CGameHandler.cpp 189 KB

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  1. #include "StdInc.h"
  2. #include "../lib/filesystem/CResourceLoader.h"
  3. #include "../lib/filesystem/CFileInfo.h"
  4. #include "../lib/int3.h"
  5. #include "../lib/mapping/CCampaignHandler.h"
  6. #include "../lib/StartInfo.h"
  7. #include "../lib/CModHandler.h"
  8. #include "../lib/CArtHandler.h"
  9. #include "../lib/CBuildingHandler.h"
  10. #include "../lib/CDefObjInfoHandler.h"
  11. #include "../lib/CHeroHandler.h"
  12. #include "../lib/CObjectHandler.h"
  13. #include "../lib/CSpellHandler.h"
  14. #include "../lib/CGeneralTextHandler.h"
  15. #include "../lib/CTownHandler.h"
  16. #include "../lib/CCreatureHandler.h"
  17. #include "../lib/CGameState.h"
  18. #include "../lib/BattleState.h"
  19. #include "../lib/CondSh.h"
  20. #include "../lib/NetPacks.h"
  21. #include "../lib/VCMI_Lib.h"
  22. #include "../lib/mapping/CMap.h"
  23. #include "../lib/VCMIDirs.h"
  24. #include "../client/CSoundBase.h"
  25. #include "CGameHandler.h"
  26. #include "../lib/CCreatureSet.h"
  27. #include "../lib/CThreadHelper.h"
  28. #include "../lib/GameConstants.h"
  29. #include "../lib/RegisterTypes.h"
  30. /*
  31. * CGameHandler.cpp, part of VCMI engine
  32. *
  33. * Authors: listed in file AUTHORS in main folder
  34. *
  35. * License: GNU General Public License v2.0 or later
  36. * Full text of license available in license.txt file, in main folder
  37. *
  38. */
  39. #ifndef _MSC_VER
  40. #include <boost/thread/xtime.hpp>
  41. #endif
  42. #include <boost/random/binomial_distribution.hpp>
  43. #include <boost/range/algorithm/random_shuffle.hpp>
  44. extern bool end2;
  45. #ifdef min
  46. #undef min
  47. #endif
  48. #ifdef max
  49. #undef max
  50. #endif
  51. #define COMPLAIN_RET_IF(cond, txt) do {if(cond){complain(txt); return;}} while(0)
  52. #define COMPLAIN_RET_FALSE_IF(cond, txt) do {if(cond){complain(txt); return false;}} while(0)
  53. #define COMPLAIN_RET(txt) {complain(txt); return false;}
  54. #define COMPLAIN_RETF(txt, FORMAT) {complain(boost::str(boost::format(txt) % FORMAT)); return false;}
  55. #define NEW_ROUND BattleNextRound bnr;\
  56. bnr.round = gs->curB->round + 1;\
  57. sendAndApply(&bnr);
  58. CondSh<bool> battleMadeAction;
  59. CondSh<BattleResult *> battleResult(NULL);
  60. template <typename T> class CApplyOnGH;
  61. class CBaseForGHApply
  62. {
  63. public:
  64. virtual bool applyOnGH(CGameHandler *gh, CConnection *c, void *pack, PlayerColor player) const =0;
  65. virtual ~CBaseForGHApply(){}
  66. template<typename U> static CBaseForGHApply *getApplier(const U * t=NULL)
  67. {
  68. return new CApplyOnGH<U>;
  69. }
  70. };
  71. template <typename T> class CApplyOnGH : public CBaseForGHApply
  72. {
  73. public:
  74. bool applyOnGH(CGameHandler *gh, CConnection *c, void *pack, PlayerColor player) const
  75. {
  76. T *ptr = static_cast<T*>(pack);
  77. ptr->c = c;
  78. ptr->player = player;
  79. return ptr->applyGh(gh);
  80. }
  81. };
  82. static CApplier<CBaseForGHApply> *applier = NULL;
  83. CMP_stack cmpst ;
  84. static inline double distance(int3 a, int3 b)
  85. {
  86. return std::sqrt( (double)(a.x-b.x)*(a.x-b.x) + (a.y-b.y)*(a.y-b.y) );
  87. }
  88. static void giveExp(BattleResult &r)
  89. {
  90. r.exp[0] = 0;
  91. r.exp[1] = 0;
  92. for(std::map<ui32,si32>::iterator i = r.casualties[!r.winner].begin(); i!=r.casualties[!r.winner].end(); i++)
  93. {
  94. r.exp[r.winner] += VLC->creh->creatures[i->first]->valOfBonuses(Bonus::STACK_HEALTH) * i->second;
  95. }
  96. }
  97. PlayerStatus PlayerStatuses::operator[](PlayerColor player)
  98. {
  99. boost::unique_lock<boost::mutex> l(mx);
  100. if(players.find(player) != players.end())
  101. {
  102. return players[player];
  103. }
  104. else
  105. {
  106. throw std::runtime_error("No such player!");
  107. }
  108. }
  109. void PlayerStatuses::addPlayer(PlayerColor player)
  110. {
  111. boost::unique_lock<boost::mutex> l(mx);
  112. players[player];
  113. }
  114. bool PlayerStatuses::checkFlag(PlayerColor player, bool PlayerStatus::*flag)
  115. {
  116. boost::unique_lock<boost::mutex> l(mx);
  117. if(players.find(player) != players.end())
  118. {
  119. return players[player].*flag;
  120. }
  121. else
  122. {
  123. throw std::runtime_error("No such player!");
  124. }
  125. }
  126. void PlayerStatuses::setFlag(PlayerColor player, bool PlayerStatus::*flag, bool val)
  127. {
  128. boost::unique_lock<boost::mutex> l(mx);
  129. if(players.find(player) != players.end())
  130. {
  131. players[player].*flag = val;
  132. }
  133. else
  134. {
  135. throw std::runtime_error("No such player!");
  136. }
  137. cv.notify_all();
  138. }
  139. template <typename T>
  140. void callWith(std::vector<T> args, boost::function<void(T)> fun, ui32 which)
  141. {
  142. fun(args[which]);
  143. }
  144. void CGameHandler::levelUpHero(const CGHeroInstance * hero, SecondarySkill skill)
  145. {
  146. changeSecSkill(hero, skill, 1, 0);
  147. expGiven(hero);
  148. }
  149. void CGameHandler::levelUpHero(const CGHeroInstance * hero)
  150. {
  151. // required exp for at least 1 lvl-up hasn't been reached
  152. if(!hero->gainsLevel())
  153. {
  154. return;
  155. }
  156. //give prim skill
  157. logGlobal->traceStream() << hero->name <<" got level "<<hero->level;
  158. int r = rand()%100, pom=0, x=0;
  159. auto & skillChances = (hero->level>9) ? hero->type->heroClass->primarySkillLowLevel : hero->type->heroClass->primarySkillHighLevel;
  160. for(;x<GameConstants::PRIMARY_SKILLS;x++)
  161. {
  162. pom += skillChances[x];
  163. if(r<pom)
  164. break;
  165. }
  166. logGlobal->traceStream() << "The hero gets the primary skill with the no. " << x << " with a probability of " << r << "%.";
  167. SetPrimSkill sps;
  168. sps.id = hero->id;
  169. sps.which = static_cast<PrimarySkill::PrimarySkill>(x);
  170. sps.abs = false;
  171. sps.val = 1;
  172. sendAndApply(&sps);
  173. HeroLevelUp hlu;
  174. hlu.hero = hero;
  175. hlu.primskill = static_cast<PrimarySkill::PrimarySkill>(x);
  176. hlu.level = hero->level+1;
  177. hlu.skills = hero->levelUpProposedSkills();
  178. if(hlu.skills.size() == 0)
  179. {
  180. sendAndApply(&hlu);
  181. levelUpHero(hero);
  182. }
  183. else if(hlu.skills.size() == 1 || hero->tempOwner == PlayerColor::NEUTRAL) //choose skill automatically
  184. {
  185. sendAndApply(&hlu);
  186. levelUpHero(hero, vstd::pickRandomElementOf (hlu.skills, rand));
  187. }
  188. else if(hlu.skills.size() > 1)
  189. {
  190. auto levelUpQuery = make_shared<CHeroLevelUpDialogQuery>(hlu);
  191. hlu.queryID = levelUpQuery->queryID;
  192. queries.addQuery(levelUpQuery);
  193. sendAndApply(&hlu);
  194. //level up will be called on query reply
  195. }
  196. }
  197. void CGameHandler::levelUpCommander (const CCommanderInstance * c, int skill)
  198. {
  199. SetCommanderProperty scp;
  200. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  201. if (hero)
  202. scp.heroid = hero->id;
  203. else
  204. {
  205. complain ("Commander is not led by hero!");
  206. return;
  207. }
  208. scp.accumulatedBonus.subtype = 0;
  209. scp.accumulatedBonus.additionalInfo = 0;
  210. scp.accumulatedBonus.duration = Bonus::PERMANENT;
  211. scp.accumulatedBonus.turnsRemain = 0;
  212. scp.accumulatedBonus.source = Bonus::COMMANDER;
  213. scp.accumulatedBonus.valType = Bonus::BASE_NUMBER;
  214. if (skill <= ECommander::SPELL_POWER)
  215. {
  216. scp.which = SetCommanderProperty::BONUS;
  217. auto difference = [](std::vector< std::vector <ui8> > skillLevels, std::vector <ui8> secondarySkills, int skill)->int
  218. {
  219. int s = std::min (skill, (int)ECommander::SPELL_POWER); //spell power level controls also casts and resistance
  220. return skillLevels[skill][secondarySkills[s]] - (secondarySkills[s] ? skillLevels[skill][secondarySkills[s]-1] : 0);
  221. };
  222. switch (skill)
  223. {
  224. case ECommander::ATTACK:
  225. scp.accumulatedBonus.type = Bonus::PRIMARY_SKILL;
  226. scp.accumulatedBonus.subtype = PrimarySkill::ATTACK;
  227. break;
  228. case ECommander::DEFENSE:
  229. scp.accumulatedBonus.type = Bonus::PRIMARY_SKILL;
  230. scp.accumulatedBonus.subtype = PrimarySkill::DEFENSE;
  231. break;
  232. case ECommander::HEALTH:
  233. scp.accumulatedBonus.type = Bonus::STACK_HEALTH;
  234. scp.accumulatedBonus.valType = Bonus::PERCENT_TO_BASE;
  235. break;
  236. case ECommander::DAMAGE:
  237. scp.accumulatedBonus.type = Bonus::CREATURE_DAMAGE;
  238. scp.accumulatedBonus.subtype = 0;
  239. scp.accumulatedBonus.valType = Bonus::PERCENT_TO_BASE;
  240. break;
  241. case ECommander::SPEED:
  242. scp.accumulatedBonus.type = Bonus::STACKS_SPEED;
  243. break;
  244. case ECommander::SPELL_POWER:
  245. scp.accumulatedBonus.type = Bonus::MAGIC_RESISTANCE;
  246. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::RESISTANCE);
  247. sendAndApply (&scp); //additional pack
  248. scp.accumulatedBonus.type = Bonus::CREATURE_SPELL_POWER;
  249. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::SPELL_POWER) * 100; //like hero with spellpower = ability level
  250. sendAndApply (&scp); //additional pack
  251. scp.accumulatedBonus.type = Bonus::CASTS;
  252. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::CASTS);
  253. sendAndApply (&scp); //additional pack
  254. scp.accumulatedBonus.type = Bonus::CREATURE_ENCHANT_POWER; //send normally
  255. break;
  256. }
  257. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, skill);
  258. sendAndApply (&scp);
  259. scp.which = SetCommanderProperty::SECONDARY_SKILL;
  260. scp.additionalInfo = skill;
  261. scp.amount = c->secondarySkills[skill] + 1;
  262. sendAndApply (&scp);
  263. }
  264. else if (skill >= 100)
  265. {
  266. scp.which = SetCommanderProperty::SPECIAL_SKILL;
  267. scp.accumulatedBonus = VLC->creh->skillRequirements[skill-100].first;
  268. scp.additionalInfo = skill; //unnormalized
  269. sendAndApply (&scp);
  270. }
  271. expGiven(hero);
  272. }
  273. void CGameHandler::levelUpCommander(const CCommanderInstance * c)
  274. {
  275. if (!c->gainsLevel())
  276. {
  277. return;
  278. }
  279. CommanderLevelUp clu;
  280. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  281. if (hero)
  282. clu.hero = hero;
  283. else
  284. {
  285. complain ("Commander is not led by hero!");
  286. return;
  287. }
  288. //picking sec. skills for choice
  289. for (int i = 0; i <= ECommander::SPELL_POWER; ++i)
  290. {
  291. if (c->secondarySkills[i] < ECommander::MAX_SKILL_LEVEL)
  292. clu.skills.push_back(i);
  293. }
  294. int i = 100;
  295. BOOST_FOREACH (auto specialSkill, VLC->creh->skillRequirements)
  296. {
  297. if (c->secondarySkills[specialSkill.second.first] == ECommander::MAX_SKILL_LEVEL
  298. && c->secondarySkills[specialSkill.second.second] == ECommander::MAX_SKILL_LEVEL
  299. && !vstd::contains (c->specialSKills, i))
  300. clu.skills.push_back (i);
  301. ++i;
  302. }
  303. int skillAmount = clu.skills.size();
  304. if(!skillAmount)
  305. {
  306. sendAndApply(&clu);
  307. levelUpCommander(c);
  308. }
  309. else if(skillAmount == 1 || hero->tempOwner == PlayerColor::NEUTRAL) //choose skill automatically
  310. {
  311. sendAndApply(&clu);
  312. levelUpCommander(c, vstd::pickRandomElementOf (clu.skills, rand));
  313. }
  314. else if(skillAmount > 1) //apply and ask for secondary skill
  315. {
  316. auto commanderLevelUp = make_shared<CCommanderLevelUpDialogQuery>(clu);
  317. clu.queryID = commanderLevelUp->queryID;
  318. queries.addQuery(commanderLevelUp);
  319. sendAndApply(&clu);
  320. }
  321. }
  322. void CGameHandler::expGiven(const CGHeroInstance *hero)
  323. {
  324. if(hero->gainsLevel())
  325. levelUpHero(hero);
  326. else if(hero->commander && hero->commander->gainsLevel())
  327. levelUpCommander(hero->commander);
  328. //if(hero->commander && hero->level > hero->commander->level && hero->commander->gainsLevel())
  329. // levelUpCommander(hero->commander);
  330. // else
  331. // levelUpHero(hero);
  332. }
  333. void CGameHandler::changePrimSkill(const CGHeroInstance * hero, PrimarySkill::PrimarySkill which, si64 val, bool abs)
  334. {
  335. SetPrimSkill sps;
  336. sps.id = hero->id;
  337. sps.which = which;
  338. sps.abs = abs;
  339. sps.val = val;
  340. sendAndApply(&sps);
  341. //only for exp - hero may level up
  342. if (which == PrimarySkill::EXPERIENCE)
  343. {
  344. if(hero->commander && hero->commander->alive)
  345. {
  346. SetCommanderProperty scp;
  347. scp.heroid = hero->id;
  348. scp.which = SetCommanderProperty::EXPERIENCE;
  349. scp.amount = val;
  350. sendAndApply (&scp);
  351. CBonusSystemNode::treeHasChanged();
  352. }
  353. expGiven(hero);
  354. }
  355. }
  356. void CGameHandler::changeSecSkill( const CGHeroInstance * hero, SecondarySkill which, int val, bool abs/*=false*/ )
  357. {
  358. SetSecSkill sss;
  359. sss.id = hero->id;
  360. sss.which = which;
  361. sss.val = val;
  362. sss.abs = abs;
  363. sendAndApply(&sss);
  364. if(which == SecondarySkill::WISDOM)
  365. {
  366. if(hero && hero->visitedTown)
  367. giveSpells(hero->visitedTown, hero);
  368. }
  369. }
  370. void CGameHandler::endBattle(int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2)
  371. {
  372. LOG_TRACE(logGlobal);
  373. //Fill BattleResult structure with exp info
  374. giveExp(*battleResult.data);
  375. if (hero1)
  376. battleResult.data->exp[0] = hero1->calculateXp(battleResult.data->exp[0]);//scholar skill
  377. if (hero2)
  378. battleResult.data->exp[1] = hero2->calculateXp(battleResult.data->exp[1]);
  379. const CArmedInstance *bEndArmy1 = gs->curB->belligerents[0];
  380. const CArmedInstance *bEndArmy2 = gs->curB->belligerents[1];
  381. const BattleResult::EResult result = battleResult.get()->result;
  382. auto findBattleQuery = [this] () -> shared_ptr<CBattleQuery>
  383. {
  384. BOOST_FOREACH(auto &q, queries.allQueries())
  385. {
  386. if(auto bq = std::dynamic_pointer_cast<CBattleQuery>(q))
  387. if(bq->bi == gs->curB)
  388. return bq;
  389. }
  390. return nullptr;
  391. };
  392. const auto battleQuery = findBattleQuery();
  393. if(!battleQuery)
  394. logGlobal->errorStream() << "Cannot find battle query!";
  395. if(battleQuery != queries.topQuery(gs->curB->sides[0]))
  396. complain("Player " + boost::lexical_cast<std::string>(gs->curB->sides[0]) + " although in battle has no battle query at the top!");
  397. battleQuery->result = *battleResult.data;
  398. //Check how many battle queries were created (number of players blocked by battle)
  399. const int queriedPlayers = boost::count(queries.allQueries(), battleQuery);
  400. finishingBattle = make_unique<FinishingBattleHelper>(battleQuery, gs->initialOpts->mode == StartInfo::DUEL, queriedPlayers);
  401. CasualtiesAfterBattle cab1(bEndArmy1, gs->curB), cab2(bEndArmy2, gs->curB); //calculate casualties before deleting battle
  402. ChangeSpells cs; //for Eagle Eye
  403. if(finishingBattle->winnerHero)
  404. {
  405. if(int eagleEyeLevel = finishingBattle->winnerHero->getSecSkillLevel(SecondarySkill::EAGLE_EYE))
  406. {
  407. int maxLevel = eagleEyeLevel + 1;
  408. double eagleEyeChance = finishingBattle->winnerHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::EAGLE_EYE);
  409. BOOST_FOREACH(const CSpell *sp, gs->curB->usedSpellsHistory[!battleResult.data->winner])
  410. if(sp->level <= maxLevel && !vstd::contains(finishingBattle->winnerHero->spells, sp->id) && rand() % 100 < eagleEyeChance)
  411. cs.spells.insert(sp->id);
  412. }
  413. }
  414. std::vector<ui32> arts; //display them in window
  415. if (result == BattleResult::NORMAL && finishingBattle->winnerHero)
  416. {
  417. if (finishingBattle->loserHero)
  418. {
  419. auto artifactsWorn = finishingBattle->loserHero->artifactsWorn; //TODO: wrap it into a function, somehow (boost::variant -_-)
  420. BOOST_FOREACH (auto artSlot, artifactsWorn)
  421. {
  422. MoveArtifact ma;
  423. ma.src = ArtifactLocation (finishingBattle->loserHero, artSlot.first);
  424. const CArtifactInstance * art = ma.src.getArt();
  425. if (art && !art->artType->isBig() && art->artType->id != 0) // don't move war machines or locked arts (spellbook)
  426. {
  427. arts.push_back (art->artType->id);
  428. ma.dst = ArtifactLocation (finishingBattle->winnerHero, art->firstAvailableSlot(finishingBattle->winnerHero));
  429. sendAndApply(&ma);
  430. }
  431. }
  432. while (!finishingBattle->loserHero->artifactsInBackpack.empty())
  433. {
  434. //we assume that no big artifacts can be found
  435. MoveArtifact ma;
  436. ma.src = ArtifactLocation (finishingBattle->loserHero,
  437. ArtifactPosition(GameConstants::BACKPACK_START)); //backpack automatically shifts arts to beginning
  438. const CArtifactInstance * art = ma.src.getArt();
  439. arts.push_back (art->artType->id);
  440. ma.dst = ArtifactLocation (finishingBattle->winnerHero, art->firstAvailableSlot(finishingBattle->winnerHero));
  441. sendAndApply(&ma);
  442. }
  443. if (finishingBattle->loserHero->commander) //TODO: what if commanders belong to no hero?
  444. {
  445. artifactsWorn = finishingBattle->loserHero->commander->artifactsWorn;
  446. BOOST_FOREACH (auto artSlot, artifactsWorn)
  447. {
  448. MoveArtifact ma;
  449. ma.src = ArtifactLocation (finishingBattle->loserHero->commander.get(), artSlot.first);
  450. const CArtifactInstance * art = ma.src.getArt();
  451. if (art && !art->artType->isBig())
  452. {
  453. arts.push_back (art->artType->id);
  454. ma.dst = ArtifactLocation (finishingBattle->winnerHero, art->firstAvailableSlot(finishingBattle->winnerHero));
  455. sendAndApply(&ma);
  456. }
  457. }
  458. }
  459. }
  460. BOOST_FOREACH (auto armySlot, gs->curB->belligerents[!battleResult.data->winner]->stacks)
  461. {
  462. auto artifactsWorn = armySlot.second->artifactsWorn;
  463. BOOST_FOREACH (auto artSlot, artifactsWorn)
  464. {
  465. MoveArtifact ma;
  466. ma.src = ArtifactLocation (armySlot.second, artSlot.first);
  467. const CArtifactInstance * art = ma.src.getArt();
  468. if (art && !art->artType->isBig())
  469. {
  470. arts.push_back (art->artType->id);
  471. ma.dst = ArtifactLocation (finishingBattle->winnerHero, art->firstAvailableSlot(finishingBattle->winnerHero));
  472. sendAndApply(&ma);
  473. }
  474. }
  475. }
  476. }
  477. sendAndApply(battleResult.data); //after this point casualties objects are destroyed
  478. if (arts.size()) //display loot
  479. {
  480. InfoWindow iw;
  481. iw.player = finishingBattle->winnerHero->tempOwner;
  482. iw.text.addTxt (MetaString::GENERAL_TXT, 30); //You have captured enemy artifact
  483. BOOST_FOREACH (auto id, arts) //TODO; separate function to display loot for various ojects?
  484. {
  485. iw.components.push_back (Component (Component::ARTIFACT, id, 0, 0));
  486. if(iw.components.size() >= 14)
  487. {
  488. sendAndApply(&iw);
  489. iw.components.clear();
  490. iw.text.addTxt (MetaString::GENERAL_TXT, 30); //repeat
  491. }
  492. }
  493. if (iw.components.size())
  494. {
  495. sendAndApply(&iw);
  496. }
  497. }
  498. //Eagle Eye secondary skill handling
  499. if(cs.spells.size())
  500. {
  501. cs.learn = 1;
  502. cs.hid = finishingBattle->winnerHero->id;
  503. InfoWindow iw;
  504. iw.player = finishingBattle->winnerHero->tempOwner;
  505. iw.text.addTxt(MetaString::GENERAL_TXT, 221); //Through eagle-eyed observation, %s is able to learn %s
  506. iw.text.addReplacement(finishingBattle->winnerHero->name);
  507. std::ostringstream names;
  508. for(int i = 0; i < cs.spells.size(); i++)
  509. {
  510. names << "%s";
  511. if(i < cs.spells.size() - 2)
  512. names << ", ";
  513. else if(i < cs.spells.size() - 1)
  514. names << "%s";
  515. }
  516. names << ".";
  517. iw.text.addReplacement(names.str());
  518. auto it = cs.spells.begin();
  519. for(int i = 0; i < cs.spells.size(); i++, it++)
  520. {
  521. iw.text.addReplacement(MetaString::SPELL_NAME, it->toEnum());
  522. if(i == cs.spells.size() - 2) //we just added pre-last name
  523. iw.text.addReplacement(MetaString::GENERAL_TXT, 141); // " and "
  524. iw.components.push_back(Component(Component::SPELL, *it, 0, 0));
  525. }
  526. sendAndApply(&iw);
  527. sendAndApply(&cs);
  528. }
  529. if(finishingBattle->duel)
  530. return;
  531. cab1.takeFromArmy(this); cab2.takeFromArmy(this); //take casualties after battle is deleted
  532. //if one hero has lost we will erase him
  533. if(battleResult.data->winner!=0 && hero1)
  534. {
  535. RemoveObject ro(hero1->id);
  536. sendAndApply(&ro);
  537. }
  538. if(battleResult.data->winner!=1 && hero2)
  539. {
  540. RemoveObject ro(hero2->id);
  541. sendAndApply(&ro);
  542. }
  543. //give exp
  544. if (battleResult.data->exp[0] && hero1)
  545. changePrimSkill(hero1, PrimarySkill::EXPERIENCE, battleResult.data->exp[0]);
  546. else if (battleResult.data->exp[1] && hero2)
  547. changePrimSkill(hero2, PrimarySkill::EXPERIENCE, battleResult.data->exp[1]);
  548. queries.popIfTop(battleQuery);
  549. //--> continuation (battleAfterLevelUp) occurs after level-up queries are handled or on removing query (above)
  550. }
  551. void CGameHandler::battleAfterLevelUp( const BattleResult &result )
  552. {
  553. LOG_TRACE(logGlobal);
  554. finishingBattle->remainingBattleQueriesCount--;
  555. logGlobal->traceStream() << "Decremented queries count to " << finishingBattle->remainingBattleQueriesCount;
  556. if(finishingBattle->remainingBattleQueriesCount > 0)
  557. //Battle results will be hndled when all battle queries are closed
  558. return;
  559. //TODO consider if we really want it to work like above. ATM each player as unblocked as soon as possible
  560. // but the battle consequences are applied after final player is unblocked. Hard to abuse...
  561. // Still, it looks like a hole.
  562. // Necromancy if applicable.
  563. const CStackBasicDescriptor raisedStack = finishingBattle->winnerHero ? finishingBattle->winnerHero->calculateNecromancy(*battleResult.data) : CStackBasicDescriptor();
  564. // Give raised units to winner and show dialog, if any were raised,
  565. // units will be given after casualities are taken
  566. const SlotID necroSlot = raisedStack.type ? finishingBattle->winnerHero->getSlotFor(raisedStack.type) : SlotID();
  567. if (necroSlot != SlotID())
  568. {
  569. finishingBattle->winnerHero->showNecromancyDialog(raisedStack);
  570. addToSlot(StackLocation(finishingBattle->winnerHero, necroSlot), raisedStack.type, raisedStack.count);
  571. }
  572. BattleResultsApplied resultsApplied;
  573. resultsApplied.player1 = finishingBattle->victor;
  574. resultsApplied.player2 = finishingBattle->loser;
  575. sendAndApply(&resultsApplied);
  576. setBattle(nullptr);
  577. if(finishingBattle->duel)
  578. {
  579. CSaveFile resultFile("result.vdrst");
  580. resultFile << *battleResult.data;
  581. return;
  582. }
  583. if(visitObjectAfterVictory && result.winner==0)
  584. {
  585. logGlobal->traceStream() << "post-victory visit";
  586. visitObjectOnTile(*getTile(finishingBattle->winnerHero->getPosition()), finishingBattle->winnerHero);
  587. }
  588. visitObjectAfterVictory = false;
  589. winLoseHandle(1<<finishingBattle->loser.getNum() | 1<<finishingBattle->victor.getNum()); //handle victory/loss of engaged players
  590. if(result.result == BattleResult::SURRENDER || result.result == BattleResult::ESCAPE) //loser has escaped or surrendered
  591. {
  592. SetAvailableHeroes sah;
  593. sah.player = finishingBattle->loser;
  594. sah.hid[0] = finishingBattle->loserHero->subID;
  595. if(result.result == BattleResult::ESCAPE) //retreat
  596. {
  597. sah.army[0].clear();
  598. sah.army[0].setCreature(SlotID(0), finishingBattle->loserHero->type->initialArmy[0].creature, 1);
  599. }
  600. if(const CGHeroInstance *another = getPlayer(finishingBattle->loser)->availableHeroes[1])
  601. sah.hid[1] = another->subID;
  602. else
  603. sah.hid[1] = -1;
  604. sendAndApply(&sah);
  605. }
  606. }
  607. void CGameHandler::prepareAttack(BattleAttack &bat, const CStack *att, const CStack *def, int distance, int targetHex)
  608. {
  609. bat.bsa.clear();
  610. bat.stackAttacking = att->ID;
  611. int attackerLuck = att->LuckVal();
  612. const CGHeroInstance * h0 = gs->curB->heroes[0],
  613. * h1 = gs->curB->heroes[1];
  614. bool noLuck = false;
  615. if((h0 && NBonus::hasOfType(h0, Bonus::BLOCK_LUCK)) ||
  616. (h1 && NBonus::hasOfType(h1, Bonus::BLOCK_LUCK)))
  617. {
  618. noLuck = true;
  619. }
  620. if(!noLuck && attackerLuck > 0 && rand()%24 < attackerLuck) //TODO?: negative luck option?
  621. {
  622. bat.flags |= BattleAttack::LUCKY;
  623. }
  624. if (rand()%100 < att->valOfBonuses(Bonus::DOUBLE_DAMAGE_CHANCE))
  625. {
  626. bat.flags |= BattleAttack::DEATH_BLOW;
  627. }
  628. if(att->getCreature()->idNumber == CreatureID::BALLISTA)
  629. {
  630. static const int artilleryLvlToChance[] = {0, 50, 75, 100};
  631. const CGHeroInstance * owner = gs->curB->getHero(att->owner);
  632. int chance = artilleryLvlToChance[owner->getSecSkillLevel(SecondarySkill::ARTILLERY)];
  633. if(chance > rand() % 100)
  634. {
  635. bat.flags |= BattleAttack::BALLISTA_DOUBLE_DMG;
  636. }
  637. }
  638. // only primary target
  639. applyBattleEffects(bat, att, def, distance, false);
  640. if (!bat.shot()) //multiple-hex attack - only in meele
  641. {
  642. std::set<const CStack*> attackedCreatures = gs->curB->getAttackedCreatures(att, targetHex); //creatures other than primary target
  643. BOOST_FOREACH(const CStack * stack, attackedCreatures)
  644. {
  645. if (stack != def) //do not hit same stack twice
  646. {
  647. applyBattleEffects(bat, att, stack, distance, true);
  648. }
  649. }
  650. }
  651. const Bonus * bonus = att->getBonusLocalFirst(Selector::type(Bonus::SPELL_LIKE_ATTACK));
  652. if (bonus && (bat.shot())) //TODO: make it work in meele?
  653. {
  654. bat.bsa.front().flags |= BattleStackAttacked::EFFECT;
  655. bat.bsa.front().effect = VLC->spellh->spells[bonus->subtype]->mainEffectAnim; //hopefully it does not interfere with any other effect?
  656. std::set<const CStack*> attackedCreatures = gs->curB->getAffectedCreatures(SpellID(bonus->subtype).toSpell(), bonus->val, att->owner, targetHex);
  657. //TODO: get exact attacked hex for defender
  658. BOOST_FOREACH(const CStack * stack, attackedCreatures)
  659. {
  660. if (stack != def) //do not hit same stack twice
  661. {
  662. applyBattleEffects(bat, att, stack, distance, true);
  663. }
  664. }
  665. }
  666. }
  667. void CGameHandler::applyBattleEffects(BattleAttack &bat, const CStack *att, const CStack *def, int distance, bool secondary) //helper function for prepareAttack
  668. {
  669. BattleStackAttacked bsa;
  670. if (secondary)
  671. bsa.flags |= BattleStackAttacked::SECONDARY; //all other targets do not suffer from spells & spell-like abilities
  672. bsa.attackerID = att->ID;
  673. bsa.stackAttacked = def->ID;
  674. bsa.damageAmount = gs->curB->calculateDmg(att, def, gs->curB->battleGetOwner(att), gs->curB->battleGetOwner(def), bat.shot(), distance, bat.lucky(), bat.deathBlow(), bat.ballistaDoubleDmg());
  675. def->prepareAttacked(bsa); //calculate casualties
  676. //life drain handling
  677. if (att->hasBonusOfType(Bonus::LIFE_DRAIN) && def->isLiving())
  678. {
  679. StacksHealedOrResurrected shi;
  680. shi.lifeDrain = (ui8)true;
  681. shi.tentHealing = (ui8)false;
  682. shi.drainedFrom = def->ID;
  683. StacksHealedOrResurrected::HealInfo hi;
  684. hi.stackID = att->ID;
  685. hi.healedHP = std::min<int> (bsa.damageAmount * att->valOfBonuses (Bonus::LIFE_DRAIN) / 100,
  686. att->MaxHealth() - att->firstHPleft + att->MaxHealth() * (att->baseAmount - att->count) );
  687. hi.lowLevelResurrection = false;
  688. shi.healedStacks.push_back(hi);
  689. if (hi.healedHP > 0)
  690. {
  691. bsa.healedStacks.push_back(shi);
  692. }
  693. }
  694. bat.bsa.push_back(bsa); //add this stack to the list of victims after drain life has been calculated
  695. //fire shield handling
  696. if (!bat.shot() && def->hasBonusOfType(Bonus::FIRE_SHIELD) && !att->hasBonusOfType (Bonus::FIRE_IMMUNITY) && !bsa.killed() )
  697. {
  698. BattleStackAttacked bsa;
  699. bsa.stackAttacked = att->ID; //invert
  700. bsa.attackerID = def->ID;
  701. bsa.flags |= BattleStackAttacked::EFFECT;
  702. bsa.effect = 11;
  703. bsa.damageAmount = (bsa.damageAmount * def->valOfBonuses(Bonus::FIRE_SHIELD)) / 100;
  704. att->prepareAttacked(bsa);
  705. bat.bsa.push_back(bsa);
  706. }
  707. }
  708. void CGameHandler::handleConnection(std::set<PlayerColor> players, CConnection &c)
  709. {
  710. setThreadName("CGameHandler::handleConnection");
  711. srand(time(NULL));
  712. try
  713. {
  714. while(1)//server should never shut connection first //was: while(!end2)
  715. {
  716. CPack *pack = NULL;
  717. PlayerColor player = PlayerColor::NEUTRAL;
  718. si32 requestID = -999;
  719. int packType = 0;
  720. {
  721. boost::unique_lock<boost::mutex> lock(*c.rmx);
  722. c >> player >> requestID >> pack; //get the package
  723. packType = typeList.getTypeID(pack); //get the id of type
  724. logGlobal->traceStream() << boost::format("Received client message (request %d by player %d) of type with ID=%d (%s).\n")
  725. % requestID % player.getNum() % packType % typeid(*pack).name();
  726. }
  727. //prepare struct informing that action was applied
  728. auto sendPackageResponse = [&](bool succesfullyApplied)
  729. {
  730. PackageApplied applied;
  731. applied.player = player;
  732. applied.result = succesfullyApplied;
  733. applied.packType = packType;
  734. applied.requestID = requestID;
  735. boost::unique_lock<boost::mutex> lock(*c.wmx);
  736. c << &applied;
  737. };
  738. CBaseForGHApply *apply = applier->apps[packType]; //and appropriae applier object
  739. if(isBlockedByQueries(pack, player))
  740. {
  741. sendPackageResponse(false);
  742. }
  743. else if(apply)
  744. {
  745. const bool result = apply->applyOnGH(this,&c,pack, player);
  746. if(!result)
  747. complain("Got false in applying... that request must have been fishy!");
  748. logGlobal->traceStream() << "Message successfully applied (result=" << result << ")!";
  749. sendPackageResponse(true);
  750. }
  751. else
  752. {
  753. logGlobal->errorStream() << "Message cannot be applied, cannot find applier (unregistered type)!";
  754. sendPackageResponse(false);
  755. }
  756. vstd::clear_pointer(pack);
  757. }
  758. }
  759. catch(boost::system::system_error &e) //for boost errors just log, not crash - probably client shut down connection
  760. {
  761. assert(!c.connected); //make sure that connection has been marked as broken
  762. logGlobal->errorStream() << e.what();
  763. end2 = true;
  764. }
  765. HANDLE_EXCEPTION(end2 = true);
  766. logGlobal->errorStream() << "Ended handling connection";
  767. }
  768. int CGameHandler::moveStack(int stack, BattleHex dest)
  769. {
  770. int ret = 0;
  771. const CStack *curStack = gs->curB->battleGetStackByID(stack),
  772. *stackAtEnd = gs->curB->battleGetStackByPos(dest);
  773. assert(curStack);
  774. assert(dest < GameConstants::BFIELD_SIZE);
  775. if (gs->curB->tacticDistance)
  776. {
  777. assert(gs->curB->isInTacticRange(dest));
  778. }
  779. if(curStack->position == dest)
  780. return 0;
  781. //initing necessary tables
  782. auto accessibility = getAccesibility(curStack);
  783. //shifting destination (if we have double wide stack and we can occupy dest but not be exactly there)
  784. if(!stackAtEnd && curStack->doubleWide() && !accessibility.accessible(dest, curStack))
  785. {
  786. if(curStack->attackerOwned)
  787. {
  788. if(accessibility.accessible(dest+1, curStack))
  789. dest += BattleHex::RIGHT;
  790. }
  791. else
  792. {
  793. if(accessibility.accessible(dest-1, curStack))
  794. dest += BattleHex::LEFT;
  795. }
  796. }
  797. if((stackAtEnd && stackAtEnd!=curStack && stackAtEnd->alive()) || !accessibility.accessible(dest, curStack))
  798. {
  799. complain("Given destination is not accessible!");
  800. return 0;
  801. }
  802. std::pair< std::vector<BattleHex>, int > path = gs->curB->getPath(curStack->position, dest, curStack);
  803. ret = path.second;
  804. int creSpeed = gs->curB->tacticDistance ? GameConstants::BFIELD_SIZE : curStack->Speed();
  805. if(curStack->hasBonusOfType(Bonus::FLYING))
  806. {
  807. if(path.second <= creSpeed && path.first.size() > 0)
  808. {
  809. //inform clients about move
  810. BattleStackMoved sm;
  811. sm.stack = curStack->ID;
  812. std::vector<BattleHex> tiles;
  813. tiles.push_back(path.first[0]);
  814. sm.tilesToMove = tiles;
  815. sm.distance = path.second;
  816. sm.teleporting = false;
  817. sendAndApply(&sm);
  818. }
  819. }
  820. else //for non-flying creatures
  821. {
  822. // send one package with the creature path information
  823. shared_ptr<const CObstacleInstance> obstacle; //obstacle that interrupted movement
  824. std::vector<BattleHex> tiles;
  825. int tilesToMove = std::max((int)(path.first.size() - creSpeed), 0);
  826. int v = path.first.size()-1;
  827. startWalking:
  828. for(; v >= tilesToMove; --v)
  829. {
  830. BattleHex hex = path.first[v];
  831. tiles.push_back(hex);
  832. if((obstacle = battleGetObstacleOnPos(hex, false)))
  833. {
  834. //we walked onto something, so we finalize this portion of stack movement check into obstacle
  835. break;
  836. }
  837. }
  838. if (tiles.size() > 0)
  839. {
  840. //commit movement
  841. BattleStackMoved sm;
  842. sm.stack = curStack->ID;
  843. sm.distance = path.second;
  844. sm.teleporting = false;
  845. sm.tilesToMove = tiles;
  846. sendAndApply(&sm);
  847. }
  848. //we don't handle obstacle at the destination tile -> it's handled separately in the if at the end
  849. if(obstacle && curStack->position != dest)
  850. {
  851. handleDamageFromObstacle(*obstacle, curStack);
  852. //if stack didn't die in explosion, continue movement
  853. if(!obstacle->stopsMovement() && curStack->alive())
  854. {
  855. obstacle.reset();
  856. tiles.clear();
  857. v--;
  858. goto startWalking; //TODO it's so evil
  859. }
  860. }
  861. }
  862. //handling obstacle on the final field (separate, because it affects both flying and walking stacks)
  863. if(curStack->alive())
  864. {
  865. if(auto theLastObstacle = battleGetObstacleOnPos(curStack->position, false))
  866. {
  867. handleDamageFromObstacle(*theLastObstacle, curStack);
  868. }
  869. }
  870. return ret;
  871. }
  872. CGameHandler::CGameHandler(void)
  873. {
  874. QID = 1;
  875. //gs = NULL;
  876. IObjectInterface::cb = this;
  877. applier = new CApplier<CBaseForGHApply>;
  878. registerTypes3(*applier);
  879. visitObjectAfterVictory = false;
  880. queries.gh = this;
  881. }
  882. CGameHandler::~CGameHandler(void)
  883. {
  884. delete applier;
  885. applier = NULL;
  886. delete gs;
  887. }
  888. void CGameHandler::init(StartInfo *si)
  889. {
  890. //extern DLL_LINKAGE boost::rand48 ran;
  891. if(!si->seedToBeUsed)
  892. si->seedToBeUsed = std::time(NULL);
  893. gs = new CGameState();
  894. logGlobal->infoStream() << "Gamestate created!";
  895. gs->init(si);
  896. logGlobal->infoStream() << "Gamestate initialized!";
  897. for(auto i = gs->players.begin(); i != gs->players.end(); i++)
  898. states.addPlayer(i->first);
  899. }
  900. static bool evntCmp(const CMapEvent &a, const CMapEvent &b)
  901. {
  902. return a.earlierThan(b);
  903. }
  904. void CGameHandler::setPortalDwelling(const CGTownInstance * town, bool forced=false, bool clear = false)
  905. {// bool forced = true - if creature should be replaced, if false - only if no creature was set
  906. const PlayerState *p = gs->getPlayer(town->tempOwner);
  907. if(!p)
  908. {
  909. logGlobal->warnStream() << "There is no player owner of town " << town->name << " at " << town->pos;
  910. return;
  911. }
  912. if (forced || town->creatures[GameConstants::CREATURES_PER_TOWN].second.empty())//we need to change creature
  913. {
  914. SetAvailableCreatures ssi;
  915. ssi.tid = town->id;
  916. ssi.creatures = town->creatures;
  917. ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.clear();//remove old one
  918. const std::vector<ConstTransitivePtr<CGDwelling> > &dwellings = p->dwellings;
  919. if (dwellings.empty())//no dwellings - just remove
  920. {
  921. sendAndApply(&ssi);
  922. return;
  923. }
  924. ui32 dwellpos = rand()%dwellings.size();//take random dwelling
  925. ui32 creapos = rand()%dwellings[dwellpos]->creatures.size();//for multi-creature dwellings like Golem Factory
  926. CreatureID creature = dwellings[dwellpos]->creatures[creapos].second[0];
  927. if (clear)
  928. ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = std::max((ui32)1, (VLC->creh->creatures[creature]->growth)/2);
  929. else
  930. ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = VLC->creh->creatures[creature]->growth;
  931. ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.push_back(creature);
  932. sendAndApply(&ssi);
  933. }
  934. }
  935. void CGameHandler::newTurn()
  936. {
  937. logGlobal->traceStream() << "Turn " << gs->day+1;
  938. NewTurn n;
  939. n.specialWeek = NewTurn::NO_ACTION;
  940. n.creatureid = CreatureID::NONE;
  941. n.day = gs->day + 1;
  942. bool firstTurn = !getDate(Date::DAY);
  943. bool newWeek = getDate(Date::DAY_OF_WEEK) == 7; //day numbers are confusing, as day was not yet switched
  944. bool newMonth = getDate(Date::DAY_OF_MONTH) == 28;
  945. std::map<PlayerColor, si32> hadGold;//starting gold - for buildings like dwarven treasury
  946. srand(time(NULL));
  947. if (firstTurn)
  948. {
  949. BOOST_FOREACH (auto obj, gs->map->objects)
  950. {
  951. if (obj && obj->ID == Obj::PRISON) //give imprisoned hero 0 exp to level him up. easiest to do at this point
  952. {
  953. changePrimSkill (getHero(obj->id), PrimarySkill::EXPERIENCE, 0);
  954. }
  955. }
  956. }
  957. if (newWeek && !firstTurn)
  958. {
  959. n.specialWeek = NewTurn::NORMAL;
  960. bool deityOfFireBuilt = false;
  961. BOOST_FOREACH(const CGTownInstance *t, gs->map->towns)
  962. {
  963. if(t->hasBuilt(BuildingID::GRAIL, ETownType::INFERNO))
  964. {
  965. deityOfFireBuilt = true;
  966. break;
  967. }
  968. }
  969. if(deityOfFireBuilt)
  970. {
  971. n.specialWeek = NewTurn::DEITYOFFIRE;
  972. n.creatureid = CreatureID::IMP;
  973. }
  974. else
  975. {
  976. int monthType = rand()%100;
  977. if(newMonth) //new month
  978. {
  979. if (monthType < 40) //double growth
  980. {
  981. n.specialWeek = NewTurn::DOUBLE_GROWTH;
  982. if (VLC->modh->settings.ALL_CREATURES_GET_DOUBLE_MONTHS)
  983. {
  984. std::pair<int,CreatureID> newMonster(54, VLC->creh->pickRandomMonster(boost::ref(rand)));
  985. n.creatureid = newMonster.second;
  986. }
  987. else if(VLC->creh->doubledCreatures.size())
  988. {
  989. const std::vector<CreatureID> doubledCreatures (VLC->creh->doubledCreatures.begin(), VLC->creh->doubledCreatures.end());
  990. n.creatureid = vstd::pickRandomElementOf (doubledCreatures, boost::ref(rand));
  991. }
  992. else
  993. {
  994. complain("Cannot find creature that can be spawned!");
  995. n.specialWeek = NewTurn::NORMAL;
  996. }
  997. }
  998. else if (monthType < 50)
  999. n.specialWeek = NewTurn::PLAGUE;
  1000. }
  1001. else //it's a week, but not full month
  1002. {
  1003. if (monthType < 25)
  1004. {
  1005. n.specialWeek = NewTurn::BONUS_GROWTH; //+5
  1006. std::pair<int, CreatureID> newMonster (54, VLC->creh->pickRandomMonster(boost::ref(rand)));
  1007. //TODO do not pick neutrals
  1008. n.creatureid = newMonster.second;
  1009. }
  1010. }
  1011. }
  1012. }
  1013. bmap<ui32, ConstTransitivePtr<CGHeroInstance> > pool = gs->hpool.heroesPool;
  1014. for ( auto i=gs->players.begin() ; i!=gs->players.end();i++)
  1015. {
  1016. if(i->first == PlayerColor::NEUTRAL)
  1017. continue;
  1018. else if(i->first >= PlayerColor::PLAYER_LIMIT)
  1019. assert(0); //illegal player number!
  1020. std::pair<PlayerColor, si32> playerGold(i->first, i->second.resources[Res::GOLD]);
  1021. hadGold.insert(playerGold);
  1022. if(newWeek) //new heroes in tavern
  1023. {
  1024. SetAvailableHeroes sah;
  1025. sah.player = i->first;
  1026. //pick heroes and their armies
  1027. CHeroClass *banned = NULL;
  1028. for (int j = 0; j < GameConstants::AVAILABLE_HEROES_PER_PLAYER; j++)
  1029. {
  1030. if(CGHeroInstance *h = gs->hpool.pickHeroFor(j == 0, i->first, getNativeTown(i->first), pool, banned)) //first hero - native if possible, second hero -> any other class
  1031. {
  1032. sah.hid[j] = h->subID;
  1033. h->initArmy(&sah.army[j]);
  1034. banned = h->type->heroClass;
  1035. }
  1036. else
  1037. sah.hid[j] = -1;
  1038. }
  1039. sendAndApply(&sah);
  1040. }
  1041. n.res[i->first] = i->second.resources;
  1042. BOOST_FOREACH(CGHeroInstance *h, (*i).second.heroes)
  1043. {
  1044. if(h->visitedTown)
  1045. giveSpells(h->visitedTown, h);
  1046. NewTurn::Hero hth;
  1047. hth.id = h->id;
  1048. hth.move = h->maxMovePoints(gs->map->getTile(h->getPosition(false)).terType != ETerrainType::WATER);
  1049. if(h->visitedTown && h->visitedTown->hasBuilt(BuildingID::MAGES_GUILD_1)) //if hero starts turn in town with mage guild
  1050. hth.mana = std::max(h->mana, h->manaLimit()); //restore all mana
  1051. else
  1052. hth.mana = std::max((si32)(0), std::max(h->mana, std::min((si32)(h->mana + h->manaRegain()), h->manaLimit())));
  1053. n.heroes.insert(hth);
  1054. if(!firstTurn) //not first day
  1055. {
  1056. n.res[i->first][Res::GOLD] += h->valOfBonuses(Selector::typeSubtype(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::ESTATES)); //estates
  1057. for (int k = 0; k < GameConstants::RESOURCE_QUANTITY; k++)
  1058. {
  1059. n.res[i->first][k] += h->valOfBonuses(Bonus::GENERATE_RESOURCE, k);
  1060. }
  1061. }
  1062. }
  1063. }
  1064. BOOST_FOREACH(CGTownInstance *t, gs->map->towns)
  1065. {
  1066. PlayerColor player = t->tempOwner;
  1067. handleTownEvents(t, n);
  1068. if(newWeek) //first day of week
  1069. {
  1070. if(t->hasBuilt(BuildingID::PORTAL_OF_SUMMON, ETownType::DUNGEON))
  1071. setPortalDwelling(t, true, (n.specialWeek == NewTurn::PLAGUE ? true : false)); //set creatures for Portal of Summoning
  1072. if(!firstTurn)
  1073. if (t->hasBuilt(BuildingID::TREASURY, ETownType::RAMPART) && player < PlayerColor::PLAYER_LIMIT)
  1074. n.res[player][Res::GOLD] += hadGold[player]/10; //give 10% of starting gold
  1075. if (!vstd::contains(n.cres, t->id))
  1076. {
  1077. n.cres[t->id].tid = t->id;
  1078. n.cres[t->id].creatures = t->creatures;
  1079. }
  1080. auto & sac = n.cres[t->id];
  1081. for (int k=0; k < GameConstants::CREATURES_PER_TOWN; k++) //creature growths
  1082. {
  1083. if(t->creatureDwellingLevel(k) >= 0)//there is dwelling (k-level)
  1084. {
  1085. ui32 &availableCount = sac.creatures[k].first;
  1086. const CCreature *cre = VLC->creh->creatures[t->creatures[k].second.back()];
  1087. if (n.specialWeek == NewTurn::PLAGUE)
  1088. availableCount = t->creatures[k].first / 2; //halve their number, no growth
  1089. else
  1090. {
  1091. if(firstTurn) //first day of game: use only basic growths
  1092. availableCount = cre->growth;
  1093. else
  1094. availableCount += t->creatureGrowth(k);
  1095. //Deity of fire week - upgrade both imps and upgrades
  1096. if (n.specialWeek == NewTurn::DEITYOFFIRE && vstd::contains(t->creatures[k].second, n.creatureid))
  1097. availableCount += 15;
  1098. if( cre->idNumber == n.creatureid ) //bonus week, effect applies only to identical creatures
  1099. {
  1100. if(n.specialWeek == NewTurn::DOUBLE_GROWTH)
  1101. availableCount *= 2;
  1102. else if(n.specialWeek == NewTurn::BONUS_GROWTH)
  1103. availableCount += 5;
  1104. }
  1105. }
  1106. }
  1107. }
  1108. }
  1109. if(!firstTurn && player < PlayerColor::PLAYER_LIMIT)//not the first day and town not neutral
  1110. {
  1111. if(t->hasBuilt(BuildingID::RESOURCE_SILO)) //there is resource silo
  1112. {
  1113. if(t->town->primaryRes == Res::WOOD_AND_ORE) //we'll give wood and ore
  1114. {
  1115. n.res[player][Res::WOOD] ++;
  1116. n.res[player][Res::ORE] ++;
  1117. }
  1118. else
  1119. {
  1120. n.res[player][t->town->primaryRes] ++;
  1121. }
  1122. }
  1123. n.res[player][Res::GOLD] += t->dailyIncome();
  1124. }
  1125. if(t->hasBuilt(BuildingID::GRAIL, ETownType::TOWER))
  1126. {
  1127. // Skyship, probably easier to handle same as Veil of darkness
  1128. //do it every new day after veils apply
  1129. if (player != PlayerColor::NEUTRAL) //do not reveal fow for neutral player
  1130. {
  1131. FoWChange fw;
  1132. fw.mode = 1;
  1133. fw.player = player;
  1134. // find all hidden tiles
  1135. auto & fow = gs->getPlayerTeam(player)->fogOfWarMap;
  1136. for (size_t i=0; i<fow.size(); i++)
  1137. for (size_t j=0; j<fow[i].size(); j++)
  1138. for (size_t k=0; k<fow[i][j].size(); k++)
  1139. if (!fow[i][j][k])
  1140. fw.tiles.insert(int3(i,j,k));
  1141. sendAndApply (&fw);
  1142. }
  1143. }
  1144. if (t->hasBonusOfType (Bonus::DARKNESS))
  1145. {
  1146. t->hideTiles(t->getOwner(), t->getBonusLocalFirst(Selector::type(Bonus::DARKNESS))->val);
  1147. }
  1148. //unhiding what shouldn't be hidden? //that's handled in netpacks client
  1149. }
  1150. if(newMonth)
  1151. {
  1152. SetAvailableArtifacts saa;
  1153. saa.id = -1;
  1154. pickAllowedArtsSet(saa.arts);
  1155. sendAndApply(&saa);
  1156. }
  1157. sendAndApply(&n);
  1158. if(newWeek)
  1159. {
  1160. //spawn wandering monsters
  1161. if (newMonth && (n.specialWeek == NewTurn::DOUBLE_GROWTH || n.specialWeek == NewTurn::DEITYOFFIRE))
  1162. {
  1163. spawnWanderingMonsters(n.creatureid);
  1164. }
  1165. //new week info popup
  1166. if(!firstTurn)
  1167. {
  1168. InfoWindow iw;
  1169. switch (n.specialWeek)
  1170. {
  1171. case NewTurn::DOUBLE_GROWTH:
  1172. iw.text.addTxt(MetaString::ARRAY_TXT, 131);
  1173. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1174. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1175. break;
  1176. case NewTurn::PLAGUE:
  1177. iw.text.addTxt(MetaString::ARRAY_TXT, 132);
  1178. break;
  1179. case NewTurn::BONUS_GROWTH:
  1180. iw.text.addTxt(MetaString::ARRAY_TXT, 134);
  1181. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1182. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1183. break;
  1184. case NewTurn::DEITYOFFIRE:
  1185. iw.text.addTxt(MetaString::ARRAY_TXT, 135);
  1186. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 42); //%s imp
  1187. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 42); //%s imp
  1188. iw.text.addReplacement2(15); //%+d 15
  1189. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 43); //%s familiar
  1190. iw.text.addReplacement2(15); //%+d 15
  1191. break;
  1192. default:
  1193. if (newMonth)
  1194. {
  1195. iw.text.addTxt(MetaString::ARRAY_TXT, (130));
  1196. iw.text.addReplacement(MetaString::ARRAY_TXT, 32 + rand()%10);
  1197. }
  1198. else
  1199. {
  1200. iw.text.addTxt(MetaString::ARRAY_TXT, (133));
  1201. iw.text.addReplacement(MetaString::ARRAY_TXT, 43 + rand()%15);
  1202. }
  1203. }
  1204. for (auto i=gs->players.begin() ; i!=gs->players.end(); i++)
  1205. {
  1206. iw.player = i->first;
  1207. sendAndApply(&iw);
  1208. }
  1209. }
  1210. }
  1211. logGlobal->traceStream() << "Info about turn " << n.day << "has been sent!";
  1212. handleTimeEvents();
  1213. //call objects
  1214. for(size_t i = 0; i<gs->map->objects.size(); i++)
  1215. {
  1216. if(gs->map->objects[i])
  1217. gs->map->objects[i]->newTurn();
  1218. }
  1219. winLoseHandle(0xff);
  1220. //warn players without town
  1221. if(gs->day)
  1222. {
  1223. for (auto i=gs->players.cbegin() ; i!=gs->players.cend();i++)
  1224. {
  1225. if(i->second.status || i->second.towns.size() || i->second.color >= PlayerColor::PLAYER_LIMIT)
  1226. continue;
  1227. InfoWindow iw;
  1228. iw.player = i->first;
  1229. iw.components.push_back(Component(Component::FLAG, i->first.getNum(), 0, 0));
  1230. if(!i->second.daysWithoutCastle)
  1231. {
  1232. 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.
  1233. iw.text.addReplacement(MetaString::COLOR, i->first.getNum());
  1234. }
  1235. else if(i->second.daysWithoutCastle == 6)
  1236. {
  1237. iw.text.addTxt(MetaString::ARRAY_TXT,129); //%s, this is your last day to capture a town or you will be banished from this land.
  1238. iw.text.addReplacement(MetaString::COLOR, i->first.getNum());
  1239. }
  1240. else
  1241. {
  1242. iw.text.addTxt(MetaString::ARRAY_TXT,128); //%s, you only have %d days left to capture a town or you will be banished from this land.
  1243. iw.text.addReplacement(MetaString::COLOR, i->first.getNum());
  1244. iw.text.addReplacement(7 - i->second.daysWithoutCastle);
  1245. }
  1246. sendAndApply(&iw);
  1247. }
  1248. }
  1249. synchronizeArtifactHandlerLists(); //new day events may have changed them. TODO better of managing that
  1250. }
  1251. void CGameHandler::run(bool resume)
  1252. {
  1253. using namespace boost::posix_time;
  1254. BOOST_FOREACH(CConnection *cc, conns)
  1255. {
  1256. if(!resume)
  1257. {
  1258. (*cc) << gs->initialOpts; // gs->scenarioOps
  1259. }
  1260. std::set<PlayerColor> players;
  1261. (*cc) >> players; //how many players will be handled at that client
  1262. std::stringstream sbuffer;
  1263. sbuffer << "Connection " << cc->connectionID << " will handle " << players.size() << " player: ";
  1264. BOOST_FOREACH(PlayerColor color, players)
  1265. {
  1266. sbuffer << color << " ";
  1267. {
  1268. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  1269. connections[color] = cc;
  1270. }
  1271. }
  1272. logGlobal->infoStream() << sbuffer.str();
  1273. cc->addStdVecItems(gs);
  1274. cc->enableStackSendingByID();
  1275. cc->disableSmartPointerSerialization();
  1276. }
  1277. for(std::set<CConnection*>::iterator i = conns.begin(); i!=conns.end();i++)
  1278. {
  1279. std::set<PlayerColor> pom;
  1280. for(auto j = connections.cbegin(); j!=connections.cend();j++)
  1281. if(j->second == *i)
  1282. pom.insert(j->first);
  1283. boost::thread(boost::bind(&CGameHandler::handleConnection,this,pom,boost::ref(**i)));
  1284. }
  1285. if(gs->scenarioOps->mode == StartInfo::DUEL)
  1286. {
  1287. runBattle();
  1288. return;
  1289. }
  1290. while (!end2)
  1291. {
  1292. if(!resume)
  1293. newTurn();
  1294. std::map<PlayerColor,PlayerState>::iterator i;
  1295. if(!resume)
  1296. i = gs->players.begin();
  1297. else
  1298. i = gs->players.find(gs->currentPlayer);
  1299. resume = false;
  1300. for(; i != gs->players.end(); i++)
  1301. {
  1302. if((i->second.towns.size()==0 && i->second.heroes.size()==0)
  1303. || i->first>=PlayerColor::PLAYER_LIMIT
  1304. || i->second.status)
  1305. {
  1306. continue;
  1307. }
  1308. states.setFlag(i->first,&PlayerStatus::makingTurn,true);
  1309. {
  1310. YourTurn yt;
  1311. yt.player = i->first;
  1312. applyAndSend(&yt);
  1313. }
  1314. //wait till turn is done
  1315. boost::unique_lock<boost::mutex> lock(states.mx);
  1316. while(states.players[i->first].makingTurn && !end2)
  1317. {
  1318. static time_duration p = milliseconds(200);
  1319. states.cv.timed_wait(lock,p);
  1320. }
  1321. }
  1322. }
  1323. while(conns.size() && (*conns.begin())->isOpen())
  1324. boost::this_thread::sleep(boost::posix_time::milliseconds(5)); //give time client to close socket
  1325. }
  1326. void CGameHandler::setupBattle( int3 tile, const CArmedInstance *armies[2], const CGHeroInstance *heroes[2], bool creatureBank, const CGTownInstance *town )
  1327. {
  1328. battleResult.set(NULL);
  1329. //send info about battles
  1330. BattleStart bs;
  1331. bs.info = gs->setupBattle(tile, armies, heroes, creatureBank, town);
  1332. sendAndApply(&bs);
  1333. }
  1334. void CGameHandler::checkForBattleEnd()
  1335. {
  1336. auto &stacks = gs->curB->stacks;
  1337. //checking winning condition
  1338. bool hasStack[2]; //hasStack[0] - true if attacker has a living stack; defender similarly
  1339. hasStack[0] = hasStack[1] = false;
  1340. for(int b = 0; b<stacks.size(); ++b)
  1341. {
  1342. if(stacks[b]->alive() && !stacks[b]->hasBonusOfType(Bonus::SIEGE_WEAPON))
  1343. {
  1344. hasStack[1-stacks[b]->attackerOwned] = true;
  1345. }
  1346. }
  1347. if(!hasStack[0] || !hasStack[1]) //somebody has won
  1348. {
  1349. setBattleResult(BattleResult::NORMAL, hasStack[1]);
  1350. }
  1351. }
  1352. void CGameHandler::giveSpells( const CGTownInstance *t, const CGHeroInstance *h )
  1353. {
  1354. if(!h->hasSpellbook())
  1355. return; //hero hasn't spellbook
  1356. ChangeSpells cs;
  1357. cs.hid = h->id;
  1358. cs.learn = true;
  1359. for(int i=0; i<std::min(t->mageGuildLevel(),h->getSecSkillLevel(SecondarySkill::WISDOM)+2);i++)
  1360. {
  1361. if (t->hasBuilt(BuildingID::GRAIL, ETownType::CONFLUX)) //Aurora Borealis
  1362. {
  1363. std::vector<SpellID> spells;
  1364. getAllowedSpells(spells, i);
  1365. for (int j = 0; j < spells.size(); ++j)
  1366. cs.spells.insert(spells[j]);
  1367. }
  1368. else
  1369. {
  1370. for(int j=0; j<t->spellsAtLevel(i+1,true) && j<t->spells[i].size(); j++)
  1371. {
  1372. if(!vstd::contains(h->spells,t->spells[i][j]))
  1373. cs.spells.insert(t->spells[i][j]);
  1374. }
  1375. }
  1376. }
  1377. if(cs.spells.size())
  1378. sendAndApply(&cs);
  1379. }
  1380. void CGameHandler::setBlockVis(ObjectInstanceID objid, bool bv)
  1381. {
  1382. SetObjectProperty sop(objid,2,bv);
  1383. sendAndApply(&sop);
  1384. }
  1385. bool CGameHandler::removeObject( const CGObjectInstance * obj )
  1386. {
  1387. if(!obj || !getObj(obj->id))
  1388. {
  1389. logGlobal->errorStream() << "Something wrong, that object already has been removed or hasn't existed!";
  1390. return false;
  1391. }
  1392. RemoveObject ro;
  1393. ro.id = obj->id;
  1394. sendAndApply(&ro);
  1395. winLoseHandle(255); //eg if monster escaped (removing objs after battle is done dircetly by endBattle, not this function)
  1396. return true;
  1397. }
  1398. void CGameHandler::setAmount(ObjectInstanceID objid, ui32 val)
  1399. {
  1400. SetObjectProperty sop(objid,3,val);
  1401. sendAndApply(&sop);
  1402. }
  1403. bool CGameHandler::moveHero( ObjectInstanceID hid, int3 dst, ui8 teleporting, PlayerColor asker /*= 255*/ )
  1404. {
  1405. const CGHeroInstance *h = getHero(hid);
  1406. 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)
  1407. )
  1408. {
  1409. logGlobal->errorStream() << "Illegal call to move hero!";
  1410. return false;
  1411. }
  1412. logGlobal->traceStream() << "Player " << asker << " wants to move hero "<< hid.getNum() << " from "<< h->pos << " to " << dst;
  1413. const int3 hmpos = dst + int3(-1,0,0);
  1414. if(!gs->map->isInTheMap(hmpos))
  1415. {
  1416. logGlobal->errorStream() << "Destination tile is outside the map!";
  1417. return false;
  1418. }
  1419. const TerrainTile t = *gs->getTile(hmpos);
  1420. const int cost = gs->getMovementCost(h, h->getPosition(false), hmpos, h->movement);
  1421. const int3 guardPos = gs->guardingCreaturePosition(hmpos);
  1422. const bool embarking = !h->boat && !t.visitableObjects.empty() && t.visitableObjects.back()->ID == Obj::BOAT;
  1423. const bool disembarking = h->boat && t.terType != ETerrainType::WATER && !t.blocked;
  1424. //result structure for start - movement failed, no move points used
  1425. TryMoveHero tmh;
  1426. tmh.id = hid;
  1427. tmh.start = h->pos;
  1428. tmh.end = dst;
  1429. tmh.result = TryMoveHero::FAILED;
  1430. tmh.movePoints = h->movement;
  1431. //check if destination tile is available
  1432. //it's a rock or blocked and not visitable tile
  1433. //OR hero is on land and dest is water and (there is not present only one object - boat)
  1434. if(((t.terType == ETerrainType::ROCK || (t.blocked && !t.visitable && !h->hasBonusOfType(Bonus::FLYING_MOVEMENT) ))
  1435. && complain("Cannot move hero, destination tile is blocked!"))
  1436. || ((!h->boat && !h->canWalkOnSea() && t.terType == ETerrainType::WATER && (t.visitableObjects.size() < 1 || (t.visitableObjects.back()->ID != Obj::BOAT && t.visitableObjects.back()->ID != Obj::HERO))) //hero is not on boat/water walking and dst water tile doesn't contain boat/hero (objs visitable from land) -> we test back cause boat may be on top of another object (#276)
  1437. && complain("Cannot move hero, destination tile is on water!"))
  1438. || ((h->boat && t.terType != ETerrainType::WATER && t.blocked)
  1439. && complain("Cannot disembark hero, tile is blocked!"))
  1440. || ( (distance(h->pos, dst) >= 1.5 && !teleporting)
  1441. && complain("Tiles are not neighboring!"))
  1442. || ( (h->inTownGarrison)
  1443. && complain("Can not move garrisoned hero!"))
  1444. || ((h->movement < cost && dst != h->pos && !teleporting)
  1445. && complain("Hero doesn't have any movement points left!"))
  1446. /*|| (states.checkFlag(h->tempOwner, &PlayerStatus::engagedIntoBattle)
  1447. && complain("Cannot move hero during the battle"))*/)
  1448. {
  1449. //send info about movement failure
  1450. sendAndApply(&tmh);
  1451. return false;
  1452. }
  1453. //several generic blocks of code
  1454. // should be called if hero changes tile but before applying TryMoveHero package
  1455. auto leaveTile = [&]()
  1456. {
  1457. BOOST_FOREACH(CGObjectInstance *obj, gs->map->getTile(int3(h->pos.x-1, h->pos.y, h->pos.z)).visitableObjects)
  1458. {
  1459. obj->onHeroLeave(h);
  1460. }
  1461. this->getTilesInRange(tmh.fowRevealed, h->getSightCenter()+(tmh.end-tmh.start), h->getSightRadious(), h->tempOwner, 1);
  1462. };
  1463. auto doMove = [&](TryMoveHero::EResult result, EGuardLook lookForGuards,
  1464. EVisitDest visitDest, ELEaveTile leavingTile) -> bool
  1465. {
  1466. LOG_TRACE_PARAMS(logGlobal, "Hero %s starts movement from %s to %s", h->name % tmh.start % tmh.end);
  1467. auto moveQuery = make_shared<CHeroMovementQuery>(tmh, h);
  1468. queries.addQuery(moveQuery);
  1469. if(leavingTile == LEAVING_TILE)
  1470. leaveTile();
  1471. tmh.result = result;
  1472. sendAndApply(&tmh);
  1473. if(lookForGuards == CHECK_FOR_GUARDS && isInTheMap(guardPos))
  1474. {
  1475. tmh.attackedFrom = guardPos;
  1476. const TerrainTile &guardTile = *gs->getTile(guardPos);
  1477. objectVisited(guardTile.visitableObjects.back(), h);
  1478. moveQuery->visitDestAfterVictory = visitDest==VISIT_DEST;
  1479. }
  1480. else if(visitDest == VISIT_DEST)
  1481. {
  1482. visitObjectOnTile(t, h);
  1483. }
  1484. queries.popIfTop(moveQuery);
  1485. logGlobal->traceStream() << "Hero " << h->name << " ends movement";
  1486. return result != TryMoveHero::FAILED;
  1487. };
  1488. //interaction with blocking object (like resources)
  1489. auto blockingVisit = [&]() -> bool
  1490. {
  1491. BOOST_FOREACH(CGObjectInstance *obj, t.visitableObjects)
  1492. {
  1493. if(obj != h && obj->blockVisit && !obj->passableFor(h->tempOwner))
  1494. {
  1495. return doMove(TryMoveHero::BLOCKING_VISIT, this->IGNORE_GUARDS, VISIT_DEST, REMAINING_ON_TILE);
  1496. //this-> is needed for MVS2010 to recognize scope (?)
  1497. }
  1498. }
  1499. return false;
  1500. };
  1501. if(embarking)
  1502. {
  1503. tmh.movePoints = h->movementPointsAfterEmbark(h->movement, cost, false);
  1504. return doMove(TryMoveHero::EMBARK, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
  1505. //attack guards on embarking? In H3 creatures on water had no zone of control at all
  1506. }
  1507. if(disembarking)
  1508. {
  1509. tmh.movePoints = h->movementPointsAfterEmbark(h->movement, cost, true);
  1510. return doMove(TryMoveHero::DISEMBARK, CHECK_FOR_GUARDS, VISIT_DEST, LEAVING_TILE);
  1511. }
  1512. if(teleporting)
  1513. {
  1514. if(blockingVisit()) // e.g. hero on the other side of teleporter
  1515. return true;
  1516. doMove(TryMoveHero::TELEPORTATION, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
  1517. // visit town for town portal \ castle gates
  1518. // do not use generic visitObjectOnTile to avoid double-teleporting
  1519. // if this moveHero call was triggered by teleporter
  1520. if (!t.visitableObjects.empty())
  1521. {
  1522. if (CGTownInstance * town = dynamic_cast<CGTownInstance *>(t.visitableObjects.back()))
  1523. town->onHeroVisit(h);
  1524. }
  1525. return true;
  1526. }
  1527. //still here? it is standard movement!
  1528. {
  1529. tmh.movePoints = h->movement >= cost
  1530. ? h->movement - cost
  1531. : 0;
  1532. if(blockingVisit())
  1533. return true;
  1534. doMove(TryMoveHero::SUCCESS, CHECK_FOR_GUARDS, VISIT_DEST, LEAVING_TILE);
  1535. return true;
  1536. }
  1537. }
  1538. bool CGameHandler::teleportHero(ObjectInstanceID hid, ObjectInstanceID dstid, ui8 source, PlayerColor asker/* = 255*/)
  1539. {
  1540. const CGHeroInstance *h = getHero(hid);
  1541. const CGTownInstance *t = getTown(dstid);
  1542. if ( !h || !t || h->getOwner() != gs->currentPlayer )
  1543. logGlobal->errorStream()<<"Invalid call to teleportHero!";
  1544. const CGTownInstance *from = h->visitedTown;
  1545. if(((h->getOwner() != t->getOwner())
  1546. && complain("Cannot teleport hero to another player"))
  1547. || ((!from || from->hasBuilt(BuildingID::CASTLE_GATE, ETownType::INFERNO))
  1548. && complain("Hero must be in town with Castle gate for teleporting"))
  1549. || (t->hasBuilt(BuildingID::CASTLE_GATE, ETownType::INFERNO)
  1550. && complain("Cannot teleport hero to town without Castle gate in it")))
  1551. return false;
  1552. int3 pos = t->visitablePos();
  1553. pos += h->getVisitableOffset();
  1554. moveHero(hid,pos,1);
  1555. return true;
  1556. }
  1557. void CGameHandler::setOwner(const CGObjectInstance * obj, PlayerColor owner)
  1558. {
  1559. PlayerColor oldOwner = getOwner(obj->id);
  1560. SetObjectProperty sop(obj->id, 1, owner.getNum());
  1561. sendAndApply(&sop);
  1562. winLoseHandle(1<<owner.getNum() | 1<<oldOwner.getNum());
  1563. if(owner < PlayerColor::PLAYER_LIMIT && dynamic_cast<const CGTownInstance *>(obj)) //town captured
  1564. {
  1565. const CGTownInstance * town = dynamic_cast<const CGTownInstance *>(obj);
  1566. if (town->hasBuilt(BuildingID::PORTAL_OF_SUMMON, ETownType::DUNGEON))
  1567. setPortalDwelling(town, true, false);
  1568. if (!gs->getPlayer(owner)->towns.size())//player lost last town
  1569. {
  1570. InfoWindow iw;
  1571. iw.player = oldOwner;
  1572. 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.
  1573. sendAndApply(&iw);
  1574. }
  1575. }
  1576. const PlayerState * p = gs->getPlayer(owner);
  1577. if((obj->ID == Obj::CREATURE_GENERATOR1 || obj->ID == Obj::CREATURE_GENERATOR4 ) && p && p->dwellings.size()==1)//first dwelling captured
  1578. {
  1579. BOOST_FOREACH(const CGTownInstance *t, gs->getPlayer(owner)->towns)
  1580. {
  1581. if (t->hasBuilt(BuildingID::PORTAL_OF_SUMMON, ETownType::DUNGEON))
  1582. setPortalDwelling(t);//set initial creatures for all portals of summoning
  1583. }
  1584. }
  1585. }
  1586. void CGameHandler::setHoverName(const CGObjectInstance * obj, MetaString* name)
  1587. {
  1588. SetHoverName shn(obj->id, *name);
  1589. sendAndApply(&shn);
  1590. }
  1591. void CGameHandler::showBlockingDialog( BlockingDialog *iw )
  1592. {
  1593. auto dialogQuery = make_shared<CBlockingDialogQuery>(*iw);
  1594. queries.addQuery(dialogQuery);
  1595. iw->queryID = dialogQuery->queryID;
  1596. sendToAllClients(iw);
  1597. }
  1598. void CGameHandler::giveResource(PlayerColor player, Res::ERes which, int val) //TODO: cap according to Bersy's suggestion
  1599. {
  1600. if(!val) return; //don't waste time on empty call
  1601. SetResource sr;
  1602. sr.player = player;
  1603. sr.resid = which;
  1604. sr.val = gs->players.find(player)->second.resources[which] + val;
  1605. sendAndApply(&sr);
  1606. }
  1607. void CGameHandler::giveResources(PlayerColor player, TResources resources)
  1608. {
  1609. for(TResources::nziterator i(resources); i.valid(); i++)
  1610. giveResource(player, i->resType, i->resVal);
  1611. }
  1612. void CGameHandler::giveCreatures(const CArmedInstance *obj, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove)
  1613. {
  1614. boost::function<void()> removeOrNot = 0;
  1615. if(remove)
  1616. removeOrNot = boost::bind(&CGameHandler::removeObject, this, obj);
  1617. COMPLAIN_RET_IF(!creatures.stacksCount(), "Strange, giveCreatures called without args!");
  1618. COMPLAIN_RET_IF(obj->stacksCount(), "Cannot give creatures from not-cleared object!");
  1619. COMPLAIN_RET_IF(creatures.stacksCount() > GameConstants::ARMY_SIZE, "Too many stacks to give!");
  1620. //first we move creatures to give to make them army of object-source
  1621. for (TSlots::const_iterator stack = creatures.Slots().begin(); stack != creatures.Slots().end(); stack++)
  1622. {
  1623. addToSlot(StackLocation(obj, obj->getSlotFor(stack->second->type)), stack->second->type, stack->second->count);
  1624. }
  1625. tryJoiningArmy(obj, h, remove, true);
  1626. }
  1627. void CGameHandler::takeCreatures(ObjectInstanceID objid, const std::vector<CStackBasicDescriptor> &creatures)
  1628. {
  1629. std::vector<CStackBasicDescriptor> cres = creatures;
  1630. if (cres.size() <= 0)
  1631. return;
  1632. const CArmedInstance* obj = static_cast<const CArmedInstance*>(getObj(objid));
  1633. BOOST_FOREACH(CStackBasicDescriptor &sbd, cres)
  1634. {
  1635. TQuantity collected = 0;
  1636. while(collected < sbd.count)
  1637. {
  1638. bool foundSth = false;
  1639. for(auto i = obj->Slots().begin(); i != obj->Slots().end(); i++)
  1640. {
  1641. if(i->second->type == sbd.type)
  1642. {
  1643. TQuantity take = std::min(sbd.count - collected, i->second->count); //collect as much cres as we can
  1644. changeStackCount(StackLocation(obj, i->first), -take, false);
  1645. collected += take;
  1646. foundSth = true;
  1647. break;
  1648. }
  1649. }
  1650. if(!foundSth) //we went through the whole loop and haven't found appropriate cres
  1651. {
  1652. complain("Unexpected failure during taking creatures!");
  1653. return;
  1654. }
  1655. }
  1656. }
  1657. }
  1658. void CGameHandler::showCompInfo(ShowInInfobox * comp)
  1659. {
  1660. sendToAllClients(comp);
  1661. }
  1662. void CGameHandler::heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  1663. {
  1664. HeroVisitCastle vc;
  1665. vc.hid = hero->id;
  1666. vc.tid = obj->id;
  1667. vc.flags |= 1;
  1668. sendAndApply(&vc);
  1669. vistiCastleObjects (obj, hero);
  1670. giveSpells (obj, hero);
  1671. if(gs->map->victoryCondition.condition == EVictoryConditionType::TRANSPORTITEM)
  1672. checkLossVictory(hero->tempOwner); //transported artifact?
  1673. }
  1674. void CGameHandler::vistiCastleObjects (const CGTownInstance *t, const CGHeroInstance *h)
  1675. {
  1676. std::vector<CGTownBuilding*>::const_iterator i;
  1677. for (i = t->bonusingBuildings.begin(); i != t->bonusingBuildings.end(); i++)
  1678. (*i)->onHeroVisit (h);
  1679. }
  1680. void CGameHandler::stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  1681. {
  1682. HeroVisitCastle vc;
  1683. vc.hid = hero->id;
  1684. vc.tid = obj->id;
  1685. sendAndApply(&vc);
  1686. }
  1687. void CGameHandler::removeArtifact(const ArtifactLocation &al)
  1688. {
  1689. assert(al.getArt());
  1690. EraseArtifact ea;
  1691. ea.al = al;
  1692. sendAndApply(&ea);
  1693. }
  1694. void CGameHandler::startBattlePrimary(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile,
  1695. const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank,
  1696. const CGTownInstance *town) //use hero=NULL for no hero
  1697. {
  1698. engageIntoBattle(army1->tempOwner);
  1699. engageIntoBattle(army2->tempOwner);
  1700. static const CArmedInstance *armies[2];
  1701. armies[0] = army1;
  1702. armies[1] = army2;
  1703. static const CGHeroInstance*heroes[2];
  1704. heroes[0] = hero1;
  1705. heroes[1] = hero2;
  1706. setupBattle(tile, armies, heroes, creatureBank, town); //initializes stacks, places creatures on battlefield, blocks and informs player interfaces
  1707. auto battleQuery = make_shared<CBattleQuery>(gs->curB);
  1708. queries.addQuery(battleQuery);
  1709. boost::thread(&CGameHandler::runBattle, this);
  1710. }
  1711. void CGameHandler::startBattleI( const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, bool creatureBank )
  1712. {
  1713. startBattlePrimary(army1, army2, tile,
  1714. army1->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army1) : NULL,
  1715. army2->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army2) : NULL,
  1716. creatureBank);
  1717. }
  1718. void CGameHandler::startBattleI( const CArmedInstance *army1, const CArmedInstance *army2, bool creatureBank)
  1719. {
  1720. startBattleI(army1, army2, army2->visitablePos(), creatureBank);
  1721. }
  1722. void CGameHandler::changeSpells( const CGHeroInstance * hero, bool give, const std::set<SpellID> &spells )
  1723. {
  1724. ChangeSpells cs;
  1725. cs.hid = hero->id;
  1726. cs.spells = spells;
  1727. cs.learn = give;
  1728. sendAndApply(&cs);
  1729. }
  1730. void CGameHandler::sendMessageTo( CConnection &c, const std::string &message )
  1731. {
  1732. SystemMessage sm;
  1733. sm.text = message;
  1734. boost::unique_lock<boost::mutex> lock(*c.wmx);
  1735. c << &sm;
  1736. }
  1737. void CGameHandler::giveHeroBonus( GiveBonus * bonus )
  1738. {
  1739. sendAndApply(bonus);
  1740. }
  1741. void CGameHandler::setMovePoints( SetMovePoints * smp )
  1742. {
  1743. sendAndApply(smp);
  1744. }
  1745. void CGameHandler::setManaPoints( ObjectInstanceID hid, int val )
  1746. {
  1747. SetMana sm;
  1748. sm.hid = hid;
  1749. sm.val = val;
  1750. sendAndApply(&sm);
  1751. }
  1752. void CGameHandler::giveHero( ObjectInstanceID id, PlayerColor player )
  1753. {
  1754. GiveHero gh;
  1755. gh.id = id;
  1756. gh.player = player;
  1757. sendAndApply(&gh);
  1758. }
  1759. void CGameHandler::changeObjPos( ObjectInstanceID objid, int3 newPos, ui8 flags )
  1760. {
  1761. ChangeObjPos cop;
  1762. cop.objid = objid;
  1763. cop.nPos = newPos;
  1764. cop.flags = flags;
  1765. sendAndApply(&cop);
  1766. }
  1767. void CGameHandler::useScholarSkill(ObjectInstanceID fromHero, ObjectInstanceID toHero)
  1768. {
  1769. const CGHeroInstance * h1 = getHero(fromHero);
  1770. const CGHeroInstance * h2 = getHero(toHero);
  1771. if ( h1->getSecSkillLevel(SecondarySkill::SCHOLAR) < h2->getSecSkillLevel(SecondarySkill::SCHOLAR) )
  1772. {
  1773. std::swap (h1,h2);//1st hero need to have higher scholar level for correct message
  1774. std::swap(fromHero, toHero);
  1775. }
  1776. int ScholarLevel = h1->getSecSkillLevel(SecondarySkill::SCHOLAR);//heroes can trade up to this level
  1777. if (!ScholarLevel || !h1->hasSpellbook() || !h2->hasSpellbook() )
  1778. return;//no scholar skill or no spellbook
  1779. int h1Lvl = std::min(ScholarLevel+1, h1->getSecSkillLevel(SecondarySkill::WISDOM)+2),
  1780. h2Lvl = std::min(ScholarLevel+1, h2->getSecSkillLevel(SecondarySkill::WISDOM)+2);//heroes can receive this levels
  1781. ChangeSpells cs1;
  1782. cs1.learn = true;
  1783. cs1.hid = toHero;//giving spells to first hero
  1784. BOOST_FOREACH(auto it, h1->spells)
  1785. if ( h2Lvl >= it.toSpell()->level && !vstd::contains(h2->spells, it))//hero can learn it and don't have it yet
  1786. cs1.spells.insert(it);//spell to learn
  1787. ChangeSpells cs2;
  1788. cs2.learn = true;
  1789. cs2.hid = fromHero;
  1790. BOOST_FOREACH(auto it, h2->spells)
  1791. if ( h1Lvl >= it.toSpell()->level && !vstd::contains(h1->spells, it))
  1792. cs2.spells.insert(it);
  1793. if (cs1.spells.size() || cs2.spells.size())//create a message
  1794. {
  1795. InfoWindow iw;
  1796. iw.player = h1->tempOwner;
  1797. iw.components.push_back(Component(Component::SEC_SKILL, 18, ScholarLevel, 0));
  1798. iw.text.addTxt(MetaString::GENERAL_TXT, 139);//"%s, who has studied magic extensively,
  1799. iw.text.addReplacement(h1->name);
  1800. if (cs2.spells.size())//if found new spell - apply
  1801. {
  1802. iw.text.addTxt(MetaString::GENERAL_TXT, 140);//learns
  1803. int size = cs2.spells.size();
  1804. BOOST_FOREACH(auto it, cs2.spells)
  1805. {
  1806. iw.components.push_back(Component(Component::SPELL, it, 1, 0));
  1807. iw.text.addTxt(MetaString::SPELL_NAME, it.toEnum());
  1808. switch (size--)
  1809. {
  1810. case 2: iw.text.addTxt(MetaString::GENERAL_TXT, 141);
  1811. case 1: break;
  1812. default: iw.text << ", ";
  1813. }
  1814. }
  1815. iw.text.addTxt(MetaString::GENERAL_TXT, 142);//from %s
  1816. iw.text.addReplacement(h2->name);
  1817. sendAndApply(&cs2);
  1818. }
  1819. if (cs1.spells.size() && cs2.spells.size() )
  1820. {
  1821. iw.text.addTxt(MetaString::GENERAL_TXT, 141);//and
  1822. }
  1823. if (cs1.spells.size())
  1824. {
  1825. iw.text.addTxt(MetaString::GENERAL_TXT, 147);//teaches
  1826. int size = cs1.spells.size();
  1827. BOOST_FOREACH(auto it, cs1.spells)
  1828. {
  1829. iw.components.push_back(Component(Component::SPELL, it, 1, 0));
  1830. iw.text.addTxt(MetaString::SPELL_NAME, it.toEnum());
  1831. switch (size--)
  1832. {
  1833. case 2: iw.text.addTxt(MetaString::GENERAL_TXT, 141);
  1834. case 1: break;
  1835. default: iw.text << ", ";
  1836. } }
  1837. iw.text.addTxt(MetaString::GENERAL_TXT, 148);//from %s
  1838. iw.text.addReplacement(h2->name);
  1839. sendAndApply(&cs1);
  1840. }
  1841. sendAndApply(&iw);
  1842. }
  1843. }
  1844. void CGameHandler::heroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)
  1845. {
  1846. PlayerColor player1 = getHero(hero1)->tempOwner;
  1847. PlayerColor player2 = getHero(hero2)->tempOwner;
  1848. if( gameState()->getPlayerRelations( player1, player2))
  1849. {
  1850. OpenWindow hex;
  1851. hex.window = OpenWindow::EXCHANGE_WINDOW;
  1852. hex.id1 = hero1.getNum();
  1853. hex.id2 = hero2.getNum();
  1854. sendAndApply(&hex);
  1855. useScholarSkill(hero1,hero2);
  1856. }
  1857. }
  1858. void CGameHandler::sendToAllClients( CPackForClient * info )
  1859. {
  1860. logGlobal->traceStream() << "Sending to all clients a package of type " << typeid(*info).name();
  1861. for(std::set<CConnection*>::iterator i=conns.begin(); i!=conns.end();i++)
  1862. {
  1863. boost::unique_lock<boost::mutex> lock(*(*i)->wmx);
  1864. **i << info;
  1865. }
  1866. }
  1867. void CGameHandler::sendAndApply(CPackForClient * info)
  1868. {
  1869. sendToAllClients(info);
  1870. gs->apply(info);
  1871. }
  1872. void CGameHandler::applyAndSend(CPackForClient * info)
  1873. {
  1874. gs->apply(info);
  1875. sendToAllClients(info);
  1876. }
  1877. void CGameHandler::sendAndApply(CGarrisonOperationPack * info)
  1878. {
  1879. sendAndApply((CPackForClient*)info);
  1880. if(gs->map->victoryCondition.condition == EVictoryConditionType::GATHERTROOP)
  1881. winLoseHandle();
  1882. }
  1883. void CGameHandler::sendAndApply( SetResource * info )
  1884. {
  1885. sendAndApply((CPackForClient*)info);
  1886. if(gs->map->victoryCondition.condition == EVictoryConditionType::GATHERRESOURCE)
  1887. checkLossVictory(info->player);
  1888. }
  1889. void CGameHandler::sendAndApply( SetResources * info )
  1890. {
  1891. sendAndApply((CPackForClient*)info);
  1892. if(gs->map->victoryCondition.condition == EVictoryConditionType::GATHERRESOURCE)
  1893. checkLossVictory(info->player);
  1894. }
  1895. void CGameHandler::sendAndApply( NewStructures * info )
  1896. {
  1897. sendAndApply((CPackForClient*)info);
  1898. if(gs->map->victoryCondition.condition == EVictoryConditionType::BUILDCITY)
  1899. checkLossVictory(getTown(info->tid)->tempOwner);
  1900. }
  1901. void CGameHandler::save(const std::string & filename )
  1902. {
  1903. logGlobal->errorStream() << "Saving to " << filename;
  1904. CFileInfo info(filename);
  1905. //CResourceHandler::get()->createResource(info.getStem() + ".vlgm1");
  1906. CResourceHandler::get()->createResource(info.getStem() + ".vsgm1");
  1907. {
  1908. logGlobal->infoStream() << "Ordering clients to serialize...";
  1909. SaveGame sg(info.getStem() + ".vcgm1");
  1910. sendToAllClients(&sg);
  1911. }
  1912. try
  1913. {
  1914. // {
  1915. // logGlobal->infoStream() << "Serializing game info...";
  1916. // CSaveFile save(CResourceHandler::get()->getResourceName(ResourceID(info.getStem(), EResType::LIB_SAVEGAME)));
  1917. // // char hlp[8] = "VCMISVG";
  1918. // // save << hlp;
  1919. // saveCommonState(save);
  1920. // }
  1921. {
  1922. CSaveFile save(CResourceHandler::get()->getResourceName(ResourceID(info.getStem(), EResType::SERVER_SAVEGAME)));
  1923. saveCommonState(save);
  1924. logGlobal->infoStream() << "Saving server state";
  1925. save << *this;
  1926. }
  1927. logGlobal->infoStream() << "Game has been successfully saved!";
  1928. }
  1929. catch(std::exception &e)
  1930. {
  1931. logGlobal->errorStream() << "Failed to save game: " << e.what();
  1932. }
  1933. }
  1934. void CGameHandler::close()
  1935. {
  1936. logGlobal->infoStream() << "We have been requested to close.";
  1937. if(gs->initialOpts->mode == StartInfo::DUEL)
  1938. {
  1939. exit(0);
  1940. }
  1941. //BOOST_FOREACH(CConnection *cc, conns)
  1942. // if(cc && cc->socket && cc->socket->is_open())
  1943. // cc->socket->close();
  1944. //exit(0);
  1945. }
  1946. bool CGameHandler::arrangeStacks( ObjectInstanceID id1, ObjectInstanceID id2, ui8 what, SlotID p1, SlotID p2, si32 val, PlayerColor player )
  1947. {
  1948. const CArmedInstance *s1 = static_cast<CArmedInstance*>(gs->getObjInstance(id1)),
  1949. *s2 = static_cast<CArmedInstance*>(gs->getObjInstance(id2));
  1950. const CCreatureSet &S1 = *s1, &S2 = *s2;
  1951. StackLocation sl1(s1, p1), sl2(s2, p2);
  1952. if(!sl1.slot.validSlot() || !sl2.slot.validSlot())
  1953. {
  1954. complain("Invalid slot accessed!");
  1955. return false;
  1956. }
  1957. if(!isAllowedExchange(id1,id2))
  1958. {
  1959. complain("Cannot exchange stacks between these two objects!\n");
  1960. return false;
  1961. }
  1962. if(what==1) //swap
  1963. {
  1964. if ( ((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s1->getStackCount(p1)) //why 254??
  1965. || ((s2->tempOwner != player && s2->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)))
  1966. {
  1967. complain("Can't take troops from another player!");
  1968. return false;
  1969. }
  1970. swapStacks(sl1, sl2);
  1971. }
  1972. else if(what==2)//merge
  1973. {
  1974. if (( s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot merge different creatures stacks!"))
  1975. || (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)) && complain("Can't take troops from another player!")))
  1976. return false;
  1977. moveStack(sl1, sl2);
  1978. }
  1979. else if(what==3) //split
  1980. {
  1981. if ( (s1->tempOwner != player && s1->getStackCount(p1) < s1->getStackCount(p1) )
  1982. || (s2->tempOwner != player && s2->getStackCount(p2) < s2->getStackCount(p2) ) )
  1983. {
  1984. complain("Can't move troops of another player!");
  1985. return false;
  1986. }
  1987. //general conditions checking
  1988. if((!vstd::contains(S1.stacks,p1) && complain("no creatures to split"))
  1989. || (val<1 && complain("no creatures to split")) )
  1990. {
  1991. return false;
  1992. }
  1993. if(vstd::contains(S2.stacks,p2)) //dest. slot not free - it must be "rebalancing"...
  1994. {
  1995. int total = s1->getStackCount(p1) + s2->getStackCount(p2);
  1996. if( (total < val && complain("Cannot split that stack, not enough creatures!"))
  1997. || (s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot rebalance different creatures stacks!"))
  1998. )
  1999. {
  2000. return false;
  2001. }
  2002. moveStack(sl1, sl2, val - s2->getStackCount(p2));
  2003. //S2.slots[p2]->count = val;
  2004. //S1.slots[p1]->count = total - val;
  2005. }
  2006. else //split one stack to the two
  2007. {
  2008. if(s1->getStackCount(p1) < val)//not enough creatures
  2009. {
  2010. complain("Cannot split that stack, not enough creatures!");
  2011. return false;
  2012. }
  2013. moveStack(sl1, sl2, val);
  2014. }
  2015. }
  2016. return true;
  2017. }
  2018. PlayerColor CGameHandler::getPlayerAt( CConnection *c ) const
  2019. {
  2020. std::set<PlayerColor> all;
  2021. for(auto i=connections.cbegin(); i!=connections.cend(); i++)
  2022. if(i->second == c)
  2023. all.insert(i->first);
  2024. switch(all.size())
  2025. {
  2026. case 0:
  2027. return PlayerColor::NEUTRAL;
  2028. case 1:
  2029. return *all.begin();
  2030. default:
  2031. {
  2032. //if we have more than one player at this connection, try to pick active one
  2033. if(vstd::contains(all, gs->currentPlayer))
  2034. return gs->currentPlayer;
  2035. else
  2036. return PlayerColor::CANNOT_DETERMINE; //cannot say which player is it
  2037. }
  2038. }
  2039. }
  2040. bool CGameHandler::disbandCreature( ObjectInstanceID id, SlotID pos )
  2041. {
  2042. CArmedInstance *s1 = static_cast<CArmedInstance*>(gs->getObjInstance(id));
  2043. if(!vstd::contains(s1->stacks,pos))
  2044. {
  2045. complain("Illegal call to disbandCreature - no such stack in army!");
  2046. return false;
  2047. }
  2048. eraseStack(StackLocation(s1, pos));
  2049. return true;
  2050. }
  2051. bool CGameHandler::buildStructure( ObjectInstanceID tid, BuildingID bid, bool force /*=false*/ )
  2052. {
  2053. CGTownInstance * t = gs->getTown(tid);
  2054. CBuilding * b = t->town->buildings[bid];
  2055. if(!force)
  2056. {
  2057. switch (b->mode)
  2058. {
  2059. case CBuilding::BUILD_NORMAL :
  2060. case CBuilding::BUILD_AUTO :
  2061. if (gs->canBuildStructure(t,bid) != EBuildingState::ALLOWED)
  2062. COMPLAIN_RET("Cannot build that building!");
  2063. break;
  2064. case CBuilding::BUILD_SPECIAL:
  2065. COMPLAIN_RET("This building can not be constructed!");
  2066. break;
  2067. case CBuilding::BUILD_GRAIL :
  2068. if(b->mode == CBuilding::BUILD_GRAIL) //needs grail
  2069. {
  2070. if(!t->visitingHero || !t->visitingHero->hasArt(2))
  2071. COMPLAIN_RET("Cannot build this without grail!")
  2072. else
  2073. removeArtifact(ArtifactLocation(t->visitingHero, t->visitingHero->getArtPos(2, false)));
  2074. }
  2075. break;
  2076. }
  2077. }
  2078. NewStructures ns;
  2079. ns.tid = tid;
  2080. if(bid >= BuildingID::DWELL_FIRST) //dwelling
  2081. {
  2082. int level = (bid - BuildingID::DWELL_FIRST) % GameConstants::CREATURES_PER_TOWN;
  2083. int upgradeNumber = (bid - BuildingID::DWELL_FIRST) / GameConstants::CREATURES_PER_TOWN;
  2084. if (upgradeNumber >= t->town->creatures[level].size())
  2085. COMPLAIN_RET("Cannot build dwelling: no creature found!");
  2086. CCreature * crea = VLC->creh->creatures[t->town->creatures[level][upgradeNumber]];
  2087. SetAvailableCreatures ssi;
  2088. ssi.tid = tid;
  2089. ssi.creatures = t->creatures;
  2090. if (bid <= BuildingID::DWELL_LAST)
  2091. ssi.creatures[level].first = crea->growth;
  2092. ssi.creatures[level].second.push_back(crea->idNumber);
  2093. sendAndApply(&ssi);
  2094. }
  2095. else if ( t->subID == ETownType::DUNGEON && bid == BuildingID::PORTAL_OF_SUMMON )
  2096. {
  2097. setPortalDwelling(t);
  2098. }
  2099. ns.bid.insert(bid);
  2100. ns.builded = force?t->builded:(t->builded+1);
  2101. BOOST_FOREACH(auto & build, t->town->buildings)
  2102. {
  2103. if (build.second->mode == CBuilding::BUILD_AUTO
  2104. && !vstd::contains(t->builtBuildings, build.second->bid))
  2105. {
  2106. bool canBuild = true;
  2107. BOOST_FOREACH(int requires, build.second->requirements)
  2108. {
  2109. if (!vstd::contains(t->builtBuildings, requires)
  2110. && !vstd::contains(ns.bid, requires))
  2111. {
  2112. canBuild = false;
  2113. break;
  2114. }
  2115. }
  2116. if (canBuild)
  2117. ns.bid.insert(build.second->bid);
  2118. }
  2119. }
  2120. sendAndApply(&ns);
  2121. //reveal ground for lookout tower
  2122. FoWChange fw;
  2123. fw.player = t->tempOwner;
  2124. fw.mode = 1;
  2125. t->getSightTiles(fw.tiles);
  2126. sendAndApply(&fw);
  2127. if (!force)
  2128. {
  2129. SetResources sr;
  2130. sr.player = t->tempOwner;
  2131. sr.res = gs->getPlayer(t->tempOwner)->resources - b->resources;
  2132. sendAndApply(&sr);
  2133. }
  2134. if(bid<5) //it's mage guild
  2135. {
  2136. if(t->visitingHero)
  2137. giveSpells(t,t->visitingHero);
  2138. if(t->garrisonHero)
  2139. giveSpells(t,t->garrisonHero);
  2140. }
  2141. if(t->visitingHero)
  2142. vistiCastleObjects (t, t->visitingHero);
  2143. if(t->garrisonHero)
  2144. vistiCastleObjects (t, t->garrisonHero);
  2145. checkLossVictory(t->tempOwner);
  2146. return true;
  2147. }
  2148. bool CGameHandler::razeStructure (ObjectInstanceID tid, BuildingID bid)
  2149. {
  2150. ///incomplete, simply erases target building
  2151. const CGTownInstance * t = getTown(tid);
  2152. if (!vstd::contains(t->builtBuildings, bid))
  2153. return false;
  2154. RazeStructures rs;
  2155. rs.tid = tid;
  2156. rs.bid.insert(bid);
  2157. rs.destroyed = t->destroyed + 1;
  2158. sendAndApply(&rs);
  2159. //TODO: Remove dwellers
  2160. // if (t->subID == 4 && bid == 17) //Veil of Darkness
  2161. // {
  2162. // RemoveBonus rb(RemoveBonus::TOWN);
  2163. // rb.whoID = t->id;
  2164. // rb.source = Bonus::TOWN_STRUCTURE;
  2165. // rb.id = 17;
  2166. // sendAndApply(&rb);
  2167. // }
  2168. return true;
  2169. }
  2170. void CGameHandler::sendMessageToAll( const std::string &message )
  2171. {
  2172. SystemMessage sm;
  2173. sm.text = message;
  2174. sendToAllClients(&sm);
  2175. }
  2176. bool CGameHandler::recruitCreatures( ObjectInstanceID objid, CreatureID crid, ui32 cram, si32 fromLvl )
  2177. {
  2178. const CGDwelling *dw = static_cast<const CGDwelling*>(gs->getObj(objid));
  2179. const CArmedInstance *dst = NULL;
  2180. const CCreature *c = VLC->creh->creatures[crid];
  2181. bool warMachine = c->hasBonusOfType(Bonus::SIEGE_WEAPON);
  2182. //TODO: test for owning
  2183. if(dw->ID == Obj::TOWN)
  2184. dst = (static_cast<const CGTownInstance *>(dw))->getUpperArmy();
  2185. else if(dw->ID == Obj::CREATURE_GENERATOR1 || dw->ID == Obj::CREATURE_GENERATOR4
  2186. || dw->ID == Obj::REFUGEE_CAMP) //advmap dwelling
  2187. dst = getHero(gs->getPlayer(dw->tempOwner)->currentSelection); //TODO: check if current hero is really visiting dwelling
  2188. else if(dw->ID == Obj::WAR_MACHINE_FACTORY)
  2189. dst = dynamic_cast<const CGHeroInstance *>(getTile(dw->visitablePos())->visitableObjects.back());
  2190. assert(dw && dst);
  2191. //verify
  2192. bool found = false;
  2193. int level = 0;
  2194. typedef std::pair<const int,int> Parka;
  2195. for(; level < dw->creatures.size(); level++) //iterate through all levels
  2196. {
  2197. if ( (fromLvl != -1) && ( level !=fromLvl ) )
  2198. continue;
  2199. const auto &cur = dw->creatures[level]; //current level info <amount, list of cr. ids>
  2200. int i = 0;
  2201. for(; i < cur.second.size(); i++) //look for crid among available creatures list on current level
  2202. if(cur.second[i] == crid)
  2203. break;
  2204. if(i < cur.second.size())
  2205. {
  2206. found = true;
  2207. cram = std::min(cram, cur.first); //reduce recruited amount up to available amount
  2208. break;
  2209. }
  2210. }
  2211. SlotID slot = dst->getSlotFor(crid);
  2212. if( (!found && complain("Cannot recruit: no such creatures!"))
  2213. || (cram > VLC->creh->creatures[crid]->maxAmount(gs->getPlayer(dst->tempOwner)->resources) && complain("Cannot recruit: lack of resources!"))
  2214. || (cram<=0 && complain("Cannot recruit: cram <= 0!"))
  2215. || (!slot.validSlot() && !warMachine && complain("Cannot recruit: no available slot!")))
  2216. {
  2217. return false;
  2218. }
  2219. //recruit
  2220. SetResources sr;
  2221. sr.player = dst->tempOwner;
  2222. sr.res = gs->getPlayer(dst->tempOwner)->resources - (c->cost * cram);
  2223. SetAvailableCreatures sac;
  2224. sac.tid = objid;
  2225. sac.creatures = dw->creatures;
  2226. sac.creatures[level].first -= cram;
  2227. sendAndApply(&sr);
  2228. sendAndApply(&sac);
  2229. if(warMachine)
  2230. {
  2231. const CGHeroInstance *h = dynamic_cast<const CGHeroInstance*>(dst);
  2232. if(!h)
  2233. COMPLAIN_RET("Only hero can buy war machines");
  2234. switch(crid)
  2235. {
  2236. case 146:
  2237. giveHeroNewArtifact(h, VLC->arth->artifacts[4], ArtifactPosition::MACH1);
  2238. break;
  2239. case 147:
  2240. giveHeroNewArtifact(h, VLC->arth->artifacts[6], ArtifactPosition::MACH3);
  2241. break;
  2242. case 148:
  2243. giveHeroNewArtifact(h, VLC->arth->artifacts[5], ArtifactPosition::MACH2);
  2244. break;
  2245. default:
  2246. complain("This war machine cannot be recruited!");
  2247. return false;
  2248. }
  2249. }
  2250. else
  2251. {
  2252. addToSlot(StackLocation(dst, slot), c, cram);
  2253. }
  2254. return true;
  2255. }
  2256. bool CGameHandler::upgradeCreature( ObjectInstanceID objid, SlotID pos, CreatureID upgID )
  2257. {
  2258. CArmedInstance *obj = static_cast<CArmedInstance*>(gs->getObjInstance(objid));
  2259. assert(obj->hasStackAtSlot(pos));
  2260. UpgradeInfo ui = gs->getUpgradeInfo(obj->getStack(pos));
  2261. PlayerColor player = obj->tempOwner;
  2262. const PlayerState *p = getPlayer(player);
  2263. int crQuantity = obj->stacks[pos]->count;
  2264. int newIDpos= vstd::find_pos(ui.newID, upgID);//get position of new id in UpgradeInfo
  2265. //check if upgrade is possible
  2266. if( (ui.oldID<0 || newIDpos == -1 ) && complain("That upgrade is not possible!"))
  2267. {
  2268. return false;
  2269. }
  2270. TResources totalCost = ui.cost[newIDpos] * crQuantity;
  2271. //check if player has enough resources
  2272. if(!p->resources.canAfford(totalCost))
  2273. COMPLAIN_RET("Cannot upgrade, not enough resources!");
  2274. //take resources
  2275. SetResources sr;
  2276. sr.player = player;
  2277. sr.res = p->resources - totalCost;
  2278. sendAndApply(&sr);
  2279. //upgrade creature
  2280. changeStackType(StackLocation(obj, pos), VLC->creh->creatures[upgID]);
  2281. return true;
  2282. }
  2283. bool CGameHandler::changeStackType(const StackLocation &sl, CCreature *c)
  2284. {
  2285. if(!sl.army->hasStackAtSlot(sl.slot))
  2286. COMPLAIN_RET("Cannot find a stack to change type");
  2287. SetStackType sst;
  2288. sst.sl = sl;
  2289. sst.type = c;
  2290. sendAndApply(&sst);
  2291. return true;
  2292. }
  2293. void CGameHandler::moveArmy(const CArmedInstance *src, const CArmedInstance *dst, bool allowMerging)
  2294. {
  2295. assert(src->canBeMergedWith(*dst, allowMerging));
  2296. while(src->stacksCount())//while there are unmoved creatures
  2297. {
  2298. TSlots::const_iterator i = src->Slots().begin(); //iterator to stack to move
  2299. StackLocation sl(src, i->first); //location of stack to move
  2300. SlotID pos = dst->getSlotFor(i->second->type);
  2301. if(!pos.validSlot())
  2302. {
  2303. //try to merge two other stacks to make place
  2304. std::pair<SlotID, SlotID> toMerge;
  2305. if(dst->mergableStacks(toMerge, i->first) && allowMerging)
  2306. {
  2307. moveStack(StackLocation(dst, toMerge.first), StackLocation(dst, toMerge.second)); //merge toMerge.first into toMerge.second
  2308. assert(!dst->hasStackAtSlot(toMerge.first)); //we have now a new free slot
  2309. moveStack(sl, StackLocation(dst, toMerge.first)); //move stack to freed slot
  2310. }
  2311. else
  2312. {
  2313. complain("Unexpected failure during an attempt to move army from " + src->nodeName() + " to " + dst->nodeName() + "!");
  2314. return;
  2315. }
  2316. }
  2317. else
  2318. {
  2319. moveStack(sl, StackLocation(dst, pos));
  2320. }
  2321. }
  2322. }
  2323. bool CGameHandler::garrisonSwap( ObjectInstanceID tid )
  2324. {
  2325. CGTownInstance *town = gs->getTown(tid);
  2326. if(!town->garrisonHero && town->visitingHero) //visiting => garrison, merge armies: town army => hero army
  2327. {
  2328. if(!town->visitingHero->canBeMergedWith(*town))
  2329. {
  2330. complain("Cannot make garrison swap, not enough free slots!");
  2331. return false;
  2332. }
  2333. moveArmy(town, town->visitingHero, true);
  2334. SetHeroesInTown intown;
  2335. intown.tid = tid;
  2336. intown.visiting = ObjectInstanceID();
  2337. intown.garrison = town->visitingHero->id;
  2338. sendAndApply(&intown);
  2339. return true;
  2340. }
  2341. else if (town->garrisonHero && !town->visitingHero) //move hero out of the garrison
  2342. {
  2343. //check if moving hero out of town will break 8 wandering heroes limit
  2344. if(getHeroCount(town->garrisonHero->tempOwner,false) >= 8)
  2345. {
  2346. complain("Cannot move hero out of the garrison, there are already 8 wandering heroes!");
  2347. return false;
  2348. }
  2349. SetHeroesInTown intown;
  2350. intown.tid = tid;
  2351. intown.garrison = ObjectInstanceID();
  2352. intown.visiting = town->garrisonHero->id;
  2353. sendAndApply(&intown);
  2354. return true;
  2355. }
  2356. else if(!!town->garrisonHero && town->visitingHero) //swap visiting and garrison hero
  2357. {
  2358. SetHeroesInTown intown;
  2359. intown.tid = tid;
  2360. intown.garrison = town->visitingHero->id;
  2361. intown.visiting = town->garrisonHero->id;
  2362. sendAndApply(&intown);
  2363. return true;
  2364. }
  2365. else
  2366. {
  2367. complain("Cannot swap garrison hero!");
  2368. return false;
  2369. }
  2370. }
  2371. // With the amount of changes done to the function, it's more like transferArtifacts.
  2372. // 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.
  2373. bool CGameHandler::moveArtifact(const ArtifactLocation &al1, const ArtifactLocation &al2)
  2374. {
  2375. ArtifactLocation src = al1, dst = al2;
  2376. const PlayerColor srcPlayer = src.owningPlayer(), dstPlayer = dst.owningPlayer();
  2377. const CArmedInstance *srcObj = src.relatedObj(), *dstObj = dst.relatedObj();
  2378. // Make sure exchange is even possible between the two heroes.
  2379. if(!isAllowedExchange(srcObj->id, dstObj->id))
  2380. COMPLAIN_RET("That heroes cannot make any exchange!");
  2381. const CArtifactInstance *srcArtifact = src.getArt();
  2382. const CArtifactInstance *destArtifact = dst.getArt();
  2383. if (srcArtifact == NULL)
  2384. COMPLAIN_RET("No artifact to move!");
  2385. if (destArtifact && srcPlayer != dstPlayer)
  2386. COMPLAIN_RET("Can't touch artifact on hero of another player!");
  2387. // Check if src/dest slots are appropriate for the artifacts exchanged.
  2388. // Moving to the backpack is always allowed.
  2389. if ((!srcArtifact || dst.slot < GameConstants::BACKPACK_START)
  2390. && srcArtifact && !srcArtifact->canBePutAt(dst, true))
  2391. COMPLAIN_RET("Cannot move artifact!");
  2392. if ((srcArtifact && srcArtifact->artType->id == ArtifactID::ART_LOCK) || (destArtifact && destArtifact->artType->id == ArtifactID::ART_LOCK))
  2393. COMPLAIN_RET("Cannot move artifact locks.");
  2394. if (dst.slot >= GameConstants::BACKPACK_START && srcArtifact->artType->isBig())
  2395. COMPLAIN_RET("Cannot put big artifacts in backpack!");
  2396. if (src.slot == ArtifactPosition::MACH4 || dst.slot == ArtifactPosition::MACH4)
  2397. COMPLAIN_RET("Cannot move catapult!");
  2398. if(dst.slot >= GameConstants::BACKPACK_START)
  2399. vstd::amin(dst.slot, ArtifactPosition(GameConstants::BACKPACK_START + dst.getHolderArtSet()->artifactsInBackpack.size()));
  2400. if (src.slot == dst.slot && src.artHolder == dst.artHolder)
  2401. COMPLAIN_RET("Won't move artifact: Dest same as source!");
  2402. if(dst.slot < GameConstants::BACKPACK_START && destArtifact) //moving art to another slot
  2403. {
  2404. //old artifact must be removed first
  2405. moveArtifact(dst, ArtifactLocation(dst.artHolder, ArtifactPosition(
  2406. dst.getHolderArtSet()->artifactsInBackpack.size() + GameConstants::BACKPACK_START)));
  2407. }
  2408. MoveArtifact ma;
  2409. ma.src = src;
  2410. ma.dst = dst;
  2411. sendAndApply(&ma);
  2412. return true;
  2413. }
  2414. /**
  2415. * Assembles or disassembles a combination artifact.
  2416. * @param heroID ID of hero holding the artifact(s).
  2417. * @param artifactSlot The worn slot ID of the combination- or constituent artifact.
  2418. * @param assemble True for assembly operation, false for disassembly.
  2419. * @param assembleTo If assemble is true, this represents the artifact ID of the combination
  2420. * artifact to assemble to. Otherwise it's not used.
  2421. */
  2422. bool CGameHandler::assembleArtifacts (ObjectInstanceID heroID, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo)
  2423. {
  2424. CGHeroInstance *hero = gs->getHero(heroID);
  2425. const CArtifactInstance *destArtifact = hero->getArt(artifactSlot);
  2426. if(!destArtifact)
  2427. COMPLAIN_RET("assembleArtifacts: there is no such artifact instance!");
  2428. if(assemble)
  2429. {
  2430. CArtifact *combinedArt = VLC->arth->artifacts[assembleTo];
  2431. if(!combinedArt->constituents)
  2432. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to assemble is not a combined artifacts!");
  2433. if(!vstd::contains(destArtifact->assemblyPossibilities(hero), combinedArt))
  2434. COMPLAIN_RET("assembleArtifacts: It's impossible to assemble requested artifact!");
  2435. AssembledArtifact aa;
  2436. aa.al = ArtifactLocation(hero, artifactSlot);
  2437. aa.builtArt = combinedArt;
  2438. sendAndApply(&aa);
  2439. }
  2440. else
  2441. {
  2442. if(!destArtifact->artType->constituents)
  2443. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble is not a combined artifact!");
  2444. DisassembledArtifact da;
  2445. da.al = ArtifactLocation(hero, artifactSlot);
  2446. sendAndApply(&da);
  2447. }
  2448. return false;
  2449. }
  2450. bool CGameHandler::buyArtifact( ObjectInstanceID hid, ArtifactID aid )
  2451. {
  2452. CGHeroInstance *hero = gs->getHero(hid);
  2453. CGTownInstance *town = hero->visitedTown;
  2454. if(aid==ArtifactID::SPELLBOOK)
  2455. {
  2456. if((!town->hasBuilt(BuildingID::MAGES_GUILD_1) && complain("Cannot buy a spellbook, no mage guild in the town!"))
  2457. || (getResource(hero->getOwner(), Res::GOLD) < GameConstants::SPELLBOOK_GOLD_COST && complain("Cannot buy a spellbook, not enough gold!") )
  2458. || (hero->getArt(ArtifactPosition::SPELLBOOK) && complain("Cannot buy a spellbook, hero already has a one!"))
  2459. )
  2460. return false;
  2461. giveResource(hero->getOwner(),Res::GOLD,-GameConstants::SPELLBOOK_GOLD_COST);
  2462. giveHeroNewArtifact(hero, VLC->arth->artifacts[0], ArtifactPosition::SPELLBOOK);
  2463. assert(hero->getArt(ArtifactPosition::SPELLBOOK));
  2464. giveSpells(town,hero);
  2465. return true;
  2466. }
  2467. else if(aid < 7 && aid > 3) //war machine
  2468. {
  2469. int price = VLC->arth->artifacts[aid]->price;
  2470. if(( hero->getArt(ArtifactPosition(9+aid)) && complain("Hero already has this machine!"))
  2471. || (gs->getPlayer(hero->getOwner())->resources[Res::GOLD] < price && complain("Not enough gold!")))
  2472. {
  2473. return false;
  2474. }
  2475. if ((town->hasBuilt(BuildingID::BLACKSMITH) && town->town->warMachine == aid )
  2476. || ((town->hasBuilt(BuildingID::BALLISTA_YARD, ETownType::STRONGHOLD)) && aid == ArtifactID::BALLISTA))
  2477. {
  2478. giveResource(hero->getOwner(),Res::GOLD,-price);
  2479. giveHeroNewArtifact(hero, VLC->arth->artifacts[aid], ArtifactPosition(9+aid));
  2480. return true;
  2481. }
  2482. else
  2483. COMPLAIN_RET("This machine is unavailable here!");
  2484. }
  2485. return false;
  2486. }
  2487. bool CGameHandler::buyArtifact(const IMarket *m, const CGHeroInstance *h, Res::ERes rid, ArtifactID aid)
  2488. {
  2489. if(!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_ARTIFACT), aid))
  2490. COMPLAIN_RET("That artifact is unavailable!");
  2491. int b1, b2;
  2492. m->getOffer(rid, aid, b1, b2, EMarketMode::RESOURCE_ARTIFACT);
  2493. if(getResource(h->tempOwner, rid) < b1)
  2494. COMPLAIN_RET("You can't afford to buy this artifact!");
  2495. SetResource sr;
  2496. sr.player = h->tempOwner;
  2497. sr.resid = rid;
  2498. sr.val = getResource(h->tempOwner, rid) - b1;
  2499. sendAndApply(&sr);
  2500. SetAvailableArtifacts saa;
  2501. if(m->o->ID == Obj::TOWN)
  2502. {
  2503. saa.id = -1;
  2504. saa.arts = CGTownInstance::merchantArtifacts;
  2505. }
  2506. else if(const CGBlackMarket *bm = dynamic_cast<const CGBlackMarket *>(m->o)) //black market
  2507. {
  2508. saa.id = bm->id.getNum();
  2509. saa.arts = bm->artifacts;
  2510. }
  2511. else
  2512. COMPLAIN_RET("Wrong marktet...");
  2513. bool found = false;
  2514. BOOST_FOREACH(const CArtifact *&art, saa.arts)
  2515. {
  2516. if(art && art->id == aid)
  2517. {
  2518. art = NULL;
  2519. found = true;
  2520. break;
  2521. }
  2522. }
  2523. if(!found)
  2524. COMPLAIN_RET("Cannot find selected artifact on the list");
  2525. sendAndApply(&saa);
  2526. giveHeroNewArtifact(h, VLC->arth->artifacts[aid], ArtifactPosition::FIRST_AVAILABLE);
  2527. return true;
  2528. }
  2529. bool CGameHandler::sellArtifact( const IMarket *m, const CGHeroInstance *h, ArtifactInstanceID aid, Res::ERes rid )
  2530. {
  2531. const CArtifactInstance *art = h->getArtByInstanceId(aid);
  2532. if(!art)
  2533. COMPLAIN_RET("There is no artifact to sell!");
  2534. if(art->artType->id < 7)
  2535. COMPLAIN_RET("Cannot sell a war machine or spellbook!");
  2536. int resVal = 0, dump = 1;
  2537. m->getOffer(art->artType->id, rid, dump, resVal, EMarketMode::ARTIFACT_RESOURCE);
  2538. removeArtifact(ArtifactLocation(h, h->getArtPos(art)));
  2539. giveResource(h->tempOwner, rid, resVal);
  2540. return true;
  2541. }
  2542. //void CGameHandler::lootArtifacts (TArtHolder source, TArtHolder dest, std::vector<ui32> &arts)
  2543. //{
  2544. // //const CGHeroInstance * h1 = dynamic_cast<CGHeroInstance *> source;
  2545. // //auto s = boost::apply_visitor(GetArtifactSetPtr(), source);
  2546. // {
  2547. // }
  2548. //}
  2549. bool CGameHandler::buySecSkill( const IMarket *m, const CGHeroInstance *h, SecondarySkill skill)
  2550. {
  2551. if (!h)
  2552. COMPLAIN_RET("You need hero to buy a skill!");
  2553. if (h->getSecSkillLevel(SecondarySkill(skill)))
  2554. COMPLAIN_RET("Hero already know this skill");
  2555. if (!h->canLearnSkill())
  2556. COMPLAIN_RET("Hero can't learn any more skills");
  2557. if (h->type->heroClass->secSkillProbability[skill]==0)//can't learn this skill (like necromancy for most of non-necros)
  2558. COMPLAIN_RET("The hero can't learn this skill!");
  2559. if(!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_SKILL), skill))
  2560. COMPLAIN_RET("That skill is unavailable!");
  2561. if(getResource(h->tempOwner, Res::GOLD) < 2000)//TODO: remove hardcoded resource\summ?
  2562. COMPLAIN_RET("You can't afford to buy this skill");
  2563. SetResource sr;
  2564. sr.player = h->tempOwner;
  2565. sr.resid = Res::GOLD;
  2566. sr.val = getResource(h->tempOwner, Res::GOLD) - 2000;
  2567. sendAndApply(&sr);
  2568. changeSecSkill(h, skill, 1, true);
  2569. return true;
  2570. }
  2571. bool CGameHandler::tradeResources(const IMarket *market, ui32 val, PlayerColor player, ui32 id1, ui32 id2)
  2572. {
  2573. int r1 = gs->getPlayer(player)->resources[id1],
  2574. r2 = gs->getPlayer(player)->resources[id2];
  2575. vstd::amin(val, r1); //can't trade more resources than have
  2576. int b1, b2; //base quantities for trade
  2577. market->getOffer(id1, id2, b1, b2, EMarketMode::RESOURCE_RESOURCE);
  2578. int units = val / b1; //how many base quantities we trade
  2579. if(val%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  2580. {
  2581. //TODO: complain?
  2582. assert(0);
  2583. }
  2584. SetResource sr;
  2585. sr.player = player;
  2586. sr.resid = static_cast<Res::ERes>(id1);
  2587. sr.val = r1 - b1 * units;
  2588. sendAndApply(&sr);
  2589. sr.resid = static_cast<Res::ERes>(id2);
  2590. sr.val = r2 + b2 * units;
  2591. sendAndApply(&sr);
  2592. return true;
  2593. }
  2594. bool CGameHandler::sellCreatures(ui32 count, const IMarket *market, const CGHeroInstance * hero, SlotID slot, Res::ERes resourceID)
  2595. {
  2596. if(!vstd::contains(hero->Slots(), slot))
  2597. COMPLAIN_RET("Hero doesn't have any creature in that slot!");
  2598. const CStackInstance &s = hero->getStack(slot);
  2599. if( s.count < count //can't sell more creatures than have
  2600. || (hero->Slots().size() == 1 && hero->needsLastStack() && s.count == count)) //can't sell last stack
  2601. {
  2602. COMPLAIN_RET("Not enough creatures in army!");
  2603. }
  2604. int b1, b2; //base quantities for trade
  2605. market->getOffer(s.type->idNumber, resourceID, b1, b2, EMarketMode::CREATURE_RESOURCE);
  2606. int units = count / b1; //how many base quantities we trade
  2607. if(count%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  2608. {
  2609. //TODO: complain?
  2610. assert(0);
  2611. }
  2612. changeStackCount(StackLocation(hero, slot), -count);
  2613. SetResource sr;
  2614. sr.player = hero->tempOwner;
  2615. sr.resid = resourceID;
  2616. sr.val = getResource(hero->tempOwner, resourceID) + b2 * units;
  2617. sendAndApply(&sr);
  2618. return true;
  2619. }
  2620. bool CGameHandler::transformInUndead(const IMarket *market, const CGHeroInstance * hero, SlotID slot)
  2621. {
  2622. const CArmedInstance *army = NULL;
  2623. if (hero)
  2624. army = hero;
  2625. else
  2626. army = dynamic_cast<const CGTownInstance *>(market->o);
  2627. if (!army)
  2628. COMPLAIN_RET("Incorrect call to transform in undead!");
  2629. if(!army->hasStackAtSlot(slot))
  2630. COMPLAIN_RET("Army doesn't have any creature in that slot!");
  2631. const CStackInstance &s = army->getStack(slot);
  2632. int resCreature;//resulting creature - bone dragons or skeletons
  2633. if (s.hasBonusOfType(Bonus::DRAGON_NATURE))
  2634. resCreature = 68;
  2635. else
  2636. resCreature = 56;
  2637. changeStackType(StackLocation(army, slot), VLC->creh->creatures[resCreature]);
  2638. return true;
  2639. }
  2640. bool CGameHandler::sendResources(ui32 val, PlayerColor player, Res::ERes r1, PlayerColor r2)
  2641. {
  2642. const PlayerState *p2 = gs->getPlayer(r2, false);
  2643. if(!p2 || p2->status != EPlayerStatus::INGAME)
  2644. {
  2645. complain("Dest player must be in game!");
  2646. return false;
  2647. }
  2648. si32 curRes1 = gs->getPlayer(player)->resources[r1], curRes2 = gs->getPlayer(r2)->resources[r1];
  2649. val = std::min(si32(val),curRes1);
  2650. SetResource sr;
  2651. sr.player = player;
  2652. sr.resid = r1;
  2653. sr.val = curRes1 - val;
  2654. sendAndApply(&sr);
  2655. sr.player = r2;
  2656. sr.val = curRes2 + val;
  2657. sendAndApply(&sr);
  2658. return true;
  2659. }
  2660. bool CGameHandler::setFormation( ObjectInstanceID hid, ui8 formation )
  2661. {
  2662. gs->getHero(hid)-> formation = formation;
  2663. return true;
  2664. }
  2665. bool CGameHandler::hireHero(const CGObjectInstance *obj, ui8 hid, PlayerColor player)
  2666. {
  2667. const PlayerState *p = gs->getPlayer(player);
  2668. const CGTownInstance *t = gs->getTown(obj->id);
  2669. static const int GOLD_NEEDED = 2500;
  2670. //common preconditions
  2671. if( (p->resources[Res::GOLD]<GOLD_NEEDED && complain("Not enough gold for buying hero!"))
  2672. || (getHeroCount(player, false) >= GameConstants::MAX_HEROES_PER_PLAYER && complain("Cannot hire hero, only 8 wandering heroes are allowed!")))
  2673. return false;
  2674. if(t) //tavern in town
  2675. {
  2676. if( (!t->hasBuilt(BuildingID::TAVERN) && complain("No tavern!"))
  2677. || (t->visitingHero && complain("There is visiting hero - no place!")))
  2678. return false;
  2679. }
  2680. else if(obj->ID == Obj::TAVERN)
  2681. {
  2682. if(getTile(obj->visitablePos())->visitableObjects.back() != obj && complain("Tavern entry must be unoccupied!"))
  2683. return false;
  2684. }
  2685. const CGHeroInstance *nh = p->availableHeroes[hid];
  2686. if (!nh)
  2687. {
  2688. complain ("Hero is not available for hiring!");
  2689. return false;
  2690. }
  2691. HeroRecruited hr;
  2692. hr.tid = obj->id;
  2693. hr.hid = nh->subID;
  2694. hr.player = player;
  2695. hr.tile = obj->visitablePos() + nh->getVisitableOffset();
  2696. sendAndApply(&hr);
  2697. bmap<ui32, ConstTransitivePtr<CGHeroInstance> > pool = gs->unusedHeroesFromPool();
  2698. const CGHeroInstance *theOtherHero = p->availableHeroes[!hid];
  2699. const CGHeroInstance *newHero = NULL;
  2700. if (theOtherHero) //on XXL maps all heroes can be imprisoned :(
  2701. newHero = gs->hpool.pickHeroFor(false, player, getNativeTown(player), pool, theOtherHero->type->heroClass);
  2702. SetAvailableHeroes sah;
  2703. sah.player = player;
  2704. if(newHero)
  2705. {
  2706. sah.hid[hid] = newHero->subID;
  2707. sah.army[hid].clear();
  2708. sah.army[hid].setCreature(SlotID(0), newHero->type->initialArmy[0].creature, 1);
  2709. }
  2710. else
  2711. sah.hid[hid] = -1;
  2712. sah.hid[!hid] = theOtherHero ? theOtherHero->subID : -1;
  2713. sendAndApply(&sah);
  2714. SetResource sr;
  2715. sr.player = player;
  2716. sr.resid = Res::GOLD;
  2717. sr.val = p->resources[Res::GOLD] - GOLD_NEEDED;
  2718. sendAndApply(&sr);
  2719. if(t)
  2720. {
  2721. vistiCastleObjects (t, nh);
  2722. giveSpells (t,nh);
  2723. }
  2724. return true;
  2725. }
  2726. bool CGameHandler::queryReply(ui32 qid, ui32 answer, PlayerColor player)
  2727. {
  2728. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  2729. logGlobal->traceStream() << boost::format("Player %s attempts answering query %d with answer %d") % player % qid % answer;
  2730. auto topQuery = queries.topQuery(player);
  2731. COMPLAIN_RET_FALSE_IF(!topQuery, "This player doesn't have any queries!");
  2732. COMPLAIN_RET_FALSE_IF(topQuery->queryID != qid, "This player top query has different ID!");
  2733. COMPLAIN_RET_FALSE_IF(!topQuery->endsByPlayerAnswer(), "This query cannot be ended by player's answer!");
  2734. if(auto dialogQuery = std::dynamic_pointer_cast<CDialogQuery>(topQuery))
  2735. dialogQuery->answer = answer;
  2736. queries.popQuery(topQuery);
  2737. return true;
  2738. }
  2739. static EndAction end_action;
  2740. bool CGameHandler::makeBattleAction( BattleAction &ba )
  2741. {
  2742. logGlobal->errorStream() << "\tMaking action of type " << ba.actionType;
  2743. bool ok = true;
  2744. const CStack *stack = battleGetStackByID(ba.stackNumber); //may be nullptr if action is not about stack
  2745. const bool isAboutActiveStack = stack && (stack == battleActiveStack());
  2746. switch(ba.actionType)
  2747. {
  2748. case Battle::WALK: //walk
  2749. case Battle::DEFEND: //defend
  2750. case Battle::WAIT: //wait
  2751. case Battle::WALK_AND_ATTACK: //walk or attack
  2752. case Battle::SHOOT: //shoot
  2753. case Battle::CATAPULT: //catapult
  2754. case Battle::STACK_HEAL: //healing with First Aid Tent
  2755. case Battle::DAEMON_SUMMONING:
  2756. case Battle::MONSTER_SPELL:
  2757. if(!stack)
  2758. {
  2759. complain("No such stack!");
  2760. return false;
  2761. }
  2762. if(!stack->alive())
  2763. {
  2764. complain("This stack is dead: " + stack->nodeName());
  2765. return false;
  2766. }
  2767. if(battleTacticDist())
  2768. {
  2769. if(stack && !stack->attackerOwned != battleGetTacticsSide())
  2770. {
  2771. complain("This is not a stack of side that has tactics!");
  2772. return false;
  2773. }
  2774. }
  2775. else if(!isAboutActiveStack)
  2776. {
  2777. complain("Action has to be about active stack!");
  2778. return false;
  2779. }
  2780. }
  2781. switch(ba.actionType)
  2782. {
  2783. case Battle::END_TACTIC_PHASE: //wait
  2784. case Battle::BAD_MORALE:
  2785. case Battle::NO_ACTION:
  2786. {
  2787. StartAction start_action(ba);
  2788. sendAndApply(&start_action);
  2789. sendAndApply(&end_action);
  2790. break;
  2791. }
  2792. case Battle::WALK:
  2793. {
  2794. StartAction start_action(ba);
  2795. sendAndApply(&start_action); //start movement
  2796. int walkedTiles = moveStack(ba.stackNumber,ba.destinationTile); //move
  2797. if(!walkedTiles)
  2798. complain("Stack failed movement!");
  2799. sendAndApply(&end_action);
  2800. break;
  2801. }
  2802. case Battle::DEFEND:
  2803. {
  2804. //defensive stance //TODO: remove this bonus when stack becomes active
  2805. SetStackEffect sse;
  2806. sse.effect.push_back( Bonus(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, 20, -1, PrimarySkill::DEFENSE, Bonus::PERCENT_TO_ALL) );
  2807. sse.effect.push_back( Bonus(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, gs->curB->stacks[ba.stackNumber]->valOfBonuses(Bonus::DEFENSIVE_STANCE),
  2808. -1, PrimarySkill::DEFENSE, Bonus::ADDITIVE_VALUE));
  2809. sse.stacks.push_back(ba.stackNumber);
  2810. sendAndApply(&sse);
  2811. //don't break - we share code with next case
  2812. }
  2813. case Battle::WAIT:
  2814. {
  2815. StartAction start_action(ba);
  2816. sendAndApply(&start_action);
  2817. sendAndApply(&end_action);
  2818. break;
  2819. }
  2820. case Battle::RETREAT: //retreat/flee
  2821. {
  2822. if(!gs->curB->battleCanFlee(gs->curB->sides[ba.side]))
  2823. complain("Cannot retreat!");
  2824. else
  2825. setBattleResult(BattleResult::ESCAPE, !ba.side); //surrendering side loses
  2826. break;
  2827. }
  2828. case Battle::SURRENDER:
  2829. {
  2830. PlayerColor player = gs->curB->sides[ba.side];
  2831. int cost = gs->curB->battleGetSurrenderCost(player);
  2832. if(cost < 0)
  2833. complain("Cannot surrender!");
  2834. else if(getResource(player, Res::GOLD) < cost)
  2835. complain("Not enough gold to surrender!");
  2836. else
  2837. {
  2838. giveResource(player, Res::GOLD, -cost);
  2839. setBattleResult(BattleResult::SURRENDER, !ba.side); //surrendering side loses
  2840. }
  2841. break;
  2842. }
  2843. break;
  2844. case Battle::WALK_AND_ATTACK: //walk or attack
  2845. {
  2846. StartAction start_action(ba);
  2847. sendAndApply(&start_action); //start movement and attack
  2848. const CStack *stackAtEnd = gs->curB->battleGetStackByPos(ba.additionalInfo);
  2849. if(!stack || !stackAtEnd)
  2850. {
  2851. sendAndApply(&end_action);
  2852. break;
  2853. }
  2854. BattleHex startingPos = stack->position;
  2855. int distance = moveStack(ba.stackNumber, ba.destinationTile);
  2856. logGlobal->traceStream() << stack->nodeName() << " will attack " << stackAtEnd->nodeName();
  2857. if(stack->position != ba.destinationTile //we wasn't able to reach destination tile
  2858. && !(stack->doubleWide()
  2859. && ( stack->position == ba.destinationTile + (stack->attackerOwned ? +1 : -1 ) )
  2860. ) //nor occupy specified hex
  2861. )
  2862. {
  2863. std::string problem = "We cannot move this stack to its destination " + stack->getCreature()->namePl;
  2864. logGlobal->warnStream() << problem;
  2865. complain(problem);
  2866. ok = false;
  2867. sendAndApply(&end_action);
  2868. break;
  2869. }
  2870. if(stackAtEnd && stack->ID == stackAtEnd->ID) //we should just move, it will be handled by following check
  2871. {
  2872. stackAtEnd = NULL;
  2873. }
  2874. if(!stackAtEnd)
  2875. {
  2876. complain(boost::str(boost::format("walk and attack error: no stack at additionalInfo tile (%d)!\n") % ba.additionalInfo));
  2877. ok = false;
  2878. sendAndApply(&end_action);
  2879. break;
  2880. }
  2881. if( !CStack::isMeleeAttackPossible(stack, stackAtEnd) )
  2882. {
  2883. complain("Attack cannot be performed!");
  2884. sendAndApply(&end_action);
  2885. ok = false;
  2886. break;
  2887. }
  2888. //attack
  2889. int totalAttacks = 1 + stack->getBonuses(Selector::type (Bonus::ADDITIONAL_ATTACK),
  2890. (Selector::effectRange (Bonus::NO_LIMIT) || Selector::effectRange(Bonus::ONLY_MELEE_FIGHT)))->totalValue(); //all unspicified attacks + melee attacks
  2891. for (int i = 0; i < totalAttacks; ++i)
  2892. {
  2893. if (stack &&
  2894. stack->alive() && //move can cause death, eg. by walking into the moat
  2895. stackAtEnd->alive())
  2896. {
  2897. BattleAttack bat;
  2898. prepareAttack(bat, stack, stackAtEnd, (i ? 0 : distance), ba.additionalInfo); //no distance travelled on second attack
  2899. //prepareAttack(bat, stack, stackAtEnd, 0, ba.additionalInfo);
  2900. handleAttackBeforeCasting(bat); //only before first attack
  2901. sendAndApply(&bat);
  2902. handleAfterAttackCasting(bat);
  2903. }
  2904. //counterattack
  2905. if (!stack->hasBonusOfType(Bonus::BLOCKS_RETALIATION)
  2906. && stackAtEnd->ableToRetaliate()
  2907. && stack->alive()) //attacker may have died (fire shield)
  2908. {
  2909. BattleAttack bat;
  2910. prepareAttack(bat, stackAtEnd, stack, 0, stack->position);
  2911. bat.flags |= BattleAttack::COUNTER;
  2912. sendAndApply(&bat);
  2913. handleAfterAttackCasting(bat);
  2914. }
  2915. }
  2916. //return
  2917. if(stack->hasBonusOfType(Bonus::RETURN_AFTER_STRIKE) && startingPos != stack->position && stack->alive())
  2918. {
  2919. moveStack(ba.stackNumber, startingPos);
  2920. //NOTE: curStack->ID == ba.stackNumber (rev 1431)
  2921. }
  2922. sendAndApply(&end_action);
  2923. break;
  2924. }
  2925. case Battle::SHOOT:
  2926. {
  2927. const CStack *destStack= gs->curB->battleGetStackByPos(ba.destinationTile);
  2928. if( !gs->curB->battleCanShoot(stack, ba.destinationTile) )
  2929. {
  2930. complain("Cannot shoot!");
  2931. break;
  2932. }
  2933. StartAction start_action(ba);
  2934. sendAndApply(&start_action); //start shooting
  2935. {
  2936. BattleAttack bat;
  2937. bat.flags |= BattleAttack::SHOT;
  2938. prepareAttack(bat, stack, destStack, 0, ba.destinationTile);
  2939. handleAttackBeforeCasting(bat);
  2940. sendAndApply(&bat);
  2941. handleAfterAttackCasting(bat);
  2942. }
  2943. //ballista & artillery handling
  2944. if(destStack->alive() && stack->getCreature()->idNumber == CreatureID::BALLISTA)
  2945. {
  2946. BattleAttack bat2;
  2947. bat2.flags |= BattleAttack::SHOT;
  2948. prepareAttack(bat2, stack, destStack, 0, ba.destinationTile);
  2949. sendAndApply(&bat2);
  2950. }
  2951. //allow more than one additional attack
  2952. int additionalAttacks = stack->getBonuses(Selector::type (Bonus::ADDITIONAL_ATTACK),
  2953. (Selector::effectRange (Bonus::NO_LIMIT) || Selector::effectRange(Bonus::ONLY_DISTANCE_FIGHT)))->totalValue();
  2954. for (int i = 0; i < additionalAttacks; ++i)
  2955. {
  2956. if(
  2957. stack->alive()
  2958. && destStack->alive()
  2959. && stack->shots
  2960. )
  2961. {
  2962. BattleAttack bat;
  2963. bat.flags |= BattleAttack::SHOT;
  2964. prepareAttack(bat, stack, destStack, 0, ba.destinationTile);
  2965. sendAndApply(&bat);
  2966. handleAfterAttackCasting(bat);
  2967. }
  2968. }
  2969. sendAndApply(&end_action);
  2970. break;
  2971. }
  2972. case Battle::CATAPULT:
  2973. {
  2974. StartAction start_action(ba);
  2975. sendAndApply(&start_action);
  2976. const CGHeroInstance * attackingHero = gs->curB->heroes[ba.side];
  2977. CHeroHandler::SBallisticsLevelInfo sbi = VLC->heroh->ballistics[attackingHero->getSecSkillLevel(SecondarySkill::BALLISTICS)];
  2978. EWallParts::EWallParts attackedPart = gs->curB->battleHexToWallPart(ba.destinationTile);
  2979. if(attackedPart < 0)
  2980. {
  2981. complain("catapult tried to attack non-catapultable hex!");
  2982. break;
  2983. }
  2984. int wallInitHP = gs->curB->si.wallState[attackedPart];
  2985. int dmgAlreadyDealt = 0; //in successive iterations damage is dealt but not yet subtracted from wall's HPs
  2986. for(int g=0; g<sbi.shots; ++g)
  2987. {
  2988. if(wallInitHP + dmgAlreadyDealt == 3) //it's not destroyed
  2989. continue;
  2990. CatapultAttack ca; //package for clients
  2991. std::pair< std::pair< ui8, si16 >, ui8> attack; //<< attackedPart , destination tile >, damageDealt >
  2992. attack.first.first = attackedPart;
  2993. attack.first.second = ba.destinationTile;
  2994. attack.second = 0;
  2995. int chanceForHit = 0;
  2996. int dmgChance[] = { sbi.noDmg, sbi.oneDmg, sbi.twoDmg }; //dmgChance[i] - chance for doing i dmg when hit is successful
  2997. switch(attackedPart)
  2998. {
  2999. case EWallParts::KEEP:
  3000. chanceForHit = sbi.keep;
  3001. break;
  3002. case EWallParts::BOTTOM_TOWER:
  3003. case EWallParts::UPPER_TOWER:
  3004. chanceForHit = sbi.tower;
  3005. break;
  3006. case EWallParts::BOTTOM_WALL:
  3007. case EWallParts::BELOW_GATE:
  3008. case EWallParts::OVER_GATE:
  3009. case EWallParts::UPPER_WAL:
  3010. chanceForHit = sbi.wall;
  3011. break;
  3012. case EWallParts::GATE:
  3013. chanceForHit = sbi.gate;
  3014. break;
  3015. }
  3016. if(rand()%100 <= chanceForHit) //hit is successful
  3017. {
  3018. int dmgRand = rand()%100;
  3019. //accumulating dmgChance
  3020. dmgChance[1] += dmgChance[0];
  3021. dmgChance[2] += dmgChance[1];
  3022. //calculating dealt damage
  3023. for(int v = 0; v < ARRAY_COUNT(dmgChance); ++v)
  3024. {
  3025. if(dmgRand <= dmgChance[v])
  3026. {
  3027. attack.second = std::min(3 - dmgAlreadyDealt - wallInitHP, v);
  3028. dmgAlreadyDealt += attack.second;
  3029. break;
  3030. }
  3031. }
  3032. //removing creatures in turrets / keep if one is destroyed
  3033. if(attack.second > 0 && (attackedPart == EWallParts::KEEP ||
  3034. attackedPart == EWallParts::BOTTOM_TOWER || attackedPart == EWallParts::UPPER_TOWER))
  3035. {
  3036. int posRemove = -1;
  3037. switch(attackedPart)
  3038. {
  3039. case EWallParts::KEEP:
  3040. posRemove = -2;
  3041. break;
  3042. case EWallParts::BOTTOM_TOWER:
  3043. posRemove = -3;
  3044. break;
  3045. case EWallParts::UPPER_TOWER:
  3046. posRemove = -4;
  3047. break;
  3048. }
  3049. BattleStacksRemoved bsr;
  3050. for(int g=0; g<gs->curB->stacks.size(); ++g)
  3051. {
  3052. if(gs->curB->stacks[g]->position == posRemove)
  3053. {
  3054. bsr.stackIDs.insert( gs->curB->stacks[g]->ID );
  3055. break;
  3056. }
  3057. }
  3058. sendAndApply(&bsr);
  3059. }
  3060. }
  3061. ca.attacker = ba.stackNumber;
  3062. ca.attackedParts.insert(attack);
  3063. sendAndApply(&ca);
  3064. }
  3065. sendAndApply(&end_action);
  3066. break;
  3067. }
  3068. case Battle::STACK_HEAL: //healing with First Aid Tent
  3069. {
  3070. StartAction start_action(ba);
  3071. sendAndApply(&start_action);
  3072. const CGHeroInstance * attackingHero = gs->curB->heroes[ba.side];
  3073. const CStack *healer = gs->curB->battleGetStackByID(ba.stackNumber),
  3074. *destStack = gs->curB->battleGetStackByPos(ba.destinationTile);
  3075. if(healer == NULL || destStack == NULL || !healer->hasBonusOfType(Bonus::HEALER))
  3076. {
  3077. complain("There is either no healer, no destination, or healer cannot heal :P");
  3078. }
  3079. int maxHealable = destStack->MaxHealth() - destStack->firstHPleft;
  3080. int maxiumHeal = healer->count * std::max(10, attackingHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::FIRST_AID));
  3081. int healed = std::min(maxHealable, maxiumHeal);
  3082. if(healed == 0)
  3083. {
  3084. //nothing to heal.. should we complain?
  3085. }
  3086. else
  3087. {
  3088. StacksHealedOrResurrected shr;
  3089. shr.lifeDrain = false;
  3090. shr.tentHealing = true;
  3091. shr.drainedFrom = ba.stackNumber;
  3092. StacksHealedOrResurrected::HealInfo hi;
  3093. hi.healedHP = healed;
  3094. hi.lowLevelResurrection = 0;
  3095. hi.stackID = destStack->ID;
  3096. shr.healedStacks.push_back(hi);
  3097. sendAndApply(&shr);
  3098. }
  3099. sendAndApply(&end_action);
  3100. break;
  3101. }
  3102. case Battle::DAEMON_SUMMONING:
  3103. //TODO: From Strategija:
  3104. //Summon Demon is a level 2 spell.
  3105. {
  3106. StartAction start_action(ba);
  3107. sendAndApply(&start_action);
  3108. const CStack *summoner = gs->curB->battleGetStackByID(ba.stackNumber),
  3109. *destStack = gs->curB->battleGetStackByPos(ba.destinationTile, false);
  3110. BattleStackAdded bsa;
  3111. bsa.attacker = summoner->attackerOwned;
  3112. bsa.creID = CreatureID(summoner->getBonusLocalFirst(Selector::type(Bonus::DAEMON_SUMMONING))->subtype); //in case summoner can summon more than one type of monsters... scream!
  3113. ui64 risedHp = summoner->count * summoner->valOfBonuses(Bonus::DAEMON_SUMMONING, bsa.creID.toEnum());
  3114. bsa.amount = std::min ((ui32)(risedHp / VLC->creh->creatures[bsa.creID]->MaxHealth()), destStack->baseAmount);
  3115. bsa.pos = gs->curB->getAvaliableHex(bsa.creID, bsa.attacker, destStack->position);
  3116. bsa.summoned = false;
  3117. if (bsa.amount) //there's rare possibility single creature cannot rise desired type
  3118. {
  3119. BattleStacksRemoved bsr; //remove body
  3120. bsr.stackIDs.insert(destStack->ID);
  3121. sendAndApply(&bsr);
  3122. sendAndApply(&bsa);
  3123. BattleSetStackProperty ssp;
  3124. ssp.stackID = ba.stackNumber;
  3125. ssp.which = BattleSetStackProperty::CASTS; //reduce number of casts
  3126. ssp.val = -1;
  3127. ssp.absolute = false;
  3128. sendAndApply(&ssp);
  3129. }
  3130. sendAndApply(&end_action);
  3131. break;
  3132. }
  3133. case Battle::MONSTER_SPELL:
  3134. {
  3135. StartAction start_action(ba);
  3136. sendAndApply(&start_action);
  3137. const CStack * stack = gs->curB->battleGetStackByID(ba.stackNumber);
  3138. SpellID spellID = SpellID(ba.additionalInfo);
  3139. BattleHex destination(ba.destinationTile);
  3140. const Bonus *randSpellcaster = stack->getBonusLocalFirst(Selector::type(Bonus::RANDOM_SPELLCASTER));
  3141. const Bonus * spellcaster = stack->getBonusLocalFirst(Selector::typeSubtype(Bonus::SPELLCASTER, spellID));
  3142. //TODO special bonus for genies ability
  3143. if(randSpellcaster && battleGetRandomStackSpell(stack, CBattleInfoCallback::RANDOM_AIMED) < 0)
  3144. spellID = battleGetRandomStackSpell(stack, CBattleInfoCallback::RANDOM_GENIE);
  3145. if(spellID < 0)
  3146. complain("That stack can't cast spells!");
  3147. else
  3148. {
  3149. int spellLvl = 0;
  3150. if (spellcaster)
  3151. vstd::amax(spellLvl, spellcaster->val);
  3152. if (randSpellcaster)
  3153. vstd::amax(spellLvl, randSpellcaster->val);
  3154. vstd::amin (spellLvl, 3);
  3155. int casterSide = gs->curB->whatSide(stack->owner);
  3156. const CGHeroInstance * secHero = gs->curB->getHero(gs->curB->theOtherPlayer(stack->owner));
  3157. handleSpellCasting(spellID, spellLvl, destination, casterSide, stack->owner, NULL, secHero, 0, ECastingMode::CREATURE_ACTIVE_CASTING, stack);
  3158. }
  3159. sendAndApply(&end_action);
  3160. break;
  3161. }
  3162. }
  3163. if(ba.stackNumber == gs->curB->activeStack || battleResult.get()) //active stack has moved or battle has finished
  3164. battleMadeAction.setn(true);
  3165. return ok;
  3166. }
  3167. void CGameHandler::playerMessage( PlayerColor player, const std::string &message )
  3168. {
  3169. bool cheated=true;
  3170. PlayerMessage temp_message(player, message);
  3171. sendAndApply(&temp_message);
  3172. if(message == "vcmiistari") //give all spells and 999 mana
  3173. {
  3174. SetMana sm;
  3175. ChangeSpells cs;
  3176. CGHeroInstance *h = gs->getHero(gs->getPlayer(player)->currentSelection);
  3177. if(!h && complain("Cannot realize cheat, no hero selected!")) return;
  3178. sm.hid = cs.hid = h->id;
  3179. //give all spells
  3180. cs.learn = 1;
  3181. BOOST_FOREACH(auto spell, VLC->spellh->spells)
  3182. {
  3183. if(!spell->creatureAbility)
  3184. cs.spells.insert(spell->id);
  3185. }
  3186. //give mana
  3187. sm.val = 999;
  3188. if(!h->hasSpellbook()) //hero doesn't have spellbook
  3189. giveHeroNewArtifact(h, VLC->arth->artifacts[0], ArtifactPosition::SPELLBOOK); //give spellbook
  3190. sendAndApply(&cs);
  3191. sendAndApply(&sm);
  3192. }
  3193. else if (message == "vcmiarmenelos") //build all buildings in selected town
  3194. {
  3195. CGTownInstance *town = gs->getTown(gs->getPlayer(player)->currentSelection);
  3196. if (town)
  3197. {
  3198. BOOST_FOREACH (auto & build, town->town->buildings)
  3199. {
  3200. if (!town->hasBuilt(build.first) && !build.second->Name().empty())
  3201. {
  3202. buildStructure(town->id, build.first, true);
  3203. }
  3204. }
  3205. }
  3206. }
  3207. else if(message == "vcmiainur") //gives 5 archangels into each slot
  3208. {
  3209. CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
  3210. const CCreature *archangel = VLC->creh->creatures[13];
  3211. if(!hero) return;
  3212. for(int i = 0; i < GameConstants::ARMY_SIZE; i++)
  3213. if(!hero->hasStackAtSlot(SlotID(i)))
  3214. insertNewStack(StackLocation(hero, SlotID(i)), archangel, 5);
  3215. }
  3216. else if(message == "vcmiangband") //gives 10 black knight into each slot
  3217. {
  3218. CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
  3219. const CCreature *blackKnight = VLC->creh->creatures[66];
  3220. if(!hero) return;
  3221. for(int i = 0; i < GameConstants::ARMY_SIZE; i++)
  3222. if(!hero->hasStackAtSlot(SlotID(i)))
  3223. insertNewStack(StackLocation(hero, SlotID(i)), blackKnight, 10);
  3224. }
  3225. else if(message == "vcminoldor") //all war machines
  3226. {
  3227. CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
  3228. if(!hero) return;
  3229. if(!hero->getArt(ArtifactPosition::MACH1))
  3230. giveHeroNewArtifact(hero, VLC->arth->artifacts[4], ArtifactPosition::MACH1);
  3231. if(!hero->getArt(ArtifactPosition::MACH2))
  3232. giveHeroNewArtifact(hero, VLC->arth->artifacts[5], ArtifactPosition::MACH2);
  3233. if(!hero->getArt(ArtifactPosition::MACH3))
  3234. giveHeroNewArtifact(hero, VLC->arth->artifacts[6], ArtifactPosition::MACH3);
  3235. }
  3236. else if(message == "vcminahar") //1000000 movement points
  3237. {
  3238. CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
  3239. if(!hero) return;
  3240. SetMovePoints smp;
  3241. smp.hid = hero->id;
  3242. smp.val = 1000000;
  3243. sendAndApply(&smp);
  3244. }
  3245. else if(message == "vcmiformenos") //give resources
  3246. {
  3247. SetResources sr;
  3248. sr.player = player;
  3249. sr.res = gs->getPlayer(player)->resources;
  3250. for(int i=0;i<Res::GOLD;i++)
  3251. sr.res[i] += 100;
  3252. sr.res[Res::GOLD] += 100000; //100k
  3253. sendAndApply(&sr);
  3254. }
  3255. else if(message == "vcmieagles") //reveal FoW
  3256. {
  3257. FoWChange fc;
  3258. fc.mode = 1;
  3259. fc.player = player;
  3260. int3 * hlp_tab = new int3[gs->map->width * gs->map->height * (gs->map->twoLevel ? 2 : 1)];
  3261. int lastUnc = 0;
  3262. for(int i=0;i<gs->map->width;i++)
  3263. for(int j=0;j<gs->map->height;j++)
  3264. for(int k = 0; k < (gs->map->twoLevel ? 2 : 1); k++)
  3265. if(!gs->getPlayerTeam(fc.player)->fogOfWarMap[i][j][k])
  3266. hlp_tab[lastUnc++] = int3(i,j,k);
  3267. fc.tiles.insert(hlp_tab, hlp_tab + lastUnc);
  3268. delete [] hlp_tab;
  3269. sendAndApply(&fc);
  3270. }
  3271. else if(message == "vcmiglorfindel") //selected hero gains a new level
  3272. {
  3273. CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
  3274. changePrimSkill(hero, PrimarySkill::EXPERIENCE, VLC->heroh->reqExp(hero->level+1) - VLC->heroh->reqExp(hero->level));
  3275. }
  3276. else if(message == "vcmisilmaril") //player wins
  3277. {
  3278. gs->getPlayer(player)->enteredWinningCheatCode = 1;
  3279. }
  3280. else if(message == "vcmimelkor") //player looses
  3281. {
  3282. gs->getPlayer(player)->enteredLosingCheatCode = 1;
  3283. }
  3284. else if (message == "vcmiforgeofnoldorking") //hero gets all artifacts except war machines, spell scrolls and spell book
  3285. {
  3286. CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
  3287. if(!hero) return;
  3288. for (int g=7; g<=140; ++g)
  3289. giveHeroNewArtifact(hero, VLC->arth->artifacts[g], ArtifactPosition::PRE_FIRST);
  3290. }
  3291. else
  3292. cheated = false;
  3293. if(cheated)
  3294. {
  3295. SystemMessage temp_message(VLC->generaltexth->allTexts[260]);
  3296. sendAndApply(&temp_message);
  3297. checkLossVictory(player);//Player enter win code or got required art\creature
  3298. }
  3299. }
  3300. void CGameHandler::handleSpellCasting( SpellID spellID, int spellLvl, BattleHex destination, ui8 casterSide, PlayerColor casterColor, const CGHeroInstance * caster, const CGHeroInstance * secHero,
  3301. int usedSpellPower, ECastingMode::ECastingMode mode, const CStack * stack, si32 selectedStack)
  3302. {
  3303. const CSpell *spell = SpellID(spellID).toSpell();
  3304. //Helper local function that creates obstacle on given position. Obstacle type is inferred from spell type.
  3305. //It creates, sends and applies needed package.
  3306. auto placeObstacle = [&](BattleHex pos)
  3307. {
  3308. static int obstacleIdToGive = gs->curB->obstacles.size()
  3309. ? (gs->curB->obstacles.back()->uniqueID+1)
  3310. : 0;
  3311. auto obstacle = make_shared<SpellCreatedObstacle>();
  3312. switch(spellID.toEnum()) // :/
  3313. {
  3314. case SpellID::QUICKSAND:
  3315. obstacle->obstacleType = CObstacleInstance::QUICKSAND;
  3316. obstacle->turnsRemaining = -1;
  3317. obstacle->visibleForAnotherSide = false;
  3318. break;
  3319. case SpellID::LAND_MINE:
  3320. obstacle->obstacleType = CObstacleInstance::LAND_MINE;
  3321. obstacle->turnsRemaining = -1;
  3322. obstacle->visibleForAnotherSide = false;
  3323. break;
  3324. case SpellID::FIRE_WALL:
  3325. obstacle->obstacleType = CObstacleInstance::FIRE_WALL;
  3326. obstacle->turnsRemaining = 2;
  3327. obstacle->visibleForAnotherSide = true;
  3328. break;
  3329. case SpellID::FORCE_FIELD:
  3330. obstacle->obstacleType = CObstacleInstance::FORCE_FIELD;
  3331. obstacle->turnsRemaining = 2;
  3332. obstacle->visibleForAnotherSide = true;
  3333. break;
  3334. default:
  3335. //this function cannot be used with spells that do not create obstacles
  3336. assert(0);
  3337. }
  3338. obstacle->pos = pos;
  3339. obstacle->casterSide = casterSide;
  3340. obstacle->ID = spellID;
  3341. obstacle->spellLevel = spellLvl;
  3342. obstacle->casterSpellPower = usedSpellPower;
  3343. obstacle->uniqueID = obstacleIdToGive++;
  3344. BattleObstaclePlaced bop;
  3345. bop.obstacle = obstacle;
  3346. sendAndApply(&bop);
  3347. };
  3348. BattleSpellCast sc;
  3349. sc.side = casterSide;
  3350. sc.id = spellID;
  3351. sc.skill = spellLvl;
  3352. sc.tile = destination;
  3353. sc.dmgToDisplay = 0;
  3354. sc.castedByHero = (bool)caster;
  3355. sc.attackerType = (stack ? stack->type->idNumber : CreatureID(CreatureID::NONE));
  3356. sc.manaGained = 0;
  3357. sc.spellCost = 0;
  3358. if (caster) //calculate spell cost
  3359. {
  3360. sc.spellCost = gs->curB->battleGetSpellCost(SpellID(spellID).toSpell(), caster);
  3361. if (secHero && mode == ECastingMode::HERO_CASTING) //handle mana channel
  3362. {
  3363. int manaChannel = 0;
  3364. BOOST_FOREACH(CStack * stack, gs->curB->stacks) //TODO: shouldn't bonus system handle it somehow?
  3365. {
  3366. if (stack->owner == secHero->tempOwner)
  3367. {
  3368. vstd::amax(manaChannel, stack->valOfBonuses(Bonus::MANA_CHANNELING));
  3369. }
  3370. }
  3371. sc.manaGained = (manaChannel * sc.spellCost) / 100;
  3372. }
  3373. }
  3374. //calculating affected creatures for all spells
  3375. std::set<const CStack*> attackedCres; //what is that and what is sc.afectedCres?
  3376. if (mode != ECastingMode::ENCHANTER_CASTING)
  3377. {
  3378. attackedCres = gs->curB->getAffectedCreatures(spell, spellLvl, casterColor, destination);
  3379. }
  3380. else //enchanter - hit all possible stacks
  3381. {
  3382. BOOST_FOREACH (const CStack * stack, gs->curB->stacks)
  3383. {
  3384. /*if it's non negative spell and our unit or non positive spell and hostile unit */
  3385. if((!spell->isNegative() && stack->owner == casterColor)
  3386. || (!spell->isPositive() && stack->owner != casterColor))
  3387. {
  3388. if(stack->isValidTarget()) //TODO: allow dead targets somewhere in the future
  3389. {
  3390. attackedCres.insert(stack);
  3391. }
  3392. }
  3393. }
  3394. }
  3395. BOOST_FOREACH (auto cre, attackedCres)
  3396. {
  3397. sc.affectedCres.insert (cre->ID);
  3398. }
  3399. //checking if creatures resist
  3400. sc.resisted = gs->curB->calculateResistedStacks(spell, caster, secHero, attackedCres, casterColor, mode, usedSpellPower, spellLvl);
  3401. //calculating dmg to display
  3402. if (spellID == SpellID::DEATH_STARE || spellID == SpellID::ACID_BREATH_DAMAGE)
  3403. {
  3404. sc.dmgToDisplay = usedSpellPower;
  3405. if (spellID == SpellID::DEATH_STARE)
  3406. vstd::amin(sc.dmgToDisplay, (*attackedCres.begin())->count); //stack is already reduced after attack
  3407. }
  3408. StacksInjured si;
  3409. //applying effects
  3410. if (spell->isOffensiveSpell())
  3411. {
  3412. int spellDamage = 0;
  3413. if (stack && mode != ECastingMode::MAGIC_MIRROR)
  3414. {
  3415. int unitSpellPower = stack->valOfBonuses(Bonus::SPECIFIC_SPELL_POWER, spellID.toEnum());
  3416. if (unitSpellPower)
  3417. sc.dmgToDisplay = spellDamage = stack->count * unitSpellPower; //TODO: handle immunities
  3418. else //Faerie Dragon
  3419. {
  3420. usedSpellPower = stack->valOfBonuses(Bonus::CREATURE_SPELL_POWER) * stack->count / 100;
  3421. sc.dmgToDisplay = 0;
  3422. }
  3423. }
  3424. int chainLightningModifier = 0;
  3425. for(auto it = attackedCres.begin(); it != attackedCres.end(); ++it)
  3426. {
  3427. if(vstd::contains(sc.resisted, (*it)->ID)) //this creature resisted the spell
  3428. continue;
  3429. BattleStackAttacked bsa;
  3430. if ((destination > -1 && (*it)->coversPos(destination)) || (spell->range[spellLvl] == "X" || mode == ECastingMode::ENCHANTER_CASTING))
  3431. //display effect only upon primary target of area spell
  3432. //FIXME: if no stack is attacked, ther eis no animation and interface freezes
  3433. {
  3434. bsa.flags |= BattleStackAttacked::EFFECT;
  3435. bsa.effect = spell->mainEffectAnim;
  3436. }
  3437. if (spellDamage)
  3438. bsa.damageAmount = spellDamage >> chainLightningModifier;
  3439. else
  3440. bsa.damageAmount = gs->curB->calculateSpellDmg(spell, caster, *it, spellLvl, usedSpellPower) >> chainLightningModifier;
  3441. sc.dmgToDisplay += bsa.damageAmount;
  3442. bsa.stackAttacked = (*it)->ID;
  3443. if (mode == ECastingMode::ENCHANTER_CASTING) //multiple damage spells cast
  3444. bsa.attackerID = stack->ID;
  3445. else
  3446. bsa.attackerID = -1;
  3447. (*it)->prepareAttacked(bsa);
  3448. si.stacks.push_back(bsa);
  3449. if (spellID == SpellID::CHAIN_LIGHTNING)
  3450. ++chainLightningModifier;
  3451. }
  3452. }
  3453. else if (spell->hasEffects())
  3454. {
  3455. int stackSpellPower = 0;
  3456. if (stack && mode != ECastingMode::MAGIC_MIRROR)
  3457. {
  3458. stackSpellPower = stack->valOfBonuses(Bonus::CREATURE_ENCHANT_POWER);
  3459. }
  3460. SetStackEffect sse;
  3461. Bonus pseudoBonus;
  3462. pseudoBonus.sid = spellID;
  3463. pseudoBonus.val = spellLvl;
  3464. pseudoBonus.turnsRemain = gs->curB->calculateSpellDuration(spell, caster, stackSpellPower ? stackSpellPower : usedSpellPower);
  3465. CStack::stackEffectToFeature(sse.effect, pseudoBonus);
  3466. if (spellID == SpellID::SHIELD || spellID == SpellID::AIR_SHIELD)
  3467. {
  3468. sse.effect.back().val = (100 - sse.effect.back().val); //fix to original config: shiled should display damage reduction
  3469. }
  3470. if (spellID == SpellID::BIND && stack)//bind
  3471. {
  3472. sse.effect.back().additionalInfo = stack->ID; //we need to know who casted Bind
  3473. }
  3474. const Bonus * bonus = NULL;
  3475. if (caster)
  3476. bonus = caster->getBonusLocalFirst(Selector::typeSubtype(Bonus::SPECIAL_PECULIAR_ENCHANT, spellID));
  3477. //TODO does hero specialty should affects his stack casting spells?
  3478. si32 power = 0;
  3479. BOOST_FOREACH(const CStack *affected, attackedCres)
  3480. {
  3481. if(vstd::contains(sc.resisted, affected->ID)) //this creature resisted the spell
  3482. continue;
  3483. sse.stacks.push_back(affected->ID);
  3484. //Apply hero specials - peculiar enchants
  3485. const ui8 tier = std::max((ui8)1, affected->getCreature()->level); //don't divide by 0 for certain creatures (commanders, war machines)
  3486. if (bonus)
  3487. {
  3488. switch(bonus->additionalInfo)
  3489. {
  3490. case 0: //normal
  3491. {
  3492. switch(tier)
  3493. {
  3494. case 1: case 2:
  3495. power = 3;
  3496. break;
  3497. case 3: case 4:
  3498. power = 2;
  3499. break;
  3500. case 5: case 6:
  3501. power = 1;
  3502. break;
  3503. }
  3504. Bonus specialBonus(sse.effect.back());
  3505. specialBonus.val = power; //it doesn't necessarily make sense for some spells, use it wisely
  3506. sse.uniqueBonuses.push_back (std::pair<ui32,Bonus> (affected->ID, specialBonus)); //additional premy to given effect
  3507. }
  3508. break;
  3509. case 1: //only Coronius as yet
  3510. {
  3511. power = std::max(5 - tier, 0);
  3512. Bonus specialBonus = CStack::featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK, power, pseudoBonus.turnsRemain);
  3513. specialBonus.sid = spellID;
  3514. sse.uniqueBonuses.push_back (std::pair<ui32,Bonus> (affected->ID, specialBonus)); //additional attack to Slayer effect
  3515. }
  3516. break;
  3517. }
  3518. }
  3519. if (caster && caster->hasBonusOfType(Bonus::SPECIAL_BLESS_DAMAGE, spellID)) //TODO: better handling of bonus percentages
  3520. {
  3521. int damagePercent = caster->level * caster->valOfBonuses(Bonus::SPECIAL_BLESS_DAMAGE, spellID.toEnum()) / tier;
  3522. Bonus specialBonus = CStack::featureGenerator(Bonus::CREATURE_DAMAGE, 0, damagePercent, pseudoBonus.turnsRemain);
  3523. specialBonus.valType = Bonus::PERCENT_TO_ALL;
  3524. specialBonus.sid = spellID;
  3525. sse.uniqueBonuses.push_back (std::pair<ui32,Bonus> (affected->ID, specialBonus));
  3526. }
  3527. }
  3528. if(!sse.stacks.empty())
  3529. sendAndApply(&sse);
  3530. }
  3531. else if (spell->isRisingSpell() || spell->id == SpellID::CURE)
  3532. {
  3533. int hpGained = 0;
  3534. if (stack)
  3535. {
  3536. int unitSpellPower = stack->valOfBonuses(Bonus::SPECIFIC_SPELL_POWER, spellID.toEnum());
  3537. if (unitSpellPower)
  3538. hpGained = stack->count * unitSpellPower; //Archangel
  3539. else //Faerie Dragon-like effect - unused fo far
  3540. usedSpellPower = stack->valOfBonuses(Bonus::CREATURE_SPELL_POWER) * stack->count / 100;
  3541. }
  3542. StacksHealedOrResurrected shr;
  3543. shr.lifeDrain = (ui8)false;
  3544. shr.tentHealing = (ui8)false;
  3545. for(auto it = attackedCres.begin(); it != attackedCres.end(); ++it)
  3546. {
  3547. if(vstd::contains(sc.resisted, (*it)->ID) //this creature resisted the spell
  3548. || (spellID == SpellID::ANIMATE_DEAD && !(*it)->hasBonusOfType(Bonus::UNDEAD)) //we try to cast animate dead on living stack, TODO: showuld be not affected earlier
  3549. )
  3550. continue;
  3551. StacksHealedOrResurrected::HealInfo hi;
  3552. hi.stackID = (*it)->ID;
  3553. if (stack) //casted by creature
  3554. {
  3555. if (hpGained)
  3556. {
  3557. hi.healedHP = gs->curB->calculateHealedHP(hpGained, spell, *it); //archangel
  3558. }
  3559. else
  3560. hi.healedHP = gs->curB->calculateHealedHP(spell, usedSpellPower, spellLvl, *it); //any typical spell (commander's cure or animate dead)
  3561. }
  3562. else
  3563. hi.healedHP = gs->curB->calculateHealedHP(caster, spell, *it, gs->curB->battleGetStackByID(selectedStack)); //Casted by hero
  3564. hi.lowLevelResurrection = spellLvl <= 1;
  3565. shr.healedStacks.push_back(hi);
  3566. }
  3567. if(!shr.healedStacks.empty())
  3568. sendAndApply(&shr);
  3569. if (spellID == SpellID::SACRIFICE) //remove victim
  3570. {
  3571. BattleStacksRemoved bsr;
  3572. bsr.stackIDs.insert (selectedStack); //somehow it works for teleport?
  3573. sendAndApply(&bsr);
  3574. }
  3575. }
  3576. else
  3577. switch (spellID)
  3578. {
  3579. case SpellID::QUICKSAND:
  3580. case SpellID::LAND_MINE:
  3581. {
  3582. std::vector<BattleHex> availableTiles;
  3583. for(int i = 0; i < GameConstants::BFIELD_SIZE; i += 1)
  3584. {
  3585. BattleHex hex = i;
  3586. if(hex.getX() > 2 && hex.getX() < 14 && !battleGetStackByPos(hex, false) & !battleGetObstacleOnPos(hex, false))
  3587. availableTiles.push_back(hex);
  3588. }
  3589. boost::range::random_shuffle(availableTiles);
  3590. const int patchesForSkill[] = {4, 4, 6, 8};
  3591. const int patchesToPut = std::min<int>(patchesForSkill[spellLvl], availableTiles.size());
  3592. //land mines or quicksand patches are handled as spell created obstacles
  3593. for (int i = 0; i < patchesToPut; i++)
  3594. placeObstacle(availableTiles[i]);
  3595. }
  3596. break;
  3597. case SpellID::FORCE_FIELD:
  3598. placeObstacle(destination);
  3599. break;
  3600. case SpellID::FIRE_WALL:
  3601. {
  3602. //fire wall is build from multiple obstacles - one fire piece for each affected hex
  3603. auto affectedHexes = spell->rangeInHexes(destination, spellLvl, casterSide);
  3604. BOOST_FOREACH(BattleHex hex, affectedHexes)
  3605. placeObstacle(hex);
  3606. }
  3607. break;
  3608. case SpellID::TELEPORT:
  3609. {
  3610. BattleStackMoved bsm;
  3611. bsm.distance = -1;
  3612. bsm.stack = selectedStack;
  3613. std::vector<BattleHex> tiles;
  3614. tiles.push_back(destination);
  3615. bsm.tilesToMove = tiles;
  3616. bsm.teleporting = true;
  3617. sendAndApply(&bsm);
  3618. break;
  3619. }
  3620. case SpellID::SUMMON_FIRE_ELEMENTAL:
  3621. case SpellID::SUMMON_EARTH_ELEMENTAL:
  3622. case SpellID::SUMMON_WATER_ELEMENTAL:
  3623. case SpellID::SUMMON_AIR_ELEMENTAL:
  3624. { //elemental summoning
  3625. CreatureID creID;
  3626. switch(spellID)
  3627. {
  3628. case SpellID::SUMMON_FIRE_ELEMENTAL:
  3629. creID = CreatureID::FIRE_ELEMENTAL;
  3630. break;
  3631. case SpellID::SUMMON_EARTH_ELEMENTAL:
  3632. creID = CreatureID::EARTH_ELEMENTAL;
  3633. break;
  3634. case SpellID::SUMMON_WATER_ELEMENTAL:
  3635. creID = CreatureID::WATER_ELEMENTAL;
  3636. break;
  3637. case SpellID::SUMMON_AIR_ELEMENTAL:
  3638. creID = CreatureID::AIR_ELEMENTAL;
  3639. break;
  3640. }
  3641. BattleStackAdded bsa;
  3642. bsa.creID = creID;
  3643. bsa.attacker = !(bool)casterSide;
  3644. bsa.summoned = true;
  3645. bsa.pos = gs->curB->getAvaliableHex(creID, !(bool)casterSide); //TODO: unify it
  3646. //TODO stack casting -> probably power will be zero; set the proper number of creatures manually
  3647. int percentBonus = caster ? caster->valOfBonuses(Bonus::SPECIFIC_SPELL_DAMAGE, spellID.toEnum()) : 0;
  3648. bsa.amount = usedSpellPower
  3649. * SpellID(spellID).toSpell()->powers[spellLvl]
  3650. * (100 + percentBonus) / 100.0; //new feature - percentage bonus
  3651. if(bsa.amount)
  3652. sendAndApply(&bsa);
  3653. else
  3654. complain("Summoning elementals didn't summon any!");
  3655. }
  3656. break;
  3657. case SpellID::CLONE:
  3658. {
  3659. const CStack * clonedStack = NULL;
  3660. if (attackedCres.size())
  3661. clonedStack = *attackedCres.begin();
  3662. if (!clonedStack)
  3663. {
  3664. complain ("No target stack to clone!");
  3665. return;
  3666. }
  3667. BattleStackAdded bsa;
  3668. bsa.creID = clonedStack->type->idNumber;
  3669. bsa.attacker = !(bool)casterSide;
  3670. bsa.summoned = true;
  3671. bsa.pos = gs->curB->getAvaliableHex(bsa.creID, !(bool)casterSide); //TODO: unify it
  3672. bsa.amount = clonedStack->count;
  3673. sendAndApply (&bsa);
  3674. BattleSetStackProperty ssp;
  3675. ssp.stackID = gs->curB->stacks.back()->ID; //how to get recent stack?
  3676. ssp.which = BattleSetStackProperty::CLONED; //using enum values
  3677. ssp.val = 0;
  3678. ssp.absolute = 1;
  3679. sendAndApply(&ssp);
  3680. }
  3681. break;
  3682. case SpellID::REMOVE_OBSTACLE:
  3683. {
  3684. ObstaclesRemoved obr;
  3685. BOOST_FOREACH(auto &obstacle, battleGetAllObstacles())
  3686. {
  3687. if(vstd::contains(obstacle->getBlockedTiles(), destination))
  3688. obr.obstacles.insert(obstacle->uniqueID);
  3689. }
  3690. if(!obr.obstacles.empty())
  3691. sendAndApply(&obr);
  3692. else
  3693. complain("There's no obstacle to remove!");
  3694. break;
  3695. }
  3696. break;
  3697. case SpellID::DEATH_STARE: //handled in a bit different way
  3698. {
  3699. for(auto it = attackedCres.begin(); it != attackedCres.end(); ++it)
  3700. {
  3701. if((*it)->hasBonusOfType(Bonus::UNDEAD) || (*it)->hasBonusOfType(Bonus::NON_LIVING)) //this creature is immune
  3702. {
  3703. sc.dmgToDisplay = 0; //TODO: handle Death Stare for multiple targets (?)
  3704. continue;
  3705. }
  3706. BattleStackAttacked bsa;
  3707. bsa.flags |= BattleStackAttacked::EFFECT;
  3708. bsa.effect = spell->mainEffectAnim; //from config\spell-Info.txt
  3709. bsa.damageAmount = usedSpellPower * (*it)->valOfBonuses(Bonus::STACK_HEALTH);
  3710. bsa.stackAttacked = (*it)->ID;
  3711. bsa.attackerID = -1;
  3712. (*it)->prepareAttacked(bsa);
  3713. si.stacks.push_back(bsa);
  3714. }
  3715. }
  3716. break;
  3717. case SpellID::ACID_BREATH_DAMAGE: //new effect, separate from acid breath defense reduction
  3718. {
  3719. for(auto it = attackedCres.begin(); it != attackedCres.end(); ++it) //no immunities
  3720. {
  3721. BattleStackAttacked bsa;
  3722. bsa.flags |= BattleStackAttacked::EFFECT;
  3723. bsa.effect = spell->mainEffectAnim;
  3724. bsa.damageAmount = usedSpellPower; //damage times the number of attackers
  3725. bsa.stackAttacked = (*it)->ID;
  3726. bsa.attackerID = -1;
  3727. (*it)->prepareAttacked(bsa);
  3728. si.stacks.push_back(bsa);
  3729. }
  3730. }
  3731. break;
  3732. }
  3733. sendAndApply(&sc);
  3734. if(!si.stacks.empty()) //after spellcast info shows
  3735. sendAndApply(&si);
  3736. if (mode == ECastingMode::CREATURE_ACTIVE_CASTING || mode == ECastingMode::ENCHANTER_CASTING) //reduce number of casts remaining
  3737. {
  3738. BattleSetStackProperty ssp;
  3739. ssp.stackID = stack->ID;
  3740. ssp.which = BattleSetStackProperty::CASTS;
  3741. ssp.val = -1;
  3742. ssp.absolute = false;
  3743. sendAndApply(&ssp);
  3744. }
  3745. //Magic Mirror effect
  3746. if (spell->isNegative() && mode != ECastingMode::MAGIC_MIRROR && spell->level && spell->range[0] == "0") //it is actual spell and can be reflected to single target, no recurrence
  3747. {
  3748. for(auto it = attackedCres.begin(); it != attackedCres.end(); ++it)
  3749. {
  3750. int mirrorChance = (*it)->valOfBonuses(Bonus::MAGIC_MIRROR);
  3751. if(mirrorChance > rand()%100)
  3752. {
  3753. std::vector<CStack *> mirrorTargets;
  3754. std::vector<CStack *> & battleStacks = gs->curB->stacks;
  3755. for (size_t j = 0; j < battleStacks.size(); ++j)
  3756. {
  3757. if(battleStacks[j]->owner == gs->curB->sides[casterSide]) //get enemy stacks which can be affected by this spell
  3758. {
  3759. if (!gs->curB->battleIsImmune(NULL, spell, ECastingMode::MAGIC_MIRROR, battleStacks[j]->position))
  3760. mirrorTargets.push_back(battleStacks[j]);
  3761. }
  3762. }
  3763. if (mirrorTargets.size())
  3764. {
  3765. int targetHex = mirrorTargets[rand() % mirrorTargets.size()]->position;
  3766. handleSpellCasting(spellID, 0, targetHex, 1 - casterSide, (*it)->owner, NULL, (caster ? caster : NULL), usedSpellPower, ECastingMode::MAGIC_MIRROR, (*it));
  3767. }
  3768. }
  3769. }
  3770. }
  3771. }
  3772. bool CGameHandler::makeCustomAction( BattleAction &ba )
  3773. {
  3774. switch(ba.actionType)
  3775. {
  3776. case Battle::HERO_SPELL:
  3777. {
  3778. const CGHeroInstance *h = gs->curB->heroes[ba.side];
  3779. const CGHeroInstance *secondHero = gs->curB->heroes[!ba.side];
  3780. if(!h)
  3781. {
  3782. logGlobal->warnStream() << "Wrong caster!";
  3783. return false;
  3784. }
  3785. if(ba.additionalInfo >= VLC->spellh->spells.size())
  3786. {
  3787. logGlobal->warnStream() << "Wrong spell id (" << ba.additionalInfo << ")!";
  3788. return false;
  3789. }
  3790. const CSpell *s = SpellID(ba.additionalInfo).toSpell();
  3791. if (s->mainEffectAnim > -1 || (s->id >= 66 || s->id <= 69) || s->id == SpellID::CLONE) //allow summon elementals
  3792. //TODO: special effects, like Clone
  3793. {
  3794. ui8 skill = h->getSpellSchoolLevel(s); //skill level
  3795. ESpellCastProblem::ESpellCastProblem escp = gs->curB->battleCanCastThisSpell(h->tempOwner, s, ECastingMode::HERO_CASTING);
  3796. if(escp != ESpellCastProblem::OK)
  3797. {
  3798. logGlobal->warnStream() << "Spell cannot be cast!";
  3799. logGlobal->warnStream() << "Problem : " << escp;
  3800. return false;
  3801. }
  3802. StartAction start_action(ba);
  3803. sendAndApply(&start_action); //start spell casting
  3804. handleSpellCasting (SpellID(ba.additionalInfo), skill, ba.destinationTile, ba.side, h->tempOwner,
  3805. h, secondHero, h->getPrimSkillLevel(PrimarySkill::SPELL_POWER),
  3806. ECastingMode::HERO_CASTING, NULL, ba.selectedStack);
  3807. sendAndApply(&end_action);
  3808. if( !gs->curB->battleGetStackByID(gs->curB->activeStack, false)->alive() )
  3809. {
  3810. battleMadeAction.setn(true);
  3811. }
  3812. checkForBattleEnd();
  3813. if(battleResult.get())
  3814. {
  3815. battleMadeAction.setn(true);
  3816. //battle will be ended by startBattle function
  3817. //endBattle(gs->curB->tile, gs->curB->heroes[0], gs->curB->heroes[1]);
  3818. }
  3819. return true;
  3820. }
  3821. else
  3822. {
  3823. logGlobal->warnStream() << "Spell " << s->name << " is not yet supported!";
  3824. return false;
  3825. }
  3826. }
  3827. }
  3828. return false;
  3829. }
  3830. void CGameHandler::stackTurnTrigger(const CStack * st)
  3831. {
  3832. BattleTriggerEffect bte;
  3833. bte.stackID = st->ID;
  3834. bte.effect = -1;
  3835. bte.val = 0;
  3836. bte.additionalInfo = 0;
  3837. if (st->alive())
  3838. {
  3839. //unbind
  3840. if (st->getEffect (SpellID::BIND))
  3841. {
  3842. bool unbind = true;
  3843. BonusList bl = *(st->getBonuses(Selector::type(Bonus::BIND_EFFECT)));
  3844. std::set<const CStack*> stacks = gs->curB-> batteAdjacentCreatures(st);
  3845. BOOST_FOREACH(Bonus * b, bl)
  3846. {
  3847. const CStack * stack = gs->curB->battleGetStackByID(b->additionalInfo); //binding stack must be alive and adjacent
  3848. if (stack)
  3849. {
  3850. if (vstd::contains(stacks, stack)) //binding stack is still present
  3851. {
  3852. unbind = false;
  3853. }
  3854. }
  3855. }
  3856. if (unbind)
  3857. {
  3858. BattleSetStackProperty ssp;
  3859. ssp.which = BattleSetStackProperty::UNBIND;
  3860. ssp.stackID = st->ID;
  3861. sendAndApply(&ssp);
  3862. }
  3863. }
  3864. //regeneration
  3865. if(st->hasBonusOfType(Bonus::HP_REGENERATION))
  3866. {
  3867. bte.effect = Bonus::HP_REGENERATION;
  3868. bte.val = std::min((int)(st->MaxHealth() - st->firstHPleft), st->valOfBonuses(Bonus::HP_REGENERATION));
  3869. }
  3870. if(st->hasBonusOfType(Bonus::FULL_HP_REGENERATION))
  3871. {
  3872. bte.effect = Bonus::HP_REGENERATION;
  3873. bte.val = st->MaxHealth() - st->firstHPleft;
  3874. }
  3875. if (bte.val) //anything to heal
  3876. sendAndApply(&bte);
  3877. if(st->hasBonusOfType(Bonus::POISON))
  3878. {
  3879. const Bonus * b = st->getBonusLocalFirst(Selector::source(Bonus::SPELL_EFFECT, SpellID::POISON) && Selector::type(Bonus::STACK_HEALTH));
  3880. if (b) //TODO: what if not?...
  3881. {
  3882. bte.val = std::max (b->val - 10, -(st->valOfBonuses(Bonus::POISON)));
  3883. if (bte.val < b->val) //(negative) poison effect increases - update it
  3884. {
  3885. bte.effect = Bonus::POISON;
  3886. sendAndApply(&bte);
  3887. }
  3888. }
  3889. }
  3890. if (st->hasBonusOfType(Bonus::MANA_DRAIN) && !vstd::contains(st->state, EBattleStackState::DRAINED_MANA))
  3891. {
  3892. const CGHeroInstance * enemy = gs->curB->getHero(gs->curB->theOtherPlayer(st->owner));
  3893. if (enemy)
  3894. {
  3895. ui32 manaDrained = st->valOfBonuses(Bonus::MANA_DRAIN);
  3896. vstd::amin (manaDrained, gs->curB->heroes[0]->mana);
  3897. if (manaDrained)
  3898. {
  3899. bte.effect = Bonus::MANA_DRAIN;
  3900. bte.val = manaDrained;
  3901. bte.additionalInfo = enemy->id.getNum(); //for sanity
  3902. sendAndApply(&bte);
  3903. }
  3904. }
  3905. }
  3906. if (!st->hasBonusOfType(Bonus::FEARLESS))
  3907. {
  3908. bool fearsomeCreature = false;
  3909. BOOST_FOREACH(CStack * stack, gs->curB->stacks)
  3910. {
  3911. if (stack->owner != st->owner && stack->hasBonusOfType(Bonus::FEAR))
  3912. {
  3913. fearsomeCreature = true;
  3914. break;
  3915. }
  3916. }
  3917. if (fearsomeCreature)
  3918. {
  3919. if (rand() % 100 < 10) //fixed 10%
  3920. {
  3921. bte.effect = Bonus::FEAR;
  3922. sendAndApply(&bte);
  3923. }
  3924. }
  3925. }
  3926. BonusList bl = *(st->getBonuses(Selector::type(Bonus::ENCHANTER)));
  3927. int side = gs->curB->whatSide(st->owner);
  3928. if (bl.size() && st->casts && !gs->curB->enchanterCounter[side])
  3929. {
  3930. int index = rand() % bl.size();
  3931. SpellID spellID = SpellID(bl[index]->subtype);
  3932. if (gs->curB->battleCanCastThisSpell(st->owner, SpellID(spellID).toSpell(), ECastingMode::ENCHANTER_CASTING) == ESpellCastProblem::OK) //TODO: select another available?
  3933. {
  3934. int spellLeveL = bl[index]->val; //spell level
  3935. const CGHeroInstance * enemyHero = gs->curB->getHero(gs->curB->theOtherPlayer(st->owner));
  3936. handleSpellCasting(spellID, spellLeveL, -1, side, st->owner, NULL, enemyHero, 0, ECastingMode::ENCHANTER_CASTING, st);
  3937. BattleSetStackProperty ssp;
  3938. ssp.which = BattleSetStackProperty::ENCHANTER_COUNTER;
  3939. ssp.absolute = false;
  3940. ssp.val = bl[index]->additionalInfo; //increase cooldown counter
  3941. ssp.stackID = st->ID;
  3942. sendAndApply(&ssp);
  3943. }
  3944. }
  3945. bl = *(st->getBonuses(Selector::type(Bonus::ENCHANTED)));
  3946. BOOST_FOREACH (auto b, bl)
  3947. {
  3948. SetStackEffect sse;
  3949. int val = bl.valOfBonuses (Selector::typeSubtype(b->type, b->subtype));
  3950. if (val > 3)
  3951. {
  3952. BOOST_FOREACH (auto s, gs->curB->battleGetAllStacks())
  3953. {
  3954. if (st->owner == s->owner && s->isValidTarget()) //all allied
  3955. sse.stacks.push_back (s->ID);
  3956. }
  3957. }
  3958. else
  3959. sse.stacks.push_back (st->ID);
  3960. Bonus pseudoBonus;
  3961. pseudoBonus.sid = b->subtype;
  3962. pseudoBonus.val = ((val > 3) ? (val - 3) : val);
  3963. pseudoBonus.turnsRemain = 50;
  3964. st->stackEffectToFeature (sse.effect, pseudoBonus);
  3965. if (sse.effect.size())
  3966. sendAndApply (&sse);
  3967. }
  3968. }
  3969. }
  3970. void CGameHandler::handleDamageFromObstacle(const CObstacleInstance &obstacle, const CStack * curStack)
  3971. {
  3972. //we want to determine following vars depending on obstacle type
  3973. int damage = -1;
  3974. int effect = -1;
  3975. bool oneTimeObstacle = false;
  3976. //helper info
  3977. const SpellCreatedObstacle *spellObstacle = dynamic_cast<const SpellCreatedObstacle*>(&obstacle); //not nice but we may need spell params
  3978. const ui8 side = curStack->attackerOwned; //if enemy is defending (false = 0), side of our hero is also 0 (attacker)
  3979. const CGHeroInstance *hero = gs->curB->heroes[side];
  3980. if(obstacle.obstacleType == CObstacleInstance::MOAT)
  3981. {
  3982. damage = battleGetMoatDmg();
  3983. }
  3984. else if(obstacle.obstacleType == CObstacleInstance::LAND_MINE)
  3985. {
  3986. //You don't get hit by a Mine you can see.
  3987. if(gs->curB->battleIsObstacleVisibleForSide(obstacle, (BattlePerspective::BattlePerspective)side))
  3988. return;
  3989. oneTimeObstacle = true;
  3990. effect = 82; //makes
  3991. damage = gs->curB->calculateSpellDmg(SpellID(SpellID::LAND_MINE).toSpell(), hero, curStack,
  3992. spellObstacle->spellLevel, spellObstacle->casterSpellPower);
  3993. //TODO even if obstacle wasn't created by hero (Tower "moat") it should deal dmg as if casted by hero,
  3994. //if it is bigger than default dmg. Or is it just irrelevant H3 implementation quirk
  3995. }
  3996. else if(obstacle.obstacleType == CObstacleInstance::FIRE_WALL)
  3997. {
  3998. damage = gs->curB->calculateSpellDmg(SpellID(SpellID::FIRE_WALL).toSpell(), hero, curStack,
  3999. spellObstacle->spellLevel, spellObstacle->casterSpellPower);
  4000. }
  4001. else
  4002. {
  4003. //no other obstacle does damage to stack
  4004. return;
  4005. }
  4006. BattleStackAttacked bsa;
  4007. if(effect >= 0)
  4008. {
  4009. bsa.flags |= BattleStackAttacked::EFFECT;
  4010. bsa.effect = effect; //makes POOF
  4011. }
  4012. bsa.damageAmount = damage;
  4013. bsa.stackAttacked = curStack->ID;
  4014. bsa.attackerID = -1;
  4015. curStack->prepareAttacked(bsa);
  4016. StacksInjured si;
  4017. si.stacks.push_back(bsa);
  4018. sendAndApply(&si);
  4019. if(oneTimeObstacle)
  4020. removeObstacle(obstacle);
  4021. }
  4022. void CGameHandler::handleTimeEvents()
  4023. {
  4024. gs->map->events.sort(evntCmp);
  4025. while(gs->map->events.size() && gs->map->events.front().firstOccurence+1 == gs->day)
  4026. {
  4027. CMapEvent ev = gs->map->events.front();
  4028. for(int player = 0; player < PlayerColor::PLAYER_LIMIT_I; player++)
  4029. {
  4030. PlayerState *pinfo = gs->getPlayer(PlayerColor(player));
  4031. if( pinfo //player exists
  4032. && (ev.players & 1<<player) //event is enabled to this player
  4033. && ((ev.computerAffected && !pinfo->human)
  4034. || (ev.humanAffected && pinfo->human)
  4035. )
  4036. )
  4037. {
  4038. //give resources
  4039. SetResources sr;
  4040. sr.player = PlayerColor(player);
  4041. sr.res = pinfo->resources + ev.resources;
  4042. //prepare dialog
  4043. InfoWindow iw;
  4044. iw.player = PlayerColor(player);
  4045. iw.text << ev.message;
  4046. for (int i=0; i<ev.resources.size(); i++)
  4047. {
  4048. if(ev.resources[i]) //if resource is changed, we add it to the dialog
  4049. iw.components.push_back(Component(Component::RESOURCE,i,ev.resources[i],0));
  4050. }
  4051. if (iw.components.size())
  4052. {
  4053. sr.res.amax(0); // If removing too much resources, adjust the amount so the total doesn't become negative.
  4054. sendAndApply(&sr); //update player resources if changed
  4055. }
  4056. sendAndApply(&iw); //show dialog
  4057. }
  4058. } //PLAYERS LOOP
  4059. if(ev.nextOccurence)
  4060. {
  4061. gs->map->events.pop_front();
  4062. ev.firstOccurence += ev.nextOccurence;
  4063. auto it = gs->map->events.begin();
  4064. while ( it !=gs->map->events.end() && it->earlierThanOrEqual(ev))
  4065. it++;
  4066. gs->map->events.insert(it, ev);
  4067. }
  4068. else
  4069. {
  4070. gs->map->events.pop_front();
  4071. }
  4072. }
  4073. //TODO send only if changed
  4074. UpdateMapEvents ume;
  4075. ume.events = gs->map->events;
  4076. sendAndApply(&ume);
  4077. }
  4078. void CGameHandler::handleTownEvents(CGTownInstance * town, NewTurn &n)
  4079. {
  4080. town->events.sort(evntCmp);
  4081. while(town->events.size() && town->events.front().firstOccurence == gs->day)
  4082. {
  4083. PlayerColor player = town->tempOwner;
  4084. CCastleEvent ev = town->events.front();
  4085. PlayerState *pinfo = gs->getPlayer(player);
  4086. if( pinfo //player exists
  4087. && (ev.players & 1<<player.getNum()) //event is enabled to this player
  4088. && ((ev.computerAffected && !pinfo->human)
  4089. || (ev.humanAffected && pinfo->human) ) )
  4090. {
  4091. // dialog
  4092. InfoWindow iw;
  4093. iw.player = player;
  4094. iw.text << ev.message;
  4095. if(ev.resources.nonZero())
  4096. {
  4097. TResources was = n.res[player];
  4098. n.res[player] += ev.resources;
  4099. n.res[player].amax(0);
  4100. for (int i=0; i<ev.resources.size(); i++)
  4101. if(ev.resources[i] && pinfo->resources[i] != n.res[player][i]) //if resource had changed, we add it to the dialog
  4102. iw.components.push_back(Component(Component::RESOURCE,i,n.res[player][i]-was[i],0));
  4103. }
  4104. BOOST_FOREACH(auto & i, ev.buildings)
  4105. {
  4106. if ( town->hasBuilt(i))
  4107. {
  4108. buildStructure(town->id, i, true);
  4109. iw.components.push_back(Component(Component::BUILDING, town->subID, i, 0));
  4110. }
  4111. }
  4112. if (!ev.creatures.empty() && !vstd::contains(n.cres, town->id))
  4113. {
  4114. n.cres[town->id].tid = town->id;
  4115. n.cres[town->id].creatures = town->creatures;
  4116. }
  4117. auto & sac = n.cres[town->id];
  4118. for(si32 i=0;i<ev.creatures.size();i++) //creature growths
  4119. {
  4120. if(town->creatureDwellingLevel(i) >= 0 && ev.creatures[i])//there is dwelling
  4121. {
  4122. sac.creatures[i].first += ev.creatures[i];
  4123. iw.components.push_back(Component(Component::CREATURE,
  4124. town->creatures[i].second.back(), ev.creatures[i], 0));
  4125. }
  4126. }
  4127. sendAndApply(&iw); //show dialog
  4128. }
  4129. if(ev.nextOccurence)
  4130. {
  4131. town->events.pop_front();
  4132. ev.firstOccurence += ev.nextOccurence;
  4133. auto it = town->events.begin();
  4134. while ( it != town->events.end() && it->earlierThanOrEqual(ev))
  4135. it++;
  4136. town->events.insert(it, ev);
  4137. }
  4138. else
  4139. {
  4140. town->events.pop_front();
  4141. }
  4142. }
  4143. //TODO send only if changed
  4144. UpdateCastleEvents uce;
  4145. uce.town = town->id;
  4146. uce.events = town->events;
  4147. sendAndApply(&uce);
  4148. }
  4149. bool CGameHandler::complain( const std::string &problem )
  4150. {
  4151. sendMessageToAll("Server encountered a problem: " + problem);
  4152. logGlobal->errorStream() << problem;
  4153. return true;
  4154. }
  4155. void CGameHandler::showGarrisonDialog( ObjectInstanceID upobj, ObjectInstanceID hid, bool removableUnits, const boost::function<void()> &cb )
  4156. {
  4157. //PlayerColor player = getOwner(hid);
  4158. auto upperArmy = dynamic_cast<const CArmedInstance*>(getObj(upobj));
  4159. auto lowerArmy = dynamic_cast<const CArmedInstance*>(getObj(hid));
  4160. assert(lowerArmy);
  4161. assert(upperArmy);
  4162. auto garrisonQuery = make_shared<CGarrisonDialogQuery>(upperArmy, lowerArmy);
  4163. queries.addQuery(garrisonQuery);
  4164. GarrisonDialog gd;
  4165. gd.hid = hid;
  4166. gd.objid = upobj;
  4167. gd.removableUnits = removableUnits;
  4168. gd.queryID = garrisonQuery->queryID;
  4169. sendAndApply(&gd);
  4170. }
  4171. void CGameHandler::showThievesGuildWindow(PlayerColor player, ObjectInstanceID requestingObjId)
  4172. {
  4173. OpenWindow ow;
  4174. ow.window = OpenWindow::THIEVES_GUILD;
  4175. ow.id1 = player.getNum();
  4176. ow.id2 = requestingObjId.getNum();
  4177. sendAndApply(&ow);
  4178. }
  4179. bool CGameHandler::isAllowedExchange( ObjectInstanceID id1, ObjectInstanceID id2 )
  4180. {
  4181. if(id1 == id2)
  4182. return true;
  4183. const CGObjectInstance *o1 = getObj(id1), *o2 = getObj(id2);
  4184. if(!o1 || !o2)
  4185. return true; //arranging stacks within an object should be always allowed
  4186. if (o1 && o2)
  4187. {
  4188. if(o1->ID == Obj::TOWN)
  4189. {
  4190. const CGTownInstance *t = static_cast<const CGTownInstance*>(o1);
  4191. if(t->visitingHero == o2 || t->garrisonHero == o2)
  4192. return true;
  4193. }
  4194. if(o2->ID == Obj::TOWN)
  4195. {
  4196. const CGTownInstance *t = static_cast<const CGTownInstance*>(o2);
  4197. if(t->visitingHero == o1 || t->garrisonHero == o1)
  4198. return true;
  4199. }
  4200. if (o1->ID == Obj::HERO && o2->ID == Obj::HERO)
  4201. {
  4202. const CGHeroInstance *h1 = static_cast<const CGHeroInstance*>(o1);
  4203. const CGHeroInstance *h2 = static_cast<const CGHeroInstance*>(o2);
  4204. // two heroes in same town (garrisoned and visiting)
  4205. if (h1->visitedTown != nullptr && h2->visitedTown != nullptr && h1->visitedTown == h2->visitedTown)
  4206. return true;
  4207. }
  4208. //Ongoing garrison exchange
  4209. if(auto dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries.topQuery(o1->tempOwner)))
  4210. {
  4211. if(dialog->exchangingArmies[0] == o1 && dialog->exchangingArmies[1] == o2)
  4212. return true;
  4213. if(dialog->exchangingArmies[1] == o1 && dialog->exchangingArmies[0] == o2)
  4214. return true;
  4215. }
  4216. }
  4217. return false;
  4218. }
  4219. void CGameHandler::objectVisited( const CGObjectInstance * obj, const CGHeroInstance * h )
  4220. {
  4221. logGlobal->traceStream() << h->nodeName() << " visits " << obj->getHoverText();
  4222. auto visitQuery = make_shared<CObjectVisitQuery>(obj, h, obj->visitablePos());
  4223. queries.addQuery(visitQuery); //TODO real visit pos
  4224. HeroVisit hv;
  4225. hv.obj = obj;
  4226. hv.hero = h;
  4227. hv.starting = true;
  4228. sendAndApply(&hv);
  4229. obj->onHeroVisit(h);
  4230. queries.popIfTop(visitQuery); //visit ends here if no queries were created
  4231. }
  4232. void CGameHandler::objectVisitEnded(const CObjectVisitQuery &query)
  4233. {
  4234. logGlobal->traceStream() << query.visitingHero->nodeName() << " visit ends.\n";
  4235. HeroVisit hv;
  4236. hv.obj = nullptr; //not necessary, moreover may have been deleted in the meantime
  4237. hv.hero = query.visitingHero;
  4238. hv.starting = false;
  4239. sendAndApply(&hv);
  4240. }
  4241. bool CGameHandler::buildBoat( ObjectInstanceID objid )
  4242. {
  4243. const IShipyard *obj = IShipyard::castFrom(getObj(objid));
  4244. if(obj->state() != IBoatGenerator::GOOD)
  4245. {
  4246. complain("Cannot build boat in this shipyard!");
  4247. return false;
  4248. }
  4249. else if(obj->o->ID == Obj::TOWN
  4250. && !static_cast<const CGTownInstance*>(obj)->hasBuilt(BuildingID::SHIPYARD))
  4251. {
  4252. complain("Cannot build boat in the town - no shipyard!");
  4253. return false;
  4254. }
  4255. const PlayerColor playerID = obj->o->tempOwner;
  4256. TResources boatCost;
  4257. obj->getBoatCost(boatCost);
  4258. TResources aviable = gs->getPlayer(playerID)->resources;
  4259. if (!aviable.canAfford(boatCost))
  4260. {
  4261. complain("Not enough resources to build a boat!");
  4262. return false;
  4263. }
  4264. int3 tile = obj->bestLocation();
  4265. if(!gs->map->isInTheMap(tile))
  4266. {
  4267. complain("Cannot find appropriate tile for a boat!");
  4268. return false;
  4269. }
  4270. //take boat cost
  4271. SetResources sr;
  4272. sr.player = playerID;
  4273. sr.res = (aviable - boatCost);
  4274. sendAndApply(&sr);
  4275. //create boat
  4276. NewObject no;
  4277. no.ID = Obj::BOAT;
  4278. no.subID = obj->getBoatType();
  4279. no.pos = tile + int3(1,0,0);
  4280. sendAndApply(&no);
  4281. return true;
  4282. }
  4283. void CGameHandler::engageIntoBattle( PlayerColor player )
  4284. {
  4285. //notify interfaces
  4286. PlayerBlocked pb;
  4287. pb.player = player;
  4288. pb.reason = PlayerBlocked::UPCOMING_BATTLE;
  4289. sendAndApply(&pb);
  4290. }
  4291. void CGameHandler::winLoseHandle(ui8 players )
  4292. {
  4293. for(size_t i = 0; i < PlayerColor::PLAYER_LIMIT_I; i++)
  4294. {
  4295. if(players & 1<<i && gs->getPlayer(PlayerColor(i)))
  4296. {
  4297. checkLossVictory(PlayerColor(i));
  4298. }
  4299. }
  4300. }
  4301. void CGameHandler::checkLossVictory( PlayerColor player )
  4302. {
  4303. const PlayerState *p = gs->getPlayer(player);
  4304. if(p->status) //player already won / lost
  4305. return;
  4306. int loss = gs->lossCheck(player);
  4307. int vic = gs->victoryCheck(player);
  4308. if(!loss && !vic)
  4309. return;
  4310. InfoWindow iw;
  4311. getLossVicMessage(player, vic ? vic : loss , vic, iw);
  4312. sendAndApply(&iw);
  4313. PlayerEndsGame peg;
  4314. peg.player = player;
  4315. peg.victory = vic;
  4316. sendAndApply(&peg);
  4317. if(vic) //one player won -> all enemies lost
  4318. {
  4319. iw.text.localStrings.front().second++; //message about losing because enemy won first is just after victory message
  4320. for (auto i = gs->players.cbegin(); i!=gs->players.cend(); i++)
  4321. {
  4322. if(i->first < PlayerColor::PLAYER_LIMIT && i->first != player)//FIXME: skip already eliminated players?
  4323. {
  4324. iw.player = i->first;
  4325. sendAndApply(&iw);
  4326. peg.player = i->first;
  4327. peg.victory = gameState()->getPlayerRelations(player, i->first) == PlayerRelations::ALLIES; // ally of winner
  4328. sendAndApply(&peg);
  4329. }
  4330. }
  4331. }
  4332. else //player lost -> all his objects become unflagged (neutral)
  4333. {
  4334. auto hlp = p->heroes;
  4335. for (auto i = hlp.cbegin(); i != hlp.cend(); i++) //eliminate heroes
  4336. removeObject(*i);
  4337. for (auto i = gs->map->objects.cbegin(); i != gs->map->objects.cend(); i++) //unflag objs
  4338. {
  4339. if(*i && (*i)->tempOwner == player)
  4340. setOwner(*i,PlayerColor::NEUTRAL);
  4341. }
  4342. //eliminating one player may cause victory of another:
  4343. winLoseHandle(GameConstants::ALL_PLAYERS & ~(1<<player.getNum()));
  4344. }
  4345. if(vic && p->human)
  4346. {
  4347. end2 = true;
  4348. if(gs->scenarioOps->campState)
  4349. {
  4350. std::vector<CGHeroInstance *> hes;
  4351. BOOST_FOREACH(CGHeroInstance * ghi, gs->map->heroes)
  4352. {
  4353. if (ghi->tempOwner == player)
  4354. {
  4355. hes.push_back(ghi);
  4356. }
  4357. }
  4358. gs->scenarioOps->campState->mapConquered(hes);
  4359. //Request clients to change connection mode
  4360. PrepareForAdvancingCampaign pfac;
  4361. sendAndApply(&pfac);
  4362. //Change connection mode
  4363. if(getPlayer(player)->human && getStartInfo()->campState)
  4364. {
  4365. BOOST_FOREACH(auto connection, conns)
  4366. connection->prepareForSendingHeroes();
  4367. }
  4368. UpdateCampaignState ucs;
  4369. ucs.camp = gs->scenarioOps->campState;
  4370. sendAndApply(&ucs);
  4371. }
  4372. }
  4373. }
  4374. void CGameHandler::getLossVicMessage( PlayerColor player, si8 standard, bool victory, InfoWindow &out ) const
  4375. {
  4376. // const PlayerState *p = gs->getPlayer(player);
  4377. // if(!p->human)
  4378. // return; //AI doesn't need text info of loss
  4379. out.player = player;
  4380. if(victory)
  4381. {
  4382. if(standard > 0) //not std loss
  4383. {
  4384. switch(gs->map->victoryCondition.condition)
  4385. {
  4386. case EVictoryConditionType::ARTIFACT:
  4387. out.text.addTxt(MetaString::GENERAL_TXT, 280); //Congratulations! You have found the %s, and can claim victory!
  4388. out.text.addReplacement(MetaString::ART_NAMES,gs->map->victoryCondition.objectId); //artifact name
  4389. break;
  4390. case EVictoryConditionType::GATHERTROOP:
  4391. out.text.addTxt(MetaString::GENERAL_TXT, 276); //Congratulations! You have over %d %s in your armies. Your enemies have no choice but to bow down before your power!
  4392. out.text.addReplacement(gs->map->victoryCondition.count);
  4393. out.text.addReplacement(MetaString::CRE_PL_NAMES, gs->map->victoryCondition.objectId);
  4394. break;
  4395. case EVictoryConditionType::GATHERRESOURCE:
  4396. out.text.addTxt(MetaString::GENERAL_TXT, 278); //Congratulations! You have collected over %d %s in your treasury. Victory is yours!
  4397. out.text.addReplacement(gs->map->victoryCondition.count);
  4398. out.text.addReplacement(MetaString::RES_NAMES, gs->map->victoryCondition.objectId);
  4399. break;
  4400. case EVictoryConditionType::BUILDCITY:
  4401. out.text.addTxt(MetaString::GENERAL_TXT, 282); //Congratulations! You have successfully upgraded your town, and can claim victory!
  4402. break;
  4403. case EVictoryConditionType::BUILDGRAIL:
  4404. out.text.addTxt(MetaString::GENERAL_TXT, 284); //Congratulations! You have constructed a permanent home for the Grail, and can claim victory!
  4405. break;
  4406. case EVictoryConditionType::BEATHERO:
  4407. {
  4408. out.text.addTxt(MetaString::GENERAL_TXT, 252); //Congratulations! You have completed your quest to defeat the enemy hero %s. Victory is yours!
  4409. const CGHeroInstance *h = dynamic_cast<const CGHeroInstance*>(gs->map->victoryCondition.obj);
  4410. assert(h);
  4411. out.text.addReplacement(h->name);
  4412. }
  4413. break;
  4414. case EVictoryConditionType::CAPTURECITY:
  4415. {
  4416. out.text.addTxt(MetaString::GENERAL_TXT, 249); //Congratulations! You captured %s, and are victorious!
  4417. const CGTownInstance *t = dynamic_cast<const CGTownInstance*>(gs->map->victoryCondition.obj);
  4418. assert(t);
  4419. out.text.addReplacement(t->name);
  4420. }
  4421. break;
  4422. case EVictoryConditionType::BEATMONSTER:
  4423. out.text.addTxt(MetaString::GENERAL_TXT, 286); //Congratulations! You have completed your quest to kill the fearsome beast, and can claim victory!
  4424. break;
  4425. case EVictoryConditionType::TAKEDWELLINGS:
  4426. out.text.addTxt(MetaString::GENERAL_TXT, 288); //Congratulations! Your flag flies on the dwelling of every creature. Victory is yours!
  4427. break;
  4428. case EVictoryConditionType::TAKEMINES:
  4429. out.text.addTxt(MetaString::GENERAL_TXT, 290); //Congratulations! Your flag flies on every mine. Victory is yours!
  4430. break;
  4431. case EVictoryConditionType::TRANSPORTITEM:
  4432. out.text.addTxt(MetaString::GENERAL_TXT, 292); //Congratulations! You have reached your destination, precious cargo intact, and can claim victory!
  4433. break;
  4434. }
  4435. }
  4436. else
  4437. {
  4438. out.text.addTxt(MetaString::GENERAL_TXT, 659); //Congratulations! You have reached your destination, precious cargo intact, and can claim victory!
  4439. }
  4440. }
  4441. else
  4442. {
  4443. if(standard > 0) //not std loss
  4444. {
  4445. switch(gs->map->lossCondition.typeOfLossCon)
  4446. {
  4447. case ELossConditionType::LOSSCASTLE:
  4448. {
  4449. out.text.addTxt(MetaString::GENERAL_TXT, 251); //The town of %s has fallen - all is lost!
  4450. const CGTownInstance *t = dynamic_cast<const CGTownInstance*>(gs->map->lossCondition.obj);
  4451. assert(t);
  4452. out.text.addReplacement(t->name);
  4453. }
  4454. break;
  4455. case ELossConditionType::LOSSHERO:
  4456. {
  4457. out.text.addTxt(MetaString::GENERAL_TXT, 253); //The hero, %s, has suffered defeat - your quest is over!
  4458. const CGHeroInstance *h = dynamic_cast<const CGHeroInstance*>(gs->map->lossCondition.obj);
  4459. assert(h);
  4460. out.text.addReplacement(h->name);
  4461. }
  4462. break;
  4463. case ELossConditionType::TIMEEXPIRES:
  4464. out.text.addTxt(MetaString::GENERAL_TXT, 254); //Alas, time has run out on your quest. All is lost.
  4465. break;
  4466. }
  4467. }
  4468. else if(standard == 2)
  4469. {
  4470. out.text.addTxt(MetaString::GENERAL_TXT, 7);//%s, your heroes abandon you, and you are banished from this land.
  4471. out.text.addReplacement(MetaString::COLOR, player.getNum());
  4472. out.components.push_back(Component(Component::FLAG, player.getNum(), 0, 0));
  4473. }
  4474. else //lost all towns and heroes
  4475. {
  4476. out.text.addTxt(MetaString::GENERAL_TXT, 660); //All your forces have been defeated, and you are banished from this land!
  4477. }
  4478. }
  4479. }
  4480. bool CGameHandler::dig( const CGHeroInstance *h )
  4481. {
  4482. for (auto i = gs->map->objects.cbegin(); i != gs->map->objects.cend(); i++) //unflag objs
  4483. {
  4484. if(*i && (*i)->ID == Obj::HOLE && (*i)->pos == h->getPosition())
  4485. {
  4486. complain("Cannot dig - there is already a hole under the hero!");
  4487. return false;
  4488. }
  4489. }
  4490. if(h->diggingStatus() != CGHeroInstance::CAN_DIG) //checks for terrain and movement
  4491. COMPLAIN_RETF("Hero cannot dig (error code %d)!", h->diggingStatus());
  4492. //create a hole
  4493. NewObject no;
  4494. no.ID = Obj::HOLE;
  4495. no.pos = h->getPosition();
  4496. no.subID = getTile(no.pos)->terType;
  4497. sendAndApply(&no);
  4498. //take MPs
  4499. SetMovePoints smp;
  4500. smp.hid = h->id;
  4501. smp.val = 0;
  4502. sendAndApply(&smp);
  4503. InfoWindow iw;
  4504. iw.player = h->tempOwner;
  4505. if(gs->map->grailPos == h->getPosition())
  4506. {
  4507. iw.text.addTxt(MetaString::GENERAL_TXT, 58); //"Congratulations! After spending many hours digging here, your hero has uncovered the "
  4508. iw.text.addTxt(MetaString::ART_NAMES, 2);
  4509. iw.soundID = soundBase::ULTIMATEARTIFACT;
  4510. giveHeroNewArtifact(h, VLC->arth->artifacts[2], ArtifactPosition::PRE_FIRST); //give grail
  4511. sendAndApply(&iw);
  4512. iw.soundID = soundBase::invalid;
  4513. iw.text.clear();
  4514. iw.text.addTxt(MetaString::ART_DESCR, 2);
  4515. sendAndApply(&iw);
  4516. }
  4517. else
  4518. {
  4519. iw.text.addTxt(MetaString::GENERAL_TXT, 59); //"Nothing here. \n Where could it be?"
  4520. iw.soundID = soundBase::Dig;
  4521. sendAndApply(&iw);
  4522. }
  4523. return true;
  4524. }
  4525. void CGameHandler::attackCasting(const BattleAttack & bat, Bonus::BonusType attackMode, const CStack * attacker)
  4526. {
  4527. if(attacker->hasBonusOfType(attackMode))
  4528. {
  4529. std::set<SpellID> spellsToCast;
  4530. TBonusListPtr spells = attacker->getBonuses(Selector::type(attackMode));
  4531. BOOST_FOREACH(const Bonus *sf, *spells)
  4532. {
  4533. spellsToCast.insert (SpellID(sf->subtype));
  4534. }
  4535. BOOST_FOREACH(SpellID spellID, spellsToCast)
  4536. {
  4537. const CStack * oneOfAttacked = NULL;
  4538. for (int g=0; g<bat.bsa.size(); ++g)
  4539. {
  4540. if (bat.bsa[g].newAmount > 0 && !bat.bsa[g].isSecondary()) //apply effects only to first target stack if it's alive
  4541. {
  4542. oneOfAttacked = gs->curB->battleGetStackByID(bat.bsa[g].stackAttacked);
  4543. break;
  4544. }
  4545. }
  4546. bool castMe = false;
  4547. int meleeRanged;
  4548. if(oneOfAttacked == NULL) //all attacked creatures have been killed
  4549. return;
  4550. int spellLevel = 0;
  4551. TBonusListPtr spellsByType = attacker->getBonuses(Selector::typeSubtype(attackMode, spellID));
  4552. BOOST_FOREACH(const Bonus *sf, *spellsByType)
  4553. {
  4554. vstd::amax(spellLevel, sf->additionalInfo % 1000); //pick highest level
  4555. meleeRanged = sf->additionalInfo / 1000;
  4556. if (meleeRanged == 0 || (meleeRanged == 1 && bat.shot()) || (meleeRanged == 2 && !bat.shot()))
  4557. castMe = true;
  4558. }
  4559. int chance = attacker->valOfBonuses((Selector::typeSubtype(attackMode, spellID)));
  4560. vstd::amin (chance, 100);
  4561. int destination = oneOfAttacked->position;
  4562. const CSpell * spell = SpellID(spellID).toSpell();
  4563. if(gs->curB->battleCanCastThisSpellHere(attacker->owner, spell, ECastingMode::AFTER_ATTACK_CASTING, oneOfAttacked->position) != ESpellCastProblem::OK)
  4564. continue;
  4565. //check if spell should be casted (probability handling)
  4566. if(rand()%100 >= chance)
  4567. continue;
  4568. //casting //TODO: check if spell can be blocked or target is immune
  4569. if (castMe) //stacks use 0 spell power. If needed, default = 3 or custom value is used
  4570. handleSpellCasting(spellID, spellLevel, destination, !attacker->attackerOwned, attacker->owner, NULL, NULL, 0, ECastingMode::AFTER_ATTACK_CASTING, attacker);
  4571. }
  4572. }
  4573. }
  4574. void CGameHandler::handleAttackBeforeCasting (const BattleAttack & bat)
  4575. {
  4576. const CStack * attacker = gs->curB->battleGetStackByID(bat.stackAttacking);
  4577. attackCasting(bat, Bonus::SPELL_BEFORE_ATTACK, attacker); //no detah stare / acid bretah needed?
  4578. }
  4579. void CGameHandler::handleAfterAttackCasting( const BattleAttack & bat )
  4580. {
  4581. const CStack * attacker = gs->curB->battleGetStackByID(bat.stackAttacking);
  4582. if (!attacker) //could be already dead
  4583. return;
  4584. attackCasting(bat, Bonus::SPELL_AFTER_ATTACK, attacker);
  4585. if(bat.bsa[0].newAmount <= 0)
  4586. {
  4587. //don't try death stare or acid breath on dead stack (crash!)
  4588. return;
  4589. }
  4590. if (attacker->hasBonusOfType(Bonus::DEATH_STARE) && bat.bsa.size())
  4591. {
  4592. // mechanics of Death Stare as in H3:
  4593. // each gorgon have 10% chance to kill (counted separately in H3) -> binomial distribution
  4594. // maximum amount that can be killed is ( gorgons_count / 10 ), rounded up
  4595. double chanceToKill = double(attacker->count * attacker->valOfBonuses(Bonus::DEATH_STARE, 0)) / 100;
  4596. vstd::amin(chanceToKill, 1); //cap at 100%
  4597. boost::binomial_distribution<> distr(attacker->count, chanceToKill);
  4598. boost::mt19937 rng(rand());
  4599. boost::variate_generator<boost::mt19937&, boost::binomial_distribution<> > dice (rng, distr);
  4600. int staredCreatures = dice();
  4601. int maxToKill = (attacker->count * chanceToKill + 99) / 100;
  4602. vstd::amin(staredCreatures, maxToKill);
  4603. staredCreatures += (attacker->level() * attacker->valOfBonuses(Bonus::DEATH_STARE, 1)) / gs->curB->battleGetStackByID(bat.bsa[0].stackAttacked)->level();
  4604. if (staredCreatures)
  4605. {
  4606. if (bat.bsa[0].newAmount > 0) //TODO: death stare was not originally available for multiple-hex attacks, but...
  4607. handleSpellCasting(SpellID::DEATH_STARE, 0, gs->curB->battleGetStackByID(bat.bsa[0].stackAttacked)->position,
  4608. !attacker->attackerOwned, attacker->owner, NULL, NULL, staredCreatures, ECastingMode::AFTER_ATTACK_CASTING, attacker);
  4609. }
  4610. }
  4611. int acidDamage = 0;
  4612. TBonusListPtr acidBreath = attacker->getBonuses(Selector::type(Bonus::ACID_BREATH));
  4613. BOOST_FOREACH(const Bonus *b, *acidBreath)
  4614. {
  4615. if (b->additionalInfo > rand()%100)
  4616. acidDamage += b->val;
  4617. }
  4618. if (acidDamage)
  4619. {
  4620. handleSpellCasting(SpellID::ACID_BREATH_DAMAGE, 0, gs->curB->battleGetStackByID(bat.bsa[0].stackAttacked)->position,
  4621. !attacker->attackerOwned, attacker->owner, NULL, NULL,
  4622. acidDamage * attacker->count, ECastingMode::AFTER_ATTACK_CASTING, attacker);
  4623. }
  4624. }
  4625. bool CGameHandler::castSpell(const CGHeroInstance *h, SpellID spellID, const int3 &pos)
  4626. {
  4627. const CSpell *s = spellID.toSpell();
  4628. int cost = h->getSpellCost(s);
  4629. int schoolLevel = h->getSpellSchoolLevel(s);
  4630. if(!h->canCastThisSpell(s))
  4631. COMPLAIN_RET("Hero cannot cast this spell!");
  4632. if(h->mana < cost)
  4633. COMPLAIN_RET("Hero doesn't have enough spell points to cast this spell!");
  4634. if(s->combatSpell)
  4635. COMPLAIN_RET("This function can be used only for adventure map spells!");
  4636. AdvmapSpellCast asc;
  4637. asc.caster = h;
  4638. asc.spellID = spellID;
  4639. sendAndApply(&asc);
  4640. switch(spellID)
  4641. {
  4642. case SpellID::SUMMON_BOAT:
  4643. {
  4644. //check if spell works at all
  4645. if(rand() % 100 >= s->powers[schoolLevel]) //power is % chance of success
  4646. {
  4647. InfoWindow iw;
  4648. iw.player = h->tempOwner;
  4649. iw.text.addTxt(MetaString::GENERAL_TXT, 336); //%s tried to summon a boat, but failed.
  4650. iw.text.addReplacement(h->name);
  4651. sendAndApply(&iw);
  4652. break;
  4653. }
  4654. //try to find unoccupied boat to summon
  4655. const CGBoat *nearest = NULL;
  4656. double dist = 0;
  4657. int3 summonPos = h->bestLocation();
  4658. if(summonPos.x < 0)
  4659. COMPLAIN_RET("There is no water tile available!");
  4660. BOOST_FOREACH(const CGObjectInstance *obj, gs->map->objects)
  4661. {
  4662. if(obj && obj->ID == Obj::BOAT)
  4663. {
  4664. const CGBoat *b = static_cast<const CGBoat*>(obj);
  4665. if(b->hero) continue; //we're looking for unoccupied boat
  4666. double nDist = distance(b->pos, h->getPosition());
  4667. if(!nearest || nDist < dist) //it's first boat or closer than previous
  4668. {
  4669. nearest = b;
  4670. dist = nDist;
  4671. }
  4672. }
  4673. }
  4674. if(nearest) //we found boat to summon
  4675. {
  4676. ChangeObjPos cop;
  4677. cop.objid = nearest->id;
  4678. cop.nPos = summonPos + int3(1,0,0);;
  4679. cop.flags = 1;
  4680. sendAndApply(&cop);
  4681. }
  4682. else if(schoolLevel < 2) //none or basic level -> cannot create boat :(
  4683. {
  4684. InfoWindow iw;
  4685. iw.player = h->tempOwner;
  4686. iw.text.addTxt(MetaString::GENERAL_TXT, 335); //There are no boats to summon.
  4687. sendAndApply(&iw);
  4688. }
  4689. else //create boat
  4690. {
  4691. NewObject no;
  4692. no.ID = Obj::BOAT;
  4693. no.subID = h->getBoatType();
  4694. no.pos = summonPos + int3(1,0,0);;
  4695. sendAndApply(&no);
  4696. }
  4697. break;
  4698. }
  4699. case SpellID::SCUTTLE_BOAT:
  4700. {
  4701. //check if spell works at all
  4702. if(rand() % 100 >= s->powers[schoolLevel]) //power is % chance of success
  4703. {
  4704. InfoWindow iw;
  4705. iw.player = h->tempOwner;
  4706. iw.text.addTxt(MetaString::GENERAL_TXT, 337); //%s tried to scuttle the boat, but failed
  4707. iw.text.addReplacement(h->name);
  4708. sendAndApply(&iw);
  4709. break;
  4710. }
  4711. if(!gs->map->isInTheMap(pos))
  4712. COMPLAIN_RET("Invalid dst tile for scuttle!");
  4713. //TODO: test range, visibility
  4714. const TerrainTile *t = &gs->map->getTile(pos);
  4715. if(!t->visitableObjects.size() || t->visitableObjects.back()->ID != Obj::BOAT)
  4716. COMPLAIN_RET("There is no boat to scuttle!");
  4717. RemoveObject ro;
  4718. ro.id = t->visitableObjects.back()->id;
  4719. sendAndApply(&ro);
  4720. break;
  4721. }
  4722. case SpellID::DIMENSION_DOOR:
  4723. {
  4724. const TerrainTile *dest = getTile(pos);
  4725. const TerrainTile *curr = getTile(h->getSightCenter());
  4726. if(!dest)
  4727. COMPLAIN_RET("Destination tile doesn't exist!");
  4728. if(!h->movement)
  4729. COMPLAIN_RET("Hero needs movement points to cast Dimension Door!");
  4730. if(h->getBonusesCount(Bonus::SPELL_EFFECT, SpellID::DIMENSION_DOOR) >= s->powers[schoolLevel]) //limit casts per turn
  4731. {
  4732. InfoWindow iw;
  4733. iw.player = h->tempOwner;
  4734. iw.text.addTxt(MetaString::GENERAL_TXT, 338); //%s is not skilled enough to cast this spell again today.
  4735. iw.text.addReplacement(h->name);
  4736. sendAndApply(&iw);
  4737. break;
  4738. }
  4739. GiveBonus gb;
  4740. gb.id = h->id.getNum();
  4741. gb.bonus = Bonus(Bonus::ONE_DAY, Bonus::NONE, Bonus::SPELL_EFFECT, 0, SpellID::DIMENSION_DOOR);
  4742. sendAndApply(&gb);
  4743. if(!dest->isClear(curr)) //wrong dest tile
  4744. {
  4745. InfoWindow iw;
  4746. iw.player = h->tempOwner;
  4747. iw.text.addTxt(MetaString::GENERAL_TXT, 70); //Dimension Door failed!
  4748. sendAndApply(&iw);
  4749. break;
  4750. }
  4751. if (moveHero(h->id, pos + h->getVisitableOffset(), true))
  4752. {
  4753. SetMovePoints smp;
  4754. smp.hid = h->id;
  4755. smp.val = std::max<ui32>(0, h->movement - 300);
  4756. sendAndApply(&smp);
  4757. }
  4758. }
  4759. break;
  4760. case SpellID::FLY:
  4761. {
  4762. int subtype = schoolLevel >= 2 ? 1 : 2; //adv or expert
  4763. GiveBonus gb;
  4764. gb.id = h->id.getNum();
  4765. gb.bonus = Bonus(Bonus::ONE_DAY, Bonus::FLYING_MOVEMENT, Bonus::SPELL_EFFECT, 0, SpellID::FLY, subtype);
  4766. sendAndApply(&gb);
  4767. }
  4768. break;
  4769. case SpellID::WATER_WALK:
  4770. {
  4771. int subtype = schoolLevel >= 2 ? 1 : 2; //adv or expert
  4772. GiveBonus gb;
  4773. gb.id = h->id.getNum();
  4774. gb.bonus = Bonus(Bonus::ONE_DAY, Bonus::WATER_WALKING, Bonus::SPELL_EFFECT, 0, SpellID::WATER_WALK, subtype);
  4775. sendAndApply(&gb);
  4776. }
  4777. break;
  4778. case SpellID::TOWN_PORTAL:
  4779. {
  4780. if (!gs->map->isInTheMap(pos))
  4781. COMPLAIN_RET("Destination tile not present!")
  4782. TerrainTile tile = gs->map->getTile(pos);
  4783. if (tile.visitableObjects.empty() || tile.visitableObjects.back()->ID != Obj::TOWN )
  4784. COMPLAIN_RET("Town not found for Town Portal!");
  4785. CGTownInstance * town = static_cast<CGTownInstance*>(tile.visitableObjects.back());
  4786. if (town->tempOwner != h->tempOwner)
  4787. COMPLAIN_RET("Can't teleport to another player!");
  4788. if (town->visitingHero)
  4789. COMPLAIN_RET("Can't teleport to occupied town!");
  4790. if (h->getSpellSchoolLevel(s) < 2)
  4791. {
  4792. double dist = town->pos.dist2d(h->pos);
  4793. ObjectInstanceID nearest = town->id; //nearest town's ID
  4794. BOOST_FOREACH(const CGTownInstance * currTown, gs->getPlayer(h->tempOwner)->towns)
  4795. {
  4796. double curDist = currTown->pos.dist2d(h->pos);
  4797. if (nearest == ObjectInstanceID() || curDist < dist)
  4798. {
  4799. nearest = town->id;
  4800. dist = curDist;
  4801. }
  4802. }
  4803. if (town->id != nearest)
  4804. COMPLAIN_RET("This hero can only teleport to nearest town!")
  4805. }
  4806. moveHero(h->id, town->visitablePos() + h->getVisitableOffset() ,1);
  4807. }
  4808. break;
  4809. case SpellID::VISIONS:
  4810. case SpellID::VIEW_EARTH:
  4811. case SpellID::DISGUISE:
  4812. case SpellID::VIEW_AIR:
  4813. default:
  4814. COMPLAIN_RET("This spell is not implemented yet!");
  4815. break;
  4816. }
  4817. SetMana sm;
  4818. sm.hid = h->id;
  4819. sm.val = h->mana - cost;
  4820. sendAndApply(&sm);
  4821. return true;
  4822. }
  4823. void CGameHandler::visitObjectOnTile(const TerrainTile &t, const CGHeroInstance * h)
  4824. {
  4825. if (!t.visitableObjects.empty())
  4826. {
  4827. //to prevent self-visiting heroes on space press
  4828. if(t.visitableObjects.back() != h)
  4829. objectVisited(t.visitableObjects.back(), h);
  4830. else if(t.visitableObjects.size() > 1)
  4831. objectVisited(*(t.visitableObjects.end()-2),h);
  4832. }
  4833. }
  4834. bool CGameHandler::sacrificeCreatures(const IMarket *market, const CGHeroInstance *hero, SlotID slot, ui32 count)
  4835. {
  4836. int oldCount = hero->getStackCount(slot);
  4837. if(oldCount < count)
  4838. COMPLAIN_RET("Not enough creatures to sacrifice!")
  4839. else if(oldCount == count && hero->Slots().size() == 1 && hero->needsLastStack())
  4840. COMPLAIN_RET("Cannot sacrifice last creature!");
  4841. int crid = hero->getStack(slot).type->idNumber;
  4842. changeStackCount(StackLocation(hero, slot), -count);
  4843. int dump, exp;
  4844. market->getOffer(crid, 0, dump, exp, EMarketMode::CREATURE_EXP);
  4845. exp *= count;
  4846. changePrimSkill(hero, PrimarySkill::EXPERIENCE, hero->calculateXp(exp));
  4847. return true;
  4848. }
  4849. bool CGameHandler::sacrificeArtifact(const IMarket * m, const CGHeroInstance * hero, ArtifactPosition slot)
  4850. {
  4851. ArtifactLocation al(hero, slot);
  4852. const CArtifactInstance *a = al.getArt();
  4853. if(!a)
  4854. COMPLAIN_RET("Cannot find artifact to sacrifice!");
  4855. int dmp, expToGive;
  4856. m->getOffer(hero->getArtTypeId(slot), 0, dmp, expToGive, EMarketMode::ARTIFACT_EXP);
  4857. removeArtifact(al);
  4858. changePrimSkill(hero, PrimarySkill::EXPERIENCE, expToGive);
  4859. return true;
  4860. }
  4861. void CGameHandler::makeStackDoNothing(const CStack * next)
  4862. {
  4863. BattleAction doNothing;
  4864. doNothing.actionType = Battle::NO_ACTION;
  4865. doNothing.additionalInfo = 0;
  4866. doNothing.destinationTile = -1;
  4867. doNothing.side = !next->attackerOwned;
  4868. doNothing.stackNumber = next->ID;
  4869. makeAutomaticAction(next, doNothing);
  4870. }
  4871. bool CGameHandler::insertNewStack(const StackLocation &sl, const CCreature *c, TQuantity count)
  4872. {
  4873. if(sl.army->hasStackAtSlot(sl.slot))
  4874. COMPLAIN_RET("Slot is already taken!");
  4875. if(!sl.slot.validSlot())
  4876. COMPLAIN_RET("Cannot insert stack to that slot!");
  4877. InsertNewStack ins;
  4878. ins.sl = sl;
  4879. ins.stack = CStackBasicDescriptor(c, count);
  4880. sendAndApply(&ins);
  4881. return true;
  4882. }
  4883. bool CGameHandler::eraseStack(const StackLocation &sl, bool forceRemoval/* = false*/)
  4884. {
  4885. if(!sl.army->hasStackAtSlot(sl.slot))
  4886. COMPLAIN_RET("Cannot find a stack to erase");
  4887. if(sl.army->Slots().size() == 1 //from the last stack
  4888. && sl.army->needsLastStack() //that must be left
  4889. && !forceRemoval) //ignore above conditions if we are forcing removal
  4890. {
  4891. COMPLAIN_RET("Cannot erase the last stack!");
  4892. }
  4893. EraseStack es;
  4894. es.sl = sl;
  4895. sendAndApply(&es);
  4896. return true;
  4897. }
  4898. bool CGameHandler::changeStackCount(const StackLocation &sl, TQuantity count, bool absoluteValue /*= false*/)
  4899. {
  4900. TQuantity currentCount = sl.army->getStackCount(sl.slot);
  4901. if((absoluteValue && count < 0)
  4902. || (!absoluteValue && -count > currentCount))
  4903. {
  4904. COMPLAIN_RET("Cannot take more stacks than present!");
  4905. }
  4906. if((currentCount == -count && !absoluteValue)
  4907. || (!count && absoluteValue))
  4908. {
  4909. eraseStack(sl);
  4910. }
  4911. else
  4912. {
  4913. ChangeStackCount csc;
  4914. csc.sl = sl;
  4915. csc.count = count;
  4916. csc.absoluteValue = absoluteValue;
  4917. sendAndApply(&csc);
  4918. }
  4919. return true;
  4920. }
  4921. bool CGameHandler::addToSlot(const StackLocation &sl, const CCreature *c, TQuantity count)
  4922. {
  4923. const CCreature *slotC = sl.army->getCreature(sl.slot);
  4924. if(!slotC) //slot is empty
  4925. insertNewStack(sl, c, count);
  4926. else if(c == slotC)
  4927. changeStackCount(sl, count);
  4928. else
  4929. {
  4930. COMPLAIN_RET("Cannot add " + c->namePl + " to slot " + boost::lexical_cast<std::string>(sl.slot) + "!");
  4931. }
  4932. return true;
  4933. }
  4934. void CGameHandler::tryJoiningArmy(const CArmedInstance *src, const CArmedInstance *dst, bool removeObjWhenFinished, bool allowMerging)
  4935. {
  4936. if(!src->canBeMergedWith(*dst, allowMerging))
  4937. {
  4938. if (allowMerging) //do that, add all matching creatures.
  4939. {
  4940. bool cont = true;
  4941. while (cont)
  4942. {
  4943. for(TSlots::const_iterator i = src->stacks.begin(); i != src->stacks.end(); i++)//while there are unmoved creatures
  4944. {
  4945. SlotID pos = dst->getSlotFor(i->second->type);
  4946. if(pos.validSlot())
  4947. {
  4948. moveStack(StackLocation(src, i->first), StackLocation(dst, pos));
  4949. cont = true;
  4950. break; //or iterator crashes
  4951. }
  4952. cont = false;
  4953. }
  4954. }
  4955. }
  4956. boost::function<void()> removeOrNot = 0;
  4957. if(removeObjWhenFinished)
  4958. removeOrNot = boost::bind(&IGameCallback::removeObject,this,src);
  4959. showGarrisonDialog(src->id, dst->id, true, removeOrNot); //show garrison window and optionally remove ourselves from map when player ends
  4960. }
  4961. else //merge
  4962. {
  4963. moveArmy(src, dst, allowMerging);
  4964. if(removeObjWhenFinished)
  4965. removeObject(src);
  4966. }
  4967. }
  4968. bool CGameHandler::moveStack(const StackLocation &src, const StackLocation &dst, TQuantity count)
  4969. {
  4970. if(!src.army->hasStackAtSlot(src.slot))
  4971. COMPLAIN_RET("No stack to move!");
  4972. if(dst.army->hasStackAtSlot(dst.slot) && dst.army->getCreature(dst.slot) != src.army->getCreature(src.slot))
  4973. COMPLAIN_RET("Cannot move: stack of different type at destination pos!");
  4974. if(!dst.slot.validSlot())
  4975. COMPLAIN_RET("Cannot move stack to that slot!");
  4976. if(count == -1)
  4977. {
  4978. count = src.army->getStackCount(src.slot);
  4979. }
  4980. if(src.army != dst.army //moving away
  4981. && count == src.army->getStackCount(src.slot) //all creatures
  4982. && src.army->Slots().size() == 1 //from the last stack
  4983. && src.army->needsLastStack()) //that must be left
  4984. {
  4985. COMPLAIN_RET("Cannot move away the last creature!");
  4986. }
  4987. RebalanceStacks rs;
  4988. rs.src = src;
  4989. rs.dst = dst;
  4990. rs.count = count;
  4991. sendAndApply(&rs);
  4992. return true;
  4993. }
  4994. bool CGameHandler::swapStacks(const StackLocation &sl1, const StackLocation &sl2)
  4995. {
  4996. if(!sl1.army->hasStackAtSlot(sl1.slot))
  4997. return moveStack(sl2, sl1);
  4998. else if(!sl2.army->hasStackAtSlot(sl2.slot))
  4999. return moveStack(sl1, sl2);
  5000. else
  5001. {
  5002. SwapStacks ss;
  5003. ss.sl1 = sl1;
  5004. ss.sl2 = sl2;
  5005. sendAndApply(&ss);
  5006. return true;
  5007. }
  5008. }
  5009. void CGameHandler::runBattle()
  5010. {
  5011. setBattle(gs->curB);
  5012. assert(gs->curB);
  5013. //TODO: pre-tactic stuff, call scripts etc.
  5014. //tactic round
  5015. {
  5016. while(gs->curB->tacticDistance && !battleResult.get())
  5017. boost::this_thread::sleep(boost::posix_time::milliseconds(50));
  5018. }
  5019. //spells opening battle
  5020. for(int i=0; i<ARRAY_COUNT(gs->curB->heroes); ++i)
  5021. {
  5022. if(gs->curB->heroes[i] && gs->curB->heroes[i]->hasBonusOfType(Bonus::OPENING_BATTLE_SPELL))
  5023. {
  5024. TBonusListPtr bl = gs->curB->heroes[i]->getBonuses(Selector::type(Bonus::OPENING_BATTLE_SPELL));
  5025. BOOST_FOREACH (Bonus *b, *bl)
  5026. {
  5027. handleSpellCasting(SpellID(b->subtype), 3, -1, 0, gs->curB->heroes[i]->tempOwner, NULL, gs->curB->heroes[1-i], b->val, ECastingMode::HERO_CASTING, NULL);
  5028. }
  5029. }
  5030. }
  5031. //main loop
  5032. while(!battleResult.get()) //till the end of the battle ;]
  5033. {
  5034. NEW_ROUND;
  5035. auto obstacles = gs->curB->obstacles; //we copy container, because we're going to modify it
  5036. BOOST_FOREACH(auto &obstPtr, obstacles)
  5037. {
  5038. if(const SpellCreatedObstacle *sco = dynamic_cast<const SpellCreatedObstacle *>(obstPtr.get()))
  5039. if(sco->turnsRemaining == 0)
  5040. removeObstacle(*obstPtr);
  5041. }
  5042. const BattleInfo & curB = *gs->curB;
  5043. //stack loop
  5044. const CStack *next;
  5045. while(!battleResult.get() && (next = curB.getNextStack()) && next->willMove())
  5046. {
  5047. //check for bad morale => freeze
  5048. int nextStackMorale = next->MoraleVal();
  5049. if( nextStackMorale < 0 &&
  5050. !(NBonus::hasOfType(gs->curB->heroes[0], Bonus::BLOCK_MORALE) || NBonus::hasOfType(gs->curB->heroes[1], Bonus::BLOCK_MORALE)) //checking if gs->curB->heroes have (or don't have) morale blocking bonuses)
  5051. )
  5052. {
  5053. if( rand()%24 < -2 * nextStackMorale)
  5054. {
  5055. //unit loses its turn - empty freeze action
  5056. BattleAction ba;
  5057. ba.actionType = Battle::BAD_MORALE;
  5058. ba.additionalInfo = 1;
  5059. ba.side = !next->attackerOwned;
  5060. ba.stackNumber = next->ID;
  5061. makeAutomaticAction(next, ba);
  5062. continue;
  5063. }
  5064. }
  5065. if(next->hasBonusOfType(Bonus::ATTACKS_NEAREST_CREATURE)) //while in berserk
  5066. {
  5067. std::pair<const CStack *, int> attackInfo = curB.getNearestStack(next, boost::logic::indeterminate);
  5068. if(attackInfo.first != NULL)
  5069. {
  5070. BattleAction attack;
  5071. attack.actionType = Battle::WALK_AND_ATTACK;
  5072. attack.side = !next->attackerOwned;
  5073. attack.stackNumber = next->ID;
  5074. attack.additionalInfo = attackInfo.first->position;
  5075. attack.destinationTile = attackInfo.second;
  5076. makeAutomaticAction(next, attack);
  5077. }
  5078. else
  5079. {
  5080. makeStackDoNothing(next);
  5081. }
  5082. continue;
  5083. }
  5084. const CGHeroInstance * curOwner = gs->curB->battleGetOwner(next);
  5085. if( (next->position < 0 || next->getCreature()->idNumber == CreatureID::BALLISTA) //arrow turret or ballista
  5086. && (!curOwner || curOwner->getSecSkillLevel(SecondarySkill::ARTILLERY) == 0)) //hero has no artillery
  5087. {
  5088. BattleAction attack;
  5089. attack.actionType = Battle::SHOOT;
  5090. attack.side = !next->attackerOwned;
  5091. attack.stackNumber = next->ID;
  5092. for(int g=0; g<gs->curB->stacks.size(); ++g)
  5093. {
  5094. if(gs->curB->stacks[g]->owner != next->owner && gs->curB->stacks[g]->isValidTarget())
  5095. {
  5096. attack.destinationTile = gs->curB->stacks[g]->position;
  5097. break;
  5098. }
  5099. }
  5100. makeAutomaticAction(next, attack);
  5101. continue;
  5102. }
  5103. if(next->getCreature()->idNumber == CreatureID::CATAPULT && (!curOwner || curOwner->getSecSkillLevel(SecondarySkill::BALLISTICS) == 0)) //catapult, hero has no ballistics
  5104. {
  5105. BattleAction attack;
  5106. static const int wallHexes[] = {50, 183, 182, 130, 62, 29, 12, 95};
  5107. attack.destinationTile = wallHexes[ rand()%ARRAY_COUNT(wallHexes) ];
  5108. attack.actionType = Battle::CATAPULT;
  5109. attack.additionalInfo = 0;
  5110. attack.side = !next->attackerOwned;
  5111. attack.stackNumber = next->ID;
  5112. makeAutomaticAction(next, attack);
  5113. continue;
  5114. }
  5115. if(next->getCreature()->idNumber == CreatureID::FIRST_AID_TENT)
  5116. {
  5117. std::vector< const CStack * > possibleStacks;
  5118. //is there any clean algorithm for that? (boost.range seems to lack copy_if) -> remove_copy_if?
  5119. BOOST_FOREACH(const CStack *s, battleGetAllStacks())
  5120. if(s->owner == next->owner && s->canBeHealed())
  5121. possibleStacks.push_back(s);
  5122. if(!possibleStacks.size())
  5123. {
  5124. makeStackDoNothing(next);
  5125. continue;
  5126. }
  5127. if(!curOwner || curOwner->getSecSkillLevel(SecondarySkill::FIRST_AID) == 0) //no hero or hero has no first aid
  5128. {
  5129. range::random_shuffle(possibleStacks);
  5130. const CStack * toBeHealed = possibleStacks.front();
  5131. BattleAction heal;
  5132. heal.actionType = Battle::STACK_HEAL;
  5133. heal.additionalInfo = 0;
  5134. heal.destinationTile = toBeHealed->position;
  5135. heal.side = !next->attackerOwned;
  5136. heal.stackNumber = next->ID;
  5137. makeAutomaticAction(next, heal);
  5138. continue;
  5139. }
  5140. }
  5141. int numberOfAsks = 1;
  5142. bool breakOuter = false;
  5143. do
  5144. {//ask interface and wait for answer
  5145. if(!battleResult.get())
  5146. {
  5147. stackTurnTrigger(next); //various effects
  5148. if (vstd::contains(next->state, EBattleStackState::FEAR))
  5149. {
  5150. makeStackDoNothing(next); //end immediately if stack was affected by fear
  5151. }
  5152. else
  5153. {
  5154. logGlobal->traceStream() << "Activating " << next->nodeName();
  5155. BattleSetActiveStack sas;
  5156. sas.stack = next->ID;
  5157. sendAndApply(&sas);
  5158. boost::unique_lock<boost::mutex> lock(battleMadeAction.mx);
  5159. battleMadeAction.data = false;
  5160. while (next->alive() &&
  5161. (!battleMadeAction.data && !battleResult.get())) //active stack hasn't made its action and battle is still going
  5162. battleMadeAction.cond.wait(lock);
  5163. }
  5164. }
  5165. if(battleResult.get()) //don't touch it, battle could be finished while waiting got action
  5166. {
  5167. breakOuter = true;
  5168. break;
  5169. }
  5170. //we're after action, all results applied
  5171. checkForBattleEnd(); //check if this action ended the battle
  5172. //check for good morale
  5173. nextStackMorale = next->MoraleVal();
  5174. if(!vstd::contains(next->state,EBattleStackState::HAD_MORALE) //only one extra move per turn possible
  5175. && !vstd::contains(next->state,EBattleStackState::DEFENDING)
  5176. && !next->waited()
  5177. && !vstd::contains(next->state, EBattleStackState::FEAR)
  5178. && next->alive()
  5179. && nextStackMorale > 0
  5180. && !(NBonus::hasOfType(gs->curB->heroes[0], Bonus::BLOCK_MORALE) || NBonus::hasOfType(gs->curB->heroes[1], Bonus::BLOCK_MORALE)) //checking if gs->curB->heroes have (or don't have) morale blocking bonuses
  5181. )
  5182. {
  5183. if(rand()%24 < nextStackMorale) //this stack hasn't got morale this turn
  5184. {
  5185. BattleTriggerEffect bte;
  5186. bte.stackID = next->ID;
  5187. bte.effect = Bonus::MORALE;
  5188. bte.val = 1;
  5189. bte.additionalInfo = 0;
  5190. sendAndApply(&bte); //play animation
  5191. ++numberOfAsks; //move this stack once more
  5192. }
  5193. }
  5194. --numberOfAsks;
  5195. } while (numberOfAsks > 0);
  5196. if (breakOuter)
  5197. {
  5198. break;
  5199. }
  5200. }
  5201. }
  5202. endBattle(gs->curB->tile, gs->curB->heroes[0], gs->curB->heroes[1]);
  5203. }
  5204. bool CGameHandler::makeAutomaticAction(const CStack *stack, BattleAction &ba)
  5205. {
  5206. BattleSetActiveStack bsa;
  5207. bsa.stack = stack->ID;
  5208. bsa.askPlayerInterface = false;
  5209. sendAndApply(&bsa);
  5210. bool ret = makeBattleAction(ba);
  5211. checkForBattleEnd();
  5212. return ret;
  5213. }
  5214. void CGameHandler::giveHeroArtifact(const CGHeroInstance *h, const CArtifactInstance *a, ArtifactPosition pos)
  5215. {
  5216. assert(a->artType);
  5217. ArtifactLocation al;
  5218. al.artHolder = const_cast<CGHeroInstance*>(h);
  5219. ArtifactPosition slot = ArtifactPosition::PRE_FIRST;
  5220. if(pos < 0)
  5221. {
  5222. if(pos == ArtifactPosition::FIRST_AVAILABLE)
  5223. slot = a->firstAvailableSlot(h);
  5224. else
  5225. slot = a->firstBackpackSlot(h);
  5226. }
  5227. else
  5228. {
  5229. slot = pos;
  5230. }
  5231. al.slot = slot;
  5232. if(slot < 0 || !a->canBePutAt(al))
  5233. {
  5234. complain("Cannot put artifact in that slot!");
  5235. return;
  5236. }
  5237. putArtifact(al, a);
  5238. }
  5239. void CGameHandler::putArtifact(const ArtifactLocation &al, const CArtifactInstance *a)
  5240. {
  5241. PutArtifact pa;
  5242. pa.art = a;
  5243. pa.al = al;
  5244. sendAndApply(&pa);
  5245. }
  5246. void CGameHandler::giveHeroNewArtifact(const CGHeroInstance *h, const CArtifact *artType, ArtifactPosition pos)
  5247. {
  5248. CArtifactInstance *a = NULL;
  5249. if(!artType->constituents)
  5250. {
  5251. a = new CArtifactInstance();
  5252. }
  5253. else
  5254. {
  5255. a = new CCombinedArtifactInstance();
  5256. }
  5257. a->artType = artType; //*NOT* via settype -> all bonus-related stuff must be done by NewArtifact apply
  5258. NewArtifact na;
  5259. na.art = a;
  5260. sendAndApply(&na); // -> updates a!!!, will create a on other machines
  5261. giveHeroArtifact(h, a, pos);
  5262. }
  5263. void CGameHandler::setBattleResult(BattleResult::EResult resultType, int victoriusSide)
  5264. {
  5265. if(battleResult.get())
  5266. {
  5267. complain("There is already set result?");
  5268. return;
  5269. }
  5270. BattleResult *br = new BattleResult;
  5271. br->result = resultType;
  5272. br->winner = victoriusSide; //surrendering side loses
  5273. gs->curB->calculateCasualties(br->casualties);
  5274. battleResult.set(br);
  5275. }
  5276. void CGameHandler::commitPackage( CPackForClient *pack )
  5277. {
  5278. sendAndApply(pack);
  5279. }
  5280. void CGameHandler::spawnWanderingMonsters(CreatureID creatureID)
  5281. {
  5282. std::vector<int3>::iterator tile;
  5283. std::vector<int3> tiles;
  5284. getFreeTiles(tiles);
  5285. ui32 amount = tiles.size() / 200; //Chance is 0.5% for each tile
  5286. std::random_shuffle(tiles.begin(), tiles.end());
  5287. logGlobal->traceStream() << "Spawning wandering monsters. Found " << tiles.size() << " free tiles. Creature type: " << creatureID;
  5288. const CCreature *cre = VLC->creh->creatures[creatureID];
  5289. for (int i = 0; i < amount; ++i)
  5290. {
  5291. tile = tiles.begin();
  5292. logGlobal->traceStream() << "\tSpawning monster at " << *tile;
  5293. putNewMonster(creatureID, cre->getRandomAmount(std::rand), *tile);
  5294. tiles.erase(tile); //not use it again
  5295. }
  5296. }
  5297. void CGameHandler::removeObstacle(const CObstacleInstance &obstacle)
  5298. {
  5299. ObstaclesRemoved obsRem;
  5300. obsRem.obstacles.insert(obstacle.uniqueID);
  5301. sendAndApply(&obsRem);
  5302. }
  5303. void CGameHandler::synchronizeArtifactHandlerLists()
  5304. {
  5305. UpdateArtHandlerLists uahl;
  5306. uahl.treasures = VLC->arth->treasures;
  5307. uahl.minors = VLC->arth->minors;
  5308. uahl.majors = VLC->arth->majors;
  5309. uahl.relics = VLC->arth->relics;
  5310. sendAndApply(&uahl);
  5311. }
  5312. bool CGameHandler::isValidObject(const CGObjectInstance *obj) const
  5313. {
  5314. return vstd::contains(gs->map->objects, obj);
  5315. }
  5316. bool CGameHandler::isBlockedByQueries(const CPack *pack, PlayerColor player)
  5317. {
  5318. if(dynamic_cast<const PlayerMessage*>(pack))
  5319. return false;
  5320. auto query = queries.topQuery(player);
  5321. if(query && query->blocksPack(pack))
  5322. {
  5323. complain(boost::str(boost::format("Player %s has to answer queries before attempting any further actions. Top query is %s!") % player % query->toString()));
  5324. return true;
  5325. }
  5326. return false;
  5327. }
  5328. CasualtiesAfterBattle::CasualtiesAfterBattle(const CArmedInstance *army, BattleInfo *bat)
  5329. {
  5330. heroWithDeadCommander = ObjectInstanceID();
  5331. PlayerColor color = army->tempOwner;
  5332. if(color == PlayerColor::UNFLAGGABLE)
  5333. color = PlayerColor::NEUTRAL;
  5334. BOOST_FOREACH(CStack *st, bat->stacks)
  5335. {
  5336. if(vstd::contains(st->state, EBattleStackState::SUMMONED)) //don't take into account summoned stacks
  5337. continue;
  5338. if(st->owner==color && !army->slotEmpty(st->slot) && st->count < army->getStackCount(st->slot))
  5339. {
  5340. StackLocation sl(army, st->slot);
  5341. if(st->alive())
  5342. newStackCounts.push_back(std::pair<StackLocation, int>(sl, st->count));
  5343. else
  5344. newStackCounts.push_back(std::pair<StackLocation, int>(sl, 0));
  5345. }
  5346. if (st->base && !st->count)
  5347. {
  5348. auto c = dynamic_cast <const CCommanderInstance *>(st->base);
  5349. if (c) //switch commander status to dead
  5350. {
  5351. auto h = dynamic_cast <const CGHeroInstance *>(army);
  5352. if (h && h->commander == c)
  5353. heroWithDeadCommander = army->id; //TODO: unify commander handling
  5354. }
  5355. }
  5356. }
  5357. }
  5358. void CasualtiesAfterBattle::takeFromArmy(CGameHandler *gh)
  5359. {
  5360. BOOST_FOREACH(TStackAndItsNewCount &ncount, newStackCounts)
  5361. {
  5362. if(ncount.second > 0)
  5363. gh->changeStackCount(ncount.first, ncount.second, true);
  5364. else
  5365. gh->eraseStack(ncount.first, true);
  5366. }
  5367. if (heroWithDeadCommander != ObjectInstanceID())
  5368. {
  5369. SetCommanderProperty scp;
  5370. scp.heroid = heroWithDeadCommander;
  5371. scp.which = SetCommanderProperty::ALIVE;
  5372. scp.amount = 0;
  5373. gh->sendAndApply (&scp);
  5374. }
  5375. }
  5376. CGameHandler::FinishingBattleHelper::FinishingBattleHelper(shared_ptr<const CBattleQuery> Query, bool Duel, int RemainingBattleQueriesCount)
  5377. {
  5378. assert(Query->result);
  5379. assert(Query->bi);
  5380. auto &result = *Query->result;
  5381. auto &info = *Query->bi;
  5382. winnerHero = result.winner != 0 ? info.heroes[1] : info.heroes[0];
  5383. loserHero = result.winner != 0 ? info.heroes[0] : info.heroes[1];
  5384. victor = info.sides[result.winner];
  5385. loser = info.sides[!result.winner];
  5386. duel = Duel;
  5387. remainingBattleQueriesCount = RemainingBattleQueriesCount;
  5388. }
  5389. CGameHandler::FinishingBattleHelper::FinishingBattleHelper()
  5390. {
  5391. winnerHero = loserHero = nullptr;
  5392. }