCmp(const CMapEvent *a, const CMapEvent *b)
  595. {
  596. return *a < *b;
  597. }
  598. void CGameHandler::newTurn()
  599. {
  600. tlog5 << "Turn " << gs->day+1 << std::endl;
  601. NewTurn n;
  602. n.day = gs->day + 1;
  603. n.resetBuilded = true;
  604. for ( std::map<ui8, PlayerState>::iterator i=gs->players.begin() ; i!=gs->players.end();i++)
  605. {
  606. if(i->first == 255) continue;
  607. if(gs->getDate(1)==7) //first day of week - new heroes in tavern
  608. {
  609. SetAvailableHeroes sah;
  610. sah.player = i->first;
  611. CGHeroInstance *h = gs->hpool.pickHeroFor(true,i->first,&VLC->townh->towns[gs->scenarioOps->getIthPlayersSettings(i->first).castle]);
  612. if(h)
  613. sah.hid1 = h->subID;
  614. else
  615. sah.hid1 = -1;
  616. h = gs->hpool.pickHeroFor(false,i->first,&VLC->townh->towns[gs->scenarioOps->getIthPlayersSettings(i->first).castle],sah.hid1);
  617. if(h)
  618. sah.hid2 = h->subID;
  619. else
  620. sah.hid2 = -1;
  621. sendAndApply(&sah);
  622. }
  623. if(i->first>=PLAYER_LIMIT) continue;
  624. SetResources r;
  625. r.player = i->first;
  626. for(int j=0;j<RESOURCE_QUANTITY;j++)
  627. r.res[j] = i->second.resources[j];
  628. BOOST_FOREACH(CGHeroInstance *h, (*i).second.heroes)
  629. {
  630. NewTurn::Hero hth;
  631. hth.id = h->id;
  632. hth.move = h->maxMovePoints(true); //TODO: check if hero is really on the land
  633. hth.mana = std::max(h->mana,std::min(h->mana+1+h->getSecSkillLevel(8), h->manaLimit())); //hero regains 1 mana point + mysticism lvel
  634. n.heroes.insert(hth);
  635. switch(h->getSecSkillLevel(13)) //handle estates - give gold
  636. {
  637. case 1: //basic
  638. r.res[6] += 125;
  639. break;
  640. case 2: //advanced
  641. r.res[6] += 250;
  642. break;
  643. case 3: //expert
  644. r.res[6] += 500;
  645. break;
  646. }
  647. }
  648. for(std::vector<CGTownInstance *>::iterator j=i->second.towns.begin();j!=i->second.towns.end();j++)//handle towns
  649. {
  650. if(vstd::contains((**j).builtBuildings,15)) //there is resource silo
  651. {
  652. if((**j).town->primaryRes == 127) //we'll give wood and ore
  653. {
  654. r.res[0] += 1;
  655. r.res[2] += 1;
  656. }
  657. else
  658. {
  659. r.res[(**j).town->primaryRes] += 1;
  660. }
  661. }
  662. if(gs->getDate(1)==7) //first day of week
  663. {
  664. SetAvailableCreatures sac;
  665. sac.tid = (**j).id;
  666. sac.creatures = (**j).strInfo.creatures;
  667. for(int k=0;k<CREATURES_PER_TOWN;k++) //creature growths
  668. {
  669. if((**j).creatureDwelling(k))//there is dwelling (k-level)
  670. sac.creatures[k] += (**j).creatureGrowth(k);
  671. }
  672. n.cres.push_back(sac);
  673. }
  674. if((gs->day) && i->first<PLAYER_LIMIT)//not the first day and town not neutral
  675. r.res[6] += (**j).dailyIncome();
  676. }
  677. n.res.push_back(r);
  678. }
  679. sendAndApply(&n);
  680. tlog5 << "Info about turn " << n.day << "has been sent!" << std::endl;
  681. handleTimeEvents();
  682. //call objects
  683. for(size_t i = 0; i<gs->map->objects.size(); i++)
  684. if(gs->map->objects[i])
  685. gs->map->objects[i]->newTurn();
  686. }
  687. void CGameHandler::run(bool resume)
  688. {
  689. BOOST_FOREACH(CConnection *cc, conns)
  690. {//init conn.
  691. ui8 quantity, pom;
  692. //ui32 seed;
  693. if(!resume)
  694. (*cc) << gs->scenarioOps->mapname << gs->map->checksum << gs->seed;
  695. (*cc) >> quantity; //how many players will be handled at that client
  696. for(int i=0;i<quantity;i++)
  697. {
  698. (*cc) >> pom; //read player color
  699. gsm.lock();
  700. connections[pom] = cc;
  701. gsm.unlock();
  702. }
  703. }
  704. for(std::set<CConnection*>::iterator i = conns.begin(); i!=conns.end();i++)
  705. {
  706. std::set<int> pom;
  707. for(std::map<int,CConnection*>::iterator j = connections.begin(); j!=connections.end();j++)
  708. if(j->second == *i)
  709. pom.insert(j->first);
  710. boost::thread(boost::bind(&CGameHandler::handleConnection,this,pom,boost::ref(**i)));
  711. }
  712. /****************************SCRIPTS************************************************/
  713. //std::map<int, std::map<std::string, CObjectScript*> > * skrypty = &objscr; //alias for easier access
  714. /****************************C++ OBJECT SCRIPTS************************************************/
  715. //std::map<int,CCPPObjectScript*> scripts;
  716. //CScriptCallback * csc = new CScriptCallback();
  717. //csc->gh = this;
  718. //handleCPPObjS(&scripts,new CVisitableOPH(csc));
  719. //handleCPPObjS(&scripts,new CVisitableOPW(csc));
  720. //handleCPPObjS(&scripts,new CPickable(csc));
  721. //handleCPPObjS(&scripts,new CMines(csc));
  722. //handleCPPObjS(&scripts,new CTownScript(csc));
  723. //handleCPPObjS(&scripts,new CHeroScript(csc));
  724. //handleCPPObjS(&scripts,new CMonsterS(csc));
  725. //handleCPPObjS(&scripts,new CCreatureGen(csc));
  726. //handleCPPObjS(&scripts,new CTeleports(csc));
  727. /****************************INITIALIZING OBJECT SCRIPTS************************************************/
  728. //std::string temps("newObject");
  729. //for (unsigned i=0; i<gs->map->objects.size(); i++)
  730. //{
  731. //c++ scripts
  732. //if (scripts.find(gs->map->objects[i]->ID) != scripts.end())
  733. //{
  734. // gs->map->objects[i]->state = scripts[gs->map->objects[i]->ID];
  735. // gs->map->objects[i]->state->newObject(gs->map->objects[i]->id);
  736. //}
  737. //else
  738. //{
  739. // gs->map->objects[i]->state = NULL;
  740. //}
  741. //// lua scripts
  742. //if(checkFunc(map->objects[i]->ID,temps))
  743. // (*skrypty)[map->objects[i]->ID][temps]->newObject(map->objects[i]);
  744. //}
  745. while (!end2)
  746. {
  747. if(!resume)
  748. newTurn();
  749. else
  750. resume = false;
  751. std::map<ui8,PlayerState>::iterator i;
  752. if(!resume)
  753. i = gs->players.begin();
  754. else
  755. i = gs->players.find(gs->currentPlayer);
  756. for(; i != gs->players.end(); i++)
  757. {
  758. if((i->second.towns.size()==0 && i->second.heroes.size()==0) || i->second.color<0 || i->first>=PLAYER_LIMIT ) continue; //players has not towns/castle - loser
  759. states.setFlag(i->first,&PlayerStatus::makingTurn,true);
  760. gs->currentPlayer = i->first;
  761. {
  762. YourTurn yt;
  763. yt.player = i->first;
  764. *connections[i->first] << &yt;
  765. }
  766. //wait till turn is done
  767. boost::unique_lock<boost::mutex> lock(states.mx);
  768. while(states.players[i->first].makingTurn && !end2)
  769. {
  770. boost::posix_time::time_duration p;
  771. p = boost::posix_time::milliseconds(200);
  772. #ifdef _MSC_VER
  773. states.cv.timed_wait(lock,p);
  774. #else
  775. boost::xtime time={0,0};
  776. time.nsec = static_cast<boost::xtime::xtime_nsec_t>(p.total_nanoseconds());
  777. states.cv.timed_wait(lock,time);
  778. #endif
  779. }
  780. }
  781. }
  782. }
  783. namespace CGH
  784. {
  785. using namespace std;
  786. void readItTo(ifstream & input, vector< vector<int> > & dest)
  787. {
  788. for(int j=0; j<7; ++j)
  789. {
  790. std::vector<int> pom;
  791. for(int g=0; g<j+1; ++g)
  792. {
  793. int hlp; input>>hlp;
  794. pom.push_back(hlp);
  795. }
  796. dest.push_back(pom);
  797. }
  798. }
  799. }
  800. void CGameHandler::setupBattle( BattleInfo * curB, int3 tile, CCreatureSet &army1, CCreatureSet &army2, CGHeroInstance * hero1, CGHeroInstance * hero2 )
  801. {
  802. battleResult.set(NULL);
  803. std::vector<CStack*> & stacks = (curB->stacks);
  804. curB->tile = tile;
  805. curB->siege = 0; //TODO: add sieges
  806. curB->army1=army1;
  807. curB->army2=army2;
  808. curB->hero1=(hero1)?(hero1->id):(-1);
  809. curB->hero2=(hero2)?(hero2->id):(-1);
  810. curB->side1=(hero1)?(hero1->tempOwner):(-1);
  811. curB->side2=(hero2)?(hero2->tempOwner):(-1);
  812. curB->round = -2;
  813. curB->activeStack = -1;
  814. for(std::map<si32,std::pair<ui32,si32> >::iterator i = army1.slots.begin(); i!=army1.slots.end(); i++)
  815. {
  816. stacks.push_back(new CStack(&VLC->creh->creatures[i->second.first],i->second.second,hero1->tempOwner, stacks.size(), true,i->first));
  817. //base luck/morale calculations
  818. //TODO: check if terrain is native, add bonuses for neutral stacks, bonuses from town
  819. if(hero1)
  820. {
  821. stacks.back()->morale = hero1->getCurrentMorale(i->first,false);
  822. stacks.back()->luck = hero1->getCurrentLuck(i->first,false);
  823. }
  824. else
  825. {
  826. stacks.back()->morale = 0;
  827. stacks.back()->luck = 0;
  828. }
  829. stacks[stacks.size()-1]->ID = stacks.size()-1;
  830. }
  831. //initialization of positions
  832. std::ifstream positions;
  833. positions.open("config" PATHSEPARATOR "battleStartpos.txt", std::ios_base::in|std::ios_base::binary);
  834. if(!positions.is_open())
  835. {
  836. tlog1<<"Unable to open battleStartpos.txt!"<<std::endl;
  837. }
  838. std::string dump;
  839. positions>>dump; positions>>dump;
  840. std::vector< std::vector<int> > attackerLoose, defenderLoose, attackerTight, defenderTight;
  841. CGH::readItTo(positions, attackerLoose);
  842. positions>>dump;
  843. CGH::readItTo(positions, defenderLoose);
  844. positions>>dump;
  845. positions>>dump;
  846. CGH::readItTo(positions, attackerTight);
  847. positions>>dump;
  848. CGH::readItTo(positions, defenderTight);
  849. positions.close();
  850. if(army1.formation)
  851. for(int b=0; b<army1.slots.size(); ++b) //tight
  852. {
  853. stacks[b]->position = attackerTight[army1.slots.size()-1][b];
  854. }
  855. else
  856. for(int b=0; b<army1.slots.size(); ++b) //loose
  857. {
  858. stacks[b]->position = attackerLoose[army1.slots.size()-1][b];
  859. }
  860. for(std::map<si32,std::pair<ui32,si32> >::iterator i = army2.slots.begin(); i!=army2.slots.end(); i++)
  861. {
  862. stacks.push_back(new CStack(&VLC->creh->creatures[i->second.first],i->second.second,hero2 ? hero2->tempOwner : 255, stacks.size(), false, i->first));
  863. //base luck/morale calculations
  864. //TODO: check if terrain is native, add bonuses for neutral stacks, bonuses from town
  865. if(hero2)
  866. {
  867. stacks.back()->morale = hero2->getCurrentMorale(i->first,false);
  868. stacks.back()->luck = hero2->getCurrentLuck(i->first,false);
  869. }
  870. else
  871. {
  872. stacks.back()->morale = 0;
  873. stacks.back()->luck = 0;
  874. }
  875. }
  876. if(army2.formation)
  877. for(int b=0; b<army2.slots.size(); ++b) //tight
  878. {
  879. stacks[b+army1.slots.size()]->position = defenderTight[army2.slots.size()-1][b];
  880. }
  881. else
  882. for(int b=0; b<army2.slots.size(); ++b) //loose
  883. {
  884. stacks[b+army1.slots.size()]->position = defenderLoose[army2.slots.size()-1][b];
  885. }
  886. for(unsigned g=0; g<stacks.size(); ++g) //shifting positions of two-hex creatures
  887. {
  888. if((stacks[g]->position%17)==1 && stacks[g]->creature->isDoubleWide())
  889. {
  890. stacks[g]->position += 1;
  891. }
  892. else if((stacks[g]->position%17)==15 && stacks[g]->creature->isDoubleWide())
  893. {
  894. stacks[g]->position -= 1;
  895. }
  896. }
  897. //adding war machines
  898. if(hero1)
  899. {
  900. if(hero1->getArt(13)) //ballista
  901. {
  902. stacks.push_back(new CStack(&VLC->creh->creatures[146], 1, hero1->tempOwner, stacks.size(), true, 255));
  903. stacks[stacks.size()-1]->position = 52;
  904. stacks.back()->morale = hero1->getCurrentMorale(stacks.back()->ID,false);
  905. stacks.back()->luck = hero1->getCurrentLuck(stacks.back()->ID,false);
  906. }
  907. if(hero1->getArt(14)) //ammo cart
  908. {
  909. stacks.push_back(new CStack(&VLC->creh->creatures[148], 1, hero1->tempOwner, stacks.size(), true, 255));
  910. stacks[stacks.size()-1]->position = 18;
  911. stacks.back()->morale = hero1->getCurrentMorale(stacks.back()->ID,false);
  912. stacks.back()->luck = hero1->getCurrentLuck(stacks.back()->ID,false);
  913. }
  914. if(hero1->getArt(15)) //first aid tent
  915. {
  916. stacks.push_back(new CStack(&VLC->creh->creatures[147], 1, hero1->tempOwner, stacks.size(), true, 255));
  917. stacks[stacks.size()-1]->position = 154;
  918. stacks.back()->morale = hero1->getCurrentMorale(stacks.back()->ID,false);
  919. stacks.back()->luck = hero1->getCurrentLuck(stacks.back()->ID,false);
  920. }
  921. }
  922. if(hero2)
  923. {
  924. if(hero2->getArt(13)) //ballista
  925. {
  926. stacks.push_back(new CStack(&VLC->creh->creatures[146], 1, hero2->tempOwner, stacks.size(), false, 255));
  927. stacks[stacks.size()-1]->position = 66;
  928. stacks.back()->morale = hero2->getCurrentMorale(stacks.back()->ID,false);
  929. stacks.back()->luck = hero2->getCurrentLuck(stacks.back()->ID,false);
  930. }
  931. if(hero2->getArt(14)) //ammo cart
  932. {
  933. stacks.push_back(new CStack(&VLC->creh->creatures[148], 1, hero2->tempOwner, stacks.size(), false, 255));
  934. stacks[stacks.size()-1]->position = 32;
  935. stacks.back()->morale = hero2->getCurrentMorale(stacks.back()->ID,false);
  936. stacks.back()->luck = hero2->getCurrentLuck(stacks.back()->ID,false);
  937. }
  938. if(hero2->getArt(15)) //first aid tent
  939. {
  940. stacks.push_back(new CStack(&VLC->creh->creatures[147], 1, hero2->tempOwner, stacks.size(), false, 255));
  941. stacks[stacks.size()-1]->position = 168;
  942. stacks.back()->morale = hero2->getCurrentMorale(stacks.back()->ID,false);
  943. stacks.back()->luck = hero2->getCurrentLuck(stacks.back()->ID,false);
  944. }
  945. }
  946. //war machiens added
  947. std::stable_sort(stacks.begin(),stacks.end(),cmpst);
  948. //randomize obstacles
  949. bool obAv[BFIELD_SIZE]; //availability of hexes for obstacles;
  950. std::vector<int> possibleObstacles;
  951. for(int i=0; i<BFIELD_SIZE; ++i)
  952. {
  953. if(i%17 < 4 || i%17 > 12)
  954. {
  955. obAv[i] = false;
  956. }
  957. else
  958. {
  959. obAv[i] = true;
  960. }
  961. }
  962. int terType = gs->battleGetBattlefieldType(tile);
  963. for(std::map<int, CObstacleInfo>::const_iterator g=VLC->heroh->obstacles.begin(); g!=VLC->heroh->obstacles.end(); ++g)
  964. {
  965. if(g->second.allowedTerrains[terType] == '1')
  966. {
  967. possibleObstacles.push_back(g->first);
  968. }
  969. }
  970. srand(time(NULL));
  971. if(possibleObstacles.size() > 0) //we cannot place any obstacles when we don't have them
  972. {
  973. int toBlock = rand()%6 + 6; //how many hexes should be blocked by obstacles
  974. while(toBlock>0)
  975. {
  976. CObstacleInstance coi;
  977. coi.ID = possibleObstacles[rand()%possibleObstacles.size()];
  978. coi.pos = rand()%BFIELD_SIZE;
  979. std::vector<int> block = VLC->heroh->obstacles[coi.ID].getBlocked(coi.pos);
  980. bool badObstacle = false;
  981. for(int b=0; b<block.size(); ++b)
  982. {
  983. if(!obAv[block[b]])
  984. {
  985. badObstacle = true;
  986. break;
  987. }
  988. }
  989. if(badObstacle) continue;
  990. //obstacle can be placed
  991. curB->obstacles.push_back(coi);
  992. for(int b=0; b<block.size(); ++b)
  993. {
  994. if(block[b] >= 0 && block[b] < BFIELD_SIZE)
  995. obAv[block[b]] = false;
  996. }
  997. toBlock -= block.size();
  998. }
  999. }
  1000. //block engaged players
  1001. if(hero1->tempOwner<PLAYER_LIMIT)
  1002. states.setFlag(hero1->tempOwner,&PlayerStatus::engagedIntoBattle,true);
  1003. if(hero2 && hero2->tempOwner<PLAYER_LIMIT)
  1004. states.setFlag(hero2->tempOwner,&PlayerStatus::engagedIntoBattle,true);
  1005. //send info about battles
  1006. BattleStart bs;
  1007. bs.info = curB;
  1008. sendAndApply(&bs);
  1009. }
  1010. void CGameHandler::checkForBattleEnd( std::vector<CStack*> &stacks )
  1011. {
  1012. //checking winning condition
  1013. bool hasStack[2]; //hasStack[0] - true if attacker has a living stack; defender similarily
  1014. hasStack[0] = hasStack[1] = false;
  1015. for(int b = 0; b<stacks.size(); ++b)
  1016. {
  1017. if(stacks[b]->alive())
  1018. {
  1019. hasStack[1-stacks[b]->attackerOwned] = true;
  1020. }
  1021. }
  1022. if(!hasStack[0] || !hasStack[1]) //somebody has won
  1023. {
  1024. BattleResult *br = new BattleResult; //will be deleted at the end of startBattle(...)
  1025. br->result = 0;
  1026. br->winner = hasStack[1]; //fleeing side loses
  1027. gs->curB->calculateCasualties(br->casualties);
  1028. battleResult.set(br);
  1029. }
  1030. }
  1031. void CGameHandler::giveSpells( const CGTownInstance *t, const CGHeroInstance *h )
  1032. {
  1033. if(!vstd::contains(h->artifWorn,17))
  1034. return; //hero hasn't spellbok
  1035. ChangeSpells cs;
  1036. cs.hid = h->id;
  1037. cs.learn = true;
  1038. for(int i=0; i<std::min(t->mageGuildLevel(),h->getSecSkillLevel(7)+4);i++)
  1039. {
  1040. for(int j=0; j<t->spellsAtLevel(i+1,true) && j<t->spells[i].size(); j++)
  1041. {
  1042. if(!vstd::contains(h->spells,t->spells[i][j]))
  1043. cs.spells.insert(t->spells[i][j]);
  1044. }
  1045. }
  1046. if(cs.spells.size())
  1047. sendAndApply(&cs);
  1048. }
  1049. void CGameHandler::setBlockVis(int objid, bool bv)
  1050. {
  1051. SetObjectProperty sop(objid,2,bv);
  1052. sendAndApply(&sop);
  1053. }
  1054. void CGameHandler::removeObject(int objid)
  1055. {
  1056. RemoveObject ro;
  1057. ro.id = objid;
  1058. sendAndApply(&ro);
  1059. }
  1060. void CGameHandler::setAmount(int objid, ui32 val)
  1061. {
  1062. SetObjectProperty sop(objid,3,val);
  1063. sendAndApply(&sop);
  1064. }
  1065. void CGameHandler::moveHero(si32 hid, int3 dst, ui8 instant, ui8 asker)
  1066. {
  1067. bool blockvis = false;
  1068. const CGHeroInstance *h = getHero(hid);
  1069. 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)
  1070. )
  1071. {
  1072. tlog1 << "Illegal call to move hero!\n";
  1073. return;
  1074. }
  1075. tlog5 << "Player " <<int(asker) << " wants to move hero "<< hid << " from "<< h->pos << " to " << dst << std::endl;
  1076. int3 hmpos = dst + int3(-1,0,0);
  1077. TerrainTile t = gs->map->terrain[hmpos.x][hmpos.y][hmpos.z];
  1078. int cost = gs->getMovementCost(h,h->pos,dst,h->movement);
  1079. //result structure for start - movement failed, no move points used
  1080. TryMoveHero tmh;
  1081. tmh.id = hid;
  1082. tmh.start = h->pos;
  1083. tmh.end = dst;
  1084. tmh.result = 0;
  1085. tmh.movePoints = h->movement;
  1086. //check if destination tile is available
  1087. if( t.tertype == rock
  1088. || (!h->canWalkOnSea() && t.tertype == water)
  1089. || (t.blocked && !t.visitable) //tile is blocked andnot visitable
  1090. )
  1091. {
  1092. tlog2 << "Cannot move hero, destination tile is blocked!\n";
  1093. sendAndApply(&tmh);
  1094. return;
  1095. }
  1096. //checks for standard movement
  1097. if(!instant)
  1098. {
  1099. if( (distance(h->pos,dst)>=1.5) //tiles are not neighouring
  1100. || (h->movement < cost && h->movement < 100) //lack of movement points
  1101. )
  1102. {
  1103. tlog2 << "Cannot move hero, not enough move points or tiles are not neighbouring!\n";
  1104. sendAndApply(&tmh);
  1105. return;
  1106. }
  1107. //check if there is blocking visitable object
  1108. blockvis = false;
  1109. tmh.movePoints = std::max(si32(0),h->movement-cost); //take move points
  1110. BOOST_FOREACH(CGObjectInstance *obj, t.visitableObjects)
  1111. {
  1112. if(obj->blockVisit)
  1113. {
  1114. blockvis = true;
  1115. break;
  1116. }
  1117. }
  1118. //we start moving
  1119. if(blockvis)//interaction with blocking object (like resources)
  1120. {
  1121. sendAndApply(&tmh);
  1122. //failed to move to that tile but we visit object
  1123. BOOST_FOREACH(CGObjectInstance *obj, t.visitableObjects)
  1124. {
  1125. if (obj->blockVisit)
  1126. {
  1127. obj->onHeroVisit(h);
  1128. }
  1129. }
  1130. tlog5 << "Blocking visit at " << hmpos << std::endl;
  1131. return;
  1132. }
  1133. else //normal move
  1134. {
  1135. tmh.result = 1;
  1136. BOOST_FOREACH(CGObjectInstance *obj, gs->map->terrain[h->pos.x-1][h->pos.y][h->pos.z].visitableObjects)
  1137. {
  1138. obj->onHeroLeave(h);
  1139. }
  1140. getTilesInRange(tmh.fowRevealed,h->getSightCenter()+(tmh.end-tmh.start),h->getSightRadious(),h->tempOwner,1);
  1141. sendAndApply(&tmh);
  1142. tlog5 << "Moved to " <<tmh.end<<std::endl;
  1143. //call objects if they are visited
  1144. BOOST_FOREACH(CGObjectInstance *obj, t.visitableObjects)
  1145. {
  1146. obj->onHeroVisit(h);
  1147. }
  1148. }
  1149. tlog5 << "Movement end!\n";
  1150. }
  1151. else //instant move - teleportation
  1152. {
  1153. BOOST_FOREACH(CGObjectInstance* obj, t.blockingObjects)
  1154. {
  1155. if(obj->ID==HEROI_TYPE)
  1156. {
  1157. if(obj->tempOwner==h->tempOwner)
  1158. return;//TODO: exchange
  1159. //TODO: check for ally
  1160. CGHeroInstance *dh = static_cast<CGHeroInstance *>(obj);
  1161. startBattleI(&h->army,&dh->army,dst,h,dh,0);
  1162. return;
  1163. }
  1164. }
  1165. tmh.result = instant+1;
  1166. getTilesInRange(tmh.fowRevealed,h->getSightCenter()+(tmh.end-tmh.start),h->getSightRadious(),h->tempOwner,1);
  1167. sendAndApply(&tmh);
  1168. }
  1169. }
  1170. void CGameHandler::setOwner(int objid, ui8 owner)
  1171. {
  1172. SetObjectProperty sop(objid,1,owner);
  1173. sendAndApply(&sop);
  1174. }
  1175. void CGameHandler::setHoverName(int objid, MetaString* name)
  1176. {
  1177. SetHoverName shn(objid, *name);
  1178. sendAndApply(&shn);
  1179. }
  1180. void CGameHandler::showInfoDialog(InfoWindow *iw)
  1181. {
  1182. sendToAllClients(iw);
  1183. }
  1184. void CGameHandler::showYesNoDialog( YesNoDialog *iw, const CFunctionList<void(ui32)> &callback )
  1185. {
  1186. ask(iw,iw->player,callback);
  1187. }
  1188. void CGameHandler::showSelectionDialog(SelectionDialog *iw, const CFunctionList<void(ui32)> &callback)
  1189. {
  1190. ask(iw,iw->player,callback);
  1191. }
  1192. int CGameHandler::getCurrentPlayer()
  1193. {
  1194. return gs->currentPlayer;
  1195. }
  1196. void CGameHandler::giveResource(int player, int which, int val)
  1197. {
  1198. SetResource sr;
  1199. sr.player = player;
  1200. sr.resid = which;
  1201. sr.val = (gs->players.find(player)->second.resources[which]+val);
  1202. sendAndApply(&sr);
  1203. }
  1204. void CGameHandler::showCompInfo(ShowInInfobox * comp)
  1205. {
  1206. sendToAllClients(comp);
  1207. }
  1208. void CGameHandler::heroVisitCastle(int obj, int heroID)
  1209. {
  1210. HeroVisitCastle vc;
  1211. vc.hid = heroID;
  1212. vc.tid = obj;
  1213. vc.flags |= 1;
  1214. sendAndApply(&vc);
  1215. giveSpells(getTown(obj),getHero(heroID));
  1216. }
  1217. void CGameHandler::stopHeroVisitCastle(int obj, int heroID)
  1218. {
  1219. HeroVisitCastle vc;
  1220. vc.hid = heroID;
  1221. vc.tid = obj;
  1222. sendAndApply(&vc);
  1223. }
  1224. void CGameHandler::giveHeroArtifact(int artid, int hid, int position) //pos==-1 - first free slot in backpack
  1225. {
  1226. const CGHeroInstance* h = getHero(hid);
  1227. SetHeroArtifacts sha;
  1228. sha.hid = hid;
  1229. sha.artifacts = h->artifacts;
  1230. sha.artifWorn = h->artifWorn;
  1231. if(position<0)
  1232. {
  1233. if(position == -2)
  1234. {
  1235. int i;
  1236. for(i=0; i<VLC->arth->artifacts[artid].possibleSlots.size(); i++) //try to put artifact into first avaialble slot
  1237. {
  1238. if( !vstd::contains(sha.artifWorn,VLC->arth->artifacts[artid].possibleSlots[i]) )
  1239. {
  1240. sha.artifWorn[VLC->arth->artifacts[artid].possibleSlots[i]] = artid;
  1241. break;
  1242. }
  1243. }
  1244. if(i==VLC->arth->artifacts[artid].possibleSlots.size()) //if haven't find proper slot, use backpack
  1245. sha.artifacts.push_back(artid);
  1246. }
  1247. else //should be -1 => putartifact into backpack
  1248. {
  1249. sha.artifacts.push_back(artid);
  1250. }
  1251. }
  1252. else
  1253. {
  1254. if(!vstd::contains(sha.artifWorn,ui16(position)))
  1255. sha.artifWorn[position] = artid;
  1256. else
  1257. sha.artifacts.push_back(artid);
  1258. }
  1259. sendAndApply(&sha);
  1260. }
  1261. void CGameHandler::startBattleI(const CCreatureSet * army1, const CCreatureSet * army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, boost::function<void(BattleResult*)> cb) //use hero=NULL for no hero
  1262. {
  1263. boost::thread(boost::bind(&CGameHandler::startBattle,this,*(CCreatureSet *)army1,*(CCreatureSet *)army2,tile,(CGHeroInstance *)hero1,(CGHeroInstance *)hero2,cb));
  1264. }
  1265. void CGameHandler::startBattleI(int heroID, CCreatureSet army, int3 tile, boost::function<void(BattleResult*)> cb) //for hero<=>neutral army
  1266. {
  1267. CGHeroInstance* h = const_cast<CGHeroInstance*>(getHero(heroID));
  1268. startBattleI(&h->army,&army,tile,h,NULL,cb);
  1269. //battle(&h->army,army,tile,h,NULL);
  1270. }
  1271. void CGameHandler::changeSpells( int hid, bool give, const std::set<ui32> &spells )
  1272. {
  1273. ChangeSpells cs;
  1274. cs.hid = hid;
  1275. cs.spells = spells;
  1276. cs.learn = give;
  1277. sendAndApply(&cs);
  1278. }
  1279. int CGameHandler::getSelectedHero()
  1280. {
  1281. return IGameCallback::getSelectedHero(getCurrentPlayer())->id;
  1282. }
  1283. void CGameHandler::setObjProperty( int objid, int prop, int val )
  1284. {
  1285. SetObjectProperty sob;
  1286. sob.id = objid;
  1287. sob.what = prop;
  1288. sob.val = val;
  1289. sendAndApply(&sob);
  1290. }
  1291. void CGameHandler::sendMessageTo( CConnection &c, const std::string &message )
  1292. {
  1293. SystemMessage sm;
  1294. sm.text = message;
  1295. c << &sm;
  1296. }
  1297. void CGameHandler::giveHeroBonus( GiveBonus * bonus )
  1298. {
  1299. sendAndApply(bonus);
  1300. }
  1301. void CGameHandler::setMovePoints( SetMovePoints * smp )
  1302. {
  1303. sendAndApply(smp);
  1304. }
  1305. void CGameHandler::setManaPoints( int hid, int val )
  1306. {
  1307. SetMana sm;
  1308. sm.hid = hid;
  1309. sm.val = val;
  1310. sendAndApply(&sm);
  1311. }
  1312. void CGameHandler::giveHero( int id, int player )
  1313. {
  1314. GiveHero gh;
  1315. gh.id = id;
  1316. gh.player = player;
  1317. sendAndApply(&gh);
  1318. }
  1319. void CGameHandler::changeObjPos( int objid, int3 newPos, ui8 flags )
  1320. {
  1321. ChangeObjPos cop;
  1322. cop.objid = objid;
  1323. cop.nPos = newPos;
  1324. cop.flags = flags;
  1325. sendAndApply(&cop);
  1326. }
  1327. void CGameHandler::applyAndAsk( Query * sel, ui8 player, boost::function<void(ui32)> &callback )
  1328. {
  1329. gsm.lock();
  1330. sel->id = QID;
  1331. callbacks[QID] = callback;
  1332. states.addQuery(player,QID);
  1333. QID++;
  1334. sendAndApply(sel);
  1335. gsm.unlock();
  1336. }
  1337. void CGameHandler::ask( Query * sel, ui8 player, const CFunctionList<void(ui32)> &callback )
  1338. {
  1339. gsm.lock();
  1340. sel->id = QID;
  1341. callbacks[QID] = callback;
  1342. states.addQuery(player,QID);
  1343. sendToAllClients(sel);
  1344. QID++;
  1345. gsm.unlock();
  1346. }
  1347. void CGameHandler::sendToAllClients( CPackForClient * info )
  1348. {
  1349. for(std::set<CConnection*>::iterator i=conns.begin(); i!=conns.end();i++)
  1350. {
  1351. (*i)->wmx->lock();
  1352. **i << info;
  1353. (*i)->wmx->unlock();
  1354. }
  1355. }
  1356. void CGameHandler::sendAndApply( CPackForClient * info )
  1357. {
  1358. gs->apply(info);
  1359. sendToAllClients(info);
  1360. }
  1361. void CGameHandler::save( const std::string &fname )
  1362. {
  1363. {
  1364. tlog0 << "Serializing game info...\n";
  1365. CSaveFile save(std::string("Games") + PATHSEPARATOR + fname + ".vlgm1");
  1366. char hlp[8] = "VCMISVG";
  1367. save << hlp << version << static_cast<CMapHeader&>(*gs->map) << gs->scenarioOps->difficulty << *VLC << gs;
  1368. }
  1369. {
  1370. tlog0 << "Serializing server info...\n";
  1371. CSaveFile save(std::string("Games") + PATHSEPARATOR + fname + ".vsgm1");
  1372. save << *this;
  1373. }
  1374. tlog0 << "Game has been succesfully saved!\n";
  1375. }
  1376. void CGameHandler::close()
  1377. {
  1378. tlog0 << "We have been requested to close.\n";
  1379. exit(0);
  1380. }
  1381. void CGameHandler::arrangeStacks(si32 id1, si32 id2, ui8 what, ui8 p1, ui8 p2, si32 val)
  1382. {
  1383. CArmedInstance *s1 = static_cast<CArmedInstance*>(gs->map->objects[id1]),
  1384. *s2 = static_cast<CArmedInstance*>(gs->map->objects[id2]);
  1385. CCreatureSet temp1 = s1->army, temp2 = s2->army,
  1386. &S1 = temp1, &S2 = (s1!=s2)?(temp2):(temp1);
  1387. if(what==1) //swap
  1388. {
  1389. std::swap(S1.slots[p1],S2.slots[p2]);
  1390. if(!S1.slots[p1].second)
  1391. S1.slots.erase(p1);
  1392. if(!S2.slots[p2].second)
  1393. S2.slots.erase(p2);
  1394. }
  1395. else if(what==2)//merge
  1396. {
  1397. if(S1.slots[p1].first != S2.slots[p2].first) //not same creature
  1398. {
  1399. COMPLAIN("Cannot merge different creatures stacks!");
  1400. return;
  1401. }
  1402. S2.slots[p2].second += S1.slots[p1].second;
  1403. S1.slots.erase(p1);
  1404. }
  1405. else if(what==3) //split
  1406. {
  1407. if( vstd::contains(S2.slots,p2) //dest. slot not free
  1408. || !vstd::contains(S1.slots,p1) //no creatures to split
  1409. || S1.slots[p1].second < val //not enough creatures
  1410. || val<1 //val must be positive
  1411. )
  1412. {
  1413. COMPLAIN("Cannot split that stack!");
  1414. return;
  1415. }
  1416. S2.slots[p2].first = S1.slots[p1].first;
  1417. S2.slots[p2].second = val;
  1418. S1.slots[p1].second -= val;
  1419. if(!S1.slots[p1].second) //if we've moved all creatures
  1420. S1.slots.erase(p1);
  1421. }
  1422. if((s1->needsLastStack() && !S1.slots.size()) //it's not allowed to take last stack from hero army!
  1423. || (s2->needsLastStack() && !S2.slots.size())
  1424. )
  1425. {
  1426. COMPLAIN("Cannot take the last stack!");
  1427. return; //leave without applying changes to garrison
  1428. }
  1429. SetGarrisons sg;
  1430. sg.garrs[id1] = S1;
  1431. if(s1 != s2)
  1432. sg.garrs[id2] = S2;
  1433. sendAndApply(&sg);
  1434. }
  1435. int CGameHandler::getPlayerAt( CConnection *c ) const
  1436. {
  1437. std::set<int> all;
  1438. for(std::map<int,CConnection*>::const_iterator i=connections.begin(); i!=connections.end(); i++)
  1439. if(i->second == c)
  1440. all.insert(i->first);
  1441. switch(all.size())
  1442. {
  1443. case 0:
  1444. return 255;
  1445. case 1:
  1446. return *all.begin();
  1447. default:
  1448. {
  1449. //if we have more than one player at this connection, try to pick active one
  1450. if(vstd::contains(all,int(gs->currentPlayer)))
  1451. return gs->currentPlayer;
  1452. else
  1453. return 253; //cannot say which player is it
  1454. }
  1455. }
  1456. }
  1457. void CGameHandler::disbandCreature(si32 id, ui8 pos)
  1458. {
  1459. CArmedInstance *s1 = static_cast<CArmedInstance*>(gs->map->objects[id]);
  1460. if(!vstd::contains(s1->army.slots,pos))
  1461. {
  1462. COMPLAIN("Illegal call to disbandCreature - no such stack in army!");
  1463. return;
  1464. }
  1465. s1->army.slots.erase(pos);
  1466. SetGarrisons sg;
  1467. sg.garrs[id] = s1->army;
  1468. sendAndApply(&sg);
  1469. }
  1470. void CGameHandler::buildStructure(si32 tid, si32 bid)
  1471. {
  1472. CGTownInstance * t = static_cast<CGTownInstance*>(gs->map->objects[tid]);
  1473. CBuilding * b = VLC->buildh->buildings[t->subID][bid];
  1474. if(gs->canBuildStructure(t,bid) != 7)
  1475. {
  1476. COMPLAIN("Cannot build that building!");
  1477. return;
  1478. }
  1479. NewStructures ns;
  1480. ns.tid = tid;
  1481. if(bid>36) //upg dwelling
  1482. {
  1483. if(t->getHordeLevel(0) == (bid-37))
  1484. ns.bid.insert(19);
  1485. else if(t->getHordeLevel(1) == (bid-37))
  1486. ns.bid.insert(25);
  1487. }
  1488. else if(bid >= 30) //bas. dwelling
  1489. {
  1490. SetAvailableCreatures ssi;
  1491. ssi.tid = tid;
  1492. ssi.creatures = t->strInfo.creatures;
  1493. ssi.creatures[bid-30] = VLC->creh->creatures[t->town->basicCreatures[bid-30]].growth;
  1494. sendAndApply(&ssi);
  1495. }
  1496. ns.bid.insert(bid);
  1497. ns.builded = t->builded + 1;
  1498. sendAndApply(&ns);
  1499. SetResources sr;
  1500. sr.player = t->tempOwner;
  1501. sr.res = gs->getPlayer(t->tempOwner)->resources;
  1502. for(int i=0;i<7;i++)
  1503. sr.res[i]-=b->resources[i];
  1504. sendAndApply(&sr);
  1505. if(bid<5) //it's mage guild
  1506. {
  1507. if(t->visitingHero)
  1508. giveSpells(t,t->visitingHero);
  1509. if(t->garrisonHero)
  1510. giveSpells(t,t->garrisonHero);
  1511. }
  1512. }
  1513. void CGameHandler::sendMessageToAll( const std::string &message )
  1514. {
  1515. SystemMessage sm;
  1516. sm.text = message;
  1517. sendToAllClients(&sm);
  1518. }
  1519. void CGameHandler::recruitCreatures( si32 objid, ui32 crid, ui32 cram )
  1520. {
  1521. si32 ser = -1;
  1522. CGTownInstance * t = static_cast<CGTownInstance*>(gs->map->objects[objid]);
  1523. //verify
  1524. bool found = false;
  1525. typedef std::pair<const int,int> Parka;
  1526. for(std::map<si32,ui32>::iterator av = t->strInfo.creatures.begin(); av!=t->strInfo.creatures.end(); av++)
  1527. {
  1528. if( ( found = (crid == t->town->basicCreatures[av->first]) ) //creature is available among basic cretures
  1529. || (found = (crid == t->town->upgradedCreatures[av->first])) )//creature is available among upgraded cretures
  1530. {
  1531. cram = std::min(cram,av->second); //reduce recruited amount up to available amount
  1532. ser = av->first;
  1533. break;
  1534. }
  1535. }
  1536. int slot = t->army.getSlotFor(crid);
  1537. if(!found || //no such creature
  1538. cram > VLC->creh->creatures[crid].maxAmount(gs->getPlayer(t->tempOwner)->resources) || //lack of resources
  1539. cram<=0 ||
  1540. slot<0 )
  1541. return;
  1542. //recruit
  1543. SetResources sr;
  1544. sr.player = t->tempOwner;
  1545. for(int i=0;i<RESOURCE_QUANTITY;i++)
  1546. sr.res[i] = gs->getPlayer(t->tempOwner)->resources[i] - (VLC->creh->creatures[crid].cost[i] * cram);
  1547. SetAvailableCreatures sac;
  1548. sac.tid = objid;
  1549. sac.creatures = t->strInfo.creatures;
  1550. sac.creatures[ser] -= cram;
  1551. SetGarrisons sg;
  1552. sg.garrs[objid] = t->army;
  1553. if(sg.garrs[objid].slots.find(slot) == sg.garrs[objid].slots.end()) //take a free slot
  1554. {
  1555. sg.garrs[objid].slots[slot] = std::make_pair(crid,cram);
  1556. }
  1557. else //add creatures to a already existing stack
  1558. {
  1559. sg.garrs[objid].slots[slot].second += cram;
  1560. }
  1561. sendAndApply(&sr);
  1562. sendAndApply(&sac);
  1563. sendAndApply(&sg);
  1564. }
  1565. void CGameHandler::upgradeCreature( ui32 objid, ui8 pos, ui32 upgID )
  1566. {
  1567. CArmedInstance *obj = static_cast<CArmedInstance*>(gs->map->objects[objid]);
  1568. UpgradeInfo ui = gs->getUpgradeInfo(obj,pos);
  1569. int player = obj->tempOwner;
  1570. int crQuantity = obj->army.slots[pos].second;
  1571. //check if upgrade is possible
  1572. if(ui.oldID<0 || !vstd::contains(ui.newID,upgID))
  1573. return;
  1574. //check if player has enough resources
  1575. for(int i=0;i<ui.cost.size();i++)
  1576. {
  1577. for (std::set<std::pair<int,int> >::iterator j=ui.cost[i].begin(); j!=ui.cost[i].end(); j++)
  1578. {
  1579. if(gs->getPlayer(player)->resources[j->first] < j->second*crQuantity)
  1580. return;
  1581. }
  1582. }
  1583. //take resources
  1584. for(int i=0;i<ui.cost.size();i++)
  1585. {
  1586. for (std::set<std::pair<int,int> >::iterator j=ui.cost[i].begin(); j!=ui.cost[i].end(); j++)
  1587. {
  1588. SetResource sr;
  1589. sr.player = player;
  1590. sr.resid = j->first;
  1591. sr.val = gs->getPlayer(player)->resources[j->first] - j->second*crQuantity;
  1592. sendAndApply(&sr);
  1593. }
  1594. }
  1595. //upgrade creature
  1596. SetGarrisons sg;
  1597. sg.garrs[objid] = obj->army;
  1598. sg.garrs[objid].slots[pos].first = upgID;
  1599. sendAndApply(&sg);
  1600. }
  1601. void CGameHandler::garrisonSwap(si32 tid)
  1602. {
  1603. CGTownInstance *town = gs->getTown(tid);
  1604. if(!town->garrisonHero && town->visitingHero) //visiting => garrison, merge armies
  1605. {
  1606. CCreatureSet csn = town->visitingHero->army, cso = town->army;
  1607. while(!cso.slots.empty())//while there are unmoved creatures
  1608. {
  1609. int pos = csn.getSlotFor(cso.slots.begin()->second.first);
  1610. if(pos<0)
  1611. return;
  1612. if(csn.slots.find(pos)!=csn.slots.end()) //add creatures to the existing stack
  1613. {
  1614. csn.slots[pos].second += cso.slots.begin()->second.second;
  1615. }
  1616. else //move stack on the free pos
  1617. {
  1618. csn.slots[pos].first = cso.slots.begin()->second.first;
  1619. csn.slots[pos].second = cso.slots.begin()->second.second;
  1620. }
  1621. cso.slots.erase(cso.slots.begin());
  1622. }
  1623. SetGarrisons sg;
  1624. sg.garrs[town->visitingHero->id] = csn;
  1625. sg.garrs[town->id] = csn;
  1626. sendAndApply(&sg);
  1627. SetHeroesInTown intown;
  1628. intown.tid = tid;
  1629. intown.visiting = -1;
  1630. intown.garrison = town->visitingHero->id;
  1631. sendAndApply(&intown);
  1632. }
  1633. else if (town->garrisonHero && !town->visitingHero) //move hero out of the garrison
  1634. {
  1635. SetHeroesInTown intown;
  1636. intown.tid = tid;
  1637. intown.garrison = -1;
  1638. intown.visiting = town->garrisonHero->id;
  1639. sendAndApply(&intown);
  1640. //town will be empty
  1641. SetGarrisons sg;
  1642. sg.garrs[tid] = CCreatureSet();
  1643. sendAndApply(&sg);
  1644. }
  1645. else if (town->garrisonHero && town->visitingHero) //swap visiting and garrison hero
  1646. {
  1647. SetGarrisons sg;
  1648. sg.garrs[town->id] = town->visitingHero->army;
  1649. sg.garrs[town->garrisonHero->id] = town->garrisonHero->army;
  1650. SetHeroesInTown intown;
  1651. intown.tid = tid;
  1652. intown.garrison = town->visitingHero->id;
  1653. intown.visiting = town->garrisonHero->id;
  1654. sendAndApply(&intown);
  1655. sendAndApply(&sg);
  1656. }
  1657. else
  1658. {
  1659. COMPLAIN("Cannot swap garrison hero!");
  1660. }
  1661. }
  1662. void CGameHandler::swapArtifacts( si32 hid1, si32 hid2, ui16 slot1, ui16 slot2 )
  1663. {
  1664. CGHeroInstance *h1 = gs->getHero(hid1), *h2 = gs->getHero(hid2);
  1665. if((distance(h1->pos,h2->pos) > 1.0) || (h1->tempOwner != h2->tempOwner))
  1666. return;
  1667. int a1=h1->getArtAtPos(slot1), a2=h2->getArtAtPos(slot2);
  1668. h2->setArtAtPos(slot2,a1);
  1669. h1->setArtAtPos(slot1,a2);
  1670. SetHeroArtifacts sha;
  1671. sha.hid = hid1;
  1672. sha.artifacts = h1->artifacts;
  1673. sha.artifWorn = h1->artifWorn;
  1674. sendAndApply(&sha);
  1675. if(hid1 != hid2)
  1676. {
  1677. sha.hid = hid2;
  1678. sha.artifacts = h2->artifacts;
  1679. sha.artifWorn = h2->artifWorn;
  1680. sendAndApply(&sha);
  1681. }
  1682. }
  1683. void CGameHandler::buyArtifact( ui32 hid, si32 aid )
  1684. {
  1685. CGHeroInstance *hero = gs->getHero(hid);
  1686. CGTownInstance *town = hero->visitedTown;
  1687. if(aid==0) //spellbook
  1688. {
  1689. if(!vstd::contains(town->builtBuildings,si32(0)))
  1690. return;
  1691. SetResource sr;
  1692. sr.player = hero->tempOwner;
  1693. sr.resid = 6;
  1694. sr.val = gs->getPlayer(hero->getOwner())->resources[6] - 500;
  1695. sendAndApply(&sr);
  1696. SetHeroArtifacts sha;
  1697. sha.hid = hid;
  1698. sha.artifacts = hero->artifacts;
  1699. sha.artifWorn = hero->artifWorn;
  1700. sha.artifWorn[17] = 0;
  1701. sendAndApply(&sha);
  1702. giveSpells(town,hero);
  1703. }
  1704. else if(aid < 7 && aid > 3) //war machine
  1705. {
  1706. int price = VLC->arth->artifacts[aid].price;
  1707. if(vstd::contains(hero->artifWorn,ui16(9+aid)) //hero already has this machine
  1708. || !vstd::contains(town->builtBuildings,si32(16)) //no blackismith
  1709. || gs->getPlayer(hero->getOwner())->resources[6] < price //no gold
  1710. || town->town->warMachine!= aid ) //this machine is not available here (//TODO: support ballista yard in stronghold)
  1711. {
  1712. return;
  1713. }
  1714. SetResource sr;
  1715. sr.player = hero->tempOwner;
  1716. sr.resid = 6;
  1717. sr.val = gs->getPlayer(hero->getOwner())->resources[6] - price;
  1718. sendAndApply(&sr);
  1719. SetHeroArtifacts sha;
  1720. sha.hid = hid;
  1721. sha.artifacts = hero->artifacts;
  1722. sha.artifWorn = hero->artifWorn;
  1723. sha.artifWorn[9+aid] = aid;
  1724. sendAndApply(&sha);
  1725. }
  1726. }
  1727. void CGameHandler::tradeResources( ui32 val, ui8 player, ui32 id1, ui32 id2 )
  1728. {
  1729. val = std::min(si32(val),gs->getPlayer(player)->resources[id1]);
  1730. double uzysk = (double)gs->resVals[id1] * val * gs->getMarketEfficiency(player);
  1731. uzysk /= gs->resVals[id2];
  1732. SetResource sr;
  1733. sr.player = player;
  1734. sr.resid = id1;
  1735. sr.val = gs->getPlayer(player)->resources[id1] - val;
  1736. sendAndApply(&sr);
  1737. sr.resid = id2;
  1738. sr.val = gs->getPlayer(player)->resources[id2] + (int)uzysk;
  1739. sendAndApply(&sr);
  1740. }
  1741. void CGameHandler::setFormation( si32 hid, ui8 formation )
  1742. {
  1743. gs->getHero(hid)->army.formation = formation;
  1744. }
  1745. void CGameHandler::hireHero( ui32 tid, ui8 hid )
  1746. {
  1747. CGTownInstance *t = gs->getTown(tid);
  1748. if(!vstd::contains(t->builtBuildings,5) //no tavern in the town
  1749. || gs->getPlayer(t->tempOwner)->resources[6]<2500 //not enough gold
  1750. || t->visitingHero //there is visiting hero - no place
  1751. || gs->getPlayer(t->tempOwner)->heroes.size()>7 //8 hero limit
  1752. )
  1753. return;
  1754. CGHeroInstance *nh = gs->getPlayer(t->tempOwner)->availableHeroes[hid];
  1755. HeroRecruited hr;
  1756. hr.tid = tid;
  1757. hr.hid = nh->subID;
  1758. hr.player = t->tempOwner;
  1759. hr.tile = t->pos - int3(1,0,0);
  1760. sendAndApply(&hr);
  1761. SetAvailableHeroes sah;
  1762. (hid ? sah.hid2 : sah.hid1) = gs->hpool.pickHeroFor(false,t->tempOwner,t->town)->subID;
  1763. (hid ? sah.hid1 : sah.hid2) = gs->getPlayer(t->tempOwner)->availableHeroes[!hid]->subID;
  1764. sah.player = t->tempOwner;
  1765. sah.flags = hid+1;
  1766. sendAndApply(&sah);
  1767. SetResource sr;
  1768. sr.player = t->tempOwner;
  1769. sr.resid = 6;
  1770. sr.val = gs->getPlayer(t->tempOwner)->resources[6] - 2500;
  1771. sendAndApply(&sr);
  1772. }
  1773. void CGameHandler::queryReply( ui32 qid, ui32 answer )
  1774. {
  1775. gsm.lock();
  1776. CFunctionList<void(ui32)> callb = callbacks[qid];
  1777. callbacks.erase(qid);
  1778. gsm.unlock();
  1779. callb(answer);
  1780. }
  1781. void CGameHandler::makeBattleAction( BattleAction &ba )
  1782. {
  1783. switch(ba.actionType)
  1784. {
  1785. case 2: //walk
  1786. {
  1787. sendAndApply(&StartAction(ba)); //start movement
  1788. moveStack(ba.stackNumber,ba.destinationTile); //move
  1789. sendAndApply(&EndAction());
  1790. break;
  1791. }
  1792. case 3: //defend
  1793. case 8: //wait
  1794. {
  1795. sendAndApply(&StartAction(ba));
  1796. sendAndApply(&EndAction());
  1797. break;
  1798. }
  1799. case 4: //retreat/flee
  1800. {
  1801. //TODO: check if fleeing is possible (e.g. enemy may have Shackles of War)
  1802. //TODO: calculate casualties
  1803. //TODO: remove retreating hero from map and place it in recruitment list
  1804. BattleResult *br = new BattleResult;
  1805. br->result = 1;
  1806. br->winner = !ba.side; //fleeing side loses
  1807. gs->curB->calculateCasualties(br->casualties);
  1808. giveExp(*br);
  1809. battleResult.set(br);
  1810. break;
  1811. }
  1812. case 6: //walk or attack
  1813. {
  1814. sendAndApply(&StartAction(ba)); //start movement and attack
  1815. moveStack(ba.stackNumber,ba.destinationTile);
  1816. CStack *curStack = gs->curB->getStack(ba.stackNumber),
  1817. *stackAtEnd = gs->curB->getStackT(ba.additionalInfo);
  1818. if(curStack->position != ba.destinationTile) //we wasn't able to reach destination tile
  1819. {
  1820. tlog3<<"We cannot move this stack to its destination "<<curStack->creature->namePl<<std::endl;
  1821. }
  1822. if(!stackAtEnd)
  1823. {
  1824. tlog3 << "There is no stack on " << ba.additionalInfo << " tile (no attack)!";
  1825. break;
  1826. }
  1827. ui16 curpos = curStack->position,
  1828. enemypos = stackAtEnd->position;
  1829. if( !(
  1830. (BattleInfo::mutualPosition(curpos, enemypos) >= 0) //front <=> front
  1831. || (curStack->creature->isDoubleWide() //back <=> front
  1832. && BattleInfo::mutualPosition(curpos + (curStack->attackerOwned ? -1 : 1), enemypos) >= 0)
  1833. || (stackAtEnd->creature->isDoubleWide() //front <=> back
  1834. && BattleInfo::mutualPosition(curpos, enemypos + (stackAtEnd->attackerOwned ? -1 : 1)) >= 0)
  1835. || (stackAtEnd->creature->isDoubleWide() && curStack->creature->isDoubleWide()//back <=> back
  1836. && BattleInfo::mutualPosition(curpos + (curStack->attackerOwned ? -1 : 1), enemypos + (stackAtEnd->attackerOwned ? -1 : 1)) >= 0)
  1837. )
  1838. )
  1839. {
  1840. tlog3 << "Attack cannot be performed!";
  1841. sendAndApply(&EndAction());
  1842. break;
  1843. }
  1844. //attack
  1845. BattleAttack bat;
  1846. prepareAttack(bat,curStack,stackAtEnd);
  1847. sendAndApply(&bat);
  1848. //counterattack
  1849. if(!vstd::contains(curStack->abilities,NO_ENEMY_RETALIATION)
  1850. && stackAtEnd->alive()
  1851. && stackAtEnd->counterAttacks
  1852. && !vstd::contains(stackAtEnd->abilities, SIEGE_WEAPON)) //TODO: support for multiple retaliatons per turn
  1853. {
  1854. prepareAttack(bat,stackAtEnd,curStack);
  1855. bat.flags |= 2;
  1856. sendAndApply(&bat);
  1857. }
  1858. //second attack
  1859. if(vstd::contains(curStack->abilities,TWICE_ATTACK)
  1860. && curStack->alive()
  1861. && stackAtEnd->alive() )
  1862. {
  1863. bat.flags = 0;
  1864. prepareAttack(bat,curStack,stackAtEnd);
  1865. sendAndApply(&bat);
  1866. }
  1867. sendAndApply(&EndAction());
  1868. break;
  1869. }
  1870. case 7: //shoot
  1871. {
  1872. CStack *curStack = gs->curB->getStack(ba.stackNumber),
  1873. *destStack= gs->curB->getStackT(ba.destinationTile);
  1874. if(!curStack //our stack exists
  1875. || !destStack //there is a stack at destination tile
  1876. || !curStack->shots //stack has shots
  1877. || gs->curB->isStackBlocked(curStack->ID) //we are not blocked
  1878. || !vstd::contains(curStack->abilities,SHOOTER) //our stack is shooting unit
  1879. )
  1880. break;
  1881. for(int g=0; g<curStack->effects.size(); ++g)
  1882. {
  1883. if(61 == curStack->effects[g].id) //forgetfulness
  1884. break;
  1885. }
  1886. sendAndApply(&StartAction(ba)); //start shooting
  1887. BattleAttack bat;
  1888. prepareAttack(bat,curStack,destStack);
  1889. bat.flags |= 1;
  1890. sendAndApply(&bat);
  1891. if(vstd::contains(curStack->abilities,TWICE_ATTACK) //if unit shots twice let's make another shot
  1892. && curStack->alive()
  1893. && destStack->alive()
  1894. && curStack->shots
  1895. )
  1896. {
  1897. prepareAttack(bat,curStack,destStack);
  1898. sendAndApply(&bat);
  1899. }
  1900. sendAndApply(&EndAction());
  1901. break;
  1902. }
  1903. }
  1904. battleMadeAction.setn(true);
  1905. }
  1906. void CGameHandler::playerMessage( ui8 player, const std::string &message )
  1907. {
  1908. bool cheated=true;
  1909. sendAndApply(&PlayerMessage(player,message));
  1910. if(message == "vcmiistari") //give all spells and 999 mana
  1911. {
  1912. SetMana sm;
  1913. ChangeSpells cs;
  1914. cs.learn = 1;
  1915. for(int i=0;i<VLC->spellh->spells.size();i++)
  1916. {
  1917. if(!VLC->spellh->spells[i].creatureAbility)
  1918. cs.spells.insert(i);
  1919. }
  1920. sm.hid = cs.hid = gs->players[player].currentSelection;
  1921. sm.val = 999;
  1922. if(gs->getHero(cs.hid))
  1923. {
  1924. sendAndApply(&cs);
  1925. sendAndApply(&sm);
  1926. }
  1927. }
  1928. else if(message == "vcmiainur") //gives 5 archangels into each slot
  1929. {
  1930. SetGarrisons sg;
  1931. CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
  1932. if(!hero) return;
  1933. sg.garrs[hero->id] = hero->army;
  1934. for(int i=0;i<7;i++)
  1935. if(!vstd::contains(sg.garrs[hero->id].slots,i))
  1936. sg.garrs[hero->id].slots[i] = std::pair<ui32,si32>(13,5);
  1937. sendAndApply(&sg);
  1938. }
  1939. else if(message == "vcmiangband") //gives 10 black knightinto each slot
  1940. {
  1941. SetGarrisons sg;
  1942. CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
  1943. if(!hero) return;
  1944. sg.garrs[hero->id] = hero->army;
  1945. for(int i=0;i<7;i++)
  1946. if(!vstd::contains(sg.garrs[hero->id].slots,i))
  1947. sg.garrs[hero->id].slots[i] = std::pair<ui32,si32>(66,10);
  1948. sendAndApply(&sg);
  1949. }
  1950. else if(message == "vcminoldor") //all war machines
  1951. {
  1952. CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
  1953. if(!hero) return;
  1954. SetHeroArtifacts sha;
  1955. sha.hid = hero->id;
  1956. sha.artifacts = hero->artifacts;
  1957. sha.artifWorn = hero->artifWorn;
  1958. sha.artifWorn[13] = 4;
  1959. sha.artifWorn[14] = 5;
  1960. sha.artifWorn[15] = 6;
  1961. sendAndApply(&sha);
  1962. }
  1963. else if(message == "vcminahar") //1000000 movement points
  1964. {
  1965. CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
  1966. if(!hero) return;
  1967. SetMovePoints smp;
  1968. smp.hid = hero->id;
  1969. smp.val = 1000000;
  1970. sendAndApply(&smp);
  1971. }
  1972. else if(message == "vcmiformenos") //give resources
  1973. {
  1974. SetResources sr;
  1975. sr.player = player;
  1976. sr.res = gs->getPlayer(player)->resources;
  1977. for(int i=0;i<7;i++)
  1978. sr.res[i] += 100;
  1979. sr.res[6] += 19900;
  1980. sendAndApply(&sr);
  1981. }
  1982. else if(message == "vcmieagles") //reveal FoW
  1983. {
  1984. FoWChange fc;
  1985. fc.player = player;
  1986. for(int i=0;i<gs->map->width;i++)
  1987. for(int j=0;j<gs->map->height;j++)
  1988. for(int k=0;k<gs->map->twoLevel+1;k++)
  1989. if(!gs->getPlayer(fc.player)->fogOfWarMap[i][j][k])
  1990. fc.tiles.insert(int3(i,j,k));
  1991. sendAndApply(&fc);
  1992. }
  1993. else if(message == "vcmiglorfindel")
  1994. {
  1995. CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
  1996. changePrimSkill(hero->id,4,VLC->heroh->reqExp(hero->level+1) - VLC->heroh->reqExp(hero->level));
  1997. }
  1998. else
  1999. cheated = false;
  2000. if(cheated)
  2001. {
  2002. sendAndApply(&SystemMessage("CHEATER!!!"));
  2003. }
  2004. }
  2005. void CGameHandler::makeCustomAction( BattleAction &ba )
  2006. {
  2007. switch(ba.actionType)
  2008. {
  2009. case 1: //hero casts spell
  2010. {
  2011. CGHeroInstance *h = (ba.side) ? gs->getHero(gs->curB->hero2) : gs->getHero(gs->curB->hero1);
  2012. if(!h)
  2013. {
  2014. tlog2 << "Wrong caster!\n";
  2015. return;
  2016. }
  2017. if(ba.additionalInfo >= VLC->spellh->spells.size())
  2018. {
  2019. tlog2 << "Wrong spell id (" << ba.additionalInfo << ")!\n";
  2020. return;
  2021. }
  2022. CSpell *s = &VLC->spellh->spells[ba.additionalInfo];
  2023. ui8 skill = 0; //skill level
  2024. if(s->fire)
  2025. skill = std::max(skill,h->getSecSkillLevel(14));
  2026. if(s->air)
  2027. skill = std::max(skill,h->getSecSkillLevel(15));
  2028. if(s->water)
  2029. skill = std::max(skill,h->getSecSkillLevel(16));
  2030. if(s->earth)
  2031. skill = std::max(skill,h->getSecSkillLevel(17));
  2032. //TODO: skill level may be different on special terrain
  2033. if( !(vstd::contains(h->spells,ba.additionalInfo)) //hero doesn't know this spell
  2034. || (h->mana < s->costs[skill]) //not enough mana
  2035. || (ba.additionalInfo < 10) //it's adventure spell (not combat)
  2036. || (gs->curB->castedSpells[ba.side])
  2037. )
  2038. {
  2039. tlog2 << "Spell cannot be casted!\n";
  2040. return;
  2041. }
  2042. sendAndApply(&StartAction(ba)); //start spell casting
  2043. //TODO: check resistances
  2044. #define SPELL_CAST_TEMPLATE_1(NUMBER, DURATION) SetStackEffect sse; \
  2045. if(getSchoolLevel(h,s) < 3) /*not expert */ \
  2046. { \
  2047. sse.stack = gs->curB->getStackT(ba.destinationTile)->ID; \
  2048. sse.effect.id = (NUMBER); \
  2049. sse.effect.level = getSchoolLevel(h,s); \
  2050. sse.effect.turnsRemain = (DURATION); /*! - any duration */ \
  2051. sendAndApply(&sse); \
  2052. } \
  2053. else \
  2054. { \
  2055. for(int it=0; it<gs->curB->stacks.size(); ++it) \
  2056. { \
  2057. /*if it's non negative spell and our unit or non positive spell and hostile unit */ \
  2058. if((VLC->spellh->spells[ba.additionalInfo].positiveness >= 0 && gs->curB->stacks[it]->owner == h->tempOwner) \
  2059. ||(VLC->spellh->spells[ba.additionalInfo].positiveness <= 0 && gs->curB->stacks[it]->owner != h->tempOwner ) \
  2060. ) \
  2061. { \
  2062. sse.stack = gs->curB->stacks[it]->ID; \
  2063. sse.effect.id = (NUMBER); \
  2064. sse.effect.level = getSchoolLevel(h,s); \
  2065. sse.effect.turnsRemain = (DURATION); \
  2066. sendAndApply(&sse); \
  2067. } \
  2068. } \
  2069. }
  2070. SpellCasted sc;
  2071. sc.side = ba.side;
  2072. sc.id = ba.additionalInfo;
  2073. sc.skill = skill;
  2074. sc.tile = ba.destinationTile;
  2075. sendAndApply(&sc);
  2076. switch(ba.additionalInfo) //spell id
  2077. {
  2078. case 15: //magic arrow
  2079. {
  2080. CStack * attacked = gs->curB->getStackT(ba.destinationTile);
  2081. if(!attacked) break;
  2082. BattleStackAttacked bsa;
  2083. bsa.flags |= 2;
  2084. bsa.effect = 64;
  2085. bsa.damageAmount = h->getPrimSkillLevel(2) * 10 + s->powers[getSchoolLevel(h,s)];
  2086. bsa.stackAttacked = attacked->ID;
  2087. prepareAttacked(bsa,attacked);
  2088. sendAndApply(&bsa);
  2089. break;
  2090. }
  2091. case 16: //ice bolt
  2092. {
  2093. CStack * attacked = gs->curB->getStackT(ba.destinationTile);
  2094. if(!attacked) break;
  2095. BattleStackAttacked bsa;
  2096. bsa.flags |= 2;
  2097. bsa.effect = 46;
  2098. bsa.damageAmount = h->getPrimSkillLevel(2) * 20 + s->powers[getSchoolLevel(h,s)];
  2099. bsa.stackAttacked = attacked->ID;
  2100. prepareAttacked(bsa,attacked);
  2101. sendAndApply(&bsa);
  2102. break;
  2103. }
  2104. case 17: //lightning bolt
  2105. {
  2106. CStack * attacked = gs->curB->getStackT(ba.destinationTile);
  2107. if(!attacked) break;
  2108. BattleStackAttacked bsa;
  2109. bsa.flags |= 2;
  2110. bsa.effect = 38;
  2111. bsa.damageAmount = h->getPrimSkillLevel(2) * 25 + s->powers[getSchoolLevel(h,s)];
  2112. bsa.stackAttacked = attacked->ID;
  2113. prepareAttacked(bsa,attacked);
  2114. sendAndApply(&bsa);
  2115. break;
  2116. }
  2117. case 18: //implosion
  2118. {
  2119. CStack * attacked = gs->curB->getStackT(ba.destinationTile);
  2120. if(!attacked) break;
  2121. BattleStackAttacked bsa;
  2122. bsa.flags |= 2;
  2123. bsa.effect = 10;
  2124. bsa.damageAmount = h->getPrimSkillLevel(2) * 75 + s->powers[getSchoolLevel(h,s)];
  2125. bsa.stackAttacked = attacked->ID;
  2126. prepareAttacked(bsa,attacked);
  2127. sendAndApply(&bsa);
  2128. break;
  2129. }
  2130. case 27: //shield
  2131. {
  2132. SPELL_CAST_TEMPLATE_1(27, h->getPrimSkillLevel(2))
  2133. break;
  2134. }
  2135. case 28: //air shield
  2136. {
  2137. SPELL_CAST_TEMPLATE_1(28, h->getPrimSkillLevel(2))
  2138. break;
  2139. }
  2140. case 41: //bless
  2141. {
  2142. SPELL_CAST_TEMPLATE_1(41, h->getPrimSkillLevel(2))
  2143. break;
  2144. }
  2145. case 42: //curse
  2146. {
  2147. SPELL_CAST_TEMPLATE_1(42, h->getPrimSkillLevel(2))
  2148. break;
  2149. }
  2150. case 43: //bloodlust
  2151. {
  2152. SPELL_CAST_TEMPLATE_1(43, h->getPrimSkillLevel(2))
  2153. break;
  2154. }
  2155. case 45: //weakness
  2156. {
  2157. SPELL_CAST_TEMPLATE_1(45, h->getPrimSkillLevel(2))
  2158. break;
  2159. }
  2160. case 46: //stone skin
  2161. {
  2162. SPELL_CAST_TEMPLATE_1(46, h->getPrimSkillLevel(2))
  2163. break;
  2164. }
  2165. case 48: //prayer
  2166. {
  2167. SPELL_CAST_TEMPLATE_1(48, h->getPrimSkillLevel(2))
  2168. break;
  2169. }
  2170. case 49: //mirth
  2171. {
  2172. SPELL_CAST_TEMPLATE_1(49, h->getPrimSkillLevel(2))
  2173. break;
  2174. }
  2175. case 50: //sorrow
  2176. {
  2177. SPELL_CAST_TEMPLATE_1(50, h->getPrimSkillLevel(2))
  2178. break;
  2179. }
  2180. case 51: //fortune
  2181. {
  2182. SPELL_CAST_TEMPLATE_1(51, h->getPrimSkillLevel(2))
  2183. break;
  2184. }
  2185. case 52: //misfortune
  2186. {
  2187. SPELL_CAST_TEMPLATE_1(52, h->getPrimSkillLevel(2))
  2188. break;
  2189. }
  2190. case 53: //haste
  2191. {
  2192. SPELL_CAST_TEMPLATE_1(53, h->getPrimSkillLevel(2))
  2193. break;
  2194. }
  2195. case 54: //slow
  2196. {
  2197. SPELL_CAST_TEMPLATE_1(54, h->getPrimSkillLevel(2))
  2198. break;
  2199. }
  2200. case 56: //frenzy
  2201. {
  2202. SPELL_CAST_TEMPLATE_1(56, 1)
  2203. break;
  2204. }
  2205. case 61: //forgetfulness
  2206. {
  2207. SPELL_CAST_TEMPLATE_1(61, h->getPrimSkillLevel(2))
  2208. break;
  2209. }
  2210. }
  2211. sendAndApply(&EndAction());
  2212. }
  2213. }
  2214. }
  2215. void CGameHandler::handleTimeEvents()
  2216. {
  2217. while(gs->map->events.size() && gs->map->events.front()->firstOccurence+1 == gs->day)
  2218. {
  2219. CMapEvent *ev = gs->map->events.front();
  2220. for(int player = 0; player < PLAYER_LIMIT; player++)
  2221. {
  2222. PlayerState *pinfo = gs->getPlayer(player);
  2223. if( pinfo //player exists
  2224. && (ev->players & 1<<player) //event is enabled to this player
  2225. && ((ev->computerAffected && !pinfo->human)
  2226. || (ev->humanAffected && pinfo->human)
  2227. )
  2228. )
  2229. {
  2230. //give resources
  2231. SetResources sr;
  2232. sr.player = player;
  2233. sr.res = pinfo->resources;
  2234. //prepare dialog
  2235. InfoWindow iw;
  2236. iw.player = player;
  2237. iw.text << ev->message;
  2238. for (int i=0; i<ev->resources.size(); i++)
  2239. {
  2240. if(ev->resources[i]) //if resource is changed, we add it to the dialog
  2241. {
  2242. iw.components.push_back(Component(Component::RESOURCE,i,ev->resources[i],0));
  2243. sr.res[i] += ev->resources[i];
  2244. }
  2245. }
  2246. if (iw.components.size())
  2247. {
  2248. sendAndApply(&sr); //update player resources if changed
  2249. }
  2250. sendAndApply(&iw); //show dialog
  2251. }
  2252. } //PLAYERS LOOP
  2253. if(ev->nextOccurence)
  2254. {
  2255. ev->firstOccurence += ev->nextOccurence;
  2256. gs->map->events.sort(evntCmp);
  2257. }
  2258. else
  2259. {
  2260. delete ev;
  2261. gs->map->events.pop_front();
  2262. }
  2263. }
  2264. }