CGameHandler.cpp 176 KB

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  1. #include "StdInc.h"
  2. #include "../lib/filesystem/Filesystem.h"
  3. #include "../lib/filesystem/CFileInfo.h"
  4. #include "../lib/int3.h"
  5. #include "../lib/mapping/CCampaignHandler.h"
  6. #include "../lib/StartInfo.h"
  7. #include "../lib/CModHandler.h"
  8. #include "../lib/CArtHandler.h"
  9. #include "../lib/CBuildingHandler.h"
  10. #include "../lib/CHeroHandler.h"
  11. #include "../lib/spells/CSpellHandler.h"
  12. #include "../lib/spells/ISpellMechanics.h"
  13. #include "../lib/CGeneralTextHandler.h"
  14. #include "../lib/CTownHandler.h"
  15. #include "../lib/CCreatureHandler.h"
  16. #include "../lib/CGameState.h"
  17. #include "../lib/BattleState.h"
  18. #include "../lib/CondSh.h"
  19. #include "../lib/NetPacks.h"
  20. #include "../lib/VCMI_Lib.h"
  21. #include "../lib/mapping/CMap.h"
  22. #include "../lib/VCMIDirs.h"
  23. #include "../lib/ScopeGuard.h"
  24. #include "../lib/CSoundBase.h"
  25. #include "CGameHandler.h"
  26. #include "CVCMIServer.h"
  27. #include "../lib/CCreatureSet.h"
  28. #include "../lib/CThreadHelper.h"
  29. #include "../lib/GameConstants.h"
  30. #include "../lib/registerTypes/RegisterTypes.h"
  31. /*
  32. * CGameHandler.cpp, part of VCMI engine
  33. *
  34. * Authors: listed in file AUTHORS in main folder
  35. *
  36. * License: GNU General Public License v2.0 or later
  37. * Full text of license available in license.txt file, in main folder
  38. *
  39. */
  40. #ifndef _MSC_VER
  41. #include <boost/thread/xtime.hpp>
  42. #endif
  43. extern bool end2;
  44. #ifdef min
  45. #undef min
  46. #endif
  47. #ifdef max
  48. #undef max
  49. #endif
  50. #define COMPLAIN_RET_IF(cond, txt) do {if(cond){complain(txt); return;}} while(0)
  51. #define COMPLAIN_RET_FALSE_IF(cond, txt) do {if(cond){complain(txt); return false;}} 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. class ServerSpellCastEnvironment: public SpellCastEnvironment
  58. {
  59. public:
  60. ServerSpellCastEnvironment(CGameHandler * gh);
  61. ~ServerSpellCastEnvironment(){};
  62. void sendAndApply(CPackForClient * info) const override;
  63. CRandomGenerator & getRandomGenerator() const override;
  64. void complain(const std::string & problem) const override;
  65. const CMap * getMap() const override;
  66. const CGameInfoCallback * getCb() const override;
  67. bool moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, PlayerColor asker = PlayerColor::NEUTRAL) const override;
  68. private:
  69. mutable CGameHandler * gh;
  70. };
  71. CondSh<bool> battleMadeAction;
  72. CondSh<BattleResult *> battleResult(nullptr);
  73. template <typename T> class CApplyOnGH;
  74. class CBaseForGHApply
  75. {
  76. public:
  77. virtual bool applyOnGH(CGameHandler *gh, CConnection *c, void *pack, PlayerColor player) const =0;
  78. virtual ~CBaseForGHApply(){}
  79. template<typename U> static CBaseForGHApply *getApplier(const U * t=nullptr)
  80. {
  81. return new CApplyOnGH<U>;
  82. }
  83. };
  84. template <typename T> class CApplyOnGH : public CBaseForGHApply
  85. {
  86. public:
  87. bool applyOnGH(CGameHandler *gh, CConnection *c, void *pack, PlayerColor player) const
  88. {
  89. T *ptr = static_cast<T*>(pack);
  90. ptr->c = c;
  91. ptr->player = player;
  92. return ptr->applyGh(gh);
  93. }
  94. };
  95. template <>
  96. class CApplyOnGH<CPack> : public CBaseForGHApply
  97. {
  98. public:
  99. bool applyOnGH(CGameHandler *gh, CConnection *c, void *pack, PlayerColor player) const
  100. {
  101. logGlobal->errorStream() << "Cannot apply on GH plain CPack!";
  102. assert(0);
  103. return false;
  104. }
  105. };
  106. static CApplier<CBaseForGHApply> *applier = nullptr;
  107. CMP_stack cmpst ;
  108. static inline double distance(int3 a, int3 b)
  109. {
  110. return std::sqrt( (double)(a.x-b.x)*(a.x-b.x) + (a.y-b.y)*(a.y-b.y) );
  111. }
  112. static void giveExp(BattleResult &r)
  113. {
  114. if(r.winner > 1)
  115. {
  116. // draw
  117. return;
  118. }
  119. r.exp[0] = 0;
  120. r.exp[1] = 0;
  121. for(auto i = r.casualties[!r.winner].begin(); i!=r.casualties[!r.winner].end(); i++)
  122. {
  123. r.exp[r.winner] += VLC->creh->creatures.at(i->first)->valOfBonuses(Bonus::STACK_HEALTH) * i->second;
  124. }
  125. }
  126. PlayerStatus PlayerStatuses::operator[](PlayerColor player)
  127. {
  128. boost::unique_lock<boost::mutex> l(mx);
  129. if(players.find(player) != players.end())
  130. {
  131. return players.at(player);
  132. }
  133. else
  134. {
  135. throw std::runtime_error("No such player!");
  136. }
  137. }
  138. void PlayerStatuses::addPlayer(PlayerColor player)
  139. {
  140. boost::unique_lock<boost::mutex> l(mx);
  141. players[player];
  142. }
  143. bool PlayerStatuses::checkFlag(PlayerColor player, bool PlayerStatus::*flag)
  144. {
  145. boost::unique_lock<boost::mutex> l(mx);
  146. if(players.find(player) != players.end())
  147. {
  148. return players[player].*flag;
  149. }
  150. else
  151. {
  152. throw std::runtime_error("No such player!");
  153. }
  154. }
  155. void PlayerStatuses::setFlag(PlayerColor player, bool PlayerStatus::*flag, bool val)
  156. {
  157. boost::unique_lock<boost::mutex> l(mx);
  158. if(players.find(player) != players.end())
  159. {
  160. players[player].*flag = val;
  161. }
  162. else
  163. {
  164. throw std::runtime_error("No such player!");
  165. }
  166. cv.notify_all();
  167. }
  168. template <typename T>
  169. void callWith(std::vector<T> args, std::function<void(T)> fun, ui32 which)
  170. {
  171. fun(args[which]);
  172. }
  173. void CGameHandler::levelUpHero(const CGHeroInstance * hero, SecondarySkill skill)
  174. {
  175. changeSecSkill(hero, skill, 1, 0);
  176. expGiven(hero);
  177. }
  178. void CGameHandler::levelUpHero(const CGHeroInstance * hero)
  179. {
  180. // required exp for at least 1 lvl-up hasn't been reached
  181. if(!hero->gainsLevel())
  182. {
  183. return;
  184. }
  185. // give primary skill
  186. logGlobal->traceStream() << hero->name << " got level "<< hero->level;
  187. auto primarySkill = hero->nextPrimarySkill();
  188. SetPrimSkill sps;
  189. sps.id = hero->id;
  190. sps.which = primarySkill;
  191. sps.abs = false;
  192. sps.val = 1;
  193. sendAndApply(&sps);
  194. HeroLevelUp hlu;
  195. hlu.hero = hero;
  196. hlu.primskill = primarySkill;
  197. hlu.skills = hero->getLevelUpProposedSecondarySkills();
  198. if(hlu.skills.size() == 0)
  199. {
  200. sendAndApply(&hlu);
  201. levelUpHero(hero);
  202. }
  203. else if(hlu.skills.size() == 1 || hero->tempOwner == PlayerColor::NEUTRAL) //choose skill automatically
  204. {
  205. sendAndApply(&hlu);
  206. levelUpHero(hero, *RandomGeneratorUtil::nextItem(hlu.skills, hero->skillsInfo.rand));
  207. }
  208. else if(hlu.skills.size() > 1)
  209. {
  210. auto levelUpQuery = std::make_shared<CHeroLevelUpDialogQuery>(hlu);
  211. hlu.queryID = levelUpQuery->queryID;
  212. queries.addQuery(levelUpQuery);
  213. sendAndApply(&hlu);
  214. //level up will be called on query reply
  215. }
  216. }
  217. void CGameHandler::levelUpCommander (const CCommanderInstance * c, int skill)
  218. {
  219. SetCommanderProperty scp;
  220. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  221. if (hero)
  222. scp.heroid = hero->id;
  223. else
  224. {
  225. complain ("Commander is not led by hero!");
  226. return;
  227. }
  228. scp.accumulatedBonus.subtype = 0;
  229. scp.accumulatedBonus.additionalInfo = 0;
  230. scp.accumulatedBonus.duration = Bonus::PERMANENT;
  231. scp.accumulatedBonus.turnsRemain = 0;
  232. scp.accumulatedBonus.source = Bonus::COMMANDER;
  233. scp.accumulatedBonus.valType = Bonus::BASE_NUMBER;
  234. if (skill <= ECommander::SPELL_POWER)
  235. {
  236. scp.which = SetCommanderProperty::BONUS;
  237. auto difference = [](std::vector< std::vector <ui8> > skillLevels, std::vector <ui8> secondarySkills, int skill)->int
  238. {
  239. int s = std::min (skill, (int)ECommander::SPELL_POWER); //spell power level controls also casts and resistance
  240. return skillLevels.at(skill).at(secondarySkills.at(s)) - (secondarySkills.at(s) ? skillLevels.at(skill).at(secondarySkills.at(s)-1) : 0);
  241. };
  242. switch (skill)
  243. {
  244. case ECommander::ATTACK:
  245. scp.accumulatedBonus.type = Bonus::PRIMARY_SKILL;
  246. scp.accumulatedBonus.subtype = PrimarySkill::ATTACK;
  247. break;
  248. case ECommander::DEFENSE:
  249. scp.accumulatedBonus.type = Bonus::PRIMARY_SKILL;
  250. scp.accumulatedBonus.subtype = PrimarySkill::DEFENSE;
  251. break;
  252. case ECommander::HEALTH:
  253. scp.accumulatedBonus.type = Bonus::STACK_HEALTH;
  254. scp.accumulatedBonus.valType = Bonus::PERCENT_TO_BASE;
  255. break;
  256. case ECommander::DAMAGE:
  257. scp.accumulatedBonus.type = Bonus::CREATURE_DAMAGE;
  258. scp.accumulatedBonus.subtype = 0;
  259. scp.accumulatedBonus.valType = Bonus::PERCENT_TO_BASE;
  260. break;
  261. case ECommander::SPEED:
  262. scp.accumulatedBonus.type = Bonus::STACKS_SPEED;
  263. break;
  264. case ECommander::SPELL_POWER:
  265. scp.accumulatedBonus.type = Bonus::MAGIC_RESISTANCE;
  266. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::RESISTANCE);
  267. sendAndApply (&scp); //additional pack
  268. scp.accumulatedBonus.type = Bonus::CREATURE_SPELL_POWER;
  269. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::SPELL_POWER) * 100; //like hero with spellpower = ability level
  270. sendAndApply (&scp); //additional pack
  271. scp.accumulatedBonus.type = Bonus::CASTS;
  272. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::CASTS);
  273. sendAndApply (&scp); //additional pack
  274. scp.accumulatedBonus.type = Bonus::CREATURE_ENCHANT_POWER; //send normally
  275. break;
  276. }
  277. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, skill);
  278. sendAndApply (&scp);
  279. scp.which = SetCommanderProperty::SECONDARY_SKILL;
  280. scp.additionalInfo = skill;
  281. scp.amount = c->secondarySkills.at(skill) + 1;
  282. sendAndApply (&scp);
  283. }
  284. else if (skill >= 100)
  285. {
  286. scp.which = SetCommanderProperty::SPECIAL_SKILL;
  287. scp.accumulatedBonus = *VLC->creh->skillRequirements.at(skill-100).first;
  288. scp.additionalInfo = skill; //unnormalized
  289. sendAndApply (&scp);
  290. }
  291. expGiven(hero);
  292. }
  293. void CGameHandler::levelUpCommander(const CCommanderInstance * c)
  294. {
  295. if (!c->gainsLevel())
  296. {
  297. return;
  298. }
  299. CommanderLevelUp clu;
  300. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  301. if (hero)
  302. clu.hero = hero;
  303. else
  304. {
  305. complain ("Commander is not led by hero!");
  306. return;
  307. }
  308. //picking sec. skills for choice
  309. for (int i = 0; i <= ECommander::SPELL_POWER; ++i)
  310. {
  311. if (c->secondarySkills.at(i) < ECommander::MAX_SKILL_LEVEL)
  312. clu.skills.push_back(i);
  313. }
  314. int i = 100;
  315. for (auto specialSkill : VLC->creh->skillRequirements)
  316. {
  317. if (c->secondarySkills.at(specialSkill.second.first) == ECommander::MAX_SKILL_LEVEL
  318. && c->secondarySkills.at(specialSkill.second.second) == ECommander::MAX_SKILL_LEVEL
  319. && !vstd::contains (c->specialSKills, i))
  320. clu.skills.push_back (i);
  321. ++i;
  322. }
  323. int skillAmount = clu.skills.size();
  324. if(!skillAmount)
  325. {
  326. sendAndApply(&clu);
  327. levelUpCommander(c);
  328. }
  329. else if(skillAmount == 1 || hero->tempOwner == PlayerColor::NEUTRAL) //choose skill automatically
  330. {
  331. sendAndApply(&clu);
  332. levelUpCommander(c, *RandomGeneratorUtil::nextItem(clu.skills, gs->getRandomGenerator()));
  333. }
  334. else if(skillAmount > 1) //apply and ask for secondary skill
  335. {
  336. auto commanderLevelUp = std::make_shared<CCommanderLevelUpDialogQuery>(clu);
  337. clu.queryID = commanderLevelUp->queryID;
  338. queries.addQuery(commanderLevelUp);
  339. sendAndApply(&clu);
  340. }
  341. }
  342. void CGameHandler::expGiven(const CGHeroInstance *hero)
  343. {
  344. if(hero->gainsLevel())
  345. levelUpHero(hero);
  346. else if(hero->commander && hero->commander->gainsLevel())
  347. levelUpCommander(hero->commander);
  348. //if(hero->commander && hero->level > hero->commander->level && hero->commander->gainsLevel())
  349. // levelUpCommander(hero->commander);
  350. // else
  351. // levelUpHero(hero);
  352. }
  353. void CGameHandler::changePrimSkill(const CGHeroInstance * hero, PrimarySkill::PrimarySkill which, si64 val, bool abs)
  354. {
  355. if (which == PrimarySkill::EXPERIENCE) // Check if scenario limit reached
  356. {
  357. if (gs->map->levelLimit != 0)
  358. {
  359. TExpType expLimit = VLC->heroh->reqExp(gs->map->levelLimit);
  360. TExpType resultingExp = abs ? val : hero->exp + val;
  361. if (resultingExp > expLimit)
  362. {
  363. // set given experience to max possible, but don't decrease if hero already over top
  364. abs = true;
  365. val = std::max(expLimit, hero->exp);
  366. InfoWindow iw;
  367. iw.player = hero->tempOwner;
  368. iw.text.addTxt(MetaString::GENERAL_TXT, 1); //can gain no more XP
  369. iw.text.addReplacement(hero->name);
  370. sendAndApply(&iw);
  371. }
  372. }
  373. }
  374. SetPrimSkill sps;
  375. sps.id = hero->id;
  376. sps.which = which;
  377. sps.abs = abs;
  378. sps.val = val;
  379. sendAndApply(&sps);
  380. //only for exp - hero may level up
  381. if (which == PrimarySkill::EXPERIENCE)
  382. {
  383. if(hero->commander && hero->commander->alive)
  384. {
  385. //FIXME: trim experience according to map limit?
  386. SetCommanderProperty scp;
  387. scp.heroid = hero->id;
  388. scp.which = SetCommanderProperty::EXPERIENCE;
  389. scp.amount = val;
  390. sendAndApply (&scp);
  391. CBonusSystemNode::treeHasChanged();
  392. }
  393. expGiven(hero);
  394. }
  395. }
  396. void CGameHandler::changeSecSkill( const CGHeroInstance * hero, SecondarySkill which, int val, bool abs/*=false*/ )
  397. {
  398. SetSecSkill sss;
  399. sss.id = hero->id;
  400. sss.which = which;
  401. sss.val = val;
  402. sss.abs = abs;
  403. sendAndApply(&sss);
  404. if(which == SecondarySkill::WISDOM)
  405. {
  406. if(hero && hero->visitedTown)
  407. giveSpells(hero->visitedTown, hero);
  408. }
  409. }
  410. void CGameHandler::endBattle(int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2)
  411. {
  412. LOG_TRACE(logGlobal);
  413. //Fill BattleResult structure with exp info
  414. giveExp(*battleResult.data);
  415. if (battleResult.get()->result == BattleResult::NORMAL) // give 500 exp for defeating hero, unless he escaped
  416. {
  417. if (hero1)
  418. battleResult.data->exp[1] += 500;
  419. if (hero2)
  420. battleResult.data->exp[0] += 500;
  421. }
  422. if (hero1)
  423. battleResult.data->exp[0] = hero1->calculateXp(battleResult.data->exp[0]);//scholar skill
  424. if (hero2)
  425. battleResult.data->exp[1] = hero2->calculateXp(battleResult.data->exp[1]);
  426. const CArmedInstance *bEndArmy1 = gs->curB->sides.at(0).armyObject;
  427. const CArmedInstance *bEndArmy2 = gs->curB->sides.at(1).armyObject;
  428. const BattleResult::EResult result = battleResult.get()->result;
  429. auto findBattleQuery = [this]() -> std::shared_ptr<CBattleQuery>
  430. {
  431. for(auto &q : queries.allQueries())
  432. {
  433. if(auto bq = std::dynamic_pointer_cast<CBattleQuery>(q))
  434. if(bq->bi == gs->curB)
  435. return bq;
  436. }
  437. return std::shared_ptr<CBattleQuery>();
  438. };
  439. auto battleQuery = findBattleQuery();
  440. if(!battleQuery)
  441. {
  442. logGlobal->errorStream() << "Cannot find battle query!";
  443. if(gs->initialOpts->mode == StartInfo::DUEL)
  444. {
  445. battleQuery = std::make_shared<CBattleQuery>(gs->curB);
  446. }
  447. }
  448. if(battleQuery != queries.topQuery(gs->curB->sides[0].color))
  449. complain("Player " + boost::lexical_cast<std::string>(gs->curB->sides[0].color) + " although in battle has no battle query at the top!");
  450. battleQuery->result = *battleResult.data;
  451. //Check how many battle queries were created (number of players blocked by battle)
  452. const int queriedPlayers = battleQuery ? boost::count(queries.allQueries(), battleQuery) : 0;
  453. finishingBattle = make_unique<FinishingBattleHelper>(battleQuery, gs->initialOpts->mode == StartInfo::DUEL, queriedPlayers);
  454. CasualtiesAfterBattle cab1(bEndArmy1, gs->curB), cab2(bEndArmy2, gs->curB); //calculate casualties before deleting battle
  455. if(finishingBattle->duel)
  456. {
  457. duelFinished();
  458. sendAndApply(battleResult.data); //after this point casualties objects are destroyed
  459. return;
  460. }
  461. ChangeSpells cs; //for Eagle Eye
  462. if(finishingBattle->winnerHero)
  463. {
  464. if(int eagleEyeLevel = finishingBattle->winnerHero->getSecSkillLevel(SecondarySkill::EAGLE_EYE))
  465. {
  466. int maxLevel = eagleEyeLevel + 1;
  467. double eagleEyeChance = finishingBattle->winnerHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::EAGLE_EYE);
  468. for(const CSpell *sp : gs->curB->sides.at(!battleResult.data->winner).usedSpellsHistory)
  469. if(sp->level <= maxLevel && !vstd::contains(finishingBattle->winnerHero->spells, sp->id) && gs->getRandomGenerator().nextInt(99) < eagleEyeChance)
  470. cs.spells.insert(sp->id);
  471. }
  472. }
  473. std::vector<const CArtifactInstance *> arts; //display them in window
  474. if(result == BattleResult::NORMAL && finishingBattle->winnerHero)
  475. {
  476. auto sendMoveArtifact = [&](const CArtifactInstance *art, MoveArtifact *ma)
  477. {
  478. arts.push_back(art);
  479. ma->dst = ArtifactLocation(finishingBattle->winnerHero, art->firstAvailableSlot(finishingBattle->winnerHero));
  480. sendAndApply(ma);
  481. };
  482. if(finishingBattle->loserHero)
  483. {
  484. //TODO: wrap it into a function, somehow (boost::variant -_-)
  485. auto artifactsWorn = finishingBattle->loserHero->artifactsWorn;
  486. for (auto artSlot : artifactsWorn)
  487. {
  488. MoveArtifact ma;
  489. ma.src = ArtifactLocation(finishingBattle->loserHero, artSlot.first);
  490. const CArtifactInstance * art = ma.src.getArt();
  491. if(art && !art->artType->isBig() &&
  492. art->artType->id != ArtifactID::SPELLBOOK)
  493. // don't move war machines or locked arts (spellbook)
  494. {
  495. sendMoveArtifact(art, &ma);
  496. }
  497. }
  498. while(!finishingBattle->loserHero->artifactsInBackpack.empty())
  499. {
  500. //we assume that no big artifacts can be found
  501. MoveArtifact ma;
  502. ma.src = ArtifactLocation(finishingBattle->loserHero,
  503. ArtifactPosition(GameConstants::BACKPACK_START)); //backpack automatically shifts arts to beginning
  504. const CArtifactInstance * art = ma.src.getArt();
  505. if(art->artType->id != ArtifactID::GRAIL) //grail may not be won
  506. {
  507. sendMoveArtifact(art, &ma);
  508. }
  509. }
  510. if(finishingBattle->loserHero->commander) //TODO: what if commanders belong to no hero?
  511. {
  512. artifactsWorn = finishingBattle->loserHero->commander->artifactsWorn;
  513. for(auto artSlot : artifactsWorn)
  514. {
  515. MoveArtifact ma;
  516. ma.src = ArtifactLocation(finishingBattle->loserHero->commander.get(), artSlot.first);
  517. const CArtifactInstance * art = ma.src.getArt();
  518. if (art && !art->artType->isBig())
  519. {
  520. sendMoveArtifact(art, &ma);
  521. }
  522. }
  523. }
  524. }
  525. for(auto armySlot : gs->curB->battleGetArmyObject(!battleResult.data->winner)->stacks)
  526. {
  527. auto artifactsWorn = armySlot.second->artifactsWorn;
  528. for (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. sendMoveArtifact(art, &ma);
  536. }
  537. }
  538. }
  539. }
  540. sendAndApply(battleResult.data); //after this point casualties objects are destroyed
  541. if(arts.size()) //display loot
  542. {
  543. InfoWindow iw;
  544. iw.player = finishingBattle->winnerHero->tempOwner;
  545. iw.text.addTxt (MetaString::GENERAL_TXT, 30); //You have captured enemy artifact
  546. for(auto art : arts) //TODO; separate function to display loot for various ojects?
  547. {
  548. iw.components.push_back(Component(
  549. Component::ARTIFACT, art->artType->id,
  550. art->artType->id == ArtifactID::SPELL_SCROLL? art->getGivenSpellID() : 0, 0));
  551. if(iw.components.size() >= 14)
  552. {
  553. sendAndApply(&iw);
  554. iw.components.clear();
  555. }
  556. }
  557. if(iw.components.size())
  558. {
  559. sendAndApply(&iw);
  560. }
  561. }
  562. //Eagle Eye secondary skill handling
  563. if(!cs.spells.empty())
  564. {
  565. cs.learn = 1;
  566. cs.hid = finishingBattle->winnerHero->id;
  567. InfoWindow iw;
  568. iw.player = finishingBattle->winnerHero->tempOwner;
  569. iw.text.addTxt(MetaString::GENERAL_TXT, 221); //Through eagle-eyed observation, %s is able to learn %s
  570. iw.text.addReplacement(finishingBattle->winnerHero->name);
  571. std::ostringstream names;
  572. for(int i = 0; i < cs.spells.size(); i++)
  573. {
  574. names << "%s";
  575. if(i < cs.spells.size() - 2)
  576. names << ", ";
  577. else if(i < cs.spells.size() - 1)
  578. names << "%s";
  579. }
  580. names << ".";
  581. iw.text.addReplacement(names.str());
  582. auto it = cs.spells.begin();
  583. for(int i = 0; i < cs.spells.size(); i++, it++)
  584. {
  585. iw.text.addReplacement(MetaString::SPELL_NAME, it->toEnum());
  586. if(i == cs.spells.size() - 2) //we just added pre-last name
  587. iw.text.addReplacement(MetaString::GENERAL_TXT, 141); // " and "
  588. iw.components.push_back(Component(Component::SPELL, *it, 0, 0));
  589. }
  590. sendAndApply(&iw);
  591. sendAndApply(&cs);
  592. }
  593. cab1.takeFromArmy(this);
  594. cab2.takeFromArmy(this); //take casualties after battle is deleted
  595. //if one hero has lost we will erase him
  596. if(battleResult.data->winner!=0 && hero1)
  597. {
  598. RemoveObject ro(hero1->id);
  599. sendAndApply(&ro);
  600. }
  601. if(battleResult.data->winner!=1 && hero2)
  602. {
  603. RemoveObject ro(hero2->id);
  604. sendAndApply(&ro);
  605. }
  606. //give exp
  607. if (battleResult.data->exp[0] && hero1 && battleResult.get()->winner == 0)
  608. changePrimSkill(hero1, PrimarySkill::EXPERIENCE, battleResult.data->exp[0]);
  609. else if (battleResult.data->exp[1] && hero2 && battleResult.get()->winner == 1)
  610. changePrimSkill(hero2, PrimarySkill::EXPERIENCE, battleResult.data->exp[1]);
  611. queries.popIfTop(battleQuery);
  612. //--> continuation (battleAfterLevelUp) occurs after level-up queries are handled or on removing query (above)
  613. }
  614. void CGameHandler::battleAfterLevelUp( const BattleResult &result )
  615. {
  616. LOG_TRACE(logGlobal);
  617. finishingBattle->remainingBattleQueriesCount--;
  618. logGlobal->traceStream() << "Decremented queries count to " << finishingBattle->remainingBattleQueriesCount;
  619. if(finishingBattle->remainingBattleQueriesCount > 0)
  620. //Battle results will be handled when all battle queries are closed
  621. return;
  622. //TODO consider if we really want it to work like above. ATM each player as unblocked as soon as possible
  623. // but the battle consequences are applied after final player is unblocked. Hard to abuse...
  624. // Still, it looks like a hole.
  625. // Necromancy if applicable.
  626. const CStackBasicDescriptor raisedStack = finishingBattle->winnerHero ? finishingBattle->winnerHero->calculateNecromancy(*battleResult.data) : CStackBasicDescriptor();
  627. // Give raised units to winner and show dialog, if any were raised,
  628. // units will be given after casualties are taken
  629. const SlotID necroSlot = raisedStack.type ? finishingBattle->winnerHero->getSlotFor(raisedStack.type) : SlotID();
  630. if (necroSlot != SlotID())
  631. {
  632. finishingBattle->winnerHero->showNecromancyDialog(raisedStack);
  633. addToSlot(StackLocation(finishingBattle->winnerHero, necroSlot), raisedStack.type, raisedStack.count);
  634. }
  635. BattleResultsApplied resultsApplied;
  636. resultsApplied.player1 = finishingBattle->victor;
  637. resultsApplied.player2 = finishingBattle->loser;
  638. sendAndApply(&resultsApplied);
  639. setBattle(nullptr);
  640. if(visitObjectAfterVictory && result.winner==0 && !finishingBattle->winnerHero->stacks.empty())
  641. {
  642. logGlobal->traceStream() << "post-victory visit";
  643. visitObjectOnTile(*getTile(finishingBattle->winnerHero->getPosition()), finishingBattle->winnerHero);
  644. }
  645. visitObjectAfterVictory = false;
  646. //handle victory/loss of engaged players
  647. std::set<PlayerColor> playerColors = {finishingBattle->loser, finishingBattle->victor};
  648. checkVictoryLossConditions(playerColors);
  649. if(result.result == BattleResult::SURRENDER || result.result == BattleResult::ESCAPE) //loser has escaped or surrendered
  650. {
  651. SetAvailableHeroes sah;
  652. sah.player = finishingBattle->loser;
  653. sah.hid[0] = finishingBattle->loserHero->subID;
  654. if(result.result == BattleResult::ESCAPE) //retreat
  655. {
  656. sah.army[0].clear();
  657. sah.army[0].setCreature(SlotID(0), finishingBattle->loserHero->type->initialArmy.at(0).creature, 1);
  658. }
  659. if(const CGHeroInstance *another = getPlayer(finishingBattle->loser)->availableHeroes.at(0))
  660. sah.hid[1] = another->subID;
  661. else
  662. sah.hid[1] = -1;
  663. sendAndApply(&sah);
  664. }
  665. if(result.winner != 2 && finishingBattle->winnerHero && finishingBattle->winnerHero->stacks.empty())
  666. {
  667. RemoveObject ro(finishingBattle->winnerHero->id);
  668. sendAndApply(&ro);
  669. SetAvailableHeroes sah;
  670. sah.player = finishingBattle->victor;
  671. sah.hid[0] = finishingBattle->winnerHero->subID;
  672. sah.army[0].clear();
  673. sah.army[0].setCreature(SlotID(0), finishingBattle->winnerHero->type->initialArmy.at(0).creature, 1);
  674. if(const CGHeroInstance *another = getPlayer(finishingBattle->victor)->availableHeroes.at(0))
  675. sah.hid[1] = another->subID;
  676. else
  677. sah.hid[1] = -1;
  678. sendAndApply(&sah);
  679. }
  680. }
  681. void CGameHandler::prepareAttack(BattleAttack &bat, const CStack *att, const CStack *def, int distance, int targetHex)
  682. {
  683. bat.bsa.clear();
  684. bat.stackAttacking = att->ID;
  685. const int attackerLuck = att->LuckVal();
  686. auto sideHeroBlocksLuck = [](const SideInBattle &side){ return NBonus::hasOfType(side.hero, Bonus::BLOCK_LUCK); };
  687. if(!vstd::contains_if(gs->curB->sides, sideHeroBlocksLuck))
  688. {
  689. if(attackerLuck > 0 && gs->getRandomGenerator().nextInt(23) < attackerLuck)
  690. {
  691. bat.flags |= BattleAttack::LUCKY;
  692. }
  693. if (VLC->modh->settings.data["hardcodedFeatures"]["NEGATIVE_LUCK"].Bool()) // negative luck enabled
  694. {
  695. if (attackerLuck < 0 && gs->getRandomGenerator().nextInt(23) < abs(attackerLuck))
  696. {
  697. bat.flags |= BattleAttack::UNLUCKY;
  698. }
  699. }
  700. }
  701. if(gs->getRandomGenerator().nextInt(99) < att->valOfBonuses(Bonus::DOUBLE_DAMAGE_CHANCE))
  702. {
  703. bat.flags |= BattleAttack::DEATH_BLOW;
  704. }
  705. if(att->getCreature()->idNumber == CreatureID::BALLISTA)
  706. {
  707. static const int artilleryLvlToChance[] = {0, 50, 75, 100};
  708. const CGHeroInstance * owner = gs->curB->getHero(att->owner);
  709. int chance = artilleryLvlToChance[owner->getSecSkillLevel(SecondarySkill::ARTILLERY)];
  710. if(chance > gs->getRandomGenerator().nextInt(99))
  711. {
  712. bat.flags |= BattleAttack::BALLISTA_DOUBLE_DMG;
  713. }
  714. }
  715. // only primary target
  716. applyBattleEffects(bat, att, def, distance, false);
  717. if (!bat.shot()) //multiple-hex attack - only in meele
  718. {
  719. std::set<const CStack*> attackedCreatures = gs->curB->getAttackedCreatures(att, targetHex); //creatures other than primary target
  720. for(const CStack * stack : attackedCreatures)
  721. {
  722. if (stack != def) //do not hit same stack twice
  723. {
  724. applyBattleEffects(bat, att, stack, distance, true);
  725. }
  726. }
  727. }
  728. const Bonus * bonus = att->getBonusLocalFirst(Selector::type(Bonus::SPELL_LIKE_ATTACK));
  729. if (bonus && (bat.shot())) //TODO: make it work in melee?
  730. {
  731. //this is need for displaying hit animation
  732. bat.flags |= BattleAttack::SPELL_LIKE;
  733. bat.spellID = SpellID(bonus->subtype);
  734. //TODO: should spell override creature`s projectile?
  735. std::set<const CStack*> attackedCreatures = SpellID(bonus->subtype).toSpell()->getAffectedStacks(gs->curB, ECastingMode::SPELL_LIKE_ATTACK, att->owner, bonus->val, targetHex, att);
  736. //TODO: get exact attacked hex for defender
  737. for(const CStack * stack : attackedCreatures)
  738. {
  739. if (stack != def) //do not hit same stack twice
  740. {
  741. applyBattleEffects(bat, att, stack, distance, true);
  742. }
  743. }
  744. //now add effect info for all attacked stacks
  745. for(BattleStackAttacked & bsa : bat.bsa)
  746. {
  747. if(bsa.attackerID == att->ID) //this is our attack and not f.e. fire shield
  748. {
  749. //this is need for displaying affect animation
  750. bsa.flags |= BattleStackAttacked::SPELL_EFFECT;
  751. bsa.spellID = SpellID(bonus->subtype);
  752. }
  753. }
  754. }
  755. }
  756. void CGameHandler::applyBattleEffects(BattleAttack &bat, const CStack *att, const CStack *def, int distance, bool secondary) //helper function for prepareAttack
  757. {
  758. BattleStackAttacked bsa;
  759. if (secondary)
  760. bsa.flags |= BattleStackAttacked::SECONDARY; //all other targets do not suffer from spells & spell-like abilities
  761. bsa.attackerID = att->ID;
  762. bsa.stackAttacked = def->ID;
  763. bsa.damageAmount = gs->curB->calculateDmg(att, def, gs->curB->battleGetOwner(att), gs->curB->battleGetOwner(def),
  764. bat.shot(), distance, bat.lucky(), bat.unlucky(), bat.deathBlow(), bat.ballistaDoubleDmg(), gs->getRandomGenerator());
  765. def->prepareAttacked(bsa, gs->getRandomGenerator()); //calculate casualties
  766. //life drain handling
  767. if (att->hasBonusOfType(Bonus::LIFE_DRAIN) && def->isLiving())
  768. {
  769. StacksHealedOrResurrected shi;
  770. shi.lifeDrain = true;
  771. shi.tentHealing = false;
  772. shi.drainedFrom = def->ID;
  773. StacksHealedOrResurrected::HealInfo hi;
  774. hi.stackID = att->ID;
  775. hi.healedHP = att->calculateHealedHealthPoints(bsa.damageAmount * att->valOfBonuses (Bonus::LIFE_DRAIN) / 100, true);
  776. hi.lowLevelResurrection = false;
  777. shi.healedStacks.push_back(hi);
  778. if (hi.healedHP > 0)
  779. {
  780. bsa.healedStacks.push_back(shi);
  781. }
  782. }
  783. bat.bsa.push_back(bsa); //add this stack to the list of victims after drain life has been calculated
  784. //fire shield handling
  785. if(!bat.shot() && def->hasBonusOfType(Bonus::FIRE_SHIELD) && !att->hasBonusOfType (Bonus::FIRE_IMMUNITY))
  786. {
  787. BattleStackAttacked bsa2;
  788. bsa2.stackAttacked = att->ID; //invert
  789. bsa2.attackerID = def->ID;
  790. bsa2.flags |= BattleStackAttacked::EFFECT; //FIXME: play animation upon efreet and not attacker
  791. bsa2.effect = 11;
  792. bsa2.damageAmount = (bsa.damageAmount * def->valOfBonuses(Bonus::FIRE_SHIELD)) / 100; //TODO: scale with attack/defense
  793. att->prepareAttacked(bsa2, gameState()->getRandomGenerator());
  794. bat.bsa.push_back(bsa2);
  795. }
  796. }
  797. void CGameHandler::handleConnection(std::set<PlayerColor> players, CConnection &c)
  798. {
  799. setThreadName("CGameHandler::handleConnection");
  800. try
  801. {
  802. while(1)//server should never shut connection first //was: while(!end2)
  803. {
  804. CPack *pack = nullptr;
  805. PlayerColor player = PlayerColor::NEUTRAL;
  806. si32 requestID = -999;
  807. int packType = 0;
  808. {
  809. boost::unique_lock<boost::mutex> lock(*c.rmx);
  810. c >> player >> requestID >> pack; //get the package
  811. if(!pack)
  812. {
  813. logGlobal ->errorStream() << boost::format("Received a null package marked as request %d from player %d") % requestID % player;
  814. }
  815. packType = typeList.getTypeID(pack); //get the id of type
  816. logGlobal->traceStream() << boost::format("Received client message (request %d by player %d) of type with ID=%d (%s).\n")
  817. % requestID % player.getNum() % packType % typeid(*pack).name();
  818. }
  819. //prepare struct informing that action was applied
  820. auto sendPackageResponse = [&](bool succesfullyApplied)
  821. {
  822. PackageApplied applied;
  823. applied.player = player;
  824. applied.result = succesfullyApplied;
  825. applied.packType = packType;
  826. applied.requestID = requestID;
  827. boost::unique_lock<boost::mutex> lock(*c.wmx);
  828. c << &applied;
  829. };
  830. CBaseForGHApply *apply = applier->apps[packType]; //and appropriate applier object
  831. if(isBlockedByQueries(pack, player))
  832. {
  833. sendPackageResponse(false);
  834. }
  835. else if(apply)
  836. {
  837. const bool result = apply->applyOnGH(this,&c,pack, player);
  838. if(!result)
  839. {
  840. complain((boost::format("Got false in applying %s... that request must have been fishy!")
  841. % typeid(*pack).name()).str());
  842. }
  843. logGlobal->traceStream() << "Message successfully applied (result=" << result << ")!";
  844. sendPackageResponse(true);
  845. }
  846. else
  847. {
  848. logGlobal->errorStream() << "Message cannot be applied, cannot find applier (unregistered type)!";
  849. sendPackageResponse(false);
  850. }
  851. vstd::clear_pointer(pack);
  852. }
  853. }
  854. catch(boost::system::system_error &e) //for boost errors just log, not crash - probably client shut down connection
  855. {
  856. assert(!c.connected); //make sure that connection has been marked as broken
  857. logGlobal->errorStream() << e.what();
  858. end2 = true;
  859. }
  860. catch(...)
  861. {
  862. end2 = true;
  863. handleException();
  864. throw;
  865. }
  866. logGlobal->errorStream() << "Ended handling connection";
  867. }
  868. int CGameHandler::moveStack(int stack, BattleHex dest)
  869. {
  870. int ret = 0;
  871. const CStack *curStack = gs->curB->battleGetStackByID(stack),
  872. *stackAtEnd = gs->curB->battleGetStackByPos(dest);
  873. assert(curStack);
  874. assert(dest < GameConstants::BFIELD_SIZE);
  875. if (gs->curB->tacticDistance)
  876. {
  877. assert(gs->curB->isInTacticRange(dest));
  878. }
  879. if(curStack->position == dest)
  880. return 0;
  881. //initing necessary tables
  882. auto accessibility = getAccesibility(curStack);
  883. //shifting destination (if we have double wide stack and we can occupy dest but not be exactly there)
  884. if(!stackAtEnd && curStack->doubleWide() && !accessibility.accessible(dest, curStack))
  885. {
  886. if(curStack->attackerOwned)
  887. {
  888. if(accessibility.accessible(dest+1, curStack))
  889. dest += BattleHex::RIGHT;
  890. }
  891. else
  892. {
  893. if(accessibility.accessible(dest-1, curStack))
  894. dest += BattleHex::LEFT;
  895. }
  896. }
  897. if((stackAtEnd && stackAtEnd!=curStack && stackAtEnd->alive()) || !accessibility.accessible(dest, curStack))
  898. {
  899. complain("Given destination is not accessible!");
  900. return 0;
  901. }
  902. std::pair< std::vector<BattleHex>, int > path = gs->curB->getPath(curStack->position, dest, curStack);
  903. ret = path.second;
  904. int creSpeed = gs->curB->tacticDistance ? GameConstants::BFIELD_SIZE : curStack->Speed();
  905. if(curStack->hasBonusOfType(Bonus::FLYING))
  906. {
  907. if(path.second <= creSpeed && path.first.size() > 0)
  908. {
  909. //inform clients about move
  910. BattleStackMoved sm;
  911. sm.stack = curStack->ID;
  912. std::vector<BattleHex> tiles;
  913. tiles.push_back(path.first[0]);
  914. sm.tilesToMove = tiles;
  915. sm.distance = path.second;
  916. sm.teleporting = false;
  917. sendAndApply(&sm);
  918. }
  919. }
  920. else //for non-flying creatures
  921. {
  922. std::shared_ptr<const CObstacleInstance> obstacle, obstacle2; //obstacle that interrupted movement
  923. std::vector<BattleHex> tiles;
  924. const int tilesToMove = std::max((int)(path.first.size() - creSpeed), 0);
  925. int v = path.first.size()-1;
  926. bool stackIsMoving = true;
  927. while(stackIsMoving)
  928. {
  929. if(v<tilesToMove)
  930. {
  931. logGlobal->error("Movement terminated abnormally");
  932. break;
  933. }
  934. for(bool obstacleHit = false; (!obstacleHit) && (v >= tilesToMove); --v)
  935. {
  936. BattleHex hex = path.first[v];
  937. tiles.push_back(hex);
  938. //if we walked onto something, finalize this portion of stack movement check into obstacle
  939. if((obstacle = battleGetObstacleOnPos(hex, false)))
  940. obstacleHit = true;
  941. if(curStack->doubleWide())
  942. {
  943. BattleHex otherHex = curStack->occupiedHex(hex);
  944. //two hex creature hit obstacle by backside
  945. if(otherHex.isValid() && ((obstacle2 = battleGetObstacleOnPos(otherHex, false))))
  946. obstacleHit = true;
  947. }
  948. }
  949. if(tiles.size() > 0)
  950. {
  951. //commit movement
  952. BattleStackMoved sm;
  953. sm.stack = curStack->ID;
  954. sm.distance = path.second;
  955. sm.teleporting = false;
  956. sm.tilesToMove = tiles;
  957. sendAndApply(&sm);
  958. tiles.clear();
  959. }
  960. //we don't handle obstacle at the destination tile -> it's handled separately in the if at the end
  961. if(curStack->position != dest)
  962. {
  963. auto processObstacle = [&](std::shared_ptr<const CObstacleInstance> & obs)
  964. {
  965. if(obs)
  966. {
  967. handleDamageFromObstacle(*obs, curStack);
  968. //if stack die in explosion or interrupted by obstacle, abort movement
  969. if(obs->stopsMovement() || !curStack->alive())
  970. stackIsMoving = false;
  971. obs.reset();
  972. }
  973. };
  974. processObstacle(obstacle);
  975. if(curStack->alive())
  976. processObstacle(obstacle2);
  977. }
  978. else
  979. //movement finished normally: we reached destination
  980. stackIsMoving = false;
  981. }
  982. }
  983. //handling obstacle on the final field (separate, because it affects both flying and walking stacks)
  984. if(curStack->alive())
  985. {
  986. if(auto theLastObstacle = battleGetObstacleOnPos(curStack->position, false))
  987. {
  988. handleDamageFromObstacle(*theLastObstacle, curStack);
  989. }
  990. }
  991. if(curStack->alive() && curStack->doubleWide())
  992. {
  993. BattleHex otherHex = curStack->occupiedHex(curStack->position);
  994. if(otherHex.isValid())
  995. if(auto theLastObstacle = battleGetObstacleOnPos(otherHex, false))
  996. {
  997. //two hex creature hit obstacle by backside
  998. handleDamageFromObstacle(*theLastObstacle, curStack);
  999. }
  1000. }
  1001. return ret;
  1002. }
  1003. CGameHandler::CGameHandler(void)
  1004. {
  1005. QID = 1;
  1006. //gs = nullptr;
  1007. IObjectInterface::cb = this;
  1008. applier = new CApplier<CBaseForGHApply>;
  1009. registerTypesServerPacks(*applier);
  1010. visitObjectAfterVictory = false;
  1011. queries.gh = this;
  1012. spellEnv = new ServerSpellCastEnvironment(this);
  1013. }
  1014. CGameHandler::~CGameHandler(void)
  1015. {
  1016. delete spellEnv;
  1017. delete applier;
  1018. applier = nullptr;
  1019. delete gs;
  1020. }
  1021. void CGameHandler::init(StartInfo *si)
  1022. {
  1023. if(si->seedToBeUsed == 0)
  1024. {
  1025. si->seedToBeUsed = std::time(nullptr);
  1026. }
  1027. gs = new CGameState();
  1028. logGlobal->infoStream() << "Gamestate created!";
  1029. gs->init(si);
  1030. logGlobal->infoStream() << "Gamestate initialized!";
  1031. // reset seed, so that clients can't predict any following random values
  1032. gs->getRandomGenerator().resetSeed();
  1033. for(auto & elem : gs->players)
  1034. {
  1035. states.addPlayer(elem.first);
  1036. }
  1037. }
  1038. static bool evntCmp(const CMapEvent &a, const CMapEvent &b)
  1039. {
  1040. return a.earlierThan(b);
  1041. }
  1042. void CGameHandler::setPortalDwelling(const CGTownInstance * town, bool forced=false, bool clear = false)
  1043. {// bool forced = true - if creature should be replaced, if false - only if no creature was set
  1044. const PlayerState *p = gs->getPlayer(town->tempOwner);
  1045. if(!p)
  1046. {
  1047. logGlobal->warnStream() << "There is no player owner of town " << town->name << " at " << town->pos;
  1048. return;
  1049. }
  1050. if (forced || town->creatures.at(GameConstants::CREATURES_PER_TOWN).second.empty())//we need to change creature
  1051. {
  1052. SetAvailableCreatures ssi;
  1053. ssi.tid = town->id;
  1054. ssi.creatures = town->creatures;
  1055. ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.clear();//remove old one
  1056. const std::vector<ConstTransitivePtr<CGDwelling> > &dwellings = p->dwellings;
  1057. if (dwellings.empty())//no dwellings - just remove
  1058. {
  1059. sendAndApply(&ssi);
  1060. return;
  1061. }
  1062. auto dwelling = *RandomGeneratorUtil::nextItem(dwellings, gs->getRandomGenerator());
  1063. // for multi-creature dwellings like Golem Factory
  1064. auto creatureId = RandomGeneratorUtil::nextItem(dwelling->creatures, gs->getRandomGenerator())->second[0];
  1065. if(clear)
  1066. {
  1067. ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = std::max((ui32)1, (VLC->creh->creatures.at(creatureId)->growth)/2);
  1068. }
  1069. else
  1070. {
  1071. ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = VLC->creh->creatures.at(creatureId)->growth;
  1072. }
  1073. ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.push_back(creatureId);
  1074. sendAndApply(&ssi);
  1075. }
  1076. }
  1077. void CGameHandler::newTurn()
  1078. {
  1079. logGlobal->traceStream() << "Turn " << gs->day+1;
  1080. NewTurn n;
  1081. n.specialWeek = NewTurn::NO_ACTION;
  1082. n.creatureid = CreatureID::NONE;
  1083. n.day = gs->day + 1;
  1084. bool firstTurn = !getDate(Date::DAY);
  1085. bool newWeek = getDate(Date::DAY_OF_WEEK) == 7; //day numbers are confusing, as day was not yet switched
  1086. bool newMonth = getDate(Date::DAY_OF_MONTH) == 28;
  1087. std::map<PlayerColor, si32> hadGold;//starting gold - for buildings like dwarven treasury
  1088. if (firstTurn)
  1089. {
  1090. for (auto obj : gs->map->objects)
  1091. {
  1092. if (obj && obj->ID == Obj::PRISON) //give imprisoned hero 0 exp to level him up. easiest to do at this point
  1093. {
  1094. changePrimSkill (getHero(obj->id), PrimarySkill::EXPERIENCE, 0);
  1095. }
  1096. }
  1097. }
  1098. if (newWeek && !firstTurn)
  1099. {
  1100. n.specialWeek = NewTurn::NORMAL;
  1101. bool deityOfFireBuilt = false;
  1102. for(const CGTownInstance *t : gs->map->towns)
  1103. {
  1104. if(t->hasBuilt(BuildingID::GRAIL, ETownType::INFERNO))
  1105. {
  1106. deityOfFireBuilt = true;
  1107. break;
  1108. }
  1109. }
  1110. if(deityOfFireBuilt)
  1111. {
  1112. n.specialWeek = NewTurn::DEITYOFFIRE;
  1113. n.creatureid = CreatureID::IMP;
  1114. }
  1115. else
  1116. {
  1117. int monthType = gs->getRandomGenerator().nextInt(99);
  1118. if(newMonth) //new month
  1119. {
  1120. if (monthType < 40) //double growth
  1121. {
  1122. n.specialWeek = NewTurn::DOUBLE_GROWTH;
  1123. if (VLC->modh->settings.ALL_CREATURES_GET_DOUBLE_MONTHS)
  1124. {
  1125. std::pair<int, CreatureID> newMonster(54, VLC->creh->pickRandomMonster(gs->getRandomGenerator()));
  1126. n.creatureid = newMonster.second;
  1127. }
  1128. else if(VLC->creh->doubledCreatures.size())
  1129. {
  1130. const std::vector<CreatureID> doubledCreatures (VLC->creh->doubledCreatures.begin(), VLC->creh->doubledCreatures.end());
  1131. n.creatureid = *RandomGeneratorUtil::nextItem(doubledCreatures, gs->getRandomGenerator());
  1132. }
  1133. else
  1134. {
  1135. complain("Cannot find creature that can be spawned!");
  1136. n.specialWeek = NewTurn::NORMAL;
  1137. }
  1138. }
  1139. else if (monthType < 50)
  1140. n.specialWeek = NewTurn::PLAGUE;
  1141. }
  1142. else //it's a week, but not full month
  1143. {
  1144. if (monthType < 25)
  1145. {
  1146. n.specialWeek = NewTurn::BONUS_GROWTH; //+5
  1147. std::pair<int, CreatureID> newMonster(54, VLC->creh->pickRandomMonster(gs->getRandomGenerator()));
  1148. //TODO do not pick neutrals
  1149. n.creatureid = newMonster.second;
  1150. }
  1151. }
  1152. }
  1153. }
  1154. std::map<ui32, ConstTransitivePtr<CGHeroInstance> > pool = gs->hpool.heroesPool;
  1155. for (auto & elem : gs->players)
  1156. {
  1157. if(elem.first == PlayerColor::NEUTRAL)
  1158. continue;
  1159. else if(elem.first >= PlayerColor::PLAYER_LIMIT)
  1160. assert(0); //illegal player number!
  1161. std::pair<PlayerColor, si32> playerGold(elem.first, elem.second.resources.at(Res::GOLD));
  1162. hadGold.insert(playerGold);
  1163. if(newWeek) //new heroes in tavern
  1164. {
  1165. SetAvailableHeroes sah;
  1166. sah.player = elem.first;
  1167. //pick heroes and their armies
  1168. CHeroClass *banned = nullptr;
  1169. for (int j = 0; j < GameConstants::AVAILABLE_HEROES_PER_PLAYER; j++)
  1170. {
  1171. //first hero - native if possible, second hero -> any other class
  1172. if(CGHeroInstance *h = gs->hpool.pickHeroFor(j == 0, elem.first, getNativeTown(elem.first), pool, gs->getRandomGenerator(), banned))
  1173. {
  1174. sah.hid[j] = h->subID;
  1175. h->initArmy(&sah.army[j]);
  1176. banned = h->type->heroClass;
  1177. }
  1178. else
  1179. sah.hid[j] = -1;
  1180. }
  1181. sendAndApply(&sah);
  1182. }
  1183. n.res[elem.first] = elem.second.resources;
  1184. for(CGHeroInstance *h : (elem).second.heroes)
  1185. {
  1186. if(h->visitedTown)
  1187. giveSpells(h->visitedTown, h);
  1188. NewTurn::Hero hth;
  1189. hth.id = h->id;
  1190. // TODO: this code executed when bonuses of previous day not yet updated (this happen in NewTurn::applyGs). See issue 2356
  1191. hth.move = h->maxMovePoints(gs->map->getTile(h->getPosition(false)).terType != ETerrainType::WATER, new TurnInfo(h, 1));
  1192. if(h->visitedTown && h->visitedTown->hasBuilt(BuildingID::MAGES_GUILD_1)) //if hero starts turn in town with mage guild
  1193. hth.mana = std::max(h->mana, h->manaLimit()); //restore all mana
  1194. else
  1195. hth.mana = std::max((si32)(0), std::max(h->mana, std::min((si32)(h->mana + h->manaRegain()), h->manaLimit())));
  1196. n.heroes.insert(hth);
  1197. if(!firstTurn) //not first day
  1198. {
  1199. n.res[elem.first][Res::GOLD] += h->valOfBonuses(Selector::typeSubtype(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::ESTATES)); //estates
  1200. for (int k = 0; k < GameConstants::RESOURCE_QUANTITY; k++)
  1201. {
  1202. n.res[elem.first][k] += h->valOfBonuses(Bonus::GENERATE_RESOURCE, k);
  1203. }
  1204. }
  1205. }
  1206. }
  1207. for(CGTownInstance *t : gs->map->towns)
  1208. {
  1209. PlayerColor player = t->tempOwner;
  1210. handleTownEvents(t, n);
  1211. if(newWeek) //first day of week
  1212. {
  1213. if(t->hasBuilt(BuildingID::PORTAL_OF_SUMMON, ETownType::DUNGEON))
  1214. setPortalDwelling(t, true, (n.specialWeek == NewTurn::PLAGUE ? true : false)); //set creatures for Portal of Summoning
  1215. if(!firstTurn)
  1216. if (t->hasBuilt(BuildingID::TREASURY, ETownType::RAMPART) && player < PlayerColor::PLAYER_LIMIT)
  1217. n.res[player][Res::GOLD] += hadGold.at(player)/10; //give 10% of starting gold
  1218. if (!vstd::contains(n.cres, t->id))
  1219. {
  1220. n.cres[t->id].tid = t->id;
  1221. n.cres[t->id].creatures = t->creatures;
  1222. }
  1223. auto & sac = n.cres.at(t->id);
  1224. for (int k=0; k < GameConstants::CREATURES_PER_TOWN; k++) //creature growths
  1225. {
  1226. if (!t->creatures.at(k).second.empty()) // there are creatures at this level
  1227. {
  1228. ui32 &availableCount = sac.creatures.at(k).first;
  1229. const CCreature *cre = VLC->creh->creatures.at(t->creatures.at(k).second.back());
  1230. if (n.specialWeek == NewTurn::PLAGUE)
  1231. availableCount = t->creatures.at(k).first / 2; //halve their number, no growth
  1232. else
  1233. {
  1234. if(firstTurn) //first day of game: use only basic growths
  1235. availableCount = cre->growth;
  1236. else
  1237. availableCount += t->creatureGrowth(k);
  1238. //Deity of fire week - upgrade both imps and upgrades
  1239. if (n.specialWeek == NewTurn::DEITYOFFIRE && vstd::contains(t->creatures.at(k).second, n.creatureid))
  1240. availableCount += 15;
  1241. if( cre->idNumber == n.creatureid ) //bonus week, effect applies only to identical creatures
  1242. {
  1243. if(n.specialWeek == NewTurn::DOUBLE_GROWTH)
  1244. availableCount *= 2;
  1245. else if(n.specialWeek == NewTurn::BONUS_GROWTH)
  1246. availableCount += 5;
  1247. }
  1248. }
  1249. }
  1250. }
  1251. }
  1252. if(!firstTurn && player < PlayerColor::PLAYER_LIMIT)//not the first day and town not neutral
  1253. {
  1254. n.res[player] = n.res[player] + t->dailyIncome();
  1255. }
  1256. if(t->hasBuilt(BuildingID::GRAIL, ETownType::TOWER))
  1257. {
  1258. // Skyship, probably easier to handle same as Veil of darkness
  1259. //do it every new day after veils apply
  1260. if (player != PlayerColor::NEUTRAL) //do not reveal fow for neutral player
  1261. {
  1262. FoWChange fw;
  1263. fw.mode = 1;
  1264. fw.player = player;
  1265. // find all hidden tiles
  1266. const auto & fow = gs->getPlayerTeam(player)->fogOfWarMap;
  1267. for (size_t i=0; i<fow.size(); i++)
  1268. for (size_t j=0; j<fow.at(i).size(); j++)
  1269. for (size_t k=0; k<fow.at(i).at(j).size(); k++)
  1270. if (!fow.at(i).at(j).at(k))
  1271. fw.tiles.insert(int3(i,j,k));
  1272. sendAndApply (&fw);
  1273. }
  1274. }
  1275. if (t->hasBonusOfType (Bonus::DARKNESS))
  1276. {
  1277. for (auto & player : gameState()->players)
  1278. {
  1279. if (getPlayerStatus(player.first) == EPlayerStatus::INGAME &&
  1280. getPlayerRelations(player.first, t->tempOwner) == PlayerRelations::ENEMIES)
  1281. changeFogOfWar(t->visitablePos(), t->getBonusLocalFirst(Selector::type(Bonus::DARKNESS))->val, player.first, true);
  1282. }
  1283. }
  1284. }
  1285. if(newMonth)
  1286. {
  1287. SetAvailableArtifacts saa;
  1288. saa.id = -1;
  1289. pickAllowedArtsSet(saa.arts);
  1290. sendAndApply(&saa);
  1291. }
  1292. sendAndApply(&n);
  1293. if(newWeek)
  1294. {
  1295. //spawn wandering monsters
  1296. if (newMonth && (n.specialWeek == NewTurn::DOUBLE_GROWTH || n.specialWeek == NewTurn::DEITYOFFIRE))
  1297. {
  1298. spawnWanderingMonsters(n.creatureid);
  1299. }
  1300. //new week info popup
  1301. if(!firstTurn)
  1302. {
  1303. InfoWindow iw;
  1304. switch (n.specialWeek)
  1305. {
  1306. case NewTurn::DOUBLE_GROWTH:
  1307. iw.text.addTxt(MetaString::ARRAY_TXT, 131);
  1308. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1309. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1310. break;
  1311. case NewTurn::PLAGUE:
  1312. iw.text.addTxt(MetaString::ARRAY_TXT, 132);
  1313. break;
  1314. case NewTurn::BONUS_GROWTH:
  1315. iw.text.addTxt(MetaString::ARRAY_TXT, 134);
  1316. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1317. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1318. break;
  1319. case NewTurn::DEITYOFFIRE:
  1320. iw.text.addTxt(MetaString::ARRAY_TXT, 135);
  1321. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 42); //%s imp
  1322. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 42); //%s imp
  1323. iw.text.addReplacement2(15); //%+d 15
  1324. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 43); //%s familiar
  1325. iw.text.addReplacement2(15); //%+d 15
  1326. break;
  1327. default:
  1328. if (newMonth)
  1329. {
  1330. iw.text.addTxt(MetaString::ARRAY_TXT, (130));
  1331. iw.text.addReplacement(MetaString::ARRAY_TXT, gs->getRandomGenerator().nextInt(32, 41));
  1332. }
  1333. else
  1334. {
  1335. iw.text.addTxt(MetaString::ARRAY_TXT, (133));
  1336. iw.text.addReplacement(MetaString::ARRAY_TXT, gs->getRandomGenerator().nextInt(43, 57));
  1337. }
  1338. }
  1339. for (auto & elem : gs->players)
  1340. {
  1341. iw.player = elem.first;
  1342. sendAndApply(&iw);
  1343. }
  1344. }
  1345. }
  1346. logGlobal->traceStream() << "Info about turn " << n.day << "has been sent!";
  1347. handleTimeEvents();
  1348. //call objects
  1349. for(auto & elem : gs->map->objects)
  1350. {
  1351. if(elem)
  1352. elem->newTurn();
  1353. }
  1354. //count days without town for all players, regardless of their turn order
  1355. for (auto &p : gs->players)
  1356. {
  1357. PlayerState & playerState = p.second;
  1358. if (playerState.status == EPlayerStatus::INGAME)
  1359. {
  1360. if (playerState.towns.empty())
  1361. {
  1362. if (playerState.daysWithoutCastle)
  1363. ++(*playerState.daysWithoutCastle);
  1364. else playerState.daysWithoutCastle = 0;
  1365. }
  1366. else
  1367. {
  1368. playerState.daysWithoutCastle = boost::none;
  1369. }
  1370. }
  1371. }
  1372. synchronizeArtifactHandlerLists(); //new day events may have changed them. TODO better of managing that
  1373. }
  1374. void CGameHandler::run(bool resume)
  1375. {
  1376. LOG_TRACE_PARAMS(logGlobal, "resume=%d", resume);
  1377. using namespace boost::posix_time;
  1378. for(CConnection *cc : conns)
  1379. {
  1380. if(!resume)
  1381. {
  1382. (*cc) << gs->initialOpts; // gs->scenarioOps
  1383. }
  1384. std::set<PlayerColor> players;
  1385. (*cc) >> players; //how many players will be handled at that client
  1386. std::stringstream sbuffer;
  1387. sbuffer << "Connection " << cc->connectionID << " will handle " << players.size() << " player: ";
  1388. for(PlayerColor color : players)
  1389. {
  1390. sbuffer << color << " ";
  1391. {
  1392. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  1393. connections[color] = cc;
  1394. }
  1395. }
  1396. logGlobal->infoStream() << sbuffer.str();
  1397. cc->addStdVecItems(gs);
  1398. cc->enableStackSendingByID();
  1399. cc->disableSmartPointerSerialization();
  1400. }
  1401. for(auto & elem : conns)
  1402. {
  1403. std::set<PlayerColor> pom;
  1404. for(auto j = connections.cbegin(); j!=connections.cend();j++)
  1405. if(j->second == elem)
  1406. pom.insert(j->first);
  1407. boost::thread(std::bind(&CGameHandler::handleConnection,this,pom,std::ref(*elem)));
  1408. }
  1409. if(gs->scenarioOps->mode == StartInfo::DUEL)
  1410. {
  1411. runBattle();
  1412. end2 = true;
  1413. while(conns.size() && (*conns.begin())->isOpen())
  1414. boost::this_thread::sleep(boost::posix_time::milliseconds(5)); //give time client to close socket
  1415. return;
  1416. }
  1417. auto playerTurnOrder = generatePlayerTurnOrder();
  1418. while(!end2)
  1419. {
  1420. if(!resume) newTurn();
  1421. std::list<PlayerColor>::iterator it;
  1422. if(resume)
  1423. {
  1424. it = std::find(playerTurnOrder.begin(), playerTurnOrder.end(), gs->currentPlayer);
  1425. }
  1426. else
  1427. {
  1428. it = playerTurnOrder.begin();
  1429. }
  1430. resume = false;
  1431. for (; it != playerTurnOrder.end(); it++)
  1432. {
  1433. auto playerColor = *it;
  1434. PlayerState * playerState = &gs->players[playerColor]; //can't copy CBonusSystemNode by value
  1435. if (playerState->status == EPlayerStatus::INGAME)
  1436. {
  1437. //if player runs out of time, he shouldn't get the turn (especially AI)
  1438. checkVictoryLossConditionsForAll();
  1439. if (gs->players[playerColor].status != EPlayerStatus::INGAME)
  1440. { //player lost at the beginning of his turn
  1441. continue;
  1442. }
  1443. else //give normal turn
  1444. {
  1445. states.setFlag(playerColor, &PlayerStatus::makingTurn, true);
  1446. YourTurn yt;
  1447. yt.player = playerColor;
  1448. //Change local daysWithoutCastle counter for local interface message //TODO: needed?
  1449. yt.daysWithoutCastle = playerState->daysWithoutCastle;
  1450. applyAndSend(&yt);
  1451. //wait till turn is done
  1452. boost::unique_lock<boost::mutex> lock(states.mx);
  1453. while (states.players.at(playerColor).makingTurn && !end2)
  1454. {
  1455. static time_duration p = milliseconds(100);
  1456. states.cv.timed_wait(lock, p);
  1457. }
  1458. }
  1459. }
  1460. }
  1461. //additional check that game is not finished
  1462. bool activePlayer = false;
  1463. for(auto player : playerTurnOrder)
  1464. {
  1465. if(gs->players[player].status == EPlayerStatus::INGAME)
  1466. activePlayer = true;
  1467. }
  1468. if(!activePlayer)
  1469. end2 = true;
  1470. }
  1471. while(conns.size() && (*conns.begin())->isOpen())
  1472. boost::this_thread::sleep(boost::posix_time::milliseconds(5)); //give time client to close socket
  1473. }
  1474. std::list<PlayerColor> CGameHandler::generatePlayerTurnOrder() const
  1475. {
  1476. // Generate player turn order
  1477. std::list<PlayerColor> playerTurnOrder;
  1478. for(const auto & player : gs->players) // add human players first
  1479. {
  1480. if(player.second.human)
  1481. playerTurnOrder.push_back(player.first);
  1482. }
  1483. for(const auto & player : gs->players) // then add non-human players
  1484. {
  1485. if(!player.second.human)
  1486. playerTurnOrder.push_back(player.first);
  1487. }
  1488. return playerTurnOrder;
  1489. }
  1490. void CGameHandler::setupBattle( int3 tile, const CArmedInstance *armies[2], const CGHeroInstance *heroes[2], bool creatureBank, const CGTownInstance *town )
  1491. {
  1492. battleResult.set(nullptr);
  1493. //send info about battles
  1494. BattleStart bs;
  1495. bs.info = gs->setupBattle(tile, armies, heroes, creatureBank, town);
  1496. sendAndApply(&bs);
  1497. }
  1498. void CGameHandler::checkForBattleEnd()
  1499. {
  1500. if(auto result = battleIsFinished())
  1501. {
  1502. setBattleResult(BattleResult::NORMAL, *result);
  1503. }
  1504. }
  1505. void CGameHandler::giveSpells( const CGTownInstance *t, const CGHeroInstance *h )
  1506. {
  1507. if(!h->hasSpellbook())
  1508. return; //hero hasn't spellbook
  1509. ChangeSpells cs;
  1510. cs.hid = h->id;
  1511. cs.learn = true;
  1512. for(int i=0; i<std::min(t->mageGuildLevel(),h->getSecSkillLevel(SecondarySkill::WISDOM)+2);i++)
  1513. {
  1514. if (t->hasBuilt(BuildingID::GRAIL, ETownType::CONFLUX)) //Aurora Borealis
  1515. {
  1516. std::vector<SpellID> spells;
  1517. getAllowedSpells(spells, i);
  1518. for (auto & spell : spells)
  1519. cs.spells.insert(spell);
  1520. }
  1521. else
  1522. {
  1523. for(int j=0; j<t->spellsAtLevel(i+1,true) && j<t->spells.at(i).size(); j++)
  1524. {
  1525. if(!vstd::contains(h->spells,t->spells.at(i).at(j)))
  1526. cs.spells.insert(t->spells.at(i).at(j));
  1527. }
  1528. }
  1529. }
  1530. if(!cs.spells.empty())
  1531. sendAndApply(&cs);
  1532. }
  1533. void CGameHandler::setBlockVis(ObjectInstanceID objid, bool bv)
  1534. {
  1535. SetObjectProperty sop(objid,2,bv);
  1536. sendAndApply(&sop);
  1537. }
  1538. bool CGameHandler::removeObject( const CGObjectInstance * obj )
  1539. {
  1540. if(!obj || !getObj(obj->id))
  1541. {
  1542. logGlobal->errorStream() << "Something wrong, that object already has been removed or hasn't existed!";
  1543. return false;
  1544. }
  1545. RemoveObject ro;
  1546. ro.id = obj->id;
  1547. sendAndApply(&ro);
  1548. checkVictoryLossConditionsForAll(); //eg if monster escaped (removing objs after battle is done dircetly by endBattle, not this function)
  1549. return true;
  1550. }
  1551. void CGameHandler::setAmount(ObjectInstanceID objid, ui32 val)
  1552. {
  1553. SetObjectProperty sop(objid,3,val);
  1554. sendAndApply(&sop);
  1555. }
  1556. bool CGameHandler::moveHero( ObjectInstanceID hid, int3 dst, ui8 teleporting, bool transit, PlayerColor asker /*= 255*/ )
  1557. {
  1558. const CGHeroInstance *h = getHero(hid);
  1559. if(!h || (asker != PlayerColor::NEUTRAL && (teleporting || h->getOwner() != gs->currentPlayer)) //not turn of that hero or player can't simply teleport hero (at least not with this function)
  1560. )
  1561. {
  1562. logGlobal->errorStream() << "Illegal call to move hero!";
  1563. return false;
  1564. }
  1565. logGlobal->traceStream() << "Player " << asker << " wants to move hero "<< hid.getNum() << " from "<< h->pos << " to " << dst;
  1566. const int3 hmpos = CGHeroInstance::convertPosition(dst, false);
  1567. if(!gs->map->isInTheMap(hmpos))
  1568. {
  1569. logGlobal->errorStream() << "Destination tile is outside the map!";
  1570. return false;
  1571. }
  1572. const TerrainTile t = *gs->getTile(hmpos);
  1573. const int3 guardPos = gs->guardingCreaturePosition(hmpos);
  1574. const bool embarking = !h->boat && !t.visitableObjects.empty() && t.visitableObjects.back()->ID == Obj::BOAT;
  1575. const bool disembarking = h->boat && t.terType != ETerrainType::WATER && !t.blocked;
  1576. //result structure for start - movement failed, no move points used
  1577. TryMoveHero tmh;
  1578. tmh.id = hid;
  1579. tmh.start = h->pos;
  1580. tmh.end = dst;
  1581. tmh.result = TryMoveHero::FAILED;
  1582. tmh.movePoints = h->movement;
  1583. //check if destination tile is available
  1584. auto ti = new TurnInfo(h);
  1585. const bool canFly = ti->hasBonusOfType(Bonus::FLYING_MOVEMENT);
  1586. const bool canWalkOnSea = ti->hasBonusOfType(Bonus::WATER_WALKING);
  1587. const int cost = CPathfinderHelper::getMovementCost(h, h->getPosition(), hmpos, nullptr, nullptr, h->movement, ti);
  1588. //it's a rock or blocked and not visitable tile
  1589. //OR hero is on land and dest is water and (there is not present only one object - boat)
  1590. if(((t.terType == ETerrainType::ROCK || (t.blocked && !t.visitable && !canFly))
  1591. && complain("Cannot move hero, destination tile is blocked!"))
  1592. || ((!h->boat && !canWalkOnSea && !canFly && t.terType == ETerrainType::WATER && (t.visitableObjects.size() < 1 || (t.visitableObjects.back()->ID != Obj::BOAT && t.visitableObjects.back()->ID != Obj::HERO))) //hero is not on boat/water walking and dst water tile doesn't contain boat/hero (objs visitable from land) -> we test back cause boat may be on top of another object (#276)
  1593. && complain("Cannot move hero, destination tile is on water!"))
  1594. || ((h->boat && t.terType != ETerrainType::WATER && t.blocked)
  1595. && complain("Cannot disembark hero, tile is blocked!"))
  1596. || ( (distance(h->pos, dst) >= 1.5 && !teleporting)
  1597. && complain("Tiles are not neighboring!"))
  1598. || ( (h->inTownGarrison)
  1599. && complain("Can not move garrisoned hero!"))
  1600. || ((h->movement < cost && dst != h->pos && !teleporting)
  1601. && complain("Hero doesn't have any movement points left!"))
  1602. || ((transit && !canFly && !CGTeleport::isTeleport(t.topVisitableObj()))
  1603. && complain("Hero cannot transit over this tile!"))
  1604. /*|| (states.checkFlag(h->tempOwner, &PlayerStatus::engagedIntoBattle)
  1605. && complain("Cannot move hero during the battle"))*/)
  1606. {
  1607. //send info about movement failure
  1608. sendAndApply(&tmh);
  1609. return false;
  1610. }
  1611. //several generic blocks of code
  1612. // should be called if hero changes tile but before applying TryMoveHero package
  1613. auto leaveTile = [&]()
  1614. {
  1615. for(CGObjectInstance *obj : gs->map->getTile(int3(h->pos.x-1, h->pos.y, h->pos.z)).visitableObjects)
  1616. {
  1617. obj->onHeroLeave(h);
  1618. }
  1619. this->getTilesInRange(tmh.fowRevealed, h->getSightCenter()+(tmh.end-tmh.start), h->getSightRadious(), h->tempOwner, 1);
  1620. };
  1621. auto doMove = [&](TryMoveHero::EResult result, EGuardLook lookForGuards,
  1622. EVisitDest visitDest, ELEaveTile leavingTile) -> bool
  1623. {
  1624. LOG_TRACE_PARAMS(logGlobal, "Hero %s starts movement from %s to %s", h->name % tmh.start % tmh.end);
  1625. auto moveQuery = std::make_shared<CHeroMovementQuery>(tmh, h);
  1626. queries.addQuery(moveQuery);
  1627. if(leavingTile == LEAVING_TILE)
  1628. leaveTile();
  1629. tmh.result = result;
  1630. sendAndApply(&tmh);
  1631. if (visitDest == VISIT_DEST && t.topVisitableObj() && t.topVisitableObj()->id == h->id)
  1632. { // Hero should be always able to visit any object he staying on even if there guards around
  1633. visitObjectOnTile(t, h);
  1634. }
  1635. else if(lookForGuards == CHECK_FOR_GUARDS && this->isInTheMap(guardPos))
  1636. {
  1637. tmh.attackedFrom = guardPos;
  1638. const TerrainTile &guardTile = *gs->getTile(guardPos);
  1639. objectVisited(guardTile.visitableObjects.back(), h);
  1640. moveQuery->visitDestAfterVictory = visitDest==VISIT_DEST;
  1641. }
  1642. else if(visitDest == VISIT_DEST)
  1643. {
  1644. visitObjectOnTile(t, h);
  1645. }
  1646. queries.popIfTop(moveQuery);
  1647. logGlobal->traceStream() << "Hero " << h->name << " ends movement";
  1648. return result != TryMoveHero::FAILED;
  1649. };
  1650. //interaction with blocking object (like resources)
  1651. auto blockingVisit = [&]() -> bool
  1652. {
  1653. for(CGObjectInstance *obj : t.visitableObjects)
  1654. {
  1655. if(obj != h && obj->blockVisit && !obj->passableFor(h->tempOwner))
  1656. {
  1657. return doMove(TryMoveHero::BLOCKING_VISIT, this->IGNORE_GUARDS, VISIT_DEST, REMAINING_ON_TILE);
  1658. //this-> is needed for MVS2010 to recognize scope (?)
  1659. }
  1660. }
  1661. return false;
  1662. };
  1663. if(!transit && embarking)
  1664. {
  1665. tmh.movePoints = h->movementPointsAfterEmbark(h->movement, cost, false, ti);
  1666. return doMove(TryMoveHero::EMBARK, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
  1667. // In H3 embark ignore guards
  1668. }
  1669. if(disembarking)
  1670. {
  1671. tmh.movePoints = h->movementPointsAfterEmbark(h->movement, cost, true, ti);
  1672. return doMove(TryMoveHero::DISEMBARK, CHECK_FOR_GUARDS, VISIT_DEST, LEAVING_TILE);
  1673. }
  1674. if(teleporting)
  1675. {
  1676. if(blockingVisit()) // e.g. hero on the other side of teleporter
  1677. return true;
  1678. doMove(TryMoveHero::TELEPORTATION, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
  1679. // visit town for town portal \ castle gates
  1680. // do not use generic visitObjectOnTile to avoid double-teleporting
  1681. // if this moveHero call was triggered by teleporter
  1682. if (!t.visitableObjects.empty())
  1683. {
  1684. if (CGTownInstance * town = dynamic_cast<CGTownInstance *>(t.visitableObjects.back()))
  1685. town->onHeroVisit(h);
  1686. }
  1687. return true;
  1688. }
  1689. //still here? it is standard movement!
  1690. {
  1691. tmh.movePoints = h->movement >= cost
  1692. ? h->movement - cost
  1693. : 0;
  1694. EGuardLook lookForGuards = CHECK_FOR_GUARDS;
  1695. EVisitDest visitDest = VISIT_DEST;
  1696. if(transit)
  1697. {
  1698. if(CGTeleport::isTeleport(t.topVisitableObj()))
  1699. visitDest = DONT_VISIT_DEST;
  1700. if(canFly)
  1701. {
  1702. lookForGuards = IGNORE_GUARDS;
  1703. visitDest = DONT_VISIT_DEST;
  1704. }
  1705. }
  1706. else if(blockingVisit())
  1707. return true;
  1708. doMove(TryMoveHero::SUCCESS, lookForGuards, visitDest, LEAVING_TILE);
  1709. return true;
  1710. }
  1711. }
  1712. bool CGameHandler::teleportHero(ObjectInstanceID hid, ObjectInstanceID dstid, ui8 source, PlayerColor asker/* = 255*/)
  1713. {
  1714. const CGHeroInstance *h = getHero(hid);
  1715. const CGTownInstance *t = getTown(dstid);
  1716. if ( !h || !t || h->getOwner() != gs->currentPlayer )
  1717. logGlobal->errorStream()<<"Invalid call to teleportHero!";
  1718. const CGTownInstance *from = h->visitedTown;
  1719. if(((h->getOwner() != t->getOwner())
  1720. && complain("Cannot teleport hero to another player"))
  1721. || ((!from || !from->hasBuilt(BuildingID::CASTLE_GATE, ETownType::INFERNO))
  1722. && complain("Hero must be in town with Castle gate for teleporting"))
  1723. || (!t->hasBuilt(BuildingID::CASTLE_GATE, ETownType::INFERNO)
  1724. && complain("Cannot teleport hero to town without Castle gate in it")))
  1725. return false;
  1726. int3 pos = t->visitablePos();
  1727. pos += h->getVisitableOffset();
  1728. moveHero(hid,pos,1);
  1729. return true;
  1730. }
  1731. void CGameHandler::setOwner(const CGObjectInstance * obj, PlayerColor owner)
  1732. {
  1733. PlayerColor oldOwner = getOwner(obj->id);
  1734. SetObjectProperty sop(obj->id, 1, owner.getNum());
  1735. sendAndApply(&sop);
  1736. std::set<PlayerColor> playerColors = {owner, oldOwner};
  1737. checkVictoryLossConditions(playerColors);
  1738. if(dynamic_cast<const CGTownInstance *>(obj)) //town captured
  1739. {
  1740. if (owner < PlayerColor::PLAYER_LIMIT) //new owner is real player
  1741. {
  1742. const CGTownInstance * town = dynamic_cast<const CGTownInstance *>(obj);
  1743. if (town->hasBuilt(BuildingID::PORTAL_OF_SUMMON, ETownType::DUNGEON))
  1744. setPortalDwelling(town, true, false);
  1745. gs->getPlayer(owner)->daysWithoutCastle = boost::none; // reset counter
  1746. }
  1747. if (oldOwner < PlayerColor::PLAYER_LIMIT) //old owner is real player
  1748. {
  1749. if (gs->getPlayer(oldOwner)->towns.empty())//previous player lost last last town
  1750. {
  1751. InfoWindow iw;
  1752. iw.player = oldOwner;
  1753. 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.
  1754. iw.text.addReplacement(MetaString::COLOR, oldOwner.getNum());
  1755. sendAndApply(&iw);
  1756. }
  1757. }
  1758. }
  1759. const PlayerState * p = gs->getPlayer(owner);
  1760. if((obj->ID == Obj::CREATURE_GENERATOR1 || obj->ID == Obj::CREATURE_GENERATOR4 ) && p && p->dwellings.size()==1)//first dwelling captured
  1761. {
  1762. for(const CGTownInstance *t : gs->getPlayer(owner)->towns)
  1763. {
  1764. if (t->hasBuilt(BuildingID::PORTAL_OF_SUMMON, ETownType::DUNGEON))
  1765. setPortalDwelling(t);//set initial creatures for all portals of summoning
  1766. }
  1767. }
  1768. }
  1769. void CGameHandler::showBlockingDialog( BlockingDialog *iw )
  1770. {
  1771. auto dialogQuery = std::make_shared<CBlockingDialogQuery>(*iw);
  1772. queries.addQuery(dialogQuery);
  1773. iw->queryID = dialogQuery->queryID;
  1774. sendToAllClients(iw);
  1775. }
  1776. void CGameHandler::showTeleportDialog( TeleportDialog *iw )
  1777. {
  1778. auto dialogQuery = std::make_shared<CTeleportDialogQuery>(*iw);
  1779. queries.addQuery(dialogQuery);
  1780. iw->queryID = dialogQuery->queryID;
  1781. sendToAllClients(iw);
  1782. }
  1783. void CGameHandler::giveResource(PlayerColor player, Res::ERes which, int val) //TODO: cap according to Bersy's suggestion
  1784. {
  1785. if(!val) return; //don't waste time on empty call
  1786. SetResource sr;
  1787. sr.player = player;
  1788. sr.resid = which;
  1789. sr.val = gs->players.find(player)->second.resources.at(which) + val;
  1790. sendAndApply(&sr);
  1791. }
  1792. void CGameHandler::giveResources(PlayerColor player, TResources resources)
  1793. {
  1794. for(TResources::nziterator i(resources); i.valid(); i++)
  1795. giveResource(player, i->resType, i->resVal);
  1796. }
  1797. void CGameHandler::giveCreatures(const CArmedInstance *obj, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove)
  1798. {
  1799. COMPLAIN_RET_IF(!creatures.stacksCount(), "Strange, giveCreatures called without args!");
  1800. COMPLAIN_RET_IF(obj->stacksCount(), "Cannot give creatures from not-cleared object!");
  1801. COMPLAIN_RET_IF(creatures.stacksCount() > GameConstants::ARMY_SIZE, "Too many stacks to give!");
  1802. //first we move creatures to give to make them army of object-source
  1803. for (auto & elem : creatures.Slots())
  1804. {
  1805. addToSlot(StackLocation(obj, obj->getSlotFor(elem.second->type)), elem.second->type, elem.second->count);
  1806. }
  1807. tryJoiningArmy(obj, h, remove, true);
  1808. }
  1809. void CGameHandler::takeCreatures(ObjectInstanceID objid, const std::vector<CStackBasicDescriptor> &creatures)
  1810. {
  1811. std::vector<CStackBasicDescriptor> cres = creatures;
  1812. if (cres.size() <= 0)
  1813. return;
  1814. const CArmedInstance* obj = static_cast<const CArmedInstance*>(getObj(objid));
  1815. for(CStackBasicDescriptor &sbd : cres)
  1816. {
  1817. TQuantity collected = 0;
  1818. while(collected < sbd.count)
  1819. {
  1820. bool foundSth = false;
  1821. for(auto i = obj->Slots().begin(); i != obj->Slots().end(); i++)
  1822. {
  1823. if(i->second->type == sbd.type)
  1824. {
  1825. TQuantity take = std::min(sbd.count - collected, i->second->count); //collect as much cres as we can
  1826. changeStackCount(StackLocation(obj, i->first), -take, false);
  1827. collected += take;
  1828. foundSth = true;
  1829. break;
  1830. }
  1831. }
  1832. if(!foundSth) //we went through the whole loop and haven't found appropriate cres
  1833. {
  1834. complain("Unexpected failure during taking creatures!");
  1835. return;
  1836. }
  1837. }
  1838. }
  1839. }
  1840. void CGameHandler::showCompInfo(ShowInInfobox * comp)
  1841. {
  1842. sendToAllClients(comp);
  1843. }
  1844. void CGameHandler::heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  1845. {
  1846. HeroVisitCastle vc;
  1847. vc.hid = hero->id;
  1848. vc.tid = obj->id;
  1849. vc.flags |= 1;
  1850. sendAndApply(&vc);
  1851. vistiCastleObjects (obj, hero);
  1852. giveSpells (obj, hero);
  1853. checkVictoryLossConditionsForPlayer(hero->tempOwner); //transported artifact?
  1854. }
  1855. void CGameHandler::vistiCastleObjects (const CGTownInstance *t, const CGHeroInstance *h)
  1856. {
  1857. std::vector<CGTownBuilding*>::const_iterator i;
  1858. for (i = t->bonusingBuildings.begin(); i != t->bonusingBuildings.end(); i++)
  1859. (*i)->onHeroVisit (h);
  1860. }
  1861. void CGameHandler::stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  1862. {
  1863. HeroVisitCastle vc;
  1864. vc.hid = hero->id;
  1865. vc.tid = obj->id;
  1866. sendAndApply(&vc);
  1867. }
  1868. void CGameHandler::removeArtifact(const ArtifactLocation &al)
  1869. {
  1870. EraseArtifact ea;
  1871. ea.al = al;
  1872. sendAndApply(&ea);
  1873. }
  1874. void CGameHandler::startBattlePrimary(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile,
  1875. const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank,
  1876. const CGTownInstance *town) //use hero=nullptr for no hero
  1877. {
  1878. engageIntoBattle(army1->tempOwner);
  1879. engageIntoBattle(army2->tempOwner);
  1880. static const CArmedInstance *armies[2];
  1881. armies[0] = army1;
  1882. armies[1] = army2;
  1883. static const CGHeroInstance*heroes[2];
  1884. heroes[0] = hero1;
  1885. heroes[1] = hero2;
  1886. setupBattle(tile, armies, heroes, creatureBank, town); //initializes stacks, places creatures on battlefield, blocks and informs player interfaces
  1887. auto battleQuery = std::make_shared<CBattleQuery>(gs->curB);
  1888. queries.addQuery(battleQuery);
  1889. boost::thread(&CGameHandler::runBattle, this);
  1890. }
  1891. void CGameHandler::startBattleI( const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, bool creatureBank )
  1892. {
  1893. startBattlePrimary(army1, army2, tile,
  1894. army1->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army1) : nullptr,
  1895. army2->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army2) : nullptr,
  1896. creatureBank);
  1897. }
  1898. void CGameHandler::startBattleI( const CArmedInstance *army1, const CArmedInstance *army2, bool creatureBank)
  1899. {
  1900. startBattleI(army1, army2, army2->visitablePos(), creatureBank);
  1901. }
  1902. void CGameHandler::changeSpells( const CGHeroInstance * hero, bool give, const std::set<SpellID> &spells )
  1903. {
  1904. ChangeSpells cs;
  1905. cs.hid = hero->id;
  1906. cs.spells = spells;
  1907. cs.learn = give;
  1908. sendAndApply(&cs);
  1909. }
  1910. void CGameHandler::sendMessageTo( CConnection &c, const std::string &message )
  1911. {
  1912. SystemMessage sm;
  1913. sm.text = message;
  1914. boost::unique_lock<boost::mutex> lock(*c.wmx);
  1915. c << &sm;
  1916. }
  1917. void CGameHandler::giveHeroBonus( GiveBonus * bonus )
  1918. {
  1919. sendAndApply(bonus);
  1920. }
  1921. void CGameHandler::setMovePoints( SetMovePoints * smp )
  1922. {
  1923. sendAndApply(smp);
  1924. }
  1925. void CGameHandler::setManaPoints( ObjectInstanceID hid, int val )
  1926. {
  1927. SetMana sm;
  1928. sm.hid = hid;
  1929. sm.val = val;
  1930. sm.absolute = true;
  1931. sendAndApply(&sm);
  1932. }
  1933. void CGameHandler::giveHero( ObjectInstanceID id, PlayerColor player )
  1934. {
  1935. GiveHero gh;
  1936. gh.id = id;
  1937. gh.player = player;
  1938. sendAndApply(&gh);
  1939. }
  1940. void CGameHandler::changeObjPos( ObjectInstanceID objid, int3 newPos, ui8 flags )
  1941. {
  1942. ChangeObjPos cop;
  1943. cop.objid = objid;
  1944. cop.nPos = newPos;
  1945. cop.flags = flags;
  1946. sendAndApply(&cop);
  1947. }
  1948. void CGameHandler::useScholarSkill(ObjectInstanceID fromHero, ObjectInstanceID toHero)
  1949. {
  1950. const CGHeroInstance * h1 = getHero(fromHero);
  1951. const CGHeroInstance * h2 = getHero(toHero);
  1952. if ( h1->getSecSkillLevel(SecondarySkill::SCHOLAR) < h2->getSecSkillLevel(SecondarySkill::SCHOLAR) )
  1953. {
  1954. std::swap (h1,h2);//1st hero need to have higher scholar level for correct message
  1955. std::swap(fromHero, toHero);
  1956. }
  1957. int ScholarLevel = h1->getSecSkillLevel(SecondarySkill::SCHOLAR);//heroes can trade up to this level
  1958. if (!ScholarLevel || !h1->hasSpellbook() || !h2->hasSpellbook() )
  1959. return;//no scholar skill or no spellbook
  1960. int h1Lvl = std::min(ScholarLevel+1, h1->getSecSkillLevel(SecondarySkill::WISDOM)+2),
  1961. h2Lvl = std::min(ScholarLevel+1, h2->getSecSkillLevel(SecondarySkill::WISDOM)+2);//heroes can receive this levels
  1962. ChangeSpells cs1;
  1963. cs1.learn = true;
  1964. cs1.hid = toHero;//giving spells to first hero
  1965. for(auto it : h1->spells)
  1966. if ( h2Lvl >= it.toSpell()->level && !vstd::contains(h2->spells, it))//hero can learn it and don't have it yet
  1967. cs1.spells.insert(it);//spell to learn
  1968. ChangeSpells cs2;
  1969. cs2.learn = true;
  1970. cs2.hid = fromHero;
  1971. for(auto it : h2->spells)
  1972. if ( h1Lvl >= it.toSpell()->level && !vstd::contains(h1->spells, it))
  1973. cs2.spells.insert(it);
  1974. if (!cs1.spells.empty() || !cs2.spells.empty())//create a message
  1975. {
  1976. InfoWindow iw;
  1977. iw.player = h1->tempOwner;
  1978. iw.components.push_back(Component(Component::SEC_SKILL, 18, ScholarLevel, 0));
  1979. iw.text.addTxt(MetaString::GENERAL_TXT, 139);//"%s, who has studied magic extensively,
  1980. iw.text.addReplacement(h1->name);
  1981. if (!cs2.spells.empty())//if found new spell - apply
  1982. {
  1983. iw.text.addTxt(MetaString::GENERAL_TXT, 140);//learns
  1984. int size = cs2.spells.size();
  1985. for(auto it : cs2.spells)
  1986. {
  1987. iw.components.push_back(Component(Component::SPELL, it, 1, 0));
  1988. iw.text.addTxt(MetaString::SPELL_NAME, it.toEnum());
  1989. switch (size--)
  1990. {
  1991. case 2: iw.text.addTxt(MetaString::GENERAL_TXT, 141);
  1992. case 1: break;
  1993. default: iw.text << ", ";
  1994. }
  1995. }
  1996. iw.text.addTxt(MetaString::GENERAL_TXT, 142);//from %s
  1997. iw.text.addReplacement(h2->name);
  1998. sendAndApply(&cs2);
  1999. }
  2000. if (!cs1.spells.empty() && !cs2.spells.empty() )
  2001. {
  2002. iw.text.addTxt(MetaString::GENERAL_TXT, 141);//and
  2003. }
  2004. if (!cs1.spells.empty())
  2005. {
  2006. iw.text.addTxt(MetaString::GENERAL_TXT, 147);//teaches
  2007. int size = cs1.spells.size();
  2008. for(auto it : cs1.spells)
  2009. {
  2010. iw.components.push_back(Component(Component::SPELL, it, 1, 0));
  2011. iw.text.addTxt(MetaString::SPELL_NAME, it.toEnum());
  2012. switch (size--)
  2013. {
  2014. case 2: iw.text.addTxt(MetaString::GENERAL_TXT, 141);
  2015. case 1: break;
  2016. default: iw.text << ", ";
  2017. } }
  2018. iw.text.addTxt(MetaString::GENERAL_TXT, 148);//from %s
  2019. iw.text.addReplacement(h2->name);
  2020. sendAndApply(&cs1);
  2021. }
  2022. sendAndApply(&iw);
  2023. }
  2024. }
  2025. void CGameHandler::heroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)
  2026. {
  2027. auto h1 = getHero(hero1), h2 = getHero(hero2);
  2028. if( gameState()->getPlayerRelations(h1->getOwner(), h2->getOwner()))
  2029. {
  2030. auto exchange = std::make_shared<CGarrisonDialogQuery>(h1, h2);
  2031. ExchangeDialog hex;
  2032. hex.queryID = exchange->queryID;
  2033. hex.heroes[0] = getHero(hero1);
  2034. hex.heroes[1] = getHero(hero2);
  2035. sendAndApply(&hex);
  2036. useScholarSkill(hero1,hero2);
  2037. queries.addQuery(exchange);
  2038. }
  2039. }
  2040. void CGameHandler::sendToAllClients( CPackForClient * info )
  2041. {
  2042. logGlobal->traceStream() << "Sending to all clients a package of type " << typeid(*info).name();
  2043. for(auto & elem : conns)
  2044. {
  2045. boost::unique_lock<boost::mutex> lock(*(elem)->wmx);
  2046. *elem << info;
  2047. }
  2048. }
  2049. void CGameHandler::sendAndApply(CPackForClient * info)
  2050. {
  2051. sendToAllClients(info);
  2052. gs->apply(info);
  2053. }
  2054. void CGameHandler::applyAndSend(CPackForClient * info)
  2055. {
  2056. gs->apply(info);
  2057. sendToAllClients(info);
  2058. }
  2059. void CGameHandler::sendAndApply(CGarrisonOperationPack * info)
  2060. {
  2061. sendAndApply(static_cast<CPackForClient*>(info));
  2062. checkVictoryLossConditionsForAll();
  2063. }
  2064. void CGameHandler::sendAndApply( SetResource * info )
  2065. {
  2066. sendAndApply(static_cast<CPackForClient*>(info));
  2067. checkVictoryLossConditionsForPlayer(info->player);
  2068. }
  2069. void CGameHandler::sendAndApply( SetResources * info )
  2070. {
  2071. sendAndApply(static_cast<CPackForClient*>(info));
  2072. checkVictoryLossConditionsForPlayer(info->player);
  2073. }
  2074. void CGameHandler::sendAndApply( NewStructures * info )
  2075. {
  2076. sendAndApply(static_cast<CPackForClient*>(info));
  2077. checkVictoryLossConditionsForPlayer(getTown(info->tid)->tempOwner);
  2078. }
  2079. void CGameHandler::save(const std::string & filename )
  2080. {
  2081. logGlobal->infoStream() << "Saving to " << filename;
  2082. CFileInfo info(filename);
  2083. //CResourceHandler::get("local")->createResource(info.getStem() + ".vlgm1");
  2084. CResourceHandler::get("local")->createResource(info.getStem() + ".vsgm1");
  2085. {
  2086. logGlobal->infoStream() << "Ordering clients to serialize...";
  2087. SaveGame sg(info.getStem() + ".vcgm1");
  2088. sendToAllClients(&sg);
  2089. }
  2090. try
  2091. {
  2092. // {
  2093. // logGlobal->infoStream() << "Serializing game info...";
  2094. // CSaveFile save(CResourceHandler::get("local")->getResourceName(ResourceID(info.getStem(), EResType::LIB_SAVEGAME)));
  2095. // // char hlp[8] = "VCMISVG";
  2096. // // save << hlp;
  2097. // saveCommonState(save);
  2098. // }
  2099. {
  2100. CSaveFile save(*CResourceHandler::get("local")->getResourceName(ResourceID(info.getStem(), EResType::SERVER_SAVEGAME)));
  2101. saveCommonState(save);
  2102. logGlobal->infoStream() << "Saving server state";
  2103. save << *this;
  2104. }
  2105. logGlobal->infoStream() << "Game has been successfully saved!";
  2106. }
  2107. catch(std::exception &e)
  2108. {
  2109. logGlobal->errorStream() << "Failed to save game: " << e.what();
  2110. }
  2111. }
  2112. void CGameHandler::close()
  2113. {
  2114. logGlobal->infoStream() << "We have been requested to close.";
  2115. if(gs->initialOpts->mode == StartInfo::DUEL)
  2116. {
  2117. exit(0);
  2118. }
  2119. //for(CConnection *cc : conns)
  2120. // if(cc && cc->socket && cc->socket->is_open())
  2121. // cc->socket->close();
  2122. //exit(0);
  2123. }
  2124. bool CGameHandler::arrangeStacks( ObjectInstanceID id1, ObjectInstanceID id2, ui8 what, SlotID p1, SlotID p2, si32 val, PlayerColor player )
  2125. {
  2126. const CArmedInstance *s1 = static_cast<CArmedInstance*>(gs->getObjInstance(id1)),
  2127. *s2 = static_cast<CArmedInstance*>(gs->getObjInstance(id2));
  2128. const CCreatureSet &S1 = *s1, &S2 = *s2;
  2129. StackLocation sl1(s1, p1), sl2(s2, p2);
  2130. if(!sl1.slot.validSlot() || !sl2.slot.validSlot())
  2131. {
  2132. complain("Invalid slot accessed!");
  2133. return false;
  2134. }
  2135. if(!isAllowedExchange(id1,id2))
  2136. {
  2137. complain("Cannot exchange stacks between these two objects!\n");
  2138. return false;
  2139. }
  2140. if(what==1) //swap
  2141. {
  2142. if ( ((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s1->getStackCount(p1))
  2143. || ((s2->tempOwner != player && s2->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)))
  2144. {
  2145. complain("Can't take troops from another player!");
  2146. return false;
  2147. }
  2148. if (sl1.army == sl2.army && sl1.slot == sl2.slot)
  2149. {
  2150. complain("Cannot swap stacks - slots are the same!");
  2151. return false;
  2152. }
  2153. swapStacks(sl1, sl2);
  2154. }
  2155. else if(what==2)//merge
  2156. {
  2157. if (( s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot merge different creatures stacks!"))
  2158. || (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)) && complain("Can't take troops from another player!")))
  2159. return false;
  2160. moveStack(sl1, sl2);
  2161. }
  2162. else if(what==3) //split
  2163. {
  2164. const int countToMove = val - s2->getStackCount(p2);
  2165. const int countLeftOnSrc = s1->getStackCount(p1) - countToMove;
  2166. if ( (s1->tempOwner != player && countLeftOnSrc < s1->getStackCount(p1) )
  2167. || (s2->tempOwner != player && val < s2->getStackCount(p2) ) )
  2168. {
  2169. complain("Can't move troops of another player!");
  2170. return false;
  2171. }
  2172. //general conditions checking
  2173. if((!vstd::contains(S1.stacks,p1) && complain("no creatures to split"))
  2174. || (val<1 && complain("no creatures to split")) )
  2175. {
  2176. return false;
  2177. }
  2178. if(vstd::contains(S2.stacks,p2)) //dest. slot not free - it must be "rebalancing"...
  2179. {
  2180. int total = s1->getStackCount(p1) + s2->getStackCount(p2);
  2181. if( (total < val && complain("Cannot split that stack, not enough creatures!"))
  2182. || (s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot rebalance different creatures stacks!"))
  2183. )
  2184. {
  2185. return false;
  2186. }
  2187. moveStack(sl1, sl2, countToMove);
  2188. //S2.slots[p2]->count = val;
  2189. //S1.slots[p1]->count = total - val;
  2190. }
  2191. else //split one stack to the two
  2192. {
  2193. if(s1->getStackCount(p1) < val)//not enough creatures
  2194. {
  2195. complain("Cannot split that stack, not enough creatures!");
  2196. return false;
  2197. }
  2198. moveStack(sl1, sl2, val);
  2199. }
  2200. }
  2201. return true;
  2202. }
  2203. PlayerColor CGameHandler::getPlayerAt( CConnection *c ) const
  2204. {
  2205. std::set<PlayerColor> all;
  2206. for(auto i=connections.cbegin(); i!=connections.cend(); i++)
  2207. if(i->second == c)
  2208. all.insert(i->first);
  2209. switch(all.size())
  2210. {
  2211. case 0:
  2212. return PlayerColor::NEUTRAL;
  2213. case 1:
  2214. return *all.begin();
  2215. default:
  2216. {
  2217. //if we have more than one player at this connection, try to pick active one
  2218. if(vstd::contains(all, gs->currentPlayer))
  2219. return gs->currentPlayer;
  2220. else
  2221. return PlayerColor::CANNOT_DETERMINE; //cannot say which player is it
  2222. }
  2223. }
  2224. }
  2225. bool CGameHandler::disbandCreature( ObjectInstanceID id, SlotID pos )
  2226. {
  2227. CArmedInstance *s1 = static_cast<CArmedInstance*>(gs->getObjInstance(id));
  2228. if(!vstd::contains(s1->stacks,pos))
  2229. {
  2230. complain("Illegal call to disbandCreature - no such stack in army!");
  2231. return false;
  2232. }
  2233. eraseStack(StackLocation(s1, pos));
  2234. return true;
  2235. }
  2236. bool CGameHandler::buildStructure( ObjectInstanceID tid, BuildingID requestedID, bool force /*=false*/ )
  2237. {
  2238. const CGTownInstance * t = getTown(tid);
  2239. if(!t)
  2240. COMPLAIN_RETF("No such town (ID=%s)!", tid);
  2241. if(!t->town->buildings.count(requestedID))
  2242. COMPLAIN_RETF("Town of faction %s does not have info about building ID=%s!", t->town->faction->name % tid);
  2243. if (t->hasBuilt(requestedID))
  2244. COMPLAIN_RETF("Building %s is already built in %s", t->town->buildings.at(requestedID)->Name() % t->name);
  2245. const CBuilding * requestedBuilding = t->town->buildings.at(requestedID);
  2246. //Vector with future list of built building and buildings in auto-mode that are not yet built.
  2247. std::vector<const CBuilding*> remainingAutoBuildings;
  2248. std::set<BuildingID> buildingsThatWillBe;
  2249. //Check validity of request
  2250. if(!force)
  2251. {
  2252. switch (requestedBuilding->mode)
  2253. {
  2254. case CBuilding::BUILD_NORMAL :
  2255. if (gs->canBuildStructure(t, requestedID) != EBuildingState::ALLOWED)
  2256. COMPLAIN_RET("Cannot build that building!");
  2257. break;
  2258. case CBuilding::BUILD_AUTO :
  2259. case CBuilding::BUILD_SPECIAL:
  2260. COMPLAIN_RET("This building can not be constructed normally!");
  2261. case CBuilding::BUILD_GRAIL :
  2262. if(requestedBuilding->mode == CBuilding::BUILD_GRAIL) //needs grail
  2263. {
  2264. if(!t->visitingHero || !t->visitingHero->hasArt(ArtifactID::GRAIL))
  2265. COMPLAIN_RET("Cannot build this without grail!")
  2266. else
  2267. removeArtifact(ArtifactLocation(t->visitingHero, t->visitingHero->getArtPos(ArtifactID::GRAIL, false)));
  2268. }
  2269. break;
  2270. }
  2271. }
  2272. //Performs stuff that has to be done after new building is built
  2273. auto processBuiltStructure = [t, this](const BuildingID buildingID)
  2274. {
  2275. if(buildingID >= BuildingID::DWELL_FIRST) //dwelling
  2276. {
  2277. int level = (buildingID - BuildingID::DWELL_FIRST) % GameConstants::CREATURES_PER_TOWN;
  2278. int upgradeNumber = (buildingID - BuildingID::DWELL_FIRST) / GameConstants::CREATURES_PER_TOWN;
  2279. if (upgradeNumber >= t->town->creatures.at(level).size())
  2280. {
  2281. complain(boost::str(boost::format("Error ecountered when building dwelling (bid=%s):"
  2282. "no creature found (upgrade number %d, level %d!")
  2283. % buildingID % upgradeNumber % level));
  2284. return;
  2285. }
  2286. CCreature * crea = VLC->creh->creatures.at(t->town->creatures.at(level).at(upgradeNumber));
  2287. SetAvailableCreatures ssi;
  2288. ssi.tid = t->id;
  2289. ssi.creatures = t->creatures;
  2290. if (ssi.creatures[level].second.empty()) // first creature in a dwelling
  2291. ssi.creatures[level].first = crea->growth;
  2292. ssi.creatures[level].second.push_back(crea->idNumber);
  2293. sendAndApply(&ssi);
  2294. }
  2295. if ( t->subID == ETownType::DUNGEON && buildingID == BuildingID::PORTAL_OF_SUMMON )
  2296. {
  2297. setPortalDwelling(t);
  2298. }
  2299. if(buildingID <= BuildingID::MAGES_GUILD_5) //it's mage guild
  2300. {
  2301. if(t->visitingHero)
  2302. giveSpells(t,t->visitingHero);
  2303. if(t->garrisonHero)
  2304. giveSpells(t,t->garrisonHero);
  2305. }
  2306. };
  2307. //Checks if all requirements will be met with expected building list "buildingsThatWillBe"
  2308. auto areRequirementsFullfilled = [&](const BuildingID & buildID)
  2309. {
  2310. return buildingsThatWillBe.count(buildID);
  2311. };
  2312. //Init the vectors
  2313. for(auto & build : t->town->buildings)
  2314. {
  2315. if(t->hasBuilt(build.first))
  2316. buildingsThatWillBe.insert(build.first);
  2317. else
  2318. {
  2319. if(build.second->mode == CBuilding::BUILD_AUTO) //not built auto building
  2320. remainingAutoBuildings.push_back(build.second);
  2321. }
  2322. }
  2323. //Prepare structure (list of building ids will be filled later)
  2324. NewStructures ns;
  2325. ns.tid = tid;
  2326. ns.builded = force ? t->builded : (t->builded+1);
  2327. std::queue<const CBuilding*> buildingsToAdd;
  2328. buildingsToAdd.push(requestedBuilding);
  2329. while(!buildingsToAdd.empty())
  2330. {
  2331. auto b = buildingsToAdd.front();
  2332. buildingsToAdd.pop();
  2333. ns.bid.insert(b->bid);
  2334. buildingsThatWillBe.insert(b->bid);
  2335. remainingAutoBuildings -= b;
  2336. for(auto autoBuilding : remainingAutoBuildings)
  2337. {
  2338. if (autoBuilding->requirements.test(areRequirementsFullfilled))
  2339. buildingsToAdd.push(autoBuilding);
  2340. }
  2341. }
  2342. //Other post-built events
  2343. for(auto builtID : ns.bid)
  2344. processBuiltStructure(builtID);
  2345. //Take cost
  2346. if (!force)
  2347. {
  2348. SetResources sr;
  2349. sr.player = t->tempOwner;
  2350. sr.res = gs->getPlayer(t->tempOwner)->resources - requestedBuilding->resources;
  2351. sendAndApply(&sr);
  2352. }
  2353. //We know what has been built, appluy changes. Do this as final step to properly update town window
  2354. sendAndApply(&ns);
  2355. // now when everything is built - reveal tiles for lookout tower
  2356. FoWChange fw;
  2357. fw.player = t->tempOwner;
  2358. fw.mode = 1;
  2359. getTilesInRange(fw.tiles, t->getSightCenter(), t->getSightRadious(), t->tempOwner, 1);
  2360. sendAndApply(&fw);
  2361. if(t->visitingHero)
  2362. vistiCastleObjects (t, t->visitingHero);
  2363. if(t->garrisonHero)
  2364. vistiCastleObjects (t, t->garrisonHero);
  2365. checkVictoryLossConditionsForPlayer(t->tempOwner);
  2366. return true;
  2367. }
  2368. bool CGameHandler::razeStructure (ObjectInstanceID tid, BuildingID bid)
  2369. {
  2370. ///incomplete, simply erases target building
  2371. const CGTownInstance * t = getTown(tid);
  2372. if (!vstd::contains(t->builtBuildings, bid))
  2373. return false;
  2374. RazeStructures rs;
  2375. rs.tid = tid;
  2376. rs.bid.insert(bid);
  2377. rs.destroyed = t->destroyed + 1;
  2378. sendAndApply(&rs);
  2379. //TODO: Remove dwellers
  2380. // if (t->subID == 4 && bid == 17) //Veil of Darkness
  2381. // {
  2382. // RemoveBonus rb(RemoveBonus::TOWN);
  2383. // rb.whoID = t->id;
  2384. // rb.source = Bonus::TOWN_STRUCTURE;
  2385. // rb.id = 17;
  2386. // sendAndApply(&rb);
  2387. // }
  2388. return true;
  2389. }
  2390. void CGameHandler::sendMessageToAll( const std::string &message )
  2391. {
  2392. SystemMessage sm;
  2393. sm.text = message;
  2394. sendToAllClients(&sm);
  2395. }
  2396. bool CGameHandler::recruitCreatures(ObjectInstanceID objid, ObjectInstanceID dstid, CreatureID crid, ui32 cram, si32 fromLvl )
  2397. {
  2398. const CGDwelling *dw = static_cast<const CGDwelling*>(gs->getObj(objid));
  2399. const CArmedInstance *dst = nullptr;
  2400. const CCreature *c = VLC->creh->creatures.at(crid);
  2401. bool warMachine = c->hasBonusOfType(Bonus::SIEGE_WEAPON);
  2402. //TODO: test for owning
  2403. //TODO: check if dst can recruit objects (e.g. hero is actually visiting object, town and source are same, etc)
  2404. dst = dynamic_cast<const CArmedInstance*>(getObj(dstid));
  2405. assert(dw && dst);
  2406. //verify
  2407. bool found = false;
  2408. int level = 0;
  2409. for(; level < dw->creatures.size(); level++) //iterate through all levels
  2410. {
  2411. if ( (fromLvl != -1) && ( level !=fromLvl ) )
  2412. continue;
  2413. const auto &cur = dw->creatures.at(level); //current level info <amount, list of cr. ids>
  2414. int i = 0;
  2415. for(; i < cur.second.size(); i++) //look for crid among available creatures list on current level
  2416. if(cur.second.at(i) == crid)
  2417. break;
  2418. if(i < cur.second.size())
  2419. {
  2420. found = true;
  2421. cram = std::min(cram, cur.first); //reduce recruited amount up to available amount
  2422. break;
  2423. }
  2424. }
  2425. SlotID slot = dst->getSlotFor(crid);
  2426. if( (!found && complain("Cannot recruit: no such creatures!"))
  2427. || (cram > VLC->creh->creatures.at(crid)->maxAmount(gs->getPlayer(dst->tempOwner)->resources) && complain("Cannot recruit: lack of resources!"))
  2428. || (cram<=0 && complain("Cannot recruit: cram <= 0!"))
  2429. || (!slot.validSlot() && !warMachine && complain("Cannot recruit: no available slot!")))
  2430. {
  2431. return false;
  2432. }
  2433. //recruit
  2434. SetResources sr;
  2435. sr.player = dst->tempOwner;
  2436. sr.res = gs->getPlayer(dst->tempOwner)->resources - (c->cost * cram);
  2437. SetAvailableCreatures sac;
  2438. sac.tid = objid;
  2439. sac.creatures = dw->creatures;
  2440. sac.creatures[level].first -= cram;
  2441. sendAndApply(&sr);
  2442. sendAndApply(&sac);
  2443. if(warMachine)
  2444. {
  2445. const CGHeroInstance *h = dynamic_cast<const CGHeroInstance*>(dst);
  2446. if(!h)
  2447. COMPLAIN_RET("Only hero can buy war machines");
  2448. switch(crid)
  2449. {
  2450. case CreatureID::BALLISTA:
  2451. giveHeroNewArtifact(h, VLC->arth->artifacts[ArtifactID::BALLISTA], ArtifactPosition::MACH1);
  2452. break;
  2453. case CreatureID::FIRST_AID_TENT:
  2454. giveHeroNewArtifact(h, VLC->arth->artifacts[ArtifactID::FIRST_AID_TENT], ArtifactPosition::MACH3);
  2455. break;
  2456. case CreatureID::AMMO_CART:
  2457. giveHeroNewArtifact(h, VLC->arth->artifacts[ArtifactID::AMMO_CART], ArtifactPosition::MACH2);
  2458. break;
  2459. default:
  2460. complain("This war machine cannot be recruited!");
  2461. return false;
  2462. }
  2463. }
  2464. else
  2465. {
  2466. addToSlot(StackLocation(dst, slot), c, cram);
  2467. }
  2468. return true;
  2469. }
  2470. bool CGameHandler::upgradeCreature( ObjectInstanceID objid, SlotID pos, CreatureID upgID )
  2471. {
  2472. CArmedInstance *obj = static_cast<CArmedInstance*>(gs->getObjInstance(objid));
  2473. if (!obj->hasStackAtSlot(pos))
  2474. {
  2475. COMPLAIN_RET("Cannot upgrade, no stack at slot " + boost::to_string(pos));
  2476. }
  2477. UpgradeInfo ui = gs->getUpgradeInfo(obj->getStack(pos));
  2478. PlayerColor player = obj->tempOwner;
  2479. const PlayerState *p = getPlayer(player);
  2480. int crQuantity = obj->stacks.at(pos)->count;
  2481. int newIDpos= vstd::find_pos(ui.newID, upgID);//get position of new id in UpgradeInfo
  2482. //check if upgrade is possible
  2483. if( (ui.oldID<0 || newIDpos == -1 ) && complain("That upgrade is not possible!"))
  2484. {
  2485. return false;
  2486. }
  2487. TResources totalCost = ui.cost.at(newIDpos) * crQuantity;
  2488. //check if player has enough resources
  2489. if(!p->resources.canAfford(totalCost))
  2490. COMPLAIN_RET("Cannot upgrade, not enough resources!");
  2491. //take resources
  2492. SetResources sr;
  2493. sr.player = player;
  2494. sr.res = p->resources - totalCost;
  2495. sendAndApply(&sr);
  2496. //upgrade creature
  2497. changeStackType(StackLocation(obj, pos), VLC->creh->creatures.at(upgID));
  2498. return true;
  2499. }
  2500. bool CGameHandler::changeStackType(const StackLocation &sl, const CCreature *c)
  2501. {
  2502. if(!sl.army->hasStackAtSlot(sl.slot))
  2503. COMPLAIN_RET("Cannot find a stack to change type");
  2504. SetStackType sst;
  2505. sst.sl = sl;
  2506. sst.type = c;
  2507. sendAndApply(&sst);
  2508. return true;
  2509. }
  2510. void CGameHandler::moveArmy(const CArmedInstance *src, const CArmedInstance *dst, bool allowMerging)
  2511. {
  2512. assert(src->canBeMergedWith(*dst, allowMerging));
  2513. while(src->stacksCount())//while there are unmoved creatures
  2514. {
  2515. auto i = src->Slots().begin(); //iterator to stack to move
  2516. StackLocation sl(src, i->first); //location of stack to move
  2517. SlotID pos = dst->getSlotFor(i->second->type);
  2518. if(!pos.validSlot())
  2519. {
  2520. //try to merge two other stacks to make place
  2521. std::pair<SlotID, SlotID> toMerge;
  2522. if(dst->mergableStacks(toMerge, i->first) && allowMerging)
  2523. {
  2524. moveStack(StackLocation(dst, toMerge.first), StackLocation(dst, toMerge.second)); //merge toMerge.first into toMerge.second
  2525. assert(!dst->hasStackAtSlot(toMerge.first)); //we have now a new free slot
  2526. moveStack(sl, StackLocation(dst, toMerge.first)); //move stack to freed slot
  2527. }
  2528. else
  2529. {
  2530. complain("Unexpected failure during an attempt to move army from " + src->nodeName() + " to " + dst->nodeName() + "!");
  2531. return;
  2532. }
  2533. }
  2534. else
  2535. {
  2536. moveStack(sl, StackLocation(dst, pos));
  2537. }
  2538. }
  2539. }
  2540. bool CGameHandler::garrisonSwap( ObjectInstanceID tid )
  2541. {
  2542. CGTownInstance *town = gs->getTown(tid);
  2543. if(!town->garrisonHero && town->visitingHero) //visiting => garrison, merge armies: town army => hero army
  2544. {
  2545. if(!town->visitingHero->canBeMergedWith(*town))
  2546. {
  2547. complain("Cannot make garrison swap, not enough free slots!");
  2548. return false;
  2549. }
  2550. moveArmy(town, town->visitingHero, true);
  2551. SetHeroesInTown intown;
  2552. intown.tid = tid;
  2553. intown.visiting = ObjectInstanceID();
  2554. intown.garrison = town->visitingHero->id;
  2555. sendAndApply(&intown);
  2556. return true;
  2557. }
  2558. else if (town->garrisonHero && !town->visitingHero) //move hero out of the garrison
  2559. {
  2560. //check if moving hero out of town will break 8 wandering heroes limit
  2561. if(getHeroCount(town->garrisonHero->tempOwner,false) >= 8)
  2562. {
  2563. complain("Cannot move hero out of the garrison, there are already 8 wandering heroes!");
  2564. return false;
  2565. }
  2566. SetHeroesInTown intown;
  2567. intown.tid = tid;
  2568. intown.garrison = ObjectInstanceID();
  2569. intown.visiting = town->garrisonHero->id;
  2570. sendAndApply(&intown);
  2571. return true;
  2572. }
  2573. else if(!!town->garrisonHero && town->visitingHero) //swap visiting and garrison hero
  2574. {
  2575. SetHeroesInTown intown;
  2576. intown.tid = tid;
  2577. intown.garrison = town->visitingHero->id;
  2578. intown.visiting = town->garrisonHero->id;
  2579. sendAndApply(&intown);
  2580. return true;
  2581. }
  2582. else
  2583. {
  2584. complain("Cannot swap garrison hero!");
  2585. return false;
  2586. }
  2587. }
  2588. // With the amount of changes done to the function, it's more like transferArtifacts.
  2589. // 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.
  2590. bool CGameHandler::moveArtifact(const ArtifactLocation &al1, const ArtifactLocation &al2)
  2591. {
  2592. ArtifactLocation src = al1, dst = al2;
  2593. const PlayerColor srcPlayer = src.owningPlayer(), dstPlayer = dst.owningPlayer();
  2594. const CArmedInstance *srcObj = src.relatedObj(), *dstObj = dst.relatedObj();
  2595. // Make sure exchange is even possible between the two heroes.
  2596. if(!isAllowedExchange(srcObj->id, dstObj->id))
  2597. COMPLAIN_RET("That heroes cannot make any exchange!");
  2598. const CArtifactInstance *srcArtifact = src.getArt();
  2599. const CArtifactInstance *destArtifact = dst.getArt();
  2600. if (srcArtifact == nullptr)
  2601. COMPLAIN_RET("No artifact to move!");
  2602. if (destArtifact && srcPlayer != dstPlayer)
  2603. COMPLAIN_RET("Can't touch artifact on hero of another player!");
  2604. // Check if src/dest slots are appropriate for the artifacts exchanged.
  2605. // Moving to the backpack is always allowed.
  2606. if ((!srcArtifact || dst.slot < GameConstants::BACKPACK_START)
  2607. && srcArtifact && !srcArtifact->canBePutAt(dst, true))
  2608. COMPLAIN_RET("Cannot move artifact!");
  2609. if ((srcArtifact && srcArtifact->artType->id == ArtifactID::ART_LOCK) || (destArtifact && destArtifact->artType->id == ArtifactID::ART_LOCK))
  2610. COMPLAIN_RET("Cannot move artifact locks.");
  2611. if (dst.slot >= GameConstants::BACKPACK_START && srcArtifact->artType->isBig())
  2612. COMPLAIN_RET("Cannot put big artifacts in backpack!");
  2613. if (src.slot == ArtifactPosition::MACH4 || dst.slot == ArtifactPosition::MACH4)
  2614. COMPLAIN_RET("Cannot move catapult!");
  2615. if(dst.slot >= GameConstants::BACKPACK_START)
  2616. vstd::amin(dst.slot, ArtifactPosition(GameConstants::BACKPACK_START + dst.getHolderArtSet()->artifactsInBackpack.size()));
  2617. if (src.slot == dst.slot && src.artHolder == dst.artHolder)
  2618. COMPLAIN_RET("Won't move artifact: Dest same as source!");
  2619. if(dst.slot < GameConstants::BACKPACK_START && destArtifact) //moving art to another slot
  2620. {
  2621. //old artifact must be removed first
  2622. moveArtifact(dst, ArtifactLocation(dst.artHolder, ArtifactPosition(
  2623. dst.getHolderArtSet()->artifactsInBackpack.size() + GameConstants::BACKPACK_START)));
  2624. }
  2625. MoveArtifact ma;
  2626. ma.src = src;
  2627. ma.dst = dst;
  2628. sendAndApply(&ma);
  2629. return true;
  2630. }
  2631. /**
  2632. * Assembles or disassembles a combination artifact.
  2633. * @param heroID ID of hero holding the artifact(s).
  2634. * @param artifactSlot The worn slot ID of the combination- or constituent artifact.
  2635. * @param assemble True for assembly operation, false for disassembly.
  2636. * @param assembleTo If assemble is true, this represents the artifact ID of the combination
  2637. * artifact to assemble to. Otherwise it's not used.
  2638. */
  2639. bool CGameHandler::assembleArtifacts (ObjectInstanceID heroID, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo)
  2640. {
  2641. CGHeroInstance *hero = gs->getHero(heroID);
  2642. const CArtifactInstance *destArtifact = hero->getArt(artifactSlot);
  2643. if(!destArtifact)
  2644. COMPLAIN_RET("assembleArtifacts: there is no such artifact instance!");
  2645. if(assemble)
  2646. {
  2647. CArtifact *combinedArt = VLC->arth->artifacts[assembleTo];
  2648. if(!combinedArt->constituents)
  2649. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to assemble is not a combined artifacts!");
  2650. if(!vstd::contains(destArtifact->assemblyPossibilities(hero), combinedArt))
  2651. COMPLAIN_RET("assembleArtifacts: It's impossible to assemble requested artifact!");
  2652. AssembledArtifact aa;
  2653. aa.al = ArtifactLocation(hero, artifactSlot);
  2654. aa.builtArt = combinedArt;
  2655. sendAndApply(&aa);
  2656. }
  2657. else
  2658. {
  2659. if(!destArtifact->artType->constituents)
  2660. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble is not a combined artifact!");
  2661. DisassembledArtifact da;
  2662. da.al = ArtifactLocation(hero, artifactSlot);
  2663. sendAndApply(&da);
  2664. }
  2665. return true;
  2666. }
  2667. bool CGameHandler::buyArtifact( ObjectInstanceID hid, ArtifactID aid )
  2668. {
  2669. CGHeroInstance *hero = gs->getHero(hid);
  2670. CGTownInstance *town = hero->visitedTown;
  2671. if(aid==ArtifactID::SPELLBOOK)
  2672. {
  2673. if((!town->hasBuilt(BuildingID::MAGES_GUILD_1) && complain("Cannot buy a spellbook, no mage guild in the town!"))
  2674. || (getResource(hero->getOwner(), Res::GOLD) < GameConstants::SPELLBOOK_GOLD_COST && complain("Cannot buy a spellbook, not enough gold!") )
  2675. || (hero->getArt(ArtifactPosition::SPELLBOOK) && complain("Cannot buy a spellbook, hero already has a one!"))
  2676. )
  2677. return false;
  2678. giveResource(hero->getOwner(),Res::GOLD,-GameConstants::SPELLBOOK_GOLD_COST);
  2679. giveHeroNewArtifact(hero, VLC->arth->artifacts[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  2680. assert(hero->getArt(ArtifactPosition::SPELLBOOK));
  2681. giveSpells(town,hero);
  2682. return true;
  2683. }
  2684. else if(aid < 7 && aid > 3) //war machine
  2685. {
  2686. int price = VLC->arth->artifacts[aid]->price;
  2687. if(( hero->getArt(ArtifactPosition(9+aid)) && complain("Hero already has this machine!"))
  2688. || (gs->getPlayer(hero->getOwner())->resources.at(Res::GOLD) < price && complain("Not enough gold!")))
  2689. {
  2690. return false;
  2691. }
  2692. if ((town->hasBuilt(BuildingID::BLACKSMITH) && town->town->warMachine == aid )
  2693. || ((town->hasBuilt(BuildingID::BALLISTA_YARD, ETownType::STRONGHOLD)) && aid == ArtifactID::BALLISTA))
  2694. {
  2695. giveResource(hero->getOwner(),Res::GOLD,-price);
  2696. giveHeroNewArtifact(hero, VLC->arth->artifacts[aid], ArtifactPosition(9+aid));
  2697. return true;
  2698. }
  2699. else
  2700. COMPLAIN_RET("This machine is unavailable here!");
  2701. }
  2702. return false;
  2703. }
  2704. bool CGameHandler::buyArtifact(const IMarket *m, const CGHeroInstance *h, Res::ERes rid, ArtifactID aid)
  2705. {
  2706. if(!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_ARTIFACT), aid))
  2707. COMPLAIN_RET("That artifact is unavailable!");
  2708. int b1, b2;
  2709. m->getOffer(rid, aid, b1, b2, EMarketMode::RESOURCE_ARTIFACT);
  2710. if(getResource(h->tempOwner, rid) < b1)
  2711. COMPLAIN_RET("You can't afford to buy this artifact!");
  2712. SetResource sr;
  2713. sr.player = h->tempOwner;
  2714. sr.resid = rid;
  2715. sr.val = getResource(h->tempOwner, rid) - b1;
  2716. sendAndApply(&sr);
  2717. SetAvailableArtifacts saa;
  2718. if(m->o->ID == Obj::TOWN)
  2719. {
  2720. saa.id = -1;
  2721. saa.arts = CGTownInstance::merchantArtifacts;
  2722. }
  2723. else if(const CGBlackMarket *bm = dynamic_cast<const CGBlackMarket *>(m->o)) //black market
  2724. {
  2725. saa.id = bm->id.getNum();
  2726. saa.arts = bm->artifacts;
  2727. }
  2728. else
  2729. COMPLAIN_RET("Wrong marktet...");
  2730. bool found = false;
  2731. for(const CArtifact *&art : saa.arts)
  2732. {
  2733. if(art && art->id == aid)
  2734. {
  2735. art = nullptr;
  2736. found = true;
  2737. break;
  2738. }
  2739. }
  2740. if(!found)
  2741. COMPLAIN_RET("Cannot find selected artifact on the list");
  2742. sendAndApply(&saa);
  2743. giveHeroNewArtifact(h, VLC->arth->artifacts[aid], ArtifactPosition::FIRST_AVAILABLE);
  2744. return true;
  2745. }
  2746. bool CGameHandler::sellArtifact( const IMarket *m, const CGHeroInstance *h, ArtifactInstanceID aid, Res::ERes rid )
  2747. {
  2748. const CArtifactInstance *art = h->getArtByInstanceId(aid);
  2749. if(!art)
  2750. COMPLAIN_RET("There is no artifact to sell!");
  2751. if(!art->artType->isTradable())
  2752. COMPLAIN_RET("Cannot sell a war machine or spellbook!");
  2753. int resVal = 0, dump = 1;
  2754. m->getOffer(art->artType->id, rid, dump, resVal, EMarketMode::ARTIFACT_RESOURCE);
  2755. removeArtifact(ArtifactLocation(h, h->getArtPos(art)));
  2756. giveResource(h->tempOwner, rid, resVal);
  2757. return true;
  2758. }
  2759. //void CGameHandler::lootArtifacts (TArtHolder source, TArtHolder dest, std::vector<ui32> &arts)
  2760. //{
  2761. // //const CGHeroInstance * h1 = dynamic_cast<CGHeroInstance *> source;
  2762. // //auto s = boost::apply_visitor(GetArtifactSetPtr(), source);
  2763. // {
  2764. // }
  2765. //}
  2766. bool CGameHandler::buySecSkill( const IMarket *m, const CGHeroInstance *h, SecondarySkill skill)
  2767. {
  2768. if (!h)
  2769. COMPLAIN_RET("You need hero to buy a skill!");
  2770. if (h->getSecSkillLevel(SecondarySkill(skill)))
  2771. COMPLAIN_RET("Hero already know this skill");
  2772. if (!h->canLearnSkill())
  2773. COMPLAIN_RET("Hero can't learn any more skills");
  2774. if (h->type->heroClass->secSkillProbability.at(skill)==0)//can't learn this skill (like necromancy for most of non-necros)
  2775. COMPLAIN_RET("The hero can't learn this skill!");
  2776. if(!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_SKILL), skill))
  2777. COMPLAIN_RET("That skill is unavailable!");
  2778. if(getResource(h->tempOwner, Res::GOLD) < 2000)//TODO: remove hardcoded resource\summ?
  2779. COMPLAIN_RET("You can't afford to buy this skill");
  2780. SetResource sr;
  2781. sr.player = h->tempOwner;
  2782. sr.resid = Res::GOLD;
  2783. sr.val = getResource(h->tempOwner, Res::GOLD) - 2000;
  2784. sendAndApply(&sr);
  2785. changeSecSkill(h, skill, 1, true);
  2786. return true;
  2787. }
  2788. bool CGameHandler::tradeResources(const IMarket *market, ui32 val, PlayerColor player, ui32 id1, ui32 id2)
  2789. {
  2790. int r1 = gs->getPlayer(player)->resources.at(id1),
  2791. r2 = gs->getPlayer(player)->resources.at(id2);
  2792. vstd::amin(val, r1); //can't trade more resources than have
  2793. int b1, b2; //base quantities for trade
  2794. market->getOffer(id1, id2, b1, b2, EMarketMode::RESOURCE_RESOURCE);
  2795. int units = val / b1; //how many base quantities we trade
  2796. if(val%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  2797. {
  2798. //TODO: complain?
  2799. assert(0);
  2800. }
  2801. SetResource sr;
  2802. sr.player = player;
  2803. sr.resid = static_cast<Res::ERes>(id1);
  2804. sr.val = r1 - b1 * units;
  2805. sendAndApply(&sr);
  2806. sr.resid = static_cast<Res::ERes>(id2);
  2807. sr.val = r2 + b2 * units;
  2808. sendAndApply(&sr);
  2809. return true;
  2810. }
  2811. bool CGameHandler::sellCreatures(ui32 count, const IMarket *market, const CGHeroInstance * hero, SlotID slot, Res::ERes resourceID)
  2812. {
  2813. if(!vstd::contains(hero->Slots(), slot))
  2814. COMPLAIN_RET("Hero doesn't have any creature in that slot!");
  2815. const CStackInstance &s = hero->getStack(slot);
  2816. if( s.count < count //can't sell more creatures than have
  2817. || (hero->stacksCount() == 1 && hero->needsLastStack() && s.count == count)) //can't sell last stack
  2818. {
  2819. COMPLAIN_RET("Not enough creatures in army!");
  2820. }
  2821. int b1, b2; //base quantities for trade
  2822. market->getOffer(s.type->idNumber, resourceID, b1, b2, EMarketMode::CREATURE_RESOURCE);
  2823. int units = count / b1; //how many base quantities we trade
  2824. if(count%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  2825. {
  2826. //TODO: complain?
  2827. assert(0);
  2828. }
  2829. changeStackCount(StackLocation(hero, slot), -count);
  2830. SetResource sr;
  2831. sr.player = hero->tempOwner;
  2832. sr.resid = resourceID;
  2833. sr.val = getResource(hero->tempOwner, resourceID) + b2 * units;
  2834. sendAndApply(&sr);
  2835. return true;
  2836. }
  2837. bool CGameHandler::transformInUndead(const IMarket *market, const CGHeroInstance * hero, SlotID slot)
  2838. {
  2839. const CArmedInstance *army = nullptr;
  2840. if (hero)
  2841. army = hero;
  2842. else
  2843. army = dynamic_cast<const CGTownInstance *>(market->o);
  2844. if (!army)
  2845. COMPLAIN_RET("Incorrect call to transform in undead!");
  2846. if(!army->hasStackAtSlot(slot))
  2847. COMPLAIN_RET("Army doesn't have any creature in that slot!");
  2848. const CStackInstance &s = army->getStack(slot);
  2849. //resulting creature - bone dragons or skeletons
  2850. CreatureID resCreature = CreatureID::SKELETON;
  2851. if(s.hasBonusOfType(Bonus::DRAGON_NATURE)
  2852. || (s.getCreatureID() == CreatureID::HYDRA)
  2853. || (s.getCreatureID() == CreatureID::CHAOS_HYDRA))
  2854. resCreature = CreatureID::BONE_DRAGON;
  2855. changeStackType(StackLocation(army, slot), resCreature.toCreature());
  2856. return true;
  2857. }
  2858. bool CGameHandler::sendResources(ui32 val, PlayerColor player, Res::ERes r1, PlayerColor r2)
  2859. {
  2860. const PlayerState *p2 = gs->getPlayer(r2, false);
  2861. if(!p2 || p2->status != EPlayerStatus::INGAME)
  2862. {
  2863. complain("Dest player must be in game!");
  2864. return false;
  2865. }
  2866. si32 curRes1 = gs->getPlayer(player)->resources.at(r1),
  2867. curRes2 = gs->getPlayer(r2)->resources.at(r1);
  2868. val = std::min(si32(val),curRes1);
  2869. SetResource sr;
  2870. sr.player = player;
  2871. sr.resid = r1;
  2872. sr.val = curRes1 - val;
  2873. sendAndApply(&sr);
  2874. sr.player = r2;
  2875. sr.val = curRes2 + val;
  2876. sendAndApply(&sr);
  2877. return true;
  2878. }
  2879. bool CGameHandler::setFormation( ObjectInstanceID hid, ui8 formation )
  2880. {
  2881. gs->getHero(hid)-> formation = formation;
  2882. return true;
  2883. }
  2884. bool CGameHandler::hireHero(const CGObjectInstance *obj, ui8 hid, PlayerColor player)
  2885. {
  2886. const PlayerState *p = gs->getPlayer(player);
  2887. const CGTownInstance *t = gs->getTown(obj->id);
  2888. //common preconditions
  2889. // if( (p->resources.at(Res::GOLD)<GOLD_NEEDED && complain("Not enough gold for buying hero!"))
  2890. // || (getHeroCount(player, false) >= GameConstants::MAX_HEROES_PER_PLAYER && complain("Cannot hire hero, only 8 wandering heroes are allowed!")))
  2891. if((p->resources.at(Res::GOLD) < GameConstants::HERO_GOLD_COST && complain("Not enough gold for buying hero!"))
  2892. || ((!t) && (getHeroCount(player, false) >= VLC->modh->settings.MAX_HEROES_ON_MAP_PER_PLAYER && complain("Cannot hire hero, too many wandering heroes already!")))
  2893. || ((t) && (getHeroCount(player, true) >= VLC->modh->settings.MAX_HEROES_AVAILABLE_PER_PLAYER && complain("Cannot hire hero, too many heroes garrizoned and wandering already!"))) )
  2894. {
  2895. return false;
  2896. }
  2897. if(t) //tavern in town
  2898. {
  2899. if((!t->hasBuilt(BuildingID::TAVERN) && complain("No tavern!"))
  2900. || (t->visitingHero && complain("There is visiting hero - no place!")))
  2901. {
  2902. return false;
  2903. }
  2904. }
  2905. else if(obj->ID == Obj::TAVERN)
  2906. {
  2907. if(getTile(obj->visitablePos())->visitableObjects.back() != obj && complain("Tavern entry must be unoccupied!"))
  2908. {
  2909. return false;
  2910. }
  2911. }
  2912. const CGHeroInstance *nh = p->availableHeroes.at(hid);
  2913. if (!nh)
  2914. {
  2915. complain ("Hero is not available for hiring!");
  2916. return false;
  2917. }
  2918. HeroRecruited hr;
  2919. hr.tid = obj->id;
  2920. hr.hid = nh->subID;
  2921. hr.player = player;
  2922. hr.tile = obj->visitablePos() + nh->getVisitableOffset();
  2923. sendAndApply(&hr);
  2924. std::map<ui32, ConstTransitivePtr<CGHeroInstance> > pool = gs->unusedHeroesFromPool();
  2925. const CGHeroInstance *theOtherHero = p->availableHeroes.at(!hid);
  2926. const CGHeroInstance *newHero = nullptr;
  2927. if (theOtherHero) //on XXL maps all heroes can be imprisoned :(
  2928. {
  2929. newHero = gs->hpool.pickHeroFor(false, player, getNativeTown(player), pool, gs->getRandomGenerator(), theOtherHero->type->heroClass);
  2930. }
  2931. SetAvailableHeroes sah;
  2932. sah.player = player;
  2933. if(newHero)
  2934. {
  2935. sah.hid[hid] = newHero->subID;
  2936. sah.army[hid].clear();
  2937. sah.army[hid].setCreature(SlotID(0), newHero->type->initialArmy[0].creature, 1);
  2938. }
  2939. else
  2940. {
  2941. sah.hid[hid] = -1;
  2942. }
  2943. sah.hid[!hid] = theOtherHero ? theOtherHero->subID : -1;
  2944. sendAndApply(&sah);
  2945. SetResource sr;
  2946. sr.player = player;
  2947. sr.resid = Res::GOLD;
  2948. sr.val = p->resources.at(Res::GOLD) - GameConstants::HERO_GOLD_COST;
  2949. sendAndApply(&sr);
  2950. if(t)
  2951. {
  2952. vistiCastleObjects (t, nh);
  2953. giveSpells (t,nh);
  2954. }
  2955. return true;
  2956. }
  2957. bool CGameHandler::queryReply(QueryID qid, ui32 answer, PlayerColor player)
  2958. {
  2959. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  2960. logGlobal->traceStream() << boost::format("Player %s attempts answering query %d with answer %d") % player % qid % answer;
  2961. auto topQuery = queries.topQuery(player);
  2962. COMPLAIN_RET_FALSE_IF(!topQuery, "This player doesn't have any queries!");
  2963. COMPLAIN_RET_FALSE_IF(topQuery->queryID != qid, "This player top query has different ID!");
  2964. COMPLAIN_RET_FALSE_IF(!topQuery->endsByPlayerAnswer(), "This query cannot be ended by player's answer!");
  2965. if(auto dialogQuery = std::dynamic_pointer_cast<CDialogQuery>(topQuery))
  2966. dialogQuery->answer = answer;
  2967. queries.popQuery(topQuery);
  2968. return true;
  2969. }
  2970. static EndAction end_action;
  2971. bool CGameHandler::makeBattleAction( BattleAction &ba )
  2972. {
  2973. bool ok = true;
  2974. const CStack *stack = battleGetStackByID(ba.stackNumber); //may be nullptr if action is not about stack
  2975. const CStack *destinationStack = ba.actionType == Battle::WALK_AND_ATTACK ? gs->curB->battleGetStackByPos(ba.additionalInfo)
  2976. : ba.actionType == Battle::SHOOT ? gs->curB->battleGetStackByPos(ba.destinationTile)
  2977. : nullptr;
  2978. const bool isAboutActiveStack = stack && (stack == battleActiveStack());
  2979. logGlobal->traceStream() << boost::format(
  2980. "Making action: type=%d; side=%d; stack=%s; dst=%s; additionalInfo=%d; stackAtDst=%s")
  2981. % ba.actionType % (int)ba.side % (stack ? stack->getName() : std::string("none"))
  2982. % ba.destinationTile % ba.additionalInfo % (destinationStack ? destinationStack->getName() : std::string("none"));
  2983. switch(ba.actionType)
  2984. {
  2985. case Battle::WALK: //walk
  2986. case Battle::DEFEND: //defend
  2987. case Battle::WAIT: //wait
  2988. case Battle::WALK_AND_ATTACK: //walk or attack
  2989. case Battle::SHOOT: //shoot
  2990. case Battle::CATAPULT: //catapult
  2991. case Battle::STACK_HEAL: //healing with First Aid Tent
  2992. case Battle::DAEMON_SUMMONING:
  2993. case Battle::MONSTER_SPELL:
  2994. if(!stack)
  2995. {
  2996. complain("No such stack!");
  2997. return false;
  2998. }
  2999. if(!stack->alive())
  3000. {
  3001. complain("This stack is dead: " + stack->nodeName());
  3002. return false;
  3003. }
  3004. if(battleTacticDist())
  3005. {
  3006. if(stack && !stack->attackerOwned != battleGetTacticsSide())
  3007. {
  3008. complain("This is not a stack of side that has tactics!");
  3009. return false;
  3010. }
  3011. }
  3012. else if(!isAboutActiveStack)
  3013. {
  3014. complain("Action has to be about active stack!");
  3015. return false;
  3016. }
  3017. }
  3018. switch(ba.actionType)
  3019. {
  3020. case Battle::END_TACTIC_PHASE: //wait
  3021. case Battle::BAD_MORALE:
  3022. case Battle::NO_ACTION:
  3023. {
  3024. StartAction start_action(ba);
  3025. sendAndApply(&start_action);
  3026. sendAndApply(&end_action);
  3027. break;
  3028. }
  3029. case Battle::WALK:
  3030. {
  3031. StartAction start_action(ba);
  3032. sendAndApply(&start_action); //start movement
  3033. int walkedTiles = moveStack(ba.stackNumber,ba.destinationTile); //move
  3034. if(!walkedTiles)
  3035. complain("Stack failed movement!");
  3036. sendAndApply(&end_action);
  3037. break;
  3038. }
  3039. case Battle::DEFEND:
  3040. {
  3041. //defensive stance //TODO: remove this bonus when stack becomes active
  3042. SetStackEffect sse;
  3043. sse.effect.push_back( Bonus(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, 20, -1, PrimarySkill::DEFENSE, Bonus::PERCENT_TO_ALL) );
  3044. sse.effect.push_back( Bonus(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, gs->curB->battleGetStackByID(ba.stackNumber)->valOfBonuses(Bonus::DEFENSIVE_STANCE),
  3045. -1, PrimarySkill::DEFENSE, Bonus::ADDITIVE_VALUE));
  3046. sse.stacks.push_back(ba.stackNumber);
  3047. sendAndApply(&sse);
  3048. //don't break - we share code with next case
  3049. }
  3050. case Battle::WAIT:
  3051. {
  3052. StartAction start_action(ba);
  3053. sendAndApply(&start_action);
  3054. sendAndApply(&end_action);
  3055. break;
  3056. }
  3057. case Battle::RETREAT: //retreat/flee
  3058. {
  3059. if(!gs->curB->battleCanFlee(gs->curB->sides.at(ba.side).color))
  3060. complain("Cannot retreat!");
  3061. else
  3062. setBattleResult(BattleResult::ESCAPE, !ba.side); //surrendering side loses
  3063. break;
  3064. }
  3065. case Battle::SURRENDER:
  3066. {
  3067. PlayerColor player = gs->curB->sides.at(ba.side).color;
  3068. int cost = gs->curB->battleGetSurrenderCost(player);
  3069. if(cost < 0)
  3070. complain("Cannot surrender!");
  3071. else if(getResource(player, Res::GOLD) < cost)
  3072. complain("Not enough gold to surrender!");
  3073. else
  3074. {
  3075. giveResource(player, Res::GOLD, -cost);
  3076. setBattleResult(BattleResult::SURRENDER, !ba.side); //surrendering side loses
  3077. }
  3078. break;
  3079. }
  3080. case Battle::WALK_AND_ATTACK: //walk or attack
  3081. {
  3082. StartAction start_action(ba);
  3083. sendAndApply(&start_action); //start movement and attack
  3084. if(!stack || !destinationStack)
  3085. {
  3086. sendAndApply(&end_action);
  3087. break;
  3088. }
  3089. BattleHex startingPos = stack->position;
  3090. int distance = moveStack(ba.stackNumber, ba.destinationTile);
  3091. logGlobal->traceStream() << stack->nodeName() << " will attack " << destinationStack->nodeName();
  3092. if(stack->position != ba.destinationTile //we wasn't able to reach destination tile
  3093. && !(stack->doubleWide()
  3094. && ( stack->position == ba.destinationTile + (stack->attackerOwned ? +1 : -1 ) )
  3095. ) //nor occupy specified hex
  3096. )
  3097. {
  3098. std::string problem = "We cannot move this stack to its destination " + stack->getCreature()->namePl;
  3099. logGlobal->warnStream() << problem;
  3100. complain(problem);
  3101. ok = false;
  3102. sendAndApply(&end_action);
  3103. break;
  3104. }
  3105. if(destinationStack && stack && stack->ID == destinationStack->ID) //we should just move, it will be handled by following check
  3106. {
  3107. destinationStack = nullptr;
  3108. }
  3109. if(!destinationStack)
  3110. {
  3111. complain(boost::str(boost::format("walk and attack error: no stack at additionalInfo tile (%d)!\n") % ba.additionalInfo));
  3112. ok = false;
  3113. sendAndApply(&end_action);
  3114. break;
  3115. }
  3116. if( !CStack::isMeleeAttackPossible(stack, destinationStack) )
  3117. {
  3118. complain("Attack cannot be performed!");
  3119. sendAndApply(&end_action);
  3120. ok = false;
  3121. break;
  3122. }
  3123. //attack
  3124. int totalAttacks = 1 + stack->getBonuses(Selector::type (Bonus::ADDITIONAL_ATTACK),
  3125. (Selector::effectRange(Bonus::NO_LIMIT).Or(Selector::effectRange(Bonus::ONLY_MELEE_FIGHT))))->totalValue(); //all unspicified attacks + melee attacks
  3126. for (int i = 0; i < totalAttacks; ++i)
  3127. {
  3128. if (stack &&
  3129. stack->alive() && //move can cause death, eg. by walking into the moat
  3130. destinationStack->alive())
  3131. {
  3132. BattleAttack bat;
  3133. prepareAttack(bat, stack, destinationStack, (i ? 0 : distance), ba.additionalInfo); //no distance travelled on second attack
  3134. //prepareAttack(bat, stack, stackAtEnd, 0, ba.additionalInfo);
  3135. handleAttackBeforeCasting(bat); //only before first attack
  3136. sendAndApply(&bat);
  3137. handleAfterAttackCasting(bat);
  3138. }
  3139. //counterattack
  3140. if (destinationStack
  3141. && !stack->hasBonusOfType(Bonus::BLOCKS_RETALIATION)
  3142. && destinationStack->ableToRetaliate()
  3143. && stack->alive()) //attacker may have died (fire shield)
  3144. {
  3145. BattleAttack bat;
  3146. prepareAttack(bat, destinationStack, stack, 0, stack->position);
  3147. bat.flags |= BattleAttack::COUNTER;
  3148. sendAndApply(&bat);
  3149. handleAfterAttackCasting(bat);
  3150. }
  3151. }
  3152. //return
  3153. if(stack->hasBonusOfType(Bonus::RETURN_AFTER_STRIKE) && startingPos != stack->position && stack->alive())
  3154. {
  3155. moveStack(ba.stackNumber, startingPos);
  3156. //NOTE: curStack->ID == ba.stackNumber (rev 1431)
  3157. }
  3158. sendAndApply(&end_action);
  3159. break;
  3160. }
  3161. case Battle::SHOOT:
  3162. {
  3163. if( !gs->curB->battleCanShoot(stack, ba.destinationTile) )
  3164. {
  3165. complain("Cannot shoot!");
  3166. break;
  3167. }
  3168. StartAction start_action(ba);
  3169. sendAndApply(&start_action); //start shooting
  3170. {
  3171. BattleAttack bat;
  3172. bat.flags |= BattleAttack::SHOT;
  3173. prepareAttack(bat, stack, destinationStack, 0, ba.destinationTile);
  3174. handleAttackBeforeCasting(bat);
  3175. sendAndApply(&bat);
  3176. handleAfterAttackCasting(bat);
  3177. }
  3178. //second shot for ballista, only if hero has advanced artillery
  3179. const CGHeroInstance * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  3180. if( destinationStack->alive()
  3181. && (stack->getCreature()->idNumber == CreatureID::BALLISTA)
  3182. && (attackingHero->getSecSkillLevel(SecondarySkill::ARTILLERY) >= SecSkillLevel::ADVANCED)
  3183. )
  3184. {
  3185. BattleAttack bat2;
  3186. bat2.flags |= BattleAttack::SHOT;
  3187. prepareAttack(bat2, stack, destinationStack, 0, ba.destinationTile);
  3188. sendAndApply(&bat2);
  3189. }
  3190. //allow more than one additional attack
  3191. int additionalAttacks = stack->getBonuses(Selector::type (Bonus::ADDITIONAL_ATTACK),
  3192. (Selector::effectRange(Bonus::NO_LIMIT).Or(Selector::effectRange(Bonus::ONLY_DISTANCE_FIGHT))))->totalValue();
  3193. for (int i = 0; i < additionalAttacks; ++i)
  3194. {
  3195. if(
  3196. stack->alive()
  3197. && destinationStack->alive()
  3198. && stack->shots
  3199. )
  3200. {
  3201. BattleAttack bat;
  3202. bat.flags |= BattleAttack::SHOT;
  3203. prepareAttack(bat, stack, destinationStack, 0, ba.destinationTile);
  3204. sendAndApply(&bat);
  3205. handleAfterAttackCasting(bat);
  3206. }
  3207. }
  3208. sendAndApply(&end_action);
  3209. break;
  3210. }
  3211. case Battle::CATAPULT:
  3212. {
  3213. auto getCatapultHitChance = [&](EWallPart::EWallPart part, const CHeroHandler::SBallisticsLevelInfo & sbi) -> int
  3214. {
  3215. switch(part)
  3216. {
  3217. case EWallPart::GATE:
  3218. return sbi.gate;
  3219. case EWallPart::KEEP:
  3220. return sbi.keep;
  3221. case EWallPart::BOTTOM_TOWER:
  3222. case EWallPart::UPPER_TOWER:
  3223. return sbi.tower;
  3224. case EWallPart::BOTTOM_WALL:
  3225. case EWallPart::BELOW_GATE:
  3226. case EWallPart::OVER_GATE:
  3227. case EWallPart::UPPER_WALL:
  3228. return sbi.wall;
  3229. default:
  3230. return 0;
  3231. }
  3232. };
  3233. StartAction start_action(ba);
  3234. sendAndApply(&start_action);
  3235. auto onExit = vstd::makeScopeGuard([&]{ sendAndApply(&end_action); }); //if we started than we have to finish
  3236. const CGHeroInstance * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  3237. CHeroHandler::SBallisticsLevelInfo sbi = VLC->heroh->ballistics.at(attackingHero->getSecSkillLevel(SecondarySkill::BALLISTICS));
  3238. auto wallPart = gs->curB->battleHexToWallPart(ba.destinationTile);
  3239. if(!gs->curB->isWallPartPotentiallyAttackable(wallPart))
  3240. {
  3241. complain("catapult tried to attack non-catapultable hex!");
  3242. break;
  3243. }
  3244. //in successive iterations damage is dealt but not yet subtracted from wall's HPs
  3245. auto &currentHP = gs->curB->si.wallState;
  3246. if (currentHP.at(wallPart) == EWallState::DESTROYED || currentHP.at(wallPart) == EWallState::NONE)
  3247. {
  3248. complain("catapult tried to attack already destroyed wall part!");
  3249. break;
  3250. }
  3251. for(int g=0; g<sbi.shots; ++g)
  3252. {
  3253. bool hitSuccessfull = false;
  3254. auto attackedPart = wallPart;
  3255. do // catapult has chance to attack desired target. Othervice - attacks randomly
  3256. {
  3257. if(currentHP.at(attackedPart) != EWallState::DESTROYED && // this part can be hit
  3258. currentHP.at(attackedPart) != EWallState::NONE &&
  3259. gs->getRandomGenerator().nextInt(99) < getCatapultHitChance(attackedPart, sbi))//hit is successful
  3260. {
  3261. hitSuccessfull = true;
  3262. }
  3263. else // select new target
  3264. {
  3265. std::vector<EWallPart::EWallPart> allowedTargets;
  3266. for (size_t i=0; i< currentHP.size(); i++)
  3267. {
  3268. if (currentHP.at(i) != EWallState::DESTROYED &&
  3269. currentHP.at(i) != EWallState::NONE)
  3270. allowedTargets.push_back(EWallPart::EWallPart(i));
  3271. }
  3272. if (allowedTargets.empty())
  3273. break;
  3274. attackedPart = *RandomGeneratorUtil::nextItem(allowedTargets, gs->getRandomGenerator());
  3275. }
  3276. }
  3277. while (!hitSuccessfull);
  3278. if (!hitSuccessfull) // break triggered - no target to shoot at
  3279. break;
  3280. CatapultAttack ca; //package for clients
  3281. CatapultAttack::AttackInfo attack;
  3282. attack.attackedPart = attackedPart;
  3283. attack.destinationTile = ba.destinationTile;
  3284. attack.damageDealt = 0;
  3285. int dmgChance[] = { sbi.noDmg, sbi.oneDmg, sbi.twoDmg }; //dmgChance[i] - chance for doing i dmg when hit is successful
  3286. int dmgRand = gs->getRandomGenerator().nextInt(99);
  3287. //accumulating dmgChance
  3288. dmgChance[1] += dmgChance[0];
  3289. dmgChance[2] += dmgChance[1];
  3290. //calculating dealt damage
  3291. for(int damage = 0; damage < ARRAY_COUNT(dmgChance); ++damage)
  3292. {
  3293. if(dmgRand <= dmgChance[damage])
  3294. {
  3295. attack.damageDealt = damage;
  3296. break;
  3297. }
  3298. }
  3299. // attacked tile may have changed - update destination
  3300. attack.destinationTile = gs->curB->wallPartToBattleHex(EWallPart::EWallPart(attack.attackedPart));
  3301. logGlobal->traceStream() << "Catapult attacks " << (int)attack.attackedPart
  3302. << " dealing " << (int)attack.damageDealt << " damage";
  3303. //removing creatures in turrets / keep if one is destroyed
  3304. if(attack.damageDealt > 0 && (attackedPart == EWallPart::KEEP ||
  3305. attackedPart == EWallPart::BOTTOM_TOWER || attackedPart == EWallPart::UPPER_TOWER))
  3306. {
  3307. int posRemove = -1;
  3308. switch(attackedPart)
  3309. {
  3310. case EWallPart::KEEP:
  3311. posRemove = -2;
  3312. break;
  3313. case EWallPart::BOTTOM_TOWER:
  3314. posRemove = -3;
  3315. break;
  3316. case EWallPart::UPPER_TOWER:
  3317. posRemove = -4;
  3318. break;
  3319. }
  3320. BattleStacksRemoved bsr;
  3321. for(auto & elem : gs->curB->stacks)
  3322. {
  3323. if(elem->position == posRemove)
  3324. {
  3325. bsr.stackIDs.insert( elem->ID );
  3326. break;
  3327. }
  3328. }
  3329. sendAndApply(&bsr);
  3330. }
  3331. ca.attacker = ba.stackNumber;
  3332. ca.attackedParts.push_back(attack);
  3333. sendAndApply(&ca);
  3334. }
  3335. //finish by scope guard
  3336. break;
  3337. }
  3338. case Battle::STACK_HEAL: //healing with First Aid Tent
  3339. {
  3340. StartAction start_action(ba);
  3341. sendAndApply(&start_action);
  3342. const CGHeroInstance * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  3343. const CStack *healer = gs->curB->battleGetStackByID(ba.stackNumber),
  3344. *destStack = gs->curB->battleGetStackByPos(ba.destinationTile);
  3345. ui32 healed = 0;
  3346. if(healer == nullptr || destStack == nullptr || !healer->hasBonusOfType(Bonus::HEALER))
  3347. {
  3348. complain("There is either no healer, no destination, or healer cannot heal :P");
  3349. }
  3350. else
  3351. {
  3352. ui32 maxiumHeal = healer->count * std::max(10, attackingHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::FIRST_AID));
  3353. healed = destStack->calculateHealedHealthPoints(maxiumHeal, false);
  3354. }
  3355. if(healed == 0)
  3356. {
  3357. //nothing to heal.. should we complain?
  3358. }
  3359. else
  3360. {
  3361. StacksHealedOrResurrected shr;
  3362. shr.lifeDrain = false;
  3363. shr.tentHealing = true;
  3364. shr.drainedFrom = ba.stackNumber;
  3365. StacksHealedOrResurrected::HealInfo hi;
  3366. hi.healedHP = healed;
  3367. hi.lowLevelResurrection = false;
  3368. hi.stackID = destStack->ID;
  3369. shr.healedStacks.push_back(hi);
  3370. sendAndApply(&shr);
  3371. }
  3372. sendAndApply(&end_action);
  3373. break;
  3374. }
  3375. case Battle::DAEMON_SUMMONING:
  3376. //TODO: From Strategija:
  3377. //Summon Demon is a level 2 spell.
  3378. {
  3379. StartAction start_action(ba);
  3380. sendAndApply(&start_action);
  3381. const CStack *summoner = gs->curB->battleGetStackByID(ba.stackNumber),
  3382. *destStack = gs->curB->battleGetStackByPos(ba.destinationTile, false);
  3383. BattleStackAdded bsa;
  3384. bsa.attacker = summoner->attackerOwned;
  3385. bsa.creID = CreatureID(summoner->getBonusLocalFirst(Selector::type(Bonus::DAEMON_SUMMONING))->subtype); //in case summoner can summon more than one type of monsters... scream!
  3386. ui64 risedHp = summoner->count * summoner->valOfBonuses(Bonus::DAEMON_SUMMONING, bsa.creID.toEnum());
  3387. ui64 targetHealth = destStack->getCreature()->MaxHealth() * destStack->baseAmount;
  3388. ui64 canRiseHp = std::min(targetHealth, risedHp);
  3389. ui32 canRiseAmount = canRiseHp / VLC->creh->creatures.at(bsa.creID)->MaxHealth();
  3390. bsa.amount = std::min(canRiseAmount, destStack->baseAmount);
  3391. bsa.pos = gs->curB->getAvaliableHex(bsa.creID, bsa.attacker, destStack->position);
  3392. bsa.summoned = false;
  3393. if (bsa.amount) //there's rare possibility single creature cannot rise desired type
  3394. {
  3395. BattleStacksRemoved bsr; //remove body
  3396. bsr.stackIDs.insert(destStack->ID);
  3397. sendAndApply(&bsr);
  3398. sendAndApply(&bsa);
  3399. BattleSetStackProperty ssp;
  3400. ssp.stackID = ba.stackNumber;
  3401. ssp.which = BattleSetStackProperty::CASTS; //reduce number of casts
  3402. ssp.val = -1;
  3403. ssp.absolute = false;
  3404. sendAndApply(&ssp);
  3405. }
  3406. sendAndApply(&end_action);
  3407. break;
  3408. }
  3409. case Battle::MONSTER_SPELL:
  3410. {
  3411. StartAction start_action(ba);
  3412. sendAndApply(&start_action);
  3413. const CStack * stack = gs->curB->battleGetStackByID(ba.stackNumber);
  3414. SpellID spellID = SpellID(ba.additionalInfo);
  3415. BattleHex destination(ba.destinationTile);
  3416. const Bonus *randSpellcaster = stack->getBonusLocalFirst(Selector::type(Bonus::RANDOM_SPELLCASTER));
  3417. const Bonus * spellcaster = stack->getBonusLocalFirst(Selector::typeSubtype(Bonus::SPELLCASTER, spellID));
  3418. //TODO special bonus for genies ability
  3419. if(randSpellcaster && battleGetRandomStackSpell(stack, CBattleInfoCallback::RANDOM_AIMED) < 0)
  3420. spellID = battleGetRandomStackSpell(stack, CBattleInfoCallback::RANDOM_GENIE);
  3421. if(spellID < 0)
  3422. complain("That stack can't cast spells!");
  3423. else
  3424. {
  3425. const CSpell * spell = SpellID(spellID).toSpell();
  3426. BattleSpellCastParameters parameters(gs->curB, stack, spell);
  3427. parameters.spellLvl = 0;
  3428. if (spellcaster)
  3429. vstd::amax(parameters.spellLvl, spellcaster->val);
  3430. if (randSpellcaster)
  3431. vstd::amax(parameters.spellLvl, randSpellcaster->val);
  3432. vstd::amin (parameters.spellLvl, 3);
  3433. parameters.effectLevel = parameters.spellLvl;
  3434. parameters.mode = ECastingMode::CREATURE_ACTIVE_CASTING;
  3435. parameters.aimToHex(destination);//todo: allow multiple destinations
  3436. parameters.selectedStack = nullptr;
  3437. spell->battleCast(spellEnv, parameters);
  3438. }
  3439. sendAndApply(&end_action);
  3440. break;
  3441. }
  3442. }
  3443. if(ba.stackNumber == gs->curB->activeStack || battleResult.get()) //active stack has moved or battle has finished
  3444. battleMadeAction.setn(true);
  3445. return ok;
  3446. }
  3447. void CGameHandler::playerMessage( PlayerColor player, const std::string &message, ObjectInstanceID currObj )
  3448. {
  3449. bool cheated=true;
  3450. PlayerMessage temp_message(player, message, ObjectInstanceID(-1)); // don't inform other client on selected object
  3451. sendAndApply(&temp_message);
  3452. if(message == "vcmiistari") //give all spells and 999 mana
  3453. {
  3454. SetMana sm;
  3455. GiveBonus giveBonus(GiveBonus::HERO);
  3456. CGHeroInstance *h = gs->getHero(currObj);
  3457. if(!h && complain("Cannot realize cheat, no hero selected!")) return;
  3458. sm.hid = h->id;
  3459. giveBonus.id = h->id.getNum();
  3460. //give all spells with bonus (to allow banned spells)
  3461. giveBonus.bonus = Bonus(Bonus::PERMANENT, Bonus::SPELLS_OF_LEVEL, Bonus::OTHER, 0, 0);
  3462. //start with level 0 to skip abilities
  3463. for(int level = 1; level <= GameConstants::SPELL_LEVELS; level++)
  3464. {
  3465. giveBonus.bonus.subtype = level;
  3466. sendAndApply(&giveBonus);
  3467. }
  3468. //give mana
  3469. sm.val = 999;
  3470. sm.absolute = true;
  3471. if(!h->hasSpellbook()) //hero doesn't have spellbook
  3472. giveHeroNewArtifact(h, VLC->arth->artifacts[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK); //give spellbook
  3473. sendAndApply(&sm);
  3474. }
  3475. else if (message == "vcmiarmenelos") //build all buildings in selected town
  3476. {
  3477. CGHeroInstance *hero = gs->getHero(currObj);
  3478. CGTownInstance *town;
  3479. if (hero)
  3480. town = hero->visitedTown;
  3481. else
  3482. town = gs->getTown(currObj);
  3483. if (town)
  3484. {
  3485. for (auto & build : town->town->buildings)
  3486. {
  3487. if (!town->hasBuilt(build.first)
  3488. && !build.second->Name().empty()
  3489. && build.first != BuildingID::SHIP)
  3490. {
  3491. buildStructure(town->id, build.first, true);
  3492. }
  3493. }
  3494. }
  3495. }
  3496. else if(message == "vcmiainur") //gives 5 archangels into each slot
  3497. {
  3498. CGHeroInstance *hero = gs->getHero(currObj);
  3499. const CCreature *archangel = VLC->creh->creatures.at(13);
  3500. if(!hero) return;
  3501. for(int i = 0; i < GameConstants::ARMY_SIZE; i++)
  3502. if(!hero->hasStackAtSlot(SlotID(i)))
  3503. insertNewStack(StackLocation(hero, SlotID(i)), archangel, 5);
  3504. }
  3505. else if(message == "vcmiangband") //gives 10 black knight into each slot
  3506. {
  3507. CGHeroInstance *hero = gs->getHero(currObj);
  3508. const CCreature *blackKnight = VLC->creh->creatures.at(66);
  3509. if(!hero) return;
  3510. for(int i = 0; i < GameConstants::ARMY_SIZE; i++)
  3511. if(!hero->hasStackAtSlot(SlotID(i)))
  3512. insertNewStack(StackLocation(hero, SlotID(i)), blackKnight, 10);
  3513. }
  3514. else if(message == "vcmiglaurung") //gives 5000 crystal dragons into each slot
  3515. {
  3516. CGHeroInstance *hero = gs->getHero(currObj);
  3517. const CCreature *crystalDragon = VLC->creh->creatures.at(133);
  3518. if(!hero) return;
  3519. for(int i = 0; i < GameConstants::ARMY_SIZE; i++)
  3520. if(!hero->hasStackAtSlot(SlotID(i)))
  3521. insertNewStack(StackLocation(hero, SlotID(i)), crystalDragon, 5000);
  3522. }
  3523. else if(message == "vcminoldor") //all war machines
  3524. {
  3525. CGHeroInstance *hero = gs->getHero(currObj);
  3526. if(!hero) return;
  3527. if(!hero->getArt(ArtifactPosition::MACH1))
  3528. giveHeroNewArtifact(hero, VLC->arth->artifacts[ArtifactID::BALLISTA], ArtifactPosition::MACH1);
  3529. if(!hero->getArt(ArtifactPosition::MACH2))
  3530. giveHeroNewArtifact(hero, VLC->arth->artifacts[ArtifactID::AMMO_CART], ArtifactPosition::MACH2);
  3531. if(!hero->getArt(ArtifactPosition::MACH3))
  3532. giveHeroNewArtifact(hero, VLC->arth->artifacts[ArtifactID::FIRST_AID_TENT], ArtifactPosition::MACH3);
  3533. }
  3534. else if (message == "vcmiforgeofnoldorking") //hero gets all artifacts except war machines, spell scrolls and spell book
  3535. {
  3536. CGHeroInstance *hero = gs->getHero(currObj);
  3537. if(!hero) return;
  3538. for (int g = 7; g < VLC->arth->artifacts.size(); ++g) //including artifacts from mods
  3539. giveHeroNewArtifact(hero, VLC->arth->artifacts[g], ArtifactPosition::PRE_FIRST);
  3540. }
  3541. else if(message == "vcmiglorfindel") //selected hero gains a new level
  3542. {
  3543. CGHeroInstance *hero = gs->getHero(currObj);
  3544. changePrimSkill(hero, PrimarySkill::EXPERIENCE, VLC->heroh->reqExp(hero->level+1) - VLC->heroh->reqExp(hero->level));
  3545. }
  3546. else if(message == "vcminahar") //1000000 movement points
  3547. {
  3548. CGHeroInstance *hero = gs->getHero(currObj);
  3549. if(!hero) return;
  3550. SetMovePoints smp;
  3551. smp.hid = hero->id;
  3552. smp.val = 1000000;
  3553. sendAndApply(&smp);
  3554. }
  3555. else if(message == "vcmiformenos") //give resources
  3556. {
  3557. SetResources sr;
  3558. sr.player = player;
  3559. sr.res = gs->getPlayer(player)->resources;
  3560. for(int i=0;i<Res::GOLD;i++)
  3561. sr.res[i] += 100;
  3562. sr.res[Res::GOLD] += 100000; //100k
  3563. sendAndApply(&sr);
  3564. }
  3565. else if(message == "vcmieagles") //reveal FoW
  3566. {
  3567. FoWChange fc;
  3568. fc.mode = 1;
  3569. fc.player = player;
  3570. auto hlp_tab = new int3[gs->map->width * gs->map->height * (gs->map->twoLevel ? 2 : 1)];
  3571. int lastUnc = 0;
  3572. for(int i=0;i<gs->map->width;i++)
  3573. for(int j=0;j<gs->map->height;j++)
  3574. for(int k = 0; k < (gs->map->twoLevel ? 2 : 1); k++)
  3575. if(!gs->getPlayerTeam(fc.player)->fogOfWarMap.at(i).at(j).at(k))
  3576. hlp_tab[lastUnc++] = int3(i,j,k);
  3577. fc.tiles.insert(hlp_tab, hlp_tab + lastUnc);
  3578. delete [] hlp_tab;
  3579. sendAndApply(&fc);
  3580. }
  3581. else if(message == "vcmisilmaril") //player wins
  3582. {
  3583. gs->getPlayer(player)->enteredWinningCheatCode = 1;
  3584. }
  3585. else if(message == "vcmimelkor") //player looses
  3586. {
  3587. gs->getPlayer(player)->enteredLosingCheatCode = 1;
  3588. }
  3589. else
  3590. cheated = false;
  3591. if(cheated)
  3592. {
  3593. SystemMessage temp_message(VLC->generaltexth->allTexts.at(260));
  3594. sendAndApply(&temp_message);
  3595. checkVictoryLossConditionsForPlayer(player);//Player enter win code or got required art\creature
  3596. }
  3597. }
  3598. bool CGameHandler::makeCustomAction( BattleAction &ba )
  3599. {
  3600. switch(ba.actionType)
  3601. {
  3602. case Battle::HERO_SPELL:
  3603. {
  3604. COMPLAIN_RET_FALSE_IF(ba.side > 1, "Side must be 0 or 1!");
  3605. const CGHeroInstance *h = gs->curB->battleGetFightingHero(ba.side);
  3606. if(!h)
  3607. {
  3608. logGlobal->warnStream() << "Wrong caster!";
  3609. return false;
  3610. }
  3611. if(ba.additionalInfo >= VLC->spellh->objects.size())
  3612. {
  3613. logGlobal->warnStream() << "Wrong spell id (" << ba.additionalInfo << ")!";
  3614. return false;
  3615. }
  3616. const CSpell * s = SpellID(ba.additionalInfo).toSpell();
  3617. BattleSpellCastParameters parameters(gs->curB, h, s);
  3618. parameters.aimToHex(ba.destinationTile);//todo: allow multiple destinations
  3619. parameters.mode = ECastingMode::HERO_CASTING;
  3620. parameters.selectedStack = gs->curB->battleGetStackByID(ba.selectedStack, false);
  3621. ESpellCastProblem::ESpellCastProblem escp = gs->curB->battleCanCastThisSpell(h, s, ECastingMode::HERO_CASTING);//todo: should we check aimed cast(battleCanCastThisSpellHere)?
  3622. if(escp != ESpellCastProblem::OK)
  3623. {
  3624. logGlobal->warnStream() << "Spell cannot be cast!";
  3625. logGlobal->warnStream() << "Problem : " << escp;
  3626. return false;
  3627. }
  3628. StartAction start_action(ba);
  3629. sendAndApply(&start_action); //start spell casting
  3630. s->battleCast(spellEnv, parameters);
  3631. sendAndApply(&end_action);
  3632. if( !gs->curB->battleGetStackByID(gs->curB->activeStack, true))
  3633. {
  3634. battleMadeAction.setn(true);
  3635. }
  3636. checkForBattleEnd();
  3637. if(battleResult.get())
  3638. {
  3639. battleMadeAction.setn(true);
  3640. //battle will be ended by startBattle function
  3641. //endBattle(gs->curB->tile, gs->curB->heroes[0], gs->curB->heroes[1]);
  3642. }
  3643. return true;
  3644. }
  3645. }
  3646. return false;
  3647. }
  3648. void CGameHandler::stackTurnTrigger(const CStack * st)
  3649. {
  3650. BattleTriggerEffect bte;
  3651. bte.stackID = st->ID;
  3652. bte.effect = -1;
  3653. bte.val = 0;
  3654. bte.additionalInfo = 0;
  3655. if (st->alive())
  3656. {
  3657. //unbind
  3658. if (st->getEffect (SpellID::BIND))
  3659. {
  3660. bool unbind = true;
  3661. BonusList bl = *(st->getBonuses(Selector::type(Bonus::BIND_EFFECT)));
  3662. std::set<const CStack*> stacks = gs->curB-> batteAdjacentCreatures(st);
  3663. for(Bonus * b : bl)
  3664. {
  3665. const CStack * stack = gs->curB->battleGetStackByID(b->additionalInfo); //binding stack must be alive and adjacent
  3666. if (stack)
  3667. {
  3668. if (vstd::contains(stacks, stack)) //binding stack is still present
  3669. {
  3670. unbind = false;
  3671. }
  3672. }
  3673. }
  3674. if (unbind)
  3675. {
  3676. BattleSetStackProperty ssp;
  3677. ssp.which = BattleSetStackProperty::UNBIND;
  3678. ssp.stackID = st->ID;
  3679. sendAndApply(&ssp);
  3680. }
  3681. }
  3682. //regeneration
  3683. if(st->hasBonusOfType(Bonus::HP_REGENERATION))
  3684. {
  3685. bte.effect = Bonus::HP_REGENERATION;
  3686. bte.val = std::min((int)(st->MaxHealth() - st->firstHPleft), st->valOfBonuses(Bonus::HP_REGENERATION));
  3687. }
  3688. if(st->hasBonusOfType(Bonus::FULL_HP_REGENERATION))
  3689. {
  3690. bte.effect = Bonus::HP_REGENERATION;
  3691. bte.val = st->MaxHealth() - st->firstHPleft;
  3692. }
  3693. if (bte.val) //anything to heal
  3694. sendAndApply(&bte);
  3695. if(st->hasBonusOfType(Bonus::POISON))
  3696. {
  3697. const Bonus * b = st->getBonusLocalFirst(Selector::source(Bonus::SPELL_EFFECT, SpellID::POISON).And(Selector::type(Bonus::STACK_HEALTH)));
  3698. if (b) //TODO: what if not?...
  3699. {
  3700. bte.val = std::max (b->val - 10, -(st->valOfBonuses(Bonus::POISON)));
  3701. if (bte.val < b->val) //(negative) poison effect increases - update it
  3702. {
  3703. bte.effect = Bonus::POISON;
  3704. sendAndApply(&bte);
  3705. }
  3706. }
  3707. }
  3708. if (st->hasBonusOfType(Bonus::MANA_DRAIN) && !vstd::contains(st->state, EBattleStackState::DRAINED_MANA))
  3709. {
  3710. const PlayerColor opponent = gs->curB->theOtherPlayer(st->owner);
  3711. const CGHeroInstance * opponentHero = gs->curB->getHero(opponent);
  3712. if (opponentHero)
  3713. {
  3714. ui32 manaDrained = st->valOfBonuses(Bonus::MANA_DRAIN);
  3715. vstd::amin(manaDrained, opponentHero->mana);
  3716. if (manaDrained)
  3717. {
  3718. bte.effect = Bonus::MANA_DRAIN;
  3719. bte.val = manaDrained;
  3720. bte.additionalInfo = opponentHero->id.getNum(); //for sanity
  3721. sendAndApply(&bte);
  3722. }
  3723. }
  3724. }
  3725. if (st->isLiving() && !st->hasBonusOfType(Bonus::FEARLESS))
  3726. {
  3727. bool fearsomeCreature = false;
  3728. for(CStack * stack : gs->curB->stacks)
  3729. {
  3730. if (stack->owner != st->owner && stack->alive() && stack->hasBonusOfType(Bonus::FEAR))
  3731. {
  3732. fearsomeCreature = true;
  3733. break;
  3734. }
  3735. }
  3736. if (fearsomeCreature)
  3737. {
  3738. if (gs->getRandomGenerator().nextInt(99) < 10) //fixed 10%
  3739. {
  3740. bte.effect = Bonus::FEAR;
  3741. sendAndApply(&bte);
  3742. }
  3743. }
  3744. }
  3745. BonusList bl = *(st->getBonuses(Selector::type(Bonus::ENCHANTER)));
  3746. int side = gs->curB->whatSide(st->owner);
  3747. if (st->casts && !gs->curB->sides.at(side).enchanterCounter)
  3748. {
  3749. bool cast = false;
  3750. while (!bl.empty() && !cast)
  3751. {
  3752. auto bonus = *RandomGeneratorUtil::nextItem(bl, gs->getRandomGenerator());
  3753. auto spellID = SpellID(bonus->subtype);
  3754. const CSpell * spell = SpellID(spellID).toSpell();
  3755. bl.remove_if([&bonus](Bonus * b){return b==bonus;});
  3756. if (gs->curB->battleCanCastThisSpell(st, spell, ECastingMode::ENCHANTER_CASTING) == ESpellCastProblem::OK)
  3757. {
  3758. BattleSpellCastParameters parameters(gs->curB, st, spell);
  3759. parameters.spellLvl = bonus->val;
  3760. parameters.effectLevel = bonus->val;//todo: recheck
  3761. parameters.aimToHex(BattleHex::INVALID);
  3762. parameters.mode = ECastingMode::ENCHANTER_CASTING;
  3763. parameters.selectedStack = nullptr;
  3764. spell->battleCast(spellEnv, parameters);
  3765. //todo: move to mechanics
  3766. BattleSetStackProperty ssp;
  3767. ssp.which = BattleSetStackProperty::ENCHANTER_COUNTER;
  3768. ssp.absolute = false;
  3769. ssp.val = bonus->additionalInfo; //increase cooldown counter
  3770. ssp.stackID = st->ID;
  3771. sendAndApply(&ssp);
  3772. cast = true;
  3773. }
  3774. };
  3775. }
  3776. bl = *(st->getBonuses(Selector::type(Bonus::ENCHANTED)));
  3777. for (auto b : bl)
  3778. {
  3779. SetStackEffect sse;
  3780. int val = bl.valOfBonuses (Selector::typeSubtype(b->type, b->subtype));
  3781. if (val > 3)
  3782. {
  3783. for (auto s : gs->curB->battleGetAllStacks())
  3784. {
  3785. if (st->owner == s->owner && s->isValidTarget()) //all allied
  3786. sse.stacks.push_back (s->ID);
  3787. }
  3788. }
  3789. else
  3790. sse.stacks.push_back (st->ID);
  3791. Bonus pseudoBonus;
  3792. pseudoBonus.sid = b->subtype;
  3793. pseudoBonus.val = ((val > 3) ? (val - 3) : val);
  3794. pseudoBonus.turnsRemain = 50;
  3795. st->stackEffectToFeature (sse.effect, pseudoBonus);
  3796. if (sse.effect.size())
  3797. sendAndApply (&sse);
  3798. }
  3799. }
  3800. }
  3801. void CGameHandler::handleDamageFromObstacle(const CObstacleInstance &obstacle, const CStack * curStack)
  3802. {
  3803. //we want to determine following vars depending on obstacle type
  3804. int damage = -1;
  3805. int effect = -1;
  3806. bool oneTimeObstacle = false;
  3807. //helper info
  3808. const SpellCreatedObstacle *spellObstacle = dynamic_cast<const SpellCreatedObstacle*>(&obstacle); //not nice but we may need spell params
  3809. const ui8 side = !curStack->attackerOwned; //if enemy is defending (false = 0), side of enemy hero is 1 (true)
  3810. const CGHeroInstance *hero = gs->curB->battleGetFightingHero(side);//FIXME: there may be no hero - landmines in Tower
  3811. if(obstacle.obstacleType == CObstacleInstance::MOAT)
  3812. {
  3813. damage = battleGetMoatDmg();
  3814. }
  3815. else if(obstacle.obstacleType == CObstacleInstance::LAND_MINE)
  3816. {
  3817. //You don't get hit by a Mine you can see.
  3818. if(gs->curB->battleIsObstacleVisibleForSide(obstacle, (BattlePerspective::BattlePerspective)side))
  3819. return;
  3820. oneTimeObstacle = true;
  3821. effect = 82; //makes
  3822. const CSpell * sp = SpellID(SpellID::LAND_MINE).toSpell();
  3823. if(sp->isImmuneByStack(hero, curStack))
  3824. return;
  3825. damage = sp->calculateDamage(hero, curStack,
  3826. spellObstacle->spellLevel, spellObstacle->casterSpellPower);
  3827. //TODO even if obstacle wasn't created by hero (Tower "moat") it should deal dmg as if cast by hero,
  3828. //if it is bigger than default dmg. Or is it just irrelevant H3 implementation quirk
  3829. }
  3830. else if(obstacle.obstacleType == CObstacleInstance::FIRE_WALL)
  3831. {
  3832. const CSpell * sp = SpellID(SpellID::FIRE_WALL).toSpell();
  3833. if(sp->isImmuneByStack(hero, curStack))
  3834. return;
  3835. damage = sp->calculateDamage(hero, curStack,
  3836. spellObstacle->spellLevel, spellObstacle->casterSpellPower);
  3837. }
  3838. else
  3839. {
  3840. //no other obstacle does damage to stack
  3841. return;
  3842. }
  3843. BattleStackAttacked bsa;
  3844. if(effect >= 0)
  3845. {
  3846. bsa.flags |= BattleStackAttacked::EFFECT;
  3847. bsa.effect = effect; //makes POOF
  3848. }
  3849. bsa.damageAmount = damage;
  3850. bsa.stackAttacked = curStack->ID;
  3851. bsa.attackerID = -1;
  3852. curStack->prepareAttacked(bsa, gameState()->getRandomGenerator());
  3853. StacksInjured si;
  3854. si.stacks.push_back(bsa);
  3855. sendAndApply(&si);
  3856. if(oneTimeObstacle)
  3857. removeObstacle(obstacle);
  3858. }
  3859. void CGameHandler::handleTimeEvents()
  3860. {
  3861. gs->map->events.sort(evntCmp);
  3862. while(gs->map->events.size() && gs->map->events.front().firstOccurence+1 == gs->day)
  3863. {
  3864. CMapEvent ev = gs->map->events.front();
  3865. for (int player = 0; player < PlayerColor::PLAYER_LIMIT_I; player++)
  3866. {
  3867. auto color = PlayerColor(player);
  3868. PlayerState *pinfo = gs->getPlayer(color, false); //do not output error if player does not exist
  3869. if( pinfo //player exists
  3870. && (ev.players & 1<<player) //event is enabled to this player
  3871. && ((ev.computerAffected && !pinfo->human)
  3872. || (ev.humanAffected && pinfo->human)
  3873. )
  3874. )
  3875. {
  3876. //give resources
  3877. SetResources sr;
  3878. sr.player = color;
  3879. sr.res = pinfo->resources + ev.resources;
  3880. //prepare dialog
  3881. InfoWindow iw;
  3882. iw.player = color;
  3883. iw.text << ev.message;
  3884. for (int i=0; i<ev.resources.size(); i++)
  3885. {
  3886. if(ev.resources.at(i)) //if resource is changed, we add it to the dialog
  3887. iw.components.push_back(Component(Component::RESOURCE,i,ev.resources.at(i),0));
  3888. }
  3889. if (iw.components.size())
  3890. {
  3891. sr.res.amax(0); // If removing too much resources, adjust the amount so the total doesn't become negative.
  3892. sendAndApply(&sr); //update player resources if changed
  3893. }
  3894. sendAndApply(&iw); //show dialog
  3895. }
  3896. } //PLAYERS LOOP
  3897. if(ev.nextOccurence)
  3898. {
  3899. gs->map->events.pop_front();
  3900. ev.firstOccurence += ev.nextOccurence;
  3901. auto it = gs->map->events.begin();
  3902. while ( it !=gs->map->events.end() && it->earlierThanOrEqual(ev))
  3903. it++;
  3904. gs->map->events.insert(it, ev);
  3905. }
  3906. else
  3907. {
  3908. gs->map->events.pop_front();
  3909. }
  3910. }
  3911. //TODO send only if changed
  3912. UpdateMapEvents ume;
  3913. ume.events = gs->map->events;
  3914. sendAndApply(&ume);
  3915. }
  3916. void CGameHandler::handleTownEvents(CGTownInstance * town, NewTurn &n)
  3917. {
  3918. town->events.sort(evntCmp);
  3919. while(town->events.size() && town->events.front().firstOccurence == gs->day)
  3920. {
  3921. PlayerColor player = town->tempOwner;
  3922. CCastleEvent ev = town->events.front();
  3923. PlayerState *pinfo = gs->getPlayer(player, false);
  3924. if( pinfo //player exists
  3925. && (ev.players & 1<<player.getNum()) //event is enabled to this player
  3926. && ((ev.computerAffected && !pinfo->human)
  3927. || (ev.humanAffected && pinfo->human) ) )
  3928. {
  3929. // dialog
  3930. InfoWindow iw;
  3931. iw.player = player;
  3932. iw.text << ev.message;
  3933. if(ev.resources.nonZero())
  3934. {
  3935. TResources was = n.res[player];
  3936. n.res[player] += ev.resources;
  3937. n.res[player].amax(0);
  3938. for (int i=0; i<ev.resources.size(); i++)
  3939. if(ev.resources.at(i) && pinfo->resources.at(i) != n.res.at(player).at(i)) //if resource had changed, we add it to the dialog
  3940. iw.components.push_back(Component(Component::RESOURCE,i,n.res.at(player).at(i)-was.at(i),0));
  3941. }
  3942. for(auto & i : ev.buildings)
  3943. {
  3944. if(!town->hasBuilt(i))
  3945. {
  3946. buildStructure(town->id, i, true);
  3947. iw.components.push_back(Component(Component::BUILDING, town->subID, i, 0));
  3948. }
  3949. }
  3950. if (!ev.creatures.empty() && !vstd::contains(n.cres, town->id))
  3951. {
  3952. n.cres[town->id].tid = town->id;
  3953. n.cres[town->id].creatures = town->creatures;
  3954. }
  3955. auto & sac = n.cres[town->id];
  3956. for(si32 i=0;i<ev.creatures.size();i++) //creature growths
  3957. {
  3958. if(!town->creatures.at(i).second.empty() && ev.creatures.at(i) > 0)//there is dwelling
  3959. {
  3960. sac.creatures[i].first += ev.creatures.at(i);
  3961. iw.components.push_back(Component(Component::CREATURE,
  3962. town->creatures.at(i).second.back(), ev.creatures.at(i), 0));
  3963. }
  3964. }
  3965. sendAndApply(&iw); //show dialog
  3966. }
  3967. if(ev.nextOccurence)
  3968. {
  3969. town->events.pop_front();
  3970. ev.firstOccurence += ev.nextOccurence;
  3971. auto it = town->events.begin();
  3972. while ( it != town->events.end() && it->earlierThanOrEqual(ev))
  3973. it++;
  3974. town->events.insert(it, ev);
  3975. }
  3976. else
  3977. {
  3978. town->events.pop_front();
  3979. }
  3980. }
  3981. //TODO send only if changed
  3982. UpdateCastleEvents uce;
  3983. uce.town = town->id;
  3984. uce.events = town->events;
  3985. sendAndApply(&uce);
  3986. }
  3987. bool CGameHandler::complain( const std::string &problem )
  3988. {
  3989. sendMessageToAll("Server encountered a problem: " + problem);
  3990. logGlobal->errorStream() << problem;
  3991. return true;
  3992. }
  3993. void CGameHandler::showGarrisonDialog( ObjectInstanceID upobj, ObjectInstanceID hid, bool removableUnits)
  3994. {
  3995. //PlayerColor player = getOwner(hid);
  3996. auto upperArmy = dynamic_cast<const CArmedInstance*>(getObj(upobj));
  3997. auto lowerArmy = dynamic_cast<const CArmedInstance*>(getObj(hid));
  3998. assert(lowerArmy);
  3999. assert(upperArmy);
  4000. auto garrisonQuery = std::make_shared<CGarrisonDialogQuery>(upperArmy, lowerArmy);
  4001. queries.addQuery(garrisonQuery);
  4002. GarrisonDialog gd;
  4003. gd.hid = hid;
  4004. gd.objid = upobj;
  4005. gd.removableUnits = removableUnits;
  4006. gd.queryID = garrisonQuery->queryID;
  4007. sendAndApply(&gd);
  4008. }
  4009. void CGameHandler::showThievesGuildWindow(PlayerColor player, ObjectInstanceID requestingObjId)
  4010. {
  4011. OpenWindow ow;
  4012. ow.window = OpenWindow::THIEVES_GUILD;
  4013. ow.id1 = player.getNum();
  4014. ow.id2 = requestingObjId.getNum();
  4015. sendAndApply(&ow);
  4016. }
  4017. bool CGameHandler::isAllowedExchange( ObjectInstanceID id1, ObjectInstanceID id2 )
  4018. {
  4019. if(id1 == id2)
  4020. return true;
  4021. const CGObjectInstance *o1 = getObj(id1), *o2 = getObj(id2);
  4022. if(!o1 || !o2)
  4023. return true; //arranging stacks within an object should be always allowed
  4024. if (o1 && o2)
  4025. {
  4026. if(o1->ID == Obj::TOWN)
  4027. {
  4028. const CGTownInstance *t = static_cast<const CGTownInstance*>(o1);
  4029. if(t->visitingHero == o2 || t->garrisonHero == o2)
  4030. return true;
  4031. }
  4032. if(o2->ID == Obj::TOWN)
  4033. {
  4034. const CGTownInstance *t = static_cast<const CGTownInstance*>(o2);
  4035. if(t->visitingHero == o1 || t->garrisonHero == o1)
  4036. return true;
  4037. }
  4038. if (o1->ID == Obj::HERO && o2->ID == Obj::HERO)
  4039. {
  4040. const CGHeroInstance *h1 = static_cast<const CGHeroInstance*>(o1);
  4041. const CGHeroInstance *h2 = static_cast<const CGHeroInstance*>(o2);
  4042. // two heroes in same town (garrisoned and visiting)
  4043. if (h1->visitedTown != nullptr && h2->visitedTown != nullptr && h1->visitedTown == h2->visitedTown)
  4044. return true;
  4045. }
  4046. //Ongoing garrison exchange
  4047. if(auto dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries.topQuery(o1->tempOwner)))
  4048. {
  4049. if(dialog->exchangingArmies.at(0) == o1 && dialog->exchangingArmies.at(1) == o2)
  4050. return true;
  4051. if(dialog->exchangingArmies.at(1) == o1 && dialog->exchangingArmies.at(0) == o2)
  4052. return true;
  4053. }
  4054. }
  4055. return false;
  4056. }
  4057. void CGameHandler::objectVisited( const CGObjectInstance * obj, const CGHeroInstance * h )
  4058. {
  4059. logGlobal->debugStream() << h->nodeName() << " visits " << obj->getObjectName() << "(" << obj->ID << ":" << obj->subID << ")";
  4060. auto visitQuery = std::make_shared<CObjectVisitQuery>(obj, h, obj->visitablePos());
  4061. queries.addQuery(visitQuery); //TODO real visit pos
  4062. HeroVisit hv;
  4063. hv.obj = obj;
  4064. hv.hero = h;
  4065. hv.player = h->tempOwner;
  4066. hv.starting = true;
  4067. sendAndApply(&hv);
  4068. obj->onHeroVisit(h);
  4069. queries.popIfTop(visitQuery); //visit ends here if no queries were created
  4070. }
  4071. void CGameHandler::objectVisitEnded(const CObjectVisitQuery &query)
  4072. {
  4073. logGlobal->traceStream() << query.visitingHero->nodeName() << " visit ends.\n";
  4074. HeroVisit hv;
  4075. hv.player = query.players.front();
  4076. hv.obj = nullptr; //not necessary, moreover may have been deleted in the meantime
  4077. hv.hero = query.visitingHero;
  4078. assert(hv.hero);
  4079. hv.starting = false;
  4080. sendAndApply(&hv);
  4081. }
  4082. bool CGameHandler::buildBoat( ObjectInstanceID objid )
  4083. {
  4084. const IShipyard *obj = IShipyard::castFrom(getObj(objid));
  4085. if(obj->shipyardStatus() != IBoatGenerator::GOOD)
  4086. {
  4087. complain("Cannot build boat in this shipyard!");
  4088. return false;
  4089. }
  4090. else if(obj->o->ID == Obj::TOWN
  4091. && !static_cast<const CGTownInstance*>(obj)->hasBuilt(BuildingID::SHIPYARD))
  4092. {
  4093. complain("Cannot build boat in the town - no shipyard!");
  4094. return false;
  4095. }
  4096. const PlayerColor playerID = obj->o->tempOwner;
  4097. TResources boatCost;
  4098. obj->getBoatCost(boatCost);
  4099. TResources aviable = gs->getPlayer(playerID)->resources;
  4100. if (!aviable.canAfford(boatCost))
  4101. {
  4102. complain("Not enough resources to build a boat!");
  4103. return false;
  4104. }
  4105. int3 tile = obj->bestLocation();
  4106. if(!gs->map->isInTheMap(tile))
  4107. {
  4108. complain("Cannot find appropriate tile for a boat!");
  4109. return false;
  4110. }
  4111. //take boat cost
  4112. SetResources sr;
  4113. sr.player = playerID;
  4114. sr.res = (aviable - boatCost);
  4115. sendAndApply(&sr);
  4116. //create boat
  4117. NewObject no;
  4118. no.ID = Obj::BOAT;
  4119. no.subID = obj->getBoatType();
  4120. no.pos = tile + int3(1,0,0);
  4121. sendAndApply(&no);
  4122. return true;
  4123. }
  4124. void CGameHandler::engageIntoBattle( PlayerColor player )
  4125. {
  4126. //notify interfaces
  4127. PlayerBlocked pb;
  4128. pb.player = player;
  4129. pb.reason = PlayerBlocked::UPCOMING_BATTLE;
  4130. pb.startOrEnd = PlayerBlocked::BLOCKADE_STARTED;
  4131. sendAndApply(&pb);
  4132. }
  4133. void CGameHandler::checkVictoryLossConditions(const std::set<PlayerColor> & playerColors)
  4134. {
  4135. for(auto playerColor : playerColors)
  4136. {
  4137. if(gs->getPlayer(playerColor, false))
  4138. checkVictoryLossConditionsForPlayer(playerColor);
  4139. }
  4140. }
  4141. void CGameHandler::checkVictoryLossConditionsForAll()
  4142. {
  4143. std::set<PlayerColor> playerColors;
  4144. for(int i = 0; i < PlayerColor::PLAYER_LIMIT_I; ++i)
  4145. {
  4146. playerColors.insert(PlayerColor(i));
  4147. }
  4148. checkVictoryLossConditions(playerColors);
  4149. }
  4150. void CGameHandler::checkVictoryLossConditionsForPlayer(PlayerColor player)
  4151. {
  4152. const PlayerState *p = gs->getPlayer(player);
  4153. if(p->status != EPlayerStatus::INGAME) return;
  4154. auto victoryLossCheckResult = gs->checkForVictoryAndLoss(player);
  4155. if(victoryLossCheckResult.victory() || victoryLossCheckResult.loss())
  4156. {
  4157. InfoWindow iw;
  4158. getVictoryLossMessage(player, victoryLossCheckResult, iw);
  4159. sendAndApply(&iw);
  4160. PlayerEndsGame peg;
  4161. peg.player = player;
  4162. peg.victoryLossCheckResult = victoryLossCheckResult;
  4163. sendAndApply(&peg);
  4164. if(victoryLossCheckResult.victory())
  4165. {
  4166. //one player won -> all enemies lost
  4167. for (auto i = gs->players.cbegin(); i!=gs->players.cend(); i++)
  4168. {
  4169. if(i->first != player && gs->getPlayer(i->first)->status == EPlayerStatus::INGAME)
  4170. {
  4171. peg.player = i->first;
  4172. peg.victoryLossCheckResult = gameState()->getPlayerRelations(player, i->first) == PlayerRelations::ALLIES ?
  4173. victoryLossCheckResult : victoryLossCheckResult.invert(); // ally of winner
  4174. InfoWindow iw;
  4175. getVictoryLossMessage(player, peg.victoryLossCheckResult, iw);
  4176. iw.player = i->first;
  4177. sendAndApply(&iw);
  4178. sendAndApply(&peg);
  4179. }
  4180. }
  4181. if(p->human)
  4182. {
  4183. end2 = true;
  4184. if(gs->scenarioOps->campState)
  4185. {
  4186. std::vector<CGHeroInstance *> crossoverHeroes;
  4187. for(CGHeroInstance * hero : gs->map->heroesOnMap)
  4188. {
  4189. if(hero->tempOwner == player)
  4190. {
  4191. // keep all heroes from the winning player
  4192. crossoverHeroes.push_back(hero);
  4193. }
  4194. else if(vstd::contains(gs->scenarioOps->campState->getCurrentScenario().keepHeroes, HeroTypeID(hero->subID)))
  4195. {
  4196. // keep hero whether lost or won (like Xeron in AB campaign)
  4197. crossoverHeroes.push_back(hero);
  4198. }
  4199. }
  4200. // keep lost heroes which are in heroes pool
  4201. for(auto & heroPair : gs->hpool.heroesPool)
  4202. {
  4203. if(vstd::contains(gs->scenarioOps->campState->getCurrentScenario().keepHeroes, HeroTypeID(heroPair.first)))
  4204. {
  4205. crossoverHeroes.push_back(heroPair.second.get());
  4206. }
  4207. }
  4208. gs->scenarioOps->campState->setCurrentMapAsConquered(crossoverHeroes);
  4209. //Request clients to change connection mode
  4210. PrepareForAdvancingCampaign pfac;
  4211. sendAndApply(&pfac);
  4212. //Change connection mode
  4213. if(getPlayer(player)->human && getStartInfo()->campState)
  4214. {
  4215. for(auto connection : conns)
  4216. connection->prepareForSendingHeroes();
  4217. }
  4218. UpdateCampaignState ucs;
  4219. ucs.camp = gs->scenarioOps->campState;
  4220. sendAndApply(&ucs);
  4221. }
  4222. }
  4223. }
  4224. else
  4225. {
  4226. //copy heroes vector to avoid iterator invalidation as removal change PlayerState
  4227. auto hlp = p->heroes;
  4228. for(auto h : hlp) //eliminate heroes
  4229. {
  4230. if(h.get())
  4231. removeObject(h);
  4232. }
  4233. //player lost -> all his objects become unflagged (neutral)
  4234. for (auto obj : gs->map->objects) //unflag objs
  4235. {
  4236. if(obj.get() && obj->tempOwner == player)
  4237. setOwner(obj, PlayerColor::NEUTRAL);
  4238. }
  4239. //eliminating one player may cause victory of another:
  4240. std::set<PlayerColor> playerColors;
  4241. //do not copy player state (CBonusSystemNode) by value
  4242. for (auto &p : gs->players) //players may have different colors, iterate over players and not integers
  4243. {
  4244. if (p.first != player)
  4245. playerColors.insert(p.first);
  4246. }
  4247. //notify all players
  4248. for (auto pc : playerColors)
  4249. {
  4250. if (gs->getPlayer(pc)->status == EPlayerStatus::INGAME)
  4251. {
  4252. InfoWindow iw;
  4253. getVictoryLossMessage(player, victoryLossCheckResult.invert(), iw);
  4254. iw.player = pc;
  4255. sendAndApply(&iw);
  4256. }
  4257. }
  4258. checkVictoryLossConditions(playerColors);
  4259. }
  4260. auto playerInfo = gs->getPlayer(gs->currentPlayer, false);
  4261. // If we are called before the actual game start, there might be no current player
  4262. if (playerInfo && playerInfo->status != EPlayerStatus::INGAME)
  4263. {
  4264. // If player making turn has lost his turn must be over as well
  4265. states.setFlag(gs->currentPlayer, &PlayerStatus::makingTurn, false);
  4266. }
  4267. }
  4268. }
  4269. void CGameHandler::getVictoryLossMessage(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult, InfoWindow & out) const
  4270. {
  4271. out.player = player;
  4272. out.text.clear();
  4273. out.text << victoryLossCheckResult.messageToSelf;
  4274. // hackish, insert one player-specific string, if applicable
  4275. if (victoryLossCheckResult.messageToSelf.find("%s") != std::string::npos)
  4276. out.text.addReplacement(MetaString::COLOR, player.getNum());
  4277. out.components.push_back(Component(Component::FLAG, player.getNum(), 0, 0));
  4278. }
  4279. bool CGameHandler::dig( const CGHeroInstance *h )
  4280. {
  4281. for (auto i = gs->map->objects.cbegin(); i != gs->map->objects.cend(); i++) //unflag objs
  4282. {
  4283. if(*i && (*i)->ID == Obj::HOLE && (*i)->pos == h->getPosition())
  4284. {
  4285. complain("Cannot dig - there is already a hole under the hero!");
  4286. return false;
  4287. }
  4288. }
  4289. if(h->diggingStatus() != EDiggingStatus::CAN_DIG) //checks for terrain and movement
  4290. COMPLAIN_RETF("Hero cannot dig (error code %d)!", h->diggingStatus());
  4291. //create a hole
  4292. NewObject no;
  4293. no.ID = Obj::HOLE;
  4294. no.pos = h->getPosition();
  4295. no.subID = 0;
  4296. sendAndApply(&no);
  4297. //take MPs
  4298. SetMovePoints smp;
  4299. smp.hid = h->id;
  4300. smp.val = 0;
  4301. sendAndApply(&smp);
  4302. InfoWindow iw;
  4303. iw.player = h->tempOwner;
  4304. if(gs->map->grailPos == h->getPosition())
  4305. {
  4306. iw.text.addTxt(MetaString::GENERAL_TXT, 58); //"Congratulations! After spending many hours digging here, your hero has uncovered the "
  4307. iw.text.addTxt(MetaString::ART_NAMES, ArtifactID::GRAIL);
  4308. iw.soundID = soundBase::ULTIMATEARTIFACT;
  4309. giveHeroNewArtifact(h, VLC->arth->artifacts[ArtifactID::GRAIL], ArtifactPosition::PRE_FIRST); //give grail
  4310. sendAndApply(&iw);
  4311. iw.soundID = soundBase::invalid;
  4312. iw.text.clear();
  4313. iw.text.addTxt(MetaString::ART_DESCR, ArtifactID::GRAIL);
  4314. sendAndApply(&iw);
  4315. }
  4316. else
  4317. {
  4318. iw.text.addTxt(MetaString::GENERAL_TXT, 59); //"Nothing here. \n Where could it be?"
  4319. iw.soundID = soundBase::Dig;
  4320. sendAndApply(&iw);
  4321. }
  4322. return true;
  4323. }
  4324. void CGameHandler::attackCasting(const BattleAttack & bat, Bonus::BonusType attackMode, const CStack * attacker)
  4325. {
  4326. if(attacker->hasBonusOfType(attackMode))
  4327. {
  4328. std::set<SpellID> spellsToCast;
  4329. TBonusListPtr spells = attacker->getBonuses(Selector::type(attackMode));
  4330. for(const Bonus *sf : *spells)
  4331. {
  4332. spellsToCast.insert (SpellID(sf->subtype));
  4333. }
  4334. for(SpellID spellID : spellsToCast)
  4335. {
  4336. const CStack * oneOfAttacked = nullptr;
  4337. for (auto & elem : bat.bsa)
  4338. {
  4339. if (elem.newAmount > 0 && !elem.isSecondary()) //apply effects only to first target stack if it's alive
  4340. {
  4341. oneOfAttacked = gs->curB->battleGetStackByID(elem.stackAttacked);
  4342. break;
  4343. }
  4344. }
  4345. bool castMe = false;
  4346. if(oneOfAttacked == nullptr) //all attacked creatures have been killed
  4347. return;
  4348. int spellLevel = 0;
  4349. TBonusListPtr spellsByType = attacker->getBonuses(Selector::typeSubtype(attackMode, spellID));
  4350. for(const Bonus *sf : *spellsByType)
  4351. {
  4352. vstd::amax(spellLevel, sf->additionalInfo % 1000); //pick highest level
  4353. int meleeRanged = sf->additionalInfo / 1000;
  4354. if (meleeRanged == 0 || (meleeRanged == 1 && bat.shot()) || (meleeRanged == 2 && !bat.shot()))
  4355. castMe = true;
  4356. }
  4357. int chance = attacker->valOfBonuses((Selector::typeSubtype(attackMode, spellID)));
  4358. vstd::amin (chance, 100);
  4359. const CSpell * spell = SpellID(spellID).toSpell();
  4360. if(gs->curB->battleCanCastThisSpellHere(attacker, spell, ECastingMode::AFTER_ATTACK_CASTING, oneOfAttacked->position) != ESpellCastProblem::OK)
  4361. continue;
  4362. //check if spell should be cast (probability handling)
  4363. if(gs->getRandomGenerator().nextInt(99) >= chance)
  4364. continue;
  4365. //casting
  4366. if (castMe) //stacks use 0 spell power. If needed, default = 3 or custom value is used
  4367. {
  4368. BattleSpellCastParameters parameters(gs->curB, attacker, spell);
  4369. parameters.spellLvl = spellLevel;
  4370. parameters.effectLevel = spellLevel;
  4371. parameters.aimToStack(oneOfAttacked);
  4372. parameters.mode = ECastingMode::AFTER_ATTACK_CASTING;
  4373. parameters.selectedStack = nullptr;
  4374. spell->battleCast(spellEnv, parameters);
  4375. }
  4376. }
  4377. }
  4378. }
  4379. void CGameHandler::handleAttackBeforeCasting (const BattleAttack & bat)
  4380. {
  4381. const CStack * attacker = gs->curB->battleGetStackByID(bat.stackAttacking);
  4382. attackCasting(bat, Bonus::SPELL_BEFORE_ATTACK, attacker); //no death stare / acid breath needed?
  4383. }
  4384. void CGameHandler::handleAfterAttackCasting( const BattleAttack & bat )
  4385. {
  4386. const CStack * attacker = gs->curB->battleGetStackByID(bat.stackAttacking);
  4387. if (!attacker) //could be already dead
  4388. return;
  4389. auto cast = [=](SpellID spellID, int power)
  4390. {
  4391. const CSpell * spell = SpellID(spellID).toSpell();
  4392. BattleSpellCastParameters parameters(gs->curB, attacker, spell);
  4393. parameters.spellLvl = 0;
  4394. parameters.effectLevel = 0;
  4395. parameters.aimToStack(gs->curB->battleGetStackByID(bat.bsa.at(0).stackAttacked));
  4396. parameters.effectPower = power;
  4397. parameters.mode = ECastingMode::AFTER_ATTACK_CASTING;
  4398. parameters.selectedStack = nullptr;
  4399. spell->battleCast(this->spellEnv, parameters);
  4400. };
  4401. attackCasting(bat, Bonus::SPELL_AFTER_ATTACK, attacker);
  4402. if(bat.bsa.at(0).newAmount <= 0)
  4403. {
  4404. //don't try death stare or acid breath on dead stack (crash!)
  4405. return;
  4406. }
  4407. if (attacker->hasBonusOfType(Bonus::DEATH_STARE) && bat.bsa.size())
  4408. {
  4409. // mechanics of Death Stare as in H3:
  4410. // each gorgon have 10% chance to kill (counted separately in H3) -> binomial distribution
  4411. //original formula x = min(x, (gorgons_count + 9)/10);
  4412. double chanceToKill = attacker->valOfBonuses(Bonus::DEATH_STARE, 0) / 100.0f;
  4413. vstd::amin(chanceToKill, 1); //cap at 100%
  4414. std::binomial_distribution<> distribution(attacker->count, chanceToKill);
  4415. std::mt19937 rng(std::time(nullptr));
  4416. int staredCreatures = distribution(rng);
  4417. double cap = 1 / std::max(chanceToKill, (double)(0.01));//don't divide by 0
  4418. int maxToKill = (attacker->count + cap - 1) / cap; //not much more than chance * count
  4419. vstd::amin(staredCreatures, maxToKill);
  4420. staredCreatures += (attacker->level() * attacker->valOfBonuses(Bonus::DEATH_STARE, 1)) / gs->curB->battleGetStackByID(bat.bsa.at(0).stackAttacked)->level();
  4421. if (staredCreatures)
  4422. {
  4423. if (bat.bsa.at(0).newAmount > 0) //TODO: death stare was not originally available for multiple-hex attacks, but...
  4424. cast(SpellID::DEATH_STARE, staredCreatures);
  4425. }
  4426. }
  4427. int acidDamage = 0;
  4428. TBonusListPtr acidBreath = attacker->getBonuses(Selector::type(Bonus::ACID_BREATH));
  4429. for(const Bonus *b : *acidBreath)
  4430. {
  4431. if (b->additionalInfo > gs->getRandomGenerator().nextInt(99))
  4432. acidDamage += b->val;
  4433. }
  4434. if (acidDamage)
  4435. {
  4436. cast(SpellID::ACID_BREATH_DAMAGE, acidDamage * attacker->count);
  4437. }
  4438. }
  4439. bool CGameHandler::castSpell(const CGHeroInstance *h, SpellID spellID, const int3 &pos)
  4440. {
  4441. const CSpell *s = spellID.toSpell();
  4442. AdventureSpellCastParameters p;
  4443. p.caster = h;
  4444. p.pos = pos;
  4445. return s->adventureCast(spellEnv, p);
  4446. }
  4447. void CGameHandler::visitObjectOnTile(const TerrainTile &t, const CGHeroInstance * h)
  4448. {
  4449. if (!t.visitableObjects.empty())
  4450. {
  4451. //to prevent self-visiting heroes on space press
  4452. if(t.visitableObjects.back() != h)
  4453. objectVisited(t.visitableObjects.back(), h);
  4454. else if(t.visitableObjects.size() > 1)
  4455. objectVisited(*(t.visitableObjects.end()-2),h);
  4456. }
  4457. }
  4458. bool CGameHandler::sacrificeCreatures(const IMarket *market, const CGHeroInstance *hero, SlotID slot, ui32 count)
  4459. {
  4460. int oldCount = hero->getStackCount(slot);
  4461. if(oldCount < count)
  4462. COMPLAIN_RET("Not enough creatures to sacrifice!")
  4463. else if(oldCount == count && hero->stacksCount() == 1 && hero->needsLastStack())
  4464. COMPLAIN_RET("Cannot sacrifice last creature!");
  4465. int crid = hero->getStack(slot).type->idNumber;
  4466. changeStackCount(StackLocation(hero, slot), -count);
  4467. int dump, exp;
  4468. market->getOffer(crid, 0, dump, exp, EMarketMode::CREATURE_EXP);
  4469. exp *= count;
  4470. changePrimSkill(hero, PrimarySkill::EXPERIENCE, hero->calculateXp(exp));
  4471. return true;
  4472. }
  4473. bool CGameHandler::sacrificeArtifact(const IMarket * m, const CGHeroInstance * hero, ArtifactPosition slot)
  4474. {
  4475. ArtifactLocation al(hero, slot);
  4476. const CArtifactInstance *a = al.getArt();
  4477. if(!a)
  4478. COMPLAIN_RET("Cannot find artifact to sacrifice!");
  4479. int dmp, expToGive;
  4480. m->getOffer(hero->getArtTypeId(slot), 0, dmp, expToGive, EMarketMode::ARTIFACT_EXP);
  4481. removeArtifact(al);
  4482. changePrimSkill(hero, PrimarySkill::EXPERIENCE, expToGive);
  4483. return true;
  4484. }
  4485. void CGameHandler::makeStackDoNothing(const CStack * next)
  4486. {
  4487. BattleAction doNothing;
  4488. doNothing.actionType = Battle::NO_ACTION;
  4489. doNothing.additionalInfo = 0;
  4490. doNothing.destinationTile = -1;
  4491. doNothing.side = !next->attackerOwned;
  4492. doNothing.stackNumber = next->ID;
  4493. makeAutomaticAction(next, doNothing);
  4494. }
  4495. bool CGameHandler::insertNewStack(const StackLocation &sl, const CCreature *c, TQuantity count)
  4496. {
  4497. if(sl.army->hasStackAtSlot(sl.slot))
  4498. COMPLAIN_RET("Slot is already taken!");
  4499. if(!sl.slot.validSlot())
  4500. COMPLAIN_RET("Cannot insert stack to that slot!");
  4501. InsertNewStack ins;
  4502. ins.sl = sl;
  4503. ins.stack = CStackBasicDescriptor(c, count);
  4504. sendAndApply(&ins);
  4505. return true;
  4506. }
  4507. bool CGameHandler::eraseStack(const StackLocation &sl, bool forceRemoval/* = false*/)
  4508. {
  4509. if(!sl.army->hasStackAtSlot(sl.slot))
  4510. COMPLAIN_RET("Cannot find a stack to erase");
  4511. if(sl.army->stacksCount() == 1 //from the last stack
  4512. && sl.army->needsLastStack() //that must be left
  4513. && !forceRemoval) //ignore above conditions if we are forcing removal
  4514. {
  4515. COMPLAIN_RET("Cannot erase the last stack!");
  4516. }
  4517. EraseStack es;
  4518. es.sl = sl;
  4519. sendAndApply(&es);
  4520. return true;
  4521. }
  4522. bool CGameHandler::changeStackCount(const StackLocation &sl, TQuantity count, bool absoluteValue /*= false*/)
  4523. {
  4524. TQuantity currentCount = sl.army->getStackCount(sl.slot);
  4525. if((absoluteValue && count < 0)
  4526. || (!absoluteValue && -count > currentCount))
  4527. {
  4528. COMPLAIN_RET("Cannot take more stacks than present!");
  4529. }
  4530. if((currentCount == -count && !absoluteValue)
  4531. || (!count && absoluteValue))
  4532. {
  4533. eraseStack(sl);
  4534. }
  4535. else
  4536. {
  4537. ChangeStackCount csc;
  4538. csc.sl = sl;
  4539. csc.count = count;
  4540. csc.absoluteValue = absoluteValue;
  4541. sendAndApply(&csc);
  4542. }
  4543. return true;
  4544. }
  4545. bool CGameHandler::addToSlot(const StackLocation &sl, const CCreature *c, TQuantity count)
  4546. {
  4547. const CCreature *slotC = sl.army->getCreature(sl.slot);
  4548. if(!slotC) //slot is empty
  4549. insertNewStack(sl, c, count);
  4550. else if(c == slotC)
  4551. changeStackCount(sl, count);
  4552. else
  4553. {
  4554. COMPLAIN_RET("Cannot add " + c->namePl + " to slot " + boost::lexical_cast<std::string>(sl.slot) + "!");
  4555. }
  4556. return true;
  4557. }
  4558. void CGameHandler::tryJoiningArmy(const CArmedInstance *src, const CArmedInstance *dst, bool removeObjWhenFinished, bool allowMerging)
  4559. {
  4560. if(removeObjWhenFinished)
  4561. removeAfterVisit(src);
  4562. if(!src->canBeMergedWith(*dst, allowMerging))
  4563. {
  4564. if (allowMerging) //do that, add all matching creatures.
  4565. {
  4566. bool cont = true;
  4567. while (cont)
  4568. {
  4569. for(auto i = src->stacks.begin(); i != src->stacks.end(); i++)//while there are unmoved creatures
  4570. {
  4571. SlotID pos = dst->getSlotFor(i->second->type);
  4572. if(pos.validSlot())
  4573. {
  4574. moveStack(StackLocation(src, i->first), StackLocation(dst, pos));
  4575. cont = true;
  4576. break; //or iterator crashes
  4577. }
  4578. cont = false;
  4579. }
  4580. }
  4581. }
  4582. showGarrisonDialog(src->id, dst->id, true); //show garrison window and optionally remove ourselves from map when player ends
  4583. }
  4584. else //merge
  4585. {
  4586. moveArmy(src, dst, allowMerging);
  4587. }
  4588. }
  4589. bool CGameHandler::moveStack(const StackLocation &src, const StackLocation &dst, TQuantity count)
  4590. {
  4591. if(!src.army->hasStackAtSlot(src.slot))
  4592. COMPLAIN_RET("No stack to move!");
  4593. if(dst.army->hasStackAtSlot(dst.slot) && dst.army->getCreature(dst.slot) != src.army->getCreature(src.slot))
  4594. COMPLAIN_RET("Cannot move: stack of different type at destination pos!");
  4595. if(!dst.slot.validSlot())
  4596. COMPLAIN_RET("Cannot move stack to that slot!");
  4597. if(count == -1)
  4598. {
  4599. count = src.army->getStackCount(src.slot);
  4600. }
  4601. if(src.army != dst.army //moving away
  4602. && count == src.army->getStackCount(src.slot) //all creatures
  4603. && src.army->stacksCount() == 1 //from the last stack
  4604. && src.army->needsLastStack()) //that must be left
  4605. {
  4606. COMPLAIN_RET("Cannot move away the last creature!");
  4607. }
  4608. RebalanceStacks rs;
  4609. rs.src = src;
  4610. rs.dst = dst;
  4611. rs.count = count;
  4612. sendAndApply(&rs);
  4613. return true;
  4614. }
  4615. bool CGameHandler::swapStacks(const StackLocation &sl1, const StackLocation &sl2)
  4616. {
  4617. if(!sl1.army->hasStackAtSlot(sl1.slot))
  4618. return moveStack(sl2, sl1);
  4619. else if(!sl2.army->hasStackAtSlot(sl2.slot))
  4620. return moveStack(sl1, sl2);
  4621. else
  4622. {
  4623. SwapStacks ss;
  4624. ss.sl1 = sl1;
  4625. ss.sl2 = sl2;
  4626. sendAndApply(&ss);
  4627. return true;
  4628. }
  4629. }
  4630. void CGameHandler::runBattle()
  4631. {
  4632. setBattle(gs->curB);
  4633. assert(gs->curB);
  4634. //TODO: pre-tactic stuff, call scripts etc.
  4635. //tactic round
  4636. {
  4637. while(gs->curB->tacticDistance && !battleResult.get())
  4638. boost::this_thread::sleep(boost::posix_time::milliseconds(50));
  4639. }
  4640. //spells opening battle
  4641. for(int i = 0; i < 2; ++i)
  4642. {
  4643. auto h = gs->curB->battleGetFightingHero(i);
  4644. if(h && h->hasBonusOfType(Bonus::OPENING_BATTLE_SPELL))
  4645. {
  4646. TBonusListPtr bl = h->getBonuses(Selector::type(Bonus::OPENING_BATTLE_SPELL));
  4647. for (Bonus *b : *bl)
  4648. {
  4649. const CSpell * spell = SpellID(b->subtype).toSpell();
  4650. BattleSpellCastParameters parameters(gs->curB, h, spell);
  4651. parameters.spellLvl = 3;
  4652. parameters.effectLevel = 3;
  4653. parameters.aimToHex(BattleHex::INVALID);
  4654. parameters.mode = ECastingMode::PASSIVE_CASTING;
  4655. parameters.selectedStack = nullptr;
  4656. parameters.enchantPower = b->val;
  4657. spell->battleCast(spellEnv, parameters);
  4658. }
  4659. }
  4660. }
  4661. //main loop
  4662. while(!battleResult.get()) //till the end of the battle ;]
  4663. {
  4664. NEW_ROUND;
  4665. auto obstacles = gs->curB->obstacles; //we copy container, because we're going to modify it
  4666. for(auto &obstPtr : obstacles)
  4667. {
  4668. if(const SpellCreatedObstacle *sco = dynamic_cast<const SpellCreatedObstacle *>(obstPtr.get()))
  4669. if(sco->turnsRemaining == 0)
  4670. removeObstacle(*obstPtr);
  4671. }
  4672. const BattleInfo & curB = *gs->curB;
  4673. //remove clones after all mechanics and animations are handled!
  4674. std::set <const CStack*> stacksToRemove;
  4675. for (auto stack : curB.stacks)
  4676. {
  4677. if (stack->idDeadClone())
  4678. stacksToRemove.insert(stack);
  4679. }
  4680. for (auto stack : stacksToRemove)
  4681. {
  4682. BattleStacksRemoved bsr;
  4683. bsr.stackIDs.insert(stack->ID);
  4684. sendAndApply(&bsr);
  4685. }
  4686. //stack loop
  4687. const CStack *next;
  4688. while(!battleResult.get() && (next = curB.getNextStack()) && next->willMove())
  4689. {
  4690. //check for bad morale => freeze
  4691. int nextStackMorale = next->MoraleVal();
  4692. if( nextStackMorale < 0 &&
  4693. !(NBonus::hasOfType(gs->curB->battleGetFightingHero(0), Bonus::BLOCK_MORALE)
  4694. || NBonus::hasOfType(gs->curB->battleGetFightingHero(1), Bonus::BLOCK_MORALE)) //checking if gs->curB->heroes have (or don't have) morale blocking bonuses)
  4695. )
  4696. {
  4697. if(gs->getRandomGenerator().nextInt(23) < -2 * nextStackMorale)
  4698. {
  4699. //unit loses its turn - empty freeze action
  4700. BattleAction ba;
  4701. ba.actionType = Battle::BAD_MORALE;
  4702. ba.additionalInfo = 1;
  4703. ba.side = !next->attackerOwned;
  4704. ba.stackNumber = next->ID;
  4705. makeAutomaticAction(next, ba);
  4706. continue;
  4707. }
  4708. }
  4709. if(next->hasBonusOfType(Bonus::ATTACKS_NEAREST_CREATURE)) //while in berserk
  4710. { //fixme: stack should not attack itself
  4711. std::pair<const CStack *, int> attackInfo = curB.getNearestStack(next, boost::logic::indeterminate);
  4712. if(attackInfo.first != nullptr)
  4713. {
  4714. BattleAction attack;
  4715. attack.actionType = Battle::WALK_AND_ATTACK;
  4716. attack.side = !next->attackerOwned;
  4717. attack.stackNumber = next->ID;
  4718. attack.additionalInfo = attackInfo.first->position;
  4719. attack.destinationTile = attackInfo.second;
  4720. makeAutomaticAction(next, attack);
  4721. }
  4722. else
  4723. {
  4724. makeStackDoNothing(next);
  4725. }
  4726. continue;
  4727. }
  4728. const CGHeroInstance * curOwner = gs->curB->battleGetOwner(next);
  4729. if( (next->position < 0 || next->getCreature()->idNumber == CreatureID::BALLISTA) //arrow turret or ballista
  4730. && (!curOwner || curOwner->getSecSkillLevel(SecondarySkill::ARTILLERY) == 0)) //hero has no artillery
  4731. {
  4732. BattleAction attack;
  4733. attack.actionType = Battle::SHOOT;
  4734. attack.side = !next->attackerOwned;
  4735. attack.stackNumber = next->ID;
  4736. for(auto & elem : gs->curB->stacks)
  4737. {
  4738. if(elem->owner != next->owner && elem->isValidTarget())
  4739. {
  4740. attack.destinationTile = elem->position;
  4741. break;
  4742. }
  4743. }
  4744. makeAutomaticAction(next, attack);
  4745. continue;
  4746. }
  4747. if(next->getCreature()->idNumber == CreatureID::CATAPULT)
  4748. {
  4749. const auto & attackableBattleHexes = curB.getAttackableBattleHexes();
  4750. if(attackableBattleHexes.empty())
  4751. {
  4752. makeStackDoNothing(next);
  4753. continue;
  4754. }
  4755. if(!curOwner || curOwner->getSecSkillLevel(SecondarySkill::BALLISTICS) == 0)
  4756. {
  4757. BattleAction attack;
  4758. attack.destinationTile = *RandomGeneratorUtil::nextItem(attackableBattleHexes,
  4759. gs->getRandomGenerator());
  4760. attack.actionType = Battle::CATAPULT;
  4761. attack.additionalInfo = 0;
  4762. attack.side = !next->attackerOwned;
  4763. attack.stackNumber = next->ID;
  4764. makeAutomaticAction(next, attack);
  4765. continue;
  4766. }
  4767. }
  4768. if(next->getCreature()->idNumber == CreatureID::FIRST_AID_TENT)
  4769. {
  4770. TStacks possibleStacks = battleGetStacksIf([&](const CStack * s){
  4771. return s->owner == next->owner && s->canBeHealed();
  4772. });
  4773. if(!possibleStacks.size())
  4774. {
  4775. makeStackDoNothing(next);
  4776. continue;
  4777. }
  4778. if(!curOwner || curOwner->getSecSkillLevel(SecondarySkill::FIRST_AID) == 0) //no hero or hero has no first aid
  4779. {
  4780. range::random_shuffle(possibleStacks);
  4781. const CStack * toBeHealed = possibleStacks.front();
  4782. BattleAction heal;
  4783. heal.actionType = Battle::STACK_HEAL;
  4784. heal.additionalInfo = 0;
  4785. heal.destinationTile = toBeHealed->position;
  4786. heal.side = !next->attackerOwned;
  4787. heal.stackNumber = next->ID;
  4788. makeAutomaticAction(next, heal);
  4789. continue;
  4790. }
  4791. }
  4792. int numberOfAsks = 1;
  4793. bool breakOuter = false;
  4794. do
  4795. {//ask interface and wait for answer
  4796. if(!battleResult.get())
  4797. {
  4798. stackTurnTrigger(next); //various effects
  4799. if (vstd::contains(next->state, EBattleStackState::FEAR))
  4800. {
  4801. makeStackDoNothing(next); //end immediately if stack was affected by fear
  4802. }
  4803. else
  4804. {
  4805. logGlobal->traceStream() << "Activating " << next->nodeName();
  4806. auto nextId = next->ID;
  4807. BattleSetActiveStack sas;
  4808. sas.stack = nextId;
  4809. sendAndApply(&sas);
  4810. auto actionWasMade = [&]() -> bool
  4811. {
  4812. if(battleMadeAction.data)//active stack has made its action
  4813. return true;
  4814. if(battleResult.get())// battle is finished
  4815. return true;
  4816. if(next == nullptr)//active stack was been removed
  4817. return true;
  4818. return !next->alive();//active stack is dead
  4819. };
  4820. boost::unique_lock<boost::mutex> lock(battleMadeAction.mx);
  4821. battleMadeAction.data = false;
  4822. while(!actionWasMade())
  4823. {
  4824. battleMadeAction.cond.wait(lock);
  4825. if(battleGetStackByID(nextId, false) != next)
  4826. next = nullptr; //it may be removed, while we wait
  4827. }
  4828. }
  4829. }
  4830. if(battleResult.get()) //don't touch it, battle could be finished while waiting got action
  4831. {
  4832. breakOuter = true;
  4833. break;
  4834. }
  4835. //we're after action, all results applied
  4836. checkForBattleEnd(); //check if this action ended the battle
  4837. if(next != nullptr)
  4838. {
  4839. //check for good morale
  4840. nextStackMorale = next->MoraleVal();
  4841. if(!vstd::contains(next->state,EBattleStackState::HAD_MORALE) //only one extra move per turn possible
  4842. && !vstd::contains(next->state,EBattleStackState::DEFENDING)
  4843. && !next->waited()
  4844. && !vstd::contains(next->state, EBattleStackState::FEAR)
  4845. && next->alive()
  4846. && nextStackMorale > 0
  4847. && !(NBonus::hasOfType(gs->curB->battleGetFightingHero(0), Bonus::BLOCK_MORALE)
  4848. || NBonus::hasOfType(gs->curB->battleGetFightingHero(1), Bonus::BLOCK_MORALE)) //checking if gs->curB->heroes have (or don't have) morale blocking bonuses
  4849. )
  4850. {
  4851. if(gs->getRandomGenerator().nextInt(23) < nextStackMorale) //this stack hasn't got morale this turn
  4852. {
  4853. BattleTriggerEffect bte;
  4854. bte.stackID = next->ID;
  4855. bte.effect = Bonus::MORALE;
  4856. bte.val = 1;
  4857. bte.additionalInfo = 0;
  4858. sendAndApply(&bte); //play animation
  4859. ++numberOfAsks; //move this stack once more
  4860. }
  4861. }
  4862. }
  4863. --numberOfAsks;
  4864. } while (numberOfAsks > 0);
  4865. if (breakOuter)
  4866. {
  4867. break;
  4868. }
  4869. }
  4870. }
  4871. endBattle(gs->curB->tile, gs->curB->battleGetFightingHero(0), gs->curB->battleGetFightingHero(1));
  4872. }
  4873. bool CGameHandler::makeAutomaticAction(const CStack *stack, BattleAction &ba)
  4874. {
  4875. BattleSetActiveStack bsa;
  4876. bsa.stack = stack->ID;
  4877. bsa.askPlayerInterface = false;
  4878. sendAndApply(&bsa);
  4879. bool ret = makeBattleAction(ba);
  4880. checkForBattleEnd();
  4881. return ret;
  4882. }
  4883. void CGameHandler::giveHeroArtifact(const CGHeroInstance *h, const CArtifactInstance *a, ArtifactPosition pos)
  4884. {
  4885. assert(a->artType);
  4886. ArtifactLocation al;
  4887. al.artHolder = const_cast<CGHeroInstance*>(h);
  4888. ArtifactPosition slot = ArtifactPosition::PRE_FIRST;
  4889. if(pos < 0)
  4890. {
  4891. if(pos == ArtifactPosition::FIRST_AVAILABLE)
  4892. slot = a->firstAvailableSlot(h);
  4893. else
  4894. slot = a->firstBackpackSlot(h);
  4895. }
  4896. else
  4897. {
  4898. slot = pos;
  4899. }
  4900. al.slot = slot;
  4901. if(slot < 0 || !a->canBePutAt(al))
  4902. {
  4903. complain("Cannot put artifact in that slot!");
  4904. return;
  4905. }
  4906. putArtifact(al, a);
  4907. }
  4908. void CGameHandler::putArtifact(const ArtifactLocation &al, const CArtifactInstance *a)
  4909. {
  4910. PutArtifact pa;
  4911. pa.art = a;
  4912. pa.al = al;
  4913. sendAndApply(&pa);
  4914. }
  4915. void CGameHandler::giveHeroNewArtifact(const CGHeroInstance *h, const CArtifact *artType, ArtifactPosition pos)
  4916. {
  4917. CArtifactInstance *a = nullptr;
  4918. if(!artType->constituents)
  4919. {
  4920. a = new CArtifactInstance();
  4921. }
  4922. else
  4923. {
  4924. a = new CCombinedArtifactInstance();
  4925. }
  4926. a->artType = artType; //*NOT* via settype -> all bonus-related stuff must be done by NewArtifact apply
  4927. NewArtifact na;
  4928. na.art = a;
  4929. sendAndApply(&na); // -> updates a!!!, will create a on other machines
  4930. giveHeroArtifact(h, a, pos);
  4931. }
  4932. void CGameHandler::setBattleResult(BattleResult::EResult resultType, int victoriusSide)
  4933. {
  4934. boost::unique_lock<boost::mutex> guard(battleResult.mx);
  4935. if(battleResult.data)
  4936. {
  4937. complain((boost::format("The battle result has been already set (to %d, asked to %d)")
  4938. % battleResult.data->result % resultType).str());
  4939. return;
  4940. }
  4941. auto br = new BattleResult;
  4942. br->result = resultType;
  4943. br->winner = victoriusSide; //surrendering side loses
  4944. gs->curB->calculateCasualties(br->casualties);
  4945. battleResult.data = br;
  4946. }
  4947. void CGameHandler::commitPackage( CPackForClient *pack )
  4948. {
  4949. sendAndApply(pack);
  4950. }
  4951. void CGameHandler::spawnWanderingMonsters(CreatureID creatureID)
  4952. {
  4953. std::vector<int3>::iterator tile;
  4954. std::vector<int3> tiles;
  4955. getFreeTiles(tiles);
  4956. ui32 amount = tiles.size() / 200; //Chance is 0.5% for each tile
  4957. std::random_shuffle(tiles.begin(), tiles.end());
  4958. logGlobal->traceStream() << "Spawning wandering monsters. Found " << tiles.size() << " free tiles. Creature type: " << creatureID;
  4959. const CCreature *cre = VLC->creh->creatures.at(creatureID);
  4960. for (int i = 0; i < amount; ++i)
  4961. {
  4962. tile = tiles.begin();
  4963. logGlobal->traceStream() << "\tSpawning monster at " << *tile;
  4964. putNewMonster(creatureID, cre->getRandomAmount(std::rand), *tile);
  4965. tiles.erase(tile); //not use it again
  4966. }
  4967. }
  4968. void CGameHandler::removeObstacle(const CObstacleInstance &obstacle)
  4969. {
  4970. ObstaclesRemoved obsRem;
  4971. obsRem.obstacles.insert(obstacle.uniqueID);
  4972. sendAndApply(&obsRem);
  4973. }
  4974. void CGameHandler::synchronizeArtifactHandlerLists()
  4975. {
  4976. UpdateArtHandlerLists uahl;
  4977. uahl.treasures = VLC->arth->treasures;
  4978. uahl.minors = VLC->arth->minors;
  4979. uahl.majors = VLC->arth->majors;
  4980. uahl.relics = VLC->arth->relics;
  4981. sendAndApply(&uahl);
  4982. }
  4983. bool CGameHandler::isValidObject(const CGObjectInstance *obj) const
  4984. {
  4985. return vstd::contains(gs->map->objects, obj);
  4986. }
  4987. bool CGameHandler::isBlockedByQueries(const CPack *pack, PlayerColor player)
  4988. {
  4989. if(!strcmp(typeid(*pack).name(), typeid(PlayerMessage).name()))
  4990. return false;
  4991. auto query = queries.topQuery(player);
  4992. if(query && query->blocksPack(pack))
  4993. {
  4994. complain(boost::str(boost::format("Player %s has to answer queries before attempting any further actions. Top query is %s!") % player % query->toString()));
  4995. return true;
  4996. }
  4997. return false;
  4998. }
  4999. void CGameHandler::removeAfterVisit(const CGObjectInstance *object)
  5000. {
  5001. //If the object is being visited, there must be a matching query
  5002. for(const auto &query : queries.allQueries())
  5003. {
  5004. if(auto someVistQuery = std::dynamic_pointer_cast<CObjectVisitQuery>(query))
  5005. {
  5006. if(someVistQuery->visitedObject == object)
  5007. {
  5008. someVistQuery->removeObjectAfterVisit = true;
  5009. return;
  5010. }
  5011. }
  5012. };
  5013. //If we haven't returned so far, there is no query and no visit, call was wrong
  5014. assert("This function needs to be called during the object visit!");
  5015. }
  5016. void CGameHandler::changeFogOfWar(int3 center, ui32 radius, PlayerColor player, bool hide)
  5017. {
  5018. std::unordered_set<int3, ShashInt3> tiles;
  5019. getTilesInRange(tiles, center, radius, player, hide? -1 : 1);
  5020. if (hide)
  5021. {
  5022. std::unordered_set<int3, ShashInt3> observedTiles; //do not hide tiles observed by heroes. May lead to disastrous AI problems
  5023. auto p = gs->getPlayer(player);
  5024. for (auto h : p->heroes)
  5025. {
  5026. getTilesInRange(observedTiles, h->getSightCenter(), h->getSightRadious(), h->tempOwner, -1);
  5027. }
  5028. for (auto t : p->towns)
  5029. {
  5030. getTilesInRange(observedTiles, t->getSightCenter(), t->getSightRadious(), t->tempOwner, -1);
  5031. }
  5032. for (auto tile : observedTiles)
  5033. vstd::erase_if_present (tiles, tile);
  5034. }
  5035. changeFogOfWar(tiles, player, hide);
  5036. }
  5037. void CGameHandler::changeFogOfWar(std::unordered_set<int3, ShashInt3> &tiles, PlayerColor player, bool hide)
  5038. {
  5039. FoWChange fow;
  5040. fow.tiles = tiles;
  5041. fow.player = player;
  5042. fow.mode = hide? 0 : 1;
  5043. sendAndApply(&fow);
  5044. }
  5045. bool CGameHandler::isVisitCoveredByAnotherQuery(const CGObjectInstance *obj, const CGHeroInstance *hero)
  5046. {
  5047. if(auto topQuery = queries.topQuery(hero->getOwner()))
  5048. if(auto visit = std::dynamic_pointer_cast<const CObjectVisitQuery>(topQuery))
  5049. return !(visit->visitedObject == obj && visit->visitingHero == hero);
  5050. return true;
  5051. }
  5052. void CGameHandler::duelFinished()
  5053. {
  5054. auto si = getStartInfo();
  5055. auto getName = [&](int i){ return si->getIthPlayersSettings(gs->curB->sides.at(i).color).name; };
  5056. int casualtiesPoints = 0;
  5057. logGlobal->debugStream() << boost::format("Winner side %d\nWinner casualties:")
  5058. % (int)battleResult.data->winner;
  5059. for(auto & elem : battleResult.data->casualties[battleResult.data->winner])
  5060. {
  5061. const CCreature *c = VLC->creh->creatures[elem.first];
  5062. logGlobal->debugStream() << boost::format("\t* %d of %s") % elem.second % c->namePl;
  5063. casualtiesPoints += c->AIValue * elem.second;
  5064. }
  5065. logGlobal->debugStream() << boost::format("Total casualties points: %d") % casualtiesPoints;
  5066. time_t timeNow;
  5067. time(&timeNow);
  5068. std::ofstream out(cmdLineOptions["resultsFile"].as<std::string>(), std::ios::app);
  5069. if(out)
  5070. {
  5071. out << boost::format("%s\t%s\t%s\t%d\t%d\t%d\t%s\n") % si->mapname % getName(0) % getName(1)
  5072. % battleResult.data->winner % battleResult.data->result % casualtiesPoints
  5073. % asctime(localtime(&timeNow));
  5074. }
  5075. else
  5076. {
  5077. logGlobal->errorStream() << "Cannot open to write " << cmdLineOptions["resultsFile"].as<std::string>();
  5078. }
  5079. CSaveFile resultFile("result.vdrst");
  5080. resultFile << *battleResult.data;
  5081. BattleResultsApplied resultsApplied;
  5082. resultsApplied.player1 = finishingBattle->victor;
  5083. resultsApplied.player2 = finishingBattle->loser;
  5084. sendAndApply(&resultsApplied);
  5085. return;
  5086. }
  5087. CasualtiesAfterBattle::CasualtiesAfterBattle(const CArmedInstance *army, BattleInfo *bat)
  5088. {
  5089. heroWithDeadCommander = ObjectInstanceID();
  5090. PlayerColor color = army->tempOwner;
  5091. if(color == PlayerColor::UNFLAGGABLE)
  5092. color = PlayerColor::NEUTRAL;
  5093. for(CStack *st : bat->stacks)
  5094. {
  5095. if(vstd::contains(st->state, EBattleStackState::SUMMONED)) //don't take into account summoned stacks
  5096. continue;
  5097. if (st->owner != color) //remove only our stacks
  5098. continue;
  5099. //FIXME: this info is also used in BattleInfo::calculateCasualties, refactor
  5100. st->count = std::max (0, st->count - st->resurrected);
  5101. if (!st->count && !st->base) //we can imagine stacks of war mahcines that are not spawned by artifacts?
  5102. {
  5103. auto warMachine = VLC->arth->creatureToMachineID(st->type->idNumber);
  5104. //catapult artifact remain even if "creature" killed in siege
  5105. if(warMachine != ArtifactID::NONE && warMachine != ArtifactID::CATAPULT)
  5106. {
  5107. auto hero = dynamic_ptr_cast<CGHeroInstance> (army);
  5108. if (hero)
  5109. removedWarMachines.push_back (ArtifactLocation(hero, hero->getArtPos(warMachine, true)));
  5110. }
  5111. }
  5112. if(!army->slotEmpty(st->slot) && st->count < army->getStackCount(st->slot))
  5113. {
  5114. StackLocation sl(army, st->slot);
  5115. if(st->alive())
  5116. newStackCounts.push_back(std::pair<StackLocation, int>(sl, st->count));
  5117. else
  5118. newStackCounts.push_back(std::pair<StackLocation, int>(sl, 0));
  5119. }
  5120. if (st->base && !st->count)
  5121. {
  5122. auto c = dynamic_cast <const CCommanderInstance *>(st->base);
  5123. if (c) //switch commander status to dead
  5124. {
  5125. auto h = dynamic_cast <const CGHeroInstance *>(army);
  5126. if (h && h->commander == c)
  5127. heroWithDeadCommander = army->id; //TODO: unify commander handling
  5128. }
  5129. }
  5130. }
  5131. }
  5132. void CasualtiesAfterBattle::takeFromArmy(CGameHandler *gh)
  5133. {
  5134. for(TStackAndItsNewCount &ncount : newStackCounts)
  5135. {
  5136. if(ncount.second > 0)
  5137. gh->changeStackCount(ncount.first, ncount.second, true);
  5138. else
  5139. gh->eraseStack(ncount.first, true);
  5140. }
  5141. for (auto al : removedWarMachines)
  5142. {
  5143. gh->removeArtifact(al);
  5144. }
  5145. if (heroWithDeadCommander != ObjectInstanceID())
  5146. {
  5147. SetCommanderProperty scp;
  5148. scp.heroid = heroWithDeadCommander;
  5149. scp.which = SetCommanderProperty::ALIVE;
  5150. scp.amount = 0;
  5151. gh->sendAndApply (&scp);
  5152. }
  5153. }
  5154. CGameHandler::FinishingBattleHelper::FinishingBattleHelper(std::shared_ptr<const CBattleQuery> Query, bool Duel, int RemainingBattleQueriesCount)
  5155. {
  5156. assert(Query->result);
  5157. assert(Query->bi);
  5158. auto &result = *Query->result;
  5159. auto &info = *Query->bi;
  5160. winnerHero = result.winner != 0 ? info.sides[1].hero : info.sides[0].hero;
  5161. loserHero = result.winner != 0 ? info.sides[0].hero : info.sides[1].hero;
  5162. victor = info.sides[result.winner].color;
  5163. loser = info.sides[!result.winner].color;
  5164. duel = Duel;
  5165. remainingBattleQueriesCount = RemainingBattleQueriesCount;
  5166. }
  5167. CGameHandler::FinishingBattleHelper::FinishingBattleHelper()
  5168. {
  5169. winnerHero = loserHero = nullptr;
  5170. }
  5171. ///ServerSpellCastEnvironment
  5172. ServerSpellCastEnvironment::ServerSpellCastEnvironment(CGameHandler * gh): gh(gh)
  5173. {
  5174. }
  5175. void ServerSpellCastEnvironment::sendAndApply(CPackForClient * info) const
  5176. {
  5177. gh->sendAndApply(info);
  5178. }
  5179. CRandomGenerator & ServerSpellCastEnvironment::getRandomGenerator() const
  5180. {
  5181. return gh->gameState()->getRandomGenerator();
  5182. }
  5183. void ServerSpellCastEnvironment::complain(const std::string& problem) const
  5184. {
  5185. gh->complain(problem);
  5186. }
  5187. const CGameInfoCallback * ServerSpellCastEnvironment::getCb() const
  5188. {
  5189. return gh;
  5190. }
  5191. const CMap * ServerSpellCastEnvironment::getMap() const
  5192. {
  5193. return gh->gameState()->map;
  5194. }
  5195. bool ServerSpellCastEnvironment::moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, PlayerColor asker) const
  5196. {
  5197. return gh->moveHero(hid, dst, teleporting, false, asker);
  5198. }