CGameHandler.cpp 198 KB

12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061626364656667686970717273747576777879808182838485868788899091929394959697989910010110210310410510610710810911011111211311411511611711811912012112212312412512612712812913013113213313413513613713813914014114214314414514614714814915015115215315415515615715815916016116216316416516616716816917017117217317417517617717817918018118218318418518618718818919019119219319419519619719819920020120220320420520620720820921021121221321421521621721821922022122222322422522622722822923023123223323423523623723823924024124224324424524624724824925025125225325425525625725825926026126226326426526626726826927027127227327427527627727827928028128228328428528628728828929029129229329429529629729829930030130230330430530630730830931031131231331431531631731831932032132232332432532632732832933033133233333433533633733833934034134234334434534634734834935035135235335435535635735835936036136236336436536636736836937037137237337437537637737837938038138238338438538638738838939039139239339439539639739839940040140240340440540640740840941041141241341441541641741841942042142242342442542642742842943043143243343443543643743843944044144244344444544644744844945045145245345445545645745845946046146246346446546646746846947047147247347447547647747847948048148248348448548648748848949049149249349449549649749849950050150250350450550650750850951051151251351451551651751851952052152252352452552652752852953053153253353453553653753853954054154254354454554654754854955055155255355455555655755855956056156256356456556656756856957057157257357457557657757857958058158258358458558658758858959059159259359459559659759859960060160260360460560660760860961061161261361461561661761861962062162262362462562662762862963063163263363463563663763863964064164264364464564664764864965065165265365465565665765865966066166266366466566666766866967067167267367467567667767867968068168268368468568668768868969069169269369469569669769869970070170270370470570670770870971071171271371471571671771871972072172272372472572672772872973073173273373473573673773873974074174274374474574674774874975075175275375475575675775875976076176276376476576676776876977077177277377477577677777877978078178278378478578678778878979079179279379479579679779879980080180280380480580680780880981081181281381481581681781881982082182282382482582682782882983083183283383483583683783883984084184284384484584684784884985085185285385485585685785885986086186286386486586686786886987087187287387487587687787887988088188288388488588688788888989089189289389489589689789889990090190290390490590690790890991091191291391491591691791891992092192292392492592692792892993093193293393493593693793893994094194294394494594694794894995095195295395495595695795895996096196296396496596696796896997097197297397497597697797897998098198298398498598698798898999099199299399499599699799899910001001100210031004100510061007100810091010101110121013101410151016101710181019102010211022102310241025102610271028102910301031103210331034103510361037103810391040104110421043104410451046104710481049105010511052105310541055105610571058105910601061106210631064106510661067106810691070107110721073107410751076107710781079108010811082108310841085108610871088108910901091109210931094109510961097109810991100110111021103110411051106110711081109111011111112111311141115111611171118111911201121112211231124112511261127112811291130113111321133113411351136113711381139114011411142114311441145114611471148114911501151115211531154115511561157115811591160116111621163116411651166116711681169117011711172117311741175117611771178117911801181118211831184118511861187118811891190119111921193119411951196119711981199120012011202120312041205120612071208120912101211121212131214121512161217121812191220122112221223122412251226122712281229123012311232123312341235123612371238123912401241124212431244124512461247124812491250125112521253125412551256125712581259126012611262126312641265126612671268126912701271127212731274127512761277127812791280128112821283128412851286128712881289129012911292129312941295129612971298129913001301130213031304130513061307130813091310131113121313131413151316131713181319132013211322132313241325132613271328132913301331133213331334133513361337133813391340134113421343134413451346134713481349135013511352135313541355135613571358135913601361136213631364136513661367136813691370137113721373137413751376137713781379138013811382138313841385138613871388138913901391139213931394139513961397139813991400140114021403140414051406140714081409141014111412141314141415141614171418141914201421142214231424142514261427142814291430143114321433143414351436143714381439144014411442144314441445144614471448144914501451145214531454145514561457145814591460146114621463146414651466146714681469147014711472147314741475147614771478147914801481148214831484148514861487148814891490149114921493149414951496149714981499150015011502150315041505150615071508150915101511151215131514151515161517151815191520152115221523152415251526152715281529153015311532153315341535153615371538153915401541154215431544154515461547154815491550155115521553155415551556155715581559156015611562156315641565156615671568156915701571157215731574157515761577157815791580158115821583158415851586158715881589159015911592159315941595159615971598159916001601160216031604160516061607160816091610161116121613161416151616161716181619162016211622162316241625162616271628162916301631163216331634163516361637163816391640164116421643164416451646164716481649165016511652165316541655165616571658165916601661166216631664166516661667166816691670167116721673167416751676167716781679168016811682168316841685168616871688168916901691169216931694169516961697169816991700170117021703170417051706170717081709171017111712171317141715171617171718171917201721172217231724172517261727172817291730173117321733173417351736173717381739174017411742174317441745174617471748174917501751175217531754175517561757175817591760176117621763176417651766176717681769177017711772177317741775177617771778177917801781178217831784178517861787178817891790179117921793179417951796179717981799180018011802180318041805180618071808180918101811181218131814181518161817181818191820182118221823182418251826182718281829183018311832183318341835183618371838183918401841184218431844184518461847184818491850185118521853185418551856185718581859186018611862186318641865186618671868186918701871187218731874187518761877187818791880188118821883188418851886188718881889189018911892189318941895189618971898189919001901190219031904190519061907190819091910191119121913191419151916191719181919192019211922192319241925192619271928192919301931193219331934193519361937193819391940194119421943194419451946194719481949195019511952195319541955195619571958195919601961196219631964196519661967196819691970197119721973197419751976197719781979198019811982198319841985198619871988198919901991199219931994199519961997199819992000200120022003200420052006200720082009201020112012201320142015201620172018201920202021202220232024202520262027202820292030203120322033203420352036203720382039204020412042204320442045204620472048204920502051205220532054205520562057205820592060206120622063206420652066206720682069207020712072207320742075207620772078207920802081208220832084208520862087208820892090209120922093209420952096209720982099210021012102210321042105210621072108210921102111211221132114211521162117211821192120212121222123212421252126212721282129213021312132213321342135213621372138213921402141214221432144214521462147214821492150215121522153215421552156215721582159216021612162216321642165216621672168216921702171217221732174217521762177217821792180218121822183218421852186218721882189219021912192219321942195219621972198219922002201220222032204220522062207220822092210221122122213221422152216221722182219222022212222222322242225222622272228222922302231223222332234223522362237223822392240224122422243224422452246224722482249225022512252225322542255225622572258225922602261226222632264226522662267226822692270227122722273227422752276227722782279228022812282228322842285228622872288228922902291229222932294229522962297229822992300230123022303230423052306230723082309231023112312231323142315231623172318231923202321232223232324232523262327232823292330233123322333233423352336233723382339234023412342234323442345234623472348234923502351235223532354235523562357235823592360236123622363236423652366236723682369237023712372237323742375237623772378237923802381238223832384238523862387238823892390239123922393239423952396239723982399240024012402240324042405240624072408240924102411241224132414241524162417241824192420242124222423242424252426242724282429243024312432243324342435243624372438243924402441244224432444244524462447244824492450245124522453245424552456245724582459246024612462246324642465246624672468246924702471247224732474247524762477247824792480248124822483248424852486248724882489249024912492249324942495249624972498249925002501250225032504250525062507250825092510251125122513251425152516251725182519252025212522252325242525252625272528252925302531253225332534253525362537253825392540254125422543254425452546254725482549255025512552255325542555255625572558255925602561256225632564256525662567256825692570257125722573257425752576257725782579258025812582258325842585258625872588258925902591259225932594259525962597259825992600260126022603260426052606260726082609261026112612261326142615261626172618261926202621262226232624262526262627262826292630263126322633263426352636263726382639264026412642264326442645264626472648264926502651265226532654265526562657265826592660266126622663266426652666266726682669267026712672267326742675267626772678267926802681268226832684268526862687268826892690269126922693269426952696269726982699270027012702270327042705270627072708270927102711271227132714271527162717271827192720272127222723272427252726272727282729273027312732273327342735273627372738273927402741274227432744274527462747274827492750275127522753275427552756275727582759276027612762276327642765276627672768276927702771277227732774277527762777277827792780278127822783278427852786278727882789279027912792279327942795279627972798279928002801280228032804280528062807280828092810281128122813281428152816281728182819282028212822282328242825282628272828282928302831283228332834283528362837283828392840284128422843284428452846284728482849285028512852285328542855285628572858285928602861286228632864286528662867286828692870287128722873287428752876287728782879288028812882288328842885288628872888288928902891289228932894289528962897289828992900290129022903290429052906290729082909291029112912291329142915291629172918291929202921292229232924292529262927292829292930293129322933293429352936293729382939294029412942294329442945294629472948294929502951295229532954295529562957295829592960296129622963296429652966296729682969297029712972297329742975297629772978297929802981298229832984298529862987298829892990299129922993299429952996299729982999300030013002300330043005300630073008300930103011301230133014301530163017301830193020302130223023302430253026302730283029303030313032303330343035303630373038303930403041304230433044304530463047304830493050305130523053305430553056305730583059306030613062306330643065306630673068306930703071307230733074307530763077307830793080308130823083308430853086308730883089309030913092309330943095309630973098309931003101310231033104310531063107310831093110311131123113311431153116311731183119312031213122312331243125312631273128312931303131313231333134313531363137313831393140314131423143314431453146314731483149315031513152315331543155315631573158315931603161316231633164316531663167316831693170317131723173317431753176317731783179318031813182318331843185318631873188318931903191319231933194319531963197319831993200320132023203320432053206320732083209321032113212321332143215321632173218321932203221322232233224322532263227322832293230323132323233323432353236323732383239324032413242324332443245324632473248324932503251325232533254325532563257325832593260326132623263326432653266326732683269327032713272327332743275327632773278327932803281328232833284328532863287328832893290329132923293329432953296329732983299330033013302330333043305330633073308330933103311331233133314331533163317331833193320332133223323332433253326332733283329333033313332333333343335333633373338333933403341334233433344334533463347334833493350335133523353335433553356335733583359336033613362336333643365336633673368336933703371337233733374337533763377337833793380338133823383338433853386338733883389339033913392339333943395339633973398339934003401340234033404340534063407340834093410341134123413341434153416341734183419342034213422342334243425342634273428342934303431343234333434343534363437343834393440344134423443344434453446344734483449345034513452345334543455345634573458345934603461346234633464346534663467346834693470347134723473347434753476347734783479348034813482348334843485348634873488348934903491349234933494349534963497349834993500350135023503350435053506350735083509351035113512351335143515351635173518351935203521352235233524352535263527352835293530353135323533353435353536353735383539354035413542354335443545354635473548354935503551355235533554355535563557355835593560356135623563356435653566356735683569357035713572357335743575357635773578357935803581358235833584358535863587358835893590359135923593359435953596359735983599360036013602360336043605360636073608360936103611361236133614361536163617361836193620362136223623362436253626362736283629363036313632363336343635363636373638363936403641364236433644364536463647364836493650365136523653365436553656365736583659366036613662366336643665366636673668366936703671367236733674367536763677367836793680368136823683368436853686368736883689369036913692369336943695369636973698369937003701370237033704370537063707370837093710371137123713371437153716371737183719372037213722372337243725372637273728372937303731373237333734373537363737373837393740374137423743374437453746374737483749375037513752375337543755375637573758375937603761376237633764376537663767376837693770377137723773377437753776377737783779378037813782378337843785378637873788378937903791379237933794379537963797379837993800380138023803380438053806380738083809381038113812381338143815381638173818381938203821382238233824382538263827382838293830383138323833383438353836383738383839384038413842384338443845384638473848384938503851385238533854385538563857385838593860386138623863386438653866386738683869387038713872387338743875387638773878387938803881388238833884388538863887388838893890389138923893389438953896389738983899390039013902390339043905390639073908390939103911391239133914391539163917391839193920392139223923392439253926392739283929393039313932393339343935393639373938393939403941394239433944394539463947394839493950395139523953395439553956395739583959396039613962396339643965396639673968396939703971397239733974397539763977397839793980398139823983398439853986398739883989399039913992399339943995399639973998399940004001400240034004400540064007400840094010401140124013401440154016401740184019402040214022402340244025402640274028402940304031403240334034403540364037403840394040404140424043404440454046404740484049405040514052405340544055405640574058405940604061406240634064406540664067406840694070407140724073407440754076407740784079408040814082408340844085408640874088408940904091409240934094409540964097409840994100410141024103410441054106410741084109411041114112411341144115411641174118411941204121412241234124412541264127412841294130413141324133413441354136413741384139414041414142414341444145414641474148414941504151415241534154415541564157415841594160416141624163416441654166416741684169417041714172417341744175417641774178417941804181418241834184418541864187418841894190419141924193419441954196419741984199420042014202420342044205420642074208420942104211421242134214421542164217421842194220422142224223422442254226422742284229423042314232423342344235423642374238423942404241424242434244424542464247424842494250425142524253425442554256425742584259426042614262426342644265426642674268426942704271427242734274427542764277427842794280428142824283428442854286428742884289429042914292429342944295429642974298429943004301430243034304430543064307430843094310431143124313431443154316431743184319432043214322432343244325432643274328432943304331433243334334433543364337433843394340434143424343434443454346434743484349435043514352435343544355435643574358435943604361436243634364436543664367436843694370437143724373437443754376437743784379438043814382438343844385438643874388438943904391439243934394439543964397439843994400440144024403440444054406440744084409441044114412441344144415441644174418441944204421442244234424442544264427442844294430443144324433443444354436443744384439444044414442444344444445444644474448444944504451445244534454445544564457445844594460446144624463446444654466446744684469447044714472447344744475447644774478447944804481448244834484448544864487448844894490449144924493449444954496449744984499450045014502450345044505450645074508450945104511451245134514451545164517451845194520452145224523452445254526452745284529453045314532453345344535453645374538453945404541454245434544454545464547454845494550455145524553455445554556455745584559456045614562456345644565456645674568456945704571457245734574457545764577457845794580458145824583458445854586458745884589459045914592459345944595459645974598459946004601460246034604460546064607460846094610461146124613461446154616461746184619462046214622462346244625462646274628462946304631463246334634463546364637463846394640464146424643464446454646464746484649465046514652465346544655465646574658465946604661466246634664466546664667466846694670467146724673467446754676467746784679468046814682468346844685468646874688468946904691469246934694469546964697469846994700470147024703470447054706470747084709471047114712471347144715471647174718471947204721472247234724472547264727472847294730473147324733473447354736473747384739474047414742474347444745474647474748474947504751475247534754475547564757475847594760476147624763476447654766476747684769477047714772477347744775477647774778477947804781478247834784478547864787478847894790479147924793479447954796479747984799480048014802480348044805480648074808480948104811481248134814481548164817481848194820482148224823482448254826482748284829483048314832483348344835483648374838483948404841484248434844484548464847484848494850485148524853485448554856485748584859486048614862486348644865486648674868486948704871487248734874487548764877487848794880488148824883488448854886488748884889489048914892489348944895489648974898489949004901490249034904490549064907490849094910491149124913491449154916491749184919492049214922492349244925492649274928492949304931493249334934493549364937493849394940494149424943494449454946494749484949495049514952495349544955495649574958495949604961496249634964496549664967496849694970497149724973497449754976497749784979498049814982498349844985498649874988498949904991499249934994499549964997499849995000500150025003500450055006500750085009501050115012501350145015501650175018501950205021502250235024502550265027502850295030503150325033503450355036503750385039504050415042504350445045504650475048504950505051505250535054505550565057505850595060506150625063506450655066506750685069507050715072507350745075507650775078507950805081508250835084508550865087508850895090509150925093509450955096509750985099510051015102510351045105510651075108510951105111511251135114511551165117511851195120512151225123512451255126512751285129513051315132513351345135513651375138513951405141514251435144514551465147514851495150515151525153515451555156515751585159516051615162516351645165516651675168516951705171517251735174517551765177517851795180518151825183518451855186518751885189519051915192519351945195519651975198519952005201520252035204520552065207520852095210521152125213521452155216521752185219522052215222522352245225522652275228522952305231523252335234523552365237523852395240524152425243524452455246524752485249525052515252525352545255525652575258525952605261526252635264526552665267526852695270527152725273527452755276527752785279528052815282528352845285528652875288528952905291529252935294529552965297529852995300530153025303530453055306530753085309531053115312531353145315531653175318531953205321532253235324532553265327532853295330533153325333533453355336533753385339534053415342534353445345534653475348534953505351535253535354535553565357535853595360536153625363536453655366536753685369537053715372537353745375537653775378537953805381538253835384538553865387538853895390539153925393539453955396539753985399540054015402540354045405540654075408540954105411541254135414541554165417541854195420542154225423542454255426542754285429543054315432543354345435543654375438543954405441544254435444544554465447544854495450545154525453545454555456545754585459546054615462546354645465546654675468546954705471547254735474547554765477547854795480548154825483548454855486548754885489549054915492549354945495549654975498549955005501550255035504550555065507550855095510551155125513551455155516551755185519552055215522552355245525552655275528552955305531553255335534553555365537553855395540554155425543554455455546554755485549555055515552555355545555555655575558555955605561556255635564556555665567556855695570557155725573557455755576557755785579558055815582558355845585558655875588558955905591559255935594559555965597559855995600560156025603560456055606560756085609561056115612561356145615561656175618561956205621562256235624562556265627562856295630563156325633563456355636563756385639564056415642564356445645564656475648564956505651565256535654565556565657565856595660566156625663566456655666566756685669567056715672567356745675567656775678567956805681568256835684568556865687568856895690569156925693569456955696569756985699570057015702570357045705570657075708570957105711571257135714571557165717571857195720572157225723572457255726572757285729573057315732573357345735573657375738573957405741574257435744574557465747574857495750575157525753575457555756575757585759576057615762576357645765576657675768576957705771577257735774577557765777577857795780578157825783578457855786578757885789579057915792579357945795579657975798579958005801580258035804580558065807580858095810581158125813581458155816581758185819582058215822582358245825582658275828582958305831583258335834583558365837583858395840584158425843584458455846584758485849585058515852585358545855585658575858585958605861586258635864586558665867586858695870587158725873587458755876587758785879588058815882588358845885588658875888588958905891589258935894589558965897589858995900590159025903590459055906590759085909591059115912591359145915591659175918591959205921592259235924592559265927592859295930593159325933593459355936593759385939594059415942594359445945594659475948594959505951595259535954595559565957595859595960596159625963596459655966596759685969597059715972597359745975597659775978597959805981598259835984598559865987598859895990599159925993599459955996599759985999600060016002600360046005600660076008600960106011601260136014601560166017601860196020602160226023602460256026602760286029603060316032603360346035603660376038603960406041604260436044604560466047604860496050605160526053605460556056605760586059606060616062606360646065606660676068606960706071607260736074607560766077607860796080608160826083608460856086608760886089609060916092609360946095609660976098609961006101610261036104610561066107610861096110611161126113611461156116611761186119612061216122612361246125612661276128612961306131613261336134613561366137613861396140614161426143614461456146614761486149615061516152615361546155615661576158615961606161616261636164616561666167616861696170617161726173617461756176617761786179618061816182618361846185618661876188618961906191619261936194619561966197619861996200620162026203620462056206620762086209621062116212621362146215621662176218621962206221622262236224622562266227622862296230623162326233623462356236623762386239624062416242624362446245624662476248624962506251625262536254625562566257625862596260626162626263626462656266626762686269627062716272627362746275627662776278627962806281628262836284628562866287628862896290629162926293629462956296629762986299630063016302630363046305630663076308630963106311631263136314631563166317631863196320632163226323632463256326632763286329633063316332633363346335633663376338633963406341634263436344634563466347634863496350635163526353635463556356635763586359636063616362636363646365636663676368636963706371637263736374637563766377637863796380638163826383638463856386638763886389639063916392639363946395639663976398639964006401640264036404640564066407640864096410641164126413641464156416641764186419642064216422642364246425
  1. #include "StdInc.h"
  2. #include "../lib/filesystem/Filesystem.h"
  3. #include "../lib/filesystem/CFileInfo.h"
  4. #include "../lib/int3.h"
  5. #include "../lib/mapping/CCampaignHandler.h"
  6. #include "../lib/StartInfo.h"
  7. #include "../lib/CModHandler.h"
  8. #include "../lib/CArtHandler.h"
  9. #include "../lib/CBuildingHandler.h"
  10. #include "../lib/CDefObjInfoHandler.h"
  11. #include "../lib/CHeroHandler.h"
  12. #include "../lib/CObjectHandler.h"
  13. #include "../lib/CSpellHandler.h"
  14. #include "../lib/CGeneralTextHandler.h"
  15. #include "../lib/CTownHandler.h"
  16. #include "../lib/CCreatureHandler.h"
  17. #include "../lib/CGameState.h"
  18. #include "../lib/BattleState.h"
  19. #include "../lib/CondSh.h"
  20. #include "../lib/NetPacks.h"
  21. #include "../lib/VCMI_Lib.h"
  22. #include "../lib/mapping/CMap.h"
  23. #include "../lib/VCMIDirs.h"
  24. #include "../lib/ScopeGuard.h"
  25. #include "../client/CSoundBase.h"
  26. #include "CGameHandler.h"
  27. #include "CVCMIServer.h"
  28. #include "../lib/CCreatureSet.h"
  29. #include "../lib/CThreadHelper.h"
  30. #include "../lib/GameConstants.h"
  31. #include "../lib/RegisterTypes.h"
  32. /*
  33. * CGameHandler.cpp, part of VCMI engine
  34. *
  35. * Authors: listed in file AUTHORS in main folder
  36. *
  37. * License: GNU General Public License v2.0 or later
  38. * Full text of license available in license.txt file, in main folder
  39. *
  40. */
  41. #ifndef _MSC_VER
  42. #include <boost/thread/xtime.hpp>
  43. #endif
  44. extern bool end2;
  45. #ifdef min
  46. #undef min
  47. #endif
  48. #ifdef max
  49. #undef max
  50. #endif
  51. #define COMPLAIN_RET_IF(cond, txt) do {if(cond){complain(txt); return;}} while(0)
  52. #define COMPLAIN_RET_FALSE_IF(cond, txt) do {if(cond){complain(txt); return false;}} while(0)
  53. #define COMPLAIN_RET(txt) {complain(txt); return false;}
  54. #define COMPLAIN_RETF(txt, FORMAT) {complain(boost::str(boost::format(txt) % FORMAT)); return false;}
  55. #define NEW_ROUND BattleNextRound bnr;\
  56. bnr.round = gs->curB->round + 1;\
  57. sendAndApply(&bnr);
  58. CondSh<bool> battleMadeAction;
  59. CondSh<BattleResult *> battleResult(nullptr);
  60. template <typename T> class CApplyOnGH;
  61. class CBaseForGHApply
  62. {
  63. public:
  64. virtual bool applyOnGH(CGameHandler *gh, CConnection *c, void *pack, PlayerColor player) const =0;
  65. virtual ~CBaseForGHApply(){}
  66. template<typename U> static CBaseForGHApply *getApplier(const U * t=nullptr)
  67. {
  68. return new CApplyOnGH<U>;
  69. }
  70. };
  71. template <typename T> class CApplyOnGH : public CBaseForGHApply
  72. {
  73. public:
  74. bool applyOnGH(CGameHandler *gh, CConnection *c, void *pack, PlayerColor player) const
  75. {
  76. T *ptr = static_cast<T*>(pack);
  77. ptr->c = c;
  78. ptr->player = player;
  79. return ptr->applyGh(gh);
  80. }
  81. };
  82. static CApplier<CBaseForGHApply> *applier = nullptr;
  83. CMP_stack cmpst ;
  84. static inline double distance(int3 a, int3 b)
  85. {
  86. return std::sqrt( (double)(a.x-b.x)*(a.x-b.x) + (a.y-b.y)*(a.y-b.y) );
  87. }
  88. static void giveExp(BattleResult &r)
  89. {
  90. r.exp[0] = 0;
  91. r.exp[1] = 0;
  92. for(auto i = r.casualties[!r.winner].begin(); i!=r.casualties[!r.winner].end(); i++)
  93. {
  94. r.exp[r.winner] += VLC->creh->creatures[i->first]->valOfBonuses(Bonus::STACK_HEALTH) * i->second;
  95. }
  96. }
  97. PlayerStatus PlayerStatuses::operator[](PlayerColor player)
  98. {
  99. boost::unique_lock<boost::mutex> l(mx);
  100. if(players.find(player) != players.end())
  101. {
  102. return players[player];
  103. }
  104. else
  105. {
  106. throw std::runtime_error("No such player!");
  107. }
  108. }
  109. void PlayerStatuses::addPlayer(PlayerColor player)
  110. {
  111. boost::unique_lock<boost::mutex> l(mx);
  112. players[player];
  113. }
  114. bool PlayerStatuses::checkFlag(PlayerColor player, bool PlayerStatus::*flag)
  115. {
  116. boost::unique_lock<boost::mutex> l(mx);
  117. if(players.find(player) != players.end())
  118. {
  119. return players[player].*flag;
  120. }
  121. else
  122. {
  123. throw std::runtime_error("No such player!");
  124. }
  125. }
  126. void PlayerStatuses::setFlag(PlayerColor player, bool PlayerStatus::*flag, bool val)
  127. {
  128. boost::unique_lock<boost::mutex> l(mx);
  129. if(players.find(player) != players.end())
  130. {
  131. players[player].*flag = val;
  132. }
  133. else
  134. {
  135. throw std::runtime_error("No such player!");
  136. }
  137. cv.notify_all();
  138. }
  139. template <typename T>
  140. void callWith(std::vector<T> args, std::function<void(T)> fun, ui32 which)
  141. {
  142. fun(args[which]);
  143. }
  144. void CGameHandler::levelUpHero(const CGHeroInstance * hero, SecondarySkill skill)
  145. {
  146. changeSecSkill(hero, skill, 1, 0);
  147. expGiven(hero);
  148. }
  149. void CGameHandler::levelUpHero(const CGHeroInstance * hero)
  150. {
  151. // required exp for at least 1 lvl-up hasn't been reached
  152. if(!hero->gainsLevel())
  153. {
  154. return;
  155. }
  156. //give prim skill
  157. logGlobal->traceStream() << hero->name <<" got level "<<hero->level;
  158. int r = rand()%100, pom=0, x=0;
  159. auto & skillChances = (hero->level>9) ? hero->type->heroClass->primarySkillLowLevel : hero->type->heroClass->primarySkillHighLevel;
  160. for(;x<GameConstants::PRIMARY_SKILLS;x++)
  161. {
  162. pom += skillChances[x];
  163. if(r<pom)
  164. break;
  165. }
  166. logGlobal->traceStream() << "The hero gets the primary skill with the no. " << x << " with a probability of " << r << "%.";
  167. SetPrimSkill sps;
  168. sps.id = hero->id;
  169. sps.which = static_cast<PrimarySkill::PrimarySkill>(x);
  170. sps.abs = false;
  171. sps.val = 1;
  172. sendAndApply(&sps);
  173. HeroLevelUp hlu;
  174. hlu.hero = hero;
  175. hlu.primskill = static_cast<PrimarySkill::PrimarySkill>(x);
  176. hlu.level = hero->level+1;
  177. hlu.skills = hero->levelUpProposedSkills();
  178. if(hlu.skills.size() == 0)
  179. {
  180. sendAndApply(&hlu);
  181. levelUpHero(hero);
  182. }
  183. else if(hlu.skills.size() == 1 || hero->tempOwner == PlayerColor::NEUTRAL) //choose skill automatically
  184. {
  185. sendAndApply(&hlu);
  186. auto rng = [&]()-> ui32
  187. {
  188. return hero->skillsInfo.randomSeed; //must be determined
  189. };
  190. levelUpHero(hero, vstd::pickRandomElementOf (hlu.skills, rng));
  191. }
  192. else if(hlu.skills.size() > 1)
  193. {
  194. auto levelUpQuery = make_shared<CHeroLevelUpDialogQuery>(hlu);
  195. hlu.queryID = levelUpQuery->queryID;
  196. queries.addQuery(levelUpQuery);
  197. sendAndApply(&hlu);
  198. //level up will be called on query reply
  199. }
  200. }
  201. void CGameHandler::levelUpCommander (const CCommanderInstance * c, int skill)
  202. {
  203. SetCommanderProperty scp;
  204. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  205. if (hero)
  206. scp.heroid = hero->id;
  207. else
  208. {
  209. complain ("Commander is not led by hero!");
  210. return;
  211. }
  212. scp.accumulatedBonus.subtype = 0;
  213. scp.accumulatedBonus.additionalInfo = 0;
  214. scp.accumulatedBonus.duration = Bonus::PERMANENT;
  215. scp.accumulatedBonus.turnsRemain = 0;
  216. scp.accumulatedBonus.source = Bonus::COMMANDER;
  217. scp.accumulatedBonus.valType = Bonus::BASE_NUMBER;
  218. if (skill <= ECommander::SPELL_POWER)
  219. {
  220. scp.which = SetCommanderProperty::BONUS;
  221. auto difference = [](std::vector< std::vector <ui8> > skillLevels, std::vector <ui8> secondarySkills, int skill)->int
  222. {
  223. int s = std::min (skill, (int)ECommander::SPELL_POWER); //spell power level controls also casts and resistance
  224. return skillLevels[skill][secondarySkills[s]] - (secondarySkills[s] ? skillLevels[skill][secondarySkills[s]-1] : 0);
  225. };
  226. switch (skill)
  227. {
  228. case ECommander::ATTACK:
  229. scp.accumulatedBonus.type = Bonus::PRIMARY_SKILL;
  230. scp.accumulatedBonus.subtype = PrimarySkill::ATTACK;
  231. break;
  232. case ECommander::DEFENSE:
  233. scp.accumulatedBonus.type = Bonus::PRIMARY_SKILL;
  234. scp.accumulatedBonus.subtype = PrimarySkill::DEFENSE;
  235. break;
  236. case ECommander::HEALTH:
  237. scp.accumulatedBonus.type = Bonus::STACK_HEALTH;
  238. scp.accumulatedBonus.valType = Bonus::PERCENT_TO_BASE;
  239. break;
  240. case ECommander::DAMAGE:
  241. scp.accumulatedBonus.type = Bonus::CREATURE_DAMAGE;
  242. scp.accumulatedBonus.subtype = 0;
  243. scp.accumulatedBonus.valType = Bonus::PERCENT_TO_BASE;
  244. break;
  245. case ECommander::SPEED:
  246. scp.accumulatedBonus.type = Bonus::STACKS_SPEED;
  247. break;
  248. case ECommander::SPELL_POWER:
  249. scp.accumulatedBonus.type = Bonus::MAGIC_RESISTANCE;
  250. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::RESISTANCE);
  251. sendAndApply (&scp); //additional pack
  252. scp.accumulatedBonus.type = Bonus::CREATURE_SPELL_POWER;
  253. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::SPELL_POWER) * 100; //like hero with spellpower = ability level
  254. sendAndApply (&scp); //additional pack
  255. scp.accumulatedBonus.type = Bonus::CASTS;
  256. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::CASTS);
  257. sendAndApply (&scp); //additional pack
  258. scp.accumulatedBonus.type = Bonus::CREATURE_ENCHANT_POWER; //send normally
  259. break;
  260. }
  261. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, skill);
  262. sendAndApply (&scp);
  263. scp.which = SetCommanderProperty::SECONDARY_SKILL;
  264. scp.additionalInfo = skill;
  265. scp.amount = c->secondarySkills[skill] + 1;
  266. sendAndApply (&scp);
  267. }
  268. else if (skill >= 100)
  269. {
  270. scp.which = SetCommanderProperty::SPECIAL_SKILL;
  271. scp.accumulatedBonus = *VLC->creh->skillRequirements[skill-100].first;
  272. scp.additionalInfo = skill; //unnormalized
  273. sendAndApply (&scp);
  274. }
  275. expGiven(hero);
  276. }
  277. void CGameHandler::levelUpCommander(const CCommanderInstance * c)
  278. {
  279. if (!c->gainsLevel())
  280. {
  281. return;
  282. }
  283. CommanderLevelUp clu;
  284. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  285. if (hero)
  286. clu.hero = hero;
  287. else
  288. {
  289. complain ("Commander is not led by hero!");
  290. return;
  291. }
  292. //picking sec. skills for choice
  293. for (int i = 0; i <= ECommander::SPELL_POWER; ++i)
  294. {
  295. if (c->secondarySkills[i] < ECommander::MAX_SKILL_LEVEL)
  296. clu.skills.push_back(i);
  297. }
  298. int i = 100;
  299. for (auto specialSkill : VLC->creh->skillRequirements)
  300. {
  301. if (c->secondarySkills[specialSkill.second.first] == ECommander::MAX_SKILL_LEVEL
  302. && c->secondarySkills[specialSkill.second.second] == ECommander::MAX_SKILL_LEVEL
  303. && !vstd::contains (c->specialSKills, i))
  304. clu.skills.push_back (i);
  305. ++i;
  306. }
  307. int skillAmount = clu.skills.size();
  308. if(!skillAmount)
  309. {
  310. sendAndApply(&clu);
  311. levelUpCommander(c);
  312. }
  313. else if(skillAmount == 1 || hero->tempOwner == PlayerColor::NEUTRAL) //choose skill automatically
  314. {
  315. sendAndApply(&clu);
  316. levelUpCommander(c, vstd::pickRandomElementOf (clu.skills, rand));
  317. }
  318. else if(skillAmount > 1) //apply and ask for secondary skill
  319. {
  320. auto commanderLevelUp = make_shared<CCommanderLevelUpDialogQuery>(clu);
  321. clu.queryID = commanderLevelUp->queryID;
  322. queries.addQuery(commanderLevelUp);
  323. sendAndApply(&clu);
  324. }
  325. }
  326. void CGameHandler::expGiven(const CGHeroInstance *hero)
  327. {
  328. if(hero->gainsLevel())
  329. levelUpHero(hero);
  330. else if(hero->commander && hero->commander->gainsLevel())
  331. levelUpCommander(hero->commander);
  332. //if(hero->commander && hero->level > hero->commander->level && hero->commander->gainsLevel())
  333. // levelUpCommander(hero->commander);
  334. // else
  335. // levelUpHero(hero);
  336. }
  337. void CGameHandler::changePrimSkill(const CGHeroInstance * hero, PrimarySkill::PrimarySkill which, si64 val, bool abs)
  338. {
  339. SetPrimSkill sps;
  340. sps.id = hero->id;
  341. sps.which = which;
  342. sps.abs = abs;
  343. sps.val = val;
  344. sendAndApply(&sps);
  345. //only for exp - hero may level up
  346. if (which == PrimarySkill::EXPERIENCE)
  347. {
  348. if(hero->commander && hero->commander->alive)
  349. {
  350. SetCommanderProperty scp;
  351. scp.heroid = hero->id;
  352. scp.which = SetCommanderProperty::EXPERIENCE;
  353. scp.amount = val;
  354. sendAndApply (&scp);
  355. CBonusSystemNode::treeHasChanged();
  356. }
  357. expGiven(hero);
  358. }
  359. }
  360. void CGameHandler::changeSecSkill( const CGHeroInstance * hero, SecondarySkill which, int val, bool abs/*=false*/ )
  361. {
  362. SetSecSkill sss;
  363. sss.id = hero->id;
  364. sss.which = which;
  365. sss.val = val;
  366. sss.abs = abs;
  367. sendAndApply(&sss);
  368. if(which == SecondarySkill::WISDOM)
  369. {
  370. if(hero && hero->visitedTown)
  371. giveSpells(hero->visitedTown, hero);
  372. }
  373. }
  374. void CGameHandler::endBattle(int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2)
  375. {
  376. LOG_TRACE(logGlobal);
  377. //Fill BattleResult structure with exp info
  378. giveExp(*battleResult.data);
  379. if (battleResult.get()->result == BattleResult::NORMAL) // give 500 exp for defeating hero, unless he escaped
  380. {
  381. if (hero1)
  382. battleResult.data->exp[1] += 500;
  383. if (hero2)
  384. battleResult.data->exp[0] += 500;
  385. }
  386. if (hero1)
  387. battleResult.data->exp[0] = hero1->calculateXp(battleResult.data->exp[0]);//scholar skill
  388. if (hero2)
  389. battleResult.data->exp[1] = hero2->calculateXp(battleResult.data->exp[1]);
  390. const CArmedInstance *bEndArmy1 = gs->curB->sides[0].armyObject;
  391. const CArmedInstance *bEndArmy2 = gs->curB->sides[1].armyObject;
  392. const BattleResult::EResult result = battleResult.get()->result;
  393. auto findBattleQuery = [this] () -> shared_ptr<CBattleQuery>
  394. {
  395. for(auto &q : queries.allQueries())
  396. {
  397. if(auto bq = std::dynamic_pointer_cast<CBattleQuery>(q))
  398. if(bq->bi == gs->curB)
  399. return bq;
  400. }
  401. return shared_ptr<CBattleQuery>();
  402. };
  403. auto battleQuery = findBattleQuery();
  404. if(!battleQuery)
  405. {
  406. logGlobal->errorStream() << "Cannot find battle query!";
  407. if(gs->initialOpts->mode == StartInfo::DUEL)
  408. {
  409. battleQuery = make_shared<CBattleQuery>(gs->curB);
  410. }
  411. }
  412. if(battleQuery != queries.topQuery(gs->curB->sides[0].color))
  413. complain("Player " + boost::lexical_cast<std::string>(gs->curB->sides[0].color) + " although in battle has no battle query at the top!");
  414. battleQuery->result = *battleResult.data;
  415. //Check how many battle queries were created (number of players blocked by battle)
  416. const int queriedPlayers = battleQuery ? boost::count(queries.allQueries(), battleQuery) : 0;
  417. finishingBattle = make_unique<FinishingBattleHelper>(battleQuery, gs->initialOpts->mode == StartInfo::DUEL, queriedPlayers);
  418. CasualtiesAfterBattle cab1(bEndArmy1, gs->curB), cab2(bEndArmy2, gs->curB); //calculate casualties before deleting battle
  419. if(finishingBattle->duel)
  420. {
  421. duelFinished();
  422. sendAndApply(battleResult.data); //after this point casualties objects are destroyed
  423. return;
  424. }
  425. ChangeSpells cs; //for Eagle Eye
  426. if(finishingBattle->winnerHero)
  427. {
  428. if(int eagleEyeLevel = finishingBattle->winnerHero->getSecSkillLevel(SecondarySkill::EAGLE_EYE))
  429. {
  430. int maxLevel = eagleEyeLevel + 1;
  431. double eagleEyeChance = finishingBattle->winnerHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::EAGLE_EYE);
  432. for(const CSpell *sp : gs->curB->sides[!battleResult.data->winner].usedSpellsHistory)
  433. if(sp->level <= maxLevel && !vstd::contains(finishingBattle->winnerHero->spells, sp->id) && rand() % 100 < eagleEyeChance)
  434. cs.spells.insert(sp->id);
  435. }
  436. }
  437. std::vector<ui32> arts; //display them in window
  438. if (result == BattleResult::NORMAL && finishingBattle->winnerHero)
  439. {
  440. if (finishingBattle->loserHero)
  441. {
  442. auto artifactsWorn = finishingBattle->loserHero->artifactsWorn; //TODO: wrap it into a function, somehow (boost::variant -_-)
  443. for (auto artSlot : artifactsWorn)
  444. {
  445. MoveArtifact ma;
  446. ma.src = ArtifactLocation (finishingBattle->loserHero, artSlot.first);
  447. const CArtifactInstance * art = ma.src.getArt();
  448. if (art && !art->artType->isBig() && art->artType->id != 0) // don't move war machines or locked arts (spellbook)
  449. {
  450. arts.push_back (art->artType->id);
  451. ma.dst = ArtifactLocation (finishingBattle->winnerHero, art->firstAvailableSlot(finishingBattle->winnerHero));
  452. sendAndApply(&ma);
  453. }
  454. }
  455. while (!finishingBattle->loserHero->artifactsInBackpack.empty())
  456. {
  457. //we assume that no big artifacts can be found
  458. MoveArtifact ma;
  459. ma.src = ArtifactLocation (finishingBattle->loserHero,
  460. ArtifactPosition(GameConstants::BACKPACK_START)); //backpack automatically shifts arts to beginning
  461. const CArtifactInstance * art = ma.src.getArt();
  462. arts.push_back (art->artType->id);
  463. ma.dst = ArtifactLocation (finishingBattle->winnerHero, art->firstAvailableSlot(finishingBattle->winnerHero));
  464. sendAndApply(&ma);
  465. }
  466. if (finishingBattle->loserHero->commander) //TODO: what if commanders belong to no hero?
  467. {
  468. artifactsWorn = finishingBattle->loserHero->commander->artifactsWorn;
  469. for (auto artSlot : artifactsWorn)
  470. {
  471. MoveArtifact ma;
  472. ma.src = ArtifactLocation (finishingBattle->loserHero->commander.get(), artSlot.first);
  473. const CArtifactInstance * art = ma.src.getArt();
  474. if (art && !art->artType->isBig())
  475. {
  476. arts.push_back (art->artType->id);
  477. ma.dst = ArtifactLocation (finishingBattle->winnerHero, art->firstAvailableSlot(finishingBattle->winnerHero));
  478. sendAndApply(&ma);
  479. }
  480. }
  481. }
  482. }
  483. for (auto armySlot : gs->curB->battleGetArmyObject(!battleResult.data->winner)->stacks)
  484. {
  485. auto artifactsWorn = armySlot.second->artifactsWorn;
  486. for (auto artSlot : artifactsWorn)
  487. {
  488. MoveArtifact ma;
  489. ma.src = ArtifactLocation (armySlot.second, artSlot.first);
  490. const CArtifactInstance * art = ma.src.getArt();
  491. if (art && !art->artType->isBig())
  492. {
  493. arts.push_back (art->artType->id);
  494. ma.dst = ArtifactLocation (finishingBattle->winnerHero, art->firstAvailableSlot(finishingBattle->winnerHero));
  495. sendAndApply(&ma);
  496. }
  497. }
  498. }
  499. }
  500. sendAndApply(battleResult.data); //after this point casualties objects are destroyed
  501. if (arts.size()) //display loot
  502. {
  503. InfoWindow iw;
  504. iw.player = finishingBattle->winnerHero->tempOwner;
  505. iw.text.addTxt (MetaString::GENERAL_TXT, 30); //You have captured enemy artifact
  506. for (auto id : arts) //TODO; separate function to display loot for various ojects?
  507. {
  508. iw.components.push_back (Component (Component::ARTIFACT, id, 0, 0));
  509. if(iw.components.size() >= 14)
  510. {
  511. sendAndApply(&iw);
  512. iw.components.clear();
  513. iw.text.addTxt (MetaString::GENERAL_TXT, 30); //repeat
  514. }
  515. }
  516. if (iw.components.size())
  517. {
  518. sendAndApply(&iw);
  519. }
  520. }
  521. //Eagle Eye secondary skill handling
  522. if(cs.spells.size())
  523. {
  524. cs.learn = 1;
  525. cs.hid = finishingBattle->winnerHero->id;
  526. InfoWindow iw;
  527. iw.player = finishingBattle->winnerHero->tempOwner;
  528. iw.text.addTxt(MetaString::GENERAL_TXT, 221); //Through eagle-eyed observation, %s is able to learn %s
  529. iw.text.addReplacement(finishingBattle->winnerHero->name);
  530. std::ostringstream names;
  531. for(int i = 0; i < cs.spells.size(); i++)
  532. {
  533. names << "%s";
  534. if(i < cs.spells.size() - 2)
  535. names << ", ";
  536. else if(i < cs.spells.size() - 1)
  537. names << "%s";
  538. }
  539. names << ".";
  540. iw.text.addReplacement(names.str());
  541. auto it = cs.spells.begin();
  542. for(int i = 0; i < cs.spells.size(); i++, it++)
  543. {
  544. iw.text.addReplacement(MetaString::SPELL_NAME, it->toEnum());
  545. if(i == cs.spells.size() - 2) //we just added pre-last name
  546. iw.text.addReplacement(MetaString::GENERAL_TXT, 141); // " and "
  547. iw.components.push_back(Component(Component::SPELL, *it, 0, 0));
  548. }
  549. sendAndApply(&iw);
  550. sendAndApply(&cs);
  551. }
  552. cab1.takeFromArmy(this); cab2.takeFromArmy(this); //take casualties after battle is deleted
  553. //if one hero has lost we will erase him
  554. if(battleResult.data->winner!=0 && hero1)
  555. {
  556. RemoveObject ro(hero1->id);
  557. sendAndApply(&ro);
  558. }
  559. if(battleResult.data->winner!=1 && hero2)
  560. {
  561. RemoveObject ro(hero2->id);
  562. sendAndApply(&ro);
  563. }
  564. //give exp
  565. if (battleResult.data->exp[0] && hero1 && battleResult.get()->winner == 0)
  566. changePrimSkill(hero1, PrimarySkill::EXPERIENCE, battleResult.data->exp[0]);
  567. else if (battleResult.data->exp[1] && hero2 && battleResult.get()->winner == 1)
  568. changePrimSkill(hero2, PrimarySkill::EXPERIENCE, battleResult.data->exp[1]);
  569. queries.popIfTop(battleQuery);
  570. //--> continuation (battleAfterLevelUp) occurs after level-up queries are handled or on removing query (above)
  571. }
  572. void CGameHandler::battleAfterLevelUp( const BattleResult &result )
  573. {
  574. LOG_TRACE(logGlobal);
  575. finishingBattle->remainingBattleQueriesCount--;
  576. logGlobal->traceStream() << "Decremented queries count to " << finishingBattle->remainingBattleQueriesCount;
  577. if(finishingBattle->remainingBattleQueriesCount > 0)
  578. //Battle results will be handled when all battle queries are closed
  579. return;
  580. //TODO consider if we really want it to work like above. ATM each player as unblocked as soon as possible
  581. // but the battle consequences are applied after final player is unblocked. Hard to abuse...
  582. // Still, it looks like a hole.
  583. // Necromancy if applicable.
  584. const CStackBasicDescriptor raisedStack = finishingBattle->winnerHero ? finishingBattle->winnerHero->calculateNecromancy(*battleResult.data) : CStackBasicDescriptor();
  585. // Give raised units to winner and show dialog, if any were raised,
  586. // units will be given after casualties are taken
  587. const SlotID necroSlot = raisedStack.type ? finishingBattle->winnerHero->getSlotFor(raisedStack.type) : SlotID();
  588. if (necroSlot != SlotID())
  589. {
  590. finishingBattle->winnerHero->showNecromancyDialog(raisedStack);
  591. addToSlot(StackLocation(finishingBattle->winnerHero, necroSlot), raisedStack.type, raisedStack.count);
  592. }
  593. BattleResultsApplied resultsApplied;
  594. resultsApplied.player1 = finishingBattle->victor;
  595. resultsApplied.player2 = finishingBattle->loser;
  596. sendAndApply(&resultsApplied);
  597. setBattle(nullptr);
  598. if(visitObjectAfterVictory && result.winner==0)
  599. {
  600. logGlobal->traceStream() << "post-victory visit";
  601. visitObjectOnTile(*getTile(finishingBattle->winnerHero->getPosition()), finishingBattle->winnerHero);
  602. }
  603. visitObjectAfterVictory = false;
  604. winLoseHandle(1<<finishingBattle->loser.getNum() | 1<<finishingBattle->victor.getNum()); //handle victory/loss of engaged players
  605. if(result.result == BattleResult::SURRENDER || result.result == BattleResult::ESCAPE) //loser has escaped or surrendered
  606. {
  607. SetAvailableHeroes sah;
  608. sah.player = finishingBattle->loser;
  609. sah.hid[0] = finishingBattle->loserHero->subID;
  610. if(result.result == BattleResult::ESCAPE) //retreat
  611. {
  612. sah.army[0].clear();
  613. sah.army[0].setCreature(SlotID(0), finishingBattle->loserHero->type->initialArmy[0].creature, 1);
  614. }
  615. if(const CGHeroInstance *another = getPlayer(finishingBattle->loser)->availableHeroes[1])
  616. sah.hid[1] = another->subID;
  617. else
  618. sah.hid[1] = -1;
  619. sendAndApply(&sah);
  620. }
  621. }
  622. void CGameHandler::prepareAttack(BattleAttack &bat, const CStack *att, const CStack *def, int distance, int targetHex)
  623. {
  624. bat.bsa.clear();
  625. bat.stackAttacking = att->ID;
  626. const int attackerLuck = att->LuckVal();
  627. auto sideHeroBlocksLuck = [](const SideInBattle &side){ return NBonus::hasOfType(side.hero, Bonus::BLOCK_LUCK); };
  628. if(!vstd::contains_if(gs->curB->sides, sideHeroBlocksLuck))
  629. {
  630. if(attackerLuck > 0 && rand()%24 < attackerLuck)
  631. {
  632. bat.flags |= BattleAttack::LUCKY;
  633. }
  634. if (VLC->modh->settings.data["hardcodedFeatures"]["NEGATIVE_LUCK"].Bool()) // negative luck enabled
  635. {
  636. if (attackerLuck < 0 && rand()%24 < abs(attackerLuck))
  637. {
  638. bat.flags |= BattleAttack::UNLUCKY;
  639. }
  640. }
  641. }
  642. if (rand()%100 < att->valOfBonuses(Bonus::DOUBLE_DAMAGE_CHANCE))
  643. {
  644. bat.flags |= BattleAttack::DEATH_BLOW;
  645. }
  646. if(att->getCreature()->idNumber == CreatureID::BALLISTA)
  647. {
  648. static const int artilleryLvlToChance[] = {0, 50, 75, 100};
  649. const CGHeroInstance * owner = gs->curB->getHero(att->owner);
  650. int chance = artilleryLvlToChance[owner->getSecSkillLevel(SecondarySkill::ARTILLERY)];
  651. if(chance > rand() % 100)
  652. {
  653. bat.flags |= BattleAttack::BALLISTA_DOUBLE_DMG;
  654. }
  655. }
  656. // only primary target
  657. applyBattleEffects(bat, att, def, distance, false);
  658. if (!bat.shot()) //multiple-hex attack - only in meele
  659. {
  660. std::set<const CStack*> attackedCreatures = gs->curB->getAttackedCreatures(att, targetHex); //creatures other than primary target
  661. for(const CStack * stack : attackedCreatures)
  662. {
  663. if (stack != def) //do not hit same stack twice
  664. {
  665. applyBattleEffects(bat, att, stack, distance, true);
  666. }
  667. }
  668. }
  669. const Bonus * bonus = att->getBonusLocalFirst(Selector::type(Bonus::SPELL_LIKE_ATTACK));
  670. if (bonus && (bat.shot())) //TODO: make it work in meele?
  671. {
  672. bat.bsa.front().flags |= BattleStackAttacked::EFFECT;
  673. bat.bsa.front().effect = VLC->spellh->spells[bonus->subtype]->mainEffectAnim; //hopefully it does not interfere with any other effect?
  674. std::set<const CStack*> attackedCreatures = gs->curB->getAffectedCreatures(SpellID(bonus->subtype).toSpell(), bonus->val, att->owner, targetHex);
  675. //TODO: get exact attacked hex for defender
  676. for(const CStack * stack : attackedCreatures)
  677. {
  678. if (stack != def) //do not hit same stack twice
  679. {
  680. applyBattleEffects(bat, att, stack, distance, true);
  681. }
  682. }
  683. }
  684. }
  685. void CGameHandler::applyBattleEffects(BattleAttack &bat, const CStack *att, const CStack *def, int distance, bool secondary) //helper function for prepareAttack
  686. {
  687. BattleStackAttacked bsa;
  688. if (secondary)
  689. bsa.flags |= BattleStackAttacked::SECONDARY; //all other targets do not suffer from spells & spell-like abilities
  690. bsa.attackerID = att->ID;
  691. bsa.stackAttacked = def->ID;
  692. bsa.damageAmount = gs->curB->calculateDmg(att, def, gs->curB->battleGetOwner(att), gs->curB->battleGetOwner(def), bat.shot(), distance, bat.lucky(), bat.unlucky(), bat.deathBlow(), bat.ballistaDoubleDmg());
  693. def->prepareAttacked(bsa); //calculate casualties
  694. //life drain handling
  695. if (att->hasBonusOfType(Bonus::LIFE_DRAIN) && def->isLiving())
  696. {
  697. StacksHealedOrResurrected shi;
  698. shi.lifeDrain = (ui8)true;
  699. shi.tentHealing = (ui8)false;
  700. shi.drainedFrom = def->ID;
  701. StacksHealedOrResurrected::HealInfo hi;
  702. hi.stackID = att->ID;
  703. hi.healedHP = std::min<int> (bsa.damageAmount * att->valOfBonuses (Bonus::LIFE_DRAIN) / 100,
  704. att->MaxHealth() - att->firstHPleft + att->MaxHealth() * (att->baseAmount - att->count) );
  705. hi.lowLevelResurrection = false;
  706. shi.healedStacks.push_back(hi);
  707. if (hi.healedHP > 0)
  708. {
  709. bsa.healedStacks.push_back(shi);
  710. }
  711. }
  712. bat.bsa.push_back(bsa); //add this stack to the list of victims after drain life has been calculated
  713. //fire shield handling
  714. if (!bat.shot() && def->hasBonusOfType(Bonus::FIRE_SHIELD) && !att->hasBonusOfType (Bonus::FIRE_IMMUNITY) && !bsa.killed() )
  715. {
  716. BattleStackAttacked bsa2;
  717. bsa2.stackAttacked = att->ID; //invert
  718. bsa2.attackerID = def->ID;
  719. bsa2.flags |= BattleStackAttacked::EFFECT; //FIXME: play anmation upon efreet and not attacker
  720. bsa2.effect = 11;
  721. bsa2.damageAmount = (bsa.damageAmount * def->valOfBonuses(Bonus::FIRE_SHIELD)) / 100; //TODO: scale with attack/defense
  722. att->prepareAttacked(bsa2);
  723. bat.bsa.push_back(bsa2);
  724. }
  725. }
  726. void CGameHandler::handleConnection(std::set<PlayerColor> players, CConnection &c)
  727. {
  728. setThreadName("CGameHandler::handleConnection");
  729. srand(time(nullptr));
  730. try
  731. {
  732. while(1)//server should never shut connection first //was: while(!end2)
  733. {
  734. CPack *pack = nullptr;
  735. PlayerColor player = PlayerColor::NEUTRAL;
  736. si32 requestID = -999;
  737. int packType = 0;
  738. {
  739. boost::unique_lock<boost::mutex> lock(*c.rmx);
  740. c >> player >> requestID >> pack; //get the package
  741. if(!pack)
  742. {
  743. logGlobal ->errorStream() << boost::format("Received a null package marked as request %d from player %d") % requestID % player;
  744. }
  745. packType = typeList.getTypeID(pack); //get the id of type
  746. logGlobal->traceStream() << boost::format("Received client message (request %d by player %d) of type with ID=%d (%s).\n")
  747. % requestID % player.getNum() % packType % typeid(*pack).name();
  748. }
  749. //prepare struct informing that action was applied
  750. auto sendPackageResponse = [&](bool succesfullyApplied)
  751. {
  752. PackageApplied applied;
  753. applied.player = player;
  754. applied.result = succesfullyApplied;
  755. applied.packType = packType;
  756. applied.requestID = requestID;
  757. boost::unique_lock<boost::mutex> lock(*c.wmx);
  758. c << &applied;
  759. };
  760. CBaseForGHApply *apply = applier->apps[packType]; //and appropriae applier object
  761. if(isBlockedByQueries(pack, player))
  762. {
  763. sendPackageResponse(false);
  764. }
  765. else if(apply)
  766. {
  767. const bool result = apply->applyOnGH(this,&c,pack, player);
  768. if(!result)
  769. complain("Got false in applying... that request must have been fishy!");
  770. logGlobal->traceStream() << "Message successfully applied (result=" << result << ")!";
  771. sendPackageResponse(true);
  772. }
  773. else
  774. {
  775. logGlobal->errorStream() << "Message cannot be applied, cannot find applier (unregistered type)!";
  776. sendPackageResponse(false);
  777. }
  778. vstd::clear_pointer(pack);
  779. }
  780. }
  781. catch(boost::system::system_error &e) //for boost errors just log, not crash - probably client shut down connection
  782. {
  783. assert(!c.connected); //make sure that connection has been marked as broken
  784. logGlobal->errorStream() << e.what();
  785. end2 = true;
  786. }
  787. HANDLE_EXCEPTION(end2 = true);
  788. logGlobal->errorStream() << "Ended handling connection";
  789. }
  790. int CGameHandler::moveStack(int stack, BattleHex dest)
  791. {
  792. int ret = 0;
  793. const CStack *curStack = gs->curB->battleGetStackByID(stack),
  794. *stackAtEnd = gs->curB->battleGetStackByPos(dest);
  795. assert(curStack);
  796. assert(dest < GameConstants::BFIELD_SIZE);
  797. if (gs->curB->tacticDistance)
  798. {
  799. assert(gs->curB->isInTacticRange(dest));
  800. }
  801. if(curStack->position == dest)
  802. return 0;
  803. //initing necessary tables
  804. auto accessibility = getAccesibility(curStack);
  805. //shifting destination (if we have double wide stack and we can occupy dest but not be exactly there)
  806. if(!stackAtEnd && curStack->doubleWide() && !accessibility.accessible(dest, curStack))
  807. {
  808. if(curStack->attackerOwned)
  809. {
  810. if(accessibility.accessible(dest+1, curStack))
  811. dest += BattleHex::RIGHT;
  812. }
  813. else
  814. {
  815. if(accessibility.accessible(dest-1, curStack))
  816. dest += BattleHex::LEFT;
  817. }
  818. }
  819. if((stackAtEnd && stackAtEnd!=curStack && stackAtEnd->alive()) || !accessibility.accessible(dest, curStack))
  820. {
  821. complain("Given destination is not accessible!");
  822. return 0;
  823. }
  824. std::pair< std::vector<BattleHex>, int > path = gs->curB->getPath(curStack->position, dest, curStack);
  825. ret = path.second;
  826. int creSpeed = gs->curB->tacticDistance ? GameConstants::BFIELD_SIZE : curStack->Speed();
  827. if(curStack->hasBonusOfType(Bonus::FLYING))
  828. {
  829. if(path.second <= creSpeed && path.first.size() > 0)
  830. {
  831. //inform clients about move
  832. BattleStackMoved sm;
  833. sm.stack = curStack->ID;
  834. std::vector<BattleHex> tiles;
  835. tiles.push_back(path.first[0]);
  836. sm.tilesToMove = tiles;
  837. sm.distance = path.second;
  838. sm.teleporting = false;
  839. sendAndApply(&sm);
  840. }
  841. }
  842. else //for non-flying creatures
  843. {
  844. // send one package with the creature path information
  845. shared_ptr<const CObstacleInstance> obstacle; //obstacle that interrupted movement
  846. std::vector<BattleHex> tiles;
  847. int tilesToMove = std::max((int)(path.first.size() - creSpeed), 0);
  848. int v = path.first.size()-1;
  849. startWalking:
  850. for(; v >= tilesToMove; --v)
  851. {
  852. BattleHex hex = path.first[v];
  853. tiles.push_back(hex);
  854. if((obstacle = battleGetObstacleOnPos(hex, false)))
  855. {
  856. //we walked onto something, so we finalize this portion of stack movement check into obstacle
  857. break;
  858. }
  859. }
  860. if (tiles.size() > 0)
  861. {
  862. //commit movement
  863. BattleStackMoved sm;
  864. sm.stack = curStack->ID;
  865. sm.distance = path.second;
  866. sm.teleporting = false;
  867. sm.tilesToMove = tiles;
  868. sendAndApply(&sm);
  869. }
  870. //we don't handle obstacle at the destination tile -> it's handled separately in the if at the end
  871. if(obstacle && curStack->position != dest)
  872. {
  873. handleDamageFromObstacle(*obstacle, curStack);
  874. //if stack didn't die in explosion, continue movement
  875. if(!obstacle->stopsMovement() && curStack->alive())
  876. {
  877. obstacle.reset();
  878. tiles.clear();
  879. v--;
  880. goto startWalking; //TODO it's so evil
  881. }
  882. }
  883. }
  884. //handling obstacle on the final field (separate, because it affects both flying and walking stacks)
  885. if(curStack->alive())
  886. {
  887. if(auto theLastObstacle = battleGetObstacleOnPos(curStack->position, false))
  888. {
  889. handleDamageFromObstacle(*theLastObstacle, curStack);
  890. }
  891. }
  892. return ret;
  893. }
  894. CGameHandler::CGameHandler(void)
  895. {
  896. QID = 1;
  897. //gs = nullptr;
  898. IObjectInterface::cb = this;
  899. applier = new CApplier<CBaseForGHApply>;
  900. registerTypes3(*applier);
  901. visitObjectAfterVictory = false;
  902. queries.gh = this;
  903. }
  904. CGameHandler::~CGameHandler(void)
  905. {
  906. delete applier;
  907. applier = nullptr;
  908. delete gs;
  909. }
  910. void CGameHandler::init(StartInfo *si)
  911. {
  912. //extern DLL_LINKAGE std::minstd_rand ran;
  913. if(!si->seedToBeUsed)
  914. si->seedToBeUsed = std::time(nullptr);
  915. gs = new CGameState();
  916. logGlobal->infoStream() << "Gamestate created!";
  917. gs->init(si);
  918. logGlobal->infoStream() << "Gamestate initialized!";
  919. for(auto & elem : gs->players)
  920. states.addPlayer(elem.first);
  921. }
  922. static bool evntCmp(const CMapEvent &a, const CMapEvent &b)
  923. {
  924. return a.earlierThan(b);
  925. }
  926. void CGameHandler::setPortalDwelling(const CGTownInstance * town, bool forced=false, bool clear = false)
  927. {// bool forced = true - if creature should be replaced, if false - only if no creature was set
  928. const PlayerState *p = gs->getPlayer(town->tempOwner);
  929. if(!p)
  930. {
  931. logGlobal->warnStream() << "There is no player owner of town " << town->name << " at " << town->pos;
  932. return;
  933. }
  934. if (forced || town->creatures[GameConstants::CREATURES_PER_TOWN].second.empty())//we need to change creature
  935. {
  936. SetAvailableCreatures ssi;
  937. ssi.tid = town->id;
  938. ssi.creatures = town->creatures;
  939. ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.clear();//remove old one
  940. const std::vector<ConstTransitivePtr<CGDwelling> > &dwellings = p->dwellings;
  941. if (dwellings.empty())//no dwellings - just remove
  942. {
  943. sendAndApply(&ssi);
  944. return;
  945. }
  946. ui32 dwellpos = rand()%dwellings.size();//take random dwelling
  947. ui32 creapos = rand()%dwellings[dwellpos]->creatures.size();//for multi-creature dwellings like Golem Factory
  948. CreatureID creature = dwellings[dwellpos]->creatures[creapos].second[0];
  949. if (clear)
  950. ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = std::max((ui32)1, (VLC->creh->creatures[creature]->growth)/2);
  951. else
  952. ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = VLC->creh->creatures[creature]->growth;
  953. ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.push_back(creature);
  954. sendAndApply(&ssi);
  955. }
  956. }
  957. void CGameHandler::newTurn()
  958. {
  959. logGlobal->traceStream() << "Turn " << gs->day+1;
  960. NewTurn n;
  961. n.specialWeek = NewTurn::NO_ACTION;
  962. n.creatureid = CreatureID::NONE;
  963. n.day = gs->day + 1;
  964. bool firstTurn = !getDate(Date::DAY);
  965. bool newWeek = getDate(Date::DAY_OF_WEEK) == 7; //day numbers are confusing, as day was not yet switched
  966. bool newMonth = getDate(Date::DAY_OF_MONTH) == 28;
  967. std::map<PlayerColor, si32> hadGold;//starting gold - for buildings like dwarven treasury
  968. srand(time(nullptr));
  969. if (firstTurn)
  970. {
  971. for (auto obj : gs->map->objects)
  972. {
  973. if (obj && obj->ID == Obj::PRISON) //give imprisoned hero 0 exp to level him up. easiest to do at this point
  974. {
  975. changePrimSkill (getHero(obj->id), PrimarySkill::EXPERIENCE, 0);
  976. }
  977. }
  978. }
  979. if (newWeek && !firstTurn)
  980. {
  981. n.specialWeek = NewTurn::NORMAL;
  982. bool deityOfFireBuilt = false;
  983. for(const CGTownInstance *t : gs->map->towns)
  984. {
  985. if(t->hasBuilt(BuildingID::GRAIL, ETownType::INFERNO))
  986. {
  987. deityOfFireBuilt = true;
  988. break;
  989. }
  990. }
  991. if(deityOfFireBuilt)
  992. {
  993. n.specialWeek = NewTurn::DEITYOFFIRE;
  994. n.creatureid = CreatureID::IMP;
  995. }
  996. else
  997. {
  998. int monthType = rand()%100;
  999. if(newMonth) //new month
  1000. {
  1001. if (monthType < 40) //double growth
  1002. {
  1003. n.specialWeek = NewTurn::DOUBLE_GROWTH;
  1004. if (VLC->modh->settings.ALL_CREATURES_GET_DOUBLE_MONTHS)
  1005. {
  1006. std::pair<int, CreatureID> newMonster(54, VLC->creh->pickRandomMonster([]{ return rand(); }));
  1007. n.creatureid = newMonster.second;
  1008. }
  1009. else if(VLC->creh->doubledCreatures.size())
  1010. {
  1011. const std::vector<CreatureID> doubledCreatures (VLC->creh->doubledCreatures.begin(), VLC->creh->doubledCreatures.end());
  1012. n.creatureid = vstd::pickRandomElementOf(doubledCreatures, []{ return rand(); });
  1013. }
  1014. else
  1015. {
  1016. complain("Cannot find creature that can be spawned!");
  1017. n.specialWeek = NewTurn::NORMAL;
  1018. }
  1019. }
  1020. else if (monthType < 50)
  1021. n.specialWeek = NewTurn::PLAGUE;
  1022. }
  1023. else //it's a week, but not full month
  1024. {
  1025. if (monthType < 25)
  1026. {
  1027. n.specialWeek = NewTurn::BONUS_GROWTH; //+5
  1028. std::pair<int, CreatureID> newMonster(54, VLC->creh->pickRandomMonster([]{ return rand(); }));
  1029. //TODO do not pick neutrals
  1030. n.creatureid = newMonster.second;
  1031. }
  1032. }
  1033. }
  1034. }
  1035. bmap<ui32, ConstTransitivePtr<CGHeroInstance> > pool = gs->hpool.heroesPool;
  1036. for (auto & elem : gs->players)
  1037. {
  1038. if(elem.first == PlayerColor::NEUTRAL)
  1039. continue;
  1040. else if(elem.first >= PlayerColor::PLAYER_LIMIT)
  1041. assert(0); //illegal player number!
  1042. std::pair<PlayerColor, si32> playerGold(elem.first, elem.second.resources[Res::GOLD]);
  1043. hadGold.insert(playerGold);
  1044. if(newWeek) //new heroes in tavern
  1045. {
  1046. SetAvailableHeroes sah;
  1047. sah.player = elem.first;
  1048. //pick heroes and their armies
  1049. CHeroClass *banned = nullptr;
  1050. for (int j = 0; j < GameConstants::AVAILABLE_HEROES_PER_PLAYER; j++)
  1051. {
  1052. if(CGHeroInstance *h = gs->hpool.pickHeroFor(j == 0, elem.first, getNativeTown(elem.first), pool, banned)) //first hero - native if possible, second hero -> any other class
  1053. {
  1054. sah.hid[j] = h->subID;
  1055. h->initArmy(&sah.army[j]);
  1056. banned = h->type->heroClass;
  1057. }
  1058. else
  1059. sah.hid[j] = -1;
  1060. }
  1061. sendAndApply(&sah);
  1062. }
  1063. n.res[elem.first] = elem.second.resources;
  1064. for(CGHeroInstance *h : (elem).second.heroes)
  1065. {
  1066. if(h->visitedTown)
  1067. giveSpells(h->visitedTown, h);
  1068. NewTurn::Hero hth;
  1069. hth.id = h->id;
  1070. hth.move = h->maxMovePoints(gs->map->getTile(h->getPosition(false)).terType != ETerrainType::WATER);
  1071. if(h->visitedTown && h->visitedTown->hasBuilt(BuildingID::MAGES_GUILD_1)) //if hero starts turn in town with mage guild
  1072. hth.mana = std::max(h->mana, h->manaLimit()); //restore all mana
  1073. else
  1074. hth.mana = std::max((si32)(0), std::max(h->mana, std::min((si32)(h->mana + h->manaRegain()), h->manaLimit())));
  1075. n.heroes.insert(hth);
  1076. if(!firstTurn) //not first day
  1077. {
  1078. n.res[elem.first][Res::GOLD] += h->valOfBonuses(Selector::typeSubtype(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::ESTATES)); //estates
  1079. for (int k = 0; k < GameConstants::RESOURCE_QUANTITY; k++)
  1080. {
  1081. n.res[elem.first][k] += h->valOfBonuses(Bonus::GENERATE_RESOURCE, k);
  1082. }
  1083. }
  1084. }
  1085. }
  1086. for(CGTownInstance *t : gs->map->towns)
  1087. {
  1088. PlayerColor player = t->tempOwner;
  1089. handleTownEvents(t, n);
  1090. if(newWeek) //first day of week
  1091. {
  1092. if(t->hasBuilt(BuildingID::PORTAL_OF_SUMMON, ETownType::DUNGEON))
  1093. setPortalDwelling(t, true, (n.specialWeek == NewTurn::PLAGUE ? true : false)); //set creatures for Portal of Summoning
  1094. if(!firstTurn)
  1095. if (t->hasBuilt(BuildingID::TREASURY, ETownType::RAMPART) && player < PlayerColor::PLAYER_LIMIT)
  1096. n.res[player][Res::GOLD] += hadGold[player]/10; //give 10% of starting gold
  1097. if (!vstd::contains(n.cres, t->id))
  1098. {
  1099. n.cres[t->id].tid = t->id;
  1100. n.cres[t->id].creatures = t->creatures;
  1101. }
  1102. auto & sac = n.cres[t->id];
  1103. for (int k=0; k < GameConstants::CREATURES_PER_TOWN; k++) //creature growths
  1104. {
  1105. if(t->creatureDwellingLevel(k) >= 0)//there is dwelling (k-level)
  1106. {
  1107. ui32 &availableCount = sac.creatures[k].first;
  1108. const CCreature *cre = VLC->creh->creatures[t->creatures[k].second.back()];
  1109. if (n.specialWeek == NewTurn::PLAGUE)
  1110. availableCount = t->creatures[k].first / 2; //halve their number, no growth
  1111. else
  1112. {
  1113. if(firstTurn) //first day of game: use only basic growths
  1114. availableCount = cre->growth;
  1115. else
  1116. availableCount += t->creatureGrowth(k);
  1117. //Deity of fire week - upgrade both imps and upgrades
  1118. if (n.specialWeek == NewTurn::DEITYOFFIRE && vstd::contains(t->creatures[k].second, n.creatureid))
  1119. availableCount += 15;
  1120. if( cre->idNumber == n.creatureid ) //bonus week, effect applies only to identical creatures
  1121. {
  1122. if(n.specialWeek == NewTurn::DOUBLE_GROWTH)
  1123. availableCount *= 2;
  1124. else if(n.specialWeek == NewTurn::BONUS_GROWTH)
  1125. availableCount += 5;
  1126. }
  1127. }
  1128. }
  1129. }
  1130. }
  1131. if(!firstTurn && player < PlayerColor::PLAYER_LIMIT)//not the first day and town not neutral
  1132. {
  1133. if(t->hasBuilt(BuildingID::RESOURCE_SILO)) //there is resource silo
  1134. {
  1135. if(t->town->primaryRes == Res::WOOD_AND_ORE) //we'll give wood and ore
  1136. {
  1137. n.res[player][Res::WOOD] ++;
  1138. n.res[player][Res::ORE] ++;
  1139. }
  1140. else
  1141. {
  1142. n.res[player][t->town->primaryRes] ++;
  1143. }
  1144. }
  1145. n.res[player][Res::GOLD] += t->dailyIncome();
  1146. }
  1147. if(t->hasBuilt(BuildingID::GRAIL, ETownType::TOWER))
  1148. {
  1149. // Skyship, probably easier to handle same as Veil of darkness
  1150. //do it every new day after veils apply
  1151. if (player != PlayerColor::NEUTRAL) //do not reveal fow for neutral player
  1152. {
  1153. FoWChange fw;
  1154. fw.mode = 1;
  1155. fw.player = player;
  1156. // find all hidden tiles
  1157. auto & fow = gs->getPlayerTeam(player)->fogOfWarMap;
  1158. for (size_t i=0; i<fow.size(); i++)
  1159. for (size_t j=0; j<fow[i].size(); j++)
  1160. for (size_t k=0; k<fow[i][j].size(); k++)
  1161. if (!fow[i][j][k])
  1162. fw.tiles.insert(int3(i,j,k));
  1163. sendAndApply (&fw);
  1164. }
  1165. }
  1166. if (t->hasBonusOfType (Bonus::DARKNESS))
  1167. {
  1168. t->hideTiles(t->getOwner(), t->getBonusLocalFirst(Selector::type(Bonus::DARKNESS))->val);
  1169. }
  1170. //unhiding what shouldn't be hidden? //that's handled in netpacks client
  1171. }
  1172. if(newMonth)
  1173. {
  1174. SetAvailableArtifacts saa;
  1175. saa.id = -1;
  1176. pickAllowedArtsSet(saa.arts);
  1177. sendAndApply(&saa);
  1178. }
  1179. sendAndApply(&n);
  1180. if(newWeek)
  1181. {
  1182. //spawn wandering monsters
  1183. if (newMonth && (n.specialWeek == NewTurn::DOUBLE_GROWTH || n.specialWeek == NewTurn::DEITYOFFIRE))
  1184. {
  1185. spawnWanderingMonsters(n.creatureid);
  1186. }
  1187. //new week info popup
  1188. if(!firstTurn)
  1189. {
  1190. InfoWindow iw;
  1191. switch (n.specialWeek)
  1192. {
  1193. case NewTurn::DOUBLE_GROWTH:
  1194. iw.text.addTxt(MetaString::ARRAY_TXT, 131);
  1195. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1196. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1197. break;
  1198. case NewTurn::PLAGUE:
  1199. iw.text.addTxt(MetaString::ARRAY_TXT, 132);
  1200. break;
  1201. case NewTurn::BONUS_GROWTH:
  1202. iw.text.addTxt(MetaString::ARRAY_TXT, 134);
  1203. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1204. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1205. break;
  1206. case NewTurn::DEITYOFFIRE:
  1207. iw.text.addTxt(MetaString::ARRAY_TXT, 135);
  1208. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 42); //%s imp
  1209. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 42); //%s imp
  1210. iw.text.addReplacement2(15); //%+d 15
  1211. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 43); //%s familiar
  1212. iw.text.addReplacement2(15); //%+d 15
  1213. break;
  1214. default:
  1215. if (newMonth)
  1216. {
  1217. iw.text.addTxt(MetaString::ARRAY_TXT, (130));
  1218. iw.text.addReplacement(MetaString::ARRAY_TXT, 32 + rand()%10);
  1219. }
  1220. else
  1221. {
  1222. iw.text.addTxt(MetaString::ARRAY_TXT, (133));
  1223. iw.text.addReplacement(MetaString::ARRAY_TXT, 43 + rand()%15);
  1224. }
  1225. }
  1226. for (auto & elem : gs->players)
  1227. {
  1228. iw.player = elem.first;
  1229. sendAndApply(&iw);
  1230. }
  1231. }
  1232. }
  1233. logGlobal->traceStream() << "Info about turn " << n.day << "has been sent!";
  1234. handleTimeEvents();
  1235. //call objects
  1236. for(auto & elem : gs->map->objects)
  1237. {
  1238. if(elem)
  1239. elem->newTurn();
  1240. }
  1241. winLoseHandle(0xff);
  1242. //warn players without town
  1243. if(gs->day)
  1244. {
  1245. for (auto i=gs->players.cbegin() ; i!=gs->players.cend();i++)
  1246. {
  1247. if(i->second.status || i->second.towns.size() || i->second.color >= PlayerColor::PLAYER_LIMIT)
  1248. continue;
  1249. InfoWindow iw;
  1250. iw.player = i->first;
  1251. iw.components.push_back(Component(Component::FLAG, i->first.getNum(), 0, 0));
  1252. if(!i->second.daysWithoutCastle)
  1253. {
  1254. 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.
  1255. iw.text.addReplacement(MetaString::COLOR, i->first.getNum());
  1256. }
  1257. else if(i->second.daysWithoutCastle == 6)
  1258. {
  1259. 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.
  1260. iw.text.addReplacement(MetaString::COLOR, i->first.getNum());
  1261. }
  1262. else
  1263. {
  1264. 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.
  1265. iw.text.addReplacement(MetaString::COLOR, i->first.getNum());
  1266. iw.text.addReplacement(7 - i->second.daysWithoutCastle);
  1267. }
  1268. sendAndApply(&iw);
  1269. }
  1270. }
  1271. synchronizeArtifactHandlerLists(); //new day events may have changed them. TODO better of managing that
  1272. }
  1273. void CGameHandler::run(bool resume)
  1274. {
  1275. LOG_TRACE_PARAMS(logGlobal, "resume=%d", resume);
  1276. using namespace boost::posix_time;
  1277. for(CConnection *cc : conns)
  1278. {
  1279. if(!resume)
  1280. {
  1281. (*cc) << gs->initialOpts; // gs->scenarioOps
  1282. }
  1283. std::set<PlayerColor> players;
  1284. (*cc) >> players; //how many players will be handled at that client
  1285. std::stringstream sbuffer;
  1286. sbuffer << "Connection " << cc->connectionID << " will handle " << players.size() << " player: ";
  1287. for(PlayerColor color : players)
  1288. {
  1289. sbuffer << color << " ";
  1290. {
  1291. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  1292. connections[color] = cc;
  1293. }
  1294. }
  1295. logGlobal->infoStream() << sbuffer.str();
  1296. cc->addStdVecItems(gs);
  1297. cc->enableStackSendingByID();
  1298. cc->disableSmartPointerSerialization();
  1299. }
  1300. for(auto & elem : conns)
  1301. {
  1302. std::set<PlayerColor> pom;
  1303. for(auto j = connections.cbegin(); j!=connections.cend();j++)
  1304. if(j->second == elem)
  1305. pom.insert(j->first);
  1306. boost::thread(boost::bind(&CGameHandler::handleConnection,this,pom,boost::ref(*elem)));
  1307. }
  1308. if(gs->scenarioOps->mode == StartInfo::DUEL)
  1309. {
  1310. runBattle();
  1311. end2 = true;
  1312. while(conns.size() && (*conns.begin())->isOpen())
  1313. boost::this_thread::sleep(boost::posix_time::milliseconds(5)); //give time client to close socket
  1314. return;
  1315. }
  1316. while (!end2)
  1317. {
  1318. if(!resume)
  1319. newTurn();
  1320. std::map<PlayerColor,PlayerState>::iterator i;
  1321. if(!resume)
  1322. i = gs->players.begin();
  1323. else
  1324. i = gs->players.find(gs->currentPlayer);
  1325. resume = false;
  1326. for(; i != gs->players.end(); i++)
  1327. {
  1328. if((i->second.towns.size()==0 && i->second.heroes.size()==0)
  1329. || i->first>=PlayerColor::PLAYER_LIMIT
  1330. || i->second.status)
  1331. {
  1332. continue;
  1333. }
  1334. states.setFlag(i->first,&PlayerStatus::makingTurn,true);
  1335. {
  1336. YourTurn yt;
  1337. yt.player = i->first;
  1338. applyAndSend(&yt);
  1339. }
  1340. //wait till turn is done
  1341. boost::unique_lock<boost::mutex> lock(states.mx);
  1342. while(states.players[i->first].makingTurn && !end2)
  1343. {
  1344. static time_duration p = milliseconds(200);
  1345. states.cv.timed_wait(lock,p);
  1346. }
  1347. }
  1348. }
  1349. while(conns.size() && (*conns.begin())->isOpen())
  1350. boost::this_thread::sleep(boost::posix_time::milliseconds(5)); //give time client to close socket
  1351. }
  1352. void CGameHandler::setupBattle( int3 tile, const CArmedInstance *armies[2], const CGHeroInstance *heroes[2], bool creatureBank, const CGTownInstance *town )
  1353. {
  1354. battleResult.set(nullptr);
  1355. //send info about battles
  1356. BattleStart bs;
  1357. bs.info = gs->setupBattle(tile, armies, heroes, creatureBank, town);
  1358. sendAndApply(&bs);
  1359. }
  1360. void CGameHandler::checkForBattleEnd()
  1361. {
  1362. auto &stacks = gs->curB->stacks;
  1363. //checking winning condition
  1364. bool hasStack[2]; //hasStack[0] - true if attacker has a living stack; defender similarly
  1365. hasStack[0] = hasStack[1] = false;
  1366. for(auto & stack : stacks)
  1367. {
  1368. if(stack->alive() && !stack->hasBonusOfType(Bonus::SIEGE_WEAPON))
  1369. {
  1370. hasStack[1-stack->attackerOwned] = true;
  1371. }
  1372. }
  1373. if(!hasStack[0] || !hasStack[1]) //somebody has won
  1374. {
  1375. setBattleResult(BattleResult::NORMAL, hasStack[1]);
  1376. }
  1377. }
  1378. void CGameHandler::giveSpells( const CGTownInstance *t, const CGHeroInstance *h )
  1379. {
  1380. if(!h->hasSpellbook())
  1381. return; //hero hasn't spellbook
  1382. ChangeSpells cs;
  1383. cs.hid = h->id;
  1384. cs.learn = true;
  1385. for(int i=0; i<std::min(t->mageGuildLevel(),h->getSecSkillLevel(SecondarySkill::WISDOM)+2);i++)
  1386. {
  1387. if (t->hasBuilt(BuildingID::GRAIL, ETownType::CONFLUX)) //Aurora Borealis
  1388. {
  1389. std::vector<SpellID> spells;
  1390. getAllowedSpells(spells, i);
  1391. for (auto & spell : spells)
  1392. cs.spells.insert(spell);
  1393. }
  1394. else
  1395. {
  1396. for(int j=0; j<t->spellsAtLevel(i+1,true) && j<t->spells[i].size(); j++)
  1397. {
  1398. if(!vstd::contains(h->spells,t->spells[i][j]))
  1399. cs.spells.insert(t->spells[i][j]);
  1400. }
  1401. }
  1402. }
  1403. if(cs.spells.size())
  1404. sendAndApply(&cs);
  1405. }
  1406. void CGameHandler::setBlockVis(ObjectInstanceID objid, bool bv)
  1407. {
  1408. SetObjectProperty sop(objid,2,bv);
  1409. sendAndApply(&sop);
  1410. }
  1411. bool CGameHandler::removeObject( const CGObjectInstance * obj )
  1412. {
  1413. if(!obj || !getObj(obj->id))
  1414. {
  1415. logGlobal->errorStream() << "Something wrong, that object already has been removed or hasn't existed!";
  1416. return false;
  1417. }
  1418. RemoveObject ro;
  1419. ro.id = obj->id;
  1420. sendAndApply(&ro);
  1421. winLoseHandle(255); //eg if monster escaped (removing objs after battle is done dircetly by endBattle, not this function)
  1422. return true;
  1423. }
  1424. void CGameHandler::setAmount(ObjectInstanceID objid, ui32 val)
  1425. {
  1426. SetObjectProperty sop(objid,3,val);
  1427. sendAndApply(&sop);
  1428. }
  1429. bool CGameHandler::moveHero( ObjectInstanceID hid, int3 dst, ui8 teleporting, PlayerColor asker /*= 255*/ )
  1430. {
  1431. const CGHeroInstance *h = getHero(hid);
  1432. if(!h || (asker != PlayerColor::NEUTRAL && (teleporting || h->getOwner() != gs->currentPlayer)) //not turn of that hero or player can't simply teleport hero (at least not with this function)
  1433. )
  1434. {
  1435. logGlobal->errorStream() << "Illegal call to move hero!";
  1436. return false;
  1437. }
  1438. logGlobal->traceStream() << "Player " << asker << " wants to move hero "<< hid.getNum() << " from "<< h->pos << " to " << dst;
  1439. const int3 hmpos = dst + int3(-1,0,0);
  1440. if(!gs->map->isInTheMap(hmpos))
  1441. {
  1442. logGlobal->errorStream() << "Destination tile is outside the map!";
  1443. return false;
  1444. }
  1445. const TerrainTile t = *gs->getTile(hmpos);
  1446. const int cost = gs->getMovementCost(h, h->getPosition(false), hmpos, h->movement);
  1447. const int3 guardPos = gs->guardingCreaturePosition(hmpos);
  1448. const bool embarking = !h->boat && !t.visitableObjects.empty() && t.visitableObjects.back()->ID == Obj::BOAT;
  1449. const bool disembarking = h->boat && t.terType != ETerrainType::WATER && !t.blocked;
  1450. //result structure for start - movement failed, no move points used
  1451. TryMoveHero tmh;
  1452. tmh.id = hid;
  1453. tmh.start = h->pos;
  1454. tmh.end = dst;
  1455. tmh.result = TryMoveHero::FAILED;
  1456. tmh.movePoints = h->movement;
  1457. //check if destination tile is available
  1458. //it's a rock or blocked and not visitable tile
  1459. //OR hero is on land and dest is water and (there is not present only one object - boat)
  1460. if(((t.terType == ETerrainType::ROCK || (t.blocked && !t.visitable && !h->hasBonusOfType(Bonus::FLYING_MOVEMENT) ))
  1461. && complain("Cannot move hero, destination tile is blocked!"))
  1462. || ((!h->boat && !h->canWalkOnSea() && t.terType == ETerrainType::WATER && (t.visitableObjects.size() < 1 || (t.visitableObjects.back()->ID != Obj::BOAT && t.visitableObjects.back()->ID != Obj::HERO))) //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)
  1463. && complain("Cannot move hero, destination tile is on water!"))
  1464. || ((h->boat && t.terType != ETerrainType::WATER && t.blocked)
  1465. && complain("Cannot disembark hero, tile is blocked!"))
  1466. || ( (distance(h->pos, dst) >= 1.5 && !teleporting)
  1467. && complain("Tiles are not neighboring!"))
  1468. || ( (h->inTownGarrison)
  1469. && complain("Can not move garrisoned hero!"))
  1470. || ((h->movement < cost && dst != h->pos && !teleporting)
  1471. && complain("Hero doesn't have any movement points left!"))
  1472. /*|| (states.checkFlag(h->tempOwner, &PlayerStatus::engagedIntoBattle)
  1473. && complain("Cannot move hero during the battle"))*/)
  1474. {
  1475. //send info about movement failure
  1476. sendAndApply(&tmh);
  1477. return false;
  1478. }
  1479. //several generic blocks of code
  1480. // should be called if hero changes tile but before applying TryMoveHero package
  1481. auto leaveTile = [&]()
  1482. {
  1483. for(CGObjectInstance *obj : gs->map->getTile(int3(h->pos.x-1, h->pos.y, h->pos.z)).visitableObjects)
  1484. {
  1485. obj->onHeroLeave(h);
  1486. }
  1487. this->getTilesInRange(tmh.fowRevealed, h->getSightCenter()+(tmh.end-tmh.start), h->getSightRadious(), h->tempOwner, 1);
  1488. };
  1489. auto doMove = [&](TryMoveHero::EResult result, EGuardLook lookForGuards,
  1490. EVisitDest visitDest, ELEaveTile leavingTile) -> bool
  1491. {
  1492. LOG_TRACE_PARAMS(logGlobal, "Hero %s starts movement from %s to %s", h->name % tmh.start % tmh.end);
  1493. auto moveQuery = make_shared<CHeroMovementQuery>(tmh, h);
  1494. queries.addQuery(moveQuery);
  1495. if(leavingTile == LEAVING_TILE)
  1496. leaveTile();
  1497. tmh.result = result;
  1498. sendAndApply(&tmh);
  1499. if(lookForGuards == CHECK_FOR_GUARDS && this->isInTheMap(guardPos))
  1500. {
  1501. tmh.attackedFrom = guardPos;
  1502. const TerrainTile &guardTile = *gs->getTile(guardPos);
  1503. objectVisited(guardTile.visitableObjects.back(), h);
  1504. moveQuery->visitDestAfterVictory = visitDest==VISIT_DEST;
  1505. }
  1506. else if(visitDest == VISIT_DEST)
  1507. {
  1508. visitObjectOnTile(t, h);
  1509. }
  1510. queries.popIfTop(moveQuery);
  1511. logGlobal->traceStream() << "Hero " << h->name << " ends movement";
  1512. return result != TryMoveHero::FAILED;
  1513. };
  1514. //interaction with blocking object (like resources)
  1515. auto blockingVisit = [&]() -> bool
  1516. {
  1517. for(CGObjectInstance *obj : t.visitableObjects)
  1518. {
  1519. if(obj != h && obj->blockVisit && !obj->passableFor(h->tempOwner))
  1520. {
  1521. return doMove(TryMoveHero::BLOCKING_VISIT, this->IGNORE_GUARDS, VISIT_DEST, REMAINING_ON_TILE);
  1522. //this-> is needed for MVS2010 to recognize scope (?)
  1523. }
  1524. }
  1525. return false;
  1526. };
  1527. if(embarking)
  1528. {
  1529. tmh.movePoints = h->movementPointsAfterEmbark(h->movement, cost, false);
  1530. return doMove(TryMoveHero::EMBARK, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
  1531. //attack guards on embarking? In H3 creatures on water had no zone of control at all
  1532. }
  1533. if(disembarking)
  1534. {
  1535. tmh.movePoints = h->movementPointsAfterEmbark(h->movement, cost, true);
  1536. return doMove(TryMoveHero::DISEMBARK, CHECK_FOR_GUARDS, VISIT_DEST, LEAVING_TILE);
  1537. }
  1538. if(teleporting)
  1539. {
  1540. if(blockingVisit()) // e.g. hero on the other side of teleporter
  1541. return true;
  1542. doMove(TryMoveHero::TELEPORTATION, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
  1543. // visit town for town portal \ castle gates
  1544. // do not use generic visitObjectOnTile to avoid double-teleporting
  1545. // if this moveHero call was triggered by teleporter
  1546. if (!t.visitableObjects.empty())
  1547. {
  1548. if (CGTownInstance * town = dynamic_cast<CGTownInstance *>(t.visitableObjects.back()))
  1549. town->onHeroVisit(h);
  1550. }
  1551. return true;
  1552. }
  1553. //still here? it is standard movement!
  1554. {
  1555. tmh.movePoints = h->movement >= cost
  1556. ? h->movement - cost
  1557. : 0;
  1558. if(blockingVisit())
  1559. return true;
  1560. doMove(TryMoveHero::SUCCESS, CHECK_FOR_GUARDS, VISIT_DEST, LEAVING_TILE);
  1561. return true;
  1562. }
  1563. }
  1564. bool CGameHandler::teleportHero(ObjectInstanceID hid, ObjectInstanceID dstid, ui8 source, PlayerColor asker/* = 255*/)
  1565. {
  1566. const CGHeroInstance *h = getHero(hid);
  1567. const CGTownInstance *t = getTown(dstid);
  1568. if ( !h || !t || h->getOwner() != gs->currentPlayer )
  1569. logGlobal->errorStream()<<"Invalid call to teleportHero!";
  1570. const CGTownInstance *from = h->visitedTown;
  1571. if(((h->getOwner() != t->getOwner())
  1572. && complain("Cannot teleport hero to another player"))
  1573. || ((!from || from->hasBuilt(BuildingID::CASTLE_GATE, ETownType::INFERNO))
  1574. && complain("Hero must be in town with Castle gate for teleporting"))
  1575. || (t->hasBuilt(BuildingID::CASTLE_GATE, ETownType::INFERNO)
  1576. && complain("Cannot teleport hero to town without Castle gate in it")))
  1577. return false;
  1578. int3 pos = t->visitablePos();
  1579. pos += h->getVisitableOffset();
  1580. moveHero(hid,pos,1);
  1581. return true;
  1582. }
  1583. void CGameHandler::setOwner(const CGObjectInstance * obj, PlayerColor owner)
  1584. {
  1585. PlayerColor oldOwner = getOwner(obj->id);
  1586. SetObjectProperty sop(obj->id, 1, owner.getNum());
  1587. sendAndApply(&sop);
  1588. winLoseHandle(1<<owner.getNum() | 1<<oldOwner.getNum());
  1589. if(owner < PlayerColor::PLAYER_LIMIT && dynamic_cast<const CGTownInstance *>(obj)) //town captured
  1590. {
  1591. const CGTownInstance * town = dynamic_cast<const CGTownInstance *>(obj);
  1592. if (town->hasBuilt(BuildingID::PORTAL_OF_SUMMON, ETownType::DUNGEON))
  1593. setPortalDwelling(town, true, false);
  1594. if (!gs->getPlayer(owner)->towns.size())//player lost last town
  1595. {
  1596. InfoWindow iw;
  1597. iw.player = oldOwner;
  1598. 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.
  1599. sendAndApply(&iw);
  1600. }
  1601. }
  1602. const PlayerState * p = gs->getPlayer(owner);
  1603. if((obj->ID == Obj::CREATURE_GENERATOR1 || obj->ID == Obj::CREATURE_GENERATOR4 ) && p && p->dwellings.size()==1)//first dwelling captured
  1604. {
  1605. for(const CGTownInstance *t : gs->getPlayer(owner)->towns)
  1606. {
  1607. if (t->hasBuilt(BuildingID::PORTAL_OF_SUMMON, ETownType::DUNGEON))
  1608. setPortalDwelling(t);//set initial creatures for all portals of summoning
  1609. }
  1610. }
  1611. }
  1612. void CGameHandler::setHoverName(const CGObjectInstance * obj, MetaString* name)
  1613. {
  1614. SetHoverName shn(obj->id, *name);
  1615. sendAndApply(&shn);
  1616. }
  1617. void CGameHandler::showBlockingDialog( BlockingDialog *iw )
  1618. {
  1619. auto dialogQuery = make_shared<CBlockingDialogQuery>(*iw);
  1620. queries.addQuery(dialogQuery);
  1621. iw->queryID = dialogQuery->queryID;
  1622. sendToAllClients(iw);
  1623. }
  1624. void CGameHandler::giveResource(PlayerColor player, Res::ERes which, int val) //TODO: cap according to Bersy's suggestion
  1625. {
  1626. if(!val) return; //don't waste time on empty call
  1627. SetResource sr;
  1628. sr.player = player;
  1629. sr.resid = which;
  1630. sr.val = gs->players.find(player)->second.resources[which] + val;
  1631. sendAndApply(&sr);
  1632. }
  1633. void CGameHandler::giveResources(PlayerColor player, TResources resources)
  1634. {
  1635. for(TResources::nziterator i(resources); i.valid(); i++)
  1636. giveResource(player, i->resType, i->resVal);
  1637. }
  1638. void CGameHandler::giveCreatures(const CArmedInstance *obj, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove)
  1639. {
  1640. COMPLAIN_RET_IF(!creatures.stacksCount(), "Strange, giveCreatures called without args!");
  1641. COMPLAIN_RET_IF(obj->stacksCount(), "Cannot give creatures from not-cleared object!");
  1642. COMPLAIN_RET_IF(creatures.stacksCount() > GameConstants::ARMY_SIZE, "Too many stacks to give!");
  1643. //first we move creatures to give to make them army of object-source
  1644. for (auto & elem : creatures.Slots())
  1645. {
  1646. addToSlot(StackLocation(obj, obj->getSlotFor(elem.second->type)), elem.second->type, elem.second->count);
  1647. }
  1648. tryJoiningArmy(obj, h, remove, true);
  1649. }
  1650. void CGameHandler::takeCreatures(ObjectInstanceID objid, const std::vector<CStackBasicDescriptor> &creatures)
  1651. {
  1652. std::vector<CStackBasicDescriptor> cres = creatures;
  1653. if (cres.size() <= 0)
  1654. return;
  1655. const CArmedInstance* obj = static_cast<const CArmedInstance*>(getObj(objid));
  1656. for(CStackBasicDescriptor &sbd : cres)
  1657. {
  1658. TQuantity collected = 0;
  1659. while(collected < sbd.count)
  1660. {
  1661. bool foundSth = false;
  1662. for(auto i = obj->Slots().begin(); i != obj->Slots().end(); i++)
  1663. {
  1664. if(i->second->type == sbd.type)
  1665. {
  1666. TQuantity take = std::min(sbd.count - collected, i->second->count); //collect as much cres as we can
  1667. changeStackCount(StackLocation(obj, i->first), -take, false);
  1668. collected += take;
  1669. foundSth = true;
  1670. break;
  1671. }
  1672. }
  1673. if(!foundSth) //we went through the whole loop and haven't found appropriate cres
  1674. {
  1675. complain("Unexpected failure during taking creatures!");
  1676. return;
  1677. }
  1678. }
  1679. }
  1680. }
  1681. void CGameHandler::showCompInfo(ShowInInfobox * comp)
  1682. {
  1683. sendToAllClients(comp);
  1684. }
  1685. void CGameHandler::heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  1686. {
  1687. HeroVisitCastle vc;
  1688. vc.hid = hero->id;
  1689. vc.tid = obj->id;
  1690. vc.flags |= 1;
  1691. sendAndApply(&vc);
  1692. vistiCastleObjects (obj, hero);
  1693. giveSpells (obj, hero);
  1694. if(gs->map->victoryCondition.condition == EVictoryConditionType::TRANSPORTITEM)
  1695. checkLossVictory(hero->tempOwner); //transported artifact?
  1696. }
  1697. void CGameHandler::vistiCastleObjects (const CGTownInstance *t, const CGHeroInstance *h)
  1698. {
  1699. std::vector<CGTownBuilding*>::const_iterator i;
  1700. for (i = t->bonusingBuildings.begin(); i != t->bonusingBuildings.end(); i++)
  1701. (*i)->onHeroVisit (h);
  1702. }
  1703. void CGameHandler::stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  1704. {
  1705. HeroVisitCastle vc;
  1706. vc.hid = hero->id;
  1707. vc.tid = obj->id;
  1708. sendAndApply(&vc);
  1709. }
  1710. void CGameHandler::removeArtifact(const ArtifactLocation &al)
  1711. {
  1712. assert(al.getArt());
  1713. EraseArtifact ea;
  1714. ea.al = al;
  1715. sendAndApply(&ea);
  1716. }
  1717. void CGameHandler::startBattlePrimary(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile,
  1718. const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank,
  1719. const CGTownInstance *town) //use hero=nullptr for no hero
  1720. {
  1721. engageIntoBattle(army1->tempOwner);
  1722. engageIntoBattle(army2->tempOwner);
  1723. static const CArmedInstance *armies[2];
  1724. armies[0] = army1;
  1725. armies[1] = army2;
  1726. static const CGHeroInstance*heroes[2];
  1727. heroes[0] = hero1;
  1728. heroes[1] = hero2;
  1729. setupBattle(tile, armies, heroes, creatureBank, town); //initializes stacks, places creatures on battlefield, blocks and informs player interfaces
  1730. auto battleQuery = make_shared<CBattleQuery>(gs->curB);
  1731. queries.addQuery(battleQuery);
  1732. boost::thread(&CGameHandler::runBattle, this);
  1733. }
  1734. void CGameHandler::startBattleI( const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, bool creatureBank )
  1735. {
  1736. startBattlePrimary(army1, army2, tile,
  1737. army1->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army1) : nullptr,
  1738. army2->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army2) : nullptr,
  1739. creatureBank);
  1740. }
  1741. void CGameHandler::startBattleI( const CArmedInstance *army1, const CArmedInstance *army2, bool creatureBank)
  1742. {
  1743. startBattleI(army1, army2, army2->visitablePos(), creatureBank);
  1744. }
  1745. void CGameHandler::changeSpells( const CGHeroInstance * hero, bool give, const std::set<SpellID> &spells )
  1746. {
  1747. ChangeSpells cs;
  1748. cs.hid = hero->id;
  1749. cs.spells = spells;
  1750. cs.learn = give;
  1751. sendAndApply(&cs);
  1752. }
  1753. void CGameHandler::sendMessageTo( CConnection &c, const std::string &message )
  1754. {
  1755. SystemMessage sm;
  1756. sm.text = message;
  1757. boost::unique_lock<boost::mutex> lock(*c.wmx);
  1758. c << &sm;
  1759. }
  1760. void CGameHandler::giveHeroBonus( GiveBonus * bonus )
  1761. {
  1762. sendAndApply(bonus);
  1763. }
  1764. void CGameHandler::setMovePoints( SetMovePoints * smp )
  1765. {
  1766. sendAndApply(smp);
  1767. }
  1768. void CGameHandler::setManaPoints( ObjectInstanceID hid, int val )
  1769. {
  1770. SetMana sm;
  1771. sm.hid = hid;
  1772. sm.val = val;
  1773. sendAndApply(&sm);
  1774. }
  1775. void CGameHandler::giveHero( ObjectInstanceID id, PlayerColor player )
  1776. {
  1777. GiveHero gh;
  1778. gh.id = id;
  1779. gh.player = player;
  1780. sendAndApply(&gh);
  1781. }
  1782. void CGameHandler::changeObjPos( ObjectInstanceID objid, int3 newPos, ui8 flags )
  1783. {
  1784. ChangeObjPos cop;
  1785. cop.objid = objid;
  1786. cop.nPos = newPos;
  1787. cop.flags = flags;
  1788. sendAndApply(&cop);
  1789. }
  1790. void CGameHandler::useScholarSkill(ObjectInstanceID fromHero, ObjectInstanceID toHero)
  1791. {
  1792. const CGHeroInstance * h1 = getHero(fromHero);
  1793. const CGHeroInstance * h2 = getHero(toHero);
  1794. if ( h1->getSecSkillLevel(SecondarySkill::SCHOLAR) < h2->getSecSkillLevel(SecondarySkill::SCHOLAR) )
  1795. {
  1796. std::swap (h1,h2);//1st hero need to have higher scholar level for correct message
  1797. std::swap(fromHero, toHero);
  1798. }
  1799. int ScholarLevel = h1->getSecSkillLevel(SecondarySkill::SCHOLAR);//heroes can trade up to this level
  1800. if (!ScholarLevel || !h1->hasSpellbook() || !h2->hasSpellbook() )
  1801. return;//no scholar skill or no spellbook
  1802. int h1Lvl = std::min(ScholarLevel+1, h1->getSecSkillLevel(SecondarySkill::WISDOM)+2),
  1803. h2Lvl = std::min(ScholarLevel+1, h2->getSecSkillLevel(SecondarySkill::WISDOM)+2);//heroes can receive this levels
  1804. ChangeSpells cs1;
  1805. cs1.learn = true;
  1806. cs1.hid = toHero;//giving spells to first hero
  1807. for(auto it : h1->spells)
  1808. if ( h2Lvl >= it.toSpell()->level && !vstd::contains(h2->spells, it))//hero can learn it and don't have it yet
  1809. cs1.spells.insert(it);//spell to learn
  1810. ChangeSpells cs2;
  1811. cs2.learn = true;
  1812. cs2.hid = fromHero;
  1813. for(auto it : h2->spells)
  1814. if ( h1Lvl >= it.toSpell()->level && !vstd::contains(h1->spells, it))
  1815. cs2.spells.insert(it);
  1816. if (cs1.spells.size() || cs2.spells.size())//create a message
  1817. {
  1818. InfoWindow iw;
  1819. iw.player = h1->tempOwner;
  1820. iw.components.push_back(Component(Component::SEC_SKILL, 18, ScholarLevel, 0));
  1821. iw.text.addTxt(MetaString::GENERAL_TXT, 139);//"%s, who has studied magic extensively,
  1822. iw.text.addReplacement(h1->name);
  1823. if (cs2.spells.size())//if found new spell - apply
  1824. {
  1825. iw.text.addTxt(MetaString::GENERAL_TXT, 140);//learns
  1826. int size = cs2.spells.size();
  1827. for(auto it : cs2.spells)
  1828. {
  1829. iw.components.push_back(Component(Component::SPELL, it, 1, 0));
  1830. iw.text.addTxt(MetaString::SPELL_NAME, it.toEnum());
  1831. switch (size--)
  1832. {
  1833. case 2: iw.text.addTxt(MetaString::GENERAL_TXT, 141);
  1834. case 1: break;
  1835. default: iw.text << ", ";
  1836. }
  1837. }
  1838. iw.text.addTxt(MetaString::GENERAL_TXT, 142);//from %s
  1839. iw.text.addReplacement(h2->name);
  1840. sendAndApply(&cs2);
  1841. }
  1842. if (cs1.spells.size() && cs2.spells.size() )
  1843. {
  1844. iw.text.addTxt(MetaString::GENERAL_TXT, 141);//and
  1845. }
  1846. if (cs1.spells.size())
  1847. {
  1848. iw.text.addTxt(MetaString::GENERAL_TXT, 147);//teaches
  1849. int size = cs1.spells.size();
  1850. for(auto it : cs1.spells)
  1851. {
  1852. iw.components.push_back(Component(Component::SPELL, it, 1, 0));
  1853. iw.text.addTxt(MetaString::SPELL_NAME, it.toEnum());
  1854. switch (size--)
  1855. {
  1856. case 2: iw.text.addTxt(MetaString::GENERAL_TXT, 141);
  1857. case 1: break;
  1858. default: iw.text << ", ";
  1859. } }
  1860. iw.text.addTxt(MetaString::GENERAL_TXT, 148);//from %s
  1861. iw.text.addReplacement(h2->name);
  1862. sendAndApply(&cs1);
  1863. }
  1864. sendAndApply(&iw);
  1865. }
  1866. }
  1867. void CGameHandler::heroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)
  1868. {
  1869. auto h1 = getHero(hero1), h2 = getHero(hero2);
  1870. if( gameState()->getPlayerRelations(h1->getOwner(), h2->getOwner()))
  1871. {
  1872. auto exchange = make_shared<CGarrisonDialogQuery>(h1, h2);
  1873. ExchangeDialog hex;
  1874. hex.queryID = exchange->queryID;
  1875. hex.heroes[0] = getHero(hero1);
  1876. hex.heroes[1] = getHero(hero2);
  1877. sendAndApply(&hex);
  1878. useScholarSkill(hero1,hero2);
  1879. queries.addQuery(exchange);
  1880. }
  1881. }
  1882. void CGameHandler::sendToAllClients( CPackForClient * info )
  1883. {
  1884. logGlobal->traceStream() << "Sending to all clients a package of type " << typeid(*info).name();
  1885. for(auto & elem : conns)
  1886. {
  1887. boost::unique_lock<boost::mutex> lock(*(elem)->wmx);
  1888. *elem << info;
  1889. }
  1890. }
  1891. void CGameHandler::sendAndApply(CPackForClient * info)
  1892. {
  1893. sendToAllClients(info);
  1894. gs->apply(info);
  1895. }
  1896. void CGameHandler::applyAndSend(CPackForClient * info)
  1897. {
  1898. gs->apply(info);
  1899. sendToAllClients(info);
  1900. }
  1901. void CGameHandler::sendAndApply(CGarrisonOperationPack * info)
  1902. {
  1903. sendAndApply((CPackForClient*)info);
  1904. if(gs->map->victoryCondition.condition == EVictoryConditionType::GATHERTROOP)
  1905. winLoseHandle();
  1906. }
  1907. void CGameHandler::sendAndApply( SetResource * info )
  1908. {
  1909. sendAndApply((CPackForClient*)info);
  1910. if(gs->map->victoryCondition.condition == EVictoryConditionType::GATHERRESOURCE)
  1911. checkLossVictory(info->player);
  1912. }
  1913. void CGameHandler::sendAndApply( SetResources * info )
  1914. {
  1915. sendAndApply((CPackForClient*)info);
  1916. if(gs->map->victoryCondition.condition == EVictoryConditionType::GATHERRESOURCE)
  1917. checkLossVictory(info->player);
  1918. }
  1919. void CGameHandler::sendAndApply( NewStructures * info )
  1920. {
  1921. sendAndApply((CPackForClient*)info);
  1922. if(gs->map->victoryCondition.condition == EVictoryConditionType::BUILDCITY)
  1923. checkLossVictory(getTown(info->tid)->tempOwner);
  1924. }
  1925. void CGameHandler::save(const std::string & filename )
  1926. {
  1927. logGlobal->errorStream() << "Saving to " << filename;
  1928. CFileInfo info(filename);
  1929. //CResourceHandler::get()->createResource(info.getStem() + ".vlgm1");
  1930. CResourceHandler::get()->createResource(info.getStem() + ".vsgm1");
  1931. {
  1932. logGlobal->infoStream() << "Ordering clients to serialize...";
  1933. SaveGame sg(info.getStem() + ".vcgm1");
  1934. sendToAllClients(&sg);
  1935. }
  1936. try
  1937. {
  1938. // {
  1939. // logGlobal->infoStream() << "Serializing game info...";
  1940. // CSaveFile save(CResourceHandler::get()->getResourceName(ResourceID(info.getStem(), EResType::LIB_SAVEGAME)));
  1941. // // char hlp[8] = "VCMISVG";
  1942. // // save << hlp;
  1943. // saveCommonState(save);
  1944. // }
  1945. {
  1946. CSaveFile save(*CResourceHandler::get()->getResourceName(ResourceID(info.getStem(), EResType::SERVER_SAVEGAME)));
  1947. saveCommonState(save);
  1948. logGlobal->infoStream() << "Saving server state";
  1949. save << *this;
  1950. }
  1951. logGlobal->infoStream() << "Game has been successfully saved!";
  1952. }
  1953. catch(std::exception &e)
  1954. {
  1955. logGlobal->errorStream() << "Failed to save game: " << e.what();
  1956. }
  1957. }
  1958. void CGameHandler::close()
  1959. {
  1960. logGlobal->infoStream() << "We have been requested to close.";
  1961. if(gs->initialOpts->mode == StartInfo::DUEL)
  1962. {
  1963. exit(0);
  1964. }
  1965. //for(CConnection *cc : conns)
  1966. // if(cc && cc->socket && cc->socket->is_open())
  1967. // cc->socket->close();
  1968. //exit(0);
  1969. }
  1970. bool CGameHandler::arrangeStacks( ObjectInstanceID id1, ObjectInstanceID id2, ui8 what, SlotID p1, SlotID p2, si32 val, PlayerColor player )
  1971. {
  1972. const CArmedInstance *s1 = static_cast<CArmedInstance*>(gs->getObjInstance(id1)),
  1973. *s2 = static_cast<CArmedInstance*>(gs->getObjInstance(id2));
  1974. const CCreatureSet &S1 = *s1, &S2 = *s2;
  1975. StackLocation sl1(s1, p1), sl2(s2, p2);
  1976. if(!sl1.slot.validSlot() || !sl2.slot.validSlot())
  1977. {
  1978. complain("Invalid slot accessed!");
  1979. return false;
  1980. }
  1981. if(!isAllowedExchange(id1,id2))
  1982. {
  1983. complain("Cannot exchange stacks between these two objects!\n");
  1984. return false;
  1985. }
  1986. if(what==1) //swap
  1987. {
  1988. if ( ((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s1->getStackCount(p1)) //why 254??
  1989. || ((s2->tempOwner != player && s2->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)))
  1990. {
  1991. complain("Can't take troops from another player!");
  1992. return false;
  1993. }
  1994. swapStacks(sl1, sl2);
  1995. }
  1996. else if(what==2)//merge
  1997. {
  1998. if (( s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot merge different creatures stacks!"))
  1999. || (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)) && complain("Can't take troops from another player!")))
  2000. return false;
  2001. moveStack(sl1, sl2);
  2002. }
  2003. else if(what==3) //split
  2004. {
  2005. if ( (s1->tempOwner != player && s1->getStackCount(p1) < s1->getStackCount(p1) )
  2006. || (s2->tempOwner != player && s2->getStackCount(p2) < s2->getStackCount(p2) ) )
  2007. {
  2008. complain("Can't move troops of another player!");
  2009. return false;
  2010. }
  2011. //general conditions checking
  2012. if((!vstd::contains(S1.stacks,p1) && complain("no creatures to split"))
  2013. || (val<1 && complain("no creatures to split")) )
  2014. {
  2015. return false;
  2016. }
  2017. if(vstd::contains(S2.stacks,p2)) //dest. slot not free - it must be "rebalancing"...
  2018. {
  2019. int total = s1->getStackCount(p1) + s2->getStackCount(p2);
  2020. if( (total < val && complain("Cannot split that stack, not enough creatures!"))
  2021. || (s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot rebalance different creatures stacks!"))
  2022. )
  2023. {
  2024. return false;
  2025. }
  2026. moveStack(sl1, sl2, val - s2->getStackCount(p2));
  2027. //S2.slots[p2]->count = val;
  2028. //S1.slots[p1]->count = total - val;
  2029. }
  2030. else //split one stack to the two
  2031. {
  2032. if(s1->getStackCount(p1) < val)//not enough creatures
  2033. {
  2034. complain("Cannot split that stack, not enough creatures!");
  2035. return false;
  2036. }
  2037. moveStack(sl1, sl2, val);
  2038. }
  2039. }
  2040. return true;
  2041. }
  2042. PlayerColor CGameHandler::getPlayerAt( CConnection *c ) const
  2043. {
  2044. std::set<PlayerColor> all;
  2045. for(auto i=connections.cbegin(); i!=connections.cend(); i++)
  2046. if(i->second == c)
  2047. all.insert(i->first);
  2048. switch(all.size())
  2049. {
  2050. case 0:
  2051. return PlayerColor::NEUTRAL;
  2052. case 1:
  2053. return *all.begin();
  2054. default:
  2055. {
  2056. //if we have more than one player at this connection, try to pick active one
  2057. if(vstd::contains(all, gs->currentPlayer))
  2058. return gs->currentPlayer;
  2059. else
  2060. return PlayerColor::CANNOT_DETERMINE; //cannot say which player is it
  2061. }
  2062. }
  2063. }
  2064. bool CGameHandler::disbandCreature( ObjectInstanceID id, SlotID pos )
  2065. {
  2066. CArmedInstance *s1 = static_cast<CArmedInstance*>(gs->getObjInstance(id));
  2067. if(!vstd::contains(s1->stacks,pos))
  2068. {
  2069. complain("Illegal call to disbandCreature - no such stack in army!");
  2070. return false;
  2071. }
  2072. eraseStack(StackLocation(s1, pos));
  2073. return true;
  2074. }
  2075. bool CGameHandler::buildStructure( ObjectInstanceID tid, BuildingID requestedID, bool force /*=false*/ )
  2076. {
  2077. const CGTownInstance * t = getTown(tid);
  2078. if(!t)
  2079. COMPLAIN_RETF("No such town (ID=%s)!", tid);
  2080. if(!t->town->buildings.count(requestedID))
  2081. COMPLAIN_RETF("Town of faction %s does not have info about building ID=%s!", t->town->faction->name % tid);
  2082. const CBuilding * requestedBuilding = t->town->buildings[requestedID];
  2083. //Vector with future list of built building and buildings in auto-mode that are not yet built.
  2084. std::vector<const CBuilding*> buildingsThatWillBe, remainingAutoBuildings;
  2085. //Check validity of request
  2086. if(!force)
  2087. {
  2088. switch (requestedBuilding->mode)
  2089. {
  2090. case CBuilding::BUILD_NORMAL :
  2091. case CBuilding::BUILD_AUTO :
  2092. if (gs->canBuildStructure(t, requestedID) != EBuildingState::ALLOWED)
  2093. COMPLAIN_RET("Cannot build that building!");
  2094. break;
  2095. case CBuilding::BUILD_SPECIAL:
  2096. COMPLAIN_RET("This building can not be constructed!");
  2097. break;
  2098. case CBuilding::BUILD_GRAIL :
  2099. if(requestedBuilding->mode == CBuilding::BUILD_GRAIL) //needs grail
  2100. {
  2101. if(!t->visitingHero || !t->visitingHero->hasArt(ArtifactID::GRAIL))
  2102. COMPLAIN_RET("Cannot build this without grail!")
  2103. else
  2104. removeArtifact(ArtifactLocation(t->visitingHero, t->visitingHero->getArtPos(ArtifactID::GRAIL, false)));
  2105. }
  2106. break;
  2107. }
  2108. }
  2109. //Performs stuff that has to be done after new building is built
  2110. auto processBuiltStructure = [t, this](const BuildingID buildingID)
  2111. {
  2112. if(buildingID >= BuildingID::DWELL_FIRST) //dwelling
  2113. {
  2114. int level = (buildingID - BuildingID::DWELL_FIRST) % GameConstants::CREATURES_PER_TOWN;
  2115. int upgradeNumber = (buildingID - BuildingID::DWELL_FIRST) / GameConstants::CREATURES_PER_TOWN;
  2116. if (upgradeNumber >= t->town->creatures[level].size())
  2117. {
  2118. complain(boost::str(boost::format("Error ecountered when building dwelling (bid=%s):"
  2119. "no creature found (upgrade number %d, level %d!")
  2120. % buildingID % upgradeNumber % level));
  2121. return;
  2122. }
  2123. CCreature * crea = VLC->creh->creatures[t->town->creatures[level][upgradeNumber]];
  2124. SetAvailableCreatures ssi;
  2125. ssi.tid = t->id;
  2126. ssi.creatures = t->creatures;
  2127. if (buildingID <= BuildingID::DWELL_LAST)
  2128. ssi.creatures[level].first = crea->growth;
  2129. ssi.creatures[level].second.push_back(crea->idNumber);
  2130. sendAndApply(&ssi);
  2131. }
  2132. if ( t->subID == ETownType::DUNGEON && buildingID == BuildingID::PORTAL_OF_SUMMON )
  2133. {
  2134. setPortalDwelling(t);
  2135. }
  2136. if(buildingID <= BuildingID::MAGES_GUILD_5) //it's mage guild
  2137. {
  2138. if(t->visitingHero)
  2139. giveSpells(t,t->visitingHero);
  2140. if(t->garrisonHero)
  2141. giveSpells(t,t->garrisonHero);
  2142. }
  2143. };
  2144. //Checks if all requirements will be met with expected building list "buildingsThatWillBe"
  2145. auto allRequirementsFullfilled = [&buildingsThatWillBe, t](const CBuilding *b)
  2146. {
  2147. for(auto requirementID : b->requirements)
  2148. if(!vstd::contains(buildingsThatWillBe, t->town->buildings[requirementID]))
  2149. return false;
  2150. return true;
  2151. };
  2152. //Init the vectors
  2153. for(auto & build : t->town->buildings)
  2154. {
  2155. if(t->hasBuilt(build.first))
  2156. buildingsThatWillBe.push_back(build.second);
  2157. else if(build.second->mode == CBuilding::BUILD_AUTO) //not built auto building
  2158. remainingAutoBuildings.push_back(build.second);
  2159. }
  2160. //Prepare structure (list of building ids will be filled later)
  2161. NewStructures ns;
  2162. ns.tid = tid;
  2163. ns.builded = force ? t->builded : (t->builded+1);
  2164. std::queue<const CBuilding*> buildingsToAdd;
  2165. buildingsToAdd.push(requestedBuilding);
  2166. while(buildingsToAdd.size())
  2167. {
  2168. auto b = buildingsToAdd.front();
  2169. buildingsToAdd.pop();
  2170. ns.bid.insert(b->bid);
  2171. buildingsThatWillBe.push_back(b);
  2172. remainingAutoBuildings -= b;
  2173. for(auto autoBuilding : remainingAutoBuildings)
  2174. {
  2175. if(allRequirementsFullfilled(autoBuilding))
  2176. buildingsToAdd.push(autoBuilding);
  2177. }
  2178. }
  2179. //Other post-built events
  2180. for(auto builtID : ns.bid)
  2181. processBuiltStructure(builtID);
  2182. //Take cost
  2183. if (!force)
  2184. {
  2185. SetResources sr;
  2186. sr.player = t->tempOwner;
  2187. sr.res = gs->getPlayer(t->tempOwner)->resources - requestedBuilding->resources;
  2188. sendAndApply(&sr);
  2189. }
  2190. //We know what has been built, appluy changes. Do this as final step to properly update town window
  2191. sendAndApply(&ns);
  2192. // now when everything is built - reveal tiles for lookout tower
  2193. FoWChange fw;
  2194. fw.player = t->tempOwner;
  2195. fw.mode = 1;
  2196. t->getSightTiles(fw.tiles);
  2197. sendAndApply(&fw);
  2198. if(t->visitingHero)
  2199. vistiCastleObjects (t, t->visitingHero);
  2200. if(t->garrisonHero)
  2201. vistiCastleObjects (t, t->garrisonHero);
  2202. checkLossVictory(t->tempOwner);
  2203. return true;
  2204. }
  2205. bool CGameHandler::razeStructure (ObjectInstanceID tid, BuildingID bid)
  2206. {
  2207. ///incomplete, simply erases target building
  2208. const CGTownInstance * t = getTown(tid);
  2209. if (!vstd::contains(t->builtBuildings, bid))
  2210. return false;
  2211. RazeStructures rs;
  2212. rs.tid = tid;
  2213. rs.bid.insert(bid);
  2214. rs.destroyed = t->destroyed + 1;
  2215. sendAndApply(&rs);
  2216. //TODO: Remove dwellers
  2217. // if (t->subID == 4 && bid == 17) //Veil of Darkness
  2218. // {
  2219. // RemoveBonus rb(RemoveBonus::TOWN);
  2220. // rb.whoID = t->id;
  2221. // rb.source = Bonus::TOWN_STRUCTURE;
  2222. // rb.id = 17;
  2223. // sendAndApply(&rb);
  2224. // }
  2225. return true;
  2226. }
  2227. void CGameHandler::sendMessageToAll( const std::string &message )
  2228. {
  2229. SystemMessage sm;
  2230. sm.text = message;
  2231. sendToAllClients(&sm);
  2232. }
  2233. bool CGameHandler::recruitCreatures( ObjectInstanceID objid, CreatureID crid, ui32 cram, si32 fromLvl )
  2234. {
  2235. const CGDwelling *dw = static_cast<const CGDwelling*>(gs->getObj(objid));
  2236. const CArmedInstance *dst = nullptr;
  2237. const CCreature *c = VLC->creh->creatures[crid];
  2238. bool warMachine = c->hasBonusOfType(Bonus::SIEGE_WEAPON);
  2239. //TODO: test for owning
  2240. if(dw->ID == Obj::TOWN)
  2241. dst = (static_cast<const CGTownInstance *>(dw))->getUpperArmy();
  2242. else if(dw->ID == Obj::CREATURE_GENERATOR1 || dw->ID == Obj::CREATURE_GENERATOR4
  2243. || dw->ID == Obj::REFUGEE_CAMP) //advmap dwelling
  2244. dst = getHero(gs->getPlayer(dw->tempOwner)->currentSelection); //TODO: check if current hero is really visiting dwelling
  2245. else if(dw->ID == Obj::WAR_MACHINE_FACTORY)
  2246. dst = dynamic_cast<const CGHeroInstance *>(getTile(dw->visitablePos())->visitableObjects.back());
  2247. assert(dw && dst);
  2248. //verify
  2249. bool found = false;
  2250. int level = 0;
  2251. for(; level < dw->creatures.size(); level++) //iterate through all levels
  2252. {
  2253. if ( (fromLvl != -1) && ( level !=fromLvl ) )
  2254. continue;
  2255. const auto &cur = dw->creatures[level]; //current level info <amount, list of cr. ids>
  2256. int i = 0;
  2257. for(; i < cur.second.size(); i++) //look for crid among available creatures list on current level
  2258. if(cur.second[i] == crid)
  2259. break;
  2260. if(i < cur.second.size())
  2261. {
  2262. found = true;
  2263. cram = std::min(cram, cur.first); //reduce recruited amount up to available amount
  2264. break;
  2265. }
  2266. }
  2267. SlotID slot = dst->getSlotFor(crid);
  2268. if( (!found && complain("Cannot recruit: no such creatures!"))
  2269. || (cram > VLC->creh->creatures[crid]->maxAmount(gs->getPlayer(dst->tempOwner)->resources) && complain("Cannot recruit: lack of resources!"))
  2270. || (cram<=0 && complain("Cannot recruit: cram <= 0!"))
  2271. || (!slot.validSlot() && !warMachine && complain("Cannot recruit: no available slot!")))
  2272. {
  2273. return false;
  2274. }
  2275. //recruit
  2276. SetResources sr;
  2277. sr.player = dst->tempOwner;
  2278. sr.res = gs->getPlayer(dst->tempOwner)->resources - (c->cost * cram);
  2279. SetAvailableCreatures sac;
  2280. sac.tid = objid;
  2281. sac.creatures = dw->creatures;
  2282. sac.creatures[level].first -= cram;
  2283. sendAndApply(&sr);
  2284. sendAndApply(&sac);
  2285. if(warMachine)
  2286. {
  2287. const CGHeroInstance *h = dynamic_cast<const CGHeroInstance*>(dst);
  2288. if(!h)
  2289. COMPLAIN_RET("Only hero can buy war machines");
  2290. switch(crid)
  2291. {
  2292. case 146:
  2293. giveHeroNewArtifact(h, VLC->arth->artifacts[4], ArtifactPosition::MACH1);
  2294. break;
  2295. case 147:
  2296. giveHeroNewArtifact(h, VLC->arth->artifacts[6], ArtifactPosition::MACH3);
  2297. break;
  2298. case 148:
  2299. giveHeroNewArtifact(h, VLC->arth->artifacts[5], ArtifactPosition::MACH2);
  2300. break;
  2301. default:
  2302. complain("This war machine cannot be recruited!");
  2303. return false;
  2304. }
  2305. }
  2306. else
  2307. {
  2308. addToSlot(StackLocation(dst, slot), c, cram);
  2309. }
  2310. return true;
  2311. }
  2312. bool CGameHandler::upgradeCreature( ObjectInstanceID objid, SlotID pos, CreatureID upgID )
  2313. {
  2314. CArmedInstance *obj = static_cast<CArmedInstance*>(gs->getObjInstance(objid));
  2315. assert(obj->hasStackAtSlot(pos));
  2316. UpgradeInfo ui = gs->getUpgradeInfo(obj->getStack(pos));
  2317. PlayerColor player = obj->tempOwner;
  2318. const PlayerState *p = getPlayer(player);
  2319. int crQuantity = obj->stacks[pos]->count;
  2320. int newIDpos= vstd::find_pos(ui.newID, upgID);//get position of new id in UpgradeInfo
  2321. //check if upgrade is possible
  2322. if( (ui.oldID<0 || newIDpos == -1 ) && complain("That upgrade is not possible!"))
  2323. {
  2324. return false;
  2325. }
  2326. TResources totalCost = ui.cost[newIDpos] * crQuantity;
  2327. //check if player has enough resources
  2328. if(!p->resources.canAfford(totalCost))
  2329. COMPLAIN_RET("Cannot upgrade, not enough resources!");
  2330. //take resources
  2331. SetResources sr;
  2332. sr.player = player;
  2333. sr.res = p->resources - totalCost;
  2334. sendAndApply(&sr);
  2335. //upgrade creature
  2336. changeStackType(StackLocation(obj, pos), VLC->creh->creatures[upgID]);
  2337. return true;
  2338. }
  2339. bool CGameHandler::changeStackType(const StackLocation &sl, CCreature *c)
  2340. {
  2341. if(!sl.army->hasStackAtSlot(sl.slot))
  2342. COMPLAIN_RET("Cannot find a stack to change type");
  2343. SetStackType sst;
  2344. sst.sl = sl;
  2345. sst.type = c;
  2346. sendAndApply(&sst);
  2347. return true;
  2348. }
  2349. void CGameHandler::moveArmy(const CArmedInstance *src, const CArmedInstance *dst, bool allowMerging)
  2350. {
  2351. assert(src->canBeMergedWith(*dst, allowMerging));
  2352. while(src->stacksCount())//while there are unmoved creatures
  2353. {
  2354. auto i = src->Slots().begin(); //iterator to stack to move
  2355. StackLocation sl(src, i->first); //location of stack to move
  2356. SlotID pos = dst->getSlotFor(i->second->type);
  2357. if(!pos.validSlot())
  2358. {
  2359. //try to merge two other stacks to make place
  2360. std::pair<SlotID, SlotID> toMerge;
  2361. if(dst->mergableStacks(toMerge, i->first) && allowMerging)
  2362. {
  2363. moveStack(StackLocation(dst, toMerge.first), StackLocation(dst, toMerge.second)); //merge toMerge.first into toMerge.second
  2364. assert(!dst->hasStackAtSlot(toMerge.first)); //we have now a new free slot
  2365. moveStack(sl, StackLocation(dst, toMerge.first)); //move stack to freed slot
  2366. }
  2367. else
  2368. {
  2369. complain("Unexpected failure during an attempt to move army from " + src->nodeName() + " to " + dst->nodeName() + "!");
  2370. return;
  2371. }
  2372. }
  2373. else
  2374. {
  2375. moveStack(sl, StackLocation(dst, pos));
  2376. }
  2377. }
  2378. }
  2379. bool CGameHandler::garrisonSwap( ObjectInstanceID tid )
  2380. {
  2381. CGTownInstance *town = gs->getTown(tid);
  2382. if(!town->garrisonHero && town->visitingHero) //visiting => garrison, merge armies: town army => hero army
  2383. {
  2384. if(!town->visitingHero->canBeMergedWith(*town))
  2385. {
  2386. complain("Cannot make garrison swap, not enough free slots!");
  2387. return false;
  2388. }
  2389. moveArmy(town, town->visitingHero, true);
  2390. SetHeroesInTown intown;
  2391. intown.tid = tid;
  2392. intown.visiting = ObjectInstanceID();
  2393. intown.garrison = town->visitingHero->id;
  2394. sendAndApply(&intown);
  2395. return true;
  2396. }
  2397. else if (town->garrisonHero && !town->visitingHero) //move hero out of the garrison
  2398. {
  2399. //check if moving hero out of town will break 8 wandering heroes limit
  2400. if(getHeroCount(town->garrisonHero->tempOwner,false) >= 8)
  2401. {
  2402. complain("Cannot move hero out of the garrison, there are already 8 wandering heroes!");
  2403. return false;
  2404. }
  2405. SetHeroesInTown intown;
  2406. intown.tid = tid;
  2407. intown.garrison = ObjectInstanceID();
  2408. intown.visiting = town->garrisonHero->id;
  2409. sendAndApply(&intown);
  2410. return true;
  2411. }
  2412. else if(!!town->garrisonHero && town->visitingHero) //swap visiting and garrison hero
  2413. {
  2414. SetHeroesInTown intown;
  2415. intown.tid = tid;
  2416. intown.garrison = town->visitingHero->id;
  2417. intown.visiting = town->garrisonHero->id;
  2418. sendAndApply(&intown);
  2419. return true;
  2420. }
  2421. else
  2422. {
  2423. complain("Cannot swap garrison hero!");
  2424. return false;
  2425. }
  2426. }
  2427. // With the amount of changes done to the function, it's more like transferArtifacts.
  2428. // 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.
  2429. bool CGameHandler::moveArtifact(const ArtifactLocation &al1, const ArtifactLocation &al2)
  2430. {
  2431. ArtifactLocation src = al1, dst = al2;
  2432. const PlayerColor srcPlayer = src.owningPlayer(), dstPlayer = dst.owningPlayer();
  2433. const CArmedInstance *srcObj = src.relatedObj(), *dstObj = dst.relatedObj();
  2434. // Make sure exchange is even possible between the two heroes.
  2435. if(!isAllowedExchange(srcObj->id, dstObj->id))
  2436. COMPLAIN_RET("That heroes cannot make any exchange!");
  2437. const CArtifactInstance *srcArtifact = src.getArt();
  2438. const CArtifactInstance *destArtifact = dst.getArt();
  2439. if (srcArtifact == nullptr)
  2440. COMPLAIN_RET("No artifact to move!");
  2441. if (destArtifact && srcPlayer != dstPlayer)
  2442. COMPLAIN_RET("Can't touch artifact on hero of another player!");
  2443. // Check if src/dest slots are appropriate for the artifacts exchanged.
  2444. // Moving to the backpack is always allowed.
  2445. if ((!srcArtifact || dst.slot < GameConstants::BACKPACK_START)
  2446. && srcArtifact && !srcArtifact->canBePutAt(dst, true))
  2447. COMPLAIN_RET("Cannot move artifact!");
  2448. if ((srcArtifact && srcArtifact->artType->id == ArtifactID::ART_LOCK) || (destArtifact && destArtifact->artType->id == ArtifactID::ART_LOCK))
  2449. COMPLAIN_RET("Cannot move artifact locks.");
  2450. if (dst.slot >= GameConstants::BACKPACK_START && srcArtifact->artType->isBig())
  2451. COMPLAIN_RET("Cannot put big artifacts in backpack!");
  2452. if (src.slot == ArtifactPosition::MACH4 || dst.slot == ArtifactPosition::MACH4)
  2453. COMPLAIN_RET("Cannot move catapult!");
  2454. if(dst.slot >= GameConstants::BACKPACK_START)
  2455. vstd::amin(dst.slot, ArtifactPosition(GameConstants::BACKPACK_START + dst.getHolderArtSet()->artifactsInBackpack.size()));
  2456. if (src.slot == dst.slot && src.artHolder == dst.artHolder)
  2457. COMPLAIN_RET("Won't move artifact: Dest same as source!");
  2458. if(dst.slot < GameConstants::BACKPACK_START && destArtifact) //moving art to another slot
  2459. {
  2460. //old artifact must be removed first
  2461. moveArtifact(dst, ArtifactLocation(dst.artHolder, ArtifactPosition(
  2462. dst.getHolderArtSet()->artifactsInBackpack.size() + GameConstants::BACKPACK_START)));
  2463. }
  2464. MoveArtifact ma;
  2465. ma.src = src;
  2466. ma.dst = dst;
  2467. sendAndApply(&ma);
  2468. return true;
  2469. }
  2470. /**
  2471. * Assembles or disassembles a combination artifact.
  2472. * @param heroID ID of hero holding the artifact(s).
  2473. * @param artifactSlot The worn slot ID of the combination- or constituent artifact.
  2474. * @param assemble True for assembly operation, false for disassembly.
  2475. * @param assembleTo If assemble is true, this represents the artifact ID of the combination
  2476. * artifact to assemble to. Otherwise it's not used.
  2477. */
  2478. bool CGameHandler::assembleArtifacts (ObjectInstanceID heroID, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo)
  2479. {
  2480. CGHeroInstance *hero = gs->getHero(heroID);
  2481. const CArtifactInstance *destArtifact = hero->getArt(artifactSlot);
  2482. if(!destArtifact)
  2483. COMPLAIN_RET("assembleArtifacts: there is no such artifact instance!");
  2484. if(assemble)
  2485. {
  2486. CArtifact *combinedArt = VLC->arth->artifacts[assembleTo];
  2487. if(!combinedArt->constituents)
  2488. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to assemble is not a combined artifacts!");
  2489. if(!vstd::contains(destArtifact->assemblyPossibilities(hero), combinedArt))
  2490. COMPLAIN_RET("assembleArtifacts: It's impossible to assemble requested artifact!");
  2491. AssembledArtifact aa;
  2492. aa.al = ArtifactLocation(hero, artifactSlot);
  2493. aa.builtArt = combinedArt;
  2494. sendAndApply(&aa);
  2495. }
  2496. else
  2497. {
  2498. if(!destArtifact->artType->constituents)
  2499. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble is not a combined artifact!");
  2500. DisassembledArtifact da;
  2501. da.al = ArtifactLocation(hero, artifactSlot);
  2502. sendAndApply(&da);
  2503. }
  2504. return false;
  2505. }
  2506. bool CGameHandler::buyArtifact( ObjectInstanceID hid, ArtifactID aid )
  2507. {
  2508. CGHeroInstance *hero = gs->getHero(hid);
  2509. CGTownInstance *town = hero->visitedTown;
  2510. if(aid==ArtifactID::SPELLBOOK)
  2511. {
  2512. if((!town->hasBuilt(BuildingID::MAGES_GUILD_1) && complain("Cannot buy a spellbook, no mage guild in the town!"))
  2513. || (getResource(hero->getOwner(), Res::GOLD) < GameConstants::SPELLBOOK_GOLD_COST && complain("Cannot buy a spellbook, not enough gold!") )
  2514. || (hero->getArt(ArtifactPosition::SPELLBOOK) && complain("Cannot buy a spellbook, hero already has a one!"))
  2515. )
  2516. return false;
  2517. giveResource(hero->getOwner(),Res::GOLD,-GameConstants::SPELLBOOK_GOLD_COST);
  2518. giveHeroNewArtifact(hero, VLC->arth->artifacts[0], ArtifactPosition::SPELLBOOK);
  2519. assert(hero->getArt(ArtifactPosition::SPELLBOOK));
  2520. giveSpells(town,hero);
  2521. return true;
  2522. }
  2523. else if(aid < 7 && aid > 3) //war machine
  2524. {
  2525. int price = VLC->arth->artifacts[aid]->price;
  2526. if(( hero->getArt(ArtifactPosition(9+aid)) && complain("Hero already has this machine!"))
  2527. || (gs->getPlayer(hero->getOwner())->resources[Res::GOLD] < price && complain("Not enough gold!")))
  2528. {
  2529. return false;
  2530. }
  2531. if ((town->hasBuilt(BuildingID::BLACKSMITH) && town->town->warMachine == aid )
  2532. || ((town->hasBuilt(BuildingID::BALLISTA_YARD, ETownType::STRONGHOLD)) && aid == ArtifactID::BALLISTA))
  2533. {
  2534. giveResource(hero->getOwner(),Res::GOLD,-price);
  2535. giveHeroNewArtifact(hero, VLC->arth->artifacts[aid], ArtifactPosition(9+aid));
  2536. return true;
  2537. }
  2538. else
  2539. COMPLAIN_RET("This machine is unavailable here!");
  2540. }
  2541. return false;
  2542. }
  2543. bool CGameHandler::buyArtifact(const IMarket *m, const CGHeroInstance *h, Res::ERes rid, ArtifactID aid)
  2544. {
  2545. if(!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_ARTIFACT), aid))
  2546. COMPLAIN_RET("That artifact is unavailable!");
  2547. int b1, b2;
  2548. m->getOffer(rid, aid, b1, b2, EMarketMode::RESOURCE_ARTIFACT);
  2549. if(getResource(h->tempOwner, rid) < b1)
  2550. COMPLAIN_RET("You can't afford to buy this artifact!");
  2551. SetResource sr;
  2552. sr.player = h->tempOwner;
  2553. sr.resid = rid;
  2554. sr.val = getResource(h->tempOwner, rid) - b1;
  2555. sendAndApply(&sr);
  2556. SetAvailableArtifacts saa;
  2557. if(m->o->ID == Obj::TOWN)
  2558. {
  2559. saa.id = -1;
  2560. saa.arts = CGTownInstance::merchantArtifacts;
  2561. }
  2562. else if(const CGBlackMarket *bm = dynamic_cast<const CGBlackMarket *>(m->o)) //black market
  2563. {
  2564. saa.id = bm->id.getNum();
  2565. saa.arts = bm->artifacts;
  2566. }
  2567. else
  2568. COMPLAIN_RET("Wrong marktet...");
  2569. bool found = false;
  2570. for(const CArtifact *&art : saa.arts)
  2571. {
  2572. if(art && art->id == aid)
  2573. {
  2574. art = nullptr;
  2575. found = true;
  2576. break;
  2577. }
  2578. }
  2579. if(!found)
  2580. COMPLAIN_RET("Cannot find selected artifact on the list");
  2581. sendAndApply(&saa);
  2582. giveHeroNewArtifact(h, VLC->arth->artifacts[aid], ArtifactPosition::FIRST_AVAILABLE);
  2583. return true;
  2584. }
  2585. bool CGameHandler::sellArtifact( const IMarket *m, const CGHeroInstance *h, ArtifactInstanceID aid, Res::ERes rid )
  2586. {
  2587. const CArtifactInstance *art = h->getArtByInstanceId(aid);
  2588. if(!art)
  2589. COMPLAIN_RET("There is no artifact to sell!");
  2590. if(art->artType->id < 7)
  2591. COMPLAIN_RET("Cannot sell a war machine or spellbook!");
  2592. int resVal = 0, dump = 1;
  2593. m->getOffer(art->artType->id, rid, dump, resVal, EMarketMode::ARTIFACT_RESOURCE);
  2594. removeArtifact(ArtifactLocation(h, h->getArtPos(art)));
  2595. giveResource(h->tempOwner, rid, resVal);
  2596. return true;
  2597. }
  2598. //void CGameHandler::lootArtifacts (TArtHolder source, TArtHolder dest, std::vector<ui32> &arts)
  2599. //{
  2600. // //const CGHeroInstance * h1 = dynamic_cast<CGHeroInstance *> source;
  2601. // //auto s = boost::apply_visitor(GetArtifactSetPtr(), source);
  2602. // {
  2603. // }
  2604. //}
  2605. bool CGameHandler::buySecSkill( const IMarket *m, const CGHeroInstance *h, SecondarySkill skill)
  2606. {
  2607. if (!h)
  2608. COMPLAIN_RET("You need hero to buy a skill!");
  2609. if (h->getSecSkillLevel(SecondarySkill(skill)))
  2610. COMPLAIN_RET("Hero already know this skill");
  2611. if (!h->canLearnSkill())
  2612. COMPLAIN_RET("Hero can't learn any more skills");
  2613. if (h->type->heroClass->secSkillProbability[skill]==0)//can't learn this skill (like necromancy for most of non-necros)
  2614. COMPLAIN_RET("The hero can't learn this skill!");
  2615. if(!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_SKILL), skill))
  2616. COMPLAIN_RET("That skill is unavailable!");
  2617. if(getResource(h->tempOwner, Res::GOLD) < 2000)//TODO: remove hardcoded resource\summ?
  2618. COMPLAIN_RET("You can't afford to buy this skill");
  2619. SetResource sr;
  2620. sr.player = h->tempOwner;
  2621. sr.resid = Res::GOLD;
  2622. sr.val = getResource(h->tempOwner, Res::GOLD) - 2000;
  2623. sendAndApply(&sr);
  2624. changeSecSkill(h, skill, 1, true);
  2625. return true;
  2626. }
  2627. bool CGameHandler::tradeResources(const IMarket *market, ui32 val, PlayerColor player, ui32 id1, ui32 id2)
  2628. {
  2629. int r1 = gs->getPlayer(player)->resources[id1],
  2630. r2 = gs->getPlayer(player)->resources[id2];
  2631. vstd::amin(val, r1); //can't trade more resources than have
  2632. int b1, b2; //base quantities for trade
  2633. market->getOffer(id1, id2, b1, b2, EMarketMode::RESOURCE_RESOURCE);
  2634. int units = val / b1; //how many base quantities we trade
  2635. if(val%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  2636. {
  2637. //TODO: complain?
  2638. assert(0);
  2639. }
  2640. SetResource sr;
  2641. sr.player = player;
  2642. sr.resid = static_cast<Res::ERes>(id1);
  2643. sr.val = r1 - b1 * units;
  2644. sendAndApply(&sr);
  2645. sr.resid = static_cast<Res::ERes>(id2);
  2646. sr.val = r2 + b2 * units;
  2647. sendAndApply(&sr);
  2648. return true;
  2649. }
  2650. bool CGameHandler::sellCreatures(ui32 count, const IMarket *market, const CGHeroInstance * hero, SlotID slot, Res::ERes resourceID)
  2651. {
  2652. if(!vstd::contains(hero->Slots(), slot))
  2653. COMPLAIN_RET("Hero doesn't have any creature in that slot!");
  2654. const CStackInstance &s = hero->getStack(slot);
  2655. if( s.count < count //can't sell more creatures than have
  2656. || (hero->Slots().size() == 1 && hero->needsLastStack() && s.count == count)) //can't sell last stack
  2657. {
  2658. COMPLAIN_RET("Not enough creatures in army!");
  2659. }
  2660. int b1, b2; //base quantities for trade
  2661. market->getOffer(s.type->idNumber, resourceID, b1, b2, EMarketMode::CREATURE_RESOURCE);
  2662. int units = count / b1; //how many base quantities we trade
  2663. if(count%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  2664. {
  2665. //TODO: complain?
  2666. assert(0);
  2667. }
  2668. changeStackCount(StackLocation(hero, slot), -count);
  2669. SetResource sr;
  2670. sr.player = hero->tempOwner;
  2671. sr.resid = resourceID;
  2672. sr.val = getResource(hero->tempOwner, resourceID) + b2 * units;
  2673. sendAndApply(&sr);
  2674. return true;
  2675. }
  2676. bool CGameHandler::transformInUndead(const IMarket *market, const CGHeroInstance * hero, SlotID slot)
  2677. {
  2678. const CArmedInstance *army = nullptr;
  2679. if (hero)
  2680. army = hero;
  2681. else
  2682. army = dynamic_cast<const CGTownInstance *>(market->o);
  2683. if (!army)
  2684. COMPLAIN_RET("Incorrect call to transform in undead!");
  2685. if(!army->hasStackAtSlot(slot))
  2686. COMPLAIN_RET("Army doesn't have any creature in that slot!");
  2687. const CStackInstance &s = army->getStack(slot);
  2688. int resCreature;//resulting creature - bone dragons or skeletons
  2689. if (s.hasBonusOfType(Bonus::DRAGON_NATURE))
  2690. resCreature = 68;
  2691. else
  2692. resCreature = 56;
  2693. changeStackType(StackLocation(army, slot), VLC->creh->creatures[resCreature]);
  2694. return true;
  2695. }
  2696. bool CGameHandler::sendResources(ui32 val, PlayerColor player, Res::ERes r1, PlayerColor r2)
  2697. {
  2698. const PlayerState *p2 = gs->getPlayer(r2, false);
  2699. if(!p2 || p2->status != EPlayerStatus::INGAME)
  2700. {
  2701. complain("Dest player must be in game!");
  2702. return false;
  2703. }
  2704. si32 curRes1 = gs->getPlayer(player)->resources[r1], curRes2 = gs->getPlayer(r2)->resources[r1];
  2705. val = std::min(si32(val),curRes1);
  2706. SetResource sr;
  2707. sr.player = player;
  2708. sr.resid = r1;
  2709. sr.val = curRes1 - val;
  2710. sendAndApply(&sr);
  2711. sr.player = r2;
  2712. sr.val = curRes2 + val;
  2713. sendAndApply(&sr);
  2714. return true;
  2715. }
  2716. bool CGameHandler::setFormation( ObjectInstanceID hid, ui8 formation )
  2717. {
  2718. gs->getHero(hid)-> formation = formation;
  2719. return true;
  2720. }
  2721. bool CGameHandler::hireHero(const CGObjectInstance *obj, ui8 hid, PlayerColor player)
  2722. {
  2723. const PlayerState *p = gs->getPlayer(player);
  2724. const CGTownInstance *t = gs->getTown(obj->id);
  2725. static const int GOLD_NEEDED = 2500;
  2726. //common preconditions
  2727. if( (p->resources[Res::GOLD]<GOLD_NEEDED && complain("Not enough gold for buying hero!"))
  2728. || (getHeroCount(player, false) >= GameConstants::MAX_HEROES_PER_PLAYER && complain("Cannot hire hero, only 8 wandering heroes are allowed!")))
  2729. return false;
  2730. if(t) //tavern in town
  2731. {
  2732. if( (!t->hasBuilt(BuildingID::TAVERN) && complain("No tavern!"))
  2733. || (t->visitingHero && complain("There is visiting hero - no place!")))
  2734. return false;
  2735. }
  2736. else if(obj->ID == Obj::TAVERN)
  2737. {
  2738. if(getTile(obj->visitablePos())->visitableObjects.back() != obj && complain("Tavern entry must be unoccupied!"))
  2739. return false;
  2740. }
  2741. const CGHeroInstance *nh = p->availableHeroes[hid];
  2742. if (!nh)
  2743. {
  2744. complain ("Hero is not available for hiring!");
  2745. return false;
  2746. }
  2747. HeroRecruited hr;
  2748. hr.tid = obj->id;
  2749. hr.hid = nh->subID;
  2750. hr.player = player;
  2751. hr.tile = obj->visitablePos() + nh->getVisitableOffset();
  2752. sendAndApply(&hr);
  2753. bmap<ui32, ConstTransitivePtr<CGHeroInstance> > pool = gs->unusedHeroesFromPool();
  2754. const CGHeroInstance *theOtherHero = p->availableHeroes[!hid];
  2755. const CGHeroInstance *newHero = nullptr;
  2756. if (theOtherHero) //on XXL maps all heroes can be imprisoned :(
  2757. newHero = gs->hpool.pickHeroFor(false, player, getNativeTown(player), pool, theOtherHero->type->heroClass);
  2758. SetAvailableHeroes sah;
  2759. sah.player = player;
  2760. if(newHero)
  2761. {
  2762. sah.hid[hid] = newHero->subID;
  2763. sah.army[hid].clear();
  2764. sah.army[hid].setCreature(SlotID(0), newHero->type->initialArmy[0].creature, 1);
  2765. }
  2766. else
  2767. sah.hid[hid] = -1;
  2768. sah.hid[!hid] = theOtherHero ? theOtherHero->subID : -1;
  2769. sendAndApply(&sah);
  2770. SetResource sr;
  2771. sr.player = player;
  2772. sr.resid = Res::GOLD;
  2773. sr.val = p->resources[Res::GOLD] - GOLD_NEEDED;
  2774. sendAndApply(&sr);
  2775. if(t)
  2776. {
  2777. vistiCastleObjects (t, nh);
  2778. giveSpells (t,nh);
  2779. }
  2780. return true;
  2781. }
  2782. bool CGameHandler::queryReply(QueryID qid, ui32 answer, PlayerColor player)
  2783. {
  2784. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  2785. logGlobal->traceStream() << boost::format("Player %s attempts answering query %d with answer %d") % player % qid % answer;
  2786. auto topQuery = queries.topQuery(player);
  2787. COMPLAIN_RET_FALSE_IF(!topQuery, "This player doesn't have any queries!");
  2788. COMPLAIN_RET_FALSE_IF(topQuery->queryID != qid, "This player top query has different ID!");
  2789. COMPLAIN_RET_FALSE_IF(!topQuery->endsByPlayerAnswer(), "This query cannot be ended by player's answer!");
  2790. if(auto dialogQuery = std::dynamic_pointer_cast<CDialogQuery>(topQuery))
  2791. dialogQuery->answer = answer;
  2792. queries.popQuery(topQuery);
  2793. return true;
  2794. }
  2795. static EndAction end_action;
  2796. bool CGameHandler::makeBattleAction( BattleAction &ba )
  2797. {
  2798. bool ok = true;
  2799. const CStack *stack = battleGetStackByID(ba.stackNumber); //may be nullptr if action is not about stack
  2800. const CStack *destinationStack = ba.actionType == Battle::WALK_AND_ATTACK ? gs->curB->battleGetStackByPos(ba.additionalInfo)
  2801. : ba.actionType == Battle::SHOOT ? gs->curB->battleGetStackByPos(ba.destinationTile)
  2802. : nullptr;
  2803. const bool isAboutActiveStack = stack && (stack == battleActiveStack());
  2804. logGlobal->traceStream() << boost::format(
  2805. "Making action: type=%d; side=%d; stack=%s; dst=%s; additionalInfo=%d; stackAtDst=%s")
  2806. % ba.actionType % (int)ba.side % (stack ? stack->getName() : std::string("none"))
  2807. % ba.destinationTile % ba.additionalInfo % (destinationStack ? destinationStack->getName() : std::string("none"));
  2808. switch(ba.actionType)
  2809. {
  2810. case Battle::WALK: //walk
  2811. case Battle::DEFEND: //defend
  2812. case Battle::WAIT: //wait
  2813. case Battle::WALK_AND_ATTACK: //walk or attack
  2814. case Battle::SHOOT: //shoot
  2815. case Battle::CATAPULT: //catapult
  2816. case Battle::STACK_HEAL: //healing with First Aid Tent
  2817. case Battle::DAEMON_SUMMONING:
  2818. case Battle::MONSTER_SPELL:
  2819. if(!stack)
  2820. {
  2821. complain("No such stack!");
  2822. return false;
  2823. }
  2824. if(!stack->alive())
  2825. {
  2826. complain("This stack is dead: " + stack->nodeName());
  2827. return false;
  2828. }
  2829. if(battleTacticDist())
  2830. {
  2831. if(stack && !stack->attackerOwned != battleGetTacticsSide())
  2832. {
  2833. complain("This is not a stack of side that has tactics!");
  2834. return false;
  2835. }
  2836. }
  2837. else if(!isAboutActiveStack)
  2838. {
  2839. complain("Action has to be about active stack!");
  2840. return false;
  2841. }
  2842. }
  2843. switch(ba.actionType)
  2844. {
  2845. case Battle::END_TACTIC_PHASE: //wait
  2846. case Battle::BAD_MORALE:
  2847. case Battle::NO_ACTION:
  2848. {
  2849. StartAction start_action(ba);
  2850. sendAndApply(&start_action);
  2851. sendAndApply(&end_action);
  2852. break;
  2853. }
  2854. case Battle::WALK:
  2855. {
  2856. StartAction start_action(ba);
  2857. sendAndApply(&start_action); //start movement
  2858. int walkedTiles = moveStack(ba.stackNumber,ba.destinationTile); //move
  2859. if(!walkedTiles)
  2860. complain("Stack failed movement!");
  2861. sendAndApply(&end_action);
  2862. break;
  2863. }
  2864. case Battle::DEFEND:
  2865. {
  2866. //defensive stance //TODO: remove this bonus when stack becomes active
  2867. SetStackEffect sse;
  2868. sse.effect.push_back( Bonus(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, 20, -1, PrimarySkill::DEFENSE, Bonus::PERCENT_TO_ALL) );
  2869. sse.effect.push_back( Bonus(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, gs->curB->stacks[ba.stackNumber]->valOfBonuses(Bonus::DEFENSIVE_STANCE),
  2870. -1, PrimarySkill::DEFENSE, Bonus::ADDITIVE_VALUE));
  2871. sse.stacks.push_back(ba.stackNumber);
  2872. sendAndApply(&sse);
  2873. //don't break - we share code with next case
  2874. }
  2875. case Battle::WAIT:
  2876. {
  2877. StartAction start_action(ba);
  2878. sendAndApply(&start_action);
  2879. sendAndApply(&end_action);
  2880. break;
  2881. }
  2882. case Battle::RETREAT: //retreat/flee
  2883. {
  2884. if(!gs->curB->battleCanFlee(gs->curB->sides[ba.side].color))
  2885. complain("Cannot retreat!");
  2886. else
  2887. setBattleResult(BattleResult::ESCAPE, !ba.side); //surrendering side loses
  2888. break;
  2889. }
  2890. case Battle::SURRENDER:
  2891. {
  2892. PlayerColor player = gs->curB->sides[ba.side].color;
  2893. int cost = gs->curB->battleGetSurrenderCost(player);
  2894. if(cost < 0)
  2895. complain("Cannot surrender!");
  2896. else if(getResource(player, Res::GOLD) < cost)
  2897. complain("Not enough gold to surrender!");
  2898. else
  2899. {
  2900. giveResource(player, Res::GOLD, -cost);
  2901. setBattleResult(BattleResult::SURRENDER, !ba.side); //surrendering side loses
  2902. }
  2903. break;
  2904. }
  2905. break;
  2906. case Battle::WALK_AND_ATTACK: //walk or attack
  2907. {
  2908. StartAction start_action(ba);
  2909. sendAndApply(&start_action); //start movement and attack
  2910. if(!stack || !destinationStack)
  2911. {
  2912. sendAndApply(&end_action);
  2913. break;
  2914. }
  2915. BattleHex startingPos = stack->position;
  2916. int distance = moveStack(ba.stackNumber, ba.destinationTile);
  2917. logGlobal->traceStream() << stack->nodeName() << " will attack " << destinationStack->nodeName();
  2918. if(stack->position != ba.destinationTile //we wasn't able to reach destination tile
  2919. && !(stack->doubleWide()
  2920. && ( stack->position == ba.destinationTile + (stack->attackerOwned ? +1 : -1 ) )
  2921. ) //nor occupy specified hex
  2922. )
  2923. {
  2924. std::string problem = "We cannot move this stack to its destination " + stack->getCreature()->namePl;
  2925. logGlobal->warnStream() << problem;
  2926. complain(problem);
  2927. ok = false;
  2928. sendAndApply(&end_action);
  2929. break;
  2930. }
  2931. if(destinationStack && stack->ID == destinationStack->ID) //we should just move, it will be handled by following check
  2932. {
  2933. destinationStack = nullptr;
  2934. }
  2935. if(!destinationStack)
  2936. {
  2937. complain(boost::str(boost::format("walk and attack error: no stack at additionalInfo tile (%d)!\n") % ba.additionalInfo));
  2938. ok = false;
  2939. sendAndApply(&end_action);
  2940. break;
  2941. }
  2942. if( !CStack::isMeleeAttackPossible(stack, destinationStack) )
  2943. {
  2944. complain("Attack cannot be performed!");
  2945. sendAndApply(&end_action);
  2946. ok = false;
  2947. break;
  2948. }
  2949. //attack
  2950. int totalAttacks = 1 + stack->getBonuses(Selector::type (Bonus::ADDITIONAL_ATTACK),
  2951. (Selector::effectRange(Bonus::NO_LIMIT).Or(Selector::effectRange(Bonus::ONLY_MELEE_FIGHT))))->totalValue(); //all unspicified attacks + melee attacks
  2952. for (int i = 0; i < totalAttacks; ++i)
  2953. {
  2954. if (stack &&
  2955. stack->alive() && //move can cause death, eg. by walking into the moat
  2956. destinationStack->alive())
  2957. {
  2958. BattleAttack bat;
  2959. prepareAttack(bat, stack, destinationStack, (i ? 0 : distance), ba.additionalInfo); //no distance travelled on second attack
  2960. //prepareAttack(bat, stack, stackAtEnd, 0, ba.additionalInfo);
  2961. handleAttackBeforeCasting(bat); //only before first attack
  2962. sendAndApply(&bat);
  2963. handleAfterAttackCasting(bat);
  2964. }
  2965. //counterattack
  2966. if (destinationStack
  2967. && !stack->hasBonusOfType(Bonus::BLOCKS_RETALIATION)
  2968. && destinationStack->ableToRetaliate()
  2969. && stack->alive()) //attacker may have died (fire shield)
  2970. {
  2971. BattleAttack bat;
  2972. prepareAttack(bat, destinationStack, stack, 0, stack->position);
  2973. bat.flags |= BattleAttack::COUNTER;
  2974. sendAndApply(&bat);
  2975. handleAfterAttackCasting(bat);
  2976. }
  2977. }
  2978. //return
  2979. if(stack->hasBonusOfType(Bonus::RETURN_AFTER_STRIKE) && startingPos != stack->position && stack->alive())
  2980. {
  2981. moveStack(ba.stackNumber, startingPos);
  2982. //NOTE: curStack->ID == ba.stackNumber (rev 1431)
  2983. }
  2984. sendAndApply(&end_action);
  2985. break;
  2986. }
  2987. case Battle::SHOOT:
  2988. {
  2989. if( !gs->curB->battleCanShoot(stack, ba.destinationTile) )
  2990. {
  2991. complain("Cannot shoot!");
  2992. break;
  2993. }
  2994. StartAction start_action(ba);
  2995. sendAndApply(&start_action); //start shooting
  2996. {
  2997. BattleAttack bat;
  2998. bat.flags |= BattleAttack::SHOT;
  2999. prepareAttack(bat, stack, destinationStack, 0, ba.destinationTile);
  3000. handleAttackBeforeCasting(bat);
  3001. sendAndApply(&bat);
  3002. handleAfterAttackCasting(bat);
  3003. }
  3004. //second shot for ballista, only if hero has advanced artillery
  3005. const CGHeroInstance * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  3006. if( destinationStack->alive()
  3007. && (stack->getCreature()->idNumber == CreatureID::BALLISTA)
  3008. && (attackingHero->getSecSkillLevel(SecondarySkill::ARTILLERY) >= SecSkillLevel::ADVANCED)
  3009. )
  3010. {
  3011. BattleAttack bat2;
  3012. bat2.flags |= BattleAttack::SHOT;
  3013. prepareAttack(bat2, stack, destinationStack, 0, ba.destinationTile);
  3014. sendAndApply(&bat2);
  3015. }
  3016. //allow more than one additional attack
  3017. int additionalAttacks = stack->getBonuses(Selector::type (Bonus::ADDITIONAL_ATTACK),
  3018. (Selector::effectRange(Bonus::NO_LIMIT).Or(Selector::effectRange(Bonus::ONLY_DISTANCE_FIGHT))))->totalValue();
  3019. for (int i = 0; i < additionalAttacks; ++i)
  3020. {
  3021. if(
  3022. stack->alive()
  3023. && destinationStack->alive()
  3024. && stack->shots
  3025. )
  3026. {
  3027. BattleAttack bat;
  3028. bat.flags |= BattleAttack::SHOT;
  3029. prepareAttack(bat, stack, destinationStack, 0, ba.destinationTile);
  3030. sendAndApply(&bat);
  3031. handleAfterAttackCasting(bat);
  3032. }
  3033. }
  3034. sendAndApply(&end_action);
  3035. break;
  3036. }
  3037. case Battle::CATAPULT:
  3038. {
  3039. auto getCatapultHitChance = [&](EWallParts::EWallParts part, const CHeroHandler::SBallisticsLevelInfo & sbi) -> int
  3040. {
  3041. switch(part)
  3042. {
  3043. case EWallParts::GATE:
  3044. return sbi.gate;
  3045. case EWallParts::KEEP:
  3046. return sbi.keep;
  3047. case EWallParts::BOTTOM_TOWER:
  3048. case EWallParts::UPPER_TOWER:
  3049. return sbi.tower;
  3050. case EWallParts::BOTTOM_WALL:
  3051. case EWallParts::BELOW_GATE:
  3052. case EWallParts::OVER_GATE:
  3053. case EWallParts::UPPER_WALL:
  3054. return sbi.wall;
  3055. default:
  3056. return 0;
  3057. }
  3058. };
  3059. StartAction start_action(ba);
  3060. sendAndApply(&start_action);
  3061. auto onExit = vstd::makeScopeGuard([&]{ sendAndApply(&end_action); }); //if we started than we have to finish
  3062. const CGHeroInstance * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  3063. CHeroHandler::SBallisticsLevelInfo sbi = VLC->heroh->ballistics[attackingHero->getSecSkillLevel(SecondarySkill::BALLISTICS)];
  3064. EWallParts::EWallParts desiredTarget = gs->curB->battleHexToWallPart(ba.destinationTile);
  3065. if(desiredTarget < 0)
  3066. {
  3067. complain("catapult tried to attack non-catapultable hex!");
  3068. break;
  3069. }
  3070. //in successive iterations damage is dealt but not yet subtracted from wall's HPs
  3071. auto &currentHP = gs->curB->si.wallState;
  3072. if (currentHP[desiredTarget] == EWallState::DESTROYED || currentHP[desiredTarget] == EWallState::NONE)
  3073. {
  3074. complain("catapult tried to attack already destroyed wall part!");
  3075. break;
  3076. }
  3077. for(int g=0; g<sbi.shots; ++g)
  3078. {
  3079. bool hitSuccessfull = false;
  3080. EWallParts::EWallParts attackedPart = desiredTarget;
  3081. do // catapult has chance to attack desired target. Othervice - attacks randomly
  3082. {
  3083. if(currentHP[attackedPart] != EWallState::DESTROYED && // this part can be hit
  3084. currentHP[attackedPart] != EWallState::NONE &&
  3085. rand()%100 < getCatapultHitChance(attackedPart, sbi))//hit is successful
  3086. {
  3087. hitSuccessfull = true;
  3088. }
  3089. else // select new target
  3090. {
  3091. std::vector<EWallParts::EWallParts> allowedTargets;
  3092. for (size_t i=0; i< currentHP.size(); i++)
  3093. {
  3094. if (currentHP[i] != EWallState::DESTROYED &&
  3095. currentHP[i] != EWallState::NONE)
  3096. allowedTargets.push_back(EWallParts::EWallParts(i));
  3097. }
  3098. if (allowedTargets.empty())
  3099. break;
  3100. attackedPart = allowedTargets[rand()%allowedTargets.size()];
  3101. }
  3102. }
  3103. while (!hitSuccessfull);
  3104. if (!hitSuccessfull) // break triggered - no target to shoot at
  3105. break;
  3106. CatapultAttack ca; //package for clients
  3107. CatapultAttack::AttackInfo attack;
  3108. attack.attackedPart = attackedPart;
  3109. attack.destinationTile = ba.destinationTile;
  3110. attack.damageDealt = 0;
  3111. int dmgChance[] = { sbi.noDmg, sbi.oneDmg, sbi.twoDmg }; //dmgChance[i] - chance for doing i dmg when hit is successful
  3112. int dmgRand = rand()%100;
  3113. //accumulating dmgChance
  3114. dmgChance[1] += dmgChance[0];
  3115. dmgChance[2] += dmgChance[1];
  3116. //calculating dealt damage
  3117. for(int damage = 0; damage < ARRAY_COUNT(dmgChance); ++damage)
  3118. {
  3119. if(dmgRand <= dmgChance[damage])
  3120. {
  3121. currentHP[attackedPart] = SiegeInfo::applyDamage(EWallState::EWallState(currentHP[attackedPart]), damage);
  3122. attack.damageDealt = damage;
  3123. break;
  3124. }
  3125. }
  3126. // attacked tile may have changed - update destination
  3127. attack.destinationTile = gs->curB->wallPartToBattleHex(EWallParts::EWallParts(attack.attackedPart));
  3128. logGlobal->traceStream() << "Catapult attacks " << (int)attack.attackedPart
  3129. << " dealing " << (int)attack.damageDealt << " damage";
  3130. //removing creatures in turrets / keep if one is destroyed
  3131. if(attack.damageDealt > 0 && (attackedPart == EWallParts::KEEP ||
  3132. attackedPart == EWallParts::BOTTOM_TOWER || attackedPart == EWallParts::UPPER_TOWER))
  3133. {
  3134. int posRemove = -1;
  3135. switch(attackedPart)
  3136. {
  3137. case EWallParts::KEEP:
  3138. posRemove = -2;
  3139. break;
  3140. case EWallParts::BOTTOM_TOWER:
  3141. posRemove = -3;
  3142. break;
  3143. case EWallParts::UPPER_TOWER:
  3144. posRemove = -4;
  3145. break;
  3146. }
  3147. BattleStacksRemoved bsr;
  3148. for(auto & elem : gs->curB->stacks)
  3149. {
  3150. if(elem->position == posRemove)
  3151. {
  3152. bsr.stackIDs.insert( elem->ID );
  3153. break;
  3154. }
  3155. }
  3156. sendAndApply(&bsr);
  3157. }
  3158. ca.attacker = ba.stackNumber;
  3159. ca.attackedParts.push_back(attack);
  3160. sendAndApply(&ca);
  3161. }
  3162. //finish by scope guard
  3163. break;
  3164. }
  3165. case Battle::STACK_HEAL: //healing with First Aid Tent
  3166. {
  3167. StartAction start_action(ba);
  3168. sendAndApply(&start_action);
  3169. const CGHeroInstance * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  3170. const CStack *healer = gs->curB->battleGetStackByID(ba.stackNumber),
  3171. *destStack = gs->curB->battleGetStackByPos(ba.destinationTile);
  3172. if(healer == nullptr || destStack == nullptr || !healer->hasBonusOfType(Bonus::HEALER))
  3173. {
  3174. complain("There is either no healer, no destination, or healer cannot heal :P");
  3175. }
  3176. int maxHealable = destStack->MaxHealth() - destStack->firstHPleft;
  3177. int maxiumHeal = healer->count * std::max(10, attackingHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::FIRST_AID));
  3178. int healed = std::min(maxHealable, maxiumHeal);
  3179. if(healed == 0)
  3180. {
  3181. //nothing to heal.. should we complain?
  3182. }
  3183. else
  3184. {
  3185. StacksHealedOrResurrected shr;
  3186. shr.lifeDrain = false;
  3187. shr.tentHealing = true;
  3188. shr.drainedFrom = ba.stackNumber;
  3189. StacksHealedOrResurrected::HealInfo hi;
  3190. hi.healedHP = healed;
  3191. hi.lowLevelResurrection = 0;
  3192. hi.stackID = destStack->ID;
  3193. shr.healedStacks.push_back(hi);
  3194. sendAndApply(&shr);
  3195. }
  3196. sendAndApply(&end_action);
  3197. break;
  3198. }
  3199. case Battle::DAEMON_SUMMONING:
  3200. //TODO: From Strategija:
  3201. //Summon Demon is a level 2 spell.
  3202. {
  3203. StartAction start_action(ba);
  3204. sendAndApply(&start_action);
  3205. const CStack *summoner = gs->curB->battleGetStackByID(ba.stackNumber),
  3206. *destStack = gs->curB->battleGetStackByPos(ba.destinationTile, false);
  3207. BattleStackAdded bsa;
  3208. bsa.attacker = summoner->attackerOwned;
  3209. bsa.creID = CreatureID(summoner->getBonusLocalFirst(Selector::type(Bonus::DAEMON_SUMMONING))->subtype); //in case summoner can summon more than one type of monsters... scream!
  3210. ui64 risedHp = summoner->count * summoner->valOfBonuses(Bonus::DAEMON_SUMMONING, bsa.creID.toEnum());
  3211. ui64 targetHealth = destStack->getCreature()->MaxHealth() * destStack->baseAmount;
  3212. ui64 canRiseHp = std::min(targetHealth, risedHp);
  3213. ui32 canRiseAmount = canRiseHp / VLC->creh->creatures[bsa.creID]->MaxHealth();
  3214. bsa.amount = std::min(canRiseAmount, destStack->baseAmount);
  3215. bsa.pos = gs->curB->getAvaliableHex(bsa.creID, bsa.attacker, destStack->position);
  3216. bsa.summoned = false;
  3217. if (bsa.amount) //there's rare possibility single creature cannot rise desired type
  3218. {
  3219. BattleStacksRemoved bsr; //remove body
  3220. bsr.stackIDs.insert(destStack->ID);
  3221. sendAndApply(&bsr);
  3222. sendAndApply(&bsa);
  3223. BattleSetStackProperty ssp;
  3224. ssp.stackID = ba.stackNumber;
  3225. ssp.which = BattleSetStackProperty::CASTS; //reduce number of casts
  3226. ssp.val = -1;
  3227. ssp.absolute = false;
  3228. sendAndApply(&ssp);
  3229. }
  3230. sendAndApply(&end_action);
  3231. break;
  3232. }
  3233. case Battle::MONSTER_SPELL:
  3234. {
  3235. StartAction start_action(ba);
  3236. sendAndApply(&start_action);
  3237. const CStack * stack = gs->curB->battleGetStackByID(ba.stackNumber);
  3238. SpellID spellID = SpellID(ba.additionalInfo);
  3239. BattleHex destination(ba.destinationTile);
  3240. const Bonus *randSpellcaster = stack->getBonusLocalFirst(Selector::type(Bonus::RANDOM_SPELLCASTER));
  3241. const Bonus * spellcaster = stack->getBonusLocalFirst(Selector::typeSubtype(Bonus::SPELLCASTER, spellID));
  3242. //TODO special bonus for genies ability
  3243. if(randSpellcaster && battleGetRandomStackSpell(stack, CBattleInfoCallback::RANDOM_AIMED) < 0)
  3244. spellID = battleGetRandomStackSpell(stack, CBattleInfoCallback::RANDOM_GENIE);
  3245. if(spellID < 0)
  3246. complain("That stack can't cast spells!");
  3247. else
  3248. {
  3249. int spellLvl = 0;
  3250. if (spellcaster)
  3251. vstd::amax(spellLvl, spellcaster->val);
  3252. if (randSpellcaster)
  3253. vstd::amax(spellLvl, randSpellcaster->val);
  3254. vstd::amin (spellLvl, 3);
  3255. int casterSide = gs->curB->whatSide(stack->owner);
  3256. const CGHeroInstance * secHero = gs->curB->getHero(gs->curB->theOtherPlayer(stack->owner));
  3257. handleSpellCasting(spellID, spellLvl, destination, casterSide, stack->owner, nullptr, secHero, 0, ECastingMode::CREATURE_ACTIVE_CASTING, stack);
  3258. }
  3259. sendAndApply(&end_action);
  3260. break;
  3261. }
  3262. }
  3263. if(ba.stackNumber == gs->curB->activeStack || battleResult.get()) //active stack has moved or battle has finished
  3264. battleMadeAction.setn(true);
  3265. return ok;
  3266. }
  3267. void CGameHandler::playerMessage( PlayerColor player, const std::string &message )
  3268. {
  3269. bool cheated=true;
  3270. PlayerMessage temp_message(player, message);
  3271. sendAndApply(&temp_message);
  3272. if(message == "vcmiistari") //give all spells and 999 mana
  3273. {
  3274. SetMana sm;
  3275. ChangeSpells cs;
  3276. CGHeroInstance *h = gs->getHero(gs->getPlayer(player)->currentSelection);
  3277. if(!h && complain("Cannot realize cheat, no hero selected!")) return;
  3278. sm.hid = cs.hid = h->id;
  3279. //give all spells
  3280. cs.learn = 1;
  3281. for(auto spell : VLC->spellh->spells)
  3282. {
  3283. if(!spell->creatureAbility)
  3284. cs.spells.insert(spell->id);
  3285. }
  3286. //give mana
  3287. sm.val = 999;
  3288. if(!h->hasSpellbook()) //hero doesn't have spellbook
  3289. giveHeroNewArtifact(h, VLC->arth->artifacts[0], ArtifactPosition::SPELLBOOK); //give spellbook
  3290. sendAndApply(&cs);
  3291. sendAndApply(&sm);
  3292. }
  3293. else if (message == "vcmiarmenelos") //build all buildings in selected town
  3294. {
  3295. CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
  3296. CGTownInstance *town;
  3297. if (hero)
  3298. town = hero->visitedTown;
  3299. else
  3300. town = gs->getTown(gs->getPlayer(player)->currentSelection);
  3301. if (town)
  3302. {
  3303. for (auto & build : town->town->buildings)
  3304. {
  3305. if (!town->hasBuilt(build.first)
  3306. && !build.second->Name().empty()
  3307. && build.first != BuildingID::SHIP)
  3308. {
  3309. buildStructure(town->id, build.first, true);
  3310. }
  3311. }
  3312. }
  3313. }
  3314. else if(message == "vcmiainur") //gives 5 archangels into each slot
  3315. {
  3316. CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
  3317. const CCreature *archangel = VLC->creh->creatures[13];
  3318. if(!hero) return;
  3319. for(int i = 0; i < GameConstants::ARMY_SIZE; i++)
  3320. if(!hero->hasStackAtSlot(SlotID(i)))
  3321. insertNewStack(StackLocation(hero, SlotID(i)), archangel, 5);
  3322. }
  3323. else if(message == "vcmiangband") //gives 10 black knight into each slot
  3324. {
  3325. CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
  3326. const CCreature *blackKnight = VLC->creh->creatures[66];
  3327. if(!hero) return;
  3328. for(int i = 0; i < GameConstants::ARMY_SIZE; i++)
  3329. if(!hero->hasStackAtSlot(SlotID(i)))
  3330. insertNewStack(StackLocation(hero, SlotID(i)), blackKnight, 10);
  3331. }
  3332. else if(message == "vcminoldor") //all war machines
  3333. {
  3334. CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
  3335. if(!hero) return;
  3336. if(!hero->getArt(ArtifactPosition::MACH1))
  3337. giveHeroNewArtifact(hero, VLC->arth->artifacts[4], ArtifactPosition::MACH1);
  3338. if(!hero->getArt(ArtifactPosition::MACH2))
  3339. giveHeroNewArtifact(hero, VLC->arth->artifacts[5], ArtifactPosition::MACH2);
  3340. if(!hero->getArt(ArtifactPosition::MACH3))
  3341. giveHeroNewArtifact(hero, VLC->arth->artifacts[6], ArtifactPosition::MACH3);
  3342. }
  3343. else if(message == "vcminahar") //1000000 movement points
  3344. {
  3345. CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
  3346. if(!hero) return;
  3347. SetMovePoints smp;
  3348. smp.hid = hero->id;
  3349. smp.val = 1000000;
  3350. sendAndApply(&smp);
  3351. }
  3352. else if(message == "vcmiformenos") //give resources
  3353. {
  3354. SetResources sr;
  3355. sr.player = player;
  3356. sr.res = gs->getPlayer(player)->resources;
  3357. for(int i=0;i<Res::GOLD;i++)
  3358. sr.res[i] += 100;
  3359. sr.res[Res::GOLD] += 100000; //100k
  3360. sendAndApply(&sr);
  3361. }
  3362. else if(message == "vcmieagles") //reveal FoW
  3363. {
  3364. FoWChange fc;
  3365. fc.mode = 1;
  3366. fc.player = player;
  3367. auto hlp_tab = new int3[gs->map->width * gs->map->height * (gs->map->twoLevel ? 2 : 1)];
  3368. int lastUnc = 0;
  3369. for(int i=0;i<gs->map->width;i++)
  3370. for(int j=0;j<gs->map->height;j++)
  3371. for(int k = 0; k < (gs->map->twoLevel ? 2 : 1); k++)
  3372. if(!gs->getPlayerTeam(fc.player)->fogOfWarMap[i][j][k])
  3373. hlp_tab[lastUnc++] = int3(i,j,k);
  3374. fc.tiles.insert(hlp_tab, hlp_tab + lastUnc);
  3375. delete [] hlp_tab;
  3376. sendAndApply(&fc);
  3377. }
  3378. else if(message == "vcmiglorfindel") //selected hero gains a new level
  3379. {
  3380. CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
  3381. changePrimSkill(hero, PrimarySkill::EXPERIENCE, VLC->heroh->reqExp(hero->level+1) - VLC->heroh->reqExp(hero->level));
  3382. }
  3383. else if(message == "vcmisilmaril") //player wins
  3384. {
  3385. gs->getPlayer(player)->enteredWinningCheatCode = 1;
  3386. }
  3387. else if(message == "vcmimelkor") //player looses
  3388. {
  3389. gs->getPlayer(player)->enteredLosingCheatCode = 1;
  3390. }
  3391. else if (message == "vcmiforgeofnoldorking") //hero gets all artifacts except war machines, spell scrolls and spell book
  3392. {
  3393. CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
  3394. if(!hero) return;
  3395. for (int g = 7; g < VLC->arth->artifacts.size(); ++g) //including artifacts from mods
  3396. giveHeroNewArtifact(hero, VLC->arth->artifacts[g], ArtifactPosition::PRE_FIRST);
  3397. }
  3398. else
  3399. cheated = false;
  3400. if(cheated)
  3401. {
  3402. SystemMessage temp_message(VLC->generaltexth->allTexts[260]);
  3403. sendAndApply(&temp_message);
  3404. checkLossVictory(player);//Player enter win code or got required art\creature
  3405. }
  3406. }
  3407. void CGameHandler::handleSpellCasting( SpellID spellID, int spellLvl, BattleHex destination, ui8 casterSide, PlayerColor casterColor, const CGHeroInstance * caster, const CGHeroInstance * secHero,
  3408. int usedSpellPower, ECastingMode::ECastingMode mode, const CStack * stack, si32 selectedStack)
  3409. {
  3410. const CSpell *spell = SpellID(spellID).toSpell();
  3411. //Helper local function that creates obstacle on given position. Obstacle type is inferred from spell type.
  3412. //It creates, sends and applies needed package.
  3413. auto placeObstacle = [&](BattleHex pos)
  3414. {
  3415. static int obstacleIdToGive = gs->curB->obstacles.size()
  3416. ? (gs->curB->obstacles.back()->uniqueID+1)
  3417. : 0;
  3418. auto obstacle = make_shared<SpellCreatedObstacle>();
  3419. switch(spellID.toEnum()) // :/
  3420. {
  3421. case SpellID::QUICKSAND:
  3422. obstacle->obstacleType = CObstacleInstance::QUICKSAND;
  3423. obstacle->turnsRemaining = -1;
  3424. obstacle->visibleForAnotherSide = false;
  3425. break;
  3426. case SpellID::LAND_MINE:
  3427. obstacle->obstacleType = CObstacleInstance::LAND_MINE;
  3428. obstacle->turnsRemaining = -1;
  3429. obstacle->visibleForAnotherSide = false;
  3430. break;
  3431. case SpellID::FIRE_WALL:
  3432. obstacle->obstacleType = CObstacleInstance::FIRE_WALL;
  3433. obstacle->turnsRemaining = 2;
  3434. obstacle->visibleForAnotherSide = true;
  3435. break;
  3436. case SpellID::FORCE_FIELD:
  3437. obstacle->obstacleType = CObstacleInstance::FORCE_FIELD;
  3438. obstacle->turnsRemaining = 2;
  3439. obstacle->visibleForAnotherSide = true;
  3440. break;
  3441. default:
  3442. //this function cannot be used with spells that do not create obstacles
  3443. assert(0);
  3444. }
  3445. obstacle->pos = pos;
  3446. obstacle->casterSide = casterSide;
  3447. obstacle->ID = spellID;
  3448. obstacle->spellLevel = spellLvl;
  3449. obstacle->casterSpellPower = usedSpellPower;
  3450. obstacle->uniqueID = obstacleIdToGive++;
  3451. BattleObstaclePlaced bop;
  3452. bop.obstacle = obstacle;
  3453. sendAndApply(&bop);
  3454. };
  3455. BattleSpellCast sc;
  3456. sc.side = casterSide;
  3457. sc.id = spellID;
  3458. sc.skill = spellLvl;
  3459. sc.tile = destination;
  3460. sc.dmgToDisplay = 0;
  3461. sc.castedByHero = (bool)caster;
  3462. sc.attackerType = (stack ? stack->type->idNumber : CreatureID(CreatureID::NONE));
  3463. sc.manaGained = 0;
  3464. sc.spellCost = 0;
  3465. if (caster) //calculate spell cost
  3466. {
  3467. sc.spellCost = gs->curB->battleGetSpellCost(SpellID(spellID).toSpell(), caster);
  3468. if (secHero && mode == ECastingMode::HERO_CASTING) //handle mana channel
  3469. {
  3470. int manaChannel = 0;
  3471. for(CStack * stack : gs->curB->stacks) //TODO: shouldn't bonus system handle it somehow?
  3472. {
  3473. if (stack->owner == secHero->tempOwner)
  3474. {
  3475. vstd::amax(manaChannel, stack->valOfBonuses(Bonus::MANA_CHANNELING));
  3476. }
  3477. }
  3478. sc.manaGained = (manaChannel * sc.spellCost) / 100;
  3479. }
  3480. }
  3481. //calculating affected creatures for all spells
  3482. //must be vector, as in Chain Lightning order matters
  3483. std::vector<const CStack*> attackedCres; //what is that and what is sc.afectedCres?
  3484. if (mode != ECastingMode::ENCHANTER_CASTING)
  3485. {
  3486. auto creatures = gs->curB->getAffectedCreatures(spell, spellLvl, casterColor, destination);
  3487. std::copy(creatures.begin(), creatures.end(), std::back_inserter(attackedCres));
  3488. }
  3489. else //enchanter - hit all possible stacks
  3490. {
  3491. for (const CStack * stack : gs->curB->stacks)
  3492. {
  3493. /*if it's non negative spell and our unit or non positive spell and hostile unit */
  3494. if((!spell->isNegative() && stack->owner == casterColor)
  3495. || (!spell->isPositive() && stack->owner != casterColor))
  3496. {
  3497. if(stack->isValidTarget()) //TODO: allow dead targets somewhere in the future
  3498. {
  3499. attackedCres.push_back(stack);
  3500. }
  3501. }
  3502. }
  3503. }
  3504. for (auto cre : attackedCres)
  3505. {
  3506. sc.affectedCres.insert (cre->ID);
  3507. }
  3508. //checking if creatures resist
  3509. sc.resisted = gs->curB->calculateResistedStacks(spell, caster, secHero, attackedCres, casterColor, mode, usedSpellPower, spellLvl);
  3510. //calculating dmg to display
  3511. if (spellID == SpellID::DEATH_STARE || spellID == SpellID::ACID_BREATH_DAMAGE)
  3512. {
  3513. sc.dmgToDisplay = usedSpellPower;
  3514. if (spellID == SpellID::DEATH_STARE)
  3515. vstd::amin(sc.dmgToDisplay, (*attackedCres.begin())->count); //stack is already reduced after attack
  3516. }
  3517. StacksInjured si;
  3518. //applying effects
  3519. if (spell->isOffensiveSpell())
  3520. {
  3521. int spellDamage = 0;
  3522. if (stack && mode != ECastingMode::MAGIC_MIRROR)
  3523. {
  3524. int unitSpellPower = stack->valOfBonuses(Bonus::SPECIFIC_SPELL_POWER, spellID.toEnum());
  3525. if (unitSpellPower)
  3526. sc.dmgToDisplay = spellDamage = stack->count * unitSpellPower; //TODO: handle immunities
  3527. else //Faerie Dragon
  3528. {
  3529. usedSpellPower = stack->valOfBonuses(Bonus::CREATURE_SPELL_POWER) * stack->count / 100;
  3530. sc.dmgToDisplay = 0;
  3531. }
  3532. }
  3533. int chainLightningModifier = 0;
  3534. for(auto & attackedCre : attackedCres)
  3535. {
  3536. if(vstd::contains(sc.resisted, (attackedCre)->ID)) //this creature resisted the spell
  3537. continue;
  3538. BattleStackAttacked bsa;
  3539. if ((destination > -1 && (attackedCre)->coversPos(destination)) || (spell->range[spellLvl] == "X" || mode == ECastingMode::ENCHANTER_CASTING))
  3540. //display effect only upon primary target of area spell
  3541. //FIXME: if no stack is attacked, ther eis no animation and interface freezes
  3542. {
  3543. bsa.flags |= BattleStackAttacked::EFFECT;
  3544. bsa.effect = spell->mainEffectAnim;
  3545. }
  3546. if (spellDamage)
  3547. bsa.damageAmount = spellDamage >> chainLightningModifier;
  3548. else
  3549. bsa.damageAmount = gs->curB->calculateSpellDmg(spell, caster, attackedCre, spellLvl, usedSpellPower) >> chainLightningModifier;
  3550. sc.dmgToDisplay += bsa.damageAmount;
  3551. bsa.stackAttacked = (attackedCre)->ID;
  3552. if (mode == ECastingMode::ENCHANTER_CASTING) //multiple damage spells cast
  3553. bsa.attackerID = stack->ID;
  3554. else
  3555. bsa.attackerID = -1;
  3556. (attackedCre)->prepareAttacked(bsa);
  3557. si.stacks.push_back(bsa);
  3558. if (spellID == SpellID::CHAIN_LIGHTNING)
  3559. ++chainLightningModifier;
  3560. }
  3561. }
  3562. else if (spell->hasEffects())
  3563. {
  3564. int stackSpellPower = 0;
  3565. if (stack && mode != ECastingMode::MAGIC_MIRROR)
  3566. {
  3567. stackSpellPower = stack->valOfBonuses(Bonus::CREATURE_ENCHANT_POWER);
  3568. }
  3569. SetStackEffect sse;
  3570. Bonus pseudoBonus;
  3571. pseudoBonus.sid = spellID;
  3572. pseudoBonus.val = spellLvl;
  3573. pseudoBonus.turnsRemain = gs->curB->calculateSpellDuration(spell, caster, stackSpellPower ? stackSpellPower : usedSpellPower);
  3574. CStack::stackEffectToFeature(sse.effect, pseudoBonus);
  3575. if (spellID == SpellID::SHIELD || spellID == SpellID::AIR_SHIELD)
  3576. {
  3577. sse.effect.back().val = (100 - sse.effect.back().val); //fix to original config: shiled should display damage reduction
  3578. }
  3579. if (spellID == SpellID::BIND && stack)//bind
  3580. {
  3581. sse.effect.back().additionalInfo = stack->ID; //we need to know who casted Bind
  3582. }
  3583. const Bonus * bonus = nullptr;
  3584. if (caster)
  3585. bonus = caster->getBonusLocalFirst(Selector::typeSubtype(Bonus::SPECIAL_PECULIAR_ENCHANT, spellID));
  3586. //TODO does hero specialty should affects his stack casting spells?
  3587. si32 power = 0;
  3588. for(const CStack *affected : attackedCres)
  3589. {
  3590. if(vstd::contains(sc.resisted, affected->ID)) //this creature resisted the spell
  3591. continue;
  3592. sse.stacks.push_back(affected->ID);
  3593. //Apply hero specials - peculiar enchants
  3594. const ui8 tier = std::max((ui8)1, affected->getCreature()->level); //don't divide by 0 for certain creatures (commanders, war machines)
  3595. if (bonus)
  3596. {
  3597. switch(bonus->additionalInfo)
  3598. {
  3599. case 0: //normal
  3600. {
  3601. switch(tier)
  3602. {
  3603. case 1: case 2:
  3604. power = 3;
  3605. break;
  3606. case 3: case 4:
  3607. power = 2;
  3608. break;
  3609. case 5: case 6:
  3610. power = 1;
  3611. break;
  3612. }
  3613. Bonus specialBonus(sse.effect.back());
  3614. specialBonus.val = power; //it doesn't necessarily make sense for some spells, use it wisely
  3615. sse.uniqueBonuses.push_back (std::pair<ui32,Bonus> (affected->ID, specialBonus)); //additional premy to given effect
  3616. }
  3617. break;
  3618. case 1: //only Coronius as yet
  3619. {
  3620. power = std::max(5 - tier, 0);
  3621. Bonus specialBonus = CStack::featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK, power, pseudoBonus.turnsRemain);
  3622. specialBonus.sid = spellID;
  3623. sse.uniqueBonuses.push_back (std::pair<ui32,Bonus> (affected->ID, specialBonus)); //additional attack to Slayer effect
  3624. }
  3625. break;
  3626. }
  3627. }
  3628. if (caster && caster->hasBonusOfType(Bonus::SPECIAL_BLESS_DAMAGE, spellID)) //TODO: better handling of bonus percentages
  3629. {
  3630. int damagePercent = caster->level * caster->valOfBonuses(Bonus::SPECIAL_BLESS_DAMAGE, spellID.toEnum()) / tier;
  3631. Bonus specialBonus = CStack::featureGenerator(Bonus::CREATURE_DAMAGE, 0, damagePercent, pseudoBonus.turnsRemain);
  3632. specialBonus.valType = Bonus::PERCENT_TO_ALL;
  3633. specialBonus.sid = spellID;
  3634. sse.uniqueBonuses.push_back (std::pair<ui32,Bonus> (affected->ID, specialBonus));
  3635. }
  3636. }
  3637. if(!sse.stacks.empty())
  3638. sendAndApply(&sse);
  3639. }
  3640. else if (spell->isRisingSpell() || spell->id == SpellID::CURE)
  3641. {
  3642. int hpGained = 0;
  3643. if (stack)
  3644. {
  3645. int unitSpellPower = stack->valOfBonuses(Bonus::SPECIFIC_SPELL_POWER, spellID.toEnum());
  3646. if (unitSpellPower)
  3647. hpGained = stack->count * unitSpellPower; //Archangel
  3648. else //Faerie Dragon-like effect - unused fo far
  3649. usedSpellPower = stack->valOfBonuses(Bonus::CREATURE_SPELL_POWER) * stack->count / 100;
  3650. }
  3651. StacksHealedOrResurrected shr;
  3652. shr.lifeDrain = (ui8)false;
  3653. shr.tentHealing = (ui8)false;
  3654. for(auto & attackedCre : attackedCres)
  3655. {
  3656. if(vstd::contains(sc.resisted, (attackedCre)->ID) //this creature resisted the spell
  3657. || (spellID == SpellID::ANIMATE_DEAD && !(attackedCre)->hasBonusOfType(Bonus::UNDEAD)) //we try to cast animate dead on living stack, TODO: showuld be not affected earlier
  3658. )
  3659. continue;
  3660. StacksHealedOrResurrected::HealInfo hi;
  3661. hi.stackID = (attackedCre)->ID;
  3662. if (stack) //casted by creature
  3663. {
  3664. if (hpGained)
  3665. {
  3666. hi.healedHP = gs->curB->calculateHealedHP(hpGained, spell, attackedCre); //archangel
  3667. }
  3668. else
  3669. hi.healedHP = gs->curB->calculateHealedHP(spell, usedSpellPower, spellLvl, attackedCre); //any typical spell (commander's cure or animate dead)
  3670. }
  3671. else
  3672. hi.healedHP = gs->curB->calculateHealedHP(caster, spell, attackedCre, gs->curB->battleGetStackByID(selectedStack)); //Casted by hero
  3673. hi.lowLevelResurrection = spellLvl <= 1;
  3674. shr.healedStacks.push_back(hi);
  3675. }
  3676. if(!shr.healedStacks.empty())
  3677. sendAndApply(&shr);
  3678. if (spellID == SpellID::SACRIFICE) //remove victim
  3679. {
  3680. if (selectedStack == gs->curB->activeStack)
  3681. //set another active stack than the one removed, or bad things will happen
  3682. //TODO: make that part of BattleStacksRemoved? what about client update?
  3683. {
  3684. //makeStackDoNothing(gs->curB->getStack (selectedStack));
  3685. BattleSetActiveStack sas;
  3686. //std::vector<const CStack *> hlp;
  3687. //battleGetStackQueue(hlp, 1, selectedStack); //next after this one
  3688. //if(hlp.size())
  3689. //{
  3690. // sas.stack = hlp[0]->ID;
  3691. //}
  3692. //else
  3693. // complain ("No new stack to activate!");
  3694. sas.stack = gs->curB->getNextStack()->ID; //why the hell next stack has same ID as current?
  3695. sendAndApply(&sas);
  3696. }
  3697. BattleStacksRemoved bsr;
  3698. bsr.stackIDs.insert (selectedStack); //somehow it works for teleport?
  3699. sendAndApply(&bsr);
  3700. }
  3701. }
  3702. else
  3703. switch (spellID)
  3704. {
  3705. case SpellID::QUICKSAND:
  3706. case SpellID::LAND_MINE:
  3707. {
  3708. std::vector<BattleHex> availableTiles;
  3709. for(int i = 0; i < GameConstants::BFIELD_SIZE; i += 1)
  3710. {
  3711. BattleHex hex = i;
  3712. if(hex.getX() > 2 && hex.getX() < 14 && !battleGetStackByPos(hex, false) & !battleGetObstacleOnPos(hex, false))
  3713. availableTiles.push_back(hex);
  3714. }
  3715. boost::range::random_shuffle(availableTiles);
  3716. const int patchesForSkill[] = {4, 4, 6, 8};
  3717. const int patchesToPut = std::min<int>(patchesForSkill[spellLvl], availableTiles.size());
  3718. //land mines or quicksand patches are handled as spell created obstacles
  3719. for (int i = 0; i < patchesToPut; i++)
  3720. placeObstacle(availableTiles[i]);
  3721. }
  3722. break;
  3723. case SpellID::FORCE_FIELD:
  3724. placeObstacle(destination);
  3725. break;
  3726. case SpellID::FIRE_WALL:
  3727. {
  3728. //fire wall is build from multiple obstacles - one fire piece for each affected hex
  3729. auto affectedHexes = spell->rangeInHexes(destination, spellLvl, casterSide);
  3730. for(BattleHex hex : affectedHexes)
  3731. placeObstacle(hex);
  3732. }
  3733. break;
  3734. case SpellID::TELEPORT:
  3735. {
  3736. BattleStackMoved bsm;
  3737. bsm.distance = -1;
  3738. bsm.stack = selectedStack;
  3739. std::vector<BattleHex> tiles;
  3740. tiles.push_back(destination);
  3741. bsm.tilesToMove = tiles;
  3742. bsm.teleporting = true;
  3743. sendAndApply(&bsm);
  3744. break;
  3745. }
  3746. case SpellID::SUMMON_FIRE_ELEMENTAL:
  3747. case SpellID::SUMMON_EARTH_ELEMENTAL:
  3748. case SpellID::SUMMON_WATER_ELEMENTAL:
  3749. case SpellID::SUMMON_AIR_ELEMENTAL:
  3750. { //elemental summoning
  3751. CreatureID creID;
  3752. switch(spellID)
  3753. {
  3754. case SpellID::SUMMON_FIRE_ELEMENTAL:
  3755. creID = CreatureID::FIRE_ELEMENTAL;
  3756. break;
  3757. case SpellID::SUMMON_EARTH_ELEMENTAL:
  3758. creID = CreatureID::EARTH_ELEMENTAL;
  3759. break;
  3760. case SpellID::SUMMON_WATER_ELEMENTAL:
  3761. creID = CreatureID::WATER_ELEMENTAL;
  3762. break;
  3763. case SpellID::SUMMON_AIR_ELEMENTAL:
  3764. creID = CreatureID::AIR_ELEMENTAL;
  3765. break;
  3766. }
  3767. BattleStackAdded bsa;
  3768. bsa.creID = creID;
  3769. bsa.attacker = !(bool)casterSide;
  3770. bsa.summoned = true;
  3771. bsa.pos = gs->curB->getAvaliableHex(creID, !(bool)casterSide); //TODO: unify it
  3772. //TODO stack casting -> probably power will be zero; set the proper number of creatures manually
  3773. int percentBonus = caster ? caster->valOfBonuses(Bonus::SPECIFIC_SPELL_DAMAGE, spellID.toEnum()) : 0;
  3774. bsa.amount = usedSpellPower
  3775. * SpellID(spellID).toSpell()->powers[spellLvl]
  3776. * (100 + percentBonus) / 100.0; //new feature - percentage bonus
  3777. if(bsa.amount)
  3778. sendAndApply(&bsa);
  3779. else
  3780. complain("Summoning elementals didn't summon any!");
  3781. }
  3782. break;
  3783. case SpellID::CLONE:
  3784. {
  3785. const CStack * clonedStack = nullptr;
  3786. if (attackedCres.size())
  3787. clonedStack = *attackedCres.begin();
  3788. if (!clonedStack)
  3789. {
  3790. complain ("No target stack to clone!");
  3791. return;
  3792. }
  3793. BattleStackAdded bsa;
  3794. bsa.creID = clonedStack->type->idNumber;
  3795. bsa.attacker = !(bool)casterSide;
  3796. bsa.summoned = true;
  3797. bsa.pos = gs->curB->getAvaliableHex(bsa.creID, !(bool)casterSide); //TODO: unify it
  3798. bsa.amount = clonedStack->count;
  3799. sendAndApply (&bsa);
  3800. BattleSetStackProperty ssp;
  3801. ssp.stackID = gs->curB->stacks.back()->ID; //how to get recent stack?
  3802. ssp.which = BattleSetStackProperty::CLONED; //using enum values
  3803. ssp.val = 0;
  3804. ssp.absolute = 1;
  3805. sendAndApply(&ssp);
  3806. }
  3807. break;
  3808. case SpellID::REMOVE_OBSTACLE:
  3809. {
  3810. if(auto obstacleToRemove = battleGetObstacleOnPos(destination, false))
  3811. {
  3812. ObstaclesRemoved obr;
  3813. obr.obstacles.insert(obstacleToRemove->uniqueID);
  3814. sendAndApply(&obr);
  3815. }
  3816. else
  3817. complain("There's no obstacle to remove!");
  3818. }
  3819. break;
  3820. case SpellID::DEATH_STARE: //handled in a bit different way
  3821. {
  3822. for(auto & attackedCre : attackedCres)
  3823. {
  3824. if((attackedCre)->hasBonusOfType(Bonus::UNDEAD) || (attackedCre)->hasBonusOfType(Bonus::NON_LIVING)) //this creature is immune
  3825. {
  3826. sc.dmgToDisplay = 0; //TODO: handle Death Stare for multiple targets (?)
  3827. continue;
  3828. }
  3829. BattleStackAttacked bsa;
  3830. bsa.flags |= BattleStackAttacked::EFFECT;
  3831. bsa.effect = spell->mainEffectAnim; //from config\spell-Info.txt
  3832. bsa.damageAmount = usedSpellPower * (attackedCre)->valOfBonuses(Bonus::STACK_HEALTH);
  3833. bsa.stackAttacked = (attackedCre)->ID;
  3834. bsa.attackerID = -1;
  3835. (attackedCre)->prepareAttacked(bsa);
  3836. si.stacks.push_back(bsa);
  3837. }
  3838. }
  3839. break;
  3840. case SpellID::ACID_BREATH_DAMAGE: //new effect, separate from acid breath defense reduction
  3841. {
  3842. for(auto & attackedCre : attackedCres) //no immunities
  3843. {
  3844. BattleStackAttacked bsa;
  3845. bsa.flags |= BattleStackAttacked::EFFECT;
  3846. bsa.effect = spell->mainEffectAnim;
  3847. bsa.damageAmount = usedSpellPower; //damage times the number of attackers
  3848. bsa.stackAttacked = (attackedCre)->ID;
  3849. bsa.attackerID = -1;
  3850. (attackedCre)->prepareAttacked(bsa);
  3851. si.stacks.push_back(bsa);
  3852. }
  3853. }
  3854. break;
  3855. }
  3856. sendAndApply(&sc);
  3857. if(!si.stacks.empty()) //after spellcast info shows
  3858. sendAndApply(&si);
  3859. if (mode == ECastingMode::CREATURE_ACTIVE_CASTING || mode == ECastingMode::ENCHANTER_CASTING) //reduce number of casts remaining
  3860. {
  3861. BattleSetStackProperty ssp;
  3862. ssp.stackID = stack->ID;
  3863. ssp.which = BattleSetStackProperty::CASTS;
  3864. ssp.val = -1;
  3865. ssp.absolute = false;
  3866. sendAndApply(&ssp);
  3867. }
  3868. //Magic Mirror effect
  3869. if (spell->isNegative() && mode != ECastingMode::MAGIC_MIRROR && spell->level && spell->range[0] == "0") //it is actual spell and can be reflected to single target, no recurrence
  3870. {
  3871. for(auto & attackedCre : attackedCres)
  3872. {
  3873. int mirrorChance = (attackedCre)->valOfBonuses(Bonus::MAGIC_MIRROR);
  3874. if(mirrorChance > rand()%100)
  3875. {
  3876. std::vector<CStack *> mirrorTargets;
  3877. std::vector<CStack *> & battleStacks = gs->curB->stacks;
  3878. for (auto & battleStack : battleStacks)
  3879. {
  3880. if(battleStack->owner == gs->curB->sides[casterSide].color) //get enemy stacks which can be affected by this spell
  3881. {
  3882. if (!gs->curB->battleIsImmune(nullptr, spell, ECastingMode::MAGIC_MIRROR, battleStack->position))
  3883. mirrorTargets.push_back(battleStack);
  3884. }
  3885. }
  3886. if (mirrorTargets.size())
  3887. {
  3888. int targetHex = mirrorTargets[rand() % mirrorTargets.size()]->position;
  3889. handleSpellCasting(spellID, 0, targetHex, 1 - casterSide, (attackedCre)->owner, nullptr, (caster ? caster : nullptr), usedSpellPower, ECastingMode::MAGIC_MIRROR, (attackedCre));
  3890. }
  3891. }
  3892. }
  3893. }
  3894. }
  3895. bool CGameHandler::makeCustomAction( BattleAction &ba )
  3896. {
  3897. switch(ba.actionType)
  3898. {
  3899. case Battle::HERO_SPELL:
  3900. {
  3901. COMPLAIN_RET_FALSE_IF(ba.side > 1, "Side must be 0 or 1!");
  3902. const CGHeroInstance *h = gs->curB->battleGetFightingHero(ba.side);
  3903. const CGHeroInstance *secondHero = gs->curB->battleGetFightingHero(!ba.side);
  3904. if(!h)
  3905. {
  3906. logGlobal->warnStream() << "Wrong caster!";
  3907. return false;
  3908. }
  3909. if(ba.additionalInfo >= VLC->spellh->spells.size())
  3910. {
  3911. logGlobal->warnStream() << "Wrong spell id (" << ba.additionalInfo << ")!";
  3912. return false;
  3913. }
  3914. const CSpell *s = SpellID(ba.additionalInfo).toSpell();
  3915. if (s->mainEffectAnim > -1 || (s->id >= 66 || s->id <= 69) || s->id == SpellID::CLONE) //allow summon elementals
  3916. //TODO: special effects, like Clone
  3917. {
  3918. ui8 skill = h->getSpellSchoolLevel(s); //skill level
  3919. ESpellCastProblem::ESpellCastProblem escp = gs->curB->battleCanCastThisSpell(h->tempOwner, s, ECastingMode::HERO_CASTING);
  3920. if(escp != ESpellCastProblem::OK)
  3921. {
  3922. logGlobal->warnStream() << "Spell cannot be cast!";
  3923. logGlobal->warnStream() << "Problem : " << escp;
  3924. return false;
  3925. }
  3926. StartAction start_action(ba);
  3927. sendAndApply(&start_action); //start spell casting
  3928. handleSpellCasting (SpellID(ba.additionalInfo), skill, ba.destinationTile, ba.side, h->tempOwner,
  3929. h, secondHero, h->getPrimSkillLevel(PrimarySkill::SPELL_POWER),
  3930. ECastingMode::HERO_CASTING, nullptr, ba.selectedStack);
  3931. sendAndApply(&end_action);
  3932. if( !gs->curB->battleGetStackByID(gs->curB->activeStack, true))
  3933. {
  3934. battleMadeAction.setn(true);
  3935. }
  3936. checkForBattleEnd();
  3937. if(battleResult.get())
  3938. {
  3939. battleMadeAction.setn(true);
  3940. //battle will be ended by startBattle function
  3941. //endBattle(gs->curB->tile, gs->curB->heroes[0], gs->curB->heroes[1]);
  3942. }
  3943. return true;
  3944. }
  3945. else
  3946. {
  3947. logGlobal->warnStream() << "Spell " << s->name << " is not yet supported!";
  3948. return false;
  3949. }
  3950. }
  3951. }
  3952. return false;
  3953. }
  3954. void CGameHandler::stackTurnTrigger(const CStack * st)
  3955. {
  3956. BattleTriggerEffect bte;
  3957. bte.stackID = st->ID;
  3958. bte.effect = -1;
  3959. bte.val = 0;
  3960. bte.additionalInfo = 0;
  3961. if (st->alive())
  3962. {
  3963. //unbind
  3964. if (st->getEffect (SpellID::BIND))
  3965. {
  3966. bool unbind = true;
  3967. BonusList bl = *(st->getBonuses(Selector::type(Bonus::BIND_EFFECT)));
  3968. std::set<const CStack*> stacks = gs->curB-> batteAdjacentCreatures(st);
  3969. for(Bonus * b : bl)
  3970. {
  3971. const CStack * stack = gs->curB->battleGetStackByID(b->additionalInfo); //binding stack must be alive and adjacent
  3972. if (stack)
  3973. {
  3974. if (vstd::contains(stacks, stack)) //binding stack is still present
  3975. {
  3976. unbind = false;
  3977. }
  3978. }
  3979. }
  3980. if (unbind)
  3981. {
  3982. BattleSetStackProperty ssp;
  3983. ssp.which = BattleSetStackProperty::UNBIND;
  3984. ssp.stackID = st->ID;
  3985. sendAndApply(&ssp);
  3986. }
  3987. }
  3988. //regeneration
  3989. if(st->hasBonusOfType(Bonus::HP_REGENERATION))
  3990. {
  3991. bte.effect = Bonus::HP_REGENERATION;
  3992. bte.val = std::min((int)(st->MaxHealth() - st->firstHPleft), st->valOfBonuses(Bonus::HP_REGENERATION));
  3993. }
  3994. if(st->hasBonusOfType(Bonus::FULL_HP_REGENERATION))
  3995. {
  3996. bte.effect = Bonus::HP_REGENERATION;
  3997. bte.val = st->MaxHealth() - st->firstHPleft;
  3998. }
  3999. if (bte.val) //anything to heal
  4000. sendAndApply(&bte);
  4001. if(st->hasBonusOfType(Bonus::POISON))
  4002. {
  4003. const Bonus * b = st->getBonusLocalFirst(Selector::source(Bonus::SPELL_EFFECT, SpellID::POISON).And(Selector::type(Bonus::STACK_HEALTH)));
  4004. if (b) //TODO: what if not?...
  4005. {
  4006. bte.val = std::max (b->val - 10, -(st->valOfBonuses(Bonus::POISON)));
  4007. if (bte.val < b->val) //(negative) poison effect increases - update it
  4008. {
  4009. bte.effect = Bonus::POISON;
  4010. sendAndApply(&bte);
  4011. }
  4012. }
  4013. }
  4014. if (st->hasBonusOfType(Bonus::MANA_DRAIN) && !vstd::contains(st->state, EBattleStackState::DRAINED_MANA))
  4015. {
  4016. const CGHeroInstance * enemy = gs->curB->getHero(gs->curB->theOtherPlayer(st->owner));
  4017. //const CGHeroInstance * owner = gs->curB->getHero(st->owner);
  4018. if (enemy)
  4019. {
  4020. ui32 manaDrained = st->valOfBonuses(Bonus::MANA_DRAIN);
  4021. vstd::amin(manaDrained, gs->curB->battleGetFightingHero(0)->mana);
  4022. if (manaDrained)
  4023. {
  4024. bte.effect = Bonus::MANA_DRAIN;
  4025. bte.val = manaDrained;
  4026. bte.additionalInfo = enemy->id.getNum(); //for sanity
  4027. sendAndApply(&bte);
  4028. }
  4029. }
  4030. }
  4031. if (st->isLiving() && !st->hasBonusOfType(Bonus::FEARLESS))
  4032. {
  4033. bool fearsomeCreature = false;
  4034. for(CStack * stack : gs->curB->stacks)
  4035. {
  4036. if (stack->owner != st->owner && stack->alive() && stack->hasBonusOfType(Bonus::FEAR))
  4037. {
  4038. fearsomeCreature = true;
  4039. break;
  4040. }
  4041. }
  4042. if (fearsomeCreature)
  4043. {
  4044. if (rand() % 100 < 10) //fixed 10%
  4045. {
  4046. bte.effect = Bonus::FEAR;
  4047. sendAndApply(&bte);
  4048. }
  4049. }
  4050. }
  4051. BonusList bl = *(st->getBonuses(Selector::type(Bonus::ENCHANTER)));
  4052. int side = gs->curB->whatSide(st->owner);
  4053. if (bl.size() && st->casts && !gs->curB->sides[side].enchanterCounter)
  4054. {
  4055. int index = rand() % bl.size();
  4056. SpellID spellID = SpellID(bl[index]->subtype);
  4057. if (gs->curB->battleCanCastThisSpell(st->owner, SpellID(spellID).toSpell(), ECastingMode::ENCHANTER_CASTING) == ESpellCastProblem::OK) //TODO: select another available?
  4058. {
  4059. int spellLeveL = bl[index]->val; //spell level
  4060. const CGHeroInstance * enemyHero = gs->curB->getHero(gs->curB->theOtherPlayer(st->owner));
  4061. handleSpellCasting(spellID, spellLeveL, -1, side, st->owner, nullptr, enemyHero, 0, ECastingMode::ENCHANTER_CASTING, st);
  4062. BattleSetStackProperty ssp;
  4063. ssp.which = BattleSetStackProperty::ENCHANTER_COUNTER;
  4064. ssp.absolute = false;
  4065. ssp.val = bl[index]->additionalInfo; //increase cooldown counter
  4066. ssp.stackID = st->ID;
  4067. sendAndApply(&ssp);
  4068. }
  4069. }
  4070. bl = *(st->getBonuses(Selector::type(Bonus::ENCHANTED)));
  4071. for (auto b : bl)
  4072. {
  4073. SetStackEffect sse;
  4074. int val = bl.valOfBonuses (Selector::typeSubtype(b->type, b->subtype));
  4075. if (val > 3)
  4076. {
  4077. for (auto s : gs->curB->battleGetAllStacks())
  4078. {
  4079. if (st->owner == s->owner && s->isValidTarget()) //all allied
  4080. sse.stacks.push_back (s->ID);
  4081. }
  4082. }
  4083. else
  4084. sse.stacks.push_back (st->ID);
  4085. Bonus pseudoBonus;
  4086. pseudoBonus.sid = b->subtype;
  4087. pseudoBonus.val = ((val > 3) ? (val - 3) : val);
  4088. pseudoBonus.turnsRemain = 50;
  4089. st->stackEffectToFeature (sse.effect, pseudoBonus);
  4090. if (sse.effect.size())
  4091. sendAndApply (&sse);
  4092. }
  4093. }
  4094. }
  4095. void CGameHandler::handleDamageFromObstacle(const CObstacleInstance &obstacle, const CStack * curStack)
  4096. {
  4097. //we want to determine following vars depending on obstacle type
  4098. int damage = -1;
  4099. int effect = -1;
  4100. bool oneTimeObstacle = false;
  4101. //helper info
  4102. const SpellCreatedObstacle *spellObstacle = dynamic_cast<const SpellCreatedObstacle*>(&obstacle); //not nice but we may need spell params
  4103. const ui8 side = !curStack->attackerOwned; //if enemy is defending (false = 0), side of enemy hero is 1 (true)
  4104. const CGHeroInstance *hero = gs->curB->battleGetFightingHero(side);
  4105. if(obstacle.obstacleType == CObstacleInstance::MOAT)
  4106. {
  4107. damage = battleGetMoatDmg();
  4108. }
  4109. else if(obstacle.obstacleType == CObstacleInstance::LAND_MINE)
  4110. {
  4111. //You don't get hit by a Mine you can see.
  4112. if(gs->curB->battleIsObstacleVisibleForSide(obstacle, (BattlePerspective::BattlePerspective)side))
  4113. return;
  4114. oneTimeObstacle = true;
  4115. effect = 82; //makes
  4116. damage = gs->curB->calculateSpellDmg(SpellID(SpellID::LAND_MINE).toSpell(), hero, curStack,
  4117. spellObstacle->spellLevel, spellObstacle->casterSpellPower);
  4118. //TODO even if obstacle wasn't created by hero (Tower "moat") it should deal dmg as if casted by hero,
  4119. //if it is bigger than default dmg. Or is it just irrelevant H3 implementation quirk
  4120. }
  4121. else if(obstacle.obstacleType == CObstacleInstance::FIRE_WALL)
  4122. {
  4123. damage = gs->curB->calculateSpellDmg(SpellID(SpellID::FIRE_WALL).toSpell(), hero, curStack,
  4124. spellObstacle->spellLevel, spellObstacle->casterSpellPower);
  4125. }
  4126. else
  4127. {
  4128. //no other obstacle does damage to stack
  4129. return;
  4130. }
  4131. BattleStackAttacked bsa;
  4132. if(effect >= 0)
  4133. {
  4134. bsa.flags |= BattleStackAttacked::EFFECT;
  4135. bsa.effect = effect; //makes POOF
  4136. }
  4137. bsa.damageAmount = damage;
  4138. bsa.stackAttacked = curStack->ID;
  4139. bsa.attackerID = -1;
  4140. curStack->prepareAttacked(bsa);
  4141. StacksInjured si;
  4142. si.stacks.push_back(bsa);
  4143. sendAndApply(&si);
  4144. if(oneTimeObstacle)
  4145. removeObstacle(obstacle);
  4146. }
  4147. void CGameHandler::handleTimeEvents()
  4148. {
  4149. gs->map->events.sort(evntCmp);
  4150. while(gs->map->events.size() && gs->map->events.front().firstOccurence+1 == gs->day)
  4151. {
  4152. CMapEvent ev = gs->map->events.front();
  4153. for(int player = 0; player < PlayerColor::PLAYER_LIMIT_I; player++)
  4154. {
  4155. PlayerState *pinfo = gs->getPlayer(PlayerColor(player));
  4156. if( pinfo //player exists
  4157. && (ev.players & 1<<player) //event is enabled to this player
  4158. && ((ev.computerAffected && !pinfo->human)
  4159. || (ev.humanAffected && pinfo->human)
  4160. )
  4161. )
  4162. {
  4163. //give resources
  4164. SetResources sr;
  4165. sr.player = PlayerColor(player);
  4166. sr.res = pinfo->resources + ev.resources;
  4167. //prepare dialog
  4168. InfoWindow iw;
  4169. iw.player = PlayerColor(player);
  4170. iw.text << ev.message;
  4171. for (int i=0; i<ev.resources.size(); i++)
  4172. {
  4173. if(ev.resources[i]) //if resource is changed, we add it to the dialog
  4174. iw.components.push_back(Component(Component::RESOURCE,i,ev.resources[i],0));
  4175. }
  4176. if (iw.components.size())
  4177. {
  4178. sr.res.amax(0); // If removing too much resources, adjust the amount so the total doesn't become negative.
  4179. sendAndApply(&sr); //update player resources if changed
  4180. }
  4181. sendAndApply(&iw); //show dialog
  4182. }
  4183. } //PLAYERS LOOP
  4184. if(ev.nextOccurence)
  4185. {
  4186. gs->map->events.pop_front();
  4187. ev.firstOccurence += ev.nextOccurence;
  4188. auto it = gs->map->events.begin();
  4189. while ( it !=gs->map->events.end() && it->earlierThanOrEqual(ev))
  4190. it++;
  4191. gs->map->events.insert(it, ev);
  4192. }
  4193. else
  4194. {
  4195. gs->map->events.pop_front();
  4196. }
  4197. }
  4198. //TODO send only if changed
  4199. UpdateMapEvents ume;
  4200. ume.events = gs->map->events;
  4201. sendAndApply(&ume);
  4202. }
  4203. void CGameHandler::handleTownEvents(CGTownInstance * town, NewTurn &n)
  4204. {
  4205. town->events.sort(evntCmp);
  4206. while(town->events.size() && town->events.front().firstOccurence == gs->day)
  4207. {
  4208. PlayerColor player = town->tempOwner;
  4209. CCastleEvent ev = town->events.front();
  4210. PlayerState *pinfo = gs->getPlayer(player);
  4211. if( pinfo //player exists
  4212. && (ev.players & 1<<player.getNum()) //event is enabled to this player
  4213. && ((ev.computerAffected && !pinfo->human)
  4214. || (ev.humanAffected && pinfo->human) ) )
  4215. {
  4216. // dialog
  4217. InfoWindow iw;
  4218. iw.player = player;
  4219. iw.text << ev.message;
  4220. if(ev.resources.nonZero())
  4221. {
  4222. TResources was = n.res[player];
  4223. n.res[player] += ev.resources;
  4224. n.res[player].amax(0);
  4225. for (int i=0; i<ev.resources.size(); i++)
  4226. if(ev.resources[i] && pinfo->resources[i] != n.res[player][i]) //if resource had changed, we add it to the dialog
  4227. iw.components.push_back(Component(Component::RESOURCE,i,n.res[player][i]-was[i],0));
  4228. }
  4229. for(auto & i : ev.buildings)
  4230. {
  4231. if ( town->hasBuilt(i))
  4232. {
  4233. buildStructure(town->id, i, true);
  4234. iw.components.push_back(Component(Component::BUILDING, town->subID, i, 0));
  4235. }
  4236. }
  4237. if (!ev.creatures.empty() && !vstd::contains(n.cres, town->id))
  4238. {
  4239. n.cres[town->id].tid = town->id;
  4240. n.cres[town->id].creatures = town->creatures;
  4241. }
  4242. auto & sac = n.cres[town->id];
  4243. for(si32 i=0;i<ev.creatures.size();i++) //creature growths
  4244. {
  4245. if(town->creatureDwellingLevel(i) >= 0 && ev.creatures[i])//there is dwelling
  4246. {
  4247. sac.creatures[i].first += ev.creatures[i];
  4248. iw.components.push_back(Component(Component::CREATURE,
  4249. town->creatures[i].second.back(), ev.creatures[i], 0));
  4250. }
  4251. }
  4252. sendAndApply(&iw); //show dialog
  4253. }
  4254. if(ev.nextOccurence)
  4255. {
  4256. town->events.pop_front();
  4257. ev.firstOccurence += ev.nextOccurence;
  4258. auto it = town->events.begin();
  4259. while ( it != town->events.end() && it->earlierThanOrEqual(ev))
  4260. it++;
  4261. town->events.insert(it, ev);
  4262. }
  4263. else
  4264. {
  4265. town->events.pop_front();
  4266. }
  4267. }
  4268. //TODO send only if changed
  4269. UpdateCastleEvents uce;
  4270. uce.town = town->id;
  4271. uce.events = town->events;
  4272. sendAndApply(&uce);
  4273. }
  4274. bool CGameHandler::complain( const std::string &problem )
  4275. {
  4276. sendMessageToAll("Server encountered a problem: " + problem);
  4277. logGlobal->errorStream() << problem;
  4278. return true;
  4279. }
  4280. void CGameHandler::showGarrisonDialog( ObjectInstanceID upobj, ObjectInstanceID hid, bool removableUnits)
  4281. {
  4282. //PlayerColor player = getOwner(hid);
  4283. auto upperArmy = dynamic_cast<const CArmedInstance*>(getObj(upobj));
  4284. auto lowerArmy = dynamic_cast<const CArmedInstance*>(getObj(hid));
  4285. assert(lowerArmy);
  4286. assert(upperArmy);
  4287. auto garrisonQuery = make_shared<CGarrisonDialogQuery>(upperArmy, lowerArmy);
  4288. queries.addQuery(garrisonQuery);
  4289. GarrisonDialog gd;
  4290. gd.hid = hid;
  4291. gd.objid = upobj;
  4292. gd.removableUnits = removableUnits;
  4293. gd.queryID = garrisonQuery->queryID;
  4294. sendAndApply(&gd);
  4295. }
  4296. void CGameHandler::showThievesGuildWindow(PlayerColor player, ObjectInstanceID requestingObjId)
  4297. {
  4298. OpenWindow ow;
  4299. ow.window = OpenWindow::THIEVES_GUILD;
  4300. ow.id1 = player.getNum();
  4301. ow.id2 = requestingObjId.getNum();
  4302. sendAndApply(&ow);
  4303. }
  4304. bool CGameHandler::isAllowedExchange( ObjectInstanceID id1, ObjectInstanceID id2 )
  4305. {
  4306. if(id1 == id2)
  4307. return true;
  4308. const CGObjectInstance *o1 = getObj(id1), *o2 = getObj(id2);
  4309. if(!o1 || !o2)
  4310. return true; //arranging stacks within an object should be always allowed
  4311. if (o1 && o2)
  4312. {
  4313. if(o1->ID == Obj::TOWN)
  4314. {
  4315. const CGTownInstance *t = static_cast<const CGTownInstance*>(o1);
  4316. if(t->visitingHero == o2 || t->garrisonHero == o2)
  4317. return true;
  4318. }
  4319. if(o2->ID == Obj::TOWN)
  4320. {
  4321. const CGTownInstance *t = static_cast<const CGTownInstance*>(o2);
  4322. if(t->visitingHero == o1 || t->garrisonHero == o1)
  4323. return true;
  4324. }
  4325. if (o1->ID == Obj::HERO && o2->ID == Obj::HERO)
  4326. {
  4327. const CGHeroInstance *h1 = static_cast<const CGHeroInstance*>(o1);
  4328. const CGHeroInstance *h2 = static_cast<const CGHeroInstance*>(o2);
  4329. // two heroes in same town (garrisoned and visiting)
  4330. if (h1->visitedTown != nullptr && h2->visitedTown != nullptr && h1->visitedTown == h2->visitedTown)
  4331. return true;
  4332. }
  4333. //Ongoing garrison exchange
  4334. if(auto dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries.topQuery(o1->tempOwner)))
  4335. {
  4336. if(dialog->exchangingArmies[0] == o1 && dialog->exchangingArmies[1] == o2)
  4337. return true;
  4338. if(dialog->exchangingArmies[1] == o1 && dialog->exchangingArmies[0] == o2)
  4339. return true;
  4340. }
  4341. }
  4342. return false;
  4343. }
  4344. void CGameHandler::objectVisited( const CGObjectInstance * obj, const CGHeroInstance * h )
  4345. {
  4346. logGlobal->traceStream() << h->nodeName() << " visits " << obj->getHoverText();
  4347. auto visitQuery = make_shared<CObjectVisitQuery>(obj, h, obj->visitablePos());
  4348. queries.addQuery(visitQuery); //TODO real visit pos
  4349. HeroVisit hv;
  4350. hv.obj = obj;
  4351. hv.hero = h;
  4352. hv.player = h->tempOwner;
  4353. hv.starting = true;
  4354. sendAndApply(&hv);
  4355. obj->onHeroVisit(h);
  4356. queries.popIfTop(visitQuery); //visit ends here if no queries were created
  4357. }
  4358. void CGameHandler::objectVisitEnded(const CObjectVisitQuery &query)
  4359. {
  4360. logGlobal->traceStream() << query.visitingHero->nodeName() << " visit ends.\n";
  4361. HeroVisit hv;
  4362. hv.player = query.players.front();
  4363. hv.obj = nullptr; //not necessary, moreover may have been deleted in the meantime
  4364. hv.hero = query.visitingHero;
  4365. assert(hv.hero);
  4366. hv.starting = false;
  4367. sendAndApply(&hv);
  4368. }
  4369. bool CGameHandler::buildBoat( ObjectInstanceID objid )
  4370. {
  4371. const IShipyard *obj = IShipyard::castFrom(getObj(objid));
  4372. if(obj->shipyardStatus() != IBoatGenerator::GOOD)
  4373. {
  4374. complain("Cannot build boat in this shipyard!");
  4375. return false;
  4376. }
  4377. else if(obj->o->ID == Obj::TOWN
  4378. && !static_cast<const CGTownInstance*>(obj)->hasBuilt(BuildingID::SHIPYARD))
  4379. {
  4380. complain("Cannot build boat in the town - no shipyard!");
  4381. return false;
  4382. }
  4383. const PlayerColor playerID = obj->o->tempOwner;
  4384. TResources boatCost;
  4385. obj->getBoatCost(boatCost);
  4386. TResources aviable = gs->getPlayer(playerID)->resources;
  4387. if (!aviable.canAfford(boatCost))
  4388. {
  4389. complain("Not enough resources to build a boat!");
  4390. return false;
  4391. }
  4392. int3 tile = obj->bestLocation();
  4393. if(!gs->map->isInTheMap(tile))
  4394. {
  4395. complain("Cannot find appropriate tile for a boat!");
  4396. return false;
  4397. }
  4398. //take boat cost
  4399. SetResources sr;
  4400. sr.player = playerID;
  4401. sr.res = (aviable - boatCost);
  4402. sendAndApply(&sr);
  4403. //create boat
  4404. NewObject no;
  4405. no.ID = Obj::BOAT;
  4406. no.subID = obj->getBoatType();
  4407. no.pos = tile + int3(1,0,0);
  4408. sendAndApply(&no);
  4409. return true;
  4410. }
  4411. void CGameHandler::engageIntoBattle( PlayerColor player )
  4412. {
  4413. //notify interfaces
  4414. PlayerBlocked pb;
  4415. pb.player = player;
  4416. pb.reason = PlayerBlocked::UPCOMING_BATTLE;
  4417. pb.startOrEnd = PlayerBlocked::BLOCKADE_STARTED;
  4418. sendAndApply(&pb);
  4419. }
  4420. void CGameHandler::winLoseHandle(ui8 players )
  4421. {
  4422. for(size_t i = 0; i < PlayerColor::PLAYER_LIMIT_I; i++)
  4423. {
  4424. if(players & 1<<i && gs->getPlayer(PlayerColor(i)))
  4425. {
  4426. checkLossVictory(PlayerColor(i));
  4427. }
  4428. }
  4429. }
  4430. void CGameHandler::checkLossVictory( PlayerColor player )
  4431. {
  4432. const PlayerState *p = gs->getPlayer(player);
  4433. if(p->status) //player already won / lost
  4434. return;
  4435. int loss = gs->lossCheck(player);
  4436. int vic = gs->victoryCheck(player);
  4437. if(!loss && !vic)
  4438. return;
  4439. InfoWindow iw;
  4440. getLossVicMessage(player, vic ? vic : loss , vic, iw);
  4441. sendAndApply(&iw);
  4442. PlayerEndsGame peg;
  4443. peg.player = player;
  4444. peg.victory = vic;
  4445. sendAndApply(&peg);
  4446. if(vic) //one player won -> all enemies lost
  4447. {
  4448. iw.text.localStrings.front().second++; //message about losing because enemy won first is just after victory message
  4449. for (auto i = gs->players.cbegin(); i!=gs->players.cend(); i++)
  4450. {
  4451. if(i->first < PlayerColor::PLAYER_LIMIT && i->first != player)//FIXME: skip already eliminated players?
  4452. {
  4453. iw.player = i->first;
  4454. sendAndApply(&iw);
  4455. peg.player = i->first;
  4456. peg.victory = gameState()->getPlayerRelations(player, i->first) == PlayerRelations::ALLIES; // ally of winner
  4457. sendAndApply(&peg);
  4458. }
  4459. }
  4460. }
  4461. else //player lost -> all his objects become unflagged (neutral)
  4462. {
  4463. auto hlp = p->heroes;
  4464. for (auto i = hlp.cbegin(); i != hlp.cend(); i++) //eliminate heroes
  4465. removeObject(*i);
  4466. for (auto i = gs->map->objects.cbegin(); i != gs->map->objects.cend(); i++) //unflag objs
  4467. {
  4468. if(*i && (*i)->tempOwner == player)
  4469. setOwner(*i,PlayerColor::NEUTRAL);
  4470. }
  4471. //eliminating one player may cause victory of another:
  4472. winLoseHandle(GameConstants::ALL_PLAYERS & ~(1<<player.getNum()));
  4473. }
  4474. if(vic && p->human)
  4475. {
  4476. end2 = true;
  4477. if(gs->scenarioOps->campState)
  4478. {
  4479. std::vector<CGHeroInstance *> hes;
  4480. for(CGHeroInstance * ghi : gs->map->heroesOnMap)
  4481. {
  4482. if (ghi->tempOwner == player)
  4483. {
  4484. hes.push_back(ghi);
  4485. }
  4486. }
  4487. gs->scenarioOps->campState->mapConquered(hes);
  4488. //Request clients to change connection mode
  4489. PrepareForAdvancingCampaign pfac;
  4490. sendAndApply(&pfac);
  4491. //Change connection mode
  4492. if(getPlayer(player)->human && getStartInfo()->campState)
  4493. {
  4494. for(auto connection : conns)
  4495. connection->prepareForSendingHeroes();
  4496. }
  4497. UpdateCampaignState ucs;
  4498. ucs.camp = gs->scenarioOps->campState;
  4499. sendAndApply(&ucs);
  4500. }
  4501. }
  4502. //If player making turn has lost his turn must be over as well
  4503. if(gs->getPlayer(gs->currentPlayer)->status != EPlayerStatus::INGAME)
  4504. {
  4505. states.setFlag(gs->currentPlayer, &PlayerStatus::makingTurn, false);
  4506. }
  4507. }
  4508. void CGameHandler::getLossVicMessage( PlayerColor player, si8 standard, bool victory, InfoWindow &out ) const
  4509. {
  4510. // const PlayerState *p = gs->getPlayer(player);
  4511. // if(!p->human)
  4512. // return; //AI doesn't need text info of loss
  4513. out.player = player;
  4514. if(victory)
  4515. {
  4516. if(standard > 0) //not std loss
  4517. {
  4518. switch(gs->map->victoryCondition.condition)
  4519. {
  4520. case EVictoryConditionType::ARTIFACT:
  4521. out.text.addTxt(MetaString::GENERAL_TXT, 280); //Congratulations! You have found the %s, and can claim victory!
  4522. out.text.addReplacement(MetaString::ART_NAMES,gs->map->victoryCondition.objectId); //artifact name
  4523. break;
  4524. case EVictoryConditionType::GATHERTROOP:
  4525. 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!
  4526. out.text.addReplacement(gs->map->victoryCondition.count);
  4527. out.text.addReplacement(MetaString::CRE_PL_NAMES, gs->map->victoryCondition.objectId);
  4528. break;
  4529. case EVictoryConditionType::GATHERRESOURCE:
  4530. out.text.addTxt(MetaString::GENERAL_TXT, 278); //Congratulations! You have collected over %d %s in your treasury. Victory is yours!
  4531. out.text.addReplacement(gs->map->victoryCondition.count);
  4532. out.text.addReplacement(MetaString::RES_NAMES, gs->map->victoryCondition.objectId);
  4533. break;
  4534. case EVictoryConditionType::BUILDCITY:
  4535. out.text.addTxt(MetaString::GENERAL_TXT, 282); //Congratulations! You have successfully upgraded your town, and can claim victory!
  4536. break;
  4537. case EVictoryConditionType::BUILDGRAIL:
  4538. out.text.addTxt(MetaString::GENERAL_TXT, 284); //Congratulations! You have constructed a permanent home for the Grail, and can claim victory!
  4539. break;
  4540. case EVictoryConditionType::BEATHERO:
  4541. {
  4542. out.text.addTxt(MetaString::GENERAL_TXT, 252); //Congratulations! You have completed your quest to defeat the enemy hero %s. Victory is yours!
  4543. const CGHeroInstance *h = dynamic_cast<const CGHeroInstance*>(gs->map->victoryCondition.obj);
  4544. assert(h);
  4545. out.text.addReplacement(h->name);
  4546. }
  4547. break;
  4548. case EVictoryConditionType::CAPTURECITY:
  4549. {
  4550. out.text.addTxt(MetaString::GENERAL_TXT, 249); //Congratulations! You captured %s, and are victorious!
  4551. const CGTownInstance *t = dynamic_cast<const CGTownInstance*>(gs->map->victoryCondition.obj);
  4552. assert(t);
  4553. out.text.addReplacement(t->name);
  4554. }
  4555. break;
  4556. case EVictoryConditionType::BEATMONSTER:
  4557. out.text.addTxt(MetaString::GENERAL_TXT, 286); //Congratulations! You have completed your quest to kill the fearsome beast, and can claim victory!
  4558. break;
  4559. case EVictoryConditionType::TAKEDWELLINGS:
  4560. out.text.addTxt(MetaString::GENERAL_TXT, 288); //Congratulations! Your flag flies on the dwelling of every creature. Victory is yours!
  4561. break;
  4562. case EVictoryConditionType::TAKEMINES:
  4563. out.text.addTxt(MetaString::GENERAL_TXT, 290); //Congratulations! Your flag flies on every mine. Victory is yours!
  4564. break;
  4565. case EVictoryConditionType::TRANSPORTITEM:
  4566. out.text.addTxt(MetaString::GENERAL_TXT, 292); //Congratulations! You have reached your destination, precious cargo intact, and can claim victory!
  4567. break;
  4568. }
  4569. }
  4570. else
  4571. {
  4572. out.text.addTxt(MetaString::GENERAL_TXT, 659); //Congratulations! You have reached your destination, precious cargo intact, and can claim victory!
  4573. }
  4574. }
  4575. else
  4576. {
  4577. if(standard > 0) //not std loss
  4578. {
  4579. switch(gs->map->lossCondition.typeOfLossCon)
  4580. {
  4581. case ELossConditionType::LOSSCASTLE:
  4582. {
  4583. out.text.addTxt(MetaString::GENERAL_TXT, 251); //The town of %s has fallen - all is lost!
  4584. const CGTownInstance *t = dynamic_cast<const CGTownInstance*>(gs->map->lossCondition.obj);
  4585. assert(t);
  4586. out.text.addReplacement(t->name);
  4587. }
  4588. break;
  4589. case ELossConditionType::LOSSHERO:
  4590. {
  4591. out.text.addTxt(MetaString::GENERAL_TXT, 253); //The hero, %s, has suffered defeat - your quest is over!
  4592. const CGHeroInstance *h = dynamic_cast<const CGHeroInstance*>(gs->map->lossCondition.obj);
  4593. assert(h);
  4594. out.text.addReplacement(h->name);
  4595. }
  4596. break;
  4597. case ELossConditionType::TIMEEXPIRES:
  4598. out.text.addTxt(MetaString::GENERAL_TXT, 254); //Alas, time has run out on your quest. All is lost.
  4599. break;
  4600. }
  4601. }
  4602. else if(standard == 2)
  4603. {
  4604. out.text.addTxt(MetaString::GENERAL_TXT, 7);//%s, your heroes abandon you, and you are banished from this land.
  4605. out.text.addReplacement(MetaString::COLOR, player.getNum());
  4606. out.components.push_back(Component(Component::FLAG, player.getNum(), 0, 0));
  4607. }
  4608. else //lost all towns and heroes
  4609. {
  4610. out.text.addTxt(MetaString::GENERAL_TXT, 660); //All your forces have been defeated, and you are banished from this land!
  4611. }
  4612. }
  4613. }
  4614. bool CGameHandler::dig( const CGHeroInstance *h )
  4615. {
  4616. for (auto i = gs->map->objects.cbegin(); i != gs->map->objects.cend(); i++) //unflag objs
  4617. {
  4618. if(*i && (*i)->ID == Obj::HOLE && (*i)->pos == h->getPosition())
  4619. {
  4620. complain("Cannot dig - there is already a hole under the hero!");
  4621. return false;
  4622. }
  4623. }
  4624. if(h->diggingStatus() != CGHeroInstance::CAN_DIG) //checks for terrain and movement
  4625. COMPLAIN_RETF("Hero cannot dig (error code %d)!", h->diggingStatus());
  4626. //create a hole
  4627. NewObject no;
  4628. no.ID = Obj::HOLE;
  4629. no.pos = h->getPosition();
  4630. no.subID = getTile(no.pos)->terType;
  4631. sendAndApply(&no);
  4632. //take MPs
  4633. SetMovePoints smp;
  4634. smp.hid = h->id;
  4635. smp.val = 0;
  4636. sendAndApply(&smp);
  4637. InfoWindow iw;
  4638. iw.player = h->tempOwner;
  4639. if(gs->map->grailPos == h->getPosition())
  4640. {
  4641. iw.text.addTxt(MetaString::GENERAL_TXT, 58); //"Congratulations! After spending many hours digging here, your hero has uncovered the "
  4642. iw.text.addTxt(MetaString::ART_NAMES, 2);
  4643. iw.soundID = soundBase::ULTIMATEARTIFACT;
  4644. giveHeroNewArtifact(h, VLC->arth->artifacts[2], ArtifactPosition::PRE_FIRST); //give grail
  4645. sendAndApply(&iw);
  4646. iw.soundID = soundBase::invalid;
  4647. iw.text.clear();
  4648. iw.text.addTxt(MetaString::ART_DESCR, 2);
  4649. sendAndApply(&iw);
  4650. }
  4651. else
  4652. {
  4653. iw.text.addTxt(MetaString::GENERAL_TXT, 59); //"Nothing here. \n Where could it be?"
  4654. iw.soundID = soundBase::Dig;
  4655. sendAndApply(&iw);
  4656. }
  4657. return true;
  4658. }
  4659. void CGameHandler::attackCasting(const BattleAttack & bat, Bonus::BonusType attackMode, const CStack * attacker)
  4660. {
  4661. if(attacker->hasBonusOfType(attackMode))
  4662. {
  4663. std::set<SpellID> spellsToCast;
  4664. TBonusListPtr spells = attacker->getBonuses(Selector::type(attackMode));
  4665. for(const Bonus *sf : *spells)
  4666. {
  4667. spellsToCast.insert (SpellID(sf->subtype));
  4668. }
  4669. for(SpellID spellID : spellsToCast)
  4670. {
  4671. const CStack * oneOfAttacked = nullptr;
  4672. for (auto & elem : bat.bsa)
  4673. {
  4674. if (elem.newAmount > 0 && !elem.isSecondary()) //apply effects only to first target stack if it's alive
  4675. {
  4676. oneOfAttacked = gs->curB->battleGetStackByID(elem.stackAttacked);
  4677. break;
  4678. }
  4679. }
  4680. bool castMe = false;
  4681. int meleeRanged;
  4682. if(oneOfAttacked == nullptr) //all attacked creatures have been killed
  4683. return;
  4684. int spellLevel = 0;
  4685. TBonusListPtr spellsByType = attacker->getBonuses(Selector::typeSubtype(attackMode, spellID));
  4686. for(const Bonus *sf : *spellsByType)
  4687. {
  4688. vstd::amax(spellLevel, sf->additionalInfo % 1000); //pick highest level
  4689. meleeRanged = sf->additionalInfo / 1000;
  4690. if (meleeRanged == 0 || (meleeRanged == 1 && bat.shot()) || (meleeRanged == 2 && !bat.shot()))
  4691. castMe = true;
  4692. }
  4693. int chance = attacker->valOfBonuses((Selector::typeSubtype(attackMode, spellID)));
  4694. vstd::amin (chance, 100);
  4695. int destination = oneOfAttacked->position;
  4696. const CSpell * spell = SpellID(spellID).toSpell();
  4697. if(gs->curB->battleCanCastThisSpellHere(attacker->owner, spell, ECastingMode::AFTER_ATTACK_CASTING, oneOfAttacked->position) != ESpellCastProblem::OK)
  4698. continue;
  4699. //check if spell should be casted (probability handling)
  4700. if(rand()%100 >= chance)
  4701. continue;
  4702. //casting //TODO: check if spell can be blocked or target is immune
  4703. if (castMe) //stacks use 0 spell power. If needed, default = 3 or custom value is used
  4704. handleSpellCasting(spellID, spellLevel, destination, !attacker->attackerOwned, attacker->owner, nullptr, nullptr, 0, ECastingMode::AFTER_ATTACK_CASTING, attacker);
  4705. }
  4706. }
  4707. }
  4708. void CGameHandler::handleAttackBeforeCasting (const BattleAttack & bat)
  4709. {
  4710. const CStack * attacker = gs->curB->battleGetStackByID(bat.stackAttacking);
  4711. attackCasting(bat, Bonus::SPELL_BEFORE_ATTACK, attacker); //no detah stare / acid bretah needed?
  4712. }
  4713. void CGameHandler::handleAfterAttackCasting( const BattleAttack & bat )
  4714. {
  4715. const CStack * attacker = gs->curB->battleGetStackByID(bat.stackAttacking);
  4716. if (!attacker) //could be already dead
  4717. return;
  4718. attackCasting(bat, Bonus::SPELL_AFTER_ATTACK, attacker);
  4719. if(bat.bsa[0].newAmount <= 0)
  4720. {
  4721. //don't try death stare or acid breath on dead stack (crash!)
  4722. return;
  4723. }
  4724. if (attacker->hasBonusOfType(Bonus::DEATH_STARE) && bat.bsa.size())
  4725. {
  4726. // mechanics of Death Stare as in H3:
  4727. // each gorgon have 10% chance to kill (counted separately in H3) -> binomial distribution
  4728. //original formula x = min(x, (gorgons_count + 9)/10);
  4729. double chanceToKill = attacker->valOfBonuses(Bonus::DEATH_STARE, 0) / 100.0f;
  4730. vstd::amin(chanceToKill, 1); //cap at 100%
  4731. std::binomial_distribution<> distr(attacker->count, chanceToKill);
  4732. std::mt19937 rng(rand());
  4733. int staredCreatures = distr(rng);
  4734. double cap = 1 / std::max(chanceToKill, (double)(0.01));//don't divide by 0
  4735. int maxToKill = (attacker->count + cap - 1) / cap; //not much more than chance * count
  4736. vstd::amin(staredCreatures, maxToKill);
  4737. staredCreatures += (attacker->level() * attacker->valOfBonuses(Bonus::DEATH_STARE, 1)) / gs->curB->battleGetStackByID(bat.bsa[0].stackAttacked)->level();
  4738. if (staredCreatures)
  4739. {
  4740. if (bat.bsa[0].newAmount > 0) //TODO: death stare was not originally available for multiple-hex attacks, but...
  4741. handleSpellCasting(SpellID::DEATH_STARE, 0, gs->curB->battleGetStackByID(bat.bsa[0].stackAttacked)->position,
  4742. !attacker->attackerOwned, attacker->owner, nullptr, nullptr, staredCreatures, ECastingMode::AFTER_ATTACK_CASTING, attacker);
  4743. }
  4744. }
  4745. int acidDamage = 0;
  4746. TBonusListPtr acidBreath = attacker->getBonuses(Selector::type(Bonus::ACID_BREATH));
  4747. for(const Bonus *b : *acidBreath)
  4748. {
  4749. if (b->additionalInfo > rand()%100)
  4750. acidDamage += b->val;
  4751. }
  4752. if (acidDamage)
  4753. {
  4754. handleSpellCasting(SpellID::ACID_BREATH_DAMAGE, 0, gs->curB->battleGetStackByID(bat.bsa[0].stackAttacked)->position,
  4755. !attacker->attackerOwned, attacker->owner, nullptr, nullptr,
  4756. acidDamage * attacker->count, ECastingMode::AFTER_ATTACK_CASTING, attacker);
  4757. }
  4758. }
  4759. bool CGameHandler::castSpell(const CGHeroInstance *h, SpellID spellID, const int3 &pos)
  4760. {
  4761. const CSpell *s = spellID.toSpell();
  4762. int cost = h->getSpellCost(s);
  4763. int schoolLevel = h->getSpellSchoolLevel(s);
  4764. if(!h->canCastThisSpell(s))
  4765. COMPLAIN_RET("Hero cannot cast this spell!");
  4766. if(h->mana < cost)
  4767. COMPLAIN_RET("Hero doesn't have enough spell points to cast this spell!");
  4768. if(s->combatSpell)
  4769. COMPLAIN_RET("This function can be used only for adventure map spells!");
  4770. AdvmapSpellCast asc;
  4771. asc.caster = h;
  4772. asc.spellID = spellID;
  4773. sendAndApply(&asc);
  4774. switch(spellID)
  4775. {
  4776. case SpellID::SUMMON_BOAT:
  4777. {
  4778. //check if spell works at all
  4779. if(rand() % 100 >= s->powers[schoolLevel]) //power is % chance of success
  4780. {
  4781. InfoWindow iw;
  4782. iw.player = h->tempOwner;
  4783. iw.text.addTxt(MetaString::GENERAL_TXT, 336); //%s tried to summon a boat, but failed.
  4784. iw.text.addReplacement(h->name);
  4785. sendAndApply(&iw);
  4786. break;
  4787. }
  4788. //try to find unoccupied boat to summon
  4789. const CGBoat *nearest = nullptr;
  4790. double dist = 0;
  4791. int3 summonPos = h->bestLocation();
  4792. if(summonPos.x < 0)
  4793. COMPLAIN_RET("There is no water tile available!");
  4794. for(const CGObjectInstance *obj : gs->map->objects)
  4795. {
  4796. if(obj && obj->ID == Obj::BOAT)
  4797. {
  4798. const CGBoat *b = static_cast<const CGBoat*>(obj);
  4799. if(b->hero) continue; //we're looking for unoccupied boat
  4800. double nDist = distance(b->pos, h->getPosition());
  4801. if(!nearest || nDist < dist) //it's first boat or closer than previous
  4802. {
  4803. nearest = b;
  4804. dist = nDist;
  4805. }
  4806. }
  4807. }
  4808. if(nearest) //we found boat to summon
  4809. {
  4810. ChangeObjPos cop;
  4811. cop.objid = nearest->id;
  4812. cop.nPos = summonPos + int3(1,0,0);;
  4813. cop.flags = 1;
  4814. sendAndApply(&cop);
  4815. }
  4816. else if(schoolLevel < 2) //none or basic level -> cannot create boat :(
  4817. {
  4818. InfoWindow iw;
  4819. iw.player = h->tempOwner;
  4820. iw.text.addTxt(MetaString::GENERAL_TXT, 335); //There are no boats to summon.
  4821. sendAndApply(&iw);
  4822. }
  4823. else //create boat
  4824. {
  4825. NewObject no;
  4826. no.ID = Obj::BOAT;
  4827. no.subID = h->getBoatType();
  4828. no.pos = summonPos + int3(1,0,0);;
  4829. sendAndApply(&no);
  4830. }
  4831. break;
  4832. }
  4833. case SpellID::SCUTTLE_BOAT:
  4834. {
  4835. //check if spell works at all
  4836. if(rand() % 100 >= s->powers[schoolLevel]) //power is % chance of success
  4837. {
  4838. InfoWindow iw;
  4839. iw.player = h->tempOwner;
  4840. iw.text.addTxt(MetaString::GENERAL_TXT, 337); //%s tried to scuttle the boat, but failed
  4841. iw.text.addReplacement(h->name);
  4842. sendAndApply(&iw);
  4843. break;
  4844. }
  4845. if(!gs->map->isInTheMap(pos))
  4846. COMPLAIN_RET("Invalid dst tile for scuttle!");
  4847. //TODO: test range, visibility
  4848. const TerrainTile *t = &gs->map->getTile(pos);
  4849. if(!t->visitableObjects.size() || t->visitableObjects.back()->ID != Obj::BOAT)
  4850. COMPLAIN_RET("There is no boat to scuttle!");
  4851. RemoveObject ro;
  4852. ro.id = t->visitableObjects.back()->id;
  4853. sendAndApply(&ro);
  4854. break;
  4855. }
  4856. case SpellID::DIMENSION_DOOR:
  4857. {
  4858. const TerrainTile *dest = getTile(pos);
  4859. const TerrainTile *curr = getTile(h->getSightCenter());
  4860. if(!dest)
  4861. COMPLAIN_RET("Destination tile doesn't exist!");
  4862. if(!h->movement)
  4863. COMPLAIN_RET("Hero needs movement points to cast Dimension Door!");
  4864. if(h->getBonusesCount(Bonus::SPELL_EFFECT, SpellID::DIMENSION_DOOR) >= s->powers[schoolLevel]) //limit casts per turn
  4865. {
  4866. InfoWindow iw;
  4867. iw.player = h->tempOwner;
  4868. iw.text.addTxt(MetaString::GENERAL_TXT, 338); //%s is not skilled enough to cast this spell again today.
  4869. iw.text.addReplacement(h->name);
  4870. sendAndApply(&iw);
  4871. break;
  4872. }
  4873. GiveBonus gb;
  4874. gb.id = h->id.getNum();
  4875. gb.bonus = Bonus(Bonus::ONE_DAY, Bonus::NONE, Bonus::SPELL_EFFECT, 0, SpellID::DIMENSION_DOOR);
  4876. sendAndApply(&gb);
  4877. if(!dest->isClear(curr)) //wrong dest tile
  4878. {
  4879. InfoWindow iw;
  4880. iw.player = h->tempOwner;
  4881. iw.text.addTxt(MetaString::GENERAL_TXT, 70); //Dimension Door failed!
  4882. sendAndApply(&iw);
  4883. break;
  4884. }
  4885. if (moveHero(h->id, pos + h->getVisitableOffset(), true))
  4886. {
  4887. SetMovePoints smp;
  4888. smp.hid = h->id;
  4889. smp.val = std::max<ui32>(0, h->movement - 300);
  4890. sendAndApply(&smp);
  4891. }
  4892. }
  4893. break;
  4894. case SpellID::FLY:
  4895. {
  4896. int subtype = schoolLevel >= 2 ? 1 : 2; //adv or expert
  4897. GiveBonus gb;
  4898. gb.id = h->id.getNum();
  4899. gb.bonus = Bonus(Bonus::ONE_DAY, Bonus::FLYING_MOVEMENT, Bonus::SPELL_EFFECT, 0, SpellID::FLY, subtype);
  4900. sendAndApply(&gb);
  4901. }
  4902. break;
  4903. case SpellID::WATER_WALK:
  4904. {
  4905. int subtype = schoolLevel >= 2 ? 1 : 2; //adv or expert
  4906. GiveBonus gb;
  4907. gb.id = h->id.getNum();
  4908. gb.bonus = Bonus(Bonus::ONE_DAY, Bonus::WATER_WALKING, Bonus::SPELL_EFFECT, 0, SpellID::WATER_WALK, subtype);
  4909. sendAndApply(&gb);
  4910. }
  4911. break;
  4912. case SpellID::TOWN_PORTAL:
  4913. {
  4914. if (!gs->map->isInTheMap(pos))
  4915. COMPLAIN_RET("Destination tile not present!")
  4916. TerrainTile tile = gs->map->getTile(pos);
  4917. if (tile.visitableObjects.empty() || tile.visitableObjects.back()->ID != Obj::TOWN )
  4918. COMPLAIN_RET("Town not found for Town Portal!");
  4919. CGTownInstance * town = static_cast<CGTownInstance*>(tile.visitableObjects.back());
  4920. if (town->tempOwner != h->tempOwner)
  4921. COMPLAIN_RET("Can't teleport to another player!");
  4922. if (town->visitingHero)
  4923. COMPLAIN_RET("Can't teleport to occupied town!");
  4924. if (h->getSpellSchoolLevel(s) < 2)
  4925. {
  4926. double dist = town->pos.dist2d(h->pos);
  4927. ObjectInstanceID nearest = town->id; //nearest town's ID
  4928. for(const CGTownInstance * currTown : gs->getPlayer(h->tempOwner)->towns)
  4929. {
  4930. double curDist = currTown->pos.dist2d(h->pos);
  4931. if (nearest == ObjectInstanceID() || curDist < dist)
  4932. {
  4933. nearest = town->id;
  4934. dist = curDist;
  4935. }
  4936. }
  4937. if (town->id != nearest)
  4938. COMPLAIN_RET("This hero can only teleport to nearest town!")
  4939. }
  4940. moveHero(h->id, town->visitablePos() + h->getVisitableOffset() ,1);
  4941. }
  4942. break;
  4943. case SpellID::VISIONS:
  4944. case SpellID::VIEW_EARTH:
  4945. case SpellID::DISGUISE:
  4946. case SpellID::VIEW_AIR:
  4947. default:
  4948. COMPLAIN_RET("This spell is not implemented yet!");
  4949. break;
  4950. }
  4951. SetMana sm;
  4952. sm.hid = h->id;
  4953. sm.val = h->mana - cost;
  4954. sendAndApply(&sm);
  4955. return true;
  4956. }
  4957. void CGameHandler::visitObjectOnTile(const TerrainTile &t, const CGHeroInstance * h)
  4958. {
  4959. if (!t.visitableObjects.empty())
  4960. {
  4961. //to prevent self-visiting heroes on space press
  4962. if(t.visitableObjects.back() != h)
  4963. objectVisited(t.visitableObjects.back(), h);
  4964. else if(t.visitableObjects.size() > 1)
  4965. objectVisited(*(t.visitableObjects.end()-2),h);
  4966. }
  4967. }
  4968. bool CGameHandler::sacrificeCreatures(const IMarket *market, const CGHeroInstance *hero, SlotID slot, ui32 count)
  4969. {
  4970. int oldCount = hero->getStackCount(slot);
  4971. if(oldCount < count)
  4972. COMPLAIN_RET("Not enough creatures to sacrifice!")
  4973. else if(oldCount == count && hero->Slots().size() == 1 && hero->needsLastStack())
  4974. COMPLAIN_RET("Cannot sacrifice last creature!");
  4975. int crid = hero->getStack(slot).type->idNumber;
  4976. changeStackCount(StackLocation(hero, slot), -count);
  4977. int dump, exp;
  4978. market->getOffer(crid, 0, dump, exp, EMarketMode::CREATURE_EXP);
  4979. exp *= count;
  4980. changePrimSkill(hero, PrimarySkill::EXPERIENCE, hero->calculateXp(exp));
  4981. return true;
  4982. }
  4983. bool CGameHandler::sacrificeArtifact(const IMarket * m, const CGHeroInstance * hero, ArtifactPosition slot)
  4984. {
  4985. ArtifactLocation al(hero, slot);
  4986. const CArtifactInstance *a = al.getArt();
  4987. if(!a)
  4988. COMPLAIN_RET("Cannot find artifact to sacrifice!");
  4989. int dmp, expToGive;
  4990. m->getOffer(hero->getArtTypeId(slot), 0, dmp, expToGive, EMarketMode::ARTIFACT_EXP);
  4991. removeArtifact(al);
  4992. changePrimSkill(hero, PrimarySkill::EXPERIENCE, expToGive);
  4993. return true;
  4994. }
  4995. void CGameHandler::makeStackDoNothing(const CStack * next)
  4996. {
  4997. BattleAction doNothing;
  4998. doNothing.actionType = Battle::NO_ACTION;
  4999. doNothing.additionalInfo = 0;
  5000. doNothing.destinationTile = -1;
  5001. doNothing.side = !next->attackerOwned;
  5002. doNothing.stackNumber = next->ID;
  5003. makeAutomaticAction(next, doNothing);
  5004. }
  5005. bool CGameHandler::insertNewStack(const StackLocation &sl, const CCreature *c, TQuantity count)
  5006. {
  5007. if(sl.army->hasStackAtSlot(sl.slot))
  5008. COMPLAIN_RET("Slot is already taken!");
  5009. if(!sl.slot.validSlot())
  5010. COMPLAIN_RET("Cannot insert stack to that slot!");
  5011. InsertNewStack ins;
  5012. ins.sl = sl;
  5013. ins.stack = CStackBasicDescriptor(c, count);
  5014. sendAndApply(&ins);
  5015. return true;
  5016. }
  5017. bool CGameHandler::eraseStack(const StackLocation &sl, bool forceRemoval/* = false*/)
  5018. {
  5019. if(!sl.army->hasStackAtSlot(sl.slot))
  5020. COMPLAIN_RET("Cannot find a stack to erase");
  5021. if(sl.army->Slots().size() == 1 //from the last stack
  5022. && sl.army->needsLastStack() //that must be left
  5023. && !forceRemoval) //ignore above conditions if we are forcing removal
  5024. {
  5025. COMPLAIN_RET("Cannot erase the last stack!");
  5026. }
  5027. EraseStack es;
  5028. es.sl = sl;
  5029. sendAndApply(&es);
  5030. return true;
  5031. }
  5032. bool CGameHandler::changeStackCount(const StackLocation &sl, TQuantity count, bool absoluteValue /*= false*/)
  5033. {
  5034. TQuantity currentCount = sl.army->getStackCount(sl.slot);
  5035. if((absoluteValue && count < 0)
  5036. || (!absoluteValue && -count > currentCount))
  5037. {
  5038. COMPLAIN_RET("Cannot take more stacks than present!");
  5039. }
  5040. if((currentCount == -count && !absoluteValue)
  5041. || (!count && absoluteValue))
  5042. {
  5043. eraseStack(sl);
  5044. }
  5045. else
  5046. {
  5047. ChangeStackCount csc;
  5048. csc.sl = sl;
  5049. csc.count = count;
  5050. csc.absoluteValue = absoluteValue;
  5051. sendAndApply(&csc);
  5052. }
  5053. return true;
  5054. }
  5055. bool CGameHandler::addToSlot(const StackLocation &sl, const CCreature *c, TQuantity count)
  5056. {
  5057. const CCreature *slotC = sl.army->getCreature(sl.slot);
  5058. if(!slotC) //slot is empty
  5059. insertNewStack(sl, c, count);
  5060. else if(c == slotC)
  5061. changeStackCount(sl, count);
  5062. else
  5063. {
  5064. COMPLAIN_RET("Cannot add " + c->namePl + " to slot " + boost::lexical_cast<std::string>(sl.slot) + "!");
  5065. }
  5066. return true;
  5067. }
  5068. void CGameHandler::tryJoiningArmy(const CArmedInstance *src, const CArmedInstance *dst, bool removeObjWhenFinished, bool allowMerging)
  5069. {
  5070. if(removeObjWhenFinished)
  5071. removeAfterVisit(src);
  5072. if(!src->canBeMergedWith(*dst, allowMerging))
  5073. {
  5074. if (allowMerging) //do that, add all matching creatures.
  5075. {
  5076. bool cont = true;
  5077. while (cont)
  5078. {
  5079. for(auto i = src->stacks.begin(); i != src->stacks.end(); i++)//while there are unmoved creatures
  5080. {
  5081. SlotID pos = dst->getSlotFor(i->second->type);
  5082. if(pos.validSlot())
  5083. {
  5084. moveStack(StackLocation(src, i->first), StackLocation(dst, pos));
  5085. cont = true;
  5086. break; //or iterator crashes
  5087. }
  5088. cont = false;
  5089. }
  5090. }
  5091. }
  5092. showGarrisonDialog(src->id, dst->id, true); //show garrison window and optionally remove ourselves from map when player ends
  5093. }
  5094. else //merge
  5095. {
  5096. moveArmy(src, dst, allowMerging);
  5097. }
  5098. }
  5099. bool CGameHandler::moveStack(const StackLocation &src, const StackLocation &dst, TQuantity count)
  5100. {
  5101. if(!src.army->hasStackAtSlot(src.slot))
  5102. COMPLAIN_RET("No stack to move!");
  5103. if(dst.army->hasStackAtSlot(dst.slot) && dst.army->getCreature(dst.slot) != src.army->getCreature(src.slot))
  5104. COMPLAIN_RET("Cannot move: stack of different type at destination pos!");
  5105. if(!dst.slot.validSlot())
  5106. COMPLAIN_RET("Cannot move stack to that slot!");
  5107. if(count == -1)
  5108. {
  5109. count = src.army->getStackCount(src.slot);
  5110. }
  5111. if(src.army != dst.army //moving away
  5112. && count == src.army->getStackCount(src.slot) //all creatures
  5113. && src.army->Slots().size() == 1 //from the last stack
  5114. && src.army->needsLastStack()) //that must be left
  5115. {
  5116. COMPLAIN_RET("Cannot move away the last creature!");
  5117. }
  5118. RebalanceStacks rs;
  5119. rs.src = src;
  5120. rs.dst = dst;
  5121. rs.count = count;
  5122. sendAndApply(&rs);
  5123. return true;
  5124. }
  5125. bool CGameHandler::swapStacks(const StackLocation &sl1, const StackLocation &sl2)
  5126. {
  5127. if(!sl1.army->hasStackAtSlot(sl1.slot))
  5128. return moveStack(sl2, sl1);
  5129. else if(!sl2.army->hasStackAtSlot(sl2.slot))
  5130. return moveStack(sl1, sl2);
  5131. else
  5132. {
  5133. SwapStacks ss;
  5134. ss.sl1 = sl1;
  5135. ss.sl2 = sl2;
  5136. sendAndApply(&ss);
  5137. return true;
  5138. }
  5139. }
  5140. void CGameHandler::runBattle()
  5141. {
  5142. setBattle(gs->curB);
  5143. assert(gs->curB);
  5144. //TODO: pre-tactic stuff, call scripts etc.
  5145. //tactic round
  5146. {
  5147. while(gs->curB->tacticDistance && !battleResult.get())
  5148. boost::this_thread::sleep(boost::posix_time::milliseconds(50));
  5149. }
  5150. //spells opening battle
  5151. for(int i = 0; i < 2; ++i)
  5152. {
  5153. auto h = gs->curB->battleGetFightingHero(i);
  5154. if(h && h->hasBonusOfType(Bonus::OPENING_BATTLE_SPELL))
  5155. {
  5156. TBonusListPtr bl = h->getBonuses(Selector::type(Bonus::OPENING_BATTLE_SPELL));
  5157. for (Bonus *b : *bl)
  5158. {
  5159. handleSpellCasting(SpellID(b->subtype), 3, -1, 0, h->tempOwner, nullptr, gs->curB->battleGetFightingHero(1-i), b->val, ECastingMode::HERO_CASTING, nullptr);
  5160. }
  5161. }
  5162. }
  5163. //main loop
  5164. while(!battleResult.get()) //till the end of the battle ;]
  5165. {
  5166. NEW_ROUND;
  5167. auto obstacles = gs->curB->obstacles; //we copy container, because we're going to modify it
  5168. for(auto &obstPtr : obstacles)
  5169. {
  5170. if(const SpellCreatedObstacle *sco = dynamic_cast<const SpellCreatedObstacle *>(obstPtr.get()))
  5171. if(sco->turnsRemaining == 0)
  5172. removeObstacle(*obstPtr);
  5173. }
  5174. const BattleInfo & curB = *gs->curB;
  5175. //remove clones after all mechanics and animations are handled!
  5176. std::set <const CStack*> stacksToRemove;
  5177. for (auto stack : curB.stacks)
  5178. {
  5179. if (stack->idDeadClone())
  5180. stacksToRemove.insert(stack);
  5181. }
  5182. for (auto stack : stacksToRemove)
  5183. {
  5184. BattleStacksRemoved bsr;
  5185. bsr.stackIDs.insert(stack->ID);
  5186. sendAndApply(&bsr);
  5187. }
  5188. //stack loop
  5189. const CStack *next;
  5190. while(!battleResult.get() && (next = curB.getNextStack()) && next->willMove())
  5191. {
  5192. //check for bad morale => freeze
  5193. int nextStackMorale = next->MoraleVal();
  5194. if( nextStackMorale < 0 &&
  5195. !(NBonus::hasOfType(gs->curB->battleGetFightingHero(0), Bonus::BLOCK_MORALE)
  5196. || NBonus::hasOfType(gs->curB->battleGetFightingHero(1), Bonus::BLOCK_MORALE)) //checking if gs->curB->heroes have (or don't have) morale blocking bonuses)
  5197. )
  5198. {
  5199. if( rand()%24 < -2 * nextStackMorale)
  5200. {
  5201. //unit loses its turn - empty freeze action
  5202. BattleAction ba;
  5203. ba.actionType = Battle::BAD_MORALE;
  5204. ba.additionalInfo = 1;
  5205. ba.side = !next->attackerOwned;
  5206. ba.stackNumber = next->ID;
  5207. makeAutomaticAction(next, ba);
  5208. continue;
  5209. }
  5210. }
  5211. if(next->hasBonusOfType(Bonus::ATTACKS_NEAREST_CREATURE)) //while in berserk
  5212. { //fixme: stack should not attack itself
  5213. std::pair<const CStack *, int> attackInfo = curB.getNearestStack(next, boost::logic::indeterminate);
  5214. if(attackInfo.first != nullptr)
  5215. {
  5216. BattleAction attack;
  5217. attack.actionType = Battle::WALK_AND_ATTACK;
  5218. attack.side = !next->attackerOwned;
  5219. attack.stackNumber = next->ID;
  5220. attack.additionalInfo = attackInfo.first->position;
  5221. attack.destinationTile = attackInfo.second;
  5222. makeAutomaticAction(next, attack);
  5223. }
  5224. else
  5225. {
  5226. makeStackDoNothing(next);
  5227. }
  5228. continue;
  5229. }
  5230. const CGHeroInstance * curOwner = gs->curB->battleGetOwner(next);
  5231. if( (next->position < 0 || next->getCreature()->idNumber == CreatureID::BALLISTA) //arrow turret or ballista
  5232. && (!curOwner || curOwner->getSecSkillLevel(SecondarySkill::ARTILLERY) == 0)) //hero has no artillery
  5233. {
  5234. BattleAction attack;
  5235. attack.actionType = Battle::SHOOT;
  5236. attack.side = !next->attackerOwned;
  5237. attack.stackNumber = next->ID;
  5238. for(auto & elem : gs->curB->stacks)
  5239. {
  5240. if(elem->owner != next->owner && elem->isValidTarget())
  5241. {
  5242. attack.destinationTile = elem->position;
  5243. break;
  5244. }
  5245. }
  5246. makeAutomaticAction(next, attack);
  5247. continue;
  5248. }
  5249. if(next->getCreature()->idNumber == CreatureID::CATAPULT && (!curOwner || curOwner->getSecSkillLevel(SecondarySkill::BALLISTICS) == 0)) //catapult, hero has no ballistics
  5250. {
  5251. BattleAction attack;
  5252. static const int wallHexes[] = {50, 183, 182, 130, 62, 29, 12, 95};
  5253. attack.destinationTile = wallHexes[ rand()%ARRAY_COUNT(wallHexes) ];
  5254. attack.actionType = Battle::CATAPULT;
  5255. attack.additionalInfo = 0;
  5256. attack.side = !next->attackerOwned;
  5257. attack.stackNumber = next->ID;
  5258. makeAutomaticAction(next, attack);
  5259. continue;
  5260. }
  5261. if(next->getCreature()->idNumber == CreatureID::FIRST_AID_TENT)
  5262. {
  5263. std::vector< const CStack * > possibleStacks;
  5264. //is there any clean algorithm for that? (boost.range seems to lack copy_if) -> remove_copy_if?
  5265. for(const CStack *s : battleGetAllStacks())
  5266. if(s->owner == next->owner && s->canBeHealed())
  5267. possibleStacks.push_back(s);
  5268. if(!possibleStacks.size())
  5269. {
  5270. makeStackDoNothing(next);
  5271. continue;
  5272. }
  5273. if(!curOwner || curOwner->getSecSkillLevel(SecondarySkill::FIRST_AID) == 0) //no hero or hero has no first aid
  5274. {
  5275. range::random_shuffle(possibleStacks);
  5276. const CStack * toBeHealed = possibleStacks.front();
  5277. BattleAction heal;
  5278. heal.actionType = Battle::STACK_HEAL;
  5279. heal.additionalInfo = 0;
  5280. heal.destinationTile = toBeHealed->position;
  5281. heal.side = !next->attackerOwned;
  5282. heal.stackNumber = next->ID;
  5283. makeAutomaticAction(next, heal);
  5284. continue;
  5285. }
  5286. }
  5287. int numberOfAsks = 1;
  5288. bool breakOuter = false;
  5289. do
  5290. {//ask interface and wait for answer
  5291. if(!battleResult.get())
  5292. {
  5293. stackTurnTrigger(next); //various effects
  5294. if (vstd::contains(next->state, EBattleStackState::FEAR))
  5295. {
  5296. makeStackDoNothing(next); //end immediately if stack was affected by fear
  5297. }
  5298. else
  5299. {
  5300. logGlobal->traceStream() << "Activating " << next->nodeName();
  5301. BattleSetActiveStack sas;
  5302. sas.stack = next->ID;
  5303. sendAndApply(&sas);
  5304. boost::unique_lock<boost::mutex> lock(battleMadeAction.mx);
  5305. battleMadeAction.data = false;
  5306. while (next->alive() && //next is invalid after sacrificing current stack :?
  5307. (!battleMadeAction.data && !battleResult.get())) //active stack hasn't made its action and battle is still going
  5308. battleMadeAction.cond.wait(lock);
  5309. }
  5310. }
  5311. if(battleResult.get()) //don't touch it, battle could be finished while waiting got action
  5312. {
  5313. breakOuter = true;
  5314. break;
  5315. }
  5316. //we're after action, all results applied
  5317. checkForBattleEnd(); //check if this action ended the battle
  5318. //check for good morale
  5319. nextStackMorale = next->MoraleVal();
  5320. if(!vstd::contains(next->state,EBattleStackState::HAD_MORALE) //only one extra move per turn possible
  5321. && !vstd::contains(next->state,EBattleStackState::DEFENDING)
  5322. && !next->waited()
  5323. && !vstd::contains(next->state, EBattleStackState::FEAR)
  5324. && next->alive()
  5325. && nextStackMorale > 0
  5326. && !(NBonus::hasOfType(gs->curB->battleGetFightingHero(0), Bonus::BLOCK_MORALE)
  5327. || NBonus::hasOfType(gs->curB->battleGetFightingHero(1), Bonus::BLOCK_MORALE)) //checking if gs->curB->heroes have (or don't have) morale blocking bonuses
  5328. )
  5329. {
  5330. if(rand()%24 < nextStackMorale) //this stack hasn't got morale this turn
  5331. {
  5332. BattleTriggerEffect bte;
  5333. bte.stackID = next->ID;
  5334. bte.effect = Bonus::MORALE;
  5335. bte.val = 1;
  5336. bte.additionalInfo = 0;
  5337. sendAndApply(&bte); //play animation
  5338. ++numberOfAsks; //move this stack once more
  5339. }
  5340. }
  5341. --numberOfAsks;
  5342. } while (numberOfAsks > 0);
  5343. if (breakOuter)
  5344. {
  5345. break;
  5346. }
  5347. }
  5348. }
  5349. endBattle(gs->curB->tile, gs->curB->battleGetFightingHero(0), gs->curB->battleGetFightingHero(1));
  5350. }
  5351. bool CGameHandler::makeAutomaticAction(const CStack *stack, BattleAction &ba)
  5352. {
  5353. BattleSetActiveStack bsa;
  5354. bsa.stack = stack->ID;
  5355. bsa.askPlayerInterface = false;
  5356. sendAndApply(&bsa);
  5357. bool ret = makeBattleAction(ba);
  5358. checkForBattleEnd();
  5359. return ret;
  5360. }
  5361. void CGameHandler::giveHeroArtifact(const CGHeroInstance *h, const CArtifactInstance *a, ArtifactPosition pos)
  5362. {
  5363. assert(a->artType);
  5364. ArtifactLocation al;
  5365. al.artHolder = const_cast<CGHeroInstance*>(h);
  5366. ArtifactPosition slot = ArtifactPosition::PRE_FIRST;
  5367. if(pos < 0)
  5368. {
  5369. if(pos == ArtifactPosition::FIRST_AVAILABLE)
  5370. slot = a->firstAvailableSlot(h);
  5371. else
  5372. slot = a->firstBackpackSlot(h);
  5373. }
  5374. else
  5375. {
  5376. slot = pos;
  5377. }
  5378. al.slot = slot;
  5379. if(slot < 0 || !a->canBePutAt(al))
  5380. {
  5381. complain("Cannot put artifact in that slot!");
  5382. return;
  5383. }
  5384. putArtifact(al, a);
  5385. }
  5386. void CGameHandler::putArtifact(const ArtifactLocation &al, const CArtifactInstance *a)
  5387. {
  5388. PutArtifact pa;
  5389. pa.art = a;
  5390. pa.al = al;
  5391. sendAndApply(&pa);
  5392. }
  5393. void CGameHandler::giveHeroNewArtifact(const CGHeroInstance *h, const CArtifact *artType, ArtifactPosition pos)
  5394. {
  5395. CArtifactInstance *a = nullptr;
  5396. if(!artType->constituents)
  5397. {
  5398. a = new CArtifactInstance();
  5399. }
  5400. else
  5401. {
  5402. a = new CCombinedArtifactInstance();
  5403. }
  5404. a->artType = artType; //*NOT* via settype -> all bonus-related stuff must be done by NewArtifact apply
  5405. NewArtifact na;
  5406. na.art = a;
  5407. sendAndApply(&na); // -> updates a!!!, will create a on other machines
  5408. giveHeroArtifact(h, a, pos);
  5409. }
  5410. void CGameHandler::setBattleResult(BattleResult::EResult resultType, int victoriusSide)
  5411. {
  5412. if(battleResult.get())
  5413. {
  5414. complain("There is already set result?");
  5415. return;
  5416. }
  5417. auto br = new BattleResult;
  5418. br->result = resultType;
  5419. br->winner = victoriusSide; //surrendering side loses
  5420. gs->curB->calculateCasualties(br->casualties);
  5421. battleResult.set(br);
  5422. }
  5423. void CGameHandler::commitPackage( CPackForClient *pack )
  5424. {
  5425. sendAndApply(pack);
  5426. }
  5427. void CGameHandler::spawnWanderingMonsters(CreatureID creatureID)
  5428. {
  5429. std::vector<int3>::iterator tile;
  5430. std::vector<int3> tiles;
  5431. getFreeTiles(tiles);
  5432. ui32 amount = tiles.size() / 200; //Chance is 0.5% for each tile
  5433. std::random_shuffle(tiles.begin(), tiles.end());
  5434. logGlobal->traceStream() << "Spawning wandering monsters. Found " << tiles.size() << " free tiles. Creature type: " << creatureID;
  5435. const CCreature *cre = VLC->creh->creatures[creatureID];
  5436. for (int i = 0; i < amount; ++i)
  5437. {
  5438. tile = tiles.begin();
  5439. logGlobal->traceStream() << "\tSpawning monster at " << *tile;
  5440. putNewMonster(creatureID, cre->getRandomAmount(std::rand), *tile);
  5441. tiles.erase(tile); //not use it again
  5442. }
  5443. }
  5444. void CGameHandler::removeObstacle(const CObstacleInstance &obstacle)
  5445. {
  5446. ObstaclesRemoved obsRem;
  5447. obsRem.obstacles.insert(obstacle.uniqueID);
  5448. sendAndApply(&obsRem);
  5449. }
  5450. void CGameHandler::synchronizeArtifactHandlerLists()
  5451. {
  5452. UpdateArtHandlerLists uahl;
  5453. uahl.treasures = VLC->arth->treasures;
  5454. uahl.minors = VLC->arth->minors;
  5455. uahl.majors = VLC->arth->majors;
  5456. uahl.relics = VLC->arth->relics;
  5457. sendAndApply(&uahl);
  5458. }
  5459. bool CGameHandler::isValidObject(const CGObjectInstance *obj) const
  5460. {
  5461. return vstd::contains(gs->map->objects, obj);
  5462. }
  5463. bool CGameHandler::isBlockedByQueries(const CPack *pack, PlayerColor player)
  5464. {
  5465. if(dynamic_cast<const PlayerMessage*>(pack))
  5466. return false;
  5467. auto query = queries.topQuery(player);
  5468. if(query && query->blocksPack(pack))
  5469. {
  5470. complain(boost::str(boost::format("Player %s has to answer queries before attempting any further actions. Top query is %s!") % player % query->toString()));
  5471. return true;
  5472. }
  5473. return false;
  5474. }
  5475. void CGameHandler::removeAfterVisit(const CGObjectInstance *object)
  5476. {
  5477. //If the object is being visited, there must be a matching query
  5478. for(const auto &query : queries.allQueries())
  5479. {
  5480. if(auto someVistQuery = std::dynamic_pointer_cast<CObjectVisitQuery>(query))
  5481. {
  5482. if(someVistQuery->visitedObject == object)
  5483. {
  5484. someVistQuery->removeObjectAfterVisit = true;
  5485. return;
  5486. }
  5487. }
  5488. };
  5489. //If we haven't returned so far, there is no query and no visit, call was wrong
  5490. assert("This function needs to be called during the object visit!");
  5491. }
  5492. bool CGameHandler::isVisitCoveredByAnotherQuery(const CGObjectInstance *obj, const CGHeroInstance *hero)
  5493. {
  5494. if(auto topQuery = queries.topQuery(hero->getOwner()))
  5495. if(auto visit = std::dynamic_pointer_cast<const CObjectVisitQuery>(topQuery))
  5496. return !(visit->visitedObject == obj && visit->visitingHero == hero);
  5497. return true;
  5498. }
  5499. void CGameHandler::duelFinished()
  5500. {
  5501. auto si = getStartInfo();
  5502. auto getName = [&](int i){ return si->getIthPlayersSettings(gs->curB->sides[i].color).name; };
  5503. int casualtiesPoints = 0;
  5504. logGlobal->debugStream() << boost::format("Winner side %d\nWinner casualties:")
  5505. % (int)battleResult.data->winner;
  5506. for(auto & elem : battleResult.data->casualties[battleResult.data->winner])
  5507. {
  5508. const CCreature *c = VLC->creh->creatures[elem.first];
  5509. logGlobal->debugStream() << boost::format("\t* %d of %s") % elem.second % c->namePl;
  5510. casualtiesPoints += c->AIValue * elem.second;
  5511. }
  5512. logGlobal->debugStream() << boost::format("Total casualties points: %d") % casualtiesPoints;
  5513. time_t timeNow;
  5514. time(&timeNow);
  5515. std::ofstream out(cmdLineOptions["resultsFile"].as<std::string>(), std::ios::app);
  5516. if(out)
  5517. {
  5518. out << boost::format("%s\t%s\t%s\t%d\t%d\t%d\t%s\n") % si->mapname % getName(0) % getName(1)
  5519. % battleResult.data->winner % battleResult.data->result % casualtiesPoints
  5520. % asctime(localtime(&timeNow));
  5521. }
  5522. else
  5523. {
  5524. logGlobal->errorStream() << "Cannot open to write " << cmdLineOptions["resultsFile"].as<std::string>();
  5525. }
  5526. CSaveFile resultFile("result.vdrst");
  5527. resultFile << *battleResult.data;
  5528. BattleResultsApplied resultsApplied;
  5529. resultsApplied.player1 = finishingBattle->victor;
  5530. resultsApplied.player2 = finishingBattle->loser;
  5531. sendAndApply(&resultsApplied);
  5532. return;
  5533. }
  5534. CasualtiesAfterBattle::CasualtiesAfterBattle(const CArmedInstance *army, BattleInfo *bat)
  5535. {
  5536. heroWithDeadCommander = ObjectInstanceID();
  5537. PlayerColor color = army->tempOwner;
  5538. if(color == PlayerColor::UNFLAGGABLE)
  5539. color = PlayerColor::NEUTRAL;
  5540. for(CStack *st : bat->stacks)
  5541. {
  5542. if(vstd::contains(st->state, EBattleStackState::SUMMONED)) //don't take into account summoned stacks
  5543. continue;
  5544. //FIXME: this info is also used in BattleInfo::calculateCasualties, refactor
  5545. st->count = std::max (0, st->count - st->resurrected);
  5546. if(st->owner==color && !army->slotEmpty(st->slot) && st->count < army->getStackCount(st->slot))
  5547. {
  5548. StackLocation sl(army, st->slot);
  5549. if(st->alive())
  5550. newStackCounts.push_back(std::pair<StackLocation, int>(sl, st->count));
  5551. else
  5552. newStackCounts.push_back(std::pair<StackLocation, int>(sl, 0));
  5553. }
  5554. if (st->base && !st->count)
  5555. {
  5556. auto c = dynamic_cast <const CCommanderInstance *>(st->base);
  5557. if (c) //switch commander status to dead
  5558. {
  5559. auto h = dynamic_cast <const CGHeroInstance *>(army);
  5560. if (h && h->commander == c)
  5561. heroWithDeadCommander = army->id; //TODO: unify commander handling
  5562. }
  5563. }
  5564. }
  5565. }
  5566. void CasualtiesAfterBattle::takeFromArmy(CGameHandler *gh)
  5567. {
  5568. for(TStackAndItsNewCount &ncount : newStackCounts)
  5569. {
  5570. if(ncount.second > 0)
  5571. gh->changeStackCount(ncount.first, ncount.second, true);
  5572. else
  5573. gh->eraseStack(ncount.first, true);
  5574. }
  5575. if (heroWithDeadCommander != ObjectInstanceID())
  5576. {
  5577. SetCommanderProperty scp;
  5578. scp.heroid = heroWithDeadCommander;
  5579. scp.which = SetCommanderProperty::ALIVE;
  5580. scp.amount = 0;
  5581. gh->sendAndApply (&scp);
  5582. }
  5583. }
  5584. CGameHandler::FinishingBattleHelper::FinishingBattleHelper(shared_ptr<const CBattleQuery> Query, bool Duel, int RemainingBattleQueriesCount)
  5585. {
  5586. assert(Query->result);
  5587. assert(Query->bi);
  5588. auto &result = *Query->result;
  5589. auto &info = *Query->bi;
  5590. winnerHero = result.winner != 0 ? info.sides[1].hero : info.sides[0].hero;
  5591. loserHero = result.winner != 0 ? info.sides[0].hero : info.sides[1].hero;
  5592. victor = info.sides[result.winner].color;
  5593. loser = info.sides[!result.winner].color;
  5594. duel = Duel;
  5595. remainingBattleQueriesCount = RemainingBattleQueriesCount;
  5596. }
  5597. CGameHandler::FinishingBattleHelper::FinishingBattleHelper()
  5598. {
  5599. winnerHero = loserHero = nullptr;
  5600. }