CGameHandler.cpp 188 KB

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  1. #include "StdInc.h"
  2. #include "../lib/Filesystem/CResourceLoader.h"
  3. #include "../lib/Filesystem/CFileInfo.h"
  4. #include "../lib/int3.h"
  5. #include "../lib/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/map.h"
  23. #include "../lib/VCMIDirs.h"
  24. #include "../client/CSoundBase.h"
  25. #include "CGameHandler.h"
  26. #include "../lib/CCreatureSet.h"
  27. #include "../lib/CThreadHelper.h"
  28. #include "../lib/GameConstants.h"
  29. #include "../lib/RegisterTypes.h"
  30. /*
  31. * CGameHandler.cpp, part of VCMI engine
  32. *
  33. * Authors: listed in file AUTHORS in main folder
  34. *
  35. * License: GNU General Public License v2.0 or later
  36. * Full text of license available in license.txt file, in main folder
  37. *
  38. */
  39. #ifndef _MSC_VER
  40. #include <boost/thread/xtime.hpp>
  41. #endif
  42. #include <boost/random/binomial_distribution.hpp>
  43. #include <boost/range/algorithm/random_shuffle.hpp>
  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(txt) {complain(txt); return false;}
  53. #define COMPLAIN_RETF(txt, FORMAT) {complain(boost::str(boost::format(txt) % FORMAT)); return false;}
  54. #define NEW_ROUND BattleNextRound bnr;\
  55. bnr.round = gs->curB->round + 1;\
  56. sendAndApply(&bnr);
  57. CondSh<bool> battleMadeAction;
  58. CondSh<BattleResult *> battleResult(NULL);
  59. template <typename T> class CApplyOnGH;
  60. class CBaseForGHApply
  61. {
  62. public:
  63. virtual bool applyOnGH(CGameHandler *gh, CConnection *c, void *pack, ui8 player) const =0;
  64. virtual ~CBaseForGHApply(){}
  65. template<typename U> static CBaseForGHApply *getApplier(const U * t=NULL)
  66. {
  67. return new CApplyOnGH<U>;
  68. }
  69. };
  70. template <typename T> class CApplyOnGH : public CBaseForGHApply
  71. {
  72. public:
  73. bool applyOnGH(CGameHandler *gh, CConnection *c, void *pack, ui8 player) const
  74. {
  75. T *ptr = static_cast<T*>(pack);
  76. ptr->c = c;
  77. ptr->player = player;
  78. return ptr->applyGh(gh);
  79. }
  80. };
  81. static CApplier<CBaseForGHApply> *applier = NULL;
  82. CMP_stack cmpst ;
  83. static inline double distance(int3 a, int3 b)
  84. {
  85. return std::sqrt( (double)(a.x-b.x)*(a.x-b.x) + (a.y-b.y)*(a.y-b.y) );
  86. }
  87. static void giveExp(BattleResult &r)
  88. {
  89. r.exp[0] = 0;
  90. r.exp[1] = 0;
  91. for(std::map<ui32,si32>::iterator i = r.casualties[!r.winner].begin(); i!=r.casualties[!r.winner].end(); i++)
  92. {
  93. r.exp[r.winner] += VLC->creh->creatures[i->first]->valOfBonuses(Bonus::STACK_HEALTH) * i->second;
  94. }
  95. }
  96. PlayerStatus PlayerStatuses::operator[](TPlayerColor player)
  97. {
  98. boost::unique_lock<boost::mutex> l(mx);
  99. if(players.find(player) != players.end())
  100. {
  101. return players[player];
  102. }
  103. else
  104. {
  105. throw std::runtime_error("No such player!");
  106. }
  107. }
  108. void PlayerStatuses::addPlayer(TPlayerColor player)
  109. {
  110. boost::unique_lock<boost::mutex> l(mx);
  111. players[player];
  112. }
  113. int PlayerStatuses::getQueriesCount(TPlayerColor player)
  114. {
  115. boost::unique_lock<boost::mutex> l(mx);
  116. if(players.find(player) != players.end())
  117. {
  118. return players[player].queries.size();
  119. }
  120. else
  121. {
  122. return 0;
  123. }
  124. }
  125. bool PlayerStatuses::checkFlag(TPlayerColor player, bool PlayerStatus::*flag)
  126. {
  127. boost::unique_lock<boost::mutex> l(mx);
  128. if(players.find(player) != players.end())
  129. {
  130. return players[player].*flag;
  131. }
  132. else
  133. {
  134. throw std::runtime_error("No such player!");
  135. }
  136. }
  137. void PlayerStatuses::setFlag(TPlayerColor player, bool PlayerStatus::*flag, bool val)
  138. {
  139. boost::unique_lock<boost::mutex> l(mx);
  140. if(players.find(player) != players.end())
  141. {
  142. players[player].*flag = val;
  143. }
  144. else
  145. {
  146. throw std::runtime_error("No such player!");
  147. }
  148. cv.notify_all();
  149. }
  150. void PlayerStatuses::addQuery(TPlayerColor player, ui32 id)
  151. {
  152. boost::unique_lock<boost::mutex> l(mx);
  153. if(players.find(player) != players.end())
  154. {
  155. players[player].queries.insert(id);
  156. }
  157. else
  158. {
  159. throw std::runtime_error("No such player!");
  160. }
  161. cv.notify_all();
  162. }
  163. void PlayerStatuses::removeQuery(TPlayerColor player, ui32 id)
  164. {
  165. boost::unique_lock<boost::mutex> l(mx);
  166. if(players.find(player) != players.end())
  167. {
  168. assert(vstd::contains(players[player].queries, id));
  169. players[player].queries.erase(id);
  170. }
  171. else
  172. {
  173. throw std::runtime_error("No such player!");
  174. }
  175. cv.notify_all();
  176. }
  177. template <typename T>
  178. void callWith(std::vector<T> args, boost::function<void(T)> fun, ui32 which)
  179. {
  180. fun(args[which]);
  181. }
  182. void CGameHandler::levelUpHero(int ID, int skill)
  183. {
  184. changeSecSkill(ID, skill, 1, 0);
  185. levelUpHero(ID);
  186. }
  187. void CGameHandler::levelUpHero(int ID)
  188. {
  189. CGHeroInstance *hero = static_cast<CGHeroInstance *>(gs->map->objects[ID].get());
  190. // required exp for at least 1 lvl-up hasn't been reached
  191. if (hero->exp < VLC->heroh->reqExp(hero->level+1))
  192. {
  193. afterBattleCallback();
  194. return;
  195. }
  196. //give prim skill
  197. tlog5 << hero->name <<" got level "<<hero->level<<std::endl;
  198. int r = rand()%100, pom=0, x=0;
  199. int std::pair<int,int>::*g = (hero->level>9) ? (&std::pair<int,int>::second) : (&std::pair<int,int>::first);
  200. for(;x<GameConstants::PRIMARY_SKILLS;x++)
  201. {
  202. pom += hero->type->heroClass->primChance[x].*g;
  203. if(r<pom)
  204. break;
  205. }
  206. tlog5 << "The hero gets the primary skill with the no. " << x << " with a probability of " << r << "%." << std::endl;
  207. SetPrimSkill sps;
  208. sps.id = ID;
  209. sps.which = x;
  210. sps.abs = false;
  211. sps.val = 1;
  212. sendAndApply(&sps);
  213. HeroLevelUp hlu;
  214. hlu.heroid = ID;
  215. hlu.primskill = x;
  216. hlu.level = hero->level+1;
  217. //picking sec. skills for choice
  218. std::set<int> basicAndAdv, expert, none;
  219. for(int i=0;i<GameConstants::SKILL_QUANTITY;i++)
  220. if (isAllowed(2,i))
  221. none.insert(i);
  222. for(unsigned i=0;i<hero->secSkills.size();i++)
  223. {
  224. if(hero->secSkills[i].second < 3)
  225. basicAndAdv.insert(hero->secSkills[i].first);
  226. else
  227. expert.insert(hero->secSkills[i].first);
  228. none.erase(hero->secSkills[i].first);
  229. }
  230. //first offered skill
  231. if(basicAndAdv.size())
  232. {
  233. int s = hero->type->heroClass->chooseSecSkill(basicAndAdv);//upgrade existing
  234. hlu.skills.push_back(s);
  235. basicAndAdv.erase(s);
  236. }
  237. else if(none.size() && hero->secSkills.size() < hero->type->heroClass->skillLimit)
  238. {
  239. hlu.skills.push_back(hero->type->heroClass->chooseSecSkill(none)); //give new skill
  240. none.erase(hlu.skills.back());
  241. }
  242. //second offered skill
  243. if(none.size() && hero->secSkills.size() < hero->type->heroClass->skillLimit) //hero have free skill slot
  244. {
  245. hlu.skills.push_back(hero->type->heroClass->chooseSecSkill(none)); //new skill
  246. }
  247. else if(basicAndAdv.size())
  248. {
  249. hlu.skills.push_back(hero->type->heroClass->chooseSecSkill(basicAndAdv)); //upgrade existing
  250. }
  251. if(hlu.skills.size() > 1) //apply and ask for secondary skill
  252. {
  253. boost::function<void(ui32)> callback = boost::function<void(ui32)>(boost::bind(callWith<ui16>,hlu.skills,boost::function<void(ui16)>(boost::bind(&CGameHandler::levelUpHero,this,ID,_1)),_1));
  254. applyAndAsk(&hlu,hero->tempOwner,callback); //call levelUpHero when client responds
  255. }
  256. else if(hlu.skills.size() == 1) //apply, give only possible skill and send info
  257. {
  258. sendAndApply(&hlu);
  259. levelUpHero(ID, hlu.skills.back());
  260. }
  261. else //apply and send info
  262. {
  263. sendAndApply(&hlu);
  264. levelUpHero(ID);
  265. }
  266. }
  267. void CGameHandler::levelUpCommander (const CCommanderInstance * c, int skill)
  268. {
  269. SetCommanderProperty scp;
  270. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  271. if (hero)
  272. scp.heroid = hero->id;
  273. else
  274. {
  275. complain ("Commander is not led by hero!");
  276. return;
  277. }
  278. scp.accumulatedBonus.subtype = 0;
  279. scp.accumulatedBonus.additionalInfo = 0;
  280. scp.accumulatedBonus.duration = Bonus::PERMANENT;
  281. scp.accumulatedBonus.turnsRemain = 0;
  282. scp.accumulatedBonus.source = Bonus::COMMANDER;
  283. scp.accumulatedBonus.valType = Bonus::BASE_NUMBER;
  284. if (skill <= ECommander::SPELL_POWER)
  285. {
  286. scp.which = SetCommanderProperty::BONUS;
  287. auto difference = [](std::vector< std::vector <ui8> > skillLevels, std::vector <ui8> secondarySkills, int skill)->int
  288. {
  289. int s = std::min (skill, (int)ECommander::SPELL_POWER); //spell power level controls also casts and resistance
  290. return skillLevels[skill][secondarySkills[s]] - (secondarySkills[s] ? skillLevels[skill][secondarySkills[s]-1] : 0);
  291. };
  292. switch (skill)
  293. {
  294. case ECommander::ATTACK:
  295. scp.accumulatedBonus.type = Bonus::PRIMARY_SKILL;
  296. scp.accumulatedBonus.subtype = PrimarySkill::ATTACK;
  297. break;
  298. case ECommander::DEFENSE:
  299. scp.accumulatedBonus.type = Bonus::PRIMARY_SKILL;
  300. scp.accumulatedBonus.subtype = PrimarySkill::DEFENSE;
  301. break;
  302. case ECommander::HEALTH:
  303. scp.accumulatedBonus.type = Bonus::STACK_HEALTH;
  304. scp.accumulatedBonus.valType = Bonus::PERCENT_TO_BASE;
  305. break;
  306. case ECommander::DAMAGE:
  307. scp.accumulatedBonus.type = Bonus::CREATURE_DAMAGE;
  308. scp.accumulatedBonus.subtype = 0;
  309. scp.accumulatedBonus.valType = Bonus::PERCENT_TO_BASE;
  310. break;
  311. case ECommander::SPEED:
  312. scp.accumulatedBonus.type = Bonus::STACKS_SPEED;
  313. break;
  314. case ECommander::SPELL_POWER:
  315. scp.accumulatedBonus.type = Bonus::MAGIC_RESISTANCE;
  316. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::RESISTANCE);
  317. sendAndApply (&scp); //additional pack
  318. scp.accumulatedBonus.type = Bonus::CASTS;
  319. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::CASTS);
  320. sendAndApply (&scp); //additional pack
  321. scp.accumulatedBonus.type = Bonus::CREATURE_ENCHANT_POWER; //send normally
  322. break;
  323. }
  324. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, skill);
  325. sendAndApply (&scp);
  326. scp.which = SetCommanderProperty::SECONDARY_SKILL;
  327. scp.additionalInfo = skill;
  328. scp.amount = c->secondarySkills[skill] + 1;
  329. sendAndApply (&scp);
  330. }
  331. else if (skill >= 100)
  332. {
  333. scp.which = SetCommanderProperty::SPECIAL_SKILL;
  334. scp.accumulatedBonus = VLC->creh->skillRequirements[skill-100].first;
  335. scp.additionalInfo = skill; //unnormalized
  336. sendAndApply (&scp);
  337. }
  338. levelUpCommander (c);
  339. }
  340. void CGameHandler::levelUpCommander(const CCommanderInstance * c)
  341. {
  342. if (c->experience < VLC->heroh->reqExp (c->level + 1))
  343. {
  344. return;
  345. }
  346. CommanderLevelUp clu;
  347. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  348. if (hero)
  349. clu.heroid = hero->id;
  350. else
  351. {
  352. complain ("Commander is not led by hero!");
  353. return;
  354. }
  355. //picking sec. skills for choice
  356. for (int i = 0; i <= ECommander::SPELL_POWER; ++i)
  357. {
  358. if (c->secondarySkills[i] < ECommander::MAX_SKILL_LEVEL)
  359. clu.skills.push_back(i);
  360. }
  361. int i = 100;
  362. BOOST_FOREACH (auto specialSkill, VLC->creh->skillRequirements)
  363. {
  364. if (c->secondarySkills[specialSkill.second.first] == ECommander::MAX_SKILL_LEVEL &&
  365. c->secondarySkills[specialSkill.second.second] == ECommander::MAX_SKILL_LEVEL &&
  366. !vstd::contains (c->specialSKills, i))
  367. clu.skills.push_back (i);
  368. ++i;
  369. }
  370. int skillAmount = clu.skills.size();
  371. if (skillAmount > 1) //apply and ask for secondary skill
  372. {
  373. auto callback = boost::function<void(ui32)>(boost::bind(callWith<ui32>, clu.skills, boost::function<void(ui32)>(boost::bind(&CGameHandler::levelUpCommander, this, c, _1)), _1));
  374. applyAndAsk (&clu, c->armyObj->tempOwner, callback); //call levelUpCommander when client responds
  375. }
  376. else if (skillAmount == 1) //apply, give only possible skill and send info
  377. {
  378. sendAndApply(&clu);
  379. levelUpCommander(c, clu.skills.back());
  380. }
  381. else //apply and send info
  382. {
  383. sendAndApply(&clu);
  384. levelUpCommander(c);
  385. }
  386. }
  387. void CGameHandler::changePrimSkill(int ID, int which, si64 val, bool abs)
  388. {
  389. SetPrimSkill sps;
  390. sps.id = ID;
  391. sps.which = which;
  392. sps.abs = abs;
  393. sps.val = val;
  394. sendAndApply(&sps);
  395. //only for exp - hero may level up
  396. if (which == 4)
  397. {
  398. levelUpHero(ID);
  399. CGHeroInstance *h = static_cast<CGHeroInstance *>(gs->map->objects[ID].get());
  400. if (h->commander && h->commander->alive)
  401. {
  402. SetCommanderProperty scp;
  403. scp.heroid = h->id;
  404. scp.which = SetCommanderProperty::EXPERIENCE;
  405. scp.amount = val;
  406. sendAndApply (&scp);
  407. levelUpCommander (h->commander);
  408. CBonusSystemNode::treeHasChanged();
  409. }
  410. }
  411. }
  412. void CGameHandler::changeSecSkill( int ID, int which, int val, bool abs/*=false*/ )
  413. {
  414. SetSecSkill sss;
  415. sss.id = ID;
  416. sss.which = which;
  417. sss.val = val;
  418. sss.abs = abs;
  419. sendAndApply(&sss);
  420. if(which == 7) //Wisdom
  421. {
  422. const CGHeroInstance *h = getHero(ID);
  423. if(h && h->visitedTown)
  424. giveSpells(h->visitedTown, h);
  425. }
  426. }
  427. void CGameHandler::startBattle( const CArmedInstance *armies[2], int3 tile, const CGHeroInstance *heroes[2], bool creatureBank, boost::function<void(BattleResult*)> cb, const CGTownInstance *town /*= NULL*/ )
  428. {
  429. battleEndCallback = new boost::function<void(BattleResult*)>(cb);
  430. {
  431. setupBattle(tile, armies, heroes, creatureBank, town); //initializes stacks, places creatures on battlefield, blocks and informs player interfaces
  432. }
  433. runBattle();
  434. }
  435. void CGameHandler::endBattle(int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2)
  436. {
  437. bool duel = gs->initialOpts->mode == StartInfo::DUEL;
  438. BattleResultsApplied resultsApplied;
  439. const CArmedInstance *bEndArmy1 = gs->curB->belligerents[0];
  440. const CArmedInstance *bEndArmy2 = gs->curB->belligerents[1];
  441. resultsApplied.player1 = bEndArmy1->tempOwner;
  442. resultsApplied.player2 = bEndArmy2->tempOwner;
  443. const CGHeroInstance *victoriousHero = gs->curB->heroes[battleResult.data->winner];
  444. int result = battleResult.get()->result;
  445. if(!duel)
  446. {
  447. //unblock engaged players
  448. if(bEndArmy1->tempOwner<GameConstants::PLAYER_LIMIT)
  449. states.setFlag(bEndArmy1->tempOwner, &PlayerStatus::engagedIntoBattle, false);
  450. if(bEndArmy2 && bEndArmy2->tempOwner<GameConstants::PLAYER_LIMIT)
  451. states.setFlag(bEndArmy2->tempOwner, &PlayerStatus::engagedIntoBattle, false);
  452. }
  453. //end battle, remove all info, free memory
  454. giveExp(*battleResult.data);
  455. if (hero1)
  456. battleResult.data->exp[0] = hero1->calculateXp(battleResult.data->exp[0]);//scholar skill
  457. if (hero2)
  458. battleResult.data->exp[1] = hero2->calculateXp(battleResult.data->exp[1]);
  459. ui8 sides[2];
  460. for(int i=0; i<2; ++i)
  461. {
  462. sides[i] = gs->curB->sides[i];
  463. }
  464. ui8 loser = sides[!battleResult.data->winner];
  465. CasualtiesAfterBattle cab1(bEndArmy1, gs->curB), cab2(bEndArmy2, gs->curB); //calculate casualties before deleting battle
  466. ChangeSpells cs; //for Eagle Eye
  467. if(victoriousHero)
  468. {
  469. if(int eagleEyeLevel = victoriousHero->getSecSkillLevel(CGHeroInstance::EAGLE_EYE))
  470. {
  471. int maxLevel = eagleEyeLevel + 1;
  472. double eagleEyeChance = victoriousHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, CGHeroInstance::EAGLE_EYE);
  473. BOOST_FOREACH(const CSpell *sp, gs->curB->usedSpellsHistory[!battleResult.data->winner])
  474. if(sp->level <= maxLevel && !vstd::contains(victoriousHero->spells, sp->id) && rand() % 100 < eagleEyeChance)
  475. cs.spells.insert(sp->id);
  476. }
  477. }
  478. ConstTransitivePtr <CGHeroInstance> winnerHero = battleResult.data->winner != 0 ? hero2 : hero1;
  479. ConstTransitivePtr <CGHeroInstance> loserHero = battleResult.data->winner != 0 ? hero1 : hero2;
  480. std::vector<ui32> arts; //display them in window
  481. if (result == BattleResult::NORMAL && winnerHero)
  482. {
  483. if (loserHero)
  484. {
  485. auto artifactsWorn = loserHero->artifactsWorn; //TODO: wrap it into a function, somehow (boost::variant -_-)
  486. BOOST_FOREACH (auto artSlot, artifactsWorn)
  487. {
  488. MoveArtifact ma;
  489. ma.src = ArtifactLocation (loserHero, artSlot.first);
  490. const CArtifactInstance * art = ma.src.getArt();
  491. if (art && !art->artType->isBig() && art->artType->id != 0) // don't move war machines or locked arts (spellbook)
  492. {
  493. arts.push_back (art->artType->id);
  494. ma.dst = ArtifactLocation (winnerHero, art->firstAvailableSlot(winnerHero));
  495. sendAndApply(&ma);
  496. }
  497. }
  498. while (!loserHero->artifactsInBackpack.empty())
  499. {
  500. //we assume that no big artifacts can be found
  501. MoveArtifact ma;
  502. ma.src = ArtifactLocation (loserHero, GameConstants::BACKPACK_START); //backpack automatically shifts arts to beginning
  503. const CArtifactInstance * art = ma.src.getArt();
  504. arts.push_back (art->artType->id);
  505. ma.dst = ArtifactLocation (winnerHero, art->firstAvailableSlot(winnerHero));
  506. sendAndApply(&ma);
  507. }
  508. if (loserHero->commander) //TODO: what if commanders belong to no hero?
  509. {
  510. artifactsWorn = loserHero->commander->artifactsWorn;
  511. BOOST_FOREACH (auto artSlot, artifactsWorn)
  512. {
  513. MoveArtifact ma;
  514. ma.src = ArtifactLocation (loserHero->commander.get(), artSlot.first);
  515. const CArtifactInstance * art = ma.src.getArt();
  516. if (art && !art->artType->isBig())
  517. {
  518. arts.push_back (art->artType->id);
  519. ma.dst = ArtifactLocation (winnerHero, art->firstAvailableSlot(winnerHero));
  520. sendAndApply(&ma);
  521. }
  522. }
  523. }
  524. }
  525. BOOST_FOREACH (auto armySlot, gs->curB->belligerents[!battleResult.data->winner]->stacks)
  526. {
  527. auto artifactsWorn = armySlot.second->artifactsWorn;
  528. BOOST_FOREACH (auto artSlot, artifactsWorn)
  529. {
  530. MoveArtifact ma;
  531. ma.src = ArtifactLocation (armySlot.second, artSlot.first);
  532. const CArtifactInstance * art = ma.src.getArt();
  533. if (art && !art->artType->isBig())
  534. {
  535. arts.push_back (art->artType->id);
  536. ma.dst = ArtifactLocation (winnerHero, art->firstAvailableSlot(winnerHero));
  537. sendAndApply(&ma);
  538. }
  539. }
  540. }
  541. }
  542. sendAndApply(battleResult.data); //after this point casualties objects are destroyed
  543. if (arts.size()) //display loot
  544. {
  545. InfoWindow iw;
  546. iw.player = winnerHero->tempOwner;
  547. iw.text.addTxt (MetaString::GENERAL_TXT, 30); //You have captured enemy artifact
  548. BOOST_FOREACH (auto id, arts) //TODO; separate function to display loot for various ojects?
  549. {
  550. iw.components.push_back (Component (Component::ARTIFACT, id, 0, 0));
  551. if(iw.components.size() >= 14)
  552. {
  553. sendAndApply(&iw);
  554. iw.components.clear();
  555. iw.text.addTxt (MetaString::GENERAL_TXT, 30); //repeat
  556. }
  557. }
  558. if (iw.components.size())
  559. {
  560. sendAndApply(&iw);
  561. }
  562. }
  563. //Eagle Eye secondary skill handling
  564. if(cs.spells.size())
  565. {
  566. cs.learn = 1;
  567. cs.hid = victoriousHero->id;
  568. InfoWindow iw;
  569. iw.player = victoriousHero->tempOwner;
  570. iw.text.addTxt(MetaString::GENERAL_TXT, 221); //Through eagle-eyed observation, %s is able to learn %s
  571. iw.text.addReplacement(victoriousHero->name);
  572. std::ostringstream names;
  573. for(int i = 0; i < cs.spells.size(); i++)
  574. {
  575. names << "%s";
  576. if(i < cs.spells.size() - 2)
  577. names << ", ";
  578. else if(i < cs.spells.size() - 1)
  579. names << "%s";
  580. }
  581. names << ".";
  582. iw.text.addReplacement(names.str());
  583. std::set<ui32>::iterator it = cs.spells.begin();
  584. for(int i = 0; i < cs.spells.size(); i++, it++)
  585. {
  586. iw.text.addReplacement(MetaString::SPELL_NAME, *it);
  587. if(i == cs.spells.size() - 2) //we just added pre-last name
  588. iw.text.addReplacement(MetaString::GENERAL_TXT, 141); // " and "
  589. iw.components.push_back(Component(Component::SPELL, *it, 0, 0));
  590. }
  591. sendAndApply(&iw);
  592. sendAndApply(&cs);
  593. }
  594. // Necromancy if applicable.
  595. const CStackBasicDescriptor raisedStack = winnerHero ? winnerHero->calculateNecromancy(*battleResult.data) : CStackBasicDescriptor();
  596. // Give raised units to winner and show dialog, if any were raised,
  597. // units will be given after casualities are taken
  598. const TSlot necroSlot = raisedStack.type ? winnerHero->getSlotFor(raisedStack.type) : -1;
  599. if(!duel)
  600. {
  601. cab1.takeFromArmy(this); cab2.takeFromArmy(this); //take casualties after battle is deleted
  602. //if one hero has lost we will erase him
  603. if(battleResult.data->winner!=0 && hero1)
  604. {
  605. RemoveObject ro(hero1->id);
  606. sendAndApply(&ro);
  607. }
  608. if(battleResult.data->winner!=1 && hero2)
  609. {
  610. RemoveObject ro(hero2->id);
  611. sendAndApply(&ro);
  612. }
  613. //give exp
  614. if (battleResult.data->exp[0] && hero1)
  615. changePrimSkill(hero1->id,4,battleResult.data->exp[0]);
  616. else if (battleResult.data->exp[1] && hero2)
  617. changePrimSkill(hero2->id,4,battleResult.data->exp[1]);
  618. else
  619. afterBattleCallback();
  620. }
  621. if (necroSlot != -1)
  622. {
  623. winnerHero->showNecromancyDialog(raisedStack);
  624. addToSlot(StackLocation(winnerHero, necroSlot), raisedStack.type, raisedStack.count);
  625. }
  626. sendAndApply(&resultsApplied);
  627. setBattle(nullptr);
  628. if(duel)
  629. {
  630. CSaveFile resultFile("result.vdrst");
  631. resultFile << *battleResult.data;
  632. return;
  633. }
  634. if(visitObjectAfterVictory && winnerHero == hero1)
  635. {
  636. visitObjectOnTile(*getTile(winnerHero->getPosition()), winnerHero);
  637. }
  638. visitObjectAfterVictory = false;
  639. winLoseHandle(1<<sides[0] | 1<<sides[1]); //handle victory/loss of engaged players
  640. if(result == BattleResult::SURRENDER || result == BattleResult::ESCAPE) //loser has escaped or surrendered
  641. {
  642. SetAvailableHeroes sah;
  643. sah.player = loser;
  644. sah.hid[0] = loserHero->subID;
  645. if(result == 1) //retreat
  646. {
  647. sah.army[0].clear();
  648. sah.army[0].setCreature(0, VLC->creh->nameToID[loserHero->type->refTypeStack[0]],1);
  649. }
  650. if(const CGHeroInstance *another = getPlayer(loser)->availableHeroes[1])
  651. sah.hid[1] = another->subID;
  652. else
  653. sah.hid[1] = -1;
  654. sendAndApply(&sah);
  655. }
  656. }
  657. void CGameHandler::afterBattleCallback() //object interaction after leveling up is done
  658. {
  659. if(battleEndCallback && *battleEndCallback)
  660. {
  661. boost::function<void(BattleResult*)> *backup = battleEndCallback;
  662. battleEndCallback = NULL; //we need to set it to NULL or else we have infinite recursion when after battle callback gives exp (eg Pandora Box with exp)
  663. (*backup)(battleResult.data);
  664. delete backup;
  665. }
  666. }
  667. void CGameHandler::prepareAttack(BattleAttack &bat, const CStack *att, const CStack *def, int distance, int targetHex)
  668. {
  669. bat.bsa.clear();
  670. bat.stackAttacking = att->ID;
  671. int attackerLuck = att->LuckVal();
  672. const CGHeroInstance * h0 = gs->curB->heroes[0],
  673. * h1 = gs->curB->heroes[1];
  674. bool noLuck = false;
  675. if((h0 && NBonus::hasOfType(h0, Bonus::BLOCK_LUCK)) ||
  676. (h1 && NBonus::hasOfType(h1, Bonus::BLOCK_LUCK)))
  677. {
  678. noLuck = true;
  679. }
  680. if(!noLuck && attackerLuck > 0 && rand()%24 < attackerLuck) //TODO?: negative luck option?
  681. {
  682. bat.flags |= BattleAttack::LUCKY;
  683. }
  684. if (rand()%100 < att->valOfBonuses(Bonus::DOUBLE_DAMAGE_CHANCE))
  685. {
  686. bat.flags |= BattleAttack::DEATH_BLOW;
  687. }
  688. if(att->getCreature()->idNumber == 146)
  689. {
  690. static const int artilleryLvlToChance[] = {0, 50, 75, 100};
  691. const CGHeroInstance * owner = gs->curB->getHero(att->owner);
  692. int chance = artilleryLvlToChance[owner->getSecSkillLevel(CGHeroInstance::ARTILLERY)];
  693. if(chance > rand() % 100)
  694. {
  695. bat.flags |= BattleAttack::BALLISTA_DOUBLE_DMG;
  696. }
  697. }
  698. // only primary target
  699. applyBattleEffects(bat, att, def, distance, false);
  700. if (!bat.shot()) //multiple-hex attack - only in meele
  701. {
  702. std::set<const CStack*> attackedCreatures = gs->curB->getAttackedCreatures(att, targetHex);
  703. //TODO: get exact attacked hex for defender
  704. BOOST_FOREACH(const CStack * stack, attackedCreatures)
  705. {
  706. if (stack != def) //do not hit same stack twice
  707. {
  708. applyBattleEffects(bat, att, stack, distance, true);
  709. }
  710. }
  711. }
  712. const Bonus * bonus = att->getBonusLocalFirst(Selector::type(Bonus::SPELL_LIKE_ATTACK));
  713. if (bonus && (bat.shot())) //TODO: make it work in meele?
  714. {
  715. bat.bsa.front().flags |= BattleStackAttacked::EFFECT;
  716. bat.bsa.front().effect = VLC->spellh->spells[bonus->subtype]->mainEffectAnim; //hopefully it does not interfere with any other effect?
  717. std::set<const CStack*> attackedCreatures = gs->curB->getAffectedCreatures(VLC->spellh->spells[bonus->subtype], bonus->val, att->owner, targetHex);
  718. //TODO: get exact attacked hex for defender
  719. BOOST_FOREACH(const CStack * stack, attackedCreatures)
  720. {
  721. if (stack != def) //do not hit same stack twice
  722. {
  723. applyBattleEffects(bat, att, stack, distance, true);
  724. }
  725. }
  726. }
  727. }
  728. void CGameHandler::applyBattleEffects(BattleAttack &bat, const CStack *att, const CStack *def, int distance, bool secondary) //helper function for prepareAttack
  729. {
  730. BattleStackAttacked bsa;
  731. if (secondary)
  732. bsa.flags |= BattleStackAttacked::SECONDARY; //all other targets do not suffer from spells & spell-like abilities
  733. bsa.attackerID = att->ID;
  734. bsa.stackAttacked = def->ID;
  735. bsa.damageAmount = gs->curB->calculateDmg(att, def, gs->curB->battleGetOwner(att), gs->curB->battleGetOwner(def), bat.shot(), distance, bat.lucky(), bat.deathBlow(), bat.ballistaDoubleDmg());
  736. def->prepareAttacked(bsa); //calculate casualties
  737. //life drain handling
  738. if (att->hasBonusOfType(Bonus::LIFE_DRAIN) && def->isLiving())
  739. {
  740. StacksHealedOrResurrected shi;
  741. shi.lifeDrain = (ui8)true;
  742. shi.tentHealing = (ui8)false;
  743. shi.drainedFrom = def->ID;
  744. StacksHealedOrResurrected::HealInfo hi;
  745. hi.stackID = att->ID;
  746. hi.healedHP = std::min<int>(bsa.damageAmount, att->MaxHealth() - att->firstHPleft + att->MaxHealth() * (att->baseAmount - att->count) );
  747. hi.lowLevelResurrection = false;
  748. shi.healedStacks.push_back(hi);
  749. if (hi.healedHP > 0)
  750. {
  751. bsa.healedStacks.push_back(shi);
  752. }
  753. }
  754. bat.bsa.push_back(bsa); //add this stack to the list of victims after drain life has been calculated
  755. //fire shield handling
  756. if (!bat.shot() && def->hasBonusOfType(Bonus::FIRE_SHIELD) && !att->hasBonusOfType (Bonus::FIRE_IMMUNITY) && !bsa.killed() )
  757. {
  758. BattleStackAttacked bsa;
  759. bsa.stackAttacked = att->ID; //invert
  760. bsa.attackerID = def->ID;
  761. bsa.flags |= BattleStackAttacked::EFFECT;
  762. bsa.effect = 11;
  763. bsa.damageAmount = (bsa.damageAmount * def->valOfBonuses(Bonus::FIRE_SHIELD)) / 100;
  764. att->prepareAttacked(bsa);
  765. bat.bsa.push_back(bsa);
  766. }
  767. }
  768. void CGameHandler::handleConnection(std::set<int> players, CConnection &c)
  769. {
  770. setThreadName("CGameHandler::handleConnection");
  771. srand(time(NULL));
  772. try
  773. {
  774. while(1)//server should never shut connection first //was: while(!end2)
  775. {
  776. CPack *pack = NULL;
  777. ui8 player = 255;
  778. si32 requestID = -999;
  779. int packType = 0;
  780. {
  781. boost::unique_lock<boost::mutex> lock(*c.rmx);
  782. c >> player >> requestID >> pack; //get the package
  783. packType = typeList.getTypeID(pack); //get the id of type
  784. tlog5 << boost::format("Received client message (request %d by player %d) of type with ID=%d (%s).\n")
  785. % requestID % (int)player % packType % typeid(*pack).name();
  786. }
  787. //prepare struct informing that action was applied
  788. PackageApplied applied;
  789. applied.player = player;
  790. applied.result = false;
  791. applied.packType = packType;
  792. applied.requestID = requestID;
  793. CBaseForGHApply *apply = applier->apps[packType]; //and appropriae applier object
  794. if(isBlockedByQueries(pack, packType, player))
  795. {
  796. complain(boost::str(boost::format("Player %d has to answer queries before attempting any further actions (count=%d)!") % (int)player % states.getQueriesCount(player)));
  797. {
  798. boost::unique_lock<boost::mutex> lock(*c.wmx);
  799. c << &applied;
  800. }
  801. }
  802. else if(apply)
  803. {
  804. bool result = apply->applyOnGH(this,&c,pack, player);
  805. tlog5 << "Message successfully applied (result=" << result << ")!\n";
  806. //send confirmation that we've applied the package
  807. applied.result = result;
  808. {
  809. boost::unique_lock<boost::mutex> lock(*c.wmx);
  810. c << &applied;
  811. }
  812. }
  813. else
  814. {
  815. tlog1 << "Message cannot be applied, cannot find applier (unregistered type)!\n";
  816. }
  817. vstd::clear_pointer(pack);
  818. }
  819. }
  820. catch(boost::system::system_error &e) //for boost errors just log, not crash - probably client shut down connection
  821. {
  822. assert(!c.connected); //make sure that connection has been marked as broken
  823. tlog1 << e.what() << std::endl;
  824. end2 = true;
  825. }
  826. HANDLE_EXCEPTION(end2 = true);
  827. tlog1 << "Ended handling connection\n";
  828. }
  829. int CGameHandler::moveStack(int stack, BattleHex dest)
  830. {
  831. int ret = 0;
  832. const CStack *curStack = gs->curB->battleGetStackByID(stack),
  833. *stackAtEnd = gs->curB->battleGetStackByPos(dest);
  834. assert(curStack);
  835. assert(dest < GameConstants::BFIELD_SIZE);
  836. if (gs->curB->tacticDistance)
  837. {
  838. assert(gs->curB->isInTacticRange(dest));
  839. }
  840. if(curStack->position == dest)
  841. return 0;
  842. //initing necessary tables
  843. auto accessibility = getAccesibility(curStack);
  844. //shifting destination (if we have double wide stack and we can occupy dest but not be exactly there)
  845. if(!stackAtEnd && curStack->doubleWide() && !accessibility.accessible(dest, curStack))
  846. {
  847. if(curStack->attackerOwned)
  848. {
  849. if(accessibility.accessible(dest+1, curStack))
  850. dest += BattleHex::RIGHT;
  851. }
  852. else
  853. {
  854. if(accessibility.accessible(dest-1, curStack))
  855. dest += BattleHex::LEFT;
  856. }
  857. }
  858. if((stackAtEnd && stackAtEnd!=curStack && stackAtEnd->alive()) || !accessibility.accessible(dest, curStack))
  859. {
  860. complain("Given destination is not accessible!");
  861. return 0;
  862. }
  863. std::pair< std::vector<BattleHex>, int > path = gs->curB->getPath(curStack->position, dest, curStack);
  864. ret = path.second;
  865. int creSpeed = gs->curB->tacticDistance ? GameConstants::BFIELD_SIZE : curStack->Speed();
  866. if(curStack->hasBonusOfType(Bonus::FLYING))
  867. {
  868. if(path.second <= creSpeed && path.first.size() > 0)
  869. {
  870. //inform clients about move
  871. BattleStackMoved sm;
  872. sm.stack = curStack->ID;
  873. std::vector<BattleHex> tiles;
  874. tiles.push_back(path.first[0]);
  875. sm.tilesToMove = tiles;
  876. sm.distance = path.second;
  877. sm.teleporting = false;
  878. sendAndApply(&sm);
  879. }
  880. }
  881. else //for non-flying creatures
  882. {
  883. // send one package with the creature path information
  884. shared_ptr<const CObstacleInstance> obstacle; //obstacle that interrupted movement
  885. std::vector<BattleHex> tiles;
  886. int tilesToMove = std::max((int)(path.first.size() - creSpeed), 0);
  887. int v = path.first.size()-1;
  888. startWalking:
  889. for(; v >= tilesToMove; --v)
  890. {
  891. BattleHex hex = path.first[v];
  892. tiles.push_back(hex);
  893. if((obstacle = battleGetObstacleOnPos(hex, false)))
  894. {
  895. //we walked onto something, so we finalize this portion of stack movement check into obstacle
  896. break;
  897. }
  898. }
  899. if (tiles.size() > 0)
  900. {
  901. //commit movement
  902. BattleStackMoved sm;
  903. sm.stack = curStack->ID;
  904. sm.distance = path.second;
  905. sm.teleporting = false;
  906. sm.tilesToMove = tiles;
  907. sendAndApply(&sm);
  908. }
  909. //we don't handle obstacle at the destination tile -> it's handled separately in the if at the end
  910. if(obstacle && curStack->position != dest)
  911. {
  912. handleDamageFromObstacle(*obstacle, curStack);
  913. //if stack didn't die in explosion, continue movement
  914. if(!obstacle->stopsMovement() && curStack->alive())
  915. {
  916. obstacle.reset();
  917. tiles.clear();
  918. v--;
  919. goto startWalking; //TODO it's so evil
  920. }
  921. }
  922. }
  923. //handling obstacle on the final field (separate, because it affects both flying and walking stacks)
  924. if(curStack->alive())
  925. {
  926. if(auto theLastObstacle = battleGetObstacleOnPos(curStack->position, false))
  927. {
  928. handleDamageFromObstacle(*theLastObstacle, curStack);
  929. }
  930. }
  931. return ret;
  932. }
  933. CGameHandler::CGameHandler(void)
  934. {
  935. QID = 1;
  936. //gs = NULL;
  937. IObjectInterface::cb = this;
  938. applier = new CApplier<CBaseForGHApply>;
  939. registerTypes3(*applier);
  940. visitObjectAfterVictory = false;
  941. battleEndCallback = NULL;
  942. }
  943. CGameHandler::~CGameHandler(void)
  944. {
  945. delete applier;
  946. applier = NULL;
  947. delete gs;
  948. }
  949. void CGameHandler::init(StartInfo *si)
  950. {
  951. //extern DLL_LINKAGE boost::rand48 ran;
  952. if(!si->seedToBeUsed)
  953. si->seedToBeUsed = std::time(NULL);
  954. gs = new CGameState();
  955. tlog0 << "Gamestate created!" << std::endl;
  956. gs->init(si);
  957. tlog0 << "Gamestate initialized!" << std::endl;
  958. for(auto i = gs->players.begin(); i != gs->players.end(); i++)
  959. states.addPlayer(i->first);
  960. }
  961. static bool evntCmp(const CMapEvent *a, const CMapEvent *b)
  962. {
  963. return *a < *b;
  964. }
  965. void CGameHandler::setPortalDwelling(const CGTownInstance * town, bool forced=false, bool clear = false)
  966. {// bool forced = true - if creature should be replaced, if false - only if no creature was set
  967. const PlayerState *p = gs->getPlayer(town->tempOwner);
  968. if(!p)
  969. {
  970. tlog3 << "There is no player owner of town " << town->name << " at " << town->pos << std::endl;
  971. return;
  972. }
  973. if (forced || town->creatures[GameConstants::CREATURES_PER_TOWN].second.empty())//we need to change creature
  974. {
  975. SetAvailableCreatures ssi;
  976. ssi.tid = town->id;
  977. ssi.creatures = town->creatures;
  978. ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.clear();//remove old one
  979. const std::vector<ConstTransitivePtr<CGDwelling> > &dwellings = p->dwellings;
  980. if (dwellings.empty())//no dwellings - just remove
  981. {
  982. sendAndApply(&ssi);
  983. return;
  984. }
  985. ui32 dwellpos = rand()%dwellings.size();//take random dwelling
  986. ui32 creapos = rand()%dwellings[dwellpos]->creatures.size();//for multi-creature dwellings like Golem Factory
  987. ui32 creature = dwellings[dwellpos]->creatures[creapos].second[0];
  988. if (clear)
  989. ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = std::max((ui32)1, (VLC->creh->creatures[creature]->growth)/2);
  990. else
  991. ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = VLC->creh->creatures[creature]->growth;
  992. ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.push_back(creature);
  993. sendAndApply(&ssi);
  994. }
  995. }
  996. void CGameHandler::newTurn()
  997. {
  998. tlog5 << "Turn " << gs->day+1 << std::endl;
  999. NewTurn n;
  1000. n.specialWeek = NewTurn::NO_ACTION;
  1001. n.creatureid = -1;
  1002. n.day = gs->day + 1;
  1003. bool firstTurn = !getDate(0);
  1004. bool newWeek = getDate(1) == 7; //day numbers are confusing, as day was not yet switched
  1005. bool newMonth = getDate(4) == 28;
  1006. std::map<ui8, si32> hadGold;//starting gold - for buildings like dwarven treasury
  1007. srand(time(NULL));
  1008. if (newWeek && !firstTurn)
  1009. {
  1010. n.specialWeek = NewTurn::NORMAL;
  1011. bool deityOfFireBuilt = false;
  1012. BOOST_FOREACH(const CGTownInstance *t, gs->map->towns)
  1013. {
  1014. if(t->hasBuilt(EBuilding::GRAIL, ETownType::INFERNO))
  1015. {
  1016. deityOfFireBuilt = true;
  1017. break;
  1018. }
  1019. }
  1020. if(deityOfFireBuilt)
  1021. {
  1022. n.specialWeek = NewTurn::DEITYOFFIRE;
  1023. n.creatureid = 42;
  1024. }
  1025. else
  1026. {
  1027. int monthType = rand()%100;
  1028. if(newMonth) //new month
  1029. {
  1030. if (monthType < 40) //double growth
  1031. {
  1032. n.specialWeek = NewTurn::DOUBLE_GROWTH;
  1033. if (VLC->modh->settings.ALL_CREATURES_GET_DOUBLE_MONTHS)
  1034. {
  1035. std::pair<int,int> newMonster(54, VLC->creh->pickRandomMonster(boost::ref(rand)));
  1036. n.creatureid = newMonster.second;
  1037. }
  1038. else
  1039. {
  1040. std::set<TCreature>::const_iterator it = VLC->creh->doubledCreatures.begin();
  1041. std::advance (it, rand() % VLC->creh->doubledCreatures.size()); //picking random element of set is tiring
  1042. n.creatureid = *it;
  1043. }
  1044. }
  1045. else if (monthType < 50)
  1046. n.specialWeek = NewTurn::PLAGUE;
  1047. }
  1048. else //it's a week, but not full month
  1049. {
  1050. if (monthType < 25)
  1051. {
  1052. n.specialWeek = NewTurn::BONUS_GROWTH; //+5
  1053. std::pair<int,int> newMonster (54, VLC->creh->pickRandomMonster(boost::ref(rand)));
  1054. //TODO do not pick neutrals
  1055. n.creatureid = newMonster.second;
  1056. }
  1057. }
  1058. }
  1059. }
  1060. bmap<ui32, ConstTransitivePtr<CGHeroInstance> > pool = gs->hpool.heroesPool;
  1061. for ( auto i=gs->players.begin() ; i!=gs->players.end();i++)
  1062. {
  1063. if(i->first == 255)
  1064. continue;
  1065. else if(i->first >= GameConstants::PLAYER_LIMIT)
  1066. assert(0); //illegal player number!
  1067. std::pair<TPlayerColor,si32> playerGold(i->first,i->second.resources[Res::GOLD]);
  1068. hadGold.insert(playerGold);
  1069. if(newWeek) //new heroes in tavern
  1070. {
  1071. SetAvailableHeroes sah;
  1072. sah.player = i->first;
  1073. //pick heroes and their armies
  1074. CHeroClass *banned = NULL;
  1075. for (int j = 0; j < GameConstants::AVAILABLE_HEROES_PER_PLAYER; j++)
  1076. {
  1077. if(CGHeroInstance *h = gs->hpool.pickHeroFor(j == 0, i->first, getNativeTown(i->first), pool, banned)) //first hero - native if possible, second hero -> any other class
  1078. {
  1079. sah.hid[j] = h->subID;
  1080. h->initArmy(&sah.army[j]);
  1081. banned = h->type->heroClass;
  1082. }
  1083. else
  1084. sah.hid[j] = -1;
  1085. }
  1086. sendAndApply(&sah);
  1087. }
  1088. n.res[i->first] = i->second.resources;
  1089. BOOST_FOREACH(CGHeroInstance *h, (*i).second.heroes)
  1090. {
  1091. if(h->visitedTown)
  1092. giveSpells(h->visitedTown, h);
  1093. NewTurn::Hero hth;
  1094. hth.id = h->id;
  1095. hth.move = h->maxMovePoints(gs->map->getTile(h->getPosition(false)).tertype != TerrainTile::water);
  1096. if(h->visitedTown && h->visitedTown->hasBuilt(EBuilding::MAGES_GUILD_1)) //if hero starts turn in town with mage guild
  1097. hth.mana = std::max(h->mana, h->manaLimit()); //restore all mana
  1098. else
  1099. hth.mana = std::max((si32)(0), std::max(h->mana, std::min((si32)(h->mana + h->manaRegain()), h->manaLimit())));
  1100. n.heroes.insert(hth);
  1101. if(!firstTurn) //not first day
  1102. {
  1103. n.res[i->first][Res::GOLD] += h->valOfBonuses(Selector::typeSubtype(Bonus::SECONDARY_SKILL_PREMY, CGHeroInstance::ESTATES)); //estates
  1104. for (int k = 0; k < GameConstants::RESOURCE_QUANTITY; k++)
  1105. {
  1106. n.res[i->first][k] += h->valOfBonuses(Bonus::GENERATE_RESOURCE, k);
  1107. }
  1108. }
  1109. }
  1110. }
  1111. // townID, creatureID, amount
  1112. std::map<si32, std::map<si32, si32> > newCreas;//creatures that needs to be added by town events
  1113. BOOST_FOREACH(CGTownInstance *t, gs->map->towns)
  1114. {
  1115. ui8 player = t->tempOwner;
  1116. handleTownEvents(t, n, newCreas);
  1117. if(newWeek) //first day of week
  1118. {
  1119. if(t->hasBuilt(EBuilding::PORTAL_OF_SUMMON, ETownType::DUNGEON))
  1120. setPortalDwelling(t, true, (n.specialWeek == NewTurn::PLAGUE ? true : false)); //set creatures for Portal of Summoning
  1121. if(!firstTurn)
  1122. if (t->hasBuilt(EBuilding::TREASURY, ETownType::RAMPART) && player < GameConstants::PLAYER_LIMIT)
  1123. n.res[player][Res::GOLD] += hadGold[player]/10; //give 10% of starting gold
  1124. SetAvailableCreatures sac;
  1125. sac.tid = t->id;
  1126. sac.creatures = t->creatures;
  1127. for (int k=0; k < GameConstants::CREATURES_PER_TOWN; k++) //creature growths
  1128. {
  1129. if(t->creatureDwellingLevel(k) >= 0)//there is dwelling (k-level)
  1130. {
  1131. ui32 &availableCount = sac.creatures[k].first;
  1132. const CCreature *cre = VLC->creh->creatures[t->creatures[k].second.back()];
  1133. if (n.specialWeek == NewTurn::PLAGUE)
  1134. availableCount = t->creatures[k].first / 2; //halve their number, no growth
  1135. else
  1136. {
  1137. if(firstTurn) //first day of game: use only basic growths
  1138. availableCount = cre->growth;
  1139. else
  1140. availableCount += t->creatureGrowth(k);
  1141. //Deity of fire week - upgrade both imps and upgrades
  1142. if (n.specialWeek == NewTurn::DEITYOFFIRE && vstd::contains(t->creatures[k].second, n.creatureid))
  1143. availableCount += 15;
  1144. if( cre->idNumber == n.creatureid ) //bonus week, effect applies only to identical creatures
  1145. {
  1146. if(n.specialWeek == NewTurn::DOUBLE_GROWTH)
  1147. availableCount *= 2;
  1148. else if(n.specialWeek == NewTurn::BONUS_GROWTH)
  1149. availableCount += 5;
  1150. }
  1151. }
  1152. }
  1153. }
  1154. //add creatures from town events
  1155. if (vstd::contains(newCreas, t->id))
  1156. for(std::map<si32, si32>::iterator i=newCreas[t->id].begin() ; i!=newCreas[t->id].end(); i++)
  1157. sac.creatures[i->first].first += i->second;
  1158. n.cres.push_back(sac);
  1159. }
  1160. if(!firstTurn && player < GameConstants::PLAYER_LIMIT)//not the first day and town not neutral
  1161. {
  1162. if(t->hasBuilt(EBuilding::RESOURCE_SILO)) //there is resource silo
  1163. {
  1164. if(t->town->primaryRes == 127) //we'll give wood and ore
  1165. {
  1166. n.res[player][Res::WOOD] ++;
  1167. n.res[player][Res::ORE] ++;
  1168. }
  1169. else
  1170. {
  1171. n.res[player][t->town->primaryRes] ++;
  1172. }
  1173. }
  1174. n.res[player][Res::GOLD] += t->dailyIncome();
  1175. }
  1176. if(t->hasBuilt(EBuilding::GRAIL, ETownType::TOWER))
  1177. {
  1178. // Skyship, probably easier to handle same as Veil of darkness
  1179. //do it every new day after veils apply
  1180. if (player != GameConstants::NEUTRAL_PLAYER) //do not reveal fow for neutral player
  1181. {
  1182. FoWChange fw;
  1183. fw.mode = 1;
  1184. fw.player = player;
  1185. // find all hidden tiles
  1186. auto & fow = gs->getPlayerTeam(player)->fogOfWarMap;
  1187. for (size_t i=0; i<fow.size(); i++)
  1188. for (size_t j=0; j<fow[i].size(); j++)
  1189. for (size_t k=0; k<fow[i][j].size(); k++)
  1190. if (!fow[i][j][k])
  1191. fw.tiles.insert(int3(i,j,k));
  1192. sendAndApply (&fw);
  1193. }
  1194. }
  1195. if (t->hasBonusOfType (Bonus::DARKNESS))
  1196. {
  1197. t->hideTiles(t->getOwner(), t->getBonusLocalFirst(Selector::type(Bonus::DARKNESS))->val);
  1198. }
  1199. //unhiding what shouldn't be hidden? //that's handled in netpacks client
  1200. }
  1201. if(newMonth)
  1202. {
  1203. SetAvailableArtifacts saa;
  1204. saa.id = -1;
  1205. pickAllowedArtsSet(saa.arts);
  1206. sendAndApply(&saa);
  1207. }
  1208. sendAndApply(&n);
  1209. if(newWeek)
  1210. {
  1211. //spawn wandering monsters
  1212. if (newMonth && (n.specialWeek == NewTurn::DOUBLE_GROWTH || n.specialWeek == NewTurn::DEITYOFFIRE))
  1213. {
  1214. spawnWanderingMonsters(n.creatureid);
  1215. }
  1216. //new week info popup
  1217. if(!firstTurn)
  1218. {
  1219. InfoWindow iw;
  1220. switch (n.specialWeek)
  1221. {
  1222. case NewTurn::DOUBLE_GROWTH:
  1223. iw.text.addTxt(MetaString::ARRAY_TXT, 131);
  1224. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1225. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1226. break;
  1227. case NewTurn::PLAGUE:
  1228. iw.text.addTxt(MetaString::ARRAY_TXT, 132);
  1229. break;
  1230. case NewTurn::BONUS_GROWTH:
  1231. iw.text.addTxt(MetaString::ARRAY_TXT, 134);
  1232. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1233. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1234. break;
  1235. case NewTurn::DEITYOFFIRE:
  1236. iw.text.addTxt(MetaString::ARRAY_TXT, 135);
  1237. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 42); //%s imp
  1238. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 42); //%s imp
  1239. iw.text.addReplacement2(15); //%+d 15
  1240. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 43); //%s familiar
  1241. iw.text.addReplacement2(15); //%+d 15
  1242. break;
  1243. default:
  1244. if (newMonth)
  1245. {
  1246. iw.text.addTxt(MetaString::ARRAY_TXT, (130));
  1247. iw.text.addReplacement(MetaString::ARRAY_TXT, 32 + rand()%10);
  1248. }
  1249. else
  1250. {
  1251. iw.text.addTxt(MetaString::ARRAY_TXT, (133));
  1252. iw.text.addReplacement(MetaString::ARRAY_TXT, 43 + rand()%15);
  1253. }
  1254. }
  1255. for (auto i=gs->players.begin() ; i!=gs->players.end(); i++)
  1256. {
  1257. iw.player = i->first;
  1258. sendAndApply(&iw);
  1259. }
  1260. }
  1261. }
  1262. tlog5 << "Info about turn " << n.day << "has been sent!" << std::endl;
  1263. handleTimeEvents();
  1264. //call objects
  1265. for(size_t i = 0; i<gs->map->objects.size(); i++)
  1266. {
  1267. if(gs->map->objects[i])
  1268. gs->map->objects[i]->newTurn();
  1269. }
  1270. winLoseHandle(0xff);
  1271. //warn players without town
  1272. if(gs->day)
  1273. {
  1274. for (auto i=gs->players.cbegin() ; i!=gs->players.cend();i++)
  1275. {
  1276. if(i->second.status || i->second.towns.size() || i->second.color >= GameConstants::PLAYER_LIMIT)
  1277. continue;
  1278. InfoWindow iw;
  1279. iw.player = i->first;
  1280. iw.components.push_back(Component(Component::FLAG,i->first,0,0));
  1281. if(!i->second.daysWithoutCastle)
  1282. {
  1283. 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.
  1284. iw.text.addReplacement(MetaString::COLOR, i->first);
  1285. }
  1286. else if(i->second.daysWithoutCastle == 6)
  1287. {
  1288. 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.
  1289. iw.text.addReplacement(MetaString::COLOR, i->first);
  1290. }
  1291. else
  1292. {
  1293. 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.
  1294. iw.text.addReplacement(MetaString::COLOR, i->first);
  1295. iw.text.addReplacement(7 - i->second.daysWithoutCastle);
  1296. }
  1297. sendAndApply(&iw);
  1298. }
  1299. }
  1300. }
  1301. void CGameHandler::run(bool resume)
  1302. {
  1303. using namespace boost::posix_time;
  1304. BOOST_FOREACH(CConnection *cc, conns)
  1305. {//init conn.
  1306. ui32 quantity;
  1307. TPlayerColor pom;
  1308. //ui32 seed;
  1309. if(!resume)
  1310. {
  1311. (*cc) << gs->initialOpts; // gs->scenarioOps
  1312. }
  1313. (*cc) >> quantity; //how many players will be handled at that client
  1314. tlog0 << "Connection " << cc->connectionID << " will handle " << quantity << " player: ";
  1315. for(int i=0;i<quantity;i++)
  1316. {
  1317. (*cc) >> pom; //read player color
  1318. tlog0 << (int)pom << " ";
  1319. {
  1320. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  1321. connections[pom] = cc;
  1322. }
  1323. }
  1324. tlog0 << std::endl;
  1325. cc->addStdVecItems(gs);
  1326. cc->enableStackSendingByID();
  1327. cc->disableSmartPointerSerialization();
  1328. }
  1329. for(std::set<CConnection*>::iterator i = conns.begin(); i!=conns.end();i++)
  1330. {
  1331. std::set<int> pom;
  1332. for(std::map<int,CConnection*>::iterator j = connections.begin(); j!=connections.end();j++)
  1333. if(j->second == *i)
  1334. pom.insert(j->first);
  1335. boost::thread(boost::bind(&CGameHandler::handleConnection,this,pom,boost::ref(**i)));
  1336. }
  1337. if(gs->scenarioOps->mode == StartInfo::DUEL)
  1338. {
  1339. runBattle();
  1340. return;
  1341. }
  1342. while (!end2)
  1343. {
  1344. if(!resume)
  1345. newTurn();
  1346. std::map<TPlayerColor,PlayerState>::iterator i;
  1347. if(!resume)
  1348. i = gs->players.begin();
  1349. else
  1350. i = gs->players.find(gs->currentPlayer);
  1351. resume = false;
  1352. for(; i != gs->players.end(); i++)
  1353. {
  1354. if((i->second.towns.size()==0 && i->second.heroes.size()==0)
  1355. || i->first>=GameConstants::PLAYER_LIMIT
  1356. || i->second.status)
  1357. {
  1358. continue;
  1359. }
  1360. states.setFlag(i->first,&PlayerStatus::makingTurn,true);
  1361. {
  1362. YourTurn yt;
  1363. yt.player = i->first;
  1364. applyAndSend(&yt);
  1365. }
  1366. //wait till turn is done
  1367. boost::unique_lock<boost::mutex> lock(states.mx);
  1368. while(states.players[i->first].makingTurn && !end2)
  1369. {
  1370. static time_duration p = milliseconds(200);
  1371. states.cv.timed_wait(lock,p);
  1372. }
  1373. }
  1374. }
  1375. while(conns.size() && (*conns.begin())->isOpen())
  1376. boost::this_thread::sleep(boost::posix_time::milliseconds(5)); //give time client to close socket
  1377. }
  1378. void CGameHandler::setupBattle( int3 tile, const CArmedInstance *armies[2], const CGHeroInstance *heroes[2], bool creatureBank, const CGTownInstance *town )
  1379. {
  1380. battleResult.set(NULL);
  1381. //send info about battles
  1382. BattleStart bs;
  1383. bs.info = gs->setupBattle(tile, armies, heroes, creatureBank, town);
  1384. sendAndApply(&bs);
  1385. }
  1386. void CGameHandler::checkForBattleEnd()
  1387. {
  1388. auto &stacks = gs->curB->stacks;
  1389. //checking winning condition
  1390. bool hasStack[2]; //hasStack[0] - true if attacker has a living stack; defender similarly
  1391. hasStack[0] = hasStack[1] = false;
  1392. for(int b = 0; b<stacks.size(); ++b)
  1393. {
  1394. if(stacks[b]->alive() && !stacks[b]->hasBonusOfType(Bonus::SIEGE_WEAPON))
  1395. {
  1396. hasStack[1-stacks[b]->attackerOwned] = true;
  1397. }
  1398. }
  1399. if(!hasStack[0] || !hasStack[1]) //somebody has won
  1400. {
  1401. setBattleResult(0, hasStack[1]);
  1402. }
  1403. }
  1404. void CGameHandler::giveSpells( const CGTownInstance *t, const CGHeroInstance *h )
  1405. {
  1406. if(!h->hasSpellbook())
  1407. return; //hero hasn't spellbok
  1408. ChangeSpells cs;
  1409. cs.hid = h->id;
  1410. cs.learn = true;
  1411. for(int i=0; i<std::min(t->mageGuildLevel(),h->getSecSkillLevel(CGHeroInstance::WISDOM)+2);i++)
  1412. {
  1413. if (t->hasBuilt(EBuilding::GRAIL, ETownType::CONFLUX)) //Aurora Borealis
  1414. {
  1415. std::vector<ui16> spells;
  1416. getAllowedSpells(spells, i);
  1417. for (int j = 0; j < spells.size(); ++j)
  1418. cs.spells.insert(spells[j]);
  1419. }
  1420. else
  1421. {
  1422. for(int j=0; j<t->spellsAtLevel(i+1,true) && j<t->spells[i].size(); j++)
  1423. {
  1424. if(!vstd::contains(h->spells,t->spells[i][j]))
  1425. cs.spells.insert(t->spells[i][j]);
  1426. }
  1427. }
  1428. }
  1429. if(cs.spells.size())
  1430. sendAndApply(&cs);
  1431. }
  1432. void CGameHandler::setBlockVis(int objid, bool bv)
  1433. {
  1434. SetObjectProperty sop(objid,2,bv);
  1435. sendAndApply(&sop);
  1436. }
  1437. bool CGameHandler::removeObject( int objid )
  1438. {
  1439. if(!getObj(objid))
  1440. {
  1441. tlog1 << "Something wrong, that object already has been removed or hasn't existed!\n";
  1442. return false;
  1443. }
  1444. RemoveObject ro;
  1445. ro.id = objid;
  1446. sendAndApply(&ro);
  1447. winLoseHandle(255); //eg if monster escaped (removing objs after battle is done dircetly by endBattle, not this function)
  1448. return true;
  1449. }
  1450. void CGameHandler::setAmount(int objid, ui32 val)
  1451. {
  1452. SetObjectProperty sop(objid,3,val);
  1453. sendAndApply(&sop);
  1454. }
  1455. bool CGameHandler::moveHero( si32 hid, int3 dst, ui8 instant, ui8 asker /*= 255*/ )
  1456. {
  1457. bool blockvis = false;
  1458. const CGHeroInstance *h = getHero(hid);
  1459. if(!h || (asker != 255 && (instant || h->getOwner() != gs->currentPlayer)) //not turn of that hero or player can't simply teleport hero (at least not with this function)
  1460. )
  1461. {
  1462. tlog1 << "Illegal call to move hero!\n";
  1463. return false;
  1464. }
  1465. tlog5 << "Player " <<int(asker) << " wants to move hero "<< hid << " from "<< h->pos << " to " << dst << std::endl;
  1466. int3 hmpos = dst + int3(-1,0,0);
  1467. if(!gs->map->isInTheMap(hmpos))
  1468. {
  1469. tlog1 << "Destination tile is outside the map!\n";
  1470. return false;
  1471. }
  1472. TerrainTile t = gs->map->terrain[hmpos.x][hmpos.y][hmpos.z];
  1473. int cost = gs->getMovementCost(h, h->getPosition(false), CGHeroInstance::convertPosition(dst,false),h->movement);
  1474. int3 guardPos = gs->guardingCreaturePosition(hmpos);
  1475. //result structure for start - movement failed, no move points used
  1476. TryMoveHero tmh;
  1477. tmh.id = hid;
  1478. tmh.start = h->pos;
  1479. tmh.end = dst;
  1480. tmh.result = TryMoveHero::FAILED;
  1481. tmh.movePoints = h->movement;
  1482. //check if destination tile is available
  1483. //it's a rock or blocked and not visitable tile
  1484. //OR hero is on land and dest is water and (there is not present only one object - boat)
  1485. if(((t.tertype == TerrainTile::rock || (t.blocked && !t.visitable && !h->hasBonusOfType(Bonus::FLYING_MOVEMENT) ))
  1486. && complain("Cannot move hero, destination tile is blocked!"))
  1487. || ((!h->boat && !h->canWalkOnSea() && t.tertype == TerrainTile::water && (t.visitableObjects.size() < 1 || (t.visitableObjects.back()->ID != 8 && 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)
  1488. && complain("Cannot move hero, destination tile is on water!"))
  1489. || ((h->boat && t.tertype != TerrainTile::water && t.blocked)
  1490. && complain("Cannot disembark hero, tile is blocked!"))
  1491. || ((h->movement < cost && dst != h->pos && !instant)
  1492. && complain("Hero doesn't have any movement points left!"))
  1493. || (states.checkFlag(h->tempOwner, &PlayerStatus::engagedIntoBattle)
  1494. && complain("Cannot move hero during the battle")))
  1495. {
  1496. //send info about movement failure
  1497. sendAndApply(&tmh);
  1498. return false;
  1499. }
  1500. //hero enters the boat
  1501. if(!h->boat && t.visitableObjects.size() && t.visitableObjects.back()->ID == Obj::BOAT)
  1502. {
  1503. tmh.result = TryMoveHero::EMBARK;
  1504. tmh.movePoints = h->movementPointsAfterEmbark(h->movement, cost, false);
  1505. getTilesInRange(tmh.fowRevealed,h->getSightCenter()+(tmh.end-tmh.start),h->getSightRadious(),h->tempOwner,1);
  1506. sendAndApply(&tmh);
  1507. return true;
  1508. }
  1509. //hero leaves the boat
  1510. else if(h->boat && t.tertype != TerrainTile::water && !t.blocked)
  1511. {
  1512. //TODO? code similarity with the block above
  1513. tmh.result = TryMoveHero::DISEMBARK;
  1514. tmh.movePoints = h->movementPointsAfterEmbark(h->movement, cost, true);
  1515. getTilesInRange(tmh.fowRevealed,h->getSightCenter()+(tmh.end-tmh.start),h->getSightRadious(),h->tempOwner,1);
  1516. sendAndApply(&tmh);
  1517. tryAttackingGuard(guardPos, h);
  1518. return true;
  1519. }
  1520. //checks for standard movement
  1521. if(!instant)
  1522. {
  1523. if( (distance(h->pos,dst) >= 1.5 && complain("Tiles are not neighboring!"))
  1524. || (h->movement < cost && h->movement < 100 && complain("Not enough move points!")))
  1525. {
  1526. sendAndApply(&tmh);
  1527. return false;
  1528. }
  1529. //check if there is blocking visitable object
  1530. blockvis = false;
  1531. tmh.movePoints = std::max((ui32)(0),h->movement-cost); //take move points
  1532. BOOST_FOREACH(CGObjectInstance *obj, t.visitableObjects)
  1533. {
  1534. if(obj != h && obj->blockVisit && !(obj->getPassableness() & 1<<h->tempOwner))
  1535. {
  1536. blockvis = true;
  1537. break;
  1538. }
  1539. }
  1540. //we start moving
  1541. if(blockvis)//interaction with blocking object (like resources)
  1542. {
  1543. tmh.result = TryMoveHero::BLOCKING_VISIT;
  1544. sendAndApply(&tmh);
  1545. //failed to move to that tile but we visit object
  1546. if(t.visitableObjects.size())
  1547. objectVisited(t.visitableObjects.back(), h);
  1548. tlog5 << "Blocking visit at " << hmpos << std::endl;
  1549. return true;
  1550. }
  1551. else //normal move
  1552. {
  1553. BOOST_FOREACH(CGObjectInstance *obj, gs->map->terrain[h->pos.x-1][h->pos.y][h->pos.z].visitableObjects)
  1554. {
  1555. obj->onHeroLeave(h);
  1556. }
  1557. getTilesInRange(tmh.fowRevealed,h->getSightCenter()+(tmh.end-tmh.start),h->getSightRadious(),h->tempOwner,1);
  1558. tmh.result = TryMoveHero::SUCCESS;
  1559. tmh.attackedFrom = guardPos;
  1560. sendAndApply(&tmh);
  1561. tlog5 << "Moved to " <<tmh.end<<std::endl;
  1562. // If a creature guards the tile, block visit.
  1563. const bool fightingGuard = tryAttackingGuard(guardPos, h);
  1564. if(!fightingGuard && t.visitableObjects.size()) //call objects if they are visited
  1565. {
  1566. visitObjectOnTile(t, h);
  1567. }
  1568. tlog5 << "Movement end!\n";
  1569. return true;
  1570. }
  1571. }
  1572. else //instant move - teleportation
  1573. {
  1574. BOOST_FOREACH(CGObjectInstance* obj, t.blockingObjects)
  1575. {
  1576. if(obj->ID==Obj::HERO)
  1577. {
  1578. CGHeroInstance *dh = static_cast<CGHeroInstance *>(obj);
  1579. if( gameState()->getPlayerRelations(dh->tempOwner, h->tempOwner))
  1580. {
  1581. heroExchange(h->id, dh->id);
  1582. return true;
  1583. }
  1584. startBattleI(h, dh);
  1585. return true;
  1586. }
  1587. }
  1588. tmh.result = TryMoveHero::TELEPORTATION;
  1589. getTilesInRange(tmh.fowRevealed,h->getSightCenter()+(tmh.end-tmh.start),h->getSightRadious(),h->tempOwner,1);
  1590. sendAndApply(&tmh);
  1591. return true;
  1592. }
  1593. }
  1594. bool CGameHandler::teleportHero(si32 hid, si32 dstid, ui8 source, ui8 asker/* = 255*/)
  1595. {
  1596. const CGHeroInstance *h = getHero(hid);
  1597. const CGTownInstance *t = getTown(dstid);
  1598. if ( !h || !t || h->getOwner() != gs->currentPlayer )
  1599. tlog1<<"Invalid call to teleportHero!";
  1600. const CGTownInstance *from = h->visitedTown;
  1601. if(((h->getOwner() != t->getOwner())
  1602. && complain("Cannot teleport hero to another player"))
  1603. || ((!from || from->hasBuilt(EBuilding::CASTLE_GATE, ETownType::INFERNO))
  1604. && complain("Hero must be in town with Castle gate for teleporting"))
  1605. || (t->hasBuilt(EBuilding::CASTLE_GATE, ETownType::INFERNO)
  1606. && complain("Cannot teleport hero to town without Castle gate in it")))
  1607. return false;
  1608. int3 pos = t->visitablePos();
  1609. pos += h->getVisitableOffset();
  1610. stopHeroVisitCastle(from->id, hid);
  1611. moveHero(hid,pos,1);
  1612. heroVisitCastle(dstid, hid);
  1613. return true;
  1614. }
  1615. void CGameHandler::setOwner(int objid, ui8 owner)
  1616. {
  1617. ui8 oldOwner = getOwner(objid);
  1618. SetObjectProperty sop(objid,1,owner);
  1619. sendAndApply(&sop);
  1620. winLoseHandle(1<<owner | 1<<oldOwner);
  1621. if(owner < GameConstants::PLAYER_LIMIT && getTown(objid)) //town captured
  1622. {
  1623. const CGTownInstance * town = getTown(objid);
  1624. if (town->hasBuilt(EBuilding::PORTAL_OF_SUMMON, ETownType::DUNGEON))
  1625. setPortalDwelling(town, true, false);
  1626. if (!gs->getPlayer(owner)->towns.size())//player lost last town
  1627. {
  1628. InfoWindow iw;
  1629. iw.player = oldOwner;
  1630. 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.
  1631. sendAndApply(&iw);
  1632. }
  1633. }
  1634. const CGObjectInstance * obj = getObj(objid);
  1635. const PlayerState * p = gs->getPlayer(owner);
  1636. if((obj->ID == Obj::CREATURE_GENERATOR1 || obj->ID == Obj::CREATURE_GENERATOR4 ) && p && p->dwellings.size()==1)//first dwelling captured
  1637. {
  1638. BOOST_FOREACH(const CGTownInstance *t, gs->getPlayer(owner)->towns)
  1639. {
  1640. if (t->hasBuilt(EBuilding::PORTAL_OF_SUMMON, ETownType::DUNGEON))
  1641. setPortalDwelling(t);//set initial creatures for all portals of summoning
  1642. }
  1643. }
  1644. }
  1645. void CGameHandler::setHoverName(int objid, MetaString* name)
  1646. {
  1647. SetHoverName shn(objid, *name);
  1648. sendAndApply(&shn);
  1649. }
  1650. void CGameHandler::showBlockingDialog( BlockingDialog *iw, const CFunctionList<void(ui32)> &callback )
  1651. {
  1652. ask(iw,iw->player,callback);
  1653. }
  1654. ui32 CGameHandler::showBlockingDialog( BlockingDialog *iw )
  1655. {
  1656. //TODO
  1657. //gsm.lock();
  1658. //int query = QID++;
  1659. //states.addQuery(player,query);
  1660. //sendToAllClients(iw);
  1661. //gsm.unlock();
  1662. //ui32 ret = getQueryResult(iw->player, query);
  1663. //gsm.lock();
  1664. //states.removeQuery(player, query);
  1665. //gsm.unlock();
  1666. return 0;
  1667. }
  1668. void CGameHandler::giveResource(int player, int which, int val) //TODO: cap according to Bersy's suggestion
  1669. {
  1670. if(!val) return; //don't waste time on empty call
  1671. SetResource sr;
  1672. sr.player = player;
  1673. sr.resid = which;
  1674. sr.val = gs->players.find(player)->second.resources[which] + val;
  1675. sendAndApply(&sr);
  1676. }
  1677. void CGameHandler::giveCreatures(const CArmedInstance *obj, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove)
  1678. {
  1679. boost::function<void()> removeOrNot = 0;
  1680. if(remove)
  1681. removeOrNot = boost::bind(&CGameHandler::removeObject, this, obj->id);
  1682. COMPLAIN_RET_IF(!creatures.stacksCount(), "Strange, giveCreatures called without args!");
  1683. COMPLAIN_RET_IF(obj->stacksCount(), "Cannot give creatures from not-cleared object!");
  1684. COMPLAIN_RET_IF(creatures.stacksCount() > GameConstants::ARMY_SIZE, "Too many stacks to give!");
  1685. //first we move creatures to give to make them army of object-source
  1686. for (TSlots::const_iterator stack = creatures.Slots().begin(); stack != creatures.Slots().end(); stack++)
  1687. {
  1688. addToSlot(StackLocation(obj, obj->getSlotFor(stack->second->type)), stack->second->type, stack->second->count);
  1689. }
  1690. tryJoiningArmy(obj, h, remove, true);
  1691. }
  1692. void CGameHandler::takeCreatures(int objid, const std::vector<CStackBasicDescriptor> &creatures)
  1693. {
  1694. std::vector<CStackBasicDescriptor> cres = creatures;
  1695. if (cres.size() <= 0)
  1696. return;
  1697. const CArmedInstance* obj = static_cast<const CArmedInstance*>(getObj(objid));
  1698. BOOST_FOREACH(CStackBasicDescriptor &sbd, cres)
  1699. {
  1700. TQuantity collected = 0;
  1701. while(collected < sbd.count)
  1702. {
  1703. TSlots::const_iterator i = obj->Slots().begin();
  1704. for(; i != obj->Slots().end(); i++)
  1705. {
  1706. if(i->second->type == sbd.type)
  1707. {
  1708. TQuantity take = std::min(sbd.count - collected, i->second->count); //collect as much cres as we can
  1709. changeStackCount(StackLocation(obj, i->first), -take, false);
  1710. collected += take;
  1711. break;
  1712. }
  1713. }
  1714. if(i == obj->Slots().end()) //we went through the whole loop and haven't found appropriate cres
  1715. {
  1716. complain("Unexpected failure during taking creatures!");
  1717. return;
  1718. }
  1719. }
  1720. }
  1721. }
  1722. void CGameHandler::showCompInfo(ShowInInfobox * comp)
  1723. {
  1724. sendToAllClients(comp);
  1725. }
  1726. void CGameHandler::heroVisitCastle(int obj, int heroID)
  1727. {
  1728. HeroVisitCastle vc;
  1729. vc.hid = heroID;
  1730. vc.tid = obj;
  1731. vc.flags |= 1;
  1732. sendAndApply(&vc);
  1733. const CGHeroInstance *h = getHero(heroID);
  1734. vistiCastleObjects (getTown(obj), h);
  1735. giveSpells (getTown(obj), getHero(heroID));
  1736. if(gs->map->victoryCondition.condition == EVictoryConditionType::TRANSPORTITEM)
  1737. checkLossVictory(h->tempOwner); //transported artifact?
  1738. }
  1739. void CGameHandler::vistiCastleObjects (const CGTownInstance *t, const CGHeroInstance *h)
  1740. {
  1741. std::vector<CGTownBuilding*>::const_iterator i;
  1742. for (i = t->bonusingBuildings.begin(); i != t->bonusingBuildings.end(); i++)
  1743. (*i)->onHeroVisit (h);
  1744. }
  1745. void CGameHandler::stopHeroVisitCastle(int obj, int heroID)
  1746. {
  1747. HeroVisitCastle vc;
  1748. vc.hid = heroID;
  1749. vc.tid = obj;
  1750. sendAndApply(&vc);
  1751. }
  1752. void CGameHandler::removeArtifact(const ArtifactLocation &al)
  1753. {
  1754. assert(al.getArt());
  1755. EraseArtifact ea;
  1756. ea.al = al;
  1757. sendAndApply(&ea);
  1758. }
  1759. void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank, boost::function<void(BattleResult*)> cb, const CGTownInstance *town) //use hero=NULL for no hero
  1760. {
  1761. engageIntoBattle(army1->tempOwner);
  1762. engageIntoBattle(army2->tempOwner);
  1763. //block engaged players
  1764. if(army2->tempOwner < GameConstants::PLAYER_LIMIT)
  1765. states.setFlag(army2->tempOwner,&PlayerStatus::engagedIntoBattle,true);
  1766. static const CArmedInstance *armies[2];
  1767. armies[0] = army1;
  1768. armies[1] = army2;
  1769. static const CGHeroInstance*heroes[2];
  1770. heroes[0] = hero1;
  1771. heroes[1] = hero2;
  1772. boost::thread(boost::bind(&CGameHandler::startBattle, this, armies, tile, heroes, creatureBank, cb, town));
  1773. }
  1774. void CGameHandler::startBattleI( const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, boost::function<void(BattleResult*)> cb, bool creatureBank )
  1775. {
  1776. startBattleI(army1, army2, tile,
  1777. army1->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army1) : NULL,
  1778. army2->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army2) : NULL,
  1779. creatureBank, cb);
  1780. }
  1781. void CGameHandler::startBattleI( const CArmedInstance *army1, const CArmedInstance *army2, boost::function<void(BattleResult*)> cb, bool creatureBank)
  1782. {
  1783. startBattleI(army1, army2, army2->visitablePos(), cb, creatureBank);
  1784. }
  1785. void CGameHandler::changeSpells( int hid, bool give, const std::set<ui32> &spells )
  1786. {
  1787. ChangeSpells cs;
  1788. cs.hid = hid;
  1789. cs.spells = spells;
  1790. cs.learn = give;
  1791. sendAndApply(&cs);
  1792. }
  1793. void CGameHandler::sendMessageTo( CConnection &c, const std::string &message )
  1794. {
  1795. SystemMessage sm;
  1796. sm.text = message;
  1797. boost::unique_lock<boost::mutex> lock(*c.wmx);
  1798. c << &sm;
  1799. }
  1800. void CGameHandler::giveHeroBonus( GiveBonus * bonus )
  1801. {
  1802. sendAndApply(bonus);
  1803. }
  1804. void CGameHandler::setMovePoints( SetMovePoints * smp )
  1805. {
  1806. sendAndApply(smp);
  1807. }
  1808. void CGameHandler::setManaPoints( int hid, int val )
  1809. {
  1810. SetMana sm;
  1811. sm.hid = hid;
  1812. sm.val = val;
  1813. sendAndApply(&sm);
  1814. }
  1815. void CGameHandler::giveHero( int id, int player )
  1816. {
  1817. GiveHero gh;
  1818. gh.id = id;
  1819. gh.player = player;
  1820. sendAndApply(&gh);
  1821. }
  1822. void CGameHandler::changeObjPos( int objid, int3 newPos, ui8 flags )
  1823. {
  1824. ChangeObjPos cop;
  1825. cop.objid = objid;
  1826. cop.nPos = newPos;
  1827. cop.flags = flags;
  1828. sendAndApply(&cop);
  1829. }
  1830. void CGameHandler::useScholarSkill(si32 fromHero, si32 toHero)
  1831. {
  1832. const CGHeroInstance * h1 = getHero(fromHero);
  1833. const CGHeroInstance * h2 = getHero(toHero);
  1834. if ( h1->getSecSkillLevel(CGHeroInstance::SCHOLAR) < h2->getSecSkillLevel(CGHeroInstance::SCHOLAR) )
  1835. {
  1836. std::swap (h1,h2);//1st hero need to have higher scholar level for correct message
  1837. std::swap(fromHero, toHero);
  1838. }
  1839. int ScholarLevel = h1->getSecSkillLevel(CGHeroInstance::SCHOLAR);//heroes can trade up to this level
  1840. if (!ScholarLevel || !h1->hasSpellbook() || !h2->hasSpellbook() )
  1841. return;//no scholar skill or no spellbook
  1842. int h1Lvl = std::min(ScholarLevel+1, h1->getSecSkillLevel(CGHeroInstance::WISDOM)+2),
  1843. h2Lvl = std::min(ScholarLevel+1, h2->getSecSkillLevel(CGHeroInstance::WISDOM)+2);//heroes can receive this levels
  1844. ChangeSpells cs1;
  1845. cs1.learn = true;
  1846. cs1.hid = toHero;//giving spells to first hero
  1847. for(std::set<ui32>::const_iterator it=h1->spells.begin(); it!=h1->spells.end();it++)
  1848. if ( h2Lvl >= VLC->spellh->spells[*it]->level && !vstd::contains(h2->spells, *it))//hero can learn it and don't have it yet
  1849. cs1.spells.insert(*it);//spell to learn
  1850. ChangeSpells cs2;
  1851. cs2.learn = true;
  1852. cs2.hid = fromHero;
  1853. for(std::set<ui32>::const_iterator it=h2->spells.begin(); it!=h2->spells.end();it++)
  1854. if ( h1Lvl >= VLC->spellh->spells[*it]->level && !vstd::contains(h1->spells, *it))
  1855. cs2.spells.insert(*it);
  1856. if (cs1.spells.size() || cs2.spells.size())//create a message
  1857. {
  1858. InfoWindow iw;
  1859. iw.player = h1->tempOwner;
  1860. iw.components.push_back(Component(Component::SEC_SKILL, 18, ScholarLevel, 0));
  1861. iw.text.addTxt(MetaString::GENERAL_TXT, 139);//"%s, who has studied magic extensively,
  1862. iw.text.addReplacement(h1->name);
  1863. if (cs2.spells.size())//if found new spell - apply
  1864. {
  1865. iw.text.addTxt(MetaString::GENERAL_TXT, 140);//learns
  1866. int size = cs2.spells.size();
  1867. for(std::set<ui32>::const_iterator it=cs2.spells.begin(); it!=cs2.spells.end();it++)
  1868. {
  1869. iw.components.push_back(Component(Component::SPELL, (*it), 1, 0));
  1870. iw.text.addTxt(MetaString::SPELL_NAME, (*it));
  1871. switch (size--)
  1872. {
  1873. case 2: iw.text.addTxt(MetaString::GENERAL_TXT, 141);
  1874. case 1: break;
  1875. default: iw.text << ", ";
  1876. }
  1877. }
  1878. iw.text.addTxt(MetaString::GENERAL_TXT, 142);//from %s
  1879. iw.text.addReplacement(h2->name);
  1880. sendAndApply(&cs2);
  1881. }
  1882. if (cs1.spells.size() && cs2.spells.size() )
  1883. {
  1884. iw.text.addTxt(MetaString::GENERAL_TXT, 141);//and
  1885. }
  1886. if (cs1.spells.size())
  1887. {
  1888. iw.text.addTxt(MetaString::GENERAL_TXT, 147);//teaches
  1889. int size = cs1.spells.size();
  1890. for(std::set<ui32>::const_iterator it=cs1.spells.begin(); it!=cs1.spells.end();it++)
  1891. {
  1892. iw.components.push_back(Component(Component::SPELL, (*it), 1, 0));
  1893. iw.text.addTxt(MetaString::SPELL_NAME, (*it));
  1894. switch (size--)
  1895. {
  1896. case 2: iw.text.addTxt(MetaString::GENERAL_TXT, 141);
  1897. case 1: break;
  1898. default: iw.text << ", ";
  1899. } }
  1900. iw.text.addTxt(MetaString::GENERAL_TXT, 148);//from %s
  1901. iw.text.addReplacement(h2->name);
  1902. sendAndApply(&cs1);
  1903. }
  1904. sendAndApply(&iw);
  1905. }
  1906. }
  1907. void CGameHandler::heroExchange(si32 hero1, si32 hero2)
  1908. {
  1909. ui8 player1 = getHero(hero1)->tempOwner;
  1910. ui8 player2 = getHero(hero2)->tempOwner;
  1911. if( gameState()->getPlayerRelations( player1, player2))
  1912. {
  1913. OpenWindow hex;
  1914. hex.window = OpenWindow::EXCHANGE_WINDOW;
  1915. hex.id1 = hero1;
  1916. hex.id2 = hero2;
  1917. sendAndApply(&hex);
  1918. useScholarSkill(hero1,hero2);
  1919. }
  1920. }
  1921. void CGameHandler::prepareNewQuery(Query * queryPack, ui8 player, const boost::function<void(ui32)> &callback)
  1922. {
  1923. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  1924. tlog4 << "Creating a query for player " << (int)player << " with ID=" << QID << std::endl;
  1925. callbacks[QID] = callback;
  1926. states.addQuery(player, QID);
  1927. queryPack->queryID = QID;
  1928. QID++;
  1929. }
  1930. void CGameHandler::applyAndAsk( Query * sel, ui8 player, boost::function<void(ui32)> &callback )
  1931. {
  1932. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  1933. prepareNewQuery(sel, player, callback);
  1934. sendAndApply(sel);
  1935. }
  1936. void CGameHandler::ask( Query * sel, ui8 player, const CFunctionList<void(ui32)> &callback )
  1937. {
  1938. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  1939. prepareNewQuery(sel, player, callback);
  1940. sendToAllClients(sel);
  1941. }
  1942. void CGameHandler::sendToAllClients( CPackForClient * info )
  1943. {
  1944. tlog5 << "Sending to all clients a package of type " << typeid(*info).name() << std::endl;
  1945. for(std::set<CConnection*>::iterator i=conns.begin(); i!=conns.end();i++)
  1946. {
  1947. boost::unique_lock<boost::mutex> lock(*(*i)->wmx);
  1948. **i << info;
  1949. }
  1950. }
  1951. void CGameHandler::sendAndApply(CPackForClient * info)
  1952. {
  1953. sendToAllClients(info);
  1954. gs->apply(info);
  1955. }
  1956. void CGameHandler::applyAndSend(CPackForClient * info)
  1957. {
  1958. gs->apply(info);
  1959. sendToAllClients(info);
  1960. }
  1961. void CGameHandler::sendAndApply(CGarrisonOperationPack * info)
  1962. {
  1963. sendAndApply((CPackForClient*)info);
  1964. if(gs->map->victoryCondition.condition == EVictoryConditionType::GATHERTROOP)
  1965. winLoseHandle();
  1966. }
  1967. // void CGameHandler::sendAndApply( SetGarrisons * info )
  1968. // {
  1969. // sendAndApply((CPackForClient*)info);
  1970. // if(gs->map->victoryCondition.condition == gatherTroop)
  1971. // for(std::map<ui32,CCreatureSet>::const_iterator i = info->garrs.begin(); i != info->garrs.end(); i++)
  1972. // checkLossVictory(getObj(i->first)->tempOwner);
  1973. // }
  1974. void CGameHandler::sendAndApply( SetResource * info )
  1975. {
  1976. sendAndApply((CPackForClient*)info);
  1977. if(gs->map->victoryCondition.condition == EVictoryConditionType::GATHERRESOURCE)
  1978. checkLossVictory(info->player);
  1979. }
  1980. void CGameHandler::sendAndApply( SetResources * info )
  1981. {
  1982. sendAndApply((CPackForClient*)info);
  1983. if(gs->map->victoryCondition.condition == EVictoryConditionType::GATHERRESOURCE)
  1984. checkLossVictory(info->player);
  1985. }
  1986. void CGameHandler::sendAndApply( NewStructures * info )
  1987. {
  1988. sendAndApply((CPackForClient*)info);
  1989. if(gs->map->victoryCondition.condition == EVictoryConditionType::BUILDCITY)
  1990. checkLossVictory(getTown(info->tid)->tempOwner);
  1991. }
  1992. void CGameHandler::save(const std::string & filename )
  1993. {
  1994. tlog1 << "Saving to " << filename << "\n";
  1995. CFileInfo info(filename);
  1996. CResourceHandler::get()->createResource(info.getStem() + ".vlgm1");
  1997. CResourceHandler::get()->createResource(info.getStem() + ".vsgm1");
  1998. {
  1999. tlog0 << "Ordering clients to serialize...\n";
  2000. SaveGame sg(info.getStem() + ".vcgm1");
  2001. sendToAllClients(&sg);
  2002. }
  2003. try
  2004. {
  2005. {
  2006. tlog0 << "Serializing game info...\n";
  2007. CSaveFile save(CResourceHandler::get()->getResourceName(ResourceID(info.getStem(), EResType::LIB_SAVEGAME)));
  2008. char hlp[8] = "VCMISVG";
  2009. save << hlp << static_cast<CMapHeader&>(*gs->map) << gs->scenarioOps << *VLC << gs;
  2010. }
  2011. {
  2012. tlog0 << "Serializing server info...\n";
  2013. CSaveFile save(CResourceHandler::get()->getResourceName(ResourceID(info.getStem(), EResType::SERVER_SAVEGAME)));
  2014. save << *this;
  2015. }
  2016. tlog0 << "Game has been successfully saved!\n";
  2017. }
  2018. catch(std::exception &e)
  2019. {
  2020. tlog1 << "Failed to save game: " << e.what() << std::endl;
  2021. }
  2022. }
  2023. void CGameHandler::close()
  2024. {
  2025. tlog0 << "We have been requested to close.\n";
  2026. if(gs->initialOpts->mode == StartInfo::DUEL)
  2027. {
  2028. exit(0);
  2029. }
  2030. //BOOST_FOREACH(CConnection *cc, conns)
  2031. // if(cc && cc->socket && cc->socket->is_open())
  2032. // cc->socket->close();
  2033. //exit(0);
  2034. }
  2035. bool CGameHandler::arrangeStacks( si32 id1, si32 id2, ui8 what, ui8 p1, ui8 p2, si32 val, ui8 player )
  2036. {
  2037. const CArmedInstance *s1 = static_cast<CArmedInstance*>(gs->map->objects[id1].get()),
  2038. *s2 = static_cast<CArmedInstance*>(gs->map->objects[id2].get());
  2039. const CCreatureSet &S1 = *s1, &S2 = *s2;
  2040. StackLocation sl1(s1, p1), sl2(s2, p2);
  2041. if(!sl1.validSlot() || !sl2.validSlot())
  2042. {
  2043. complain("Invalid slot accessed!");
  2044. return false;
  2045. }
  2046. if(!isAllowedExchange(id1,id2))
  2047. {
  2048. complain("Cannot exchange stacks between these two objects!\n");
  2049. return false;
  2050. }
  2051. if(what==1) //swap
  2052. {
  2053. if ( ((s1->tempOwner != player && s1->tempOwner != 254) && s1->getStackCount(p1)) //why 254??
  2054. || ((s2->tempOwner != player && s2->tempOwner != 254) && s2->getStackCount(p2)))
  2055. {
  2056. complain("Can't take troops from another player!");
  2057. return false;
  2058. }
  2059. swapStacks(sl1, sl2);
  2060. }
  2061. else if(what==2)//merge
  2062. {
  2063. if (( s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot merge different creatures stacks!"))
  2064. || (((s1->tempOwner != player && s1->tempOwner != 254) && s2->getStackCount(p2)) && complain("Can't take troops from another player!")))
  2065. return false;
  2066. moveStack(sl1, sl2);
  2067. }
  2068. else if(what==3) //split
  2069. {
  2070. if ( (s1->tempOwner != player && s1->getStackCount(p1) < s1->getStackCount(p1) )
  2071. || (s2->tempOwner != player && s2->getStackCount(p2) < s2->getStackCount(p2) ) )
  2072. {
  2073. complain("Can't move troops of another player!");
  2074. return false;
  2075. }
  2076. //general conditions checking
  2077. if((!vstd::contains(S1.stacks,p1) && complain("no creatures to split"))
  2078. || (val<1 && complain("no creatures to split")) )
  2079. {
  2080. return false;
  2081. }
  2082. if(vstd::contains(S2.stacks,p2)) //dest. slot not free - it must be "rebalancing"...
  2083. {
  2084. int total = s1->getStackCount(p1) + s2->getStackCount(p2);
  2085. if( (total < val && complain("Cannot split that stack, not enough creatures!"))
  2086. || (s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot rebalance different creatures stacks!"))
  2087. )
  2088. {
  2089. return false;
  2090. }
  2091. moveStack(sl1, sl2, val - s2->getStackCount(p2));
  2092. //S2.slots[p2]->count = val;
  2093. //S1.slots[p1]->count = total - val;
  2094. }
  2095. else //split one stack to the two
  2096. {
  2097. if(s1->getStackCount(p1) < val)//not enough creatures
  2098. {
  2099. complain("Cannot split that stack, not enough creatures!");
  2100. return false;
  2101. }
  2102. moveStack(sl1, sl2, val);
  2103. }
  2104. }
  2105. return true;
  2106. }
  2107. int CGameHandler::getPlayerAt( CConnection *c ) const
  2108. {
  2109. std::set<int> all;
  2110. for(std::map<int,CConnection*>::const_iterator i=connections.begin(); i!=connections.end(); i++)
  2111. if(i->second == c)
  2112. all.insert(i->first);
  2113. switch(all.size())
  2114. {
  2115. case 0:
  2116. return 255;
  2117. case 1:
  2118. return *all.begin();
  2119. default:
  2120. {
  2121. //if we have more than one player at this connection, try to pick active one
  2122. if(vstd::contains(all,int(gs->currentPlayer)))
  2123. return gs->currentPlayer;
  2124. else
  2125. return 253; //cannot say which player is it
  2126. }
  2127. }
  2128. }
  2129. bool CGameHandler::disbandCreature( si32 id, ui8 pos )
  2130. {
  2131. CArmedInstance *s1 = static_cast<CArmedInstance*>(gs->map->objects[id].get());
  2132. if(!vstd::contains(s1->stacks,pos))
  2133. {
  2134. complain("Illegal call to disbandCreature - no such stack in army!");
  2135. return false;
  2136. }
  2137. eraseStack(StackLocation(s1, pos));
  2138. return true;
  2139. }
  2140. bool CGameHandler::buildStructure( si32 tid, si32 bid, bool force /*=false*/ )
  2141. {
  2142. CGTownInstance * t = static_cast<CGTownInstance*>(gs->map->objects[tid].get());
  2143. CBuilding * b = t->town->buildings[bid];
  2144. if(!force)
  2145. {
  2146. switch (b->mode)
  2147. {
  2148. case CBuilding::BUILD_NORMAL :
  2149. case CBuilding::BUILD_AUTO :
  2150. if (gs->canBuildStructure(t,bid) != EBuildingState::ALLOWED)
  2151. COMPLAIN_RET("Cannot build that building!");
  2152. break;
  2153. case CBuilding::BUILD_SPECIAL:
  2154. COMPLAIN_RET("This building can not be constructed!");
  2155. break;
  2156. case CBuilding::BUILD_GRAIL :
  2157. if(b->mode == CBuilding::BUILD_GRAIL) //needs grail
  2158. {
  2159. if(!t->visitingHero || !t->visitingHero->hasArt(2))
  2160. COMPLAIN_RET("Cannot build this without grail!")
  2161. else
  2162. removeArtifact(ArtifactLocation(t->visitingHero, t->visitingHero->getArtPos(2, false)));
  2163. }
  2164. break;
  2165. }
  2166. }
  2167. NewStructures ns;
  2168. ns.tid = tid;
  2169. if(bid >= EBuilding::DWELL_FIRST) //dwelling
  2170. {
  2171. int level = (bid - EBuilding::DWELL_FIRST) % GameConstants::CREATURES_PER_TOWN;
  2172. int upgradeNumber = (bid - EBuilding::DWELL_FIRST) / GameConstants::CREATURES_PER_TOWN;
  2173. if (upgradeNumber >= t->town->creatures[level].size())
  2174. COMPLAIN_RET("Cannot build dwelling: no creature found!");
  2175. CCreature * crea = VLC->creh->creatures[t->town->creatures[level][upgradeNumber]];
  2176. SetAvailableCreatures ssi;
  2177. ssi.tid = tid;
  2178. ssi.creatures = t->creatures;
  2179. if (bid <= EBuilding::DWELL_LAST)
  2180. ssi.creatures[level].first = crea->growth;
  2181. ssi.creatures[level].second.push_back(crea->idNumber);
  2182. sendAndApply(&ssi);
  2183. }
  2184. else if ( t->subID == ETownType::DUNGEON && bid == EBuilding::MANA_VORTEX )
  2185. {
  2186. setPortalDwelling(t);
  2187. }
  2188. ns.bid.insert(bid);
  2189. ns.builded = force?t->builded:(t->builded+1);
  2190. BOOST_FOREACH(auto & build, t->town->buildings)
  2191. {
  2192. if (build.second->mode == CBuilding::BUILD_AUTO
  2193. && !vstd::contains(t->builtBuildings, build.second->bid))
  2194. {
  2195. bool canBuild = true;
  2196. BOOST_FOREACH(int requires, build.second->requirements)
  2197. {
  2198. if (!vstd::contains(t->builtBuildings, requires)
  2199. && !vstd::contains(ns.bid, requires))
  2200. {
  2201. canBuild = false;
  2202. break;
  2203. }
  2204. }
  2205. if (canBuild)
  2206. ns.bid.insert(build.second->bid);
  2207. }
  2208. }
  2209. sendAndApply(&ns);
  2210. //reveal ground for lookout tower
  2211. FoWChange fw;
  2212. fw.player = t->tempOwner;
  2213. fw.mode = 1;
  2214. getTilesInRange(fw.tiles,t->pos,t->getSightRadious(),t->tempOwner,1);
  2215. sendAndApply(&fw);
  2216. if (!force)
  2217. {
  2218. SetResources sr;
  2219. sr.player = t->tempOwner;
  2220. sr.res = gs->getPlayer(t->tempOwner)->resources - b->resources;
  2221. sendAndApply(&sr);
  2222. }
  2223. if(bid<5) //it's mage guild
  2224. {
  2225. if(t->visitingHero)
  2226. giveSpells(t,t->visitingHero);
  2227. if(t->garrisonHero)
  2228. giveSpells(t,t->garrisonHero);
  2229. }
  2230. if(t->visitingHero)
  2231. vistiCastleObjects (t, t->visitingHero);
  2232. if(t->garrisonHero)
  2233. vistiCastleObjects (t, t->garrisonHero);
  2234. checkLossVictory(t->tempOwner);
  2235. return true;
  2236. }
  2237. bool CGameHandler::razeStructure (si32 tid, si32 bid)
  2238. {
  2239. ///incomplete, simply erases target building
  2240. CGTownInstance * t = static_cast<CGTownInstance*>(gs->map->objects[tid].get());
  2241. if (t->builtBuildings.find(bid) == t->builtBuildings.end())
  2242. return false;
  2243. RazeStructures rs;
  2244. rs.tid = tid;
  2245. rs.bid.insert(bid);
  2246. rs.destroyed = t->destroyed + 1;
  2247. sendAndApply(&rs);
  2248. //TODO: Remove dwellers
  2249. // if (t->subID == 4 && bid == 17) //Veil of Darkness
  2250. // {
  2251. // RemoveBonus rb(RemoveBonus::TOWN);
  2252. // rb.whoID = t->id;
  2253. // rb.source = Bonus::TOWN_STRUCTURE;
  2254. // rb.id = 17;
  2255. // sendAndApply(&rb);
  2256. // }
  2257. return true;
  2258. }
  2259. void CGameHandler::sendMessageToAll( const std::string &message )
  2260. {
  2261. SystemMessage sm;
  2262. sm.text = message;
  2263. sendToAllClients(&sm);
  2264. }
  2265. bool CGameHandler::recruitCreatures( si32 objid, ui32 crid, ui32 cram, si32 fromLvl )
  2266. {
  2267. const CGDwelling *dw = static_cast<CGDwelling*>(gs->map->objects[objid].get());
  2268. const CArmedInstance *dst = NULL;
  2269. const CCreature *c = VLC->creh->creatures[crid];
  2270. bool warMachine = c->hasBonusOfType(Bonus::SIEGE_WEAPON);
  2271. //TODO: test for owning
  2272. if(dw->ID == Obj::TOWN)
  2273. dst = (static_cast<const CGTownInstance *>(dw))->getUpperArmy();
  2274. else if(dw->ID == Obj::CREATURE_GENERATOR1 || dw->ID == Obj::CREATURE_GENERATOR4
  2275. || dw->ID == Obj::REFUGEE_CAMP) //advmap dwelling
  2276. dst = getHero(gs->getPlayer(dw->tempOwner)->currentSelection); //TODO: check if current hero is really visiting dwelling
  2277. else if(dw->ID == Obj::WAR_MACHINE_FACTORY)
  2278. dst = dynamic_cast<const CGHeroInstance *>(getTile(dw->visitablePos())->visitableObjects.back());
  2279. assert(dw && dst);
  2280. //verify
  2281. bool found = false;
  2282. int level = 0;
  2283. typedef std::pair<const int,int> Parka;
  2284. for(; level < dw->creatures.size(); level++) //iterate through all levels
  2285. {
  2286. if ( (fromLvl != -1) && ( level !=fromLvl ) )
  2287. continue;
  2288. const std::pair<ui32, std::vector<ui32> > &cur = dw->creatures[level]; //current level info <amount, list of cr. ids>
  2289. int i = 0;
  2290. for(; i < cur.second.size(); i++) //look for crid among available creatures list on current level
  2291. if(cur.second[i] == crid)
  2292. break;
  2293. if(i < cur.second.size())
  2294. {
  2295. found = true;
  2296. cram = std::min(cram, cur.first); //reduce recruited amount up to available amount
  2297. break;
  2298. }
  2299. }
  2300. int slot = dst->getSlotFor(crid);
  2301. if( (!found && complain("Cannot recruit: no such creatures!"))
  2302. || (cram > VLC->creh->creatures[crid]->maxAmount(gs->getPlayer(dst->tempOwner)->resources) && complain("Cannot recruit: lack of resources!"))
  2303. || (cram<=0 && complain("Cannot recruit: cram <= 0!"))
  2304. || (slot<0 && !warMachine && complain("Cannot recruit: no available slot!")))
  2305. {
  2306. return false;
  2307. }
  2308. //recruit
  2309. SetResources sr;
  2310. sr.player = dst->tempOwner;
  2311. sr.res = gs->getPlayer(dst->tempOwner)->resources - (c->cost * cram);
  2312. SetAvailableCreatures sac;
  2313. sac.tid = objid;
  2314. sac.creatures = dw->creatures;
  2315. sac.creatures[level].first -= cram;
  2316. sendAndApply(&sr);
  2317. sendAndApply(&sac);
  2318. if(warMachine)
  2319. {
  2320. const CGHeroInstance *h = dynamic_cast<const CGHeroInstance*>(dst);
  2321. if(!h)
  2322. COMPLAIN_RET("Only hero can buy war machines");
  2323. switch(crid)
  2324. {
  2325. case 146:
  2326. giveHeroNewArtifact(h, VLC->arth->artifacts[4], ArtifactPosition::MACH1);
  2327. break;
  2328. case 147:
  2329. giveHeroNewArtifact(h, VLC->arth->artifacts[6], ArtifactPosition::MACH3);
  2330. break;
  2331. case 148:
  2332. giveHeroNewArtifact(h, VLC->arth->artifacts[5], ArtifactPosition::MACH2);
  2333. break;
  2334. default:
  2335. complain("This war machine cannot be recruited!");
  2336. return false;
  2337. }
  2338. }
  2339. else
  2340. {
  2341. addToSlot(StackLocation(dst, slot), c, cram);
  2342. }
  2343. return true;
  2344. }
  2345. bool CGameHandler::upgradeCreature( ui32 objid, ui8 pos, ui32 upgID )
  2346. {
  2347. CArmedInstance *obj = static_cast<CArmedInstance*>(gs->map->objects[objid].get());
  2348. assert(obj->hasStackAtSlot(pos));
  2349. UpgradeInfo ui = gs->getUpgradeInfo(obj->getStack(pos));
  2350. int player = obj->tempOwner;
  2351. const PlayerState *p = getPlayer(player);
  2352. int crQuantity = obj->stacks[pos]->count;
  2353. int newIDpos= vstd::find_pos(ui.newID, upgID);//get position of new id in UpgradeInfo
  2354. //check if upgrade is possible
  2355. if( (ui.oldID<0 || newIDpos == -1 ) && complain("That upgrade is not possible!"))
  2356. {
  2357. return false;
  2358. }
  2359. TResources totalCost = ui.cost[newIDpos] * crQuantity;
  2360. //check if player has enough resources
  2361. if(!p->resources.canAfford(totalCost))
  2362. COMPLAIN_RET("Cannot upgrade, not enough resources!");
  2363. //take resources
  2364. SetResources sr;
  2365. sr.player = player;
  2366. sr.res = p->resources - totalCost;
  2367. sendAndApply(&sr);
  2368. //upgrade creature
  2369. changeStackType(StackLocation(obj, pos), VLC->creh->creatures[upgID]);
  2370. return true;
  2371. }
  2372. bool CGameHandler::changeStackType(const StackLocation &sl, CCreature *c)
  2373. {
  2374. if(!sl.army->hasStackAtSlot(sl.slot))
  2375. COMPLAIN_RET("Cannot find a stack to change type");
  2376. SetStackType sst;
  2377. sst.sl = sl;
  2378. sst.type = c;
  2379. sendAndApply(&sst);
  2380. return true;
  2381. }
  2382. void CGameHandler::moveArmy(const CArmedInstance *src, const CArmedInstance *dst, bool allowMerging)
  2383. {
  2384. assert(src->canBeMergedWith(*dst, allowMerging));
  2385. while(src->stacksCount())//while there are unmoved creatures
  2386. {
  2387. TSlots::const_iterator i = src->Slots().begin(); //iterator to stack to move
  2388. StackLocation sl(src, i->first); //location of stack to move
  2389. TSlot pos = dst->getSlotFor(i->second->type);
  2390. if(pos < 0)
  2391. {
  2392. //try to merge two other stacks to make place
  2393. std::pair<TSlot, TSlot> toMerge;
  2394. if(dst->mergableStacks(toMerge, i->first) && allowMerging)
  2395. {
  2396. moveStack(StackLocation(dst, toMerge.first), StackLocation(dst, toMerge.second)); //merge toMerge.first into toMerge.second
  2397. assert(!dst->hasStackAtSlot(toMerge.first)); //we have now a new free slot
  2398. moveStack(sl, StackLocation(dst, toMerge.first)); //move stack to freed slot
  2399. }
  2400. else
  2401. {
  2402. complain("Unexpected failure during an attempt to move army from " + src->nodeName() + " to " + dst->nodeName() + "!");
  2403. return;
  2404. }
  2405. }
  2406. else
  2407. {
  2408. moveStack(sl, StackLocation(dst, pos));
  2409. }
  2410. }
  2411. }
  2412. bool CGameHandler::garrisonSwap( si32 tid )
  2413. {
  2414. CGTownInstance *town = gs->getTown(tid);
  2415. if(!town->garrisonHero && town->visitingHero) //visiting => garrison, merge armies: town army => hero army
  2416. {
  2417. if(!town->visitingHero->canBeMergedWith(*town))
  2418. {
  2419. complain("Cannot make garrison swap, not enough free slots!");
  2420. return false;
  2421. }
  2422. moveArmy(town, town->visitingHero, true);
  2423. SetHeroesInTown intown;
  2424. intown.tid = tid;
  2425. intown.visiting = -1;
  2426. intown.garrison = town->visitingHero->id;
  2427. sendAndApply(&intown);
  2428. return true;
  2429. }
  2430. else if (town->garrisonHero && !town->visitingHero) //move hero out of the garrison
  2431. {
  2432. //check if moving hero out of town will break 8 wandering heroes limit
  2433. if(getHeroCount(town->garrisonHero->tempOwner,false) >= 8)
  2434. {
  2435. complain("Cannot move hero out of the garrison, there are already 8 wandering heroes!");
  2436. return false;
  2437. }
  2438. SetHeroesInTown intown;
  2439. intown.tid = tid;
  2440. intown.garrison = -1;
  2441. intown.visiting = town->garrisonHero->id;
  2442. sendAndApply(&intown);
  2443. return true;
  2444. }
  2445. else if(!!town->garrisonHero && town->visitingHero) //swap visiting and garrison hero
  2446. {
  2447. SetHeroesInTown intown;
  2448. intown.tid = tid;
  2449. intown.garrison = town->visitingHero->id;
  2450. intown.visiting = town->garrisonHero->id;
  2451. sendAndApply(&intown);
  2452. return true;
  2453. }
  2454. else
  2455. {
  2456. complain("Cannot swap garrison hero!");
  2457. return false;
  2458. }
  2459. }
  2460. // With the amount of changes done to the function, it's more like transferArtifacts.
  2461. // 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.
  2462. bool CGameHandler::moveArtifact(const ArtifactLocation &al1, const ArtifactLocation &al2)
  2463. {
  2464. ArtifactLocation src = al1, dst = al2;
  2465. const int srcPlayer = src.owningPlayer(), dstPlayer = dst.owningPlayer();
  2466. const CArmedInstance *srcObj = src.relatedObj(), *dstObj = dst.relatedObj();
  2467. // Make sure exchange is even possible between the two heroes.
  2468. if(!isAllowedExchange(srcObj->id, dstObj->id))
  2469. COMPLAIN_RET("That heroes cannot make any exchange!");
  2470. const CArtifactInstance *srcArtifact = src.getArt();
  2471. const CArtifactInstance *destArtifact = dst.getArt();
  2472. if (srcArtifact == NULL)
  2473. COMPLAIN_RET("No artifact to move!");
  2474. if (destArtifact && srcPlayer != dstPlayer)
  2475. COMPLAIN_RET("Can't touch artifact on hero of another player!");
  2476. // Check if src/dest slots are appropriate for the artifacts exchanged.
  2477. // Moving to the backpack is always allowed.
  2478. if ((!srcArtifact || dst.slot < GameConstants::BACKPACK_START)
  2479. && srcArtifact && !srcArtifact->canBePutAt(dst, true))
  2480. COMPLAIN_RET("Cannot move artifact!");
  2481. if ((srcArtifact && srcArtifact->artType->id == GameConstants::ID_LOCK) || (destArtifact && destArtifact->artType->id == GameConstants::ID_LOCK))
  2482. COMPLAIN_RET("Cannot move artifact locks.");
  2483. if (dst.slot >= GameConstants::BACKPACK_START && srcArtifact->artType->isBig())
  2484. COMPLAIN_RET("Cannot put big artifacts in backpack!");
  2485. if (src.slot == ArtifactPosition::MACH4 || dst.slot == ArtifactPosition::MACH4)
  2486. COMPLAIN_RET("Cannot move catapult!");
  2487. if(dst.slot >= GameConstants::BACKPACK_START)
  2488. vstd::amin(dst.slot, GameConstants::BACKPACK_START + dst.getHolderArtSet()->artifactsInBackpack.size());
  2489. if (src.slot == dst.slot && src.artHolder == dst.artHolder)
  2490. COMPLAIN_RET("Won't move artifact: Dest same as source!");
  2491. if(dst.slot < GameConstants::BACKPACK_START && destArtifact) //moving art to another slot
  2492. {
  2493. //old artifact must be removed first
  2494. moveArtifact(dst, ArtifactLocation(dst.artHolder, dst.getHolderArtSet()->artifactsInBackpack.size() + GameConstants::BACKPACK_START));
  2495. }
  2496. MoveArtifact ma;
  2497. ma.src = src;
  2498. ma.dst = dst;
  2499. sendAndApply(&ma);
  2500. return true;
  2501. }
  2502. /**
  2503. * Assembles or disassembles a combination artifact.
  2504. * @param heroID ID of hero holding the artifact(s).
  2505. * @param artifactSlot The worn slot ID of the combination- or constituent artifact.
  2506. * @param assemble True for assembly operation, false for disassembly.
  2507. * @param assembleTo If assemble is true, this represents the artifact ID of the combination
  2508. * artifact to assemble to. Otherwise it's not used.
  2509. */
  2510. bool CGameHandler::assembleArtifacts (si32 heroID, ui16 artifactSlot, bool assemble, ui32 assembleTo)
  2511. {
  2512. CGHeroInstance *hero = gs->getHero(heroID);
  2513. const CArtifactInstance *destArtifact = hero->getArt(artifactSlot);
  2514. if(!destArtifact)
  2515. COMPLAIN_RET("assembleArtifacts: there is no such artifact instance!");
  2516. if(assemble)
  2517. {
  2518. CArtifact *combinedArt = VLC->arth->artifacts[assembleTo];
  2519. if(!combinedArt->constituents)
  2520. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to assemble is not a combined artifacts!");
  2521. if(!vstd::contains(destArtifact->assemblyPossibilities(hero), combinedArt))
  2522. COMPLAIN_RET("assembleArtifacts: It's impossible to assemble requested artifact!");
  2523. AssembledArtifact aa;
  2524. aa.al = ArtifactLocation(hero, artifactSlot);
  2525. aa.builtArt = combinedArt;
  2526. sendAndApply(&aa);
  2527. }
  2528. else
  2529. {
  2530. if(!destArtifact->artType->constituents)
  2531. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble is not a combined artifact!");
  2532. DisassembledArtifact da;
  2533. da.al = ArtifactLocation(hero, artifactSlot);
  2534. sendAndApply(&da);
  2535. }
  2536. return false;
  2537. }
  2538. bool CGameHandler::buyArtifact( ui32 hid, TArtifactID aid )
  2539. {
  2540. CGHeroInstance *hero = gs->getHero(hid);
  2541. CGTownInstance *town = hero->visitedTown;
  2542. if(aid==0) //spellbook
  2543. {
  2544. if((!town->hasBuilt(EBuilding::MAGES_GUILD_1) && complain("Cannot buy a spellbook, no mage guild in the town!"))
  2545. || (getResource(hero->getOwner(), Res::GOLD) < GameConstants::SPELLBOOK_GOLD_COST && complain("Cannot buy a spellbook, not enough gold!") )
  2546. || (hero->getArt(ArtifactPosition::SPELLBOOK) && complain("Cannot buy a spellbook, hero already has a one!"))
  2547. )
  2548. return false;
  2549. giveResource(hero->getOwner(),Res::GOLD,-GameConstants::SPELLBOOK_GOLD_COST);
  2550. giveHeroNewArtifact(hero, VLC->arth->artifacts[0], ArtifactPosition::SPELLBOOK);
  2551. assert(hero->getArt(ArtifactPosition::SPELLBOOK));
  2552. giveSpells(town,hero);
  2553. return true;
  2554. }
  2555. else if(aid < 7 && aid > 3) //war machine
  2556. {
  2557. int price = VLC->arth->artifacts[aid]->price;
  2558. if(( hero->getArt(9+aid) && complain("Hero already has this machine!"))
  2559. || (gs->getPlayer(hero->getOwner())->resources[Res::GOLD] < price && complain("Not enough gold!")))
  2560. {
  2561. return false;
  2562. }
  2563. if ((town->hasBuilt(EBuilding::BLACKSMITH) && town->town->warMachine == aid )
  2564. || ((town->hasBuilt(EBuilding::BALLISTA_YARD, ETownType::STRONGHOLD)) && aid == 4))
  2565. {
  2566. giveResource(hero->getOwner(),Res::GOLD,-price);
  2567. giveHeroNewArtifact(hero, VLC->arth->artifacts[aid], 9+aid);
  2568. return true;
  2569. }
  2570. else
  2571. COMPLAIN_RET("This machine is unavailable here!");
  2572. }
  2573. return false;
  2574. }
  2575. bool CGameHandler::buyArtifact(const IMarket *m, const CGHeroInstance *h, int rid, int aid)
  2576. {
  2577. if(!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_ARTIFACT), aid))
  2578. COMPLAIN_RET("That artifact is unavailable!");
  2579. int b1, b2;
  2580. m->getOffer(rid, aid, b1, b2, EMarketMode::RESOURCE_ARTIFACT);
  2581. if(getResource(h->tempOwner, rid) < b1)
  2582. COMPLAIN_RET("You can't afford to buy this artifact!");
  2583. SetResource sr;
  2584. sr.player = h->tempOwner;
  2585. sr.resid = rid;
  2586. sr.val = getResource(h->tempOwner, rid) - b1;
  2587. sendAndApply(&sr);
  2588. SetAvailableArtifacts saa;
  2589. if(m->o->ID == Obj::TOWN)
  2590. {
  2591. saa.id = -1;
  2592. saa.arts = CGTownInstance::merchantArtifacts;
  2593. }
  2594. else if(const CGBlackMarket *bm = dynamic_cast<const CGBlackMarket *>(m->o)) //black market
  2595. {
  2596. saa.id = bm->id;
  2597. saa.arts = bm->artifacts;
  2598. }
  2599. else
  2600. COMPLAIN_RET("Wrong marktet...");
  2601. bool found = false;
  2602. BOOST_FOREACH(const CArtifact *&art, saa.arts)
  2603. {
  2604. if(art && art->id == aid)
  2605. {
  2606. art = NULL;
  2607. found = true;
  2608. break;
  2609. }
  2610. }
  2611. if(!found)
  2612. COMPLAIN_RET("Cannot find selected artifact on the list");
  2613. sendAndApply(&saa);
  2614. giveHeroNewArtifact(h, VLC->arth->artifacts[aid], -2);
  2615. return true;
  2616. }
  2617. bool CGameHandler::sellArtifact( const IMarket *m, const CGHeroInstance *h, TArtifactInstanceID aid, TResource rid )
  2618. {
  2619. const CArtifactInstance *art = h->getArtByInstanceId(aid);
  2620. if(!art)
  2621. COMPLAIN_RET("There is no artifact to sell!");
  2622. if(art->artType->id < 7)
  2623. COMPLAIN_RET("Cannot sell a war machine or spellbook!");
  2624. int resVal = 0, dump = 1;
  2625. m->getOffer(art->artType->id, rid, dump, resVal, EMarketMode::ARTIFACT_RESOURCE);
  2626. removeArtifact(ArtifactLocation(h, h->getArtPos(art)));
  2627. giveResource(h->tempOwner, rid, resVal);
  2628. return true;
  2629. }
  2630. //void CGameHandler::lootArtifacts (TArtHolder source, TArtHolder dest, std::vector<ui32> &arts)
  2631. //{
  2632. // //const CGHeroInstance * h1 = dynamic_cast<CGHeroInstance *> source;
  2633. // //auto s = boost::apply_visitor(GetArtifactSetPtr(), source);
  2634. // {
  2635. // }
  2636. //}
  2637. bool CGameHandler::buySecSkill( const IMarket *m, const CGHeroInstance *h, int skill)
  2638. {
  2639. if (!h)
  2640. COMPLAIN_RET("You need hero to buy a skill!");
  2641. if (h->getSecSkillLevel(static_cast<CGHeroInstance::SecondarySkill>(skill)))
  2642. COMPLAIN_RET("Hero already know this skill");
  2643. if (h->secSkills.size() >= GameConstants::SKILL_PER_HERO)//can't learn more skills
  2644. COMPLAIN_RET("Hero can't learn any more skills");
  2645. if (h->type->heroClass->proSec[skill]==0)//can't learn this skill (like necromancy for most of non-necros)
  2646. COMPLAIN_RET("The hero can't learn this skill!");
  2647. if(!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_SKILL), skill))
  2648. COMPLAIN_RET("That skill is unavailable!");
  2649. if(getResource(h->tempOwner, Res::GOLD) < 2000)//TODO: remove hardcoded resource\summ?
  2650. COMPLAIN_RET("You can't afford to buy this skill");
  2651. SetResource sr;
  2652. sr.player = h->tempOwner;
  2653. sr.resid = Res::GOLD;
  2654. sr.val = getResource(h->tempOwner, Res::GOLD) - 2000;
  2655. sendAndApply(&sr);
  2656. changeSecSkill(h->id, skill, 1, true);
  2657. return true;
  2658. }
  2659. bool CGameHandler::tradeResources(const IMarket *market, ui32 val, ui8 player, ui32 id1, ui32 id2)
  2660. {
  2661. int r1 = gs->getPlayer(player)->resources[id1],
  2662. r2 = gs->getPlayer(player)->resources[id2];
  2663. vstd::amin(val, r1); //can't trade more resources than have
  2664. int b1, b2; //base quantities for trade
  2665. market->getOffer(id1, id2, b1, b2, EMarketMode::RESOURCE_RESOURCE);
  2666. int units = val / b1; //how many base quantities we trade
  2667. if(val%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  2668. {
  2669. //TODO: complain?
  2670. assert(0);
  2671. }
  2672. SetResource sr;
  2673. sr.player = player;
  2674. sr.resid = id1;
  2675. sr.val = r1 - b1 * units;
  2676. sendAndApply(&sr);
  2677. sr.resid = id2;
  2678. sr.val = r2 + b2 * units;
  2679. sendAndApply(&sr);
  2680. return true;
  2681. }
  2682. bool CGameHandler::sellCreatures(ui32 count, const IMarket *market, const CGHeroInstance * hero, ui32 slot, ui32 resourceID)
  2683. {
  2684. if(!vstd::contains(hero->Slots(), slot))
  2685. COMPLAIN_RET("Hero doesn't have any creature in that slot!");
  2686. const CStackInstance &s = hero->getStack(slot);
  2687. if( s.count < count //can't sell more creatures than have
  2688. || (hero->Slots().size() == 1 && hero->needsLastStack() && s.count == count)) //can't sell last stack
  2689. {
  2690. COMPLAIN_RET("Not enough creatures in army!");
  2691. }
  2692. int b1, b2; //base quantities for trade
  2693. market->getOffer(s.type->idNumber, resourceID, b1, b2, EMarketMode::CREATURE_RESOURCE);
  2694. int units = count / b1; //how many base quantities we trade
  2695. if(count%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  2696. {
  2697. //TODO: complain?
  2698. assert(0);
  2699. }
  2700. changeStackCount(StackLocation(hero, slot), -count);
  2701. SetResource sr;
  2702. sr.player = hero->tempOwner;
  2703. sr.resid = resourceID;
  2704. sr.val = getResource(hero->tempOwner, resourceID) + b2 * units;
  2705. sendAndApply(&sr);
  2706. return true;
  2707. }
  2708. bool CGameHandler::transformInUndead(const IMarket *market, const CGHeroInstance * hero, ui32 slot)
  2709. {
  2710. const CArmedInstance *army = NULL;
  2711. if (hero)
  2712. army = hero;
  2713. else
  2714. army = dynamic_cast<const CGTownInstance *>(market->o);
  2715. if (!army)
  2716. COMPLAIN_RET("Incorrect call to transform in undead!");
  2717. if(!army->hasStackAtSlot(slot))
  2718. COMPLAIN_RET("Army doesn't have any creature in that slot!");
  2719. const CStackInstance &s = army->getStack(slot);
  2720. int resCreature;//resulting creature - bone dragons or skeletons
  2721. if (s.hasBonusOfType(Bonus::DRAGON_NATURE))
  2722. resCreature = 68;
  2723. else
  2724. resCreature = 56;
  2725. changeStackType(StackLocation(army, slot), VLC->creh->creatures[resCreature]);
  2726. return true;
  2727. }
  2728. bool CGameHandler::sendResources(ui32 val, ui8 player, ui32 r1, ui32 r2)
  2729. {
  2730. const PlayerState *p2 = gs->getPlayer(r2, false);
  2731. if(!p2 || p2->status != PlayerState::INGAME)
  2732. {
  2733. complain("Dest player must be in game!");
  2734. return false;
  2735. }
  2736. si32 curRes1 = gs->getPlayer(player)->resources[r1], curRes2 = gs->getPlayer(r2)->resources[r1];
  2737. val = std::min(si32(val),curRes1);
  2738. SetResource sr;
  2739. sr.player = player;
  2740. sr.resid = r1;
  2741. sr.val = curRes1 - val;
  2742. sendAndApply(&sr);
  2743. sr.player = r2;
  2744. sr.val = curRes2 + val;
  2745. sendAndApply(&sr);
  2746. return true;
  2747. }
  2748. bool CGameHandler::setFormation( si32 hid, ui8 formation )
  2749. {
  2750. gs->getHero(hid)-> formation = formation;
  2751. return true;
  2752. }
  2753. bool CGameHandler::hireHero(const CGObjectInstance *obj, ui8 hid, ui8 player)
  2754. {
  2755. const PlayerState *p = gs->getPlayer(player);
  2756. const CGTownInstance *t = gs->getTown(obj->id);
  2757. //common preconditions
  2758. if( (p->resources[Res::GOLD]<2500 && complain("Not enough gold for buying hero!"))
  2759. || (getHeroCount(player, false) >= GameConstants::MAX_HEROES_PER_PLAYER && complain("Cannot hire hero, only 8 wandering heroes are allowed!")))
  2760. return false;
  2761. if(t) //tavern in town
  2762. {
  2763. if( (!t->hasBuilt(EBuilding::TAVERN) && complain("No tavern!"))
  2764. || (t->visitingHero && complain("There is visiting hero - no place!")))
  2765. return false;
  2766. }
  2767. else if(obj->ID == Obj::TAVERN)
  2768. {
  2769. if(getTile(obj->visitablePos())->visitableObjects.back() != obj && complain("Tavern entry must be unoccupied!"))
  2770. return false;
  2771. }
  2772. const CGHeroInstance *nh = p->availableHeroes[hid];
  2773. if (!nh)
  2774. {
  2775. complain ("Hero is not available for hiring!");
  2776. return false;
  2777. }
  2778. HeroRecruited hr;
  2779. hr.tid = obj->id;
  2780. hr.hid = nh->subID;
  2781. hr.player = player;
  2782. hr.tile = obj->visitablePos() + nh->getVisitableOffset();
  2783. sendAndApply(&hr);
  2784. bmap<ui32, ConstTransitivePtr<CGHeroInstance> > pool = gs->unusedHeroesFromPool();
  2785. const CGHeroInstance *theOtherHero = p->availableHeroes[!hid];
  2786. const CGHeroInstance *newHero = NULL;
  2787. if (theOtherHero) //on XXL maps all heroes can be imprisoned :(
  2788. newHero = gs->hpool.pickHeroFor(false, player, getNativeTown(player), pool, theOtherHero->type->heroClass);
  2789. SetAvailableHeroes sah;
  2790. sah.player = player;
  2791. if(newHero)
  2792. {
  2793. sah.hid[hid] = newHero->subID;
  2794. sah.army[hid].clear();
  2795. sah.army[hid].setCreature(0, VLC->creh->nameToID[newHero->type->refTypeStack[0]],1);
  2796. }
  2797. else
  2798. sah.hid[hid] = -1;
  2799. sah.hid[!hid] = theOtherHero ? theOtherHero->subID : -1;
  2800. sendAndApply(&sah);
  2801. SetResource sr;
  2802. sr.player = player;
  2803. sr.resid = Res::GOLD;
  2804. sr.val = p->resources[Res::GOLD] - 2500;
  2805. sendAndApply(&sr);
  2806. if(t)
  2807. {
  2808. vistiCastleObjects (t, nh);
  2809. giveSpells (t,nh);
  2810. }
  2811. return true;
  2812. }
  2813. bool CGameHandler::queryReply(ui32 qid, ui32 answer, ui8 player)
  2814. {
  2815. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  2816. states.removeQuery(player, qid);
  2817. if(vstd::contains(callbacks,qid))
  2818. {
  2819. CFunctionList<void(ui32)> callb = callbacks[qid];
  2820. callbacks.erase(qid);
  2821. if(callb)
  2822. callb(answer);
  2823. }
  2824. else
  2825. {
  2826. complain("Unknown query reply!");
  2827. return false;
  2828. }
  2829. return true;
  2830. }
  2831. static EndAction end_action;
  2832. bool CGameHandler::makeBattleAction( BattleAction &ba )
  2833. {
  2834. tlog1 << "\tMaking action of type " << ba.actionType << std::endl;
  2835. bool ok = true;
  2836. const CStack *stack = battleGetStackByID(ba.stackNumber); //may be nullptr if action is not about stack
  2837. const bool isAboutActiveStack = stack && (stack == battleActiveStack());
  2838. switch(ba.actionType)
  2839. {
  2840. case BattleAction::WALK: //walk
  2841. case BattleAction::DEFEND: //defend
  2842. case BattleAction::WAIT: //wait
  2843. case BattleAction::WALK_AND_ATTACK: //walk or attack
  2844. case BattleAction::SHOOT: //shoot
  2845. case BattleAction::CATAPULT: //catapult
  2846. case BattleAction::STACK_HEAL: //healing with First Aid Tent
  2847. case BattleAction::DAEMON_SUMMONING:
  2848. case BattleAction::MONSTER_SPELL:
  2849. if(!stack)
  2850. {
  2851. complain("No such stack!");
  2852. return false;
  2853. }
  2854. if(!stack->alive())
  2855. {
  2856. complain("This stack is dead: " + stack->nodeName());
  2857. return false;
  2858. }
  2859. if(battleTacticDist())
  2860. {
  2861. if(stack && !stack->attackerOwned != battleGetTacticsSide())
  2862. {
  2863. complain("This is not a stack of side that has tactics!");
  2864. return false;
  2865. }
  2866. }
  2867. else if(!isAboutActiveStack)
  2868. {
  2869. complain("Action has to be about active stack!");
  2870. return false;
  2871. }
  2872. }
  2873. switch(ba.actionType)
  2874. {
  2875. case BattleAction::END_TACTIC_PHASE: //wait
  2876. case BattleAction::BAD_MORALE:
  2877. case BattleAction::NO_ACTION:
  2878. {
  2879. StartAction start_action(ba);
  2880. sendAndApply(&start_action);
  2881. sendAndApply(&end_action);
  2882. break;
  2883. }
  2884. case BattleAction::WALK: //walk
  2885. {
  2886. StartAction start_action(ba);
  2887. sendAndApply(&start_action); //start movement
  2888. int walkedTiles = moveStack(ba.stackNumber,ba.destinationTile); //move
  2889. if(!walkedTiles)
  2890. complain("Stack failed movement!");
  2891. sendAndApply(&end_action);
  2892. break;
  2893. }
  2894. case BattleAction::DEFEND: //defend
  2895. {
  2896. //defensive stance //TODO: remove this bonus when stack becomes active
  2897. SetStackEffect sse;
  2898. sse.effect.push_back( Bonus(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, 20, -1, PrimarySkill::DEFENSE, Bonus::PERCENT_TO_ALL) );
  2899. sse.effect.push_back( Bonus(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, gs->curB->stacks[ba.stackNumber]->valOfBonuses(Bonus::DEFENSIVE_STANCE),
  2900. -1, PrimarySkill::DEFENSE, Bonus::ADDITIVE_VALUE));
  2901. sse.stacks.push_back(ba.stackNumber);
  2902. sendAndApply(&sse);
  2903. //don't break - we share code with next case
  2904. }
  2905. case BattleAction::WAIT: //wait
  2906. {
  2907. StartAction start_action(ba);
  2908. sendAndApply(&start_action);
  2909. sendAndApply(&end_action);
  2910. break;
  2911. }
  2912. case BattleAction::RETREAT: //retreat/flee
  2913. {
  2914. if(!gs->curB->battleCanFlee(gs->curB->sides[ba.side]))
  2915. complain("Cannot retreat!");
  2916. else
  2917. setBattleResult(1, !ba.side); //surrendering side loses
  2918. break;
  2919. }
  2920. case BattleAction::SURRENDER:
  2921. {
  2922. int player = gs->curB->sides[ba.side];
  2923. int cost = gs->curB->battleGetSurrenderCost(player);
  2924. if(cost < 0)
  2925. complain("Cannot surrender!");
  2926. else if(getResource(player, Res::GOLD) < cost)
  2927. complain("Not enough gold to surrender!");
  2928. else
  2929. {
  2930. giveResource(player, Res::GOLD, -cost);
  2931. setBattleResult(2, !ba.side); //surrendering side loses
  2932. }
  2933. break;
  2934. }
  2935. break;
  2936. case BattleAction::WALK_AND_ATTACK: //walk or attack
  2937. {
  2938. StartAction start_action(ba);
  2939. sendAndApply(&start_action); //start movement and attack
  2940. const CStack *stackAtEnd = gs->curB->battleGetStackByPos(ba.additionalInfo);
  2941. if(!stack || !stackAtEnd)
  2942. {
  2943. sendAndApply(&end_action);
  2944. break;
  2945. }
  2946. BattleHex startingPos = stack->position;
  2947. int distance = moveStack(ba.stackNumber, ba.destinationTile);
  2948. tlog5 << stack->nodeName() << " will attack " << stackAtEnd->nodeName() << std::endl;
  2949. if(stack->position != ba.destinationTile //we wasn't able to reach destination tile
  2950. && !(stack->doubleWide()
  2951. && ( stack->position == ba.destinationTile + (stack->attackerOwned ? +1 : -1 ) )
  2952. ) //nor occupy specified hex
  2953. )
  2954. {
  2955. std::string problem = "We cannot move this stack to its destination " + stack->getCreature()->namePl;
  2956. tlog3 << problem << std::endl;
  2957. complain(problem);
  2958. ok = false;
  2959. sendAndApply(&end_action);
  2960. break;
  2961. }
  2962. if(stackAtEnd && stack->ID == stackAtEnd->ID) //we should just move, it will be handled by following check
  2963. {
  2964. stackAtEnd = NULL;
  2965. }
  2966. if(!stackAtEnd)
  2967. {
  2968. complain(boost::str(boost::format("walk and attack error: no stack at additionalInfo tile (%d)!\n") % ba.additionalInfo));
  2969. ok = false;
  2970. sendAndApply(&end_action);
  2971. break;
  2972. }
  2973. if( !CStack::isMeleeAttackPossible(stack, stackAtEnd) )
  2974. {
  2975. complain("Attack cannot be performed!");
  2976. sendAndApply(&end_action);
  2977. ok = false;
  2978. break;
  2979. }
  2980. //attack
  2981. if(stack->alive()) //move can cause death, eg. by walking into the moat
  2982. {
  2983. BattleAttack bat;
  2984. prepareAttack(bat, stack, stackAtEnd, distance, ba.additionalInfo);
  2985. handleAttackBeforeCasting(bat); //only before first attack
  2986. sendAndApply(&bat);
  2987. handleAfterAttackCasting(bat);
  2988. }
  2989. //counterattack
  2990. if(!stack->hasBonusOfType(Bonus::BLOCKS_RETALIATION)
  2991. && stackAtEnd->ableToRetaliate()
  2992. && stack->alive()) //attacker may have died (fire shield)
  2993. {
  2994. BattleAttack bat;
  2995. prepareAttack(bat, stackAtEnd, stack, 0, stack->position);
  2996. bat.flags |= BattleAttack::COUNTER;
  2997. sendAndApply(&bat);
  2998. handleAfterAttackCasting(bat);
  2999. }
  3000. //second attack
  3001. if(stack //FIXME: clones tend to disapear during actions
  3002. && stack->valOfBonuses(Bonus::ADDITIONAL_ATTACK) > 0
  3003. && !stack->hasBonusOfType(Bonus::SHOOTER)
  3004. && stack->alive()
  3005. && stackAtEnd->alive() )
  3006. {
  3007. BattleAttack bat;
  3008. prepareAttack(bat, stack, stackAtEnd, 0, ba.additionalInfo);
  3009. sendAndApply(&bat);
  3010. handleAfterAttackCasting(bat);
  3011. }
  3012. //return
  3013. if(stack->hasBonusOfType(Bonus::RETURN_AFTER_STRIKE) && startingPos != stack->position && stack->alive())
  3014. {
  3015. moveStack(ba.stackNumber, startingPos);
  3016. //NOTE: curStack->ID == ba.stackNumber (rev 1431)
  3017. }
  3018. sendAndApply(&end_action);
  3019. break;
  3020. }
  3021. case BattleAction::SHOOT: //shoot
  3022. {
  3023. const CStack *destStack= gs->curB->battleGetStackByPos(ba.destinationTile);
  3024. if( !gs->curB->battleCanShoot(stack, ba.destinationTile) )
  3025. {
  3026. complain("Cannot shoot!");
  3027. break;
  3028. }
  3029. StartAction start_action(ba);
  3030. sendAndApply(&start_action); //start shooting
  3031. {
  3032. BattleAttack bat;
  3033. bat.flags |= BattleAttack::SHOT;
  3034. prepareAttack(bat, stack, destStack, 0, ba.destinationTile);
  3035. handleAttackBeforeCasting(bat);
  3036. sendAndApply(&bat);
  3037. handleAfterAttackCasting(bat);
  3038. }
  3039. //ballista & artillery handling
  3040. if(destStack->alive() && stack->getCreature()->idNumber == 146)
  3041. {
  3042. BattleAttack bat2;
  3043. bat2.flags |= BattleAttack::SHOT;
  3044. prepareAttack(bat2, stack, destStack, 0, ba.destinationTile);
  3045. sendAndApply(&bat2);
  3046. }
  3047. //TODO: allow more than one additional attack
  3048. if(stack->valOfBonuses(Bonus::ADDITIONAL_ATTACK) > 0 //if unit shots twice let's make another shot
  3049. && stack->alive()
  3050. && destStack->alive()
  3051. && stack->shots
  3052. )
  3053. {
  3054. BattleAttack bat;
  3055. bat.flags |= BattleAttack::SHOT;
  3056. prepareAttack(bat, stack, destStack, 0, ba.destinationTile);
  3057. sendAndApply(&bat);
  3058. handleAfterAttackCasting(bat);
  3059. }
  3060. sendAndApply(&end_action);
  3061. break;
  3062. }
  3063. case BattleAction::CATAPULT: //catapult
  3064. {
  3065. StartAction start_action(ba);
  3066. sendAndApply(&start_action);
  3067. const CGHeroInstance * attackingHero = gs->curB->heroes[ba.side];
  3068. CHeroHandler::SBallisticsLevelInfo sbi = VLC->heroh->ballistics[attackingHero->getSecSkillLevel(CGHeroInstance::BALLISTICS)];
  3069. int attackedPart = gs->curB->battleHexToWallPart(ba.destinationTile);
  3070. if(attackedPart < 0)
  3071. {
  3072. complain("catapult tried to attack non-catapultable hex!");
  3073. break;
  3074. }
  3075. int wallInitHP = gs->curB->si.wallState[attackedPart];
  3076. int dmgAlreadyDealt = 0; //in successive iterations damage is dealt but not yet subtracted from wall's HPs
  3077. for(int g=0; g<sbi.shots; ++g)
  3078. {
  3079. if(wallInitHP + dmgAlreadyDealt == 3) //it's not destroyed
  3080. continue;
  3081. CatapultAttack ca; //package for clients
  3082. std::pair< std::pair< ui8, si16 >, ui8> attack; //<< attackedPart , destination tile >, damageDealt >
  3083. attack.first.first = attackedPart;
  3084. attack.first.second = ba.destinationTile;
  3085. attack.second = 0;
  3086. int chanceForHit = 0;
  3087. int dmgChance[] = { sbi.noDmg, sbi.oneDmg, sbi.twoDmg }; //dmgChance[i] - chance for doing i dmg when hit is successful
  3088. switch(attackedPart)
  3089. {
  3090. case 0: //keep
  3091. chanceForHit = sbi.keep;
  3092. break;
  3093. case 1: //bottom tower
  3094. case 6: //upper tower
  3095. chanceForHit = sbi.tower;
  3096. break;
  3097. case 2: //bottom wall
  3098. case 3: //below gate
  3099. case 4: //over gate
  3100. case 5: //upper wall
  3101. chanceForHit = sbi.wall;
  3102. break;
  3103. case 7: //gate
  3104. chanceForHit = sbi.gate;
  3105. break;
  3106. }
  3107. if(rand()%100 <= chanceForHit) //hit is successful
  3108. {
  3109. int dmgRand = rand()%100;
  3110. //accumulating dmgChance
  3111. dmgChance[1] += dmgChance[0];
  3112. dmgChance[2] += dmgChance[1];
  3113. //calculating dealt damage
  3114. for(int v = 0; v < ARRAY_COUNT(dmgChance); ++v)
  3115. {
  3116. if(dmgRand <= dmgChance[v])
  3117. {
  3118. attack.second = std::min(3 - dmgAlreadyDealt - wallInitHP, v);
  3119. dmgAlreadyDealt += attack.second;
  3120. break;
  3121. }
  3122. }
  3123. //removing creatures in turrets / keep if one is destroyed
  3124. if(attack.second > 0 && (attackedPart == 0 || attackedPart == 1 || attackedPart == 6))
  3125. {
  3126. int posRemove = -1;
  3127. switch(attackedPart)
  3128. {
  3129. case 0: //keep
  3130. posRemove = -2;
  3131. break;
  3132. case 1: //bottom tower
  3133. posRemove = -3;
  3134. break;
  3135. case 6: //upper tower
  3136. posRemove = -4;
  3137. break;
  3138. }
  3139. BattleStacksRemoved bsr;
  3140. for(int g=0; g<gs->curB->stacks.size(); ++g)
  3141. {
  3142. if(gs->curB->stacks[g]->position == posRemove)
  3143. {
  3144. bsr.stackIDs.insert( gs->curB->stacks[g]->ID );
  3145. break;
  3146. }
  3147. }
  3148. sendAndApply(&bsr);
  3149. }
  3150. }
  3151. ca.attacker = ba.stackNumber;
  3152. ca.attackedParts.insert(attack);
  3153. sendAndApply(&ca);
  3154. }
  3155. sendAndApply(&end_action);
  3156. break;
  3157. }
  3158. case BattleAction::STACK_HEAL: //healing with First Aid Tent
  3159. {
  3160. StartAction start_action(ba);
  3161. sendAndApply(&start_action);
  3162. const CGHeroInstance * attackingHero = gs->curB->heroes[ba.side];
  3163. const CStack *healer = gs->curB->battleGetStackByID(ba.stackNumber),
  3164. *destStack = gs->curB->battleGetStackByPos(ba.destinationTile);
  3165. if(healer == NULL || destStack == NULL || !healer->hasBonusOfType(Bonus::HEALER))
  3166. {
  3167. complain("There is either no healer, no destination, or healer cannot heal :P");
  3168. }
  3169. int maxHealable = destStack->MaxHealth() - destStack->firstHPleft;
  3170. int maxiumHeal = healer->count * std::max(10, attackingHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, CGHeroInstance::FIRST_AID));
  3171. int healed = std::min(maxHealable, maxiumHeal);
  3172. if(healed == 0)
  3173. {
  3174. //nothing to heal.. should we complain?
  3175. }
  3176. else
  3177. {
  3178. StacksHealedOrResurrected shr;
  3179. shr.lifeDrain = (ui8)false;
  3180. shr.tentHealing = (ui8)true;
  3181. shr.drainedFrom = ba.stackNumber;
  3182. StacksHealedOrResurrected::HealInfo hi;
  3183. hi.healedHP = healed;
  3184. hi.lowLevelResurrection = 0;
  3185. hi.stackID = destStack->ID;
  3186. shr.healedStacks.push_back(hi);
  3187. sendAndApply(&shr);
  3188. }
  3189. sendAndApply(&end_action);
  3190. break;
  3191. }
  3192. case BattleAction::DAEMON_SUMMONING:
  3193. //TODO: From Strategija:
  3194. //Summon Demon is a level 2 spell.
  3195. {
  3196. StartAction start_action(ba);
  3197. sendAndApply(&start_action);
  3198. const CStack *summoner = gs->curB->battleGetStackByID(ba.stackNumber),
  3199. *destStack = gs->curB->battleGetStackByPos(ba.destinationTile, false);
  3200. BattleStackAdded bsa;
  3201. bsa.attacker = summoner->attackerOwned;
  3202. bsa.creID = summoner->getBonusLocalFirst(Selector::type(Bonus::DAEMON_SUMMONING))->subtype; //in case summoner can summon more than one type of monsters... scream!
  3203. ui64 risedHp = summoner->count * summoner->valOfBonuses(Bonus::DAEMON_SUMMONING, bsa.creID);
  3204. bsa.amount = std::min ((ui32)(risedHp / VLC->creh->creatures[bsa.creID]->MaxHealth()), destStack->baseAmount);
  3205. bsa.pos = gs->curB->getAvaliableHex(bsa.creID, bsa.attacker, destStack->position);
  3206. bsa.summoned = false;
  3207. if (bsa.amount) //there's rare possibility single creature cannot rise desired type
  3208. {
  3209. BattleStacksRemoved bsr; //remove body
  3210. bsr.stackIDs.insert(destStack->ID);
  3211. sendAndApply(&bsr);
  3212. sendAndApply(&bsa);
  3213. BattleSetStackProperty ssp;
  3214. ssp.stackID = ba.stackNumber;
  3215. ssp.which = BattleSetStackProperty::CASTS; //reduce number of casts
  3216. ssp.val = -1;
  3217. ssp.absolute = false;
  3218. sendAndApply(&ssp);
  3219. }
  3220. sendAndApply(&end_action);
  3221. break;
  3222. }
  3223. case BattleAction::MONSTER_SPELL:
  3224. {
  3225. StartAction start_action(ba);
  3226. sendAndApply(&start_action);
  3227. const CStack * stack = gs->curB->battleGetStackByID(ba.stackNumber);
  3228. int spellID = ba.additionalInfo;
  3229. BattleHex destination(ba.destinationTile);
  3230. const Bonus *randSpellcaster = stack->getBonusLocalFirst(Selector::type(Bonus::RANDOM_SPELLCASTER));
  3231. const Bonus * spellcaster = stack->getBonusLocalFirst(Selector::typeSubtype(Bonus::SPELLCASTER, spellID));
  3232. //TODO special bonus for genies ability
  3233. if(randSpellcaster && battleGetRandomStackSpell(stack, CBattleInfoCallback::RANDOM_AIMED) < 0)
  3234. spellID = battleGetRandomStackSpell(stack, CBattleInfoCallback::RANDOM_GENIE);
  3235. if(spellID < 0)
  3236. complain("That stack can't cast spells!");
  3237. else
  3238. {
  3239. int spellLvl = 0;
  3240. if (spellcaster)
  3241. vstd::amax(spellLvl, spellcaster->val);
  3242. if (randSpellcaster)
  3243. vstd::amax(spellLvl, randSpellcaster->val);
  3244. vstd::amin (spellLvl, 3);
  3245. int casterSide = gs->curB->whatSide(stack->owner);
  3246. const CGHeroInstance * secHero = gs->curB->getHero(gs->curB->theOtherPlayer(stack->owner));
  3247. handleSpellCasting(spellID, spellLvl, destination, casterSide, stack->owner, NULL, secHero, 0, ECastingMode::CREATURE_ACTIVE_CASTING, stack);
  3248. }
  3249. sendAndApply(&end_action);
  3250. break;
  3251. }
  3252. }
  3253. if(ba.stackNumber == gs->curB->activeStack || battleResult.get()) //active stack has moved or battle has finished
  3254. battleMadeAction.setn(true);
  3255. return ok;
  3256. }
  3257. void CGameHandler::playerMessage( ui8 player, const std::string &message )
  3258. {
  3259. bool cheated=true;
  3260. PlayerMessage temp_message(player,message);
  3261. sendAndApply(&temp_message);
  3262. if(message == "vcmiistari") //give all spells and 999 mana
  3263. {
  3264. SetMana sm;
  3265. ChangeSpells cs;
  3266. CGHeroInstance *h = gs->getHero(gs->getPlayer(player)->currentSelection);
  3267. if(!h && complain("Cannot realize cheat, no hero selected!")) return;
  3268. sm.hid = cs.hid = h->id;
  3269. //give all spells
  3270. cs.learn = 1;
  3271. for(int i=0;i<VLC->spellh->spells.size();i++)
  3272. {
  3273. if(!VLC->spellh->spells[i]->creatureAbility)
  3274. cs.spells.insert(i);
  3275. }
  3276. //give mana
  3277. sm.val = 999;
  3278. if(!h->hasSpellbook()) //hero doesn't have spellbook
  3279. giveHeroNewArtifact(h, VLC->arth->artifacts[0], ArtifactPosition::SPELLBOOK); //give spellbook
  3280. sendAndApply(&cs);
  3281. sendAndApply(&sm);
  3282. }
  3283. else if (message == "vcmiarmenelos") //build all buildings in selected town
  3284. {
  3285. CGTownInstance *town = gs->getTown(gs->getPlayer(player)->currentSelection);
  3286. if (town)
  3287. {
  3288. BOOST_FOREACH (auto & build, town->town->buildings)
  3289. {
  3290. if (!town->hasBuilt(build.first) && !build.second->Name().empty())
  3291. {
  3292. buildStructure(town->id, build.first, true);
  3293. }
  3294. }
  3295. }
  3296. }
  3297. else if(message == "vcmiainur") //gives 5 archangels into each slot
  3298. {
  3299. CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
  3300. const CCreature *archangel = VLC->creh->creatures[13];
  3301. if(!hero) return;
  3302. for(int i = 0; i < GameConstants::ARMY_SIZE; i++)
  3303. if(!hero->hasStackAtSlot(i))
  3304. insertNewStack(StackLocation(hero, i), archangel, 5);
  3305. }
  3306. else if(message == "vcmiangband") //gives 10 black knight into each slot
  3307. {
  3308. CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
  3309. const CCreature *blackKnight = VLC->creh->creatures[66];
  3310. if(!hero) return;
  3311. for(int i = 0; i < GameConstants::ARMY_SIZE; i++)
  3312. if(!hero->hasStackAtSlot(i))
  3313. insertNewStack(StackLocation(hero, i), blackKnight, 10);
  3314. }
  3315. else if(message == "vcminoldor") //all war machines
  3316. {
  3317. CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
  3318. if(!hero) return;
  3319. if(!hero->getArt(ArtifactPosition::MACH1))
  3320. giveHeroNewArtifact(hero, VLC->arth->artifacts[4], ArtifactPosition::MACH1);
  3321. if(!hero->getArt(ArtifactPosition::MACH2))
  3322. giveHeroNewArtifact(hero, VLC->arth->artifacts[5], ArtifactPosition::MACH2);
  3323. if(!hero->getArt(ArtifactPosition::MACH3))
  3324. giveHeroNewArtifact(hero, VLC->arth->artifacts[6], ArtifactPosition::MACH3);
  3325. }
  3326. else if(message == "vcminahar") //1000000 movement points
  3327. {
  3328. CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
  3329. if(!hero) return;
  3330. SetMovePoints smp;
  3331. smp.hid = hero->id;
  3332. smp.val = 1000000;
  3333. sendAndApply(&smp);
  3334. }
  3335. else if(message == "vcmiformenos") //give resources
  3336. {
  3337. SetResources sr;
  3338. sr.player = player;
  3339. sr.res = gs->getPlayer(player)->resources;
  3340. for(int i=0;i<7;i++)
  3341. sr.res[i] += 100;
  3342. sr.res[6] += 19900;
  3343. sendAndApply(&sr);
  3344. }
  3345. else if(message == "vcmieagles") //reveal FoW
  3346. {
  3347. FoWChange fc;
  3348. fc.mode = 1;
  3349. fc.player = player;
  3350. int3 * hlp_tab = new int3[gs->map->width * gs->map->height * (gs->map->twoLevel + 1)];
  3351. int lastUnc = 0;
  3352. for(int i=0;i<gs->map->width;i++)
  3353. for(int j=0;j<gs->map->height;j++)
  3354. for(int k=0;k<gs->map->twoLevel+1;k++)
  3355. if(!gs->getPlayerTeam(fc.player)->fogOfWarMap[i][j][k])
  3356. hlp_tab[lastUnc++] = int3(i,j,k);
  3357. fc.tiles.insert(hlp_tab, hlp_tab + lastUnc);
  3358. delete [] hlp_tab;
  3359. sendAndApply(&fc);
  3360. }
  3361. else if(message == "vcmiglorfindel") //selected hero gains a new level
  3362. {
  3363. CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
  3364. changePrimSkill(hero->id,4,VLC->heroh->reqExp(hero->level+1) - VLC->heroh->reqExp(hero->level));
  3365. }
  3366. else if(message == "vcmisilmaril") //player wins
  3367. {
  3368. gs->getPlayer(player)->enteredWinningCheatCode = 1;
  3369. }
  3370. else if(message == "vcmimelkor") //player looses
  3371. {
  3372. gs->getPlayer(player)->enteredLosingCheatCode = 1;
  3373. }
  3374. else if (message == "vcmiforgeofnoldorking") //hero gets all artifacts except war machines, spell scrolls and spell book
  3375. {
  3376. CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
  3377. if(!hero) return;
  3378. for (int g=7; g<=140; ++g)
  3379. giveHeroNewArtifact(hero, VLC->arth->artifacts[g], -1);
  3380. }
  3381. else
  3382. cheated = false;
  3383. if(cheated)
  3384. {
  3385. SystemMessage temp_message(VLC->generaltexth->allTexts[260]);
  3386. sendAndApply(&temp_message);
  3387. checkLossVictory(player);//Player enter win code or got required art\creature
  3388. }
  3389. }
  3390. void CGameHandler::handleSpellCasting( int spellID, int spellLvl, BattleHex destination, ui8 casterSide, ui8 casterColor, const CGHeroInstance * caster, const CGHeroInstance * secHero,
  3391. int usedSpellPower, ECastingMode::ECastingMode mode, const CStack * stack, si32 selectedStack)
  3392. {
  3393. const CSpell *spell = VLC->spellh->spells[spellID];
  3394. //Helper local function that creates obstacle on given position. Obstacle type is inferred from spell type.
  3395. //It creates, sends and applies needed package.
  3396. auto placeObstacle = [&](BattleHex pos)
  3397. {
  3398. static int obstacleIdToGive = gs->curB->obstacles.size()
  3399. ? (gs->curB->obstacles.back()->uniqueID+1)
  3400. : 0;
  3401. auto obstacle = make_shared<SpellCreatedObstacle>();
  3402. switch(spellID) // :/
  3403. {
  3404. case Spells::QUICKSAND:
  3405. obstacle->obstacleType = CObstacleInstance::QUICKSAND;
  3406. obstacle->turnsRemaining = -1;
  3407. obstacle->visibleForAnotherSide = false;
  3408. break;
  3409. case Spells::LAND_MINE:
  3410. obstacle->obstacleType = CObstacleInstance::LAND_MINE;
  3411. obstacle->turnsRemaining = -1;
  3412. obstacle->visibleForAnotherSide = false;
  3413. break;
  3414. case Spells::FIRE_WALL:
  3415. obstacle->obstacleType = CObstacleInstance::FIRE_WALL;
  3416. obstacle->turnsRemaining = 2;
  3417. obstacle->visibleForAnotherSide = true;
  3418. break;
  3419. case Spells::FORCE_FIELD:
  3420. obstacle->obstacleType = CObstacleInstance::FORCE_FIELD;
  3421. obstacle->turnsRemaining = 2;
  3422. obstacle->visibleForAnotherSide = true;
  3423. break;
  3424. default:
  3425. //this function cannot be used with spells that do not create obstacles
  3426. assert(0);
  3427. }
  3428. obstacle->pos = pos;
  3429. obstacle->casterSide = casterSide;
  3430. obstacle->ID = spellID;
  3431. obstacle->spellLevel = spellLvl;
  3432. obstacle->casterSpellPower = usedSpellPower;
  3433. obstacle->uniqueID = obstacleIdToGive++;
  3434. BattleObstaclePlaced bop;
  3435. bop.obstacle = obstacle;
  3436. sendAndApply(&bop);
  3437. };
  3438. BattleSpellCast sc;
  3439. sc.side = casterSide;
  3440. sc.id = spellID;
  3441. sc.skill = spellLvl;
  3442. sc.tile = destination;
  3443. sc.dmgToDisplay = 0;
  3444. sc.castedByHero = (bool)caster;
  3445. sc.attackerType = (stack ? stack->type->idNumber : -1);
  3446. sc.manaGained = 0;
  3447. sc.spellCost = 0;
  3448. if (caster) //calculate spell cost
  3449. {
  3450. sc.spellCost = gs->curB->battleGetSpellCost(VLC->spellh->spells[spellID], caster);
  3451. if (secHero && mode == ECastingMode::HERO_CASTING) //handle mana channel
  3452. {
  3453. int manaChannel = 0;
  3454. BOOST_FOREACH(CStack * stack, gs->curB->stacks) //TODO: shouldn't bonus system handle it somehow?
  3455. {
  3456. if (stack->owner == secHero->tempOwner)
  3457. {
  3458. vstd::amax(manaChannel, stack->valOfBonuses(Bonus::MANA_CHANNELING));
  3459. }
  3460. }
  3461. sc.manaGained = (manaChannel * sc.spellCost) / 100;
  3462. }
  3463. }
  3464. //calculating affected creatures for all spells
  3465. std::set<const CStack*> attackedCres;
  3466. if (mode != ECastingMode::ENCHANTER_CASTING)
  3467. {
  3468. attackedCres = gs->curB->getAffectedCreatures(spell, spellLvl, casterColor, destination);
  3469. for(std::set<const CStack*>::const_iterator it = attackedCres.begin(); it != attackedCres.end(); ++it)
  3470. {
  3471. sc.affectedCres.insert((*it)->ID);
  3472. }
  3473. }
  3474. else //enchanter - hit all possible stacks
  3475. {
  3476. BOOST_FOREACH (const CStack * stack, gs->curB->stacks)
  3477. {
  3478. /*if it's non negative spell and our unit or non positive spell and hostile unit */
  3479. if((!spell->isNegative() && stack->owner == casterColor)
  3480. || (!spell->isPositive() && stack->owner != casterColor))
  3481. {
  3482. if(stack->isValidTarget()) //TODO: allow dead targets somewhere in the future
  3483. {
  3484. attackedCres.insert(stack);
  3485. }
  3486. }
  3487. }
  3488. }
  3489. //checking if creatures resist
  3490. sc.resisted = gs->curB->calculateResistedStacks(spell, caster, secHero, attackedCres, casterColor, mode, usedSpellPower, spellLvl);
  3491. //calculating dmg to display
  3492. for(std::set<const CStack*>::iterator it = attackedCres.begin(); it != attackedCres.end(); ++it)
  3493. {
  3494. if(vstd::contains(sc.resisted, (*it)->ID)) //this creature resisted the spell
  3495. continue;
  3496. sc.dmgToDisplay += gs->curB->calculateSpellDmg(spell, caster, *it, spellLvl, usedSpellPower);
  3497. }
  3498. if (spellID == Spells::DEATH_STARE || spellID == Spells::ACID_BREATH_DAMAGE)
  3499. {
  3500. sc.dmgToDisplay = usedSpellPower;
  3501. if (spellID == Spells::DEATH_STARE)
  3502. vstd::amin(sc.dmgToDisplay, (*attackedCres.begin())->count); //stack is already reduced after attack
  3503. }
  3504. StacksInjured si;
  3505. //applying effects
  3506. switch (spellID)
  3507. {
  3508. case Spells::QUICKSAND:
  3509. case Spells::LAND_MINE:
  3510. {
  3511. std::vector<BattleHex> availableTiles;
  3512. for(int i = 0; i < GameConstants::BFIELD_SIZE; i += 1)
  3513. {
  3514. BattleHex hex = i;
  3515. if(hex.getX() > 2 && hex.getX() < 14 && !battleGetStackByPos(hex, false) & !battleGetObstacleOnPos(hex, false))
  3516. availableTiles.push_back(hex);
  3517. }
  3518. boost::range::random_shuffle(availableTiles);
  3519. const int patchesForSkill[] = {4, 4, 6, 8};
  3520. const int patchesToPut = std::min<int>(patchesForSkill[spellLvl], availableTiles.size());
  3521. //land mines or quicksand patches are handled as spell created obstacles
  3522. for (int i = 0; i < patchesToPut; i++)
  3523. placeObstacle(availableTiles[i]);
  3524. }
  3525. break;
  3526. case Spells::FORCE_FIELD:
  3527. placeObstacle(destination);
  3528. break;
  3529. case Spells::FIRE_WALL:
  3530. {
  3531. //fire wall is build from multiple obstacles - one fire piece for each affected hex
  3532. auto affectedHexes = spell->rangeInHexes(destination, spellLvl, casterSide);
  3533. BOOST_FOREACH(BattleHex hex, affectedHexes)
  3534. placeObstacle(hex);
  3535. }
  3536. break;
  3537. //damage spells
  3538. case Spells::MAGIC_ARROW:
  3539. case Spells::ICE_BOLT:
  3540. case Spells::LIGHTNING_BOLT:
  3541. case Spells::IMPLOSION:
  3542. case Spells::CHAIN_LIGHTNING:
  3543. case Spells::FROST_RING:
  3544. case Spells::FIREBALL:
  3545. case Spells::INFERNO:
  3546. case Spells::METEOR_SHOWER:
  3547. case Spells::DEATH_RIPPLE:
  3548. case Spells::DESTROY_UNDEAD:
  3549. case Spells::ARMAGEDDON:
  3550. case Spells::TITANS_LIGHTNING_BOLT:
  3551. case Spells::THUNDERBOLT: //(thunderbirds)
  3552. {
  3553. int spellDamage = 0;
  3554. if (stack && mode != ECastingMode::MAGIC_MIRROR)
  3555. {
  3556. int unitSpellPower = stack->valOfBonuses(Bonus::SPECIFIC_SPELL_POWER, spellID);
  3557. if (unitSpellPower)
  3558. sc.dmgToDisplay = spellDamage = stack->count * unitSpellPower; //TODO: handle immunities
  3559. else //Faerie Dragon
  3560. {
  3561. usedSpellPower = stack->valOfBonuses(Bonus::CREATURE_SPELL_POWER) * stack->count / 100;
  3562. sc.dmgToDisplay = 0;
  3563. }
  3564. }
  3565. int chainLightningModifier = 0;
  3566. for(auto it = attackedCres.begin(); it != attackedCres.end(); ++it)
  3567. {
  3568. if(vstd::contains(sc.resisted, (*it)->ID)) //this creature resisted the spell
  3569. continue;
  3570. BattleStackAttacked bsa;
  3571. if ((destination > -1 && (*it)->coversPos(destination)) || (spell->range[spellLvl] == "X" || mode == ECastingMode::ENCHANTER_CASTING))
  3572. //display effect only upon primary target of area spell
  3573. {
  3574. bsa.flags |= BattleStackAttacked::EFFECT;
  3575. bsa.effect = spell->mainEffectAnim;
  3576. }
  3577. if (spellDamage)
  3578. bsa.damageAmount = spellDamage >> chainLightningModifier;
  3579. else
  3580. {
  3581. bsa.damageAmount = gs->curB->calculateSpellDmg(spell, caster, *it, spellLvl, usedSpellPower) >> chainLightningModifier;
  3582. sc.dmgToDisplay += bsa.damageAmount;
  3583. }
  3584. bsa.stackAttacked = (*it)->ID;
  3585. if (mode == ECastingMode::ENCHANTER_CASTING) //multiple damage spells cast
  3586. bsa.attackerID = stack->ID;
  3587. else
  3588. bsa.attackerID = -1;
  3589. (*it)->prepareAttacked(bsa);
  3590. si.stacks.push_back(bsa);
  3591. if (spellID == Spells::CHAIN_LIGHTNING)
  3592. ++chainLightningModifier;
  3593. }
  3594. break;
  3595. }
  3596. // permanent effects
  3597. case Spells::SHIELD:
  3598. case Spells::AIR_SHIELD:
  3599. case Spells::FIRE_SHIELD:
  3600. case Spells::PROTECTION_FROM_AIR:
  3601. case Spells::PROTECTION_FROM_FIRE:
  3602. case Spells::PROTECTION_FROM_WATER:
  3603. case Spells::PROTECTION_FROM_EARTH:
  3604. case Spells::ANTI_MAGIC:
  3605. case Spells::MAGIC_MIRROR:
  3606. case Spells::BLESS:
  3607. case Spells::CURSE:
  3608. case Spells::BLOODLUST:
  3609. case Spells::PRECISION:
  3610. case Spells::WEAKNESS:
  3611. case Spells::STONE_SKIN:
  3612. case Spells::DISRUPTING_RAY:
  3613. case Spells::PRAYER:
  3614. case Spells::MIRTH:
  3615. case Spells::SORROW:
  3616. case Spells::FORTUNE:
  3617. case Spells::MISFORTUNE:
  3618. case Spells::HASTE:
  3619. case Spells::SLOW:
  3620. case Spells::SLAYER:
  3621. case Spells::FRENZY:
  3622. case Spells::COUNTERSTRIKE:
  3623. case Spells::BERSERK:
  3624. case Spells::HYPNOTIZE:
  3625. case Spells::FORGETFULNESS:
  3626. case Spells::BLIND:
  3627. case Spells::STONE_GAZE:
  3628. case Spells::POISON:
  3629. case Spells::BIND:
  3630. case Spells::DISEASE:
  3631. case Spells::PARALYZE:
  3632. case Spells::AGE:
  3633. case Spells::ACID_BREATH_DEFENSE:
  3634. {
  3635. int stackSpellPower = 0;
  3636. if (stack && mode != ECastingMode::MAGIC_MIRROR)
  3637. {
  3638. stackSpellPower = stack->valOfBonuses(Bonus::CREATURE_ENCHANT_POWER);
  3639. }
  3640. SetStackEffect sse;
  3641. Bonus pseudoBonus;
  3642. pseudoBonus.sid = spellID;
  3643. pseudoBonus.val = spellLvl;
  3644. pseudoBonus.turnsRemain = gs->curB->calculateSpellDuration(spell, caster, stackSpellPower ? stackSpellPower : usedSpellPower);
  3645. CStack::stackEffectToFeature(sse.effect, pseudoBonus);
  3646. if (spellID == Spells::BIND && stack)//bind
  3647. {
  3648. sse.effect.back().additionalInfo = stack->ID; //we need to know who casted Bind
  3649. }
  3650. const Bonus * bonus = NULL;
  3651. if (caster)
  3652. bonus = caster->getBonusLocalFirst(Selector::typeSubtype(Bonus::SPECIAL_PECULIAR_ENCHANT, spellID));
  3653. //TODO does hero speciality should affects his stack casting spells?
  3654. si32 power = 0;
  3655. BOOST_FOREACH(const CStack *affected, attackedCres)
  3656. {
  3657. if(vstd::contains(sc.resisted, affected->ID)) //this creature resisted the spell
  3658. continue;
  3659. sse.stacks.push_back(affected->ID);
  3660. //Apply hero specials - peculiar enchants
  3661. const ui8 tier = affected->getCreature()->level;
  3662. if (bonus)
  3663. {
  3664. switch(bonus->additionalInfo)
  3665. {
  3666. case 0: //normal
  3667. {
  3668. switch(tier)
  3669. {
  3670. case 1: case 2:
  3671. power = 3;
  3672. break;
  3673. case 3: case 4:
  3674. power = 2;
  3675. break;
  3676. case 5: case 6:
  3677. power = 1;
  3678. break;
  3679. }
  3680. Bonus specialBonus(sse.effect.back());
  3681. specialBonus.val = power; //it doesn't necessarily make sense for some spells, use it wisely
  3682. sse.uniqueBonuses.push_back (std::pair<ui32,Bonus> (affected->ID, specialBonus)); //additional premy to given effect
  3683. }
  3684. break;
  3685. case 1: //only Coronius as yet
  3686. {
  3687. power = std::max(5 - tier, 0);
  3688. Bonus specialBonus = CStack::featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK, power, pseudoBonus.turnsRemain);
  3689. specialBonus.sid = spellID;
  3690. sse.uniqueBonuses.push_back (std::pair<ui32,Bonus> (affected->ID, specialBonus)); //additional attack to Slayer effect
  3691. }
  3692. break;
  3693. }
  3694. }
  3695. if (caster && caster->hasBonusOfType(Bonus::SPECIAL_BLESS_DAMAGE, spellID)) //TODO: better handling of bonus percentages
  3696. {
  3697. int damagePercent = caster->level * caster->valOfBonuses(Bonus::SPECIAL_BLESS_DAMAGE, spellID) / tier;
  3698. Bonus specialBonus = CStack::featureGenerator(Bonus::CREATURE_DAMAGE, 0, damagePercent, pseudoBonus.turnsRemain);
  3699. specialBonus.valType = Bonus::PERCENT_TO_ALL;
  3700. specialBonus.sid = spellID;
  3701. sse.uniqueBonuses.push_back (std::pair<ui32,Bonus> (affected->ID, specialBonus));
  3702. }
  3703. }
  3704. if(!sse.stacks.empty())
  3705. sendAndApply(&sse);
  3706. break;
  3707. }
  3708. case Spells::TELEPORT:
  3709. {
  3710. BattleStackMoved bsm;
  3711. bsm.distance = -1;
  3712. bsm.stack = selectedStack;
  3713. std::vector<BattleHex> tiles;
  3714. tiles.push_back(destination);
  3715. bsm.tilesToMove = tiles;
  3716. bsm.teleporting = true;
  3717. sendAndApply(&bsm);
  3718. break;
  3719. }
  3720. case Spells::CURE:
  3721. case Spells::RESURRECTION:
  3722. case Spells::ANIMATE_DEAD:
  3723. case Spells::SACRIFICE:
  3724. {
  3725. int hpGained = 0;
  3726. if (stack)
  3727. {
  3728. int unitSpellPower = stack->valOfBonuses(Bonus::SPECIFIC_SPELL_POWER, spellID);
  3729. if (unitSpellPower)
  3730. hpGained = stack->count * unitSpellPower; //Archangel
  3731. else //Faerie Dragon-like effect - unused fo far
  3732. usedSpellPower = stack->valOfBonuses(Bonus::CREATURE_SPELL_POWER) * stack->count / 100;
  3733. }
  3734. StacksHealedOrResurrected shr;
  3735. shr.lifeDrain = (ui8)false;
  3736. shr.tentHealing = (ui8)false;
  3737. for(auto it = attackedCres.begin(); it != attackedCres.end(); ++it)
  3738. {
  3739. if(vstd::contains(sc.resisted, (*it)->ID) //this creature resisted the spell
  3740. || (spellID == Spells::ANIMATE_DEAD && !(*it)->hasBonusOfType(Bonus::UNDEAD)) //we try to cast animate dead on living stack
  3741. )
  3742. continue;
  3743. StacksHealedOrResurrected::HealInfo hi;
  3744. hi.stackID = (*it)->ID;
  3745. if (stack)
  3746. {
  3747. if (hpGained)
  3748. {
  3749. hi.healedHP = gs->curB->calculateHealedHP(hpGained, spell, *it);
  3750. }
  3751. else
  3752. hi.healedHP = gs->curB->calculateHealedHP(spell, usedSpellPower, spellLvl, *it);
  3753. }
  3754. else
  3755. hi.healedHP = gs->curB->calculateHealedHP(caster, spell, *it, gs->curB->battleGetStackByID(selectedStack));
  3756. hi.lowLevelResurrection = spellLvl <= 1;
  3757. shr.healedStacks.push_back(hi);
  3758. }
  3759. if(!shr.healedStacks.empty())
  3760. sendAndApply(&shr);
  3761. if (spellID == Spells::SACRIFICE) //remove victim
  3762. {
  3763. BattleStacksRemoved bsr;
  3764. bsr.stackIDs.insert (selectedStack); //somehow it works for teleport?
  3765. sendAndApply(&bsr);
  3766. }
  3767. break;
  3768. }
  3769. case Spells::SUMMON_FIRE_ELEMENTAL:
  3770. case Spells::SUMMON_EARTH_ELEMENTAL:
  3771. case Spells::SUMMON_WATER_ELEMENTAL:
  3772. case Spells::SUMMON_AIR_ELEMENTAL:
  3773. { //elemental summoning
  3774. int creID;
  3775. switch(spellID)
  3776. {
  3777. case Spells::SUMMON_FIRE_ELEMENTAL:
  3778. creID = 114;
  3779. break;
  3780. case Spells::SUMMON_EARTH_ELEMENTAL:
  3781. creID = 113;
  3782. break;
  3783. case Spells::SUMMON_WATER_ELEMENTAL:
  3784. creID = 115;
  3785. break;
  3786. case Spells::SUMMON_AIR_ELEMENTAL:
  3787. creID = 112;
  3788. break;
  3789. }
  3790. BattleStackAdded bsa;
  3791. bsa.creID = creID;
  3792. bsa.attacker = !(bool)casterSide;
  3793. bsa.summoned = true;
  3794. bsa.pos = gs->curB->getAvaliableHex(creID, !(bool)casterSide); //TODO: unify it
  3795. //TODO stack casting -> probably power will be zero; set the proper number of creatures manually
  3796. int percentBonus = caster ? caster->valOfBonuses(Bonus::SPECIFIC_SPELL_DAMAGE, spellID) : 0;
  3797. bsa.amount = usedSpellPower * VLC->spellh->spells[spellID]->powers[spellLvl] *
  3798. (100 + percentBonus) / 100.0; //new feature - percentage bonus
  3799. if(bsa.amount)
  3800. sendAndApply(&bsa);
  3801. else
  3802. complain("Summoning elementals didn't summon any!");
  3803. }
  3804. break;
  3805. case Spells::CLONE:
  3806. {
  3807. const CStack * clonedStack = NULL;
  3808. if (attackedCres.size())
  3809. clonedStack = *attackedCres.begin();
  3810. if (!clonedStack)
  3811. {
  3812. complain ("No target stack to clone!");
  3813. return;
  3814. }
  3815. BattleStackAdded bsa;
  3816. bsa.creID = clonedStack->type->idNumber;
  3817. bsa.attacker = !(bool)casterSide;
  3818. bsa.summoned = true;
  3819. bsa.pos = gs->curB->getAvaliableHex(bsa.creID, !(bool)casterSide); //TODO: unify it
  3820. bsa.amount = clonedStack->count;
  3821. sendAndApply (&bsa);
  3822. BattleSetStackProperty ssp;
  3823. ssp.stackID = gs->curB->stacks.back()->ID; //how to get recent stack?
  3824. ssp.which = BattleSetStackProperty::CLONED; //using enum values
  3825. ssp.val = 0;
  3826. ssp.absolute = 1;
  3827. sendAndApply(&ssp);
  3828. }
  3829. break;
  3830. case Spells::REMOVE_OBSTACLE:
  3831. {
  3832. ObstaclesRemoved obr;
  3833. BOOST_FOREACH(auto &obstacle, battleGetAllObstacles())
  3834. {
  3835. if(vstd::contains(obstacle->getBlockedTiles(), destination))
  3836. obr.obstacles.insert(obstacle->uniqueID);
  3837. }
  3838. if(!obr.obstacles.empty())
  3839. sendAndApply(&obr);
  3840. else
  3841. complain("There's no obstacle to remove!");
  3842. break;
  3843. }
  3844. break;
  3845. case Spells::DEATH_STARE: //handled in a bit different way
  3846. {
  3847. for(auto it = attackedCres.begin(); it != attackedCres.end(); ++it)
  3848. {
  3849. if((*it)->hasBonusOfType(Bonus::UNDEAD) || (*it)->hasBonusOfType(Bonus::NON_LIVING)) //this creature is immune
  3850. {
  3851. sc.dmgToDisplay = 0; //TODO: handle Death Stare for multiple targets (?)
  3852. continue;
  3853. }
  3854. BattleStackAttacked bsa;
  3855. bsa.flags |= BattleStackAttacked::EFFECT;
  3856. bsa.effect = spell->mainEffectAnim; //from config\spell-Info.txt
  3857. bsa.damageAmount = usedSpellPower * (*it)->valOfBonuses(Bonus::STACK_HEALTH);
  3858. bsa.stackAttacked = (*it)->ID;
  3859. bsa.attackerID = -1;
  3860. (*it)->prepareAttacked(bsa);
  3861. si.stacks.push_back(bsa);
  3862. }
  3863. }
  3864. break;
  3865. case Spells::ACID_BREATH_DAMAGE: //new effect, separate from acid breath defense reduction
  3866. {
  3867. for(auto it = attackedCres.begin(); it != attackedCres.end(); ++it) //no immunities
  3868. {
  3869. BattleStackAttacked bsa;
  3870. bsa.flags |= BattleStackAttacked::EFFECT;
  3871. bsa.effect = VLC->spellh->spells[80]->mainEffectAnim; //use acid breath
  3872. bsa.damageAmount = usedSpellPower; //damage times the number of attackers
  3873. bsa.stackAttacked = (*it)->ID;
  3874. bsa.attackerID = -1;
  3875. (*it)->prepareAttacked(bsa);
  3876. si.stacks.push_back(bsa);
  3877. }
  3878. }
  3879. break;
  3880. }
  3881. sendAndApply(&sc);
  3882. if(!si.stacks.empty()) //after spellcast info shows
  3883. sendAndApply(&si);
  3884. if (mode == ECastingMode::CREATURE_ACTIVE_CASTING || mode == ECastingMode::ENCHANTER_CASTING) //reduce number of casts remaining
  3885. {
  3886. BattleSetStackProperty ssp;
  3887. ssp.stackID = stack->ID;
  3888. ssp.which = BattleSetStackProperty::CASTS;
  3889. ssp.val = -1;
  3890. ssp.absolute = false;
  3891. sendAndApply(&ssp);
  3892. }
  3893. //Magic Mirror effect
  3894. 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
  3895. {
  3896. for(auto it = attackedCres.begin(); it != attackedCres.end(); ++it)
  3897. {
  3898. int mirrorChance = (*it)->valOfBonuses(Bonus::MAGIC_MIRROR);
  3899. if(mirrorChance > rand()%100)
  3900. {
  3901. std::vector<CStack *> mirrorTargets;
  3902. std::vector<CStack *> & battleStacks = gs->curB->stacks;
  3903. for (size_t j = 0; j < battleStacks.size(); ++j)
  3904. {
  3905. if(battleStacks[j]->owner == casterSide) //get enemy stacks which can be affected by this spell
  3906. {
  3907. if (!gs->curB->battleIsImmune(NULL, spell, ECastingMode::MAGIC_MIRROR, battleStacks[j]->position))
  3908. mirrorTargets.push_back(battleStacks[j]);
  3909. }
  3910. }
  3911. if (mirrorTargets.size())
  3912. {
  3913. int targetHex = mirrorTargets[rand() % mirrorTargets.size()]->position;
  3914. handleSpellCasting(spellID, 0, targetHex, 1 - casterSide, (*it)->owner, NULL, (caster ? caster : NULL), usedSpellPower, ECastingMode::MAGIC_MIRROR, (*it));
  3915. }
  3916. }
  3917. }
  3918. }
  3919. }
  3920. bool CGameHandler::makeCustomAction( BattleAction &ba )
  3921. {
  3922. switch(ba.actionType)
  3923. {
  3924. case BattleAction::HERO_SPELL: //hero casts spell
  3925. {
  3926. const CGHeroInstance *h = gs->curB->heroes[ba.side];
  3927. const CGHeroInstance *secondHero = gs->curB->heroes[!ba.side];
  3928. if(!h)
  3929. {
  3930. tlog2 << "Wrong caster!\n";
  3931. return false;
  3932. }
  3933. if(ba.additionalInfo >= VLC->spellh->spells.size())
  3934. {
  3935. tlog2 << "Wrong spell id (" << ba.additionalInfo << ")!\n";
  3936. return false;
  3937. }
  3938. const CSpell *s = VLC->spellh->spells[ba.additionalInfo];
  3939. if (s->mainEffectAnim > -1 || (s->id >= 66 || s->id <= 69) || s->id == Spells::CLONE) //allow summon elementals
  3940. //TODO: special effects, like Clone
  3941. {
  3942. ui8 skill = h->getSpellSchoolLevel(s); //skill level
  3943. ESpellCastProblem::ESpellCastProblem escp = gs->curB->battleCanCastThisSpell(h->tempOwner, s, ECastingMode::HERO_CASTING);
  3944. if(escp != ESpellCastProblem::OK)
  3945. {
  3946. tlog2 << "Spell cannot be cast!\n";
  3947. tlog2 << "Problem : " << escp << std::endl;
  3948. return false;
  3949. }
  3950. StartAction start_action(ba);
  3951. sendAndApply(&start_action); //start spell casting
  3952. handleSpellCasting (ba.additionalInfo, skill, ba.destinationTile, ba.side, h->tempOwner, h, secondHero, h->getPrimSkillLevel(2),
  3953. ECastingMode::HERO_CASTING, NULL, ba.selectedStack);
  3954. sendAndApply(&end_action);
  3955. if( !gs->curB->battleGetStackByID(gs->curB->activeStack, false)->alive() )
  3956. {
  3957. battleMadeAction.setn(true);
  3958. }
  3959. checkForBattleEnd();
  3960. if(battleResult.get())
  3961. {
  3962. battleMadeAction.setn(true);
  3963. //battle will be ended by startBattle function
  3964. //endBattle(gs->curB->tile, gs->curB->heroes[0], gs->curB->heroes[1]);
  3965. }
  3966. return true;
  3967. }
  3968. else
  3969. {
  3970. tlog2 << "Spell " << s->name << " is not yet supported!\n";
  3971. return false;
  3972. }
  3973. }
  3974. }
  3975. return false;
  3976. }
  3977. void CGameHandler::stackTurnTrigger(const CStack * st)
  3978. {
  3979. BattleTriggerEffect bte;
  3980. bte.stackID = st->ID;
  3981. bte.effect = -1;
  3982. bte.val = 0;
  3983. bte.additionalInfo = 0;
  3984. if (st->alive())
  3985. {
  3986. //unbind
  3987. if (st->getEffect(72))
  3988. {
  3989. bool unbind = true;
  3990. BonusList bl = *(st->getBonuses(Selector::type(Bonus::BIND_EFFECT)));
  3991. std::set<const CStack*> stacks = gs->curB-> batteAdjacentCreatures(st);
  3992. BOOST_FOREACH(Bonus * b, bl)
  3993. {
  3994. const CStack * stack = gs->curB->battleGetStackByID(b->additionalInfo); //binding stack must be alive and adjacent
  3995. if (stack)
  3996. {
  3997. if (vstd::contains(stacks, stack)) //binding stack is still present
  3998. {
  3999. unbind = false;
  4000. }
  4001. }
  4002. }
  4003. if (unbind)
  4004. {
  4005. BattleSetStackProperty ssp;
  4006. ssp.which = BattleSetStackProperty::UNBIND;
  4007. ssp.stackID = st->ID;
  4008. sendAndApply(&ssp);
  4009. }
  4010. }
  4011. //regeneration
  4012. if(st->hasBonusOfType(Bonus::HP_REGENERATION))
  4013. {
  4014. bte.effect = Bonus::HP_REGENERATION;
  4015. bte.val = std::min((int)(st->MaxHealth() - st->firstHPleft), st->valOfBonuses(Bonus::HP_REGENERATION));
  4016. }
  4017. if(st->hasBonusOfType(Bonus::FULL_HP_REGENERATION))
  4018. {
  4019. bte.effect = Bonus::HP_REGENERATION;
  4020. bte.val = st->MaxHealth() - st->firstHPleft;
  4021. }
  4022. if (bte.val) //anything to heal
  4023. sendAndApply(&bte);
  4024. if(st->hasBonusOfType(Bonus::POISON))
  4025. {
  4026. const Bonus * b = st->getBonusLocalFirst(Selector::source(Bonus::SPELL_EFFECT, 71) && Selector::type(Bonus::STACK_HEALTH));
  4027. if (b) //TODO: what if not?...
  4028. {
  4029. bte.val = std::max (b->val - 10, -(st->valOfBonuses(Bonus::POISON)));
  4030. if (bte.val < b->val) //(negative) poison effect increases - update it
  4031. {
  4032. bte.effect = Bonus::POISON;
  4033. sendAndApply(&bte);
  4034. }
  4035. }
  4036. }
  4037. if (st->hasBonusOfType(Bonus::MANA_DRAIN) && !vstd::contains(st->state, EBattleStackState::DRAINED_MANA))
  4038. {
  4039. const CGHeroInstance * enemy = gs->curB->getHero(gs->curB->theOtherPlayer(st->owner));
  4040. if (enemy)
  4041. {
  4042. ui32 manaDrained = st->valOfBonuses(Bonus::MANA_DRAIN);
  4043. vstd::amin (manaDrained, gs->curB->heroes[0]->mana);
  4044. if (manaDrained)
  4045. {
  4046. bte.effect = Bonus::MANA_DRAIN;
  4047. bte.val = manaDrained;
  4048. bte.additionalInfo = enemy->id; //for sanity
  4049. sendAndApply(&bte);
  4050. }
  4051. }
  4052. }
  4053. if (!st->hasBonusOfType(Bonus::FEARLESS))
  4054. {
  4055. bool fearsomeCreature = false;
  4056. BOOST_FOREACH(CStack * stack, gs->curB->stacks)
  4057. {
  4058. if (stack->owner != st->owner && stack->hasBonusOfType(Bonus::FEAR))
  4059. {
  4060. fearsomeCreature = true;
  4061. break;
  4062. }
  4063. }
  4064. if (fearsomeCreature)
  4065. {
  4066. if (rand() % 100 < 10) //fixed 10%
  4067. {
  4068. bte.effect = Bonus::FEAR;
  4069. sendAndApply(&bte);
  4070. }
  4071. }
  4072. }
  4073. BonusList bl = *(st->getBonuses(Selector::type(Bonus::ENCHANTER)));
  4074. int side = gs->curB->whatSide(st->owner);
  4075. if (bl.size() && st->casts && !gs->curB->enchanterCounter[side])
  4076. {
  4077. int index = rand() % bl.size();
  4078. int spellID = bl[index]->subtype; //spell ID
  4079. if (gs->curB->battleCanCastThisSpell(st->owner, VLC->spellh->spells[spellID], ECastingMode::ENCHANTER_CASTING)) //TODO: select another?
  4080. {
  4081. int spellLeveL = bl[index]->val; //spell level
  4082. const CGHeroInstance * enemyHero = gs->curB->getHero(gs->curB->theOtherPlayer(st->owner));
  4083. handleSpellCasting(spellID, spellLeveL, -1, side, st->owner, NULL, enemyHero, 0, ECastingMode::ENCHANTER_CASTING, st);
  4084. BattleSetStackProperty ssp;
  4085. ssp.which = BattleSetStackProperty::ENCHANTER_COUNTER;
  4086. ssp.absolute = false;
  4087. ssp.val = bl[index]->additionalInfo; //increase cooldown counter
  4088. ssp.stackID = st->ID;
  4089. sendAndApply(&ssp);
  4090. }
  4091. }
  4092. }
  4093. }
  4094. void CGameHandler::handleDamageFromObstacle(const CObstacleInstance &obstacle, const CStack * curStack)
  4095. {
  4096. //we want to determine following vars depending on obstacle type
  4097. int damage = -1;
  4098. int effect = -1;
  4099. bool oneTimeObstacle = false;
  4100. //helper info
  4101. const SpellCreatedObstacle *spellObstacle = dynamic_cast<const SpellCreatedObstacle*>(&obstacle); //not nice but we may need spell params
  4102. const ui8 side = !curStack->attackerOwned;
  4103. const CGHeroInstance *hero = gs->curB->heroes[side];
  4104. if(obstacle.obstacleType == CObstacleInstance::MOAT)
  4105. {
  4106. damage = battleGetMoatDmg();
  4107. }
  4108. else if(obstacle.obstacleType == CObstacleInstance::LAND_MINE)
  4109. {
  4110. //You don't get hit by a Mine you can see.
  4111. if(gs->curB->battleIsObstacleVisibleForSide(obstacle, (BattlePerspective::BattlePerspective)side))
  4112. return;
  4113. oneTimeObstacle = true;
  4114. effect = 82; //makes
  4115. damage = gs->curB->calculateSpellDmg(VLC->spellh->spells[Spells::LAND_MINE], hero, curStack,
  4116. spellObstacle->spellLevel, spellObstacle->casterSpellPower);
  4117. //TODO even if obstacle wasn't created by hero (Tower "moat") it should deal dmg as if casted by hero,
  4118. //if it is bigger than default dmg. Or is it just irrelevant H3 implementation quirk
  4119. }
  4120. else if(obstacle.obstacleType == CObstacleInstance::FIRE_WALL)
  4121. {
  4122. damage = gs->curB->calculateSpellDmg(VLC->spellh->spells[Spells::FIRE_WALL], hero, curStack,
  4123. spellObstacle->spellLevel, spellObstacle->casterSpellPower);
  4124. }
  4125. else
  4126. {
  4127. //no other obstacle does damage to stack
  4128. return;
  4129. }
  4130. BattleStackAttacked bsa;
  4131. if(effect >= 0)
  4132. {
  4133. bsa.flags |= BattleStackAttacked::EFFECT;
  4134. bsa.effect = effect; //makes POOF
  4135. }
  4136. bsa.damageAmount = damage;
  4137. bsa.stackAttacked = curStack->ID;
  4138. bsa.attackerID = -1;
  4139. curStack->prepareAttacked(bsa);
  4140. StacksInjured si;
  4141. si.stacks.push_back(bsa);
  4142. sendAndApply(&si);
  4143. if(oneTimeObstacle)
  4144. removeObstacle(obstacle);
  4145. }
  4146. void CGameHandler::handleTimeEvents()
  4147. {
  4148. gs->map->events.sort(evntCmp);
  4149. while(gs->map->events.size() && gs->map->events.front()->firstOccurence+1 == gs->day)
  4150. {
  4151. CMapEvent *ev = gs->map->events.front();
  4152. for(int player = 0; player < GameConstants::PLAYER_LIMIT; player++)
  4153. {
  4154. PlayerState *pinfo = gs->getPlayer(player);
  4155. if( pinfo //player exists
  4156. && (ev->players & 1<<player) //event is enabled to this player
  4157. && ((ev->computerAffected && !pinfo->human)
  4158. || (ev->humanAffected && pinfo->human)
  4159. )
  4160. )
  4161. {
  4162. //give resources
  4163. SetResources sr;
  4164. sr.player = player;
  4165. sr.res = pinfo->resources + ev->resources;
  4166. //prepare dialog
  4167. InfoWindow iw;
  4168. iw.player = player;
  4169. iw.text << ev->message;
  4170. for (int i=0; i<ev->resources.size(); i++)
  4171. {
  4172. if(ev->resources[i]) //if resource is changed, we add it to the dialog
  4173. iw.components.push_back(Component(Component::RESOURCE,i,ev->resources[i],0));
  4174. }
  4175. if (iw.components.size())
  4176. {
  4177. sr.res.amax(0); // If removing too much resources, adjust the amount so the total doesn't become negative.
  4178. sendAndApply(&sr); //update player resources if changed
  4179. }
  4180. sendAndApply(&iw); //show dialog
  4181. }
  4182. } //PLAYERS LOOP
  4183. if(ev->nextOccurence)
  4184. {
  4185. gs->map->events.pop_front();
  4186. ev->firstOccurence += ev->nextOccurence;
  4187. std::list<ConstTransitivePtr<CMapEvent> >::iterator it = gs->map->events.begin();
  4188. while ( it !=gs->map->events.end() && **it <= *ev )
  4189. it++;
  4190. gs->map->events.insert(it, ev);
  4191. }
  4192. else
  4193. {
  4194. delete ev;
  4195. gs->map->events.pop_front();
  4196. }
  4197. }
  4198. }
  4199. void CGameHandler::handleTownEvents(CGTownInstance * town, NewTurn &n, std::map<si32, std::map<si32, si32> > &newCreas)
  4200. {
  4201. //TODO event removing desync!!!
  4202. town->events.sort(evntCmp);
  4203. while(town->events.size() && town->events.front()->firstOccurence == gs->day)
  4204. {
  4205. ui8 player = town->tempOwner;
  4206. CCastleEvent *ev = town->events.front();
  4207. PlayerState *pinfo = gs->getPlayer(player);
  4208. if( pinfo //player exists
  4209. && (ev->players & 1<<player) //event is enabled to this player
  4210. && ((ev->computerAffected && !pinfo->human)
  4211. || (ev->humanAffected && pinfo->human) ) )
  4212. {
  4213. // dialog
  4214. InfoWindow iw;
  4215. iw.player = player;
  4216. iw.text << ev->message;
  4217. if(ev->resources.nonZero())
  4218. {
  4219. TResources was = n.res[player];
  4220. n.res[player] += ev->resources;
  4221. n.res[player].amax(0);
  4222. for (int i=0; i<ev->resources.size(); i++)
  4223. if(ev->resources[i] && pinfo->resources[i] != n.res[player][i]) //if resource had changed, we add it to the dialog
  4224. iw.components.push_back(Component(Component::RESOURCE,i,n.res[player][i]-was[i],0));
  4225. }
  4226. for(std::set<si32>::iterator i = ev->buildings.begin(); i!=ev->buildings.end();i++)
  4227. if ( town->hasBuilt(*i))
  4228. {
  4229. buildStructure(town->id, *i, true);
  4230. iw.components.push_back(Component(Component::BUILDING, town->subID, *i, 0));
  4231. }
  4232. for(si32 i=0;i<ev->creatures.size();i++) //creature growths
  4233. {
  4234. if(town->creatureDwellingLevel(i) >= 0 && ev->creatures[i])//there is dwelling
  4235. {
  4236. newCreas[town->id][i] += ev->creatures[i];
  4237. iw.components.push_back(Component(Component::CREATURE,
  4238. town->creatures[i].second.back(), ev->creatures[i], 0));
  4239. }
  4240. }
  4241. sendAndApply(&iw); //show dialog
  4242. }
  4243. if(ev->nextOccurence)
  4244. {
  4245. town->events.pop_front();
  4246. ev->firstOccurence += ev->nextOccurence;
  4247. std::list<CCastleEvent*>::iterator it = town->events.begin();
  4248. while ( it !=town->events.end() && **it <= *ev )
  4249. it++;
  4250. town->events.insert(it, ev);
  4251. }
  4252. else
  4253. {
  4254. delete ev;
  4255. town->events.pop_front();
  4256. }
  4257. }
  4258. }
  4259. bool CGameHandler::complain( const std::string &problem )
  4260. {
  4261. sendMessageToAll("Server encountered a problem: " + problem);
  4262. tlog1 << problem << std::endl;
  4263. return true;
  4264. }
  4265. ui32 CGameHandler::getQueryResult( ui8 player, int queryID )
  4266. {
  4267. //TODO: write
  4268. return 0;
  4269. }
  4270. void CGameHandler::showGarrisonDialog( int upobj, int hid, bool removableUnits, const boost::function<void()> &cb )
  4271. {
  4272. ui8 player = getOwner(hid);
  4273. GarrisonDialog gd;
  4274. gd.hid = hid;
  4275. gd.objid = upobj;
  4276. gd.removableUnits = removableUnits;
  4277. {
  4278. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  4279. prepareNewQuery(&gd, player);
  4280. //register callback manually since we need to use query ID that's given in result of prepareNewQuery call
  4281. callbacks[gd.queryID] = [=](ui32 answer)
  4282. {
  4283. // Garrison callback calls the "original callback" and closes the exchange between objs.
  4284. if (cb)
  4285. cb();
  4286. boost::unique_lock<boost::recursive_mutex> lockGsm(this->gsm);
  4287. allowedExchanges.erase(gd.queryID);
  4288. };
  4289. allowedExchanges[gd.queryID] = std::pair<si32,si32>(upobj,hid);
  4290. sendAndApply(&gd);
  4291. }
  4292. }
  4293. void CGameHandler::showThievesGuildWindow(int player, int requestingObjId)
  4294. {
  4295. OpenWindow ow;
  4296. ow.window = OpenWindow::THIEVES_GUILD;
  4297. ow.id1 = player;
  4298. ow.id2 = requestingObjId;
  4299. sendAndApply(&ow);
  4300. }
  4301. bool CGameHandler::isAllowedArrangePack(const ArrangeStacks *pack)
  4302. {
  4303. return isAllowedExchangeForQuery(pack->id1, pack->id2);
  4304. }
  4305. bool CGameHandler::isAllowedExchangeForQuery(int id1, int id2) {
  4306. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  4307. for(std::map<ui32, std::pair<si32,si32> >::const_iterator i = allowedExchanges.begin(); i!=allowedExchanges.end(); i++)
  4308. if((id1 == i->second.first && id2 == i->second.second) ||
  4309. (id2 == i->second.first && id1 == i->second.second))
  4310. return true;
  4311. return false;
  4312. }
  4313. bool CGameHandler::isAllowedExchange( int id1, int id2 )
  4314. {
  4315. if(id1 == id2)
  4316. return true;
  4317. if (isAllowedExchangeForQuery(id1, id2))
  4318. return true;
  4319. const CGObjectInstance *o1 = getObj(id1), *o2 = getObj(id2);
  4320. if (o1 && o2)
  4321. {
  4322. if(o1->ID == Obj::TOWN)
  4323. {
  4324. const CGTownInstance *t = static_cast<const CGTownInstance*>(o1);
  4325. if(t->visitingHero == o2 || t->garrisonHero == o2)
  4326. return true;
  4327. }
  4328. if(o2->ID == Obj::TOWN)
  4329. {
  4330. const CGTownInstance *t = static_cast<const CGTownInstance*>(o2);
  4331. if(t->visitingHero == o1 || t->garrisonHero == o1)
  4332. return true;
  4333. }
  4334. if(o1->ID == Obj::HERO && o2->ID == Obj::HERO
  4335. && distance(o1->pos, o2->pos) < 2) //hero stands on the same tile or on the neighbouring tiles
  4336. {
  4337. //TODO: it's workaround, we should check if first hero visited second and player hasn't closed exchange window
  4338. //(to block moving stacks for free [without visiting] between heroes)
  4339. return true;
  4340. }
  4341. }
  4342. else //not exchanging between heroes, TODO: more sophisticated logic
  4343. {
  4344. return true;
  4345. }
  4346. return false;
  4347. }
  4348. void CGameHandler::objectVisited( const CGObjectInstance * obj, const CGHeroInstance * h )
  4349. {
  4350. HeroVisit hv;
  4351. hv.obj = obj;
  4352. hv.hero = h;
  4353. hv.starting = true;
  4354. sendAndApply(&hv);
  4355. obj->onHeroVisit(h);
  4356. hv.obj = NULL; //not necessary, moreover may have been deleted in the meantime
  4357. hv.starting = false;
  4358. sendAndApply(&hv);
  4359. }
  4360. bool CGameHandler::buildBoat( ui32 objid )
  4361. {
  4362. const IShipyard *obj = IShipyard::castFrom(getObj(objid));
  4363. if(obj->state() != IBoatGenerator::GOOD)
  4364. {
  4365. complain("Cannot build boat in this shipyard!");
  4366. return false;
  4367. }
  4368. else if(obj->o->ID == Obj::TOWN
  4369. && !static_cast<const CGTownInstance*>(obj)->hasBuilt(EBuilding::SHIPYARD))
  4370. {
  4371. complain("Cannot build boat in the town - no shipyard!");
  4372. return false;
  4373. }
  4374. //TODO use "real" cost via obj->getBoatCost
  4375. if(getResource(obj->o->tempOwner, Res::GOLD) < 1000 || getResource(obj->o->tempOwner, Res::WOOD) < 10)
  4376. {
  4377. complain("Not enough resources to build a boat!");
  4378. return false;
  4379. }
  4380. int3 tile = obj->bestLocation();
  4381. if(!gs->map->isInTheMap(tile))
  4382. {
  4383. complain("Cannot find appropriate tile for a boat!");
  4384. return false;
  4385. }
  4386. //take boat cost
  4387. SetResources sr;
  4388. sr.player = obj->o->tempOwner;
  4389. sr.res = gs->getPlayer(obj->o->tempOwner)->resources;
  4390. sr.res[Res::WOOD] -= 10;
  4391. sr.res[Res::GOLD] -= 1000;
  4392. sendAndApply(&sr);
  4393. //create boat
  4394. NewObject no;
  4395. no.ID = 8;
  4396. no.subID = obj->getBoatType();
  4397. no.pos = tile + int3(1,0,0);
  4398. sendAndApply(&no);
  4399. return true;
  4400. }
  4401. void CGameHandler::engageIntoBattle( ui8 player )
  4402. {
  4403. if(vstd::contains(states.players, player))
  4404. states.setFlag(player,&PlayerStatus::engagedIntoBattle,true);
  4405. //notify interfaces
  4406. PlayerBlocked pb;
  4407. pb.player = player;
  4408. pb.reason = PlayerBlocked::UPCOMING_BATTLE;
  4409. sendAndApply(&pb);
  4410. }
  4411. void CGameHandler::winLoseHandle(ui8 players )
  4412. {
  4413. for(size_t i = 0; i < GameConstants::PLAYER_LIMIT; i++)
  4414. {
  4415. if(players & 1<<i && gs->getPlayer(i))
  4416. {
  4417. checkLossVictory(i);
  4418. }
  4419. }
  4420. }
  4421. void CGameHandler::checkLossVictory( ui8 player )
  4422. {
  4423. const PlayerState *p = gs->getPlayer(player);
  4424. if(p->status) //player already won / lost
  4425. return;
  4426. int loss = gs->lossCheck(player);
  4427. int vic = gs->victoryCheck(player);
  4428. if(!loss && !vic)
  4429. return;
  4430. InfoWindow iw;
  4431. getLossVicMessage(player, vic ? vic : loss , vic, iw);
  4432. sendAndApply(&iw);
  4433. PlayerEndsGame peg;
  4434. peg.player = player;
  4435. peg.victory = vic;
  4436. sendAndApply(&peg);
  4437. if(vic) //one player won -> all enemies lost
  4438. {
  4439. iw.text.localStrings.front().second++; //message about losing because enemy won first is just after victory message
  4440. for (auto i = gs->players.cbegin(); i!=gs->players.cend(); i++)
  4441. {
  4442. if(i->first < GameConstants::PLAYER_LIMIT && i->first != player)//FIXME: skip already eliminated players?
  4443. {
  4444. iw.player = i->first;
  4445. sendAndApply(&iw);
  4446. peg.player = i->first;
  4447. peg.victory = gameState()->getPlayerRelations(player, i->first) == 1; // ally of winner
  4448. sendAndApply(&peg);
  4449. }
  4450. }
  4451. }
  4452. else //player lost -> all his objects become unflagged (neutral)
  4453. {
  4454. std::vector<ConstTransitivePtr<CGHeroInstance> > hlp = p->heroes;
  4455. for (std::vector<ConstTransitivePtr<CGHeroInstance> >::const_iterator i = hlp.begin(); i != hlp.end(); i++) //eliminate heroes
  4456. removeObject((*i)->id);
  4457. for (std::vector<ConstTransitivePtr<CGObjectInstance> >::const_iterator i = gs->map->objects.begin(); i != gs->map->objects.end(); i++) //unflag objs
  4458. {
  4459. if(*i && (*i)->tempOwner == player)
  4460. setOwner((**i).id,GameConstants::NEUTRAL_PLAYER);
  4461. }
  4462. //eliminating one player may cause victory of another:
  4463. winLoseHandle(GameConstants::ALL_PLAYERS & ~(1<<player));
  4464. }
  4465. if(vic)
  4466. {
  4467. end2 = true;
  4468. if(gs->scenarioOps->campState)
  4469. {
  4470. std::vector<CGHeroInstance *> hes;
  4471. BOOST_FOREACH(CGHeroInstance * ghi, gs->map->heroes)
  4472. {
  4473. if (ghi->tempOwner == vic)
  4474. {
  4475. hes.push_back(ghi);
  4476. }
  4477. }
  4478. gs->scenarioOps->campState->mapConquered(hes);
  4479. UpdateCampaignState ucs;
  4480. ucs.camp = gs->scenarioOps->campState;
  4481. sendAndApply(&ucs);
  4482. }
  4483. }
  4484. }
  4485. void CGameHandler::getLossVicMessage( ui8 player, si8 standard, bool victory, InfoWindow &out ) const
  4486. {
  4487. // const PlayerState *p = gs->getPlayer(player);
  4488. // if(!p->human)
  4489. // return; //AI doesn't need text info of loss
  4490. out.player = player;
  4491. if(victory)
  4492. {
  4493. if(standard > 0) //not std loss
  4494. {
  4495. switch(gs->map->victoryCondition.condition)
  4496. {
  4497. case EVictoryConditionType::ARTIFACT:
  4498. out.text.addTxt(MetaString::GENERAL_TXT, 280); //Congratulations! You have found the %s, and can claim victory!
  4499. out.text.addReplacement(MetaString::ART_NAMES,gs->map->victoryCondition.ID); //artifact name
  4500. break;
  4501. case EVictoryConditionType::GATHERTROOP:
  4502. 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!
  4503. out.text.addReplacement(gs->map->victoryCondition.count);
  4504. out.text.addReplacement(MetaString::CRE_PL_NAMES, gs->map->victoryCondition.ID);
  4505. break;
  4506. case EVictoryConditionType::GATHERRESOURCE:
  4507. out.text.addTxt(MetaString::GENERAL_TXT, 278); //Congratulations! You have collected over %d %s in your treasury. Victory is yours!
  4508. out.text.addReplacement(gs->map->victoryCondition.count);
  4509. out.text.addReplacement(MetaString::RES_NAMES, gs->map->victoryCondition.ID);
  4510. break;
  4511. case EVictoryConditionType::BUILDCITY:
  4512. out.text.addTxt(MetaString::GENERAL_TXT, 282); //Congratulations! You have successfully upgraded your town, and can claim victory!
  4513. break;
  4514. case EVictoryConditionType::BUILDGRAIL:
  4515. out.text.addTxt(MetaString::GENERAL_TXT, 284); //Congratulations! You have constructed a permanent home for the Grail, and can claim victory!
  4516. break;
  4517. case EVictoryConditionType::BEATHERO:
  4518. {
  4519. out.text.addTxt(MetaString::GENERAL_TXT, 252); //Congratulations! You have completed your quest to defeat the enemy hero %s. Victory is yours!
  4520. const CGHeroInstance *h = dynamic_cast<const CGHeroInstance*>(gs->map->victoryCondition.obj);
  4521. assert(h);
  4522. out.text.addReplacement(h->name);
  4523. }
  4524. break;
  4525. case EVictoryConditionType::CAPTURECITY:
  4526. {
  4527. out.text.addTxt(MetaString::GENERAL_TXT, 249); //Congratulations! You captured %s, and are victorious!
  4528. const CGTownInstance *t = dynamic_cast<const CGTownInstance*>(gs->map->victoryCondition.obj);
  4529. assert(t);
  4530. out.text.addReplacement(t->name);
  4531. }
  4532. break;
  4533. case EVictoryConditionType::BEATMONSTER:
  4534. out.text.addTxt(MetaString::GENERAL_TXT, 286); //Congratulations! You have completed your quest to kill the fearsome beast, and can claim victory!
  4535. break;
  4536. case EVictoryConditionType::TAKEDWELLINGS:
  4537. out.text.addTxt(MetaString::GENERAL_TXT, 288); //Congratulations! Your flag flies on the dwelling of every creature. Victory is yours!
  4538. break;
  4539. case EVictoryConditionType::TAKEMINES:
  4540. out.text.addTxt(MetaString::GENERAL_TXT, 290); //Congratulations! Your flag flies on every mine. Victory is yours!
  4541. break;
  4542. case EVictoryConditionType::TRANSPORTITEM:
  4543. out.text.addTxt(MetaString::GENERAL_TXT, 292); //Congratulations! You have reached your destination, precious cargo intact, and can claim victory!
  4544. break;
  4545. }
  4546. }
  4547. else
  4548. {
  4549. out.text.addTxt(MetaString::GENERAL_TXT, 659); //Congratulations! You have reached your destination, precious cargo intact, and can claim victory!
  4550. }
  4551. }
  4552. else
  4553. {
  4554. if(standard > 0) //not std loss
  4555. {
  4556. switch(gs->map->lossCondition.typeOfLossCon)
  4557. {
  4558. case ELossConditionType::LOSSCASTLE:
  4559. {
  4560. out.text.addTxt(MetaString::GENERAL_TXT, 251); //The town of %s has fallen - all is lost!
  4561. const CGTownInstance *t = dynamic_cast<const CGTownInstance*>(gs->map->lossCondition.obj);
  4562. assert(t);
  4563. out.text.addReplacement(t->name);
  4564. }
  4565. break;
  4566. case ELossConditionType::LOSSHERO:
  4567. {
  4568. out.text.addTxt(MetaString::GENERAL_TXT, 253); //The hero, %s, has suffered defeat - your quest is over!
  4569. const CGHeroInstance *h = dynamic_cast<const CGHeroInstance*>(gs->map->lossCondition.obj);
  4570. assert(h);
  4571. out.text.addReplacement(h->name);
  4572. }
  4573. break;
  4574. case ELossConditionType::TIMEEXPIRES:
  4575. out.text.addTxt(MetaString::GENERAL_TXT, 254); //Alas, time has run out on your quest. All is lost.
  4576. break;
  4577. }
  4578. }
  4579. else if(standard == 2)
  4580. {
  4581. out.text.addTxt(MetaString::GENERAL_TXT, 7);//%s, your heroes abandon you, and you are banished from this land.
  4582. out.text.addReplacement(MetaString::COLOR, player);
  4583. out.components.push_back(Component(Component::FLAG,player,0,0));
  4584. }
  4585. else //lost all towns and heroes
  4586. {
  4587. out.text.addTxt(MetaString::GENERAL_TXT, 660); //All your forces have been defeated, and you are banished from this land!
  4588. }
  4589. }
  4590. }
  4591. bool CGameHandler::dig( const CGHeroInstance *h )
  4592. {
  4593. for (std::vector<ConstTransitivePtr<CGObjectInstance> >::const_iterator i = gs->map->objects.begin(); i != gs->map->objects.end(); i++) //unflag objs
  4594. {
  4595. if(*i && (*i)->ID == Obj::HOLE && (*i)->pos == h->getPosition())
  4596. {
  4597. complain("Cannot dig - there is already a hole under the hero!");
  4598. return false;
  4599. }
  4600. }
  4601. if(h->diggingStatus() != CGHeroInstance::CAN_DIG) //checks for terrain and movement
  4602. COMPLAIN_RETF("Hero cannot dig (error code %d)!", h->diggingStatus());
  4603. //create a hole
  4604. NewObject no;
  4605. no.ID = Obj::HOLE;
  4606. no.pos = h->getPosition();
  4607. no.subID = getTile(no.pos)->tertype;
  4608. sendAndApply(&no);
  4609. //take MPs
  4610. SetMovePoints smp;
  4611. smp.hid = h->id;
  4612. smp.val = 0;
  4613. sendAndApply(&smp);
  4614. InfoWindow iw;
  4615. iw.player = h->tempOwner;
  4616. if(gs->map->grailPos == h->getPosition())
  4617. {
  4618. iw.text.addTxt(MetaString::GENERAL_TXT, 58); //"Congratulations! After spending many hours digging here, your hero has uncovered the "
  4619. iw.text.addTxt(MetaString::ART_NAMES, 2);
  4620. iw.soundID = soundBase::ULTIMATEARTIFACT;
  4621. giveHeroNewArtifact(h, VLC->arth->artifacts[2], -1); //give grail
  4622. sendAndApply(&iw);
  4623. iw.soundID = soundBase::invalid;
  4624. iw.text.clear();
  4625. iw.text.addTxt(MetaString::ART_DESCR, 2);
  4626. sendAndApply(&iw);
  4627. }
  4628. else
  4629. {
  4630. iw.text.addTxt(MetaString::GENERAL_TXT, 59); //"Nothing here. \n Where could it be?"
  4631. iw.soundID = soundBase::Dig;
  4632. sendAndApply(&iw);
  4633. }
  4634. return true;
  4635. }
  4636. void CGameHandler::attackCasting(const BattleAttack & bat, Bonus::BonusType attackMode, const CStack * attacker)
  4637. {
  4638. if(attacker->hasBonusOfType(attackMode))
  4639. {
  4640. std::set<ui32> spellsToCast;
  4641. TBonusListPtr spells = attacker->getBonuses(Selector::type(attackMode));
  4642. BOOST_FOREACH(const Bonus *sf, *spells)
  4643. {
  4644. spellsToCast.insert (sf->subtype);
  4645. }
  4646. BOOST_FOREACH(ui32 spellID, spellsToCast)
  4647. {
  4648. const CStack * oneOfAttacked = NULL;
  4649. for (int g=0; g<bat.bsa.size(); ++g)
  4650. {
  4651. if (bat.bsa[g].newAmount > 0 && !bat.bsa[g].isSecondary()) //apply effects only to first target stack if it's alive
  4652. {
  4653. oneOfAttacked = gs->curB->battleGetStackByID(bat.bsa[g].stackAttacked);
  4654. break;
  4655. }
  4656. }
  4657. bool castMe = false;
  4658. int meleeRanged;
  4659. if(oneOfAttacked == NULL) //all attacked creatures have been killed
  4660. return;
  4661. int spellLevel = 0;
  4662. TBonusListPtr spellsByType = attacker->getBonuses(Selector::typeSubtype(attackMode, spellID));
  4663. BOOST_FOREACH(const Bonus *sf, *spellsByType)
  4664. {
  4665. vstd::amax(spellLevel, sf->additionalInfo % 1000); //pick highest level
  4666. meleeRanged = sf->additionalInfo / 1000;
  4667. if (meleeRanged == 0 || (meleeRanged == 1 && bat.shot()) || (meleeRanged == 2 && !bat.shot()))
  4668. castMe = true;
  4669. }
  4670. int chance = attacker->valOfBonuses((Selector::typeSubtype(attackMode, spellID)));
  4671. vstd::amin (chance, 100);
  4672. int destination = oneOfAttacked->position;
  4673. const CSpell * spell = VLC->spellh->spells[spellID];
  4674. if(gs->curB->battleCanCastThisSpellHere(attacker->owner, spell, ECastingMode::AFTER_ATTACK_CASTING, oneOfAttacked->position) != ESpellCastProblem::OK)
  4675. continue;
  4676. //check if spell should be casted (probability handling)
  4677. if(rand()%100 >= chance)
  4678. continue;
  4679. //casting //TODO: check if spell can be blocked or target is immune
  4680. if (castMe) //stacks use 0 spell power. If needed, default = 3 or custom value is used
  4681. handleSpellCasting(spellID, spellLevel, destination, !attacker->attackerOwned, attacker->owner, NULL, NULL, 0, ECastingMode::AFTER_ATTACK_CASTING, attacker);
  4682. }
  4683. }
  4684. }
  4685. void CGameHandler::handleAttackBeforeCasting (const BattleAttack & bat)
  4686. {
  4687. const CStack * attacker = gs->curB->battleGetStackByID(bat.stackAttacking);
  4688. attackCasting(bat, Bonus::SPELL_BEFORE_ATTACK, attacker); //no detah stare / acid bretah needed?
  4689. }
  4690. void CGameHandler::handleAfterAttackCasting( const BattleAttack & bat )
  4691. {
  4692. const CStack * attacker = gs->curB->battleGetStackByID(bat.stackAttacking);
  4693. if (!attacker) //could be already dead
  4694. return;
  4695. attackCasting(bat, Bonus::SPELL_AFTER_ATTACK, attacker);
  4696. if(bat.bsa[0].newAmount <= 0)
  4697. {
  4698. //don't try death stare or acid breath on dead stack (crash!)
  4699. return;
  4700. }
  4701. if (attacker->hasBonusOfType(Bonus::DEATH_STARE)) // spell id 79
  4702. {
  4703. // mechanics of Death Stare as in H3:
  4704. // each gorgon have 10% chance to kill (counted separately in H3) -> binomial distribution
  4705. // maximum amount that can be killed is ( gorgons_count / 10 ), rounded up
  4706. double chanceToKill = double(attacker->count * attacker->valOfBonuses(Bonus::DEATH_STARE, 0)) / 100;
  4707. vstd::amin(chanceToKill, 1); //cap at 100%
  4708. boost::binomial_distribution<> distr(attacker->count, chanceToKill);
  4709. boost::mt19937 rng(rand());
  4710. boost::variate_generator<boost::mt19937&, boost::binomial_distribution<> > dice (rng, distr);
  4711. int staredCreatures = dice();
  4712. int maxToKill = (attacker->count * chanceToKill + 99) / 100;
  4713. vstd::amin(staredCreatures, maxToKill);
  4714. staredCreatures += attacker->type->level * attacker->valOfBonuses(Bonus::DEATH_STARE, 1);
  4715. if (staredCreatures)
  4716. {
  4717. if (bat.bsa.size() && bat.bsa[0].newAmount > 0) //TODO: death stare was not originally available for multiple-hex attacks, but...
  4718. handleSpellCasting(79, 0, gs->curB->battleGetStackByID(bat.bsa[0].stackAttacked)->position,
  4719. !attacker->attackerOwned, attacker->owner, NULL, NULL, staredCreatures, ECastingMode::AFTER_ATTACK_CASTING, attacker);
  4720. }
  4721. }
  4722. int acidDamage = 0;
  4723. TBonusListPtr acidBreath = attacker->getBonuses(Selector::type(Bonus::ACID_BREATH));
  4724. BOOST_FOREACH(const Bonus *b, *acidBreath)
  4725. {
  4726. if (b->additionalInfo > rand()%100)
  4727. acidDamage += b->val;
  4728. }
  4729. if (acidDamage)
  4730. {
  4731. handleSpellCasting(81, 0, gs->curB->battleGetStackByID(bat.bsa[0].stackAttacked)->position,
  4732. !attacker->attackerOwned, attacker->owner, NULL, NULL,
  4733. acidDamage * attacker->count, ECastingMode::AFTER_ATTACK_CASTING, attacker);
  4734. }
  4735. }
  4736. bool CGameHandler::castSpell(const CGHeroInstance *h, int spellID, const int3 &pos)
  4737. {
  4738. const CSpell *s = VLC->spellh->spells[spellID];
  4739. int cost = h->getSpellCost(s);
  4740. int schoolLevel = h->getSpellSchoolLevel(s);
  4741. if(!h->canCastThisSpell(s))
  4742. COMPLAIN_RET("Hero cannot cast this spell!");
  4743. if(h->mana < cost)
  4744. COMPLAIN_RET("Hero doesn't have enough spell points to cast this spell!");
  4745. if(s->combatSpell)
  4746. COMPLAIN_RET("This function can be used only for adventure map spells!");
  4747. AdvmapSpellCast asc;
  4748. asc.caster = h;
  4749. asc.spellID = spellID;
  4750. sendAndApply(&asc);
  4751. using namespace Spells;
  4752. switch(spellID)
  4753. {
  4754. case SUMMON_BOAT: //Summon Boat
  4755. {
  4756. //check if spell works at all
  4757. if(rand() % 100 >= s->powers[schoolLevel]) //power is % chance of success
  4758. {
  4759. InfoWindow iw;
  4760. iw.player = h->tempOwner;
  4761. iw.text.addTxt(MetaString::GENERAL_TXT, 336); //%s tried to summon a boat, but failed.
  4762. iw.text.addReplacement(h->name);
  4763. sendAndApply(&iw);
  4764. break;
  4765. }
  4766. //try to find unoccupied boat to summon
  4767. const CGBoat *nearest = NULL;
  4768. double dist = 0;
  4769. int3 summonPos = h->bestLocation();
  4770. if(summonPos.x < 0)
  4771. COMPLAIN_RET("There is no water tile available!");
  4772. BOOST_FOREACH(const CGObjectInstance *obj, gs->map->objects)
  4773. {
  4774. if(obj && obj->ID == Obj::BOAT)
  4775. {
  4776. const CGBoat *b = static_cast<const CGBoat*>(obj);
  4777. if(b->hero) continue; //we're looking for unoccupied boat
  4778. double nDist = distance(b->pos, h->getPosition());
  4779. if(!nearest || nDist < dist) //it's first boat or closer than previous
  4780. {
  4781. nearest = b;
  4782. dist = nDist;
  4783. }
  4784. }
  4785. }
  4786. if(nearest) //we found boat to summon
  4787. {
  4788. ChangeObjPos cop;
  4789. cop.objid = nearest->id;
  4790. cop.nPos = summonPos + int3(1,0,0);;
  4791. cop.flags = 1;
  4792. sendAndApply(&cop);
  4793. }
  4794. else if(schoolLevel < 2) //none or basic level -> cannot create boat :(
  4795. {
  4796. InfoWindow iw;
  4797. iw.player = h->tempOwner;
  4798. iw.text.addTxt(MetaString::GENERAL_TXT, 335); //There are no boats to summon.
  4799. sendAndApply(&iw);
  4800. }
  4801. else //create boat
  4802. {
  4803. NewObject no;
  4804. no.ID = 8;
  4805. no.subID = h->getBoatType();
  4806. no.pos = summonPos + int3(1,0,0);;
  4807. sendAndApply(&no);
  4808. }
  4809. break;
  4810. }
  4811. case SCUTTLE_BOAT: //Scuttle Boat
  4812. {
  4813. //check if spell works at all
  4814. if(rand() % 100 >= s->powers[schoolLevel]) //power is % chance of success
  4815. {
  4816. InfoWindow iw;
  4817. iw.player = h->tempOwner;
  4818. iw.text.addTxt(MetaString::GENERAL_TXT, 337); //%s tried to scuttle the boat, but failed
  4819. iw.text.addReplacement(h->name);
  4820. sendAndApply(&iw);
  4821. break;
  4822. }
  4823. if(!gs->map->isInTheMap(pos))
  4824. COMPLAIN_RET("Invalid dst tile for scuttle!");
  4825. //TODO: test range, visibility
  4826. const TerrainTile *t = &gs->map->getTile(pos);
  4827. if(!t->visitableObjects.size() || t->visitableObjects.back()->ID != Obj::BOAT)
  4828. COMPLAIN_RET("There is no boat to scuttle!");
  4829. RemoveObject ro;
  4830. ro.id = t->visitableObjects.back()->id;
  4831. sendAndApply(&ro);
  4832. break;
  4833. }
  4834. case DIMENSION_DOOR: //Dimension Door
  4835. {
  4836. const TerrainTile *dest = getTile(pos);
  4837. const TerrainTile *curr = getTile(h->getSightCenter());
  4838. if(!dest)
  4839. COMPLAIN_RET("Destination tile doesn't exist!");
  4840. if(!h->movement)
  4841. COMPLAIN_RET("Hero needs movement points to cast Dimension Door!");
  4842. if(h->getBonusesCount(Bonus::SPELL_EFFECT, Spells::DIMENSION_DOOR) >= s->powers[schoolLevel]) //limit casts per turn
  4843. {
  4844. InfoWindow iw;
  4845. iw.player = h->tempOwner;
  4846. iw.text.addTxt(MetaString::GENERAL_TXT, 338); //%s is not skilled enough to cast this spell again today.
  4847. iw.text.addReplacement(h->name);
  4848. sendAndApply(&iw);
  4849. break;
  4850. }
  4851. GiveBonus gb;
  4852. gb.id = h->id;
  4853. gb.bonus = Bonus(Bonus::ONE_DAY, Bonus::NONE, Bonus::SPELL_EFFECT, 0, Spells::DIMENSION_DOOR);
  4854. sendAndApply(&gb);
  4855. if(!dest->isClear(curr)) //wrong dest tile
  4856. {
  4857. InfoWindow iw;
  4858. iw.player = h->tempOwner;
  4859. iw.text.addTxt(MetaString::GENERAL_TXT, 70); //Dimension Door failed!
  4860. sendAndApply(&iw);
  4861. break;
  4862. }
  4863. //we need obtain guard pos before moving hero, otherwise we get nothing, because tile will be "unguarded" by hero
  4864. int3 guardPos = gs->guardingCreaturePosition(pos);
  4865. TryMoveHero tmh;
  4866. tmh.id = h->id;
  4867. tmh.movePoints = std::max<int>(0, h->movement - 300);
  4868. tmh.result = TryMoveHero::TELEPORTATION;
  4869. tmh.start = h->pos;
  4870. tmh.end = pos + h->getVisitableOffset();
  4871. getTilesInRange(tmh.fowRevealed, pos, h->getSightRadious(), h->tempOwner,1);
  4872. sendAndApply(&tmh);
  4873. tryAttackingGuard(guardPos, h);
  4874. }
  4875. break;
  4876. case FLY: //Fly
  4877. {
  4878. int subtype = schoolLevel >= 2 ? 1 : 2; //adv or expert
  4879. GiveBonus gb;
  4880. gb.id = h->id;
  4881. gb.bonus = Bonus(Bonus::ONE_DAY, Bonus::FLYING_MOVEMENT, Bonus::SPELL_EFFECT, 0, Spells::FLY, subtype);
  4882. sendAndApply(&gb);
  4883. }
  4884. break;
  4885. case WATER_WALK: //Water Walk
  4886. {
  4887. int subtype = schoolLevel >= 2 ? 1 : 2; //adv or expert
  4888. GiveBonus gb;
  4889. gb.id = h->id;
  4890. gb.bonus = Bonus(Bonus::ONE_DAY, Bonus::WATER_WALKING, Bonus::SPELL_EFFECT, 0, Spells::FLY, subtype);
  4891. sendAndApply(&gb);
  4892. }
  4893. break;
  4894. case TOWN_PORTAL: //Town Portal
  4895. {
  4896. if (!gs->map->isInTheMap(pos))
  4897. COMPLAIN_RET("Destination tile not present!")
  4898. TerrainTile tile = gs->map->getTile(pos);
  4899. if (tile.visitableObjects.empty() || tile.visitableObjects.back()->ID != Obj::TOWN )
  4900. COMPLAIN_RET("Town not found for Town Portal!");
  4901. CGTownInstance * town = static_cast<CGTownInstance*>(tile.visitableObjects.back());
  4902. if (town->tempOwner != h->tempOwner)
  4903. COMPLAIN_RET("Can't teleport to another player!");
  4904. if (town->visitingHero)
  4905. COMPLAIN_RET("Can't teleport to occupied town!");
  4906. if (h->getSpellSchoolLevel(s) < 2)
  4907. {
  4908. double dist = town->pos.dist2d(h->pos);
  4909. int nearest = town->id; //nearest town's ID
  4910. BOOST_FOREACH(const CGTownInstance * currTown, gs->getPlayer(h->tempOwner)->towns)
  4911. {
  4912. double curDist = currTown->pos.dist2d(h->pos);
  4913. if (nearest == -1 || curDist < dist)
  4914. {
  4915. nearest = town->id;
  4916. dist = curDist;
  4917. }
  4918. }
  4919. if (town->id != nearest)
  4920. COMPLAIN_RET("This hero can only teleport to nearest town!")
  4921. }
  4922. if (h->visitedTown)
  4923. stopHeroVisitCastle(h->visitedTown->id, h->id);
  4924. if (moveHero(h->id, town->visitablePos() + h->getVisitableOffset() ,1))
  4925. heroVisitCastle(town->id, h->id);
  4926. }
  4927. break;
  4928. case VISIONS: //Visions
  4929. case VIEW_EARTH: //View Earth
  4930. case DISGUISE: //Disguise
  4931. case VIEW_AIR: //View Air
  4932. default:
  4933. COMPLAIN_RET("This spell is not implemented yet!");
  4934. break;
  4935. }
  4936. SetMana sm;
  4937. sm.hid = h->id;
  4938. sm.val = h->mana - cost;
  4939. sendAndApply(&sm);
  4940. return true;
  4941. }
  4942. void CGameHandler::visitObjectOnTile(const TerrainTile &t, const CGHeroInstance * h)
  4943. {
  4944. //to prevent self-visiting heroes on space press
  4945. if(t.visitableObjects.back() != h)
  4946. objectVisited(t.visitableObjects.back(), h);
  4947. else if(t.visitableObjects.size() > 1)
  4948. objectVisited(*(t.visitableObjects.end()-2),h);
  4949. }
  4950. bool CGameHandler::tryAttackingGuard(const int3 &guardPos, const CGHeroInstance * h)
  4951. {
  4952. if(!gs->map->isInTheMap(guardPos))
  4953. return false;
  4954. const TerrainTile &guardTile = gs->map->terrain[guardPos.x][guardPos.y][guardPos.z];
  4955. objectVisited(guardTile.visitableObjects.back(), h);
  4956. visitObjectAfterVictory = true;
  4957. return true;
  4958. }
  4959. bool CGameHandler::sacrificeCreatures(const IMarket *market, const CGHeroInstance *hero, TSlot slot, ui32 count)
  4960. {
  4961. int oldCount = hero->getStackCount(slot);
  4962. if(oldCount < count)
  4963. COMPLAIN_RET("Not enough creatures to sacrifice!")
  4964. else if(oldCount == count && hero->Slots().size() == 1 && hero->needsLastStack())
  4965. COMPLAIN_RET("Cannot sacrifice last creature!");
  4966. int crid = hero->getStack(slot).type->idNumber;
  4967. changeStackCount(StackLocation(hero, slot), -count);
  4968. int dump, exp;
  4969. market->getOffer(crid, 0, dump, exp, EMarketMode::CREATURE_EXP);
  4970. exp *= count;
  4971. changePrimSkill(hero->id, 4, hero->calculateXp(exp));
  4972. return true;
  4973. }
  4974. bool CGameHandler::sacrificeArtifact(const IMarket * m, const CGHeroInstance * hero, int slot)
  4975. {
  4976. ArtifactLocation al(hero, slot);
  4977. const CArtifactInstance *a = al.getArt();
  4978. if(!a)
  4979. COMPLAIN_RET("Cannot find artifact to sacrifice!");
  4980. int dmp, expToGive;
  4981. m->getOffer(hero->getArtTypeId(slot), 0, dmp, expToGive, EMarketMode::ARTIFACT_EXP);
  4982. removeArtifact(al);
  4983. changePrimSkill(hero->id, 4, expToGive);
  4984. return true;
  4985. }
  4986. void CGameHandler::makeStackDoNothing(const CStack * next)
  4987. {
  4988. BattleAction doNothing;
  4989. doNothing.actionType = BattleAction::NO_ACTION;
  4990. doNothing.additionalInfo = 0;
  4991. doNothing.destinationTile = -1;
  4992. doNothing.side = !next->attackerOwned;
  4993. doNothing.stackNumber = next->ID;
  4994. makeAutomaticAction(next, doNothing);
  4995. }
  4996. bool CGameHandler::insertNewStack(const StackLocation &sl, const CCreature *c, TQuantity count)
  4997. {
  4998. if(sl.army->hasStackAtSlot(sl.slot))
  4999. COMPLAIN_RET("Slot is already taken!");
  5000. if(!sl.validSlot())
  5001. COMPLAIN_RET("Cannot insert stack to that slot!");
  5002. InsertNewStack ins;
  5003. ins.sl = sl;
  5004. ins.stack = CStackBasicDescriptor(c, count);
  5005. sendAndApply(&ins);
  5006. return true;
  5007. }
  5008. bool CGameHandler::eraseStack(const StackLocation &sl, bool forceRemoval/* = false*/)
  5009. {
  5010. if(!sl.army->hasStackAtSlot(sl.slot))
  5011. COMPLAIN_RET("Cannot find a stack to erase");
  5012. if(sl.army->Slots().size() == 1 //from the last stack
  5013. && sl.army->needsLastStack() //that must be left
  5014. && !forceRemoval) //ignore above conditions if we are forcing removal
  5015. {
  5016. COMPLAIN_RET("Cannot erase the last stack!");
  5017. }
  5018. EraseStack es;
  5019. es.sl = sl;
  5020. sendAndApply(&es);
  5021. return true;
  5022. }
  5023. bool CGameHandler::changeStackCount(const StackLocation &sl, TQuantity count, bool absoluteValue /*= false*/)
  5024. {
  5025. TQuantity currentCount = sl.army->getStackCount(sl.slot);
  5026. if((absoluteValue && count < 0)
  5027. || (!absoluteValue && -count > currentCount))
  5028. {
  5029. COMPLAIN_RET("Cannot take more stacks than present!");
  5030. }
  5031. if((currentCount == -count && !absoluteValue)
  5032. || (!count && absoluteValue))
  5033. {
  5034. eraseStack(sl);
  5035. }
  5036. else
  5037. {
  5038. ChangeStackCount csc;
  5039. csc.sl = sl;
  5040. csc.count = count;
  5041. csc.absoluteValue = absoluteValue;
  5042. sendAndApply(&csc);
  5043. }
  5044. return true;
  5045. }
  5046. bool CGameHandler::addToSlot(const StackLocation &sl, const CCreature *c, TQuantity count)
  5047. {
  5048. const CCreature *slotC = sl.army->getCreature(sl.slot);
  5049. if(!slotC) //slot is empty
  5050. insertNewStack(sl, c, count);
  5051. else if(c == slotC)
  5052. changeStackCount(sl, count);
  5053. else
  5054. {
  5055. COMPLAIN_RET("Cannot add " + c->namePl + " to slot " + boost::lexical_cast<std::string>(sl.slot) + "!");
  5056. }
  5057. return true;
  5058. }
  5059. void CGameHandler::tryJoiningArmy(const CArmedInstance *src, const CArmedInstance *dst, bool removeObjWhenFinished, bool allowMerging)
  5060. {
  5061. if(!src->canBeMergedWith(*dst, allowMerging))
  5062. {
  5063. if (allowMerging) //do that, add all matching creatures.
  5064. {
  5065. bool cont = true;
  5066. while (cont)
  5067. {
  5068. for(TSlots::const_iterator i = src->stacks.begin(); i != src->stacks.end(); i++)//while there are unmoved creatures
  5069. {
  5070. TSlot pos = dst->getSlotFor(i->second->type);
  5071. if(pos > -1)
  5072. {
  5073. moveStack(StackLocation(src, i->first), StackLocation(dst, pos));
  5074. cont = true;
  5075. break; //or iterator crashes
  5076. }
  5077. cont = false;
  5078. }
  5079. }
  5080. }
  5081. boost::function<void()> removeOrNot = 0;
  5082. if(removeObjWhenFinished)
  5083. removeOrNot = boost::bind(&IGameCallback::removeObject,this,src->id);
  5084. showGarrisonDialog(src->id, dst->id, true, removeOrNot); //show garrison window and optionally remove ourselves from map when player ends
  5085. }
  5086. else //merge
  5087. {
  5088. moveArmy(src, dst, allowMerging);
  5089. if(removeObjWhenFinished)
  5090. removeObject(src->id);
  5091. }
  5092. }
  5093. bool CGameHandler::moveStack(const StackLocation &src, const StackLocation &dst, TQuantity count)
  5094. {
  5095. if(!src.army->hasStackAtSlot(src.slot))
  5096. COMPLAIN_RET("No stack to move!");
  5097. if(dst.army->hasStackAtSlot(dst.slot) && dst.army->getCreature(dst.slot) != src.army->getCreature(src.slot))
  5098. COMPLAIN_RET("Cannot move: stack of different type at destination pos!");
  5099. if(!dst.validSlot())
  5100. COMPLAIN_RET("Cannot move stack to that slot!");
  5101. if(count == -1)
  5102. {
  5103. count = src.army->getStackCount(src.slot);
  5104. }
  5105. if(src.army != dst.army //moving away
  5106. && count == src.army->getStackCount(src.slot) //all creatures
  5107. && src.army->Slots().size() == 1 //from the last stack
  5108. && src.army->needsLastStack()) //that must be left
  5109. {
  5110. COMPLAIN_RET("Cannot move away the last creature!");
  5111. }
  5112. RebalanceStacks rs;
  5113. rs.src = src;
  5114. rs.dst = dst;
  5115. rs.count = count;
  5116. sendAndApply(&rs);
  5117. return true;
  5118. }
  5119. bool CGameHandler::swapStacks(const StackLocation &sl1, const StackLocation &sl2)
  5120. {
  5121. if(!sl1.army->hasStackAtSlot(sl1.slot))
  5122. return moveStack(sl2, sl1);
  5123. else if(!sl2.army->hasStackAtSlot(sl2.slot))
  5124. return moveStack(sl1, sl2);
  5125. else
  5126. {
  5127. SwapStacks ss;
  5128. ss.sl1 = sl1;
  5129. ss.sl2 = sl2;
  5130. sendAndApply(&ss);
  5131. return true;
  5132. }
  5133. }
  5134. void CGameHandler::runBattle()
  5135. {
  5136. setBattle(gs->curB);
  5137. assert(gs->curB);
  5138. //TODO: pre-tactic stuff, call scripts etc.
  5139. //tactic round
  5140. {
  5141. while(gs->curB->tacticDistance && !battleResult.get())
  5142. boost::this_thread::sleep(boost::posix_time::milliseconds(50));
  5143. }
  5144. //spells opening battle
  5145. for(int i=0; i<ARRAY_COUNT(gs->curB->heroes); ++i)
  5146. {
  5147. if(gs->curB->heroes[i] && gs->curB->heroes[i]->hasBonusOfType(Bonus::OPENING_BATTLE_SPELL))
  5148. {
  5149. TBonusListPtr bl = gs->curB->heroes[i]->getBonuses(Selector::type(Bonus::OPENING_BATTLE_SPELL));
  5150. BOOST_FOREACH (Bonus *b, *bl)
  5151. {
  5152. handleSpellCasting(b->subtype, 3, -1, 0, gs->curB->heroes[i]->tempOwner, NULL, gs->curB->heroes[1-i], b->val, ECastingMode::HERO_CASTING, NULL);
  5153. }
  5154. }
  5155. }
  5156. //main loop
  5157. while(!battleResult.get()) //till the end of the battle ;]
  5158. {
  5159. NEW_ROUND;
  5160. auto obstacles = gs->curB->obstacles; //we copy container, because we're going to modify it
  5161. BOOST_FOREACH(auto &obstPtr, obstacles)
  5162. {
  5163. if(const SpellCreatedObstacle *sco = dynamic_cast<const SpellCreatedObstacle *>(obstPtr.get()))
  5164. if(sco->turnsRemaining == 0)
  5165. removeObstacle(*obstPtr);
  5166. }
  5167. const BattleInfo & curB = *gs->curB;
  5168. //stack loop
  5169. const CStack *next;
  5170. while(!battleResult.get() && (next = curB.getNextStack()) && next->willMove())
  5171. {
  5172. //check for bad morale => freeze
  5173. int nextStackMorale = next->MoraleVal();
  5174. if( nextStackMorale < 0 &&
  5175. !(NBonus::hasOfType(gs->curB->heroes[0], Bonus::BLOCK_MORALE) || NBonus::hasOfType(gs->curB->heroes[1], Bonus::BLOCK_MORALE)) //checking if gs->curB->heroes have (or don't have) morale blocking bonuses)
  5176. )
  5177. {
  5178. if( rand()%24 < -2 * nextStackMorale)
  5179. {
  5180. //unit loses its turn - empty freeze action
  5181. BattleAction ba;
  5182. ba.actionType = BattleAction::BAD_MORALE;
  5183. ba.additionalInfo = 1;
  5184. ba.side = !next->attackerOwned;
  5185. ba.stackNumber = next->ID;
  5186. makeAutomaticAction(next, ba);
  5187. continue;
  5188. }
  5189. }
  5190. if(next->hasBonusOfType(Bonus::ATTACKS_NEAREST_CREATURE)) //while in berserk
  5191. {
  5192. std::pair<const CStack *, int> attackInfo = curB.getNearestStack(next, boost::logic::indeterminate);
  5193. if(attackInfo.first != NULL)
  5194. {
  5195. BattleAction attack;
  5196. attack.actionType = BattleAction::WALK_AND_ATTACK;
  5197. attack.side = !next->attackerOwned;
  5198. attack.stackNumber = next->ID;
  5199. attack.additionalInfo = attackInfo.first->position;
  5200. attack.destinationTile = attackInfo.second;
  5201. makeAutomaticAction(next, attack);
  5202. }
  5203. else
  5204. {
  5205. makeStackDoNothing(next);
  5206. }
  5207. continue;
  5208. }
  5209. const CGHeroInstance * curOwner = gs->curB->battleGetOwner(next);
  5210. if( (next->position < 0 || next->getCreature()->idNumber == 146) //arrow turret or ballista
  5211. && (!curOwner || curOwner->getSecSkillLevel(CGHeroInstance::ARTILLERY) == 0)) //hero has no artillery
  5212. {
  5213. BattleAction attack;
  5214. attack.actionType = BattleAction::SHOOT;
  5215. attack.side = !next->attackerOwned;
  5216. attack.stackNumber = next->ID;
  5217. for(int g=0; g<gs->curB->stacks.size(); ++g)
  5218. {
  5219. if(gs->curB->stacks[g]->owner != next->owner && gs->curB->stacks[g]->isValidTarget())
  5220. {
  5221. attack.destinationTile = gs->curB->stacks[g]->position;
  5222. break;
  5223. }
  5224. }
  5225. makeAutomaticAction(next, attack);
  5226. continue;
  5227. }
  5228. if(next->getCreature()->idNumber == 145 && (!curOwner || curOwner->getSecSkillLevel(CGHeroInstance::BALLISTICS) == 0)) //catapult, hero has no ballistics
  5229. {
  5230. BattleAction attack;
  5231. static const int wallHexes[] = {50, 183, 182, 130, 62, 29, 12, 95};
  5232. attack.destinationTile = wallHexes[ rand()%ARRAY_COUNT(wallHexes) ];
  5233. attack.actionType = BattleAction::CATAPULT;
  5234. attack.additionalInfo = 0;
  5235. attack.side = !next->attackerOwned;
  5236. attack.stackNumber = next->ID;
  5237. makeAutomaticAction(next, attack);
  5238. continue;
  5239. }
  5240. if(next->getCreature()->idNumber == 147) //first aid tent
  5241. {
  5242. std::vector< const CStack * > possibleStacks;
  5243. //is there any clean algorithm for that? (boost.range seems to lack copy_if) -> remove_copy_if?
  5244. BOOST_FOREACH(const CStack *s, battleGetAllStacks())
  5245. if(s->owner == next->owner && s->canBeHealed())
  5246. possibleStacks.push_back(s);
  5247. if(!possibleStacks.size())
  5248. {
  5249. makeStackDoNothing(next);
  5250. continue;
  5251. }
  5252. if(!curOwner || curOwner->getSecSkillLevel(CGHeroInstance::FIRST_AID) == 0) //no hero or hero has no first aid
  5253. {
  5254. range::random_shuffle(possibleStacks);
  5255. const CStack * toBeHealed = possibleStacks.front();
  5256. BattleAction heal;
  5257. heal.actionType = BattleAction::STACK_HEAL;
  5258. heal.additionalInfo = 0;
  5259. heal.destinationTile = toBeHealed->position;
  5260. heal.side = !next->attackerOwned;
  5261. heal.stackNumber = next->ID;
  5262. makeAutomaticAction(next, heal);
  5263. continue;
  5264. }
  5265. }
  5266. int numberOfAsks = 1;
  5267. bool breakOuter = false;
  5268. do
  5269. {//ask interface and wait for answer
  5270. if(!battleResult.get())
  5271. {
  5272. stackTurnTrigger(next); //various effects
  5273. if (vstd::contains(next->state, EBattleStackState::FEAR))
  5274. {
  5275. makeStackDoNothing(next); //end immediately if stack was affected by fear
  5276. }
  5277. else
  5278. {
  5279. tlog5 << "Activating " << next->nodeName() << std::endl;
  5280. BattleSetActiveStack sas;
  5281. sas.stack = next->ID;
  5282. sendAndApply(&sas);
  5283. boost::unique_lock<boost::mutex> lock(battleMadeAction.mx);
  5284. battleMadeAction.data = false;
  5285. while (next->alive() &&
  5286. (!battleMadeAction.data && !battleResult.get())) //active stack hasn't made its action and battle is still going
  5287. battleMadeAction.cond.wait(lock);
  5288. }
  5289. }
  5290. if(battleResult.get()) //don't touch it, battle could be finished while waiting got action
  5291. {
  5292. breakOuter = true;
  5293. break;
  5294. }
  5295. //we're after action, all results applied
  5296. checkForBattleEnd(); //check if this action ended the battle
  5297. //check for good morale
  5298. nextStackMorale = next->MoraleVal();
  5299. if(!vstd::contains(next->state,EBattleStackState::HAD_MORALE) //only one extra move per turn possible
  5300. && !vstd::contains(next->state,EBattleStackState::DEFENDING)
  5301. && !next->waited()
  5302. && !vstd::contains(next->state, EBattleStackState::FEAR)
  5303. && next->alive()
  5304. && nextStackMorale > 0
  5305. && !(NBonus::hasOfType(gs->curB->heroes[0], Bonus::BLOCK_MORALE) || NBonus::hasOfType(gs->curB->heroes[1], Bonus::BLOCK_MORALE)) //checking if gs->curB->heroes have (or don't have) morale blocking bonuses
  5306. )
  5307. {
  5308. if(rand()%24 < nextStackMorale) //this stack hasn't got morale this turn
  5309. {
  5310. BattleTriggerEffect bte;
  5311. bte.stackID = next->ID;
  5312. bte.effect = Bonus::MORALE;
  5313. bte.val = 1;
  5314. bte.additionalInfo = 0;
  5315. sendAndApply(&bte); //play animation
  5316. ++numberOfAsks; //move this stack once more
  5317. }
  5318. }
  5319. --numberOfAsks;
  5320. } while (numberOfAsks > 0);
  5321. if (breakOuter)
  5322. {
  5323. break;
  5324. }
  5325. }
  5326. }
  5327. endBattle(gs->curB->tile, gs->curB->heroes[0], gs->curB->heroes[1]);
  5328. }
  5329. bool CGameHandler::makeAutomaticAction(const CStack *stack, BattleAction &ba)
  5330. {
  5331. BattleSetActiveStack bsa;
  5332. bsa.stack = stack->ID;
  5333. bsa.askPlayerInterface = false;
  5334. sendAndApply(&bsa);
  5335. bool ret = makeBattleAction(ba);
  5336. checkForBattleEnd();
  5337. return ret;
  5338. }
  5339. void CGameHandler::giveHeroArtifact(const CGHeroInstance *h, const CArtifactInstance *a, int pos)
  5340. {
  5341. assert(a->artType);
  5342. ArtifactLocation al;
  5343. al.artHolder = const_cast<CGHeroInstance*>(h);
  5344. int slot = -1;
  5345. if(pos < 0)
  5346. {
  5347. if(pos == -2)
  5348. slot = a->firstAvailableSlot(h);
  5349. else
  5350. slot = a->firstBackpackSlot(h);
  5351. }
  5352. else
  5353. {
  5354. slot = pos;
  5355. }
  5356. al.slot = slot;
  5357. if(slot < 0 || !a->canBePutAt(al))
  5358. {
  5359. complain("Cannot put artifact in that slot!");
  5360. return;
  5361. }
  5362. putArtifact(al, a);
  5363. }
  5364. void CGameHandler::putArtifact(const ArtifactLocation &al, const CArtifactInstance *a)
  5365. {
  5366. PutArtifact pa;
  5367. pa.art = a;
  5368. pa.al = al;
  5369. sendAndApply(&pa);
  5370. }
  5371. void CGameHandler::giveHeroNewArtifact(const CGHeroInstance *h, const CArtifact *artType, int pos)
  5372. {
  5373. CArtifactInstance *a = NULL;
  5374. if(!artType->constituents)
  5375. {
  5376. a = new CArtifactInstance();
  5377. }
  5378. else
  5379. {
  5380. a = new CCombinedArtifactInstance();
  5381. }
  5382. a->artType = artType; //*NOT* via settype -> all bonus-related stuff must be done by NewArtifact apply
  5383. NewArtifact na;
  5384. na.art = a;
  5385. sendAndApply(&na); // -> updates a!!!, will create a on other machines
  5386. giveHeroArtifact(h, a, pos);
  5387. }
  5388. void CGameHandler::setBattleResult(int resultType, int victoriusSide)
  5389. {
  5390. if(battleResult.get())
  5391. {
  5392. complain("There is already set result?");
  5393. return;
  5394. }
  5395. BattleResult *br = new BattleResult;
  5396. br->result = resultType;
  5397. br->winner = victoriusSide; //surrendering side loses
  5398. gs->curB->calculateCasualties(br->casualties);
  5399. battleResult.set(br);
  5400. }
  5401. void CGameHandler::commitPackage( CPackForClient *pack )
  5402. {
  5403. sendAndApply(pack);
  5404. }
  5405. void CGameHandler::spawnWanderingMonsters(int creatureID)
  5406. {
  5407. std::vector<int3>::iterator tile;
  5408. std::vector<int3> tiles;
  5409. getFreeTiles(tiles);
  5410. ui32 amount = tiles.size() / 200; //Chance is 0.5% for each tile
  5411. std::random_shuffle(tiles.begin(), tiles.end());
  5412. tlog5 << "Spawning wandering monsters. Found " << tiles.size() << " free tiles. Creature type: " << creatureID << std::endl;
  5413. const CCreature *cre = VLC->creh->creatures[creatureID];
  5414. for (int i = 0; i < amount; ++i)
  5415. {
  5416. tile = tiles.begin();
  5417. tlog5 << "\tSpawning monster at " << *tile << std::endl;
  5418. putNewMonster(creatureID, cre->getRandomAmount(std::rand), *tile);
  5419. tiles.erase(tile); //not use it again
  5420. }
  5421. }
  5422. bool CGameHandler::isBlockedByQueries(const CPack *pack, int packType, ui8 player)
  5423. {
  5424. //it's always legal to send query reply (we'll check later if it makes sense)
  5425. if(packType == typeList.getTypeID<QueryReply>())
  5426. return false;
  5427. if(packType == typeList.getTypeID<ArrangeStacks>() && isAllowedArrangePack((const ArrangeStacks*)pack))
  5428. return false;
  5429. //if there are no queries, nothing is blocking
  5430. if(states.getQueriesCount(player) == 0)
  5431. return false;
  5432. return true; //block package
  5433. }
  5434. void CGameHandler::removeObstacle(const CObstacleInstance &obstacle)
  5435. {
  5436. ObstaclesRemoved obsRem;
  5437. obsRem.obstacles.insert(obstacle.uniqueID);
  5438. sendAndApply(&obsRem);
  5439. }
  5440. CasualtiesAfterBattle::CasualtiesAfterBattle(const CArmedInstance *army, BattleInfo *bat)
  5441. {
  5442. heroWithDeadCommander = -1;
  5443. int color = army->tempOwner;
  5444. if(color == 254)
  5445. color = GameConstants::NEUTRAL_PLAYER;
  5446. BOOST_FOREACH(CStack *st, bat->stacks)
  5447. {
  5448. if(vstd::contains(st->state, EBattleStackState::SUMMONED)) //don't take into account summoned stacks
  5449. continue;
  5450. if(st->owner==color && !army->slotEmpty(st->slot) && st->count < army->getStackCount(st->slot))
  5451. {
  5452. StackLocation sl(army, st->slot);
  5453. if(st->alive())
  5454. newStackCounts.push_back(std::pair<StackLocation, int>(sl, st->count));
  5455. else
  5456. newStackCounts.push_back(std::pair<StackLocation, int>(sl, 0));
  5457. }
  5458. if (st->base && !st->count)
  5459. {
  5460. auto c = dynamic_cast <const CCommanderInstance *>(st->base);
  5461. if (c) //switch commander status to dead
  5462. {
  5463. auto h = dynamic_cast <const CGHeroInstance *>(army);
  5464. if (h && h->commander == c)
  5465. heroWithDeadCommander = army->id; //TODO: unify commander handling
  5466. }
  5467. }
  5468. }
  5469. }
  5470. void CasualtiesAfterBattle::takeFromArmy(CGameHandler *gh)
  5471. {
  5472. BOOST_FOREACH(TStackAndItsNewCount &ncount, newStackCounts)
  5473. {
  5474. if(ncount.second > 0)
  5475. gh->changeStackCount(ncount.first, ncount.second, true);
  5476. else
  5477. gh->eraseStack(ncount.first, true);
  5478. }
  5479. if (heroWithDeadCommander > -1)
  5480. {
  5481. SetCommanderProperty scp;
  5482. scp.heroid = heroWithDeadCommander;
  5483. scp.which = SetCommanderProperty::ALIVE;
  5484. scp.amount = 0;
  5485. gh->sendAndApply (&scp);
  5486. }
  5487. }