CGameHandler.cpp 193 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. auto battleQuery = findBattleQuery();
  393. if(!battleQuery)
  394. {
  395. logGlobal->errorStream() << "Cannot find battle query!";
  396. if(gs->initialOpts->mode == StartInfo::DUEL)
  397. {
  398. battleQuery = make_shared<CBattleQuery>(gs->curB);
  399. }
  400. }
  401. if(battleQuery != queries.topQuery(gs->curB->sides[0]))
  402. complain("Player " + boost::lexical_cast<std::string>(gs->curB->sides[0]) + " although in battle has no battle query at the top!");
  403. battleQuery->result = *battleResult.data;
  404. //Check how many battle queries were created (number of players blocked by battle)
  405. const int queriedPlayers = battleQuery ? boost::count(queries.allQueries(), battleQuery) : 0;
  406. finishingBattle = make_unique<FinishingBattleHelper>(battleQuery, gs->initialOpts->mode == StartInfo::DUEL, queriedPlayers);
  407. CasualtiesAfterBattle cab1(bEndArmy1, gs->curB), cab2(bEndArmy2, gs->curB); //calculate casualties before deleting battle
  408. ChangeSpells cs; //for Eagle Eye
  409. if(finishingBattle->winnerHero)
  410. {
  411. if(int eagleEyeLevel = finishingBattle->winnerHero->getSecSkillLevel(SecondarySkill::EAGLE_EYE))
  412. {
  413. int maxLevel = eagleEyeLevel + 1;
  414. double eagleEyeChance = finishingBattle->winnerHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::EAGLE_EYE);
  415. BOOST_FOREACH(const CSpell *sp, gs->curB->usedSpellsHistory[!battleResult.data->winner])
  416. if(sp->level <= maxLevel && !vstd::contains(finishingBattle->winnerHero->spells, sp->id) && rand() % 100 < eagleEyeChance)
  417. cs.spells.insert(sp->id);
  418. }
  419. }
  420. std::vector<ui32> arts; //display them in window
  421. if (result == BattleResult::NORMAL && finishingBattle->winnerHero)
  422. {
  423. if (finishingBattle->loserHero)
  424. {
  425. auto artifactsWorn = finishingBattle->loserHero->artifactsWorn; //TODO: wrap it into a function, somehow (boost::variant -_-)
  426. BOOST_FOREACH (auto artSlot, artifactsWorn)
  427. {
  428. MoveArtifact ma;
  429. ma.src = ArtifactLocation (finishingBattle->loserHero, artSlot.first);
  430. const CArtifactInstance * art = ma.src.getArt();
  431. if (art && !art->artType->isBig() && art->artType->id != 0) // don't move war machines or locked arts (spellbook)
  432. {
  433. arts.push_back (art->artType->id);
  434. ma.dst = ArtifactLocation (finishingBattle->winnerHero, art->firstAvailableSlot(finishingBattle->winnerHero));
  435. sendAndApply(&ma);
  436. }
  437. }
  438. while (!finishingBattle->loserHero->artifactsInBackpack.empty())
  439. {
  440. //we assume that no big artifacts can be found
  441. MoveArtifact ma;
  442. ma.src = ArtifactLocation (finishingBattle->loserHero,
  443. ArtifactPosition(GameConstants::BACKPACK_START)); //backpack automatically shifts arts to beginning
  444. const CArtifactInstance * art = ma.src.getArt();
  445. arts.push_back (art->artType->id);
  446. ma.dst = ArtifactLocation (finishingBattle->winnerHero, art->firstAvailableSlot(finishingBattle->winnerHero));
  447. sendAndApply(&ma);
  448. }
  449. if (finishingBattle->loserHero->commander) //TODO: what if commanders belong to no hero?
  450. {
  451. artifactsWorn = finishingBattle->loserHero->commander->artifactsWorn;
  452. BOOST_FOREACH (auto artSlot, artifactsWorn)
  453. {
  454. MoveArtifact ma;
  455. ma.src = ArtifactLocation (finishingBattle->loserHero->commander.get(), artSlot.first);
  456. const CArtifactInstance * art = ma.src.getArt();
  457. if (art && !art->artType->isBig())
  458. {
  459. arts.push_back (art->artType->id);
  460. ma.dst = ArtifactLocation (finishingBattle->winnerHero, art->firstAvailableSlot(finishingBattle->winnerHero));
  461. sendAndApply(&ma);
  462. }
  463. }
  464. }
  465. }
  466. BOOST_FOREACH (auto armySlot, gs->curB->belligerents[!battleResult.data->winner]->stacks)
  467. {
  468. auto artifactsWorn = armySlot.second->artifactsWorn;
  469. BOOST_FOREACH (auto artSlot, artifactsWorn)
  470. {
  471. MoveArtifact ma;
  472. ma.src = ArtifactLocation (armySlot.second, artSlot.first);
  473. const CArtifactInstance * art = ma.src.getArt();
  474. if (art && !art->artType->isBig())
  475. {
  476. arts.push_back (art->artType->id);
  477. ma.dst = ArtifactLocation (finishingBattle->winnerHero, art->firstAvailableSlot(finishingBattle->winnerHero));
  478. sendAndApply(&ma);
  479. }
  480. }
  481. }
  482. }
  483. sendAndApply(battleResult.data); //after this point casualties objects are destroyed
  484. if (arts.size()) //display loot
  485. {
  486. InfoWindow iw;
  487. iw.player = finishingBattle->winnerHero->tempOwner;
  488. iw.text.addTxt (MetaString::GENERAL_TXT, 30); //You have captured enemy artifact
  489. BOOST_FOREACH (auto id, arts) //TODO; separate function to display loot for various ojects?
  490. {
  491. iw.components.push_back (Component (Component::ARTIFACT, id, 0, 0));
  492. if(iw.components.size() >= 14)
  493. {
  494. sendAndApply(&iw);
  495. iw.components.clear();
  496. iw.text.addTxt (MetaString::GENERAL_TXT, 30); //repeat
  497. }
  498. }
  499. if (iw.components.size())
  500. {
  501. sendAndApply(&iw);
  502. }
  503. }
  504. //Eagle Eye secondary skill handling
  505. if(cs.spells.size())
  506. {
  507. cs.learn = 1;
  508. cs.hid = finishingBattle->winnerHero->id;
  509. InfoWindow iw;
  510. iw.player = finishingBattle->winnerHero->tempOwner;
  511. iw.text.addTxt(MetaString::GENERAL_TXT, 221); //Through eagle-eyed observation, %s is able to learn %s
  512. iw.text.addReplacement(finishingBattle->winnerHero->name);
  513. std::ostringstream names;
  514. for(int i = 0; i < cs.spells.size(); i++)
  515. {
  516. names << "%s";
  517. if(i < cs.spells.size() - 2)
  518. names << ", ";
  519. else if(i < cs.spells.size() - 1)
  520. names << "%s";
  521. }
  522. names << ".";
  523. iw.text.addReplacement(names.str());
  524. auto it = cs.spells.begin();
  525. for(int i = 0; i < cs.spells.size(); i++, it++)
  526. {
  527. iw.text.addReplacement(MetaString::SPELL_NAME, it->toEnum());
  528. if(i == cs.spells.size() - 2) //we just added pre-last name
  529. iw.text.addReplacement(MetaString::GENERAL_TXT, 141); // " and "
  530. iw.components.push_back(Component(Component::SPELL, *it, 0, 0));
  531. }
  532. sendAndApply(&iw);
  533. sendAndApply(&cs);
  534. }
  535. if(finishingBattle->duel)
  536. {
  537. BattleResultsApplied resultsApplied;
  538. resultsApplied.player1 = finishingBattle->victor;
  539. resultsApplied.player2 = finishingBattle->loser;
  540. sendAndApply(&resultsApplied);
  541. return;
  542. }
  543. cab1.takeFromArmy(this); cab2.takeFromArmy(this); //take casualties after battle is deleted
  544. //if one hero has lost we will erase him
  545. if(battleResult.data->winner!=0 && hero1)
  546. {
  547. RemoveObject ro(hero1->id);
  548. sendAndApply(&ro);
  549. }
  550. if(battleResult.data->winner!=1 && hero2)
  551. {
  552. RemoveObject ro(hero2->id);
  553. sendAndApply(&ro);
  554. }
  555. //give exp
  556. if (battleResult.data->exp[0] && hero1)
  557. changePrimSkill(hero1, PrimarySkill::EXPERIENCE, battleResult.data->exp[0]);
  558. else if (battleResult.data->exp[1] && hero2)
  559. changePrimSkill(hero2, PrimarySkill::EXPERIENCE, battleResult.data->exp[1]);
  560. queries.popIfTop(battleQuery);
  561. //--> continuation (battleAfterLevelUp) occurs after level-up queries are handled or on removing query (above)
  562. }
  563. void CGameHandler::battleAfterLevelUp( const BattleResult &result )
  564. {
  565. LOG_TRACE(logGlobal);
  566. finishingBattle->remainingBattleQueriesCount--;
  567. logGlobal->traceStream() << "Decremented queries count to " << finishingBattle->remainingBattleQueriesCount;
  568. if(finishingBattle->remainingBattleQueriesCount > 0)
  569. //Battle results will be hndled when all battle queries are closed
  570. return;
  571. //TODO consider if we really want it to work like above. ATM each player as unblocked as soon as possible
  572. // but the battle consequences are applied after final player is unblocked. Hard to abuse...
  573. // Still, it looks like a hole.
  574. // Necromancy if applicable.
  575. const CStackBasicDescriptor raisedStack = finishingBattle->winnerHero ? finishingBattle->winnerHero->calculateNecromancy(*battleResult.data) : CStackBasicDescriptor();
  576. // Give raised units to winner and show dialog, if any were raised,
  577. // units will be given after casualities are taken
  578. const SlotID necroSlot = raisedStack.type ? finishingBattle->winnerHero->getSlotFor(raisedStack.type) : SlotID();
  579. if (necroSlot != SlotID())
  580. {
  581. finishingBattle->winnerHero->showNecromancyDialog(raisedStack);
  582. addToSlot(StackLocation(finishingBattle->winnerHero, necroSlot), raisedStack.type, raisedStack.count);
  583. }
  584. BattleResultsApplied resultsApplied;
  585. resultsApplied.player1 = finishingBattle->victor;
  586. resultsApplied.player2 = finishingBattle->loser;
  587. sendAndApply(&resultsApplied);
  588. setBattle(nullptr);
  589. if(finishingBattle->duel)
  590. {
  591. CSaveFile resultFile("result.vdrst");
  592. resultFile << *battleResult.data;
  593. return;
  594. }
  595. if(visitObjectAfterVictory && result.winner==0)
  596. {
  597. logGlobal->traceStream() << "post-victory visit";
  598. visitObjectOnTile(*getTile(finishingBattle->winnerHero->getPosition()), finishingBattle->winnerHero);
  599. }
  600. visitObjectAfterVictory = false;
  601. winLoseHandle(1<<finishingBattle->loser.getNum() | 1<<finishingBattle->victor.getNum()); //handle victory/loss of engaged players
  602. if(result.result == BattleResult::SURRENDER || result.result == BattleResult::ESCAPE) //loser has escaped or surrendered
  603. {
  604. SetAvailableHeroes sah;
  605. sah.player = finishingBattle->loser;
  606. sah.hid[0] = finishingBattle->loserHero->subID;
  607. if(result.result == BattleResult::ESCAPE) //retreat
  608. {
  609. sah.army[0].clear();
  610. sah.army[0].setCreature(SlotID(0), finishingBattle->loserHero->type->initialArmy[0].creature, 1);
  611. }
  612. if(const CGHeroInstance *another = getPlayer(finishingBattle->loser)->availableHeroes[1])
  613. sah.hid[1] = another->subID;
  614. else
  615. sah.hid[1] = -1;
  616. sendAndApply(&sah);
  617. }
  618. }
  619. void CGameHandler::prepareAttack(BattleAttack &bat, const CStack *att, const CStack *def, int distance, int targetHex)
  620. {
  621. bat.bsa.clear();
  622. bat.stackAttacking = att->ID;
  623. int attackerLuck = att->LuckVal();
  624. const CGHeroInstance * h0 = gs->curB->heroes[0],
  625. * h1 = gs->curB->heroes[1];
  626. if(!(h0 && NBonus::hasOfType(h0, Bonus::BLOCK_LUCK)) &&
  627. !(h1 && NBonus::hasOfType(h1, Bonus::BLOCK_LUCK)))
  628. {
  629. if(attackerLuck > 0 && rand()%24 < attackerLuck)
  630. {
  631. bat.flags |= BattleAttack::LUCKY;
  632. }
  633. if (VLC->modh->settings.data["hardcodedFeatures"]["NEGATIVE_LUCK"].Bool()) // negative luck enabled
  634. {
  635. if (attackerLuck < 0 && rand()%24 < abs(attackerLuck))
  636. {
  637. bat.flags |= BattleAttack::UNLUCKY;
  638. }
  639. }
  640. }
  641. if (rand()%100 < att->valOfBonuses(Bonus::DOUBLE_DAMAGE_CHANCE))
  642. {
  643. bat.flags |= BattleAttack::DEATH_BLOW;
  644. }
  645. if(att->getCreature()->idNumber == CreatureID::BALLISTA)
  646. {
  647. static const int artilleryLvlToChance[] = {0, 50, 75, 100};
  648. const CGHeroInstance * owner = gs->curB->getHero(att->owner);
  649. int chance = artilleryLvlToChance[owner->getSecSkillLevel(SecondarySkill::ARTILLERY)];
  650. if(chance > rand() % 100)
  651. {
  652. bat.flags |= BattleAttack::BALLISTA_DOUBLE_DMG;
  653. }
  654. }
  655. // only primary target
  656. applyBattleEffects(bat, att, def, distance, false);
  657. if (!bat.shot()) //multiple-hex attack - only in meele
  658. {
  659. std::set<const CStack*> attackedCreatures = gs->curB->getAttackedCreatures(att, targetHex); //creatures other than primary target
  660. BOOST_FOREACH(const CStack * stack, attackedCreatures)
  661. {
  662. if (stack != def) //do not hit same stack twice
  663. {
  664. applyBattleEffects(bat, att, stack, distance, true);
  665. }
  666. }
  667. }
  668. const Bonus * bonus = att->getBonusLocalFirst(Selector::type(Bonus::SPELL_LIKE_ATTACK));
  669. if (bonus && (bat.shot())) //TODO: make it work in meele?
  670. {
  671. bat.bsa.front().flags |= BattleStackAttacked::EFFECT;
  672. bat.bsa.front().effect = VLC->spellh->spells[bonus->subtype]->mainEffectAnim; //hopefully it does not interfere with any other effect?
  673. std::set<const CStack*> attackedCreatures = gs->curB->getAffectedCreatures(SpellID(bonus->subtype).toSpell(), bonus->val, att->owner, targetHex);
  674. //TODO: get exact attacked hex for defender
  675. BOOST_FOREACH(const CStack * stack, attackedCreatures)
  676. {
  677. if (stack != def) //do not hit same stack twice
  678. {
  679. applyBattleEffects(bat, att, stack, distance, true);
  680. }
  681. }
  682. }
  683. }
  684. void CGameHandler::applyBattleEffects(BattleAttack &bat, const CStack *att, const CStack *def, int distance, bool secondary) //helper function for prepareAttack
  685. {
  686. BattleStackAttacked bsa;
  687. if (secondary)
  688. bsa.flags |= BattleStackAttacked::SECONDARY; //all other targets do not suffer from spells & spell-like abilities
  689. bsa.attackerID = att->ID;
  690. bsa.stackAttacked = def->ID;
  691. bsa.damageAmount = gs->curB->calculateDmg(att, def, gs->curB->battleGetOwner(att), gs->curB->battleGetOwner(def), bat.shot(), distance, bat.lucky(), bat.unlucky(), bat.deathBlow(), bat.ballistaDoubleDmg());
  692. def->prepareAttacked(bsa); //calculate casualties
  693. //life drain handling
  694. if (att->hasBonusOfType(Bonus::LIFE_DRAIN) && def->isLiving())
  695. {
  696. StacksHealedOrResurrected shi;
  697. shi.lifeDrain = (ui8)true;
  698. shi.tentHealing = (ui8)false;
  699. shi.drainedFrom = def->ID;
  700. StacksHealedOrResurrected::HealInfo hi;
  701. hi.stackID = att->ID;
  702. hi.healedHP = std::min<int> (bsa.damageAmount * att->valOfBonuses (Bonus::LIFE_DRAIN) / 100,
  703. att->MaxHealth() - att->firstHPleft + att->MaxHealth() * (att->baseAmount - att->count) );
  704. hi.lowLevelResurrection = false;
  705. shi.healedStacks.push_back(hi);
  706. if (hi.healedHP > 0)
  707. {
  708. bsa.healedStacks.push_back(shi);
  709. }
  710. }
  711. bat.bsa.push_back(bsa); //add this stack to the list of victims after drain life has been calculated
  712. //fire shield handling
  713. if (!bat.shot() && def->hasBonusOfType(Bonus::FIRE_SHIELD) && !att->hasBonusOfType (Bonus::FIRE_IMMUNITY) && !bsa.killed() )
  714. {
  715. BattleStackAttacked bsa2;
  716. bsa2.stackAttacked = att->ID; //invert
  717. bsa2.attackerID = def->ID;
  718. bsa2.flags |= BattleStackAttacked::EFFECT; //FIXME: play anmation upon efreet and not attacker
  719. bsa2.effect = 11;
  720. bsa2.damageAmount = (bsa.damageAmount * def->valOfBonuses(Bonus::FIRE_SHIELD)) / 100; //TODO: scale with attack/defense
  721. att->prepareAttacked(bsa2);
  722. bat.bsa.push_back(bsa2);
  723. }
  724. }
  725. void CGameHandler::handleConnection(std::set<PlayerColor> players, CConnection &c)
  726. {
  727. setThreadName("CGameHandler::handleConnection");
  728. srand(time(NULL));
  729. try
  730. {
  731. while(1)//server should never shut connection first //was: while(!end2)
  732. {
  733. CPack *pack = NULL;
  734. PlayerColor player = PlayerColor::NEUTRAL;
  735. si32 requestID = -999;
  736. int packType = 0;
  737. {
  738. boost::unique_lock<boost::mutex> lock(*c.rmx);
  739. c >> player >> requestID >> pack; //get the package
  740. if(!pack)
  741. {
  742. logGlobal ->errorStream() << boost::format("Received a null package marked as request %d from player %d") % requestID % player;
  743. }
  744. packType = typeList.getTypeID(pack); //get the id of type
  745. logGlobal->traceStream() << boost::format("Received client message (request %d by player %d) of type with ID=%d (%s).\n")
  746. % requestID % player.getNum() % packType % typeid(*pack).name();
  747. }
  748. //prepare struct informing that action was applied
  749. auto sendPackageResponse = [&](bool succesfullyApplied)
  750. {
  751. PackageApplied applied;
  752. applied.player = player;
  753. applied.result = succesfullyApplied;
  754. applied.packType = packType;
  755. applied.requestID = requestID;
  756. boost::unique_lock<boost::mutex> lock(*c.wmx);
  757. c << &applied;
  758. };
  759. CBaseForGHApply *apply = applier->apps[packType]; //and appropriae applier object
  760. if(isBlockedByQueries(pack, player))
  761. {
  762. sendPackageResponse(false);
  763. }
  764. else if(apply)
  765. {
  766. const bool result = apply->applyOnGH(this,&c,pack, player);
  767. if(!result)
  768. complain("Got false in applying... that request must have been fishy!");
  769. logGlobal->traceStream() << "Message successfully applied (result=" << result << ")!";
  770. sendPackageResponse(true);
  771. }
  772. else
  773. {
  774. logGlobal->errorStream() << "Message cannot be applied, cannot find applier (unregistered type)!";
  775. sendPackageResponse(false);
  776. }
  777. vstd::clear_pointer(pack);
  778. }
  779. }
  780. catch(boost::system::system_error &e) //for boost errors just log, not crash - probably client shut down connection
  781. {
  782. assert(!c.connected); //make sure that connection has been marked as broken
  783. logGlobal->errorStream() << e.what();
  784. end2 = true;
  785. }
  786. HANDLE_EXCEPTION(end2 = true);
  787. logGlobal->errorStream() << "Ended handling connection";
  788. }
  789. int CGameHandler::moveStack(int stack, BattleHex dest)
  790. {
  791. int ret = 0;
  792. const CStack *curStack = gs->curB->battleGetStackByID(stack),
  793. *stackAtEnd = gs->curB->battleGetStackByPos(dest);
  794. assert(curStack);
  795. assert(dest < GameConstants::BFIELD_SIZE);
  796. if (gs->curB->tacticDistance)
  797. {
  798. assert(gs->curB->isInTacticRange(dest));
  799. }
  800. if(curStack->position == dest)
  801. return 0;
  802. //initing necessary tables
  803. auto accessibility = getAccesibility(curStack);
  804. //shifting destination (if we have double wide stack and we can occupy dest but not be exactly there)
  805. if(!stackAtEnd && curStack->doubleWide() && !accessibility.accessible(dest, curStack))
  806. {
  807. if(curStack->attackerOwned)
  808. {
  809. if(accessibility.accessible(dest+1, curStack))
  810. dest += BattleHex::RIGHT;
  811. }
  812. else
  813. {
  814. if(accessibility.accessible(dest-1, curStack))
  815. dest += BattleHex::LEFT;
  816. }
  817. }
  818. if((stackAtEnd && stackAtEnd!=curStack && stackAtEnd->alive()) || !accessibility.accessible(dest, curStack))
  819. {
  820. complain("Given destination is not accessible!");
  821. return 0;
  822. }
  823. std::pair< std::vector<BattleHex>, int > path = gs->curB->getPath(curStack->position, dest, curStack);
  824. ret = path.second;
  825. int creSpeed = gs->curB->tacticDistance ? GameConstants::BFIELD_SIZE : curStack->Speed();
  826. if(curStack->hasBonusOfType(Bonus::FLYING))
  827. {
  828. if(path.second <= creSpeed && path.first.size() > 0)
  829. {
  830. //inform clients about move
  831. BattleStackMoved sm;
  832. sm.stack = curStack->ID;
  833. std::vector<BattleHex> tiles;
  834. tiles.push_back(path.first[0]);
  835. sm.tilesToMove = tiles;
  836. sm.distance = path.second;
  837. sm.teleporting = false;
  838. sendAndApply(&sm);
  839. }
  840. }
  841. else //for non-flying creatures
  842. {
  843. // send one package with the creature path information
  844. shared_ptr<const CObstacleInstance> obstacle; //obstacle that interrupted movement
  845. std::vector<BattleHex> tiles;
  846. int tilesToMove = std::max((int)(path.first.size() - creSpeed), 0);
  847. int v = path.first.size()-1;
  848. startWalking:
  849. for(; v >= tilesToMove; --v)
  850. {
  851. BattleHex hex = path.first[v];
  852. tiles.push_back(hex);
  853. if((obstacle = battleGetObstacleOnPos(hex, false)))
  854. {
  855. //we walked onto something, so we finalize this portion of stack movement check into obstacle
  856. break;
  857. }
  858. }
  859. if (tiles.size() > 0)
  860. {
  861. //commit movement
  862. BattleStackMoved sm;
  863. sm.stack = curStack->ID;
  864. sm.distance = path.second;
  865. sm.teleporting = false;
  866. sm.tilesToMove = tiles;
  867. sendAndApply(&sm);
  868. }
  869. //we don't handle obstacle at the destination tile -> it's handled separately in the if at the end
  870. if(obstacle && curStack->position != dest)
  871. {
  872. handleDamageFromObstacle(*obstacle, curStack);
  873. //if stack didn't die in explosion, continue movement
  874. if(!obstacle->stopsMovement() && curStack->alive())
  875. {
  876. obstacle.reset();
  877. tiles.clear();
  878. v--;
  879. goto startWalking; //TODO it's so evil
  880. }
  881. }
  882. }
  883. //handling obstacle on the final field (separate, because it affects both flying and walking stacks)
  884. if(curStack->alive())
  885. {
  886. if(auto theLastObstacle = battleGetObstacleOnPos(curStack->position, false))
  887. {
  888. handleDamageFromObstacle(*theLastObstacle, curStack);
  889. }
  890. }
  891. return ret;
  892. }
  893. CGameHandler::CGameHandler(void)
  894. {
  895. QID = 1;
  896. //gs = NULL;
  897. IObjectInterface::cb = this;
  898. applier = new CApplier<CBaseForGHApply>;
  899. registerTypes3(*applier);
  900. visitObjectAfterVictory = false;
  901. queries.gh = this;
  902. }
  903. CGameHandler::~CGameHandler(void)
  904. {
  905. delete applier;
  906. applier = NULL;
  907. delete gs;
  908. }
  909. void CGameHandler::init(StartInfo *si)
  910. {
  911. //extern DLL_LINKAGE boost::rand48 ran;
  912. if(!si->seedToBeUsed)
  913. si->seedToBeUsed = std::time(NULL);
  914. gs = new CGameState();
  915. logGlobal->infoStream() << "Gamestate created!";
  916. gs->init(si);
  917. logGlobal->infoStream() << "Gamestate initialized!";
  918. for(auto i = gs->players.begin(); i != gs->players.end(); i++)
  919. states.addPlayer(i->first);
  920. }
  921. static bool evntCmp(const CMapEvent &a, const CMapEvent &b)
  922. {
  923. return a.earlierThan(b);
  924. }
  925. void CGameHandler::setPortalDwelling(const CGTownInstance * town, bool forced=false, bool clear = false)
  926. {// bool forced = true - if creature should be replaced, if false - only if no creature was set
  927. const PlayerState *p = gs->getPlayer(town->tempOwner);
  928. if(!p)
  929. {
  930. logGlobal->warnStream() << "There is no player owner of town " << town->name << " at " << town->pos;
  931. return;
  932. }
  933. if (forced || town->creatures[GameConstants::CREATURES_PER_TOWN].second.empty())//we need to change creature
  934. {
  935. SetAvailableCreatures ssi;
  936. ssi.tid = town->id;
  937. ssi.creatures = town->creatures;
  938. ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.clear();//remove old one
  939. const std::vector<ConstTransitivePtr<CGDwelling> > &dwellings = p->dwellings;
  940. if (dwellings.empty())//no dwellings - just remove
  941. {
  942. sendAndApply(&ssi);
  943. return;
  944. }
  945. ui32 dwellpos = rand()%dwellings.size();//take random dwelling
  946. ui32 creapos = rand()%dwellings[dwellpos]->creatures.size();//for multi-creature dwellings like Golem Factory
  947. CreatureID creature = dwellings[dwellpos]->creatures[creapos].second[0];
  948. if (clear)
  949. ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = std::max((ui32)1, (VLC->creh->creatures[creature]->growth)/2);
  950. else
  951. ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = VLC->creh->creatures[creature]->growth;
  952. ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.push_back(creature);
  953. sendAndApply(&ssi);
  954. }
  955. }
  956. void CGameHandler::newTurn()
  957. {
  958. logGlobal->traceStream() << "Turn " << gs->day+1;
  959. NewTurn n;
  960. n.specialWeek = NewTurn::NO_ACTION;
  961. n.creatureid = CreatureID::NONE;
  962. n.day = gs->day + 1;
  963. bool firstTurn = !getDate(Date::DAY);
  964. bool newWeek = getDate(Date::DAY_OF_WEEK) == 7; //day numbers are confusing, as day was not yet switched
  965. bool newMonth = getDate(Date::DAY_OF_MONTH) == 28;
  966. std::map<PlayerColor, si32> hadGold;//starting gold - for buildings like dwarven treasury
  967. srand(time(NULL));
  968. if (firstTurn)
  969. {
  970. BOOST_FOREACH (auto obj, gs->map->objects)
  971. {
  972. if (obj && obj->ID == Obj::PRISON) //give imprisoned hero 0 exp to level him up. easiest to do at this point
  973. {
  974. changePrimSkill (getHero(obj->id), PrimarySkill::EXPERIENCE, 0);
  975. }
  976. }
  977. }
  978. if (newWeek && !firstTurn)
  979. {
  980. n.specialWeek = NewTurn::NORMAL;
  981. bool deityOfFireBuilt = false;
  982. BOOST_FOREACH(const CGTownInstance *t, gs->map->towns)
  983. {
  984. if(t->hasBuilt(BuildingID::GRAIL, ETownType::INFERNO))
  985. {
  986. deityOfFireBuilt = true;
  987. break;
  988. }
  989. }
  990. if(deityOfFireBuilt)
  991. {
  992. n.specialWeek = NewTurn::DEITYOFFIRE;
  993. n.creatureid = CreatureID::IMP;
  994. }
  995. else
  996. {
  997. int monthType = rand()%100;
  998. if(newMonth) //new month
  999. {
  1000. if (monthType < 40) //double growth
  1001. {
  1002. n.specialWeek = NewTurn::DOUBLE_GROWTH;
  1003. if (VLC->modh->settings.ALL_CREATURES_GET_DOUBLE_MONTHS)
  1004. {
  1005. std::pair<int,CreatureID> newMonster(54, VLC->creh->pickRandomMonster(boost::ref(rand)));
  1006. n.creatureid = newMonster.second;
  1007. }
  1008. else if(VLC->creh->doubledCreatures.size())
  1009. {
  1010. const std::vector<CreatureID> doubledCreatures (VLC->creh->doubledCreatures.begin(), VLC->creh->doubledCreatures.end());
  1011. n.creatureid = vstd::pickRandomElementOf (doubledCreatures, boost::ref(rand));
  1012. }
  1013. else
  1014. {
  1015. complain("Cannot find creature that can be spawned!");
  1016. n.specialWeek = NewTurn::NORMAL;
  1017. }
  1018. }
  1019. else if (monthType < 50)
  1020. n.specialWeek = NewTurn::PLAGUE;
  1021. }
  1022. else //it's a week, but not full month
  1023. {
  1024. if (monthType < 25)
  1025. {
  1026. n.specialWeek = NewTurn::BONUS_GROWTH; //+5
  1027. std::pair<int, CreatureID> newMonster (54, VLC->creh->pickRandomMonster(boost::ref(rand)));
  1028. //TODO do not pick neutrals
  1029. n.creatureid = newMonster.second;
  1030. }
  1031. }
  1032. }
  1033. }
  1034. bmap<ui32, ConstTransitivePtr<CGHeroInstance> > pool = gs->hpool.heroesPool;
  1035. for ( auto i=gs->players.begin() ; i!=gs->players.end();i++)
  1036. {
  1037. if(i->first == PlayerColor::NEUTRAL)
  1038. continue;
  1039. else if(i->first >= PlayerColor::PLAYER_LIMIT)
  1040. assert(0); //illegal player number!
  1041. std::pair<PlayerColor, si32> playerGold(i->first, i->second.resources[Res::GOLD]);
  1042. hadGold.insert(playerGold);
  1043. if(newWeek) //new heroes in tavern
  1044. {
  1045. SetAvailableHeroes sah;
  1046. sah.player = i->first;
  1047. //pick heroes and their armies
  1048. CHeroClass *banned = NULL;
  1049. for (int j = 0; j < GameConstants::AVAILABLE_HEROES_PER_PLAYER; j++)
  1050. {
  1051. 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
  1052. {
  1053. sah.hid[j] = h->subID;
  1054. h->initArmy(&sah.army[j]);
  1055. banned = h->type->heroClass;
  1056. }
  1057. else
  1058. sah.hid[j] = -1;
  1059. }
  1060. sendAndApply(&sah);
  1061. }
  1062. n.res[i->first] = i->second.resources;
  1063. BOOST_FOREACH(CGHeroInstance *h, (*i).second.heroes)
  1064. {
  1065. if(h->visitedTown)
  1066. giveSpells(h->visitedTown, h);
  1067. NewTurn::Hero hth;
  1068. hth.id = h->id;
  1069. hth.move = h->maxMovePoints(gs->map->getTile(h->getPosition(false)).terType != ETerrainType::WATER);
  1070. if(h->visitedTown && h->visitedTown->hasBuilt(BuildingID::MAGES_GUILD_1)) //if hero starts turn in town with mage guild
  1071. hth.mana = std::max(h->mana, h->manaLimit()); //restore all mana
  1072. else
  1073. hth.mana = std::max((si32)(0), std::max(h->mana, std::min((si32)(h->mana + h->manaRegain()), h->manaLimit())));
  1074. n.heroes.insert(hth);
  1075. if(!firstTurn) //not first day
  1076. {
  1077. n.res[i->first][Res::GOLD] += h->valOfBonuses(Selector::typeSubtype(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::ESTATES)); //estates
  1078. for (int k = 0; k < GameConstants::RESOURCE_QUANTITY; k++)
  1079. {
  1080. n.res[i->first][k] += h->valOfBonuses(Bonus::GENERATE_RESOURCE, k);
  1081. }
  1082. }
  1083. }
  1084. }
  1085. BOOST_FOREACH(CGTownInstance *t, gs->map->towns)
  1086. {
  1087. PlayerColor player = t->tempOwner;
  1088. handleTownEvents(t, n);
  1089. if(newWeek) //first day of week
  1090. {
  1091. if(t->hasBuilt(BuildingID::PORTAL_OF_SUMMON, ETownType::DUNGEON))
  1092. setPortalDwelling(t, true, (n.specialWeek == NewTurn::PLAGUE ? true : false)); //set creatures for Portal of Summoning
  1093. if(!firstTurn)
  1094. if (t->hasBuilt(BuildingID::TREASURY, ETownType::RAMPART) && player < PlayerColor::PLAYER_LIMIT)
  1095. n.res[player][Res::GOLD] += hadGold[player]/10; //give 10% of starting gold
  1096. if (!vstd::contains(n.cres, t->id))
  1097. {
  1098. n.cres[t->id].tid = t->id;
  1099. n.cres[t->id].creatures = t->creatures;
  1100. }
  1101. auto & sac = n.cres[t->id];
  1102. for (int k=0; k < GameConstants::CREATURES_PER_TOWN; k++) //creature growths
  1103. {
  1104. if(t->creatureDwellingLevel(k) >= 0)//there is dwelling (k-level)
  1105. {
  1106. ui32 &availableCount = sac.creatures[k].first;
  1107. const CCreature *cre = VLC->creh->creatures[t->creatures[k].second.back()];
  1108. if (n.specialWeek == NewTurn::PLAGUE)
  1109. availableCount = t->creatures[k].first / 2; //halve their number, no growth
  1110. else
  1111. {
  1112. if(firstTurn) //first day of game: use only basic growths
  1113. availableCount = cre->growth;
  1114. else
  1115. availableCount += t->creatureGrowth(k);
  1116. //Deity of fire week - upgrade both imps and upgrades
  1117. if (n.specialWeek == NewTurn::DEITYOFFIRE && vstd::contains(t->creatures[k].second, n.creatureid))
  1118. availableCount += 15;
  1119. if( cre->idNumber == n.creatureid ) //bonus week, effect applies only to identical creatures
  1120. {
  1121. if(n.specialWeek == NewTurn::DOUBLE_GROWTH)
  1122. availableCount *= 2;
  1123. else if(n.specialWeek == NewTurn::BONUS_GROWTH)
  1124. availableCount += 5;
  1125. }
  1126. }
  1127. }
  1128. }
  1129. }
  1130. if(!firstTurn && player < PlayerColor::PLAYER_LIMIT)//not the first day and town not neutral
  1131. {
  1132. if(t->hasBuilt(BuildingID::RESOURCE_SILO)) //there is resource silo
  1133. {
  1134. if(t->town->primaryRes == Res::WOOD_AND_ORE) //we'll give wood and ore
  1135. {
  1136. n.res[player][Res::WOOD] ++;
  1137. n.res[player][Res::ORE] ++;
  1138. }
  1139. else
  1140. {
  1141. n.res[player][t->town->primaryRes] ++;
  1142. }
  1143. }
  1144. n.res[player][Res::GOLD] += t->dailyIncome();
  1145. }
  1146. if(t->hasBuilt(BuildingID::GRAIL, ETownType::TOWER))
  1147. {
  1148. // Skyship, probably easier to handle same as Veil of darkness
  1149. //do it every new day after veils apply
  1150. if (player != PlayerColor::NEUTRAL) //do not reveal fow for neutral player
  1151. {
  1152. FoWChange fw;
  1153. fw.mode = 1;
  1154. fw.player = player;
  1155. // find all hidden tiles
  1156. auto & fow = gs->getPlayerTeam(player)->fogOfWarMap;
  1157. for (size_t i=0; i<fow.size(); i++)
  1158. for (size_t j=0; j<fow[i].size(); j++)
  1159. for (size_t k=0; k<fow[i][j].size(); k++)
  1160. if (!fow[i][j][k])
  1161. fw.tiles.insert(int3(i,j,k));
  1162. sendAndApply (&fw);
  1163. }
  1164. }
  1165. if (t->hasBonusOfType (Bonus::DARKNESS))
  1166. {
  1167. t->hideTiles(t->getOwner(), t->getBonusLocalFirst(Selector::type(Bonus::DARKNESS))->val);
  1168. }
  1169. //unhiding what shouldn't be hidden? //that's handled in netpacks client
  1170. }
  1171. if(newMonth)
  1172. {
  1173. SetAvailableArtifacts saa;
  1174. saa.id = -1;
  1175. pickAllowedArtsSet(saa.arts);
  1176. sendAndApply(&saa);
  1177. }
  1178. sendAndApply(&n);
  1179. if(newWeek)
  1180. {
  1181. //spawn wandering monsters
  1182. if (newMonth && (n.specialWeek == NewTurn::DOUBLE_GROWTH || n.specialWeek == NewTurn::DEITYOFFIRE))
  1183. {
  1184. spawnWanderingMonsters(n.creatureid);
  1185. }
  1186. //new week info popup
  1187. if(!firstTurn)
  1188. {
  1189. InfoWindow iw;
  1190. switch (n.specialWeek)
  1191. {
  1192. case NewTurn::DOUBLE_GROWTH:
  1193. iw.text.addTxt(MetaString::ARRAY_TXT, 131);
  1194. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1195. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1196. break;
  1197. case NewTurn::PLAGUE:
  1198. iw.text.addTxt(MetaString::ARRAY_TXT, 132);
  1199. break;
  1200. case NewTurn::BONUS_GROWTH:
  1201. iw.text.addTxt(MetaString::ARRAY_TXT, 134);
  1202. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1203. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1204. break;
  1205. case NewTurn::DEITYOFFIRE:
  1206. iw.text.addTxt(MetaString::ARRAY_TXT, 135);
  1207. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 42); //%s imp
  1208. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 42); //%s imp
  1209. iw.text.addReplacement2(15); //%+d 15
  1210. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 43); //%s familiar
  1211. iw.text.addReplacement2(15); //%+d 15
  1212. break;
  1213. default:
  1214. if (newMonth)
  1215. {
  1216. iw.text.addTxt(MetaString::ARRAY_TXT, (130));
  1217. iw.text.addReplacement(MetaString::ARRAY_TXT, 32 + rand()%10);
  1218. }
  1219. else
  1220. {
  1221. iw.text.addTxt(MetaString::ARRAY_TXT, (133));
  1222. iw.text.addReplacement(MetaString::ARRAY_TXT, 43 + rand()%15);
  1223. }
  1224. }
  1225. for (auto i=gs->players.begin() ; i!=gs->players.end(); i++)
  1226. {
  1227. iw.player = i->first;
  1228. sendAndApply(&iw);
  1229. }
  1230. }
  1231. }
  1232. logGlobal->traceStream() << "Info about turn " << n.day << "has been sent!";
  1233. handleTimeEvents();
  1234. //call objects
  1235. for(size_t i = 0; i<gs->map->objects.size(); i++)
  1236. {
  1237. if(gs->map->objects[i])
  1238. gs->map->objects[i]->newTurn();
  1239. }
  1240. winLoseHandle(0xff);
  1241. //warn players without town
  1242. if(gs->day)
  1243. {
  1244. for (auto i=gs->players.cbegin() ; i!=gs->players.cend();i++)
  1245. {
  1246. if(i->second.status || i->second.towns.size() || i->second.color >= PlayerColor::PLAYER_LIMIT)
  1247. continue;
  1248. InfoWindow iw;
  1249. iw.player = i->first;
  1250. iw.components.push_back(Component(Component::FLAG, i->first.getNum(), 0, 0));
  1251. if(!i->second.daysWithoutCastle)
  1252. {
  1253. 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.
  1254. iw.text.addReplacement(MetaString::COLOR, i->first.getNum());
  1255. }
  1256. else if(i->second.daysWithoutCastle == 6)
  1257. {
  1258. 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.
  1259. iw.text.addReplacement(MetaString::COLOR, i->first.getNum());
  1260. }
  1261. else
  1262. {
  1263. 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.
  1264. iw.text.addReplacement(MetaString::COLOR, i->first.getNum());
  1265. iw.text.addReplacement(7 - i->second.daysWithoutCastle);
  1266. }
  1267. sendAndApply(&iw);
  1268. }
  1269. }
  1270. synchronizeArtifactHandlerLists(); //new day events may have changed them. TODO better of managing that
  1271. }
  1272. void CGameHandler::run(bool resume)
  1273. {
  1274. LOG_TRACE_PARAMS(logGlobal, "resume=%d", resume);
  1275. using namespace boost::posix_time;
  1276. BOOST_FOREACH(CConnection *cc, conns)
  1277. {
  1278. if(!resume)
  1279. {
  1280. (*cc) << gs->initialOpts; // gs->scenarioOps
  1281. }
  1282. std::set<PlayerColor> players;
  1283. (*cc) >> players; //how many players will be handled at that client
  1284. std::stringstream sbuffer;
  1285. sbuffer << "Connection " << cc->connectionID << " will handle " << players.size() << " player: ";
  1286. BOOST_FOREACH(PlayerColor color, players)
  1287. {
  1288. sbuffer << color << " ";
  1289. {
  1290. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  1291. connections[color] = cc;
  1292. }
  1293. }
  1294. logGlobal->infoStream() << sbuffer.str();
  1295. cc->addStdVecItems(gs);
  1296. cc->enableStackSendingByID();
  1297. cc->disableSmartPointerSerialization();
  1298. }
  1299. for(std::set<CConnection*>::iterator i = conns.begin(); i!=conns.end();i++)
  1300. {
  1301. std::set<PlayerColor> pom;
  1302. for(auto j = connections.cbegin(); j!=connections.cend();j++)
  1303. if(j->second == *i)
  1304. pom.insert(j->first);
  1305. boost::thread(boost::bind(&CGameHandler::handleConnection,this,pom,boost::ref(**i)));
  1306. }
  1307. if(gs->scenarioOps->mode == StartInfo::DUEL)
  1308. {
  1309. runBattle();
  1310. end2 = true;
  1311. while(conns.size() && (*conns.begin())->isOpen())
  1312. boost::this_thread::sleep(boost::posix_time::milliseconds(5)); //give time client to close socket
  1313. return;
  1314. }
  1315. while (!end2)
  1316. {
  1317. if(!resume)
  1318. newTurn();
  1319. std::map<PlayerColor,PlayerState>::iterator i;
  1320. if(!resume)
  1321. i = gs->players.begin();
  1322. else
  1323. i = gs->players.find(gs->currentPlayer);
  1324. resume = false;
  1325. for(; i != gs->players.end(); i++)
  1326. {
  1327. if((i->second.towns.size()==0 && i->second.heroes.size()==0)
  1328. || i->first>=PlayerColor::PLAYER_LIMIT
  1329. || i->second.status)
  1330. {
  1331. continue;
  1332. }
  1333. states.setFlag(i->first,&PlayerStatus::makingTurn,true);
  1334. {
  1335. YourTurn yt;
  1336. yt.player = i->first;
  1337. applyAndSend(&yt);
  1338. }
  1339. //wait till turn is done
  1340. boost::unique_lock<boost::mutex> lock(states.mx);
  1341. while(states.players[i->first].makingTurn && !end2)
  1342. {
  1343. static time_duration p = milliseconds(200);
  1344. states.cv.timed_wait(lock,p);
  1345. }
  1346. }
  1347. }
  1348. while(conns.size() && (*conns.begin())->isOpen())
  1349. boost::this_thread::sleep(boost::posix_time::milliseconds(5)); //give time client to close socket
  1350. }
  1351. void CGameHandler::setupBattle( int3 tile, const CArmedInstance *armies[2], const CGHeroInstance *heroes[2], bool creatureBank, const CGTownInstance *town )
  1352. {
  1353. battleResult.set(NULL);
  1354. //send info about battles
  1355. BattleStart bs;
  1356. bs.info = gs->setupBattle(tile, armies, heroes, creatureBank, town);
  1357. sendAndApply(&bs);
  1358. }
  1359. void CGameHandler::checkForBattleEnd()
  1360. {
  1361. auto &stacks = gs->curB->stacks;
  1362. //checking winning condition
  1363. bool hasStack[2]; //hasStack[0] - true if attacker has a living stack; defender similarly
  1364. hasStack[0] = hasStack[1] = false;
  1365. for(int b = 0; b<stacks.size(); ++b)
  1366. {
  1367. if(stacks[b]->alive() && !stacks[b]->hasBonusOfType(Bonus::SIEGE_WEAPON))
  1368. {
  1369. hasStack[1-stacks[b]->attackerOwned] = true;
  1370. }
  1371. }
  1372. if(!hasStack[0] || !hasStack[1]) //somebody has won
  1373. {
  1374. setBattleResult(BattleResult::NORMAL, hasStack[1]);
  1375. }
  1376. }
  1377. void CGameHandler::giveSpells( const CGTownInstance *t, const CGHeroInstance *h )
  1378. {
  1379. if(!h->hasSpellbook())
  1380. return; //hero hasn't spellbook
  1381. ChangeSpells cs;
  1382. cs.hid = h->id;
  1383. cs.learn = true;
  1384. for(int i=0; i<std::min(t->mageGuildLevel(),h->getSecSkillLevel(SecondarySkill::WISDOM)+2);i++)
  1385. {
  1386. if (t->hasBuilt(BuildingID::GRAIL, ETownType::CONFLUX)) //Aurora Borealis
  1387. {
  1388. std::vector<SpellID> spells;
  1389. getAllowedSpells(spells, i);
  1390. for (int j = 0; j < spells.size(); ++j)
  1391. cs.spells.insert(spells[j]);
  1392. }
  1393. else
  1394. {
  1395. for(int j=0; j<t->spellsAtLevel(i+1,true) && j<t->spells[i].size(); j++)
  1396. {
  1397. if(!vstd::contains(h->spells,t->spells[i][j]))
  1398. cs.spells.insert(t->spells[i][j]);
  1399. }
  1400. }
  1401. }
  1402. if(cs.spells.size())
  1403. sendAndApply(&cs);
  1404. }
  1405. void CGameHandler::setBlockVis(ObjectInstanceID objid, bool bv)
  1406. {
  1407. SetObjectProperty sop(objid,2,bv);
  1408. sendAndApply(&sop);
  1409. }
  1410. bool CGameHandler::removeObject( const CGObjectInstance * obj )
  1411. {
  1412. if(!obj || !getObj(obj->id))
  1413. {
  1414. logGlobal->errorStream() << "Something wrong, that object already has been removed or hasn't existed!";
  1415. return false;
  1416. }
  1417. RemoveObject ro;
  1418. ro.id = obj->id;
  1419. sendAndApply(&ro);
  1420. winLoseHandle(255); //eg if monster escaped (removing objs after battle is done dircetly by endBattle, not this function)
  1421. return true;
  1422. }
  1423. void CGameHandler::setAmount(ObjectInstanceID objid, ui32 val)
  1424. {
  1425. SetObjectProperty sop(objid,3,val);
  1426. sendAndApply(&sop);
  1427. }
  1428. bool CGameHandler::moveHero( ObjectInstanceID hid, int3 dst, ui8 teleporting, PlayerColor asker /*= 255*/ )
  1429. {
  1430. const CGHeroInstance *h = getHero(hid);
  1431. 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)
  1432. )
  1433. {
  1434. logGlobal->errorStream() << "Illegal call to move hero!";
  1435. return false;
  1436. }
  1437. logGlobal->traceStream() << "Player " << asker << " wants to move hero "<< hid.getNum() << " from "<< h->pos << " to " << dst;
  1438. const int3 hmpos = dst + int3(-1,0,0);
  1439. if(!gs->map->isInTheMap(hmpos))
  1440. {
  1441. logGlobal->errorStream() << "Destination tile is outside the map!";
  1442. return false;
  1443. }
  1444. const TerrainTile t = *gs->getTile(hmpos);
  1445. const int cost = gs->getMovementCost(h, h->getPosition(false), hmpos, h->movement);
  1446. const int3 guardPos = gs->guardingCreaturePosition(hmpos);
  1447. const bool embarking = !h->boat && !t.visitableObjects.empty() && t.visitableObjects.back()->ID == Obj::BOAT;
  1448. const bool disembarking = h->boat && t.terType != ETerrainType::WATER && !t.blocked;
  1449. //result structure for start - movement failed, no move points used
  1450. TryMoveHero tmh;
  1451. tmh.id = hid;
  1452. tmh.start = h->pos;
  1453. tmh.end = dst;
  1454. tmh.result = TryMoveHero::FAILED;
  1455. tmh.movePoints = h->movement;
  1456. //check if destination tile is available
  1457. //it's a rock or blocked and not visitable tile
  1458. //OR hero is on land and dest is water and (there is not present only one object - boat)
  1459. if(((t.terType == ETerrainType::ROCK || (t.blocked && !t.visitable && !h->hasBonusOfType(Bonus::FLYING_MOVEMENT) ))
  1460. && complain("Cannot move hero, destination tile is blocked!"))
  1461. || ((!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)
  1462. && complain("Cannot move hero, destination tile is on water!"))
  1463. || ((h->boat && t.terType != ETerrainType::WATER && t.blocked)
  1464. && complain("Cannot disembark hero, tile is blocked!"))
  1465. || ( (distance(h->pos, dst) >= 1.5 && !teleporting)
  1466. && complain("Tiles are not neighboring!"))
  1467. || ( (h->inTownGarrison)
  1468. && complain("Can not move garrisoned hero!"))
  1469. || ((h->movement < cost && dst != h->pos && !teleporting)
  1470. && complain("Hero doesn't have any movement points left!"))
  1471. /*|| (states.checkFlag(h->tempOwner, &PlayerStatus::engagedIntoBattle)
  1472. && complain("Cannot move hero during the battle"))*/)
  1473. {
  1474. //send info about movement failure
  1475. sendAndApply(&tmh);
  1476. return false;
  1477. }
  1478. //several generic blocks of code
  1479. // should be called if hero changes tile but before applying TryMoveHero package
  1480. auto leaveTile = [&]()
  1481. {
  1482. BOOST_FOREACH(CGObjectInstance *obj, gs->map->getTile(int3(h->pos.x-1, h->pos.y, h->pos.z)).visitableObjects)
  1483. {
  1484. obj->onHeroLeave(h);
  1485. }
  1486. this->getTilesInRange(tmh.fowRevealed, h->getSightCenter()+(tmh.end-tmh.start), h->getSightRadious(), h->tempOwner, 1);
  1487. };
  1488. auto doMove = [&](TryMoveHero::EResult result, EGuardLook lookForGuards,
  1489. EVisitDest visitDest, ELEaveTile leavingTile) -> bool
  1490. {
  1491. LOG_TRACE_PARAMS(logGlobal, "Hero %s starts movement from %s to %s", h->name % tmh.start % tmh.end);
  1492. auto moveQuery = make_shared<CHeroMovementQuery>(tmh, h);
  1493. queries.addQuery(moveQuery);
  1494. if(leavingTile == LEAVING_TILE)
  1495. leaveTile();
  1496. tmh.result = result;
  1497. sendAndApply(&tmh);
  1498. if(lookForGuards == CHECK_FOR_GUARDS && isInTheMap(guardPos))
  1499. {
  1500. tmh.attackedFrom = guardPos;
  1501. const TerrainTile &guardTile = *gs->getTile(guardPos);
  1502. objectVisited(guardTile.visitableObjects.back(), h);
  1503. moveQuery->visitDestAfterVictory = visitDest==VISIT_DEST;
  1504. }
  1505. else if(visitDest == VISIT_DEST)
  1506. {
  1507. visitObjectOnTile(t, h);
  1508. }
  1509. queries.popIfTop(moveQuery);
  1510. logGlobal->traceStream() << "Hero " << h->name << " ends movement";
  1511. return result != TryMoveHero::FAILED;
  1512. };
  1513. //interaction with blocking object (like resources)
  1514. auto blockingVisit = [&]() -> bool
  1515. {
  1516. BOOST_FOREACH(CGObjectInstance *obj, t.visitableObjects)
  1517. {
  1518. if(obj != h && obj->blockVisit && !obj->passableFor(h->tempOwner))
  1519. {
  1520. return doMove(TryMoveHero::BLOCKING_VISIT, this->IGNORE_GUARDS, VISIT_DEST, REMAINING_ON_TILE);
  1521. //this-> is needed for MVS2010 to recognize scope (?)
  1522. }
  1523. }
  1524. return false;
  1525. };
  1526. if(embarking)
  1527. {
  1528. tmh.movePoints = h->movementPointsAfterEmbark(h->movement, cost, false);
  1529. return doMove(TryMoveHero::EMBARK, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
  1530. //attack guards on embarking? In H3 creatures on water had no zone of control at all
  1531. }
  1532. if(disembarking)
  1533. {
  1534. tmh.movePoints = h->movementPointsAfterEmbark(h->movement, cost, true);
  1535. return doMove(TryMoveHero::DISEMBARK, CHECK_FOR_GUARDS, VISIT_DEST, LEAVING_TILE);
  1536. }
  1537. if(teleporting)
  1538. {
  1539. if(blockingVisit()) // e.g. hero on the other side of teleporter
  1540. return true;
  1541. doMove(TryMoveHero::TELEPORTATION, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
  1542. // visit town for town portal \ castle gates
  1543. // do not use generic visitObjectOnTile to avoid double-teleporting
  1544. // if this moveHero call was triggered by teleporter
  1545. if (!t.visitableObjects.empty())
  1546. {
  1547. if (CGTownInstance * town = dynamic_cast<CGTownInstance *>(t.visitableObjects.back()))
  1548. town->onHeroVisit(h);
  1549. }
  1550. return true;
  1551. }
  1552. //still here? it is standard movement!
  1553. {
  1554. tmh.movePoints = h->movement >= cost
  1555. ? h->movement - cost
  1556. : 0;
  1557. if(blockingVisit())
  1558. return true;
  1559. doMove(TryMoveHero::SUCCESS, CHECK_FOR_GUARDS, VISIT_DEST, LEAVING_TILE);
  1560. return true;
  1561. }
  1562. }
  1563. bool CGameHandler::teleportHero(ObjectInstanceID hid, ObjectInstanceID dstid, ui8 source, PlayerColor asker/* = 255*/)
  1564. {
  1565. const CGHeroInstance *h = getHero(hid);
  1566. const CGTownInstance *t = getTown(dstid);
  1567. if ( !h || !t || h->getOwner() != gs->currentPlayer )
  1568. logGlobal->errorStream()<<"Invalid call to teleportHero!";
  1569. const CGTownInstance *from = h->visitedTown;
  1570. if(((h->getOwner() != t->getOwner())
  1571. && complain("Cannot teleport hero to another player"))
  1572. || ((!from || from->hasBuilt(BuildingID::CASTLE_GATE, ETownType::INFERNO))
  1573. && complain("Hero must be in town with Castle gate for teleporting"))
  1574. || (t->hasBuilt(BuildingID::CASTLE_GATE, ETownType::INFERNO)
  1575. && complain("Cannot teleport hero to town without Castle gate in it")))
  1576. return false;
  1577. int3 pos = t->visitablePos();
  1578. pos += h->getVisitableOffset();
  1579. moveHero(hid,pos,1);
  1580. return true;
  1581. }
  1582. void CGameHandler::setOwner(const CGObjectInstance * obj, PlayerColor owner)
  1583. {
  1584. PlayerColor oldOwner = getOwner(obj->id);
  1585. SetObjectProperty sop(obj->id, 1, owner.getNum());
  1586. sendAndApply(&sop);
  1587. winLoseHandle(1<<owner.getNum() | 1<<oldOwner.getNum());
  1588. if(owner < PlayerColor::PLAYER_LIMIT && dynamic_cast<const CGTownInstance *>(obj)) //town captured
  1589. {
  1590. const CGTownInstance * town = dynamic_cast<const CGTownInstance *>(obj);
  1591. if (town->hasBuilt(BuildingID::PORTAL_OF_SUMMON, ETownType::DUNGEON))
  1592. setPortalDwelling(town, true, false);
  1593. if (!gs->getPlayer(owner)->towns.size())//player lost last town
  1594. {
  1595. InfoWindow iw;
  1596. iw.player = oldOwner;
  1597. 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.
  1598. sendAndApply(&iw);
  1599. }
  1600. }
  1601. const PlayerState * p = gs->getPlayer(owner);
  1602. if((obj->ID == Obj::CREATURE_GENERATOR1 || obj->ID == Obj::CREATURE_GENERATOR4 ) && p && p->dwellings.size()==1)//first dwelling captured
  1603. {
  1604. BOOST_FOREACH(const CGTownInstance *t, gs->getPlayer(owner)->towns)
  1605. {
  1606. if (t->hasBuilt(BuildingID::PORTAL_OF_SUMMON, ETownType::DUNGEON))
  1607. setPortalDwelling(t);//set initial creatures for all portals of summoning
  1608. }
  1609. }
  1610. }
  1611. void CGameHandler::setHoverName(const CGObjectInstance * obj, MetaString* name)
  1612. {
  1613. SetHoverName shn(obj->id, *name);
  1614. sendAndApply(&shn);
  1615. }
  1616. void CGameHandler::showBlockingDialog( BlockingDialog *iw )
  1617. {
  1618. auto dialogQuery = make_shared<CBlockingDialogQuery>(*iw);
  1619. queries.addQuery(dialogQuery);
  1620. iw->queryID = dialogQuery->queryID;
  1621. sendToAllClients(iw);
  1622. }
  1623. void CGameHandler::giveResource(PlayerColor player, Res::ERes which, int val) //TODO: cap according to Bersy's suggestion
  1624. {
  1625. if(!val) return; //don't waste time on empty call
  1626. SetResource sr;
  1627. sr.player = player;
  1628. sr.resid = which;
  1629. sr.val = gs->players.find(player)->second.resources[which] + val;
  1630. sendAndApply(&sr);
  1631. }
  1632. void CGameHandler::giveResources(PlayerColor player, TResources resources)
  1633. {
  1634. for(TResources::nziterator i(resources); i.valid(); i++)
  1635. giveResource(player, i->resType, i->resVal);
  1636. }
  1637. void CGameHandler::giveCreatures(const CArmedInstance *obj, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove)
  1638. {
  1639. COMPLAIN_RET_IF(!creatures.stacksCount(), "Strange, giveCreatures called without args!");
  1640. COMPLAIN_RET_IF(obj->stacksCount(), "Cannot give creatures from not-cleared object!");
  1641. COMPLAIN_RET_IF(creatures.stacksCount() > GameConstants::ARMY_SIZE, "Too many stacks to give!");
  1642. //first we move creatures to give to make them army of object-source
  1643. for (TSlots::const_iterator stack = creatures.Slots().begin(); stack != creatures.Slots().end(); stack++)
  1644. {
  1645. addToSlot(StackLocation(obj, obj->getSlotFor(stack->second->type)), stack->second->type, stack->second->count);
  1646. }
  1647. tryJoiningArmy(obj, h, remove, true);
  1648. }
  1649. void CGameHandler::takeCreatures(ObjectInstanceID objid, const std::vector<CStackBasicDescriptor> &creatures)
  1650. {
  1651. std::vector<CStackBasicDescriptor> cres = creatures;
  1652. if (cres.size() <= 0)
  1653. return;
  1654. const CArmedInstance* obj = static_cast<const CArmedInstance*>(getObj(objid));
  1655. BOOST_FOREACH(CStackBasicDescriptor &sbd, cres)
  1656. {
  1657. TQuantity collected = 0;
  1658. while(collected < sbd.count)
  1659. {
  1660. bool foundSth = false;
  1661. for(auto i = obj->Slots().begin(); i != obj->Slots().end(); i++)
  1662. {
  1663. if(i->second->type == sbd.type)
  1664. {
  1665. TQuantity take = std::min(sbd.count - collected, i->second->count); //collect as much cres as we can
  1666. changeStackCount(StackLocation(obj, i->first), -take, false);
  1667. collected += take;
  1668. foundSth = true;
  1669. break;
  1670. }
  1671. }
  1672. if(!foundSth) //we went through the whole loop and haven't found appropriate cres
  1673. {
  1674. complain("Unexpected failure during taking creatures!");
  1675. return;
  1676. }
  1677. }
  1678. }
  1679. }
  1680. void CGameHandler::showCompInfo(ShowInInfobox * comp)
  1681. {
  1682. sendToAllClients(comp);
  1683. }
  1684. void CGameHandler::heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  1685. {
  1686. HeroVisitCastle vc;
  1687. vc.hid = hero->id;
  1688. vc.tid = obj->id;
  1689. vc.flags |= 1;
  1690. sendAndApply(&vc);
  1691. vistiCastleObjects (obj, hero);
  1692. giveSpells (obj, hero);
  1693. if(gs->map->victoryCondition.condition == EVictoryConditionType::TRANSPORTITEM)
  1694. checkLossVictory(hero->tempOwner); //transported artifact?
  1695. }
  1696. void CGameHandler::vistiCastleObjects (const CGTownInstance *t, const CGHeroInstance *h)
  1697. {
  1698. std::vector<CGTownBuilding*>::const_iterator i;
  1699. for (i = t->bonusingBuildings.begin(); i != t->bonusingBuildings.end(); i++)
  1700. (*i)->onHeroVisit (h);
  1701. }
  1702. void CGameHandler::stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  1703. {
  1704. HeroVisitCastle vc;
  1705. vc.hid = hero->id;
  1706. vc.tid = obj->id;
  1707. sendAndApply(&vc);
  1708. }
  1709. void CGameHandler::removeArtifact(const ArtifactLocation &al)
  1710. {
  1711. assert(al.getArt());
  1712. EraseArtifact ea;
  1713. ea.al = al;
  1714. sendAndApply(&ea);
  1715. }
  1716. void CGameHandler::startBattlePrimary(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile,
  1717. const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank,
  1718. const CGTownInstance *town) //use hero=NULL for no hero
  1719. {
  1720. engageIntoBattle(army1->tempOwner);
  1721. engageIntoBattle(army2->tempOwner);
  1722. static const CArmedInstance *armies[2];
  1723. armies[0] = army1;
  1724. armies[1] = army2;
  1725. static const CGHeroInstance*heroes[2];
  1726. heroes[0] = hero1;
  1727. heroes[1] = hero2;
  1728. setupBattle(tile, armies, heroes, creatureBank, town); //initializes stacks, places creatures on battlefield, blocks and informs player interfaces
  1729. auto battleQuery = make_shared<CBattleQuery>(gs->curB);
  1730. queries.addQuery(battleQuery);
  1731. boost::thread(&CGameHandler::runBattle, this);
  1732. }
  1733. void CGameHandler::startBattleI( const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, bool creatureBank )
  1734. {
  1735. startBattlePrimary(army1, army2, tile,
  1736. army1->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army1) : NULL,
  1737. army2->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army2) : NULL,
  1738. creatureBank);
  1739. }
  1740. void CGameHandler::startBattleI( const CArmedInstance *army1, const CArmedInstance *army2, bool creatureBank)
  1741. {
  1742. startBattleI(army1, army2, army2->visitablePos(), creatureBank);
  1743. }
  1744. void CGameHandler::changeSpells( const CGHeroInstance * hero, bool give, const std::set<SpellID> &spells )
  1745. {
  1746. ChangeSpells cs;
  1747. cs.hid = hero->id;
  1748. cs.spells = spells;
  1749. cs.learn = give;
  1750. sendAndApply(&cs);
  1751. }
  1752. void CGameHandler::sendMessageTo( CConnection &c, const std::string &message )
  1753. {
  1754. SystemMessage sm;
  1755. sm.text = message;
  1756. boost::unique_lock<boost::mutex> lock(*c.wmx);
  1757. c << &sm;
  1758. }
  1759. void CGameHandler::giveHeroBonus( GiveBonus * bonus )
  1760. {
  1761. sendAndApply(bonus);
  1762. }
  1763. void CGameHandler::setMovePoints( SetMovePoints * smp )
  1764. {
  1765. sendAndApply(smp);
  1766. }
  1767. void CGameHandler::setManaPoints( ObjectInstanceID hid, int val )
  1768. {
  1769. SetMana sm;
  1770. sm.hid = hid;
  1771. sm.val = val;
  1772. sendAndApply(&sm);
  1773. }
  1774. void CGameHandler::giveHero( ObjectInstanceID id, PlayerColor player )
  1775. {
  1776. GiveHero gh;
  1777. gh.id = id;
  1778. gh.player = player;
  1779. sendAndApply(&gh);
  1780. }
  1781. void CGameHandler::changeObjPos( ObjectInstanceID objid, int3 newPos, ui8 flags )
  1782. {
  1783. ChangeObjPos cop;
  1784. cop.objid = objid;
  1785. cop.nPos = newPos;
  1786. cop.flags = flags;
  1787. sendAndApply(&cop);
  1788. }
  1789. void CGameHandler::useScholarSkill(ObjectInstanceID fromHero, ObjectInstanceID toHero)
  1790. {
  1791. const CGHeroInstance * h1 = getHero(fromHero);
  1792. const CGHeroInstance * h2 = getHero(toHero);
  1793. if ( h1->getSecSkillLevel(SecondarySkill::SCHOLAR) < h2->getSecSkillLevel(SecondarySkill::SCHOLAR) )
  1794. {
  1795. std::swap (h1,h2);//1st hero need to have higher scholar level for correct message
  1796. std::swap(fromHero, toHero);
  1797. }
  1798. int ScholarLevel = h1->getSecSkillLevel(SecondarySkill::SCHOLAR);//heroes can trade up to this level
  1799. if (!ScholarLevel || !h1->hasSpellbook() || !h2->hasSpellbook() )
  1800. return;//no scholar skill or no spellbook
  1801. int h1Lvl = std::min(ScholarLevel+1, h1->getSecSkillLevel(SecondarySkill::WISDOM)+2),
  1802. h2Lvl = std::min(ScholarLevel+1, h2->getSecSkillLevel(SecondarySkill::WISDOM)+2);//heroes can receive this levels
  1803. ChangeSpells cs1;
  1804. cs1.learn = true;
  1805. cs1.hid = toHero;//giving spells to first hero
  1806. BOOST_FOREACH(auto it, h1->spells)
  1807. if ( h2Lvl >= it.toSpell()->level && !vstd::contains(h2->spells, it))//hero can learn it and don't have it yet
  1808. cs1.spells.insert(it);//spell to learn
  1809. ChangeSpells cs2;
  1810. cs2.learn = true;
  1811. cs2.hid = fromHero;
  1812. BOOST_FOREACH(auto it, h2->spells)
  1813. if ( h1Lvl >= it.toSpell()->level && !vstd::contains(h1->spells, it))
  1814. cs2.spells.insert(it);
  1815. if (cs1.spells.size() || cs2.spells.size())//create a message
  1816. {
  1817. InfoWindow iw;
  1818. iw.player = h1->tempOwner;
  1819. iw.components.push_back(Component(Component::SEC_SKILL, 18, ScholarLevel, 0));
  1820. iw.text.addTxt(MetaString::GENERAL_TXT, 139);//"%s, who has studied magic extensively,
  1821. iw.text.addReplacement(h1->name);
  1822. if (cs2.spells.size())//if found new spell - apply
  1823. {
  1824. iw.text.addTxt(MetaString::GENERAL_TXT, 140);//learns
  1825. int size = cs2.spells.size();
  1826. BOOST_FOREACH(auto it, cs2.spells)
  1827. {
  1828. iw.components.push_back(Component(Component::SPELL, it, 1, 0));
  1829. iw.text.addTxt(MetaString::SPELL_NAME, it.toEnum());
  1830. switch (size--)
  1831. {
  1832. case 2: iw.text.addTxt(MetaString::GENERAL_TXT, 141);
  1833. case 1: break;
  1834. default: iw.text << ", ";
  1835. }
  1836. }
  1837. iw.text.addTxt(MetaString::GENERAL_TXT, 142);//from %s
  1838. iw.text.addReplacement(h2->name);
  1839. sendAndApply(&cs2);
  1840. }
  1841. if (cs1.spells.size() && cs2.spells.size() )
  1842. {
  1843. iw.text.addTxt(MetaString::GENERAL_TXT, 141);//and
  1844. }
  1845. if (cs1.spells.size())
  1846. {
  1847. iw.text.addTxt(MetaString::GENERAL_TXT, 147);//teaches
  1848. int size = cs1.spells.size();
  1849. BOOST_FOREACH(auto it, cs1.spells)
  1850. {
  1851. iw.components.push_back(Component(Component::SPELL, it, 1, 0));
  1852. iw.text.addTxt(MetaString::SPELL_NAME, it.toEnum());
  1853. switch (size--)
  1854. {
  1855. case 2: iw.text.addTxt(MetaString::GENERAL_TXT, 141);
  1856. case 1: break;
  1857. default: iw.text << ", ";
  1858. } }
  1859. iw.text.addTxt(MetaString::GENERAL_TXT, 148);//from %s
  1860. iw.text.addReplacement(h2->name);
  1861. sendAndApply(&cs1);
  1862. }
  1863. sendAndApply(&iw);
  1864. }
  1865. }
  1866. void CGameHandler::heroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)
  1867. {
  1868. auto h1 = getHero(hero1), h2 = getHero(hero2);
  1869. if( gameState()->getPlayerRelations(h1->getOwner(), h2->getOwner()))
  1870. {
  1871. auto exchange = make_shared<CGarrisonDialogQuery>(h1, h2);
  1872. ExchangeDialog hex;
  1873. hex.queryID = exchange->queryID;
  1874. hex.heroes[0] = getHero(hero1);
  1875. hex.heroes[1] = getHero(hero2);
  1876. sendAndApply(&hex);
  1877. useScholarSkill(hero1,hero2);
  1878. queries.addQuery(exchange);
  1879. }
  1880. }
  1881. void CGameHandler::sendToAllClients( CPackForClient * info )
  1882. {
  1883. logGlobal->traceStream() << "Sending to all clients a package of type " << typeid(*info).name();
  1884. for(std::set<CConnection*>::iterator i=conns.begin(); i!=conns.end();i++)
  1885. {
  1886. boost::unique_lock<boost::mutex> lock(*(*i)->wmx);
  1887. **i << info;
  1888. }
  1889. }
  1890. void CGameHandler::sendAndApply(CPackForClient * info)
  1891. {
  1892. sendToAllClients(info);
  1893. gs->apply(info);
  1894. }
  1895. void CGameHandler::applyAndSend(CPackForClient * info)
  1896. {
  1897. gs->apply(info);
  1898. sendToAllClients(info);
  1899. }
  1900. void CGameHandler::sendAndApply(CGarrisonOperationPack * info)
  1901. {
  1902. sendAndApply((CPackForClient*)info);
  1903. if(gs->map->victoryCondition.condition == EVictoryConditionType::GATHERTROOP)
  1904. winLoseHandle();
  1905. }
  1906. void CGameHandler::sendAndApply( SetResource * info )
  1907. {
  1908. sendAndApply((CPackForClient*)info);
  1909. if(gs->map->victoryCondition.condition == EVictoryConditionType::GATHERRESOURCE)
  1910. checkLossVictory(info->player);
  1911. }
  1912. void CGameHandler::sendAndApply( SetResources * info )
  1913. {
  1914. sendAndApply((CPackForClient*)info);
  1915. if(gs->map->victoryCondition.condition == EVictoryConditionType::GATHERRESOURCE)
  1916. checkLossVictory(info->player);
  1917. }
  1918. void CGameHandler::sendAndApply( NewStructures * info )
  1919. {
  1920. sendAndApply((CPackForClient*)info);
  1921. if(gs->map->victoryCondition.condition == EVictoryConditionType::BUILDCITY)
  1922. checkLossVictory(getTown(info->tid)->tempOwner);
  1923. }
  1924. void CGameHandler::save(const std::string & filename )
  1925. {
  1926. logGlobal->errorStream() << "Saving to " << filename;
  1927. CFileInfo info(filename);
  1928. //CResourceHandler::get()->createResource(info.getStem() + ".vlgm1");
  1929. CResourceHandler::get()->createResource(info.getStem() + ".vsgm1");
  1930. {
  1931. logGlobal->infoStream() << "Ordering clients to serialize...";
  1932. SaveGame sg(info.getStem() + ".vcgm1");
  1933. sendToAllClients(&sg);
  1934. }
  1935. try
  1936. {
  1937. // {
  1938. // logGlobal->infoStream() << "Serializing game info...";
  1939. // CSaveFile save(CResourceHandler::get()->getResourceName(ResourceID(info.getStem(), EResType::LIB_SAVEGAME)));
  1940. // // char hlp[8] = "VCMISVG";
  1941. // // save << hlp;
  1942. // saveCommonState(save);
  1943. // }
  1944. {
  1945. CSaveFile save(CResourceHandler::get()->getResourceName(ResourceID(info.getStem(), EResType::SERVER_SAVEGAME)));
  1946. saveCommonState(save);
  1947. logGlobal->infoStream() << "Saving server state";
  1948. save << *this;
  1949. }
  1950. logGlobal->infoStream() << "Game has been successfully saved!";
  1951. }
  1952. catch(std::exception &e)
  1953. {
  1954. logGlobal->errorStream() << "Failed to save game: " << e.what();
  1955. }
  1956. }
  1957. void CGameHandler::close()
  1958. {
  1959. logGlobal->infoStream() << "We have been requested to close.";
  1960. if(gs->initialOpts->mode == StartInfo::DUEL)
  1961. {
  1962. exit(0);
  1963. }
  1964. //BOOST_FOREACH(CConnection *cc, conns)
  1965. // if(cc && cc->socket && cc->socket->is_open())
  1966. // cc->socket->close();
  1967. //exit(0);
  1968. }
  1969. bool CGameHandler::arrangeStacks( ObjectInstanceID id1, ObjectInstanceID id2, ui8 what, SlotID p1, SlotID p2, si32 val, PlayerColor player )
  1970. {
  1971. const CArmedInstance *s1 = static_cast<CArmedInstance*>(gs->getObjInstance(id1)),
  1972. *s2 = static_cast<CArmedInstance*>(gs->getObjInstance(id2));
  1973. const CCreatureSet &S1 = *s1, &S2 = *s2;
  1974. StackLocation sl1(s1, p1), sl2(s2, p2);
  1975. if(!sl1.slot.validSlot() || !sl2.slot.validSlot())
  1976. {
  1977. complain("Invalid slot accessed!");
  1978. return false;
  1979. }
  1980. if(!isAllowedExchange(id1,id2))
  1981. {
  1982. complain("Cannot exchange stacks between these two objects!\n");
  1983. return false;
  1984. }
  1985. if(what==1) //swap
  1986. {
  1987. if ( ((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s1->getStackCount(p1)) //why 254??
  1988. || ((s2->tempOwner != player && s2->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)))
  1989. {
  1990. complain("Can't take troops from another player!");
  1991. return false;
  1992. }
  1993. swapStacks(sl1, sl2);
  1994. }
  1995. else if(what==2)//merge
  1996. {
  1997. if (( s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot merge different creatures stacks!"))
  1998. || (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)) && complain("Can't take troops from another player!")))
  1999. return false;
  2000. moveStack(sl1, sl2);
  2001. }
  2002. else if(what==3) //split
  2003. {
  2004. if ( (s1->tempOwner != player && s1->getStackCount(p1) < s1->getStackCount(p1) )
  2005. || (s2->tempOwner != player && s2->getStackCount(p2) < s2->getStackCount(p2) ) )
  2006. {
  2007. complain("Can't move troops of another player!");
  2008. return false;
  2009. }
  2010. //general conditions checking
  2011. if((!vstd::contains(S1.stacks,p1) && complain("no creatures to split"))
  2012. || (val<1 && complain("no creatures to split")) )
  2013. {
  2014. return false;
  2015. }
  2016. if(vstd::contains(S2.stacks,p2)) //dest. slot not free - it must be "rebalancing"...
  2017. {
  2018. int total = s1->getStackCount(p1) + s2->getStackCount(p2);
  2019. if( (total < val && complain("Cannot split that stack, not enough creatures!"))
  2020. || (s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot rebalance different creatures stacks!"))
  2021. )
  2022. {
  2023. return false;
  2024. }
  2025. moveStack(sl1, sl2, val - s2->getStackCount(p2));
  2026. //S2.slots[p2]->count = val;
  2027. //S1.slots[p1]->count = total - val;
  2028. }
  2029. else //split one stack to the two
  2030. {
  2031. if(s1->getStackCount(p1) < val)//not enough creatures
  2032. {
  2033. complain("Cannot split that stack, not enough creatures!");
  2034. return false;
  2035. }
  2036. moveStack(sl1, sl2, val);
  2037. }
  2038. }
  2039. return true;
  2040. }
  2041. PlayerColor CGameHandler::getPlayerAt( CConnection *c ) const
  2042. {
  2043. std::set<PlayerColor> all;
  2044. for(auto i=connections.cbegin(); i!=connections.cend(); i++)
  2045. if(i->second == c)
  2046. all.insert(i->first);
  2047. switch(all.size())
  2048. {
  2049. case 0:
  2050. return PlayerColor::NEUTRAL;
  2051. case 1:
  2052. return *all.begin();
  2053. default:
  2054. {
  2055. //if we have more than one player at this connection, try to pick active one
  2056. if(vstd::contains(all, gs->currentPlayer))
  2057. return gs->currentPlayer;
  2058. else
  2059. return PlayerColor::CANNOT_DETERMINE; //cannot say which player is it
  2060. }
  2061. }
  2062. }
  2063. bool CGameHandler::disbandCreature( ObjectInstanceID id, SlotID pos )
  2064. {
  2065. CArmedInstance *s1 = static_cast<CArmedInstance*>(gs->getObjInstance(id));
  2066. if(!vstd::contains(s1->stacks,pos))
  2067. {
  2068. complain("Illegal call to disbandCreature - no such stack in army!");
  2069. return false;
  2070. }
  2071. eraseStack(StackLocation(s1, pos));
  2072. return true;
  2073. }
  2074. bool CGameHandler::buildStructure( ObjectInstanceID tid, BuildingID requestedID, bool force /*=false*/ )
  2075. {
  2076. const CGTownInstance * t = getTown(tid);
  2077. if(!t)
  2078. COMPLAIN_RETF("No such town (ID=%s)!", tid);
  2079. if(!t->town->buildings.count(requestedID))
  2080. COMPLAIN_RETF("Town of faction %s does not have info about building ID=%s!", t->town->faction->name % tid);
  2081. const CBuilding * requestedBuilding = t->town->buildings[requestedID];
  2082. //Vector with future list of built building and buildings in auto-mode that are not yet built.
  2083. std::vector<const CBuilding*> buildingsThatWillBe, remainingAutoBuildings;
  2084. //Check validity of request
  2085. if(!force)
  2086. {
  2087. switch (requestedBuilding->mode)
  2088. {
  2089. case CBuilding::BUILD_NORMAL :
  2090. case CBuilding::BUILD_AUTO :
  2091. if (gs->canBuildStructure(t, requestedID) != EBuildingState::ALLOWED)
  2092. COMPLAIN_RET("Cannot build that building!");
  2093. break;
  2094. case CBuilding::BUILD_SPECIAL:
  2095. COMPLAIN_RET("This building can not be constructed!");
  2096. break;
  2097. case CBuilding::BUILD_GRAIL :
  2098. if(requestedBuilding->mode == CBuilding::BUILD_GRAIL) //needs grail
  2099. {
  2100. if(!t->visitingHero || !t->visitingHero->hasArt(ArtifactID::GRAIL))
  2101. COMPLAIN_RET("Cannot build this without grail!")
  2102. else
  2103. removeArtifact(ArtifactLocation(t->visitingHero, t->visitingHero->getArtPos(ArtifactID::GRAIL, false)));
  2104. }
  2105. break;
  2106. }
  2107. }
  2108. //Performs stuff that has to be done after new building is built
  2109. auto processBuiltStructure = [t, this](const BuildingID buildingID)
  2110. {
  2111. if(buildingID >= BuildingID::DWELL_FIRST) //dwelling
  2112. {
  2113. int level = (buildingID - BuildingID::DWELL_FIRST) % GameConstants::CREATURES_PER_TOWN;
  2114. int upgradeNumber = (buildingID - BuildingID::DWELL_FIRST) / GameConstants::CREATURES_PER_TOWN;
  2115. if (upgradeNumber >= t->town->creatures[level].size())
  2116. {
  2117. complain(boost::str(boost::format("Error ecountered when building dwelling (bid=%s):"
  2118. "no creature found (upgrade number %d, level %d!")
  2119. % buildingID % upgradeNumber % level));
  2120. return;
  2121. }
  2122. CCreature * crea = VLC->creh->creatures[t->town->creatures[level][upgradeNumber]];
  2123. SetAvailableCreatures ssi;
  2124. ssi.tid = t->id;
  2125. ssi.creatures = t->creatures;
  2126. if (buildingID <= BuildingID::DWELL_LAST)
  2127. ssi.creatures[level].first = crea->growth;
  2128. ssi.creatures[level].second.push_back(crea->idNumber);
  2129. sendAndApply(&ssi);
  2130. }
  2131. else if ( t->subID == ETownType::DUNGEON && buildingID == BuildingID::PORTAL_OF_SUMMON )
  2132. {
  2133. setPortalDwelling(t);
  2134. }
  2135. if(buildingID <= BuildingID::MAGES_GUILD_5) //it's mage guild
  2136. {
  2137. if(t->visitingHero)
  2138. giveSpells(t,t->visitingHero);
  2139. if(t->garrisonHero)
  2140. giveSpells(t,t->garrisonHero);
  2141. }
  2142. };
  2143. //Checks if all requirements will be met with expected building list "buildingsThatWillBe"
  2144. auto allRequirementsFullfilled = [&buildingsThatWillBe, t](const CBuilding *b)
  2145. {
  2146. BOOST_FOREACH(auto requirementID, b->requirements)
  2147. if(!vstd::contains(buildingsThatWillBe, t->town->buildings[requirementID]))
  2148. return false;
  2149. return true;
  2150. };
  2151. //Init the vectors
  2152. BOOST_FOREACH(auto & build, t->town->buildings)
  2153. {
  2154. if(t->hasBuilt(build.first))
  2155. buildingsThatWillBe.push_back(build.second);
  2156. else if(build.second->mode == CBuilding::BUILD_AUTO) //not built auto building
  2157. remainingAutoBuildings.push_back(build.second);
  2158. }
  2159. //Prepare structure (list of building ids will be filled later)
  2160. NewStructures ns;
  2161. ns.tid = tid;
  2162. ns.builded = force ? t->builded : (t->builded+1);
  2163. std::queue<const CBuilding*> buildingsToAdd;
  2164. buildingsToAdd.push(requestedBuilding);
  2165. while(buildingsToAdd.size())
  2166. {
  2167. auto b = buildingsToAdd.front();
  2168. buildingsToAdd.pop();
  2169. ns.bid.insert(b->bid);
  2170. buildingsThatWillBe.push_back(b);
  2171. remainingAutoBuildings -= b;
  2172. BOOST_FOREACH(auto autoBuilding, remainingAutoBuildings)
  2173. {
  2174. if(allRequirementsFullfilled(autoBuilding))
  2175. buildingsToAdd.push(autoBuilding);
  2176. }
  2177. }
  2178. //reveal ground for lookout tower
  2179. FoWChange fw;
  2180. fw.player = t->tempOwner;
  2181. fw.mode = 1;
  2182. t->getSightTiles(fw.tiles);
  2183. sendAndApply(&fw);
  2184. //Other post-built events
  2185. BOOST_FOREACH(auto builtID, ns.bid)
  2186. processBuiltStructure(builtID);
  2187. //Take cost
  2188. if (!force)
  2189. {
  2190. SetResources sr;
  2191. sr.player = t->tempOwner;
  2192. sr.res = gs->getPlayer(t->tempOwner)->resources - requestedBuilding->resources;
  2193. sendAndApply(&sr);
  2194. }
  2195. //We know what has been built, appluy changes. Do this as final step to properly update town window
  2196. sendAndApply(&ns);
  2197. if(t->visitingHero)
  2198. vistiCastleObjects (t, t->visitingHero);
  2199. if(t->garrisonHero)
  2200. vistiCastleObjects (t, t->garrisonHero);
  2201. checkLossVictory(t->tempOwner);
  2202. return true;
  2203. }
  2204. bool CGameHandler::razeStructure (ObjectInstanceID tid, BuildingID bid)
  2205. {
  2206. ///incomplete, simply erases target building
  2207. const CGTownInstance * t = getTown(tid);
  2208. if (!vstd::contains(t->builtBuildings, bid))
  2209. return false;
  2210. RazeStructures rs;
  2211. rs.tid = tid;
  2212. rs.bid.insert(bid);
  2213. rs.destroyed = t->destroyed + 1;
  2214. sendAndApply(&rs);
  2215. //TODO: Remove dwellers
  2216. // if (t->subID == 4 && bid == 17) //Veil of Darkness
  2217. // {
  2218. // RemoveBonus rb(RemoveBonus::TOWN);
  2219. // rb.whoID = t->id;
  2220. // rb.source = Bonus::TOWN_STRUCTURE;
  2221. // rb.id = 17;
  2222. // sendAndApply(&rb);
  2223. // }
  2224. return true;
  2225. }
  2226. void CGameHandler::sendMessageToAll( const std::string &message )
  2227. {
  2228. SystemMessage sm;
  2229. sm.text = message;
  2230. sendToAllClients(&sm);
  2231. }
  2232. bool CGameHandler::recruitCreatures( ObjectInstanceID objid, CreatureID crid, ui32 cram, si32 fromLvl )
  2233. {
  2234. const CGDwelling *dw = static_cast<const CGDwelling*>(gs->getObj(objid));
  2235. const CArmedInstance *dst = NULL;
  2236. const CCreature *c = VLC->creh->creatures[crid];
  2237. bool warMachine = c->hasBonusOfType(Bonus::SIEGE_WEAPON);
  2238. //TODO: test for owning
  2239. if(dw->ID == Obj::TOWN)
  2240. dst = (static_cast<const CGTownInstance *>(dw))->getUpperArmy();
  2241. else if(dw->ID == Obj::CREATURE_GENERATOR1 || dw->ID == Obj::CREATURE_GENERATOR4
  2242. || dw->ID == Obj::REFUGEE_CAMP) //advmap dwelling
  2243. dst = getHero(gs->getPlayer(dw->tempOwner)->currentSelection); //TODO: check if current hero is really visiting dwelling
  2244. else if(dw->ID == Obj::WAR_MACHINE_FACTORY)
  2245. dst = dynamic_cast<const CGHeroInstance *>(getTile(dw->visitablePos())->visitableObjects.back());
  2246. assert(dw && dst);
  2247. //verify
  2248. bool found = false;
  2249. int level = 0;
  2250. typedef std::pair<const int,int> Parka;
  2251. for(; level < dw->creatures.size(); level++) //iterate through all levels
  2252. {
  2253. if ( (fromLvl != -1) && ( level !=fromLvl ) )
  2254. continue;
  2255. const auto &cur = dw->creatures[level]; //current level info <amount, list of cr. ids>
  2256. int i = 0;
  2257. for(; i < cur.second.size(); i++) //look for crid among available creatures list on current level
  2258. if(cur.second[i] == crid)
  2259. break;
  2260. if(i < cur.second.size())
  2261. {
  2262. found = true;
  2263. cram = std::min(cram, cur.first); //reduce recruited amount up to available amount
  2264. break;
  2265. }
  2266. }
  2267. SlotID slot = dst->getSlotFor(crid);
  2268. if( (!found && complain("Cannot recruit: no such creatures!"))
  2269. || (cram > VLC->creh->creatures[crid]->maxAmount(gs->getPlayer(dst->tempOwner)->resources) && complain("Cannot recruit: lack of resources!"))
  2270. || (cram<=0 && complain("Cannot recruit: cram <= 0!"))
  2271. || (!slot.validSlot() && !warMachine && complain("Cannot recruit: no available slot!")))
  2272. {
  2273. return false;
  2274. }
  2275. //recruit
  2276. SetResources sr;
  2277. sr.player = dst->tempOwner;
  2278. sr.res = gs->getPlayer(dst->tempOwner)->resources - (c->cost * cram);
  2279. SetAvailableCreatures sac;
  2280. sac.tid = objid;
  2281. sac.creatures = dw->creatures;
  2282. sac.creatures[level].first -= cram;
  2283. sendAndApply(&sr);
  2284. sendAndApply(&sac);
  2285. if(warMachine)
  2286. {
  2287. const CGHeroInstance *h = dynamic_cast<const CGHeroInstance*>(dst);
  2288. if(!h)
  2289. COMPLAIN_RET("Only hero can buy war machines");
  2290. switch(crid)
  2291. {
  2292. case 146:
  2293. giveHeroNewArtifact(h, VLC->arth->artifacts[4], ArtifactPosition::MACH1);
  2294. break;
  2295. case 147:
  2296. giveHeroNewArtifact(h, VLC->arth->artifacts[6], ArtifactPosition::MACH3);
  2297. break;
  2298. case 148:
  2299. giveHeroNewArtifact(h, VLC->arth->artifacts[5], ArtifactPosition::MACH2);
  2300. break;
  2301. default:
  2302. complain("This war machine cannot be recruited!");
  2303. return false;
  2304. }
  2305. }
  2306. else
  2307. {
  2308. addToSlot(StackLocation(dst, slot), c, cram);
  2309. }
  2310. return true;
  2311. }
  2312. bool CGameHandler::upgradeCreature( ObjectInstanceID objid, SlotID pos, CreatureID upgID )
  2313. {
  2314. CArmedInstance *obj = static_cast<CArmedInstance*>(gs->getObjInstance(objid));
  2315. assert(obj->hasStackAtSlot(pos));
  2316. UpgradeInfo ui = gs->getUpgradeInfo(obj->getStack(pos));
  2317. PlayerColor player = obj->tempOwner;
  2318. const PlayerState *p = getPlayer(player);
  2319. int crQuantity = obj->stacks[pos]->count;
  2320. int newIDpos= vstd::find_pos(ui.newID, upgID);//get position of new id in UpgradeInfo
  2321. //check if upgrade is possible
  2322. if( (ui.oldID<0 || newIDpos == -1 ) && complain("That upgrade is not possible!"))
  2323. {
  2324. return false;
  2325. }
  2326. TResources totalCost = ui.cost[newIDpos] * crQuantity;
  2327. //check if player has enough resources
  2328. if(!p->resources.canAfford(totalCost))
  2329. COMPLAIN_RET("Cannot upgrade, not enough resources!");
  2330. //take resources
  2331. SetResources sr;
  2332. sr.player = player;
  2333. sr.res = p->resources - totalCost;
  2334. sendAndApply(&sr);
  2335. //upgrade creature
  2336. changeStackType(StackLocation(obj, pos), VLC->creh->creatures[upgID]);
  2337. return true;
  2338. }
  2339. bool CGameHandler::changeStackType(const StackLocation &sl, CCreature *c)
  2340. {
  2341. if(!sl.army->hasStackAtSlot(sl.slot))
  2342. COMPLAIN_RET("Cannot find a stack to change type");
  2343. SetStackType sst;
  2344. sst.sl = sl;
  2345. sst.type = c;
  2346. sendAndApply(&sst);
  2347. return true;
  2348. }
  2349. void CGameHandler::moveArmy(const CArmedInstance *src, const CArmedInstance *dst, bool allowMerging)
  2350. {
  2351. assert(src->canBeMergedWith(*dst, allowMerging));
  2352. while(src->stacksCount())//while there are unmoved creatures
  2353. {
  2354. TSlots::const_iterator i = src->Slots().begin(); //iterator to stack to move
  2355. StackLocation sl(src, i->first); //location of stack to move
  2356. SlotID pos = dst->getSlotFor(i->second->type);
  2357. if(!pos.validSlot())
  2358. {
  2359. //try to merge two other stacks to make place
  2360. std::pair<SlotID, SlotID> toMerge;
  2361. if(dst->mergableStacks(toMerge, i->first) && allowMerging)
  2362. {
  2363. moveStack(StackLocation(dst, toMerge.first), StackLocation(dst, toMerge.second)); //merge toMerge.first into toMerge.second
  2364. assert(!dst->hasStackAtSlot(toMerge.first)); //we have now a new free slot
  2365. moveStack(sl, StackLocation(dst, toMerge.first)); //move stack to freed slot
  2366. }
  2367. else
  2368. {
  2369. complain("Unexpected failure during an attempt to move army from " + src->nodeName() + " to " + dst->nodeName() + "!");
  2370. return;
  2371. }
  2372. }
  2373. else
  2374. {
  2375. moveStack(sl, StackLocation(dst, pos));
  2376. }
  2377. }
  2378. }
  2379. bool CGameHandler::garrisonSwap( ObjectInstanceID tid )
  2380. {
  2381. CGTownInstance *town = gs->getTown(tid);
  2382. if(!town->garrisonHero && town->visitingHero) //visiting => garrison, merge armies: town army => hero army
  2383. {
  2384. if(!town->visitingHero->canBeMergedWith(*town))
  2385. {
  2386. complain("Cannot make garrison swap, not enough free slots!");
  2387. return false;
  2388. }
  2389. moveArmy(town, town->visitingHero, true);
  2390. SetHeroesInTown intown;
  2391. intown.tid = tid;
  2392. intown.visiting = ObjectInstanceID();
  2393. intown.garrison = town->visitingHero->id;
  2394. sendAndApply(&intown);
  2395. return true;
  2396. }
  2397. else if (town->garrisonHero && !town->visitingHero) //move hero out of the garrison
  2398. {
  2399. //check if moving hero out of town will break 8 wandering heroes limit
  2400. if(getHeroCount(town->garrisonHero->tempOwner,false) >= 8)
  2401. {
  2402. complain("Cannot move hero out of the garrison, there are already 8 wandering heroes!");
  2403. return false;
  2404. }
  2405. SetHeroesInTown intown;
  2406. intown.tid = tid;
  2407. intown.garrison = ObjectInstanceID();
  2408. intown.visiting = town->garrisonHero->id;
  2409. sendAndApply(&intown);
  2410. return true;
  2411. }
  2412. else if(!!town->garrisonHero && town->visitingHero) //swap visiting and garrison hero
  2413. {
  2414. SetHeroesInTown intown;
  2415. intown.tid = tid;
  2416. intown.garrison = town->visitingHero->id;
  2417. intown.visiting = town->garrisonHero->id;
  2418. sendAndApply(&intown);
  2419. return true;
  2420. }
  2421. else
  2422. {
  2423. complain("Cannot swap garrison hero!");
  2424. return false;
  2425. }
  2426. }
  2427. // With the amount of changes done to the function, it's more like transferArtifacts.
  2428. // Function moves artifact from src to dst. If dst is not a backpack and is already occupied, old dst art goes to backpack and is replaced.
  2429. bool CGameHandler::moveArtifact(const ArtifactLocation &al1, const ArtifactLocation &al2)
  2430. {
  2431. ArtifactLocation src = al1, dst = al2;
  2432. const PlayerColor srcPlayer = src.owningPlayer(), dstPlayer = dst.owningPlayer();
  2433. const CArmedInstance *srcObj = src.relatedObj(), *dstObj = dst.relatedObj();
  2434. // Make sure exchange is even possible between the two heroes.
  2435. if(!isAllowedExchange(srcObj->id, dstObj->id))
  2436. COMPLAIN_RET("That heroes cannot make any exchange!");
  2437. const CArtifactInstance *srcArtifact = src.getArt();
  2438. const CArtifactInstance *destArtifact = dst.getArt();
  2439. if (srcArtifact == NULL)
  2440. COMPLAIN_RET("No artifact to move!");
  2441. if (destArtifact && srcPlayer != dstPlayer)
  2442. COMPLAIN_RET("Can't touch artifact on hero of another player!");
  2443. // Check if src/dest slots are appropriate for the artifacts exchanged.
  2444. // Moving to the backpack is always allowed.
  2445. if ((!srcArtifact || dst.slot < GameConstants::BACKPACK_START)
  2446. && srcArtifact && !srcArtifact->canBePutAt(dst, true))
  2447. COMPLAIN_RET("Cannot move artifact!");
  2448. if ((srcArtifact && srcArtifact->artType->id == ArtifactID::ART_LOCK) || (destArtifact && destArtifact->artType->id == ArtifactID::ART_LOCK))
  2449. COMPLAIN_RET("Cannot move artifact locks.");
  2450. if (dst.slot >= GameConstants::BACKPACK_START && srcArtifact->artType->isBig())
  2451. COMPLAIN_RET("Cannot put big artifacts in backpack!");
  2452. if (src.slot == ArtifactPosition::MACH4 || dst.slot == ArtifactPosition::MACH4)
  2453. COMPLAIN_RET("Cannot move catapult!");
  2454. if(dst.slot >= GameConstants::BACKPACK_START)
  2455. vstd::amin(dst.slot, ArtifactPosition(GameConstants::BACKPACK_START + dst.getHolderArtSet()->artifactsInBackpack.size()));
  2456. if (src.slot == dst.slot && src.artHolder == dst.artHolder)
  2457. COMPLAIN_RET("Won't move artifact: Dest same as source!");
  2458. if(dst.slot < GameConstants::BACKPACK_START && destArtifact) //moving art to another slot
  2459. {
  2460. //old artifact must be removed first
  2461. moveArtifact(dst, ArtifactLocation(dst.artHolder, ArtifactPosition(
  2462. dst.getHolderArtSet()->artifactsInBackpack.size() + GameConstants::BACKPACK_START)));
  2463. }
  2464. MoveArtifact ma;
  2465. ma.src = src;
  2466. ma.dst = dst;
  2467. sendAndApply(&ma);
  2468. return true;
  2469. }
  2470. /**
  2471. * Assembles or disassembles a combination artifact.
  2472. * @param heroID ID of hero holding the artifact(s).
  2473. * @param artifactSlot The worn slot ID of the combination- or constituent artifact.
  2474. * @param assemble True for assembly operation, false for disassembly.
  2475. * @param assembleTo If assemble is true, this represents the artifact ID of the combination
  2476. * artifact to assemble to. Otherwise it's not used.
  2477. */
  2478. bool CGameHandler::assembleArtifacts (ObjectInstanceID heroID, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo)
  2479. {
  2480. CGHeroInstance *hero = gs->getHero(heroID);
  2481. const CArtifactInstance *destArtifact = hero->getArt(artifactSlot);
  2482. if(!destArtifact)
  2483. COMPLAIN_RET("assembleArtifacts: there is no such artifact instance!");
  2484. if(assemble)
  2485. {
  2486. CArtifact *combinedArt = VLC->arth->artifacts[assembleTo];
  2487. if(!combinedArt->constituents)
  2488. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to assemble is not a combined artifacts!");
  2489. if(!vstd::contains(destArtifact->assemblyPossibilities(hero), combinedArt))
  2490. COMPLAIN_RET("assembleArtifacts: It's impossible to assemble requested artifact!");
  2491. AssembledArtifact aa;
  2492. aa.al = ArtifactLocation(hero, artifactSlot);
  2493. aa.builtArt = combinedArt;
  2494. sendAndApply(&aa);
  2495. }
  2496. else
  2497. {
  2498. if(!destArtifact->artType->constituents)
  2499. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble is not a combined artifact!");
  2500. DisassembledArtifact da;
  2501. da.al = ArtifactLocation(hero, artifactSlot);
  2502. sendAndApply(&da);
  2503. }
  2504. return false;
  2505. }
  2506. bool CGameHandler::buyArtifact( ObjectInstanceID hid, ArtifactID aid )
  2507. {
  2508. CGHeroInstance *hero = gs->getHero(hid);
  2509. CGTownInstance *town = hero->visitedTown;
  2510. if(aid==ArtifactID::SPELLBOOK)
  2511. {
  2512. if((!town->hasBuilt(BuildingID::MAGES_GUILD_1) && complain("Cannot buy a spellbook, no mage guild in the town!"))
  2513. || (getResource(hero->getOwner(), Res::GOLD) < GameConstants::SPELLBOOK_GOLD_COST && complain("Cannot buy a spellbook, not enough gold!") )
  2514. || (hero->getArt(ArtifactPosition::SPELLBOOK) && complain("Cannot buy a spellbook, hero already has a one!"))
  2515. )
  2516. return false;
  2517. giveResource(hero->getOwner(),Res::GOLD,-GameConstants::SPELLBOOK_GOLD_COST);
  2518. giveHeroNewArtifact(hero, VLC->arth->artifacts[0], ArtifactPosition::SPELLBOOK);
  2519. assert(hero->getArt(ArtifactPosition::SPELLBOOK));
  2520. giveSpells(town,hero);
  2521. return true;
  2522. }
  2523. else if(aid < 7 && aid > 3) //war machine
  2524. {
  2525. int price = VLC->arth->artifacts[aid]->price;
  2526. if(( hero->getArt(ArtifactPosition(9+aid)) && complain("Hero already has this machine!"))
  2527. || (gs->getPlayer(hero->getOwner())->resources[Res::GOLD] < price && complain("Not enough gold!")))
  2528. {
  2529. return false;
  2530. }
  2531. if ((town->hasBuilt(BuildingID::BLACKSMITH) && town->town->warMachine == aid )
  2532. || ((town->hasBuilt(BuildingID::BALLISTA_YARD, ETownType::STRONGHOLD)) && aid == ArtifactID::BALLISTA))
  2533. {
  2534. giveResource(hero->getOwner(),Res::GOLD,-price);
  2535. giveHeroNewArtifact(hero, VLC->arth->artifacts[aid], ArtifactPosition(9+aid));
  2536. return true;
  2537. }
  2538. else
  2539. COMPLAIN_RET("This machine is unavailable here!");
  2540. }
  2541. return false;
  2542. }
  2543. bool CGameHandler::buyArtifact(const IMarket *m, const CGHeroInstance *h, Res::ERes rid, ArtifactID aid)
  2544. {
  2545. if(!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_ARTIFACT), aid))
  2546. COMPLAIN_RET("That artifact is unavailable!");
  2547. int b1, b2;
  2548. m->getOffer(rid, aid, b1, b2, EMarketMode::RESOURCE_ARTIFACT);
  2549. if(getResource(h->tempOwner, rid) < b1)
  2550. COMPLAIN_RET("You can't afford to buy this artifact!");
  2551. SetResource sr;
  2552. sr.player = h->tempOwner;
  2553. sr.resid = rid;
  2554. sr.val = getResource(h->tempOwner, rid) - b1;
  2555. sendAndApply(&sr);
  2556. SetAvailableArtifacts saa;
  2557. if(m->o->ID == Obj::TOWN)
  2558. {
  2559. saa.id = -1;
  2560. saa.arts = CGTownInstance::merchantArtifacts;
  2561. }
  2562. else if(const CGBlackMarket *bm = dynamic_cast<const CGBlackMarket *>(m->o)) //black market
  2563. {
  2564. saa.id = bm->id.getNum();
  2565. saa.arts = bm->artifacts;
  2566. }
  2567. else
  2568. COMPLAIN_RET("Wrong marktet...");
  2569. bool found = false;
  2570. BOOST_FOREACH(const CArtifact *&art, saa.arts)
  2571. {
  2572. if(art && art->id == aid)
  2573. {
  2574. art = NULL;
  2575. found = true;
  2576. break;
  2577. }
  2578. }
  2579. if(!found)
  2580. COMPLAIN_RET("Cannot find selected artifact on the list");
  2581. sendAndApply(&saa);
  2582. giveHeroNewArtifact(h, VLC->arth->artifacts[aid], ArtifactPosition::FIRST_AVAILABLE);
  2583. return true;
  2584. }
  2585. bool CGameHandler::sellArtifact( const IMarket *m, const CGHeroInstance *h, ArtifactInstanceID aid, Res::ERes rid )
  2586. {
  2587. const CArtifactInstance *art = h->getArtByInstanceId(aid);
  2588. if(!art)
  2589. COMPLAIN_RET("There is no artifact to sell!");
  2590. if(art->artType->id < 7)
  2591. COMPLAIN_RET("Cannot sell a war machine or spellbook!");
  2592. int resVal = 0, dump = 1;
  2593. m->getOffer(art->artType->id, rid, dump, resVal, EMarketMode::ARTIFACT_RESOURCE);
  2594. removeArtifact(ArtifactLocation(h, h->getArtPos(art)));
  2595. giveResource(h->tempOwner, rid, resVal);
  2596. return true;
  2597. }
  2598. //void CGameHandler::lootArtifacts (TArtHolder source, TArtHolder dest, std::vector<ui32> &arts)
  2599. //{
  2600. // //const CGHeroInstance * h1 = dynamic_cast<CGHeroInstance *> source;
  2601. // //auto s = boost::apply_visitor(GetArtifactSetPtr(), source);
  2602. // {
  2603. // }
  2604. //}
  2605. bool CGameHandler::buySecSkill( const IMarket *m, const CGHeroInstance *h, SecondarySkill skill)
  2606. {
  2607. if (!h)
  2608. COMPLAIN_RET("You need hero to buy a skill!");
  2609. if (h->getSecSkillLevel(SecondarySkill(skill)))
  2610. COMPLAIN_RET("Hero already know this skill");
  2611. if (!h->canLearnSkill())
  2612. COMPLAIN_RET("Hero can't learn any more skills");
  2613. if (h->type->heroClass->secSkillProbability[skill]==0)//can't learn this skill (like necromancy for most of non-necros)
  2614. COMPLAIN_RET("The hero can't learn this skill!");
  2615. if(!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_SKILL), skill))
  2616. COMPLAIN_RET("That skill is unavailable!");
  2617. if(getResource(h->tempOwner, Res::GOLD) < 2000)//TODO: remove hardcoded resource\summ?
  2618. COMPLAIN_RET("You can't afford to buy this skill");
  2619. SetResource sr;
  2620. sr.player = h->tempOwner;
  2621. sr.resid = Res::GOLD;
  2622. sr.val = getResource(h->tempOwner, Res::GOLD) - 2000;
  2623. sendAndApply(&sr);
  2624. changeSecSkill(h, skill, 1, true);
  2625. return true;
  2626. }
  2627. bool CGameHandler::tradeResources(const IMarket *market, ui32 val, PlayerColor player, ui32 id1, ui32 id2)
  2628. {
  2629. int r1 = gs->getPlayer(player)->resources[id1],
  2630. r2 = gs->getPlayer(player)->resources[id2];
  2631. vstd::amin(val, r1); //can't trade more resources than have
  2632. int b1, b2; //base quantities for trade
  2633. market->getOffer(id1, id2, b1, b2, EMarketMode::RESOURCE_RESOURCE);
  2634. int units = val / b1; //how many base quantities we trade
  2635. if(val%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  2636. {
  2637. //TODO: complain?
  2638. assert(0);
  2639. }
  2640. SetResource sr;
  2641. sr.player = player;
  2642. sr.resid = static_cast<Res::ERes>(id1);
  2643. sr.val = r1 - b1 * units;
  2644. sendAndApply(&sr);
  2645. sr.resid = static_cast<Res::ERes>(id2);
  2646. sr.val = r2 + b2 * units;
  2647. sendAndApply(&sr);
  2648. return true;
  2649. }
  2650. bool CGameHandler::sellCreatures(ui32 count, const IMarket *market, const CGHeroInstance * hero, SlotID slot, Res::ERes resourceID)
  2651. {
  2652. if(!vstd::contains(hero->Slots(), slot))
  2653. COMPLAIN_RET("Hero doesn't have any creature in that slot!");
  2654. const CStackInstance &s = hero->getStack(slot);
  2655. if( s.count < count //can't sell more creatures than have
  2656. || (hero->Slots().size() == 1 && hero->needsLastStack() && s.count == count)) //can't sell last stack
  2657. {
  2658. COMPLAIN_RET("Not enough creatures in army!");
  2659. }
  2660. int b1, b2; //base quantities for trade
  2661. market->getOffer(s.type->idNumber, resourceID, b1, b2, EMarketMode::CREATURE_RESOURCE);
  2662. int units = count / b1; //how many base quantities we trade
  2663. if(count%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  2664. {
  2665. //TODO: complain?
  2666. assert(0);
  2667. }
  2668. changeStackCount(StackLocation(hero, slot), -count);
  2669. SetResource sr;
  2670. sr.player = hero->tempOwner;
  2671. sr.resid = resourceID;
  2672. sr.val = getResource(hero->tempOwner, resourceID) + b2 * units;
  2673. sendAndApply(&sr);
  2674. return true;
  2675. }
  2676. bool CGameHandler::transformInUndead(const IMarket *market, const CGHeroInstance * hero, SlotID slot)
  2677. {
  2678. const CArmedInstance *army = NULL;
  2679. if (hero)
  2680. army = hero;
  2681. else
  2682. army = dynamic_cast<const CGTownInstance *>(market->o);
  2683. if (!army)
  2684. COMPLAIN_RET("Incorrect call to transform in undead!");
  2685. if(!army->hasStackAtSlot(slot))
  2686. COMPLAIN_RET("Army doesn't have any creature in that slot!");
  2687. const CStackInstance &s = army->getStack(slot);
  2688. int resCreature;//resulting creature - bone dragons or skeletons
  2689. if (s.hasBonusOfType(Bonus::DRAGON_NATURE))
  2690. resCreature = 68;
  2691. else
  2692. resCreature = 56;
  2693. changeStackType(StackLocation(army, slot), VLC->creh->creatures[resCreature]);
  2694. return true;
  2695. }
  2696. bool CGameHandler::sendResources(ui32 val, PlayerColor player, Res::ERes r1, PlayerColor r2)
  2697. {
  2698. const PlayerState *p2 = gs->getPlayer(r2, false);
  2699. if(!p2 || p2->status != EPlayerStatus::INGAME)
  2700. {
  2701. complain("Dest player must be in game!");
  2702. return false;
  2703. }
  2704. si32 curRes1 = gs->getPlayer(player)->resources[r1], curRes2 = gs->getPlayer(r2)->resources[r1];
  2705. val = std::min(si32(val),curRes1);
  2706. SetResource sr;
  2707. sr.player = player;
  2708. sr.resid = r1;
  2709. sr.val = curRes1 - val;
  2710. sendAndApply(&sr);
  2711. sr.player = r2;
  2712. sr.val = curRes2 + val;
  2713. sendAndApply(&sr);
  2714. return true;
  2715. }
  2716. bool CGameHandler::setFormation( ObjectInstanceID hid, ui8 formation )
  2717. {
  2718. gs->getHero(hid)-> formation = formation;
  2719. return true;
  2720. }
  2721. bool CGameHandler::hireHero(const CGObjectInstance *obj, ui8 hid, PlayerColor player)
  2722. {
  2723. const PlayerState *p = gs->getPlayer(player);
  2724. const CGTownInstance *t = gs->getTown(obj->id);
  2725. static const int GOLD_NEEDED = 2500;
  2726. //common preconditions
  2727. if( (p->resources[Res::GOLD]<GOLD_NEEDED && complain("Not enough gold for buying hero!"))
  2728. || (getHeroCount(player, false) >= GameConstants::MAX_HEROES_PER_PLAYER && complain("Cannot hire hero, only 8 wandering heroes are allowed!")))
  2729. return false;
  2730. if(t) //tavern in town
  2731. {
  2732. if( (!t->hasBuilt(BuildingID::TAVERN) && complain("No tavern!"))
  2733. || (t->visitingHero && complain("There is visiting hero - no place!")))
  2734. return false;
  2735. }
  2736. else if(obj->ID == Obj::TAVERN)
  2737. {
  2738. if(getTile(obj->visitablePos())->visitableObjects.back() != obj && complain("Tavern entry must be unoccupied!"))
  2739. return false;
  2740. }
  2741. const CGHeroInstance *nh = p->availableHeroes[hid];
  2742. if (!nh)
  2743. {
  2744. complain ("Hero is not available for hiring!");
  2745. return false;
  2746. }
  2747. HeroRecruited hr;
  2748. hr.tid = obj->id;
  2749. hr.hid = nh->subID;
  2750. hr.player = player;
  2751. hr.tile = obj->visitablePos() + nh->getVisitableOffset();
  2752. sendAndApply(&hr);
  2753. bmap<ui32, ConstTransitivePtr<CGHeroInstance> > pool = gs->unusedHeroesFromPool();
  2754. const CGHeroInstance *theOtherHero = p->availableHeroes[!hid];
  2755. const CGHeroInstance *newHero = NULL;
  2756. if (theOtherHero) //on XXL maps all heroes can be imprisoned :(
  2757. newHero = gs->hpool.pickHeroFor(false, player, getNativeTown(player), pool, theOtherHero->type->heroClass);
  2758. SetAvailableHeroes sah;
  2759. sah.player = player;
  2760. if(newHero)
  2761. {
  2762. sah.hid[hid] = newHero->subID;
  2763. sah.army[hid].clear();
  2764. sah.army[hid].setCreature(SlotID(0), newHero->type->initialArmy[0].creature, 1);
  2765. }
  2766. else
  2767. sah.hid[hid] = -1;
  2768. sah.hid[!hid] = theOtherHero ? theOtherHero->subID : -1;
  2769. sendAndApply(&sah);
  2770. SetResource sr;
  2771. sr.player = player;
  2772. sr.resid = Res::GOLD;
  2773. sr.val = p->resources[Res::GOLD] - GOLD_NEEDED;
  2774. sendAndApply(&sr);
  2775. if(t)
  2776. {
  2777. vistiCastleObjects (t, nh);
  2778. giveSpells (t,nh);
  2779. }
  2780. return true;
  2781. }
  2782. bool CGameHandler::queryReply(QueryID qid, ui32 answer, PlayerColor player)
  2783. {
  2784. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  2785. logGlobal->traceStream() << boost::format("Player %s attempts answering query %d with answer %d") % player % qid % answer;
  2786. auto topQuery = queries.topQuery(player);
  2787. COMPLAIN_RET_FALSE_IF(!topQuery, "This player doesn't have any queries!");
  2788. COMPLAIN_RET_FALSE_IF(topQuery->queryID != qid, "This player top query has different ID!");
  2789. COMPLAIN_RET_FALSE_IF(!topQuery->endsByPlayerAnswer(), "This query cannot be ended by player's answer!");
  2790. if(auto dialogQuery = std::dynamic_pointer_cast<CDialogQuery>(topQuery))
  2791. dialogQuery->answer = answer;
  2792. queries.popQuery(topQuery);
  2793. return true;
  2794. }
  2795. static EndAction end_action;
  2796. bool CGameHandler::makeBattleAction( BattleAction &ba )
  2797. {
  2798. logGlobal->errorStream() << "\tMaking action of type " << ba.actionType;
  2799. bool ok = true;
  2800. const CStack *stack = battleGetStackByID(ba.stackNumber); //may be nullptr if action is not about stack
  2801. const bool isAboutActiveStack = stack && (stack == battleActiveStack());
  2802. switch(ba.actionType)
  2803. {
  2804. case Battle::WALK: //walk
  2805. case Battle::DEFEND: //defend
  2806. case Battle::WAIT: //wait
  2807. case Battle::WALK_AND_ATTACK: //walk or attack
  2808. case Battle::SHOOT: //shoot
  2809. case Battle::CATAPULT: //catapult
  2810. case Battle::STACK_HEAL: //healing with First Aid Tent
  2811. case Battle::DAEMON_SUMMONING:
  2812. case Battle::MONSTER_SPELL:
  2813. if(!stack)
  2814. {
  2815. complain("No such stack!");
  2816. return false;
  2817. }
  2818. if(!stack->alive())
  2819. {
  2820. complain("This stack is dead: " + stack->nodeName());
  2821. return false;
  2822. }
  2823. if(battleTacticDist())
  2824. {
  2825. if(stack && !stack->attackerOwned != battleGetTacticsSide())
  2826. {
  2827. complain("This is not a stack of side that has tactics!");
  2828. return false;
  2829. }
  2830. }
  2831. else if(!isAboutActiveStack)
  2832. {
  2833. complain("Action has to be about active stack!");
  2834. return false;
  2835. }
  2836. }
  2837. switch(ba.actionType)
  2838. {
  2839. case Battle::END_TACTIC_PHASE: //wait
  2840. case Battle::BAD_MORALE:
  2841. case Battle::NO_ACTION:
  2842. {
  2843. StartAction start_action(ba);
  2844. sendAndApply(&start_action);
  2845. sendAndApply(&end_action);
  2846. break;
  2847. }
  2848. case Battle::WALK:
  2849. {
  2850. StartAction start_action(ba);
  2851. sendAndApply(&start_action); //start movement
  2852. int walkedTiles = moveStack(ba.stackNumber,ba.destinationTile); //move
  2853. if(!walkedTiles)
  2854. complain("Stack failed movement!");
  2855. sendAndApply(&end_action);
  2856. break;
  2857. }
  2858. case Battle::DEFEND:
  2859. {
  2860. //defensive stance //TODO: remove this bonus when stack becomes active
  2861. SetStackEffect sse;
  2862. sse.effect.push_back( Bonus(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, 20, -1, PrimarySkill::DEFENSE, Bonus::PERCENT_TO_ALL) );
  2863. sse.effect.push_back( Bonus(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, gs->curB->stacks[ba.stackNumber]->valOfBonuses(Bonus::DEFENSIVE_STANCE),
  2864. -1, PrimarySkill::DEFENSE, Bonus::ADDITIVE_VALUE));
  2865. sse.stacks.push_back(ba.stackNumber);
  2866. sendAndApply(&sse);
  2867. //don't break - we share code with next case
  2868. }
  2869. case Battle::WAIT:
  2870. {
  2871. StartAction start_action(ba);
  2872. sendAndApply(&start_action);
  2873. sendAndApply(&end_action);
  2874. break;
  2875. }
  2876. case Battle::RETREAT: //retreat/flee
  2877. {
  2878. if(!gs->curB->battleCanFlee(gs->curB->sides[ba.side]))
  2879. complain("Cannot retreat!");
  2880. else
  2881. setBattleResult(BattleResult::ESCAPE, !ba.side); //surrendering side loses
  2882. break;
  2883. }
  2884. case Battle::SURRENDER:
  2885. {
  2886. PlayerColor player = gs->curB->sides[ba.side];
  2887. int cost = gs->curB->battleGetSurrenderCost(player);
  2888. if(cost < 0)
  2889. complain("Cannot surrender!");
  2890. else if(getResource(player, Res::GOLD) < cost)
  2891. complain("Not enough gold to surrender!");
  2892. else
  2893. {
  2894. giveResource(player, Res::GOLD, -cost);
  2895. setBattleResult(BattleResult::SURRENDER, !ba.side); //surrendering side loses
  2896. }
  2897. break;
  2898. }
  2899. break;
  2900. case Battle::WALK_AND_ATTACK: //walk or attack
  2901. {
  2902. StartAction start_action(ba);
  2903. sendAndApply(&start_action); //start movement and attack
  2904. const CStack *stackAtEnd = gs->curB->battleGetStackByPos(ba.additionalInfo);
  2905. if(!stack || !stackAtEnd)
  2906. {
  2907. sendAndApply(&end_action);
  2908. break;
  2909. }
  2910. BattleHex startingPos = stack->position;
  2911. int distance = moveStack(ba.stackNumber, ba.destinationTile);
  2912. logGlobal->traceStream() << stack->nodeName() << " will attack " << stackAtEnd->nodeName();
  2913. if(stack->position != ba.destinationTile //we wasn't able to reach destination tile
  2914. && !(stack->doubleWide()
  2915. && ( stack->position == ba.destinationTile + (stack->attackerOwned ? +1 : -1 ) )
  2916. ) //nor occupy specified hex
  2917. )
  2918. {
  2919. std::string problem = "We cannot move this stack to its destination " + stack->getCreature()->namePl;
  2920. logGlobal->warnStream() << problem;
  2921. complain(problem);
  2922. ok = false;
  2923. sendAndApply(&end_action);
  2924. break;
  2925. }
  2926. if(stackAtEnd && stack->ID == stackAtEnd->ID) //we should just move, it will be handled by following check
  2927. {
  2928. stackAtEnd = NULL;
  2929. }
  2930. if(!stackAtEnd)
  2931. {
  2932. complain(boost::str(boost::format("walk and attack error: no stack at additionalInfo tile (%d)!\n") % ba.additionalInfo));
  2933. ok = false;
  2934. sendAndApply(&end_action);
  2935. break;
  2936. }
  2937. if( !CStack::isMeleeAttackPossible(stack, stackAtEnd) )
  2938. {
  2939. complain("Attack cannot be performed!");
  2940. sendAndApply(&end_action);
  2941. ok = false;
  2942. break;
  2943. }
  2944. //attack
  2945. int totalAttacks = 1 + stack->getBonuses(Selector::type (Bonus::ADDITIONAL_ATTACK),
  2946. (Selector::effectRange (Bonus::NO_LIMIT) || Selector::effectRange(Bonus::ONLY_MELEE_FIGHT)))->totalValue(); //all unspicified attacks + melee attacks
  2947. for (int i = 0; i < totalAttacks; ++i)
  2948. {
  2949. if (stack &&
  2950. stack->alive() && //move can cause death, eg. by walking into the moat
  2951. stackAtEnd->alive())
  2952. {
  2953. BattleAttack bat;
  2954. prepareAttack(bat, stack, stackAtEnd, (i ? 0 : distance), ba.additionalInfo); //no distance travelled on second attack
  2955. //prepareAttack(bat, stack, stackAtEnd, 0, ba.additionalInfo);
  2956. handleAttackBeforeCasting(bat); //only before first attack
  2957. sendAndApply(&bat);
  2958. handleAfterAttackCasting(bat);
  2959. }
  2960. //counterattack
  2961. if (!stack->hasBonusOfType(Bonus::BLOCKS_RETALIATION)
  2962. && stackAtEnd->ableToRetaliate()
  2963. && stack->alive()) //attacker may have died (fire shield)
  2964. {
  2965. BattleAttack bat;
  2966. prepareAttack(bat, stackAtEnd, stack, 0, stack->position);
  2967. bat.flags |= BattleAttack::COUNTER;
  2968. sendAndApply(&bat);
  2969. handleAfterAttackCasting(bat);
  2970. }
  2971. }
  2972. //return
  2973. if(stack->hasBonusOfType(Bonus::RETURN_AFTER_STRIKE) && startingPos != stack->position && stack->alive())
  2974. {
  2975. moveStack(ba.stackNumber, startingPos);
  2976. //NOTE: curStack->ID == ba.stackNumber (rev 1431)
  2977. }
  2978. sendAndApply(&end_action);
  2979. break;
  2980. }
  2981. case Battle::SHOOT:
  2982. {
  2983. const CStack *destStack= gs->curB->battleGetStackByPos(ba.destinationTile);
  2984. if( !gs->curB->battleCanShoot(stack, ba.destinationTile) )
  2985. {
  2986. complain("Cannot shoot!");
  2987. break;
  2988. }
  2989. StartAction start_action(ba);
  2990. sendAndApply(&start_action); //start shooting
  2991. {
  2992. BattleAttack bat;
  2993. bat.flags |= BattleAttack::SHOT;
  2994. prepareAttack(bat, stack, destStack, 0, ba.destinationTile);
  2995. handleAttackBeforeCasting(bat);
  2996. sendAndApply(&bat);
  2997. handleAfterAttackCasting(bat);
  2998. }
  2999. //ballista & artillery handling
  3000. if(destStack->alive() && stack->getCreature()->idNumber == CreatureID::BALLISTA)
  3001. {
  3002. BattleAttack bat2;
  3003. bat2.flags |= BattleAttack::SHOT;
  3004. prepareAttack(bat2, stack, destStack, 0, ba.destinationTile);
  3005. sendAndApply(&bat2);
  3006. }
  3007. //allow more than one additional attack
  3008. int additionalAttacks = stack->getBonuses(Selector::type (Bonus::ADDITIONAL_ATTACK),
  3009. (Selector::effectRange (Bonus::NO_LIMIT) || Selector::effectRange(Bonus::ONLY_DISTANCE_FIGHT)))->totalValue();
  3010. for (int i = 0; i < additionalAttacks; ++i)
  3011. {
  3012. if(
  3013. stack->alive()
  3014. && destStack->alive()
  3015. && stack->shots
  3016. )
  3017. {
  3018. BattleAttack bat;
  3019. bat.flags |= BattleAttack::SHOT;
  3020. prepareAttack(bat, stack, destStack, 0, ba.destinationTile);
  3021. sendAndApply(&bat);
  3022. handleAfterAttackCasting(bat);
  3023. }
  3024. }
  3025. sendAndApply(&end_action);
  3026. break;
  3027. }
  3028. case Battle::CATAPULT:
  3029. {
  3030. StartAction start_action(ba);
  3031. sendAndApply(&start_action);
  3032. const CGHeroInstance * attackingHero = gs->curB->heroes[ba.side];
  3033. CHeroHandler::SBallisticsLevelInfo sbi = VLC->heroh->ballistics[attackingHero->getSecSkillLevel(SecondarySkill::BALLISTICS)];
  3034. EWallParts::EWallParts attackedPart = gs->curB->battleHexToWallPart(ba.destinationTile);
  3035. if(attackedPart < 0)
  3036. {
  3037. complain("catapult tried to attack non-catapultable hex!");
  3038. break;
  3039. }
  3040. int wallInitHP = gs->curB->si.wallState[attackedPart];
  3041. int dmgAlreadyDealt = 0; //in successive iterations damage is dealt but not yet subtracted from wall's HPs
  3042. for(int g=0; g<sbi.shots; ++g)
  3043. {
  3044. if(wallInitHP + dmgAlreadyDealt == 3) //it's not destroyed
  3045. continue;
  3046. CatapultAttack ca; //package for clients
  3047. std::pair< std::pair< ui8, si16 >, ui8> attack; //<< attackedPart , destination tile >, damageDealt >
  3048. attack.first.first = attackedPart;
  3049. attack.first.second = ba.destinationTile;
  3050. attack.second = 0;
  3051. int chanceForHit = 0;
  3052. int dmgChance[] = { sbi.noDmg, sbi.oneDmg, sbi.twoDmg }; //dmgChance[i] - chance for doing i dmg when hit is successful
  3053. switch(attackedPart)
  3054. {
  3055. case EWallParts::KEEP:
  3056. chanceForHit = sbi.keep;
  3057. break;
  3058. case EWallParts::BOTTOM_TOWER:
  3059. case EWallParts::UPPER_TOWER:
  3060. chanceForHit = sbi.tower;
  3061. break;
  3062. case EWallParts::BOTTOM_WALL:
  3063. case EWallParts::BELOW_GATE:
  3064. case EWallParts::OVER_GATE:
  3065. case EWallParts::UPPER_WAL:
  3066. chanceForHit = sbi.wall;
  3067. break;
  3068. case EWallParts::GATE:
  3069. chanceForHit = sbi.gate;
  3070. break;
  3071. }
  3072. if(rand()%100 <= chanceForHit) //hit is successful
  3073. {
  3074. int dmgRand = rand()%100;
  3075. //accumulating dmgChance
  3076. dmgChance[1] += dmgChance[0];
  3077. dmgChance[2] += dmgChance[1];
  3078. //calculating dealt damage
  3079. for(int v = 0; v < ARRAY_COUNT(dmgChance); ++v)
  3080. {
  3081. if(dmgRand <= dmgChance[v])
  3082. {
  3083. attack.second = std::min(3 - dmgAlreadyDealt - wallInitHP, v);
  3084. dmgAlreadyDealt += attack.second;
  3085. break;
  3086. }
  3087. }
  3088. //removing creatures in turrets / keep if one is destroyed
  3089. if(attack.second > 0 && (attackedPart == EWallParts::KEEP ||
  3090. attackedPart == EWallParts::BOTTOM_TOWER || attackedPart == EWallParts::UPPER_TOWER))
  3091. {
  3092. int posRemove = -1;
  3093. switch(attackedPart)
  3094. {
  3095. case EWallParts::KEEP:
  3096. posRemove = -2;
  3097. break;
  3098. case EWallParts::BOTTOM_TOWER:
  3099. posRemove = -3;
  3100. break;
  3101. case EWallParts::UPPER_TOWER:
  3102. posRemove = -4;
  3103. break;
  3104. }
  3105. BattleStacksRemoved bsr;
  3106. for(int g=0; g<gs->curB->stacks.size(); ++g)
  3107. {
  3108. if(gs->curB->stacks[g]->position == posRemove)
  3109. {
  3110. bsr.stackIDs.insert( gs->curB->stacks[g]->ID );
  3111. break;
  3112. }
  3113. }
  3114. sendAndApply(&bsr);
  3115. }
  3116. }
  3117. ca.attacker = ba.stackNumber;
  3118. ca.attackedParts.insert(attack);
  3119. sendAndApply(&ca);
  3120. }
  3121. sendAndApply(&end_action);
  3122. break;
  3123. }
  3124. case Battle::STACK_HEAL: //healing with First Aid Tent
  3125. {
  3126. StartAction start_action(ba);
  3127. sendAndApply(&start_action);
  3128. const CGHeroInstance * attackingHero = gs->curB->heroes[ba.side];
  3129. const CStack *healer = gs->curB->battleGetStackByID(ba.stackNumber),
  3130. *destStack = gs->curB->battleGetStackByPos(ba.destinationTile);
  3131. if(healer == NULL || destStack == NULL || !healer->hasBonusOfType(Bonus::HEALER))
  3132. {
  3133. complain("There is either no healer, no destination, or healer cannot heal :P");
  3134. }
  3135. int maxHealable = destStack->MaxHealth() - destStack->firstHPleft;
  3136. int maxiumHeal = healer->count * std::max(10, attackingHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::FIRST_AID));
  3137. int healed = std::min(maxHealable, maxiumHeal);
  3138. if(healed == 0)
  3139. {
  3140. //nothing to heal.. should we complain?
  3141. }
  3142. else
  3143. {
  3144. StacksHealedOrResurrected shr;
  3145. shr.lifeDrain = false;
  3146. shr.tentHealing = true;
  3147. shr.drainedFrom = ba.stackNumber;
  3148. StacksHealedOrResurrected::HealInfo hi;
  3149. hi.healedHP = healed;
  3150. hi.lowLevelResurrection = 0;
  3151. hi.stackID = destStack->ID;
  3152. shr.healedStacks.push_back(hi);
  3153. sendAndApply(&shr);
  3154. }
  3155. sendAndApply(&end_action);
  3156. break;
  3157. }
  3158. case Battle::DAEMON_SUMMONING:
  3159. //TODO: From Strategija:
  3160. //Summon Demon is a level 2 spell.
  3161. {
  3162. StartAction start_action(ba);
  3163. sendAndApply(&start_action);
  3164. const CStack *summoner = gs->curB->battleGetStackByID(ba.stackNumber),
  3165. *destStack = gs->curB->battleGetStackByPos(ba.destinationTile, false);
  3166. BattleStackAdded bsa;
  3167. bsa.attacker = summoner->attackerOwned;
  3168. bsa.creID = CreatureID(summoner->getBonusLocalFirst(Selector::type(Bonus::DAEMON_SUMMONING))->subtype); //in case summoner can summon more than one type of monsters... scream!
  3169. ui64 risedHp = summoner->count * summoner->valOfBonuses(Bonus::DAEMON_SUMMONING, bsa.creID.toEnum());
  3170. bsa.amount = std::min ((ui32)(risedHp / VLC->creh->creatures[bsa.creID]->MaxHealth()), destStack->baseAmount);
  3171. bsa.pos = gs->curB->getAvaliableHex(bsa.creID, bsa.attacker, destStack->position);
  3172. bsa.summoned = false;
  3173. if (bsa.amount) //there's rare possibility single creature cannot rise desired type
  3174. {
  3175. BattleStacksRemoved bsr; //remove body
  3176. bsr.stackIDs.insert(destStack->ID);
  3177. sendAndApply(&bsr);
  3178. sendAndApply(&bsa);
  3179. BattleSetStackProperty ssp;
  3180. ssp.stackID = ba.stackNumber;
  3181. ssp.which = BattleSetStackProperty::CASTS; //reduce number of casts
  3182. ssp.val = -1;
  3183. ssp.absolute = false;
  3184. sendAndApply(&ssp);
  3185. }
  3186. sendAndApply(&end_action);
  3187. break;
  3188. }
  3189. case Battle::MONSTER_SPELL:
  3190. {
  3191. StartAction start_action(ba);
  3192. sendAndApply(&start_action);
  3193. const CStack * stack = gs->curB->battleGetStackByID(ba.stackNumber);
  3194. SpellID spellID = SpellID(ba.additionalInfo);
  3195. BattleHex destination(ba.destinationTile);
  3196. const Bonus *randSpellcaster = stack->getBonusLocalFirst(Selector::type(Bonus::RANDOM_SPELLCASTER));
  3197. const Bonus * spellcaster = stack->getBonusLocalFirst(Selector::typeSubtype(Bonus::SPELLCASTER, spellID));
  3198. //TODO special bonus for genies ability
  3199. if(randSpellcaster && battleGetRandomStackSpell(stack, CBattleInfoCallback::RANDOM_AIMED) < 0)
  3200. spellID = battleGetRandomStackSpell(stack, CBattleInfoCallback::RANDOM_GENIE);
  3201. if(spellID < 0)
  3202. complain("That stack can't cast spells!");
  3203. else
  3204. {
  3205. int spellLvl = 0;
  3206. if (spellcaster)
  3207. vstd::amax(spellLvl, spellcaster->val);
  3208. if (randSpellcaster)
  3209. vstd::amax(spellLvl, randSpellcaster->val);
  3210. vstd::amin (spellLvl, 3);
  3211. int casterSide = gs->curB->whatSide(stack->owner);
  3212. const CGHeroInstance * secHero = gs->curB->getHero(gs->curB->theOtherPlayer(stack->owner));
  3213. handleSpellCasting(spellID, spellLvl, destination, casterSide, stack->owner, NULL, secHero, 0, ECastingMode::CREATURE_ACTIVE_CASTING, stack);
  3214. }
  3215. sendAndApply(&end_action);
  3216. break;
  3217. }
  3218. }
  3219. if(ba.stackNumber == gs->curB->activeStack || battleResult.get()) //active stack has moved or battle has finished
  3220. battleMadeAction.setn(true);
  3221. return ok;
  3222. }
  3223. void CGameHandler::playerMessage( PlayerColor player, const std::string &message )
  3224. {
  3225. bool cheated=true;
  3226. PlayerMessage temp_message(player, message);
  3227. sendAndApply(&temp_message);
  3228. if(message == "vcmiistari") //give all spells and 999 mana
  3229. {
  3230. SetMana sm;
  3231. ChangeSpells cs;
  3232. CGHeroInstance *h = gs->getHero(gs->getPlayer(player)->currentSelection);
  3233. if(!h && complain("Cannot realize cheat, no hero selected!")) return;
  3234. sm.hid = cs.hid = h->id;
  3235. //give all spells
  3236. cs.learn = 1;
  3237. BOOST_FOREACH(auto spell, VLC->spellh->spells)
  3238. {
  3239. if(!spell->creatureAbility)
  3240. cs.spells.insert(spell->id);
  3241. }
  3242. //give mana
  3243. sm.val = 999;
  3244. if(!h->hasSpellbook()) //hero doesn't have spellbook
  3245. giveHeroNewArtifact(h, VLC->arth->artifacts[0], ArtifactPosition::SPELLBOOK); //give spellbook
  3246. sendAndApply(&cs);
  3247. sendAndApply(&sm);
  3248. }
  3249. else if (message == "vcmiarmenelos") //build all buildings in selected town
  3250. {
  3251. CGTownInstance *town = gs->getTown(gs->getPlayer(player)->currentSelection);
  3252. if (town)
  3253. {
  3254. BOOST_FOREACH (auto & build, town->town->buildings)
  3255. {
  3256. if (!town->hasBuilt(build.first) && !build.second->Name().empty())
  3257. {
  3258. buildStructure(town->id, build.first, true);
  3259. }
  3260. }
  3261. }
  3262. }
  3263. else if(message == "vcmiainur") //gives 5 archangels into each slot
  3264. {
  3265. CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
  3266. const CCreature *archangel = VLC->creh->creatures[13];
  3267. if(!hero) return;
  3268. for(int i = 0; i < GameConstants::ARMY_SIZE; i++)
  3269. if(!hero->hasStackAtSlot(SlotID(i)))
  3270. insertNewStack(StackLocation(hero, SlotID(i)), archangel, 5);
  3271. }
  3272. else if(message == "vcmiangband") //gives 10 black knight into each slot
  3273. {
  3274. CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
  3275. const CCreature *blackKnight = VLC->creh->creatures[66];
  3276. if(!hero) return;
  3277. for(int i = 0; i < GameConstants::ARMY_SIZE; i++)
  3278. if(!hero->hasStackAtSlot(SlotID(i)))
  3279. insertNewStack(StackLocation(hero, SlotID(i)), blackKnight, 10);
  3280. }
  3281. else if(message == "vcminoldor") //all war machines
  3282. {
  3283. CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
  3284. if(!hero) return;
  3285. if(!hero->getArt(ArtifactPosition::MACH1))
  3286. giveHeroNewArtifact(hero, VLC->arth->artifacts[4], ArtifactPosition::MACH1);
  3287. if(!hero->getArt(ArtifactPosition::MACH2))
  3288. giveHeroNewArtifact(hero, VLC->arth->artifacts[5], ArtifactPosition::MACH2);
  3289. if(!hero->getArt(ArtifactPosition::MACH3))
  3290. giveHeroNewArtifact(hero, VLC->arth->artifacts[6], ArtifactPosition::MACH3);
  3291. }
  3292. else if(message == "vcminahar") //1000000 movement points
  3293. {
  3294. CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
  3295. if(!hero) return;
  3296. SetMovePoints smp;
  3297. smp.hid = hero->id;
  3298. smp.val = 1000000;
  3299. sendAndApply(&smp);
  3300. }
  3301. else if(message == "vcmiformenos") //give resources
  3302. {
  3303. SetResources sr;
  3304. sr.player = player;
  3305. sr.res = gs->getPlayer(player)->resources;
  3306. for(int i=0;i<Res::GOLD;i++)
  3307. sr.res[i] += 100;
  3308. sr.res[Res::GOLD] += 100000; //100k
  3309. sendAndApply(&sr);
  3310. }
  3311. else if(message == "vcmieagles") //reveal FoW
  3312. {
  3313. FoWChange fc;
  3314. fc.mode = 1;
  3315. fc.player = player;
  3316. int3 * hlp_tab = new int3[gs->map->width * gs->map->height * (gs->map->twoLevel ? 2 : 1)];
  3317. int lastUnc = 0;
  3318. for(int i=0;i<gs->map->width;i++)
  3319. for(int j=0;j<gs->map->height;j++)
  3320. for(int k = 0; k < (gs->map->twoLevel ? 2 : 1); k++)
  3321. if(!gs->getPlayerTeam(fc.player)->fogOfWarMap[i][j][k])
  3322. hlp_tab[lastUnc++] = int3(i,j,k);
  3323. fc.tiles.insert(hlp_tab, hlp_tab + lastUnc);
  3324. delete [] hlp_tab;
  3325. sendAndApply(&fc);
  3326. }
  3327. else if(message == "vcmiglorfindel") //selected hero gains a new level
  3328. {
  3329. CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
  3330. changePrimSkill(hero, PrimarySkill::EXPERIENCE, VLC->heroh->reqExp(hero->level+1) - VLC->heroh->reqExp(hero->level));
  3331. }
  3332. else if(message == "vcmisilmaril") //player wins
  3333. {
  3334. gs->getPlayer(player)->enteredWinningCheatCode = 1;
  3335. }
  3336. else if(message == "vcmimelkor") //player looses
  3337. {
  3338. gs->getPlayer(player)->enteredLosingCheatCode = 1;
  3339. }
  3340. else if (message == "vcmiforgeofnoldorking") //hero gets all artifacts except war machines, spell scrolls and spell book
  3341. {
  3342. CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
  3343. if(!hero) return;
  3344. for (int g = 7; g < VLC->arth->artifacts.size(); ++g) //including artifacts from mods
  3345. giveHeroNewArtifact(hero, VLC->arth->artifacts[g], ArtifactPosition::PRE_FIRST);
  3346. }
  3347. else
  3348. cheated = false;
  3349. if(cheated)
  3350. {
  3351. SystemMessage temp_message(VLC->generaltexth->allTexts[260]);
  3352. sendAndApply(&temp_message);
  3353. checkLossVictory(player);//Player enter win code or got required art\creature
  3354. }
  3355. }
  3356. void CGameHandler::handleSpellCasting( SpellID spellID, int spellLvl, BattleHex destination, ui8 casterSide, PlayerColor casterColor, const CGHeroInstance * caster, const CGHeroInstance * secHero,
  3357. int usedSpellPower, ECastingMode::ECastingMode mode, const CStack * stack, si32 selectedStack)
  3358. {
  3359. const CSpell *spell = SpellID(spellID).toSpell();
  3360. //Helper local function that creates obstacle on given position. Obstacle type is inferred from spell type.
  3361. //It creates, sends and applies needed package.
  3362. auto placeObstacle = [&](BattleHex pos)
  3363. {
  3364. static int obstacleIdToGive = gs->curB->obstacles.size()
  3365. ? (gs->curB->obstacles.back()->uniqueID+1)
  3366. : 0;
  3367. auto obstacle = make_shared<SpellCreatedObstacle>();
  3368. switch(spellID.toEnum()) // :/
  3369. {
  3370. case SpellID::QUICKSAND:
  3371. obstacle->obstacleType = CObstacleInstance::QUICKSAND;
  3372. obstacle->turnsRemaining = -1;
  3373. obstacle->visibleForAnotherSide = false;
  3374. break;
  3375. case SpellID::LAND_MINE:
  3376. obstacle->obstacleType = CObstacleInstance::LAND_MINE;
  3377. obstacle->turnsRemaining = -1;
  3378. obstacle->visibleForAnotherSide = false;
  3379. break;
  3380. case SpellID::FIRE_WALL:
  3381. obstacle->obstacleType = CObstacleInstance::FIRE_WALL;
  3382. obstacle->turnsRemaining = 2;
  3383. obstacle->visibleForAnotherSide = true;
  3384. break;
  3385. case SpellID::FORCE_FIELD:
  3386. obstacle->obstacleType = CObstacleInstance::FORCE_FIELD;
  3387. obstacle->turnsRemaining = 2;
  3388. obstacle->visibleForAnotherSide = true;
  3389. break;
  3390. default:
  3391. //this function cannot be used with spells that do not create obstacles
  3392. assert(0);
  3393. }
  3394. obstacle->pos = pos;
  3395. obstacle->casterSide = casterSide;
  3396. obstacle->ID = spellID;
  3397. obstacle->spellLevel = spellLvl;
  3398. obstacle->casterSpellPower = usedSpellPower;
  3399. obstacle->uniqueID = obstacleIdToGive++;
  3400. BattleObstaclePlaced bop;
  3401. bop.obstacle = obstacle;
  3402. sendAndApply(&bop);
  3403. };
  3404. BattleSpellCast sc;
  3405. sc.side = casterSide;
  3406. sc.id = spellID;
  3407. sc.skill = spellLvl;
  3408. sc.tile = destination;
  3409. sc.dmgToDisplay = 0;
  3410. sc.castedByHero = (bool)caster;
  3411. sc.attackerType = (stack ? stack->type->idNumber : CreatureID(CreatureID::NONE));
  3412. sc.manaGained = 0;
  3413. sc.spellCost = 0;
  3414. if (caster) //calculate spell cost
  3415. {
  3416. sc.spellCost = gs->curB->battleGetSpellCost(SpellID(spellID).toSpell(), caster);
  3417. if (secHero && mode == ECastingMode::HERO_CASTING) //handle mana channel
  3418. {
  3419. int manaChannel = 0;
  3420. BOOST_FOREACH(CStack * stack, gs->curB->stacks) //TODO: shouldn't bonus system handle it somehow?
  3421. {
  3422. if (stack->owner == secHero->tempOwner)
  3423. {
  3424. vstd::amax(manaChannel, stack->valOfBonuses(Bonus::MANA_CHANNELING));
  3425. }
  3426. }
  3427. sc.manaGained = (manaChannel * sc.spellCost) / 100;
  3428. }
  3429. }
  3430. //calculating affected creatures for all spells
  3431. std::set<const CStack*> attackedCres; //what is that and what is sc.afectedCres?
  3432. if (mode != ECastingMode::ENCHANTER_CASTING)
  3433. {
  3434. attackedCres = gs->curB->getAffectedCreatures(spell, spellLvl, casterColor, destination);
  3435. }
  3436. else //enchanter - hit all possible stacks
  3437. {
  3438. BOOST_FOREACH (const CStack * stack, gs->curB->stacks)
  3439. {
  3440. /*if it's non negative spell and our unit or non positive spell and hostile unit */
  3441. if((!spell->isNegative() && stack->owner == casterColor)
  3442. || (!spell->isPositive() && stack->owner != casterColor))
  3443. {
  3444. if(stack->isValidTarget()) //TODO: allow dead targets somewhere in the future
  3445. {
  3446. attackedCres.insert(stack);
  3447. }
  3448. }
  3449. }
  3450. }
  3451. BOOST_FOREACH (auto cre, attackedCres)
  3452. {
  3453. sc.affectedCres.insert (cre->ID);
  3454. }
  3455. //checking if creatures resist
  3456. sc.resisted = gs->curB->calculateResistedStacks(spell, caster, secHero, attackedCres, casterColor, mode, usedSpellPower, spellLvl);
  3457. //calculating dmg to display
  3458. if (spellID == SpellID::DEATH_STARE || spellID == SpellID::ACID_BREATH_DAMAGE)
  3459. {
  3460. sc.dmgToDisplay = usedSpellPower;
  3461. if (spellID == SpellID::DEATH_STARE)
  3462. vstd::amin(sc.dmgToDisplay, (*attackedCres.begin())->count); //stack is already reduced after attack
  3463. }
  3464. StacksInjured si;
  3465. //applying effects
  3466. if (spell->isOffensiveSpell())
  3467. {
  3468. int spellDamage = 0;
  3469. if (stack && mode != ECastingMode::MAGIC_MIRROR)
  3470. {
  3471. int unitSpellPower = stack->valOfBonuses(Bonus::SPECIFIC_SPELL_POWER, spellID.toEnum());
  3472. if (unitSpellPower)
  3473. sc.dmgToDisplay = spellDamage = stack->count * unitSpellPower; //TODO: handle immunities
  3474. else //Faerie Dragon
  3475. {
  3476. usedSpellPower = stack->valOfBonuses(Bonus::CREATURE_SPELL_POWER) * stack->count / 100;
  3477. sc.dmgToDisplay = 0;
  3478. }
  3479. }
  3480. int chainLightningModifier = 0;
  3481. for(auto it = attackedCres.begin(); it != attackedCres.end(); ++it)
  3482. {
  3483. if(vstd::contains(sc.resisted, (*it)->ID)) //this creature resisted the spell
  3484. continue;
  3485. BattleStackAttacked bsa;
  3486. if ((destination > -1 && (*it)->coversPos(destination)) || (spell->range[spellLvl] == "X" || mode == ECastingMode::ENCHANTER_CASTING))
  3487. //display effect only upon primary target of area spell
  3488. //FIXME: if no stack is attacked, ther eis no animation and interface freezes
  3489. {
  3490. bsa.flags |= BattleStackAttacked::EFFECT;
  3491. bsa.effect = spell->mainEffectAnim;
  3492. }
  3493. if (spellDamage)
  3494. bsa.damageAmount = spellDamage >> chainLightningModifier;
  3495. else
  3496. bsa.damageAmount = gs->curB->calculateSpellDmg(spell, caster, *it, spellLvl, usedSpellPower) >> chainLightningModifier;
  3497. sc.dmgToDisplay += bsa.damageAmount;
  3498. bsa.stackAttacked = (*it)->ID;
  3499. if (mode == ECastingMode::ENCHANTER_CASTING) //multiple damage spells cast
  3500. bsa.attackerID = stack->ID;
  3501. else
  3502. bsa.attackerID = -1;
  3503. (*it)->prepareAttacked(bsa);
  3504. si.stacks.push_back(bsa);
  3505. if (spellID == SpellID::CHAIN_LIGHTNING)
  3506. ++chainLightningModifier;
  3507. }
  3508. }
  3509. else if (spell->hasEffects())
  3510. {
  3511. int stackSpellPower = 0;
  3512. if (stack && mode != ECastingMode::MAGIC_MIRROR)
  3513. {
  3514. stackSpellPower = stack->valOfBonuses(Bonus::CREATURE_ENCHANT_POWER);
  3515. }
  3516. SetStackEffect sse;
  3517. Bonus pseudoBonus;
  3518. pseudoBonus.sid = spellID;
  3519. pseudoBonus.val = spellLvl;
  3520. pseudoBonus.turnsRemain = gs->curB->calculateSpellDuration(spell, caster, stackSpellPower ? stackSpellPower : usedSpellPower);
  3521. CStack::stackEffectToFeature(sse.effect, pseudoBonus);
  3522. if (spellID == SpellID::SHIELD || spellID == SpellID::AIR_SHIELD)
  3523. {
  3524. sse.effect.back().val = (100 - sse.effect.back().val); //fix to original config: shiled should display damage reduction
  3525. }
  3526. if (spellID == SpellID::BIND && stack)//bind
  3527. {
  3528. sse.effect.back().additionalInfo = stack->ID; //we need to know who casted Bind
  3529. }
  3530. const Bonus * bonus = NULL;
  3531. if (caster)
  3532. bonus = caster->getBonusLocalFirst(Selector::typeSubtype(Bonus::SPECIAL_PECULIAR_ENCHANT, spellID));
  3533. //TODO does hero specialty should affects his stack casting spells?
  3534. si32 power = 0;
  3535. BOOST_FOREACH(const CStack *affected, attackedCres)
  3536. {
  3537. if(vstd::contains(sc.resisted, affected->ID)) //this creature resisted the spell
  3538. continue;
  3539. sse.stacks.push_back(affected->ID);
  3540. //Apply hero specials - peculiar enchants
  3541. const ui8 tier = std::max((ui8)1, affected->getCreature()->level); //don't divide by 0 for certain creatures (commanders, war machines)
  3542. if (bonus)
  3543. {
  3544. switch(bonus->additionalInfo)
  3545. {
  3546. case 0: //normal
  3547. {
  3548. switch(tier)
  3549. {
  3550. case 1: case 2:
  3551. power = 3;
  3552. break;
  3553. case 3: case 4:
  3554. power = 2;
  3555. break;
  3556. case 5: case 6:
  3557. power = 1;
  3558. break;
  3559. }
  3560. Bonus specialBonus(sse.effect.back());
  3561. specialBonus.val = power; //it doesn't necessarily make sense for some spells, use it wisely
  3562. sse.uniqueBonuses.push_back (std::pair<ui32,Bonus> (affected->ID, specialBonus)); //additional premy to given effect
  3563. }
  3564. break;
  3565. case 1: //only Coronius as yet
  3566. {
  3567. power = std::max(5 - tier, 0);
  3568. Bonus specialBonus = CStack::featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK, power, pseudoBonus.turnsRemain);
  3569. specialBonus.sid = spellID;
  3570. sse.uniqueBonuses.push_back (std::pair<ui32,Bonus> (affected->ID, specialBonus)); //additional attack to Slayer effect
  3571. }
  3572. break;
  3573. }
  3574. }
  3575. if (caster && caster->hasBonusOfType(Bonus::SPECIAL_BLESS_DAMAGE, spellID)) //TODO: better handling of bonus percentages
  3576. {
  3577. int damagePercent = caster->level * caster->valOfBonuses(Bonus::SPECIAL_BLESS_DAMAGE, spellID.toEnum()) / tier;
  3578. Bonus specialBonus = CStack::featureGenerator(Bonus::CREATURE_DAMAGE, 0, damagePercent, pseudoBonus.turnsRemain);
  3579. specialBonus.valType = Bonus::PERCENT_TO_ALL;
  3580. specialBonus.sid = spellID;
  3581. sse.uniqueBonuses.push_back (std::pair<ui32,Bonus> (affected->ID, specialBonus));
  3582. }
  3583. }
  3584. if(!sse.stacks.empty())
  3585. sendAndApply(&sse);
  3586. }
  3587. else if (spell->isRisingSpell() || spell->id == SpellID::CURE)
  3588. {
  3589. int hpGained = 0;
  3590. if (stack)
  3591. {
  3592. int unitSpellPower = stack->valOfBonuses(Bonus::SPECIFIC_SPELL_POWER, spellID.toEnum());
  3593. if (unitSpellPower)
  3594. hpGained = stack->count * unitSpellPower; //Archangel
  3595. else //Faerie Dragon-like effect - unused fo far
  3596. usedSpellPower = stack->valOfBonuses(Bonus::CREATURE_SPELL_POWER) * stack->count / 100;
  3597. }
  3598. StacksHealedOrResurrected shr;
  3599. shr.lifeDrain = (ui8)false;
  3600. shr.tentHealing = (ui8)false;
  3601. for(auto it = attackedCres.begin(); it != attackedCres.end(); ++it)
  3602. {
  3603. if(vstd::contains(sc.resisted, (*it)->ID) //this creature resisted the spell
  3604. || (spellID == SpellID::ANIMATE_DEAD && !(*it)->hasBonusOfType(Bonus::UNDEAD)) //we try to cast animate dead on living stack, TODO: showuld be not affected earlier
  3605. )
  3606. continue;
  3607. StacksHealedOrResurrected::HealInfo hi;
  3608. hi.stackID = (*it)->ID;
  3609. if (stack) //casted by creature
  3610. {
  3611. if (hpGained)
  3612. {
  3613. hi.healedHP = gs->curB->calculateHealedHP(hpGained, spell, *it); //archangel
  3614. }
  3615. else
  3616. hi.healedHP = gs->curB->calculateHealedHP(spell, usedSpellPower, spellLvl, *it); //any typical spell (commander's cure or animate dead)
  3617. }
  3618. else
  3619. hi.healedHP = gs->curB->calculateHealedHP(caster, spell, *it, gs->curB->battleGetStackByID(selectedStack)); //Casted by hero
  3620. hi.lowLevelResurrection = spellLvl <= 1;
  3621. shr.healedStacks.push_back(hi);
  3622. }
  3623. if(!shr.healedStacks.empty())
  3624. sendAndApply(&shr);
  3625. if (spellID == SpellID::SACRIFICE) //remove victim
  3626. {
  3627. BattleStacksRemoved bsr;
  3628. bsr.stackIDs.insert (selectedStack); //somehow it works for teleport?
  3629. sendAndApply(&bsr);
  3630. }
  3631. }
  3632. else
  3633. switch (spellID)
  3634. {
  3635. case SpellID::QUICKSAND:
  3636. case SpellID::LAND_MINE:
  3637. {
  3638. std::vector<BattleHex> availableTiles;
  3639. for(int i = 0; i < GameConstants::BFIELD_SIZE; i += 1)
  3640. {
  3641. BattleHex hex = i;
  3642. if(hex.getX() > 2 && hex.getX() < 14 && !battleGetStackByPos(hex, false) & !battleGetObstacleOnPos(hex, false))
  3643. availableTiles.push_back(hex);
  3644. }
  3645. boost::range::random_shuffle(availableTiles);
  3646. const int patchesForSkill[] = {4, 4, 6, 8};
  3647. const int patchesToPut = std::min<int>(patchesForSkill[spellLvl], availableTiles.size());
  3648. //land mines or quicksand patches are handled as spell created obstacles
  3649. for (int i = 0; i < patchesToPut; i++)
  3650. placeObstacle(availableTiles[i]);
  3651. }
  3652. break;
  3653. case SpellID::FORCE_FIELD:
  3654. placeObstacle(destination);
  3655. break;
  3656. case SpellID::FIRE_WALL:
  3657. {
  3658. //fire wall is build from multiple obstacles - one fire piece for each affected hex
  3659. auto affectedHexes = spell->rangeInHexes(destination, spellLvl, casterSide);
  3660. BOOST_FOREACH(BattleHex hex, affectedHexes)
  3661. placeObstacle(hex);
  3662. }
  3663. break;
  3664. case SpellID::TELEPORT:
  3665. {
  3666. BattleStackMoved bsm;
  3667. bsm.distance = -1;
  3668. bsm.stack = selectedStack;
  3669. std::vector<BattleHex> tiles;
  3670. tiles.push_back(destination);
  3671. bsm.tilesToMove = tiles;
  3672. bsm.teleporting = true;
  3673. sendAndApply(&bsm);
  3674. break;
  3675. }
  3676. case SpellID::SUMMON_FIRE_ELEMENTAL:
  3677. case SpellID::SUMMON_EARTH_ELEMENTAL:
  3678. case SpellID::SUMMON_WATER_ELEMENTAL:
  3679. case SpellID::SUMMON_AIR_ELEMENTAL:
  3680. { //elemental summoning
  3681. CreatureID creID;
  3682. switch(spellID)
  3683. {
  3684. case SpellID::SUMMON_FIRE_ELEMENTAL:
  3685. creID = CreatureID::FIRE_ELEMENTAL;
  3686. break;
  3687. case SpellID::SUMMON_EARTH_ELEMENTAL:
  3688. creID = CreatureID::EARTH_ELEMENTAL;
  3689. break;
  3690. case SpellID::SUMMON_WATER_ELEMENTAL:
  3691. creID = CreatureID::WATER_ELEMENTAL;
  3692. break;
  3693. case SpellID::SUMMON_AIR_ELEMENTAL:
  3694. creID = CreatureID::AIR_ELEMENTAL;
  3695. break;
  3696. }
  3697. BattleStackAdded bsa;
  3698. bsa.creID = creID;
  3699. bsa.attacker = !(bool)casterSide;
  3700. bsa.summoned = true;
  3701. bsa.pos = gs->curB->getAvaliableHex(creID, !(bool)casterSide); //TODO: unify it
  3702. //TODO stack casting -> probably power will be zero; set the proper number of creatures manually
  3703. int percentBonus = caster ? caster->valOfBonuses(Bonus::SPECIFIC_SPELL_DAMAGE, spellID.toEnum()) : 0;
  3704. bsa.amount = usedSpellPower
  3705. * SpellID(spellID).toSpell()->powers[spellLvl]
  3706. * (100 + percentBonus) / 100.0; //new feature - percentage bonus
  3707. if(bsa.amount)
  3708. sendAndApply(&bsa);
  3709. else
  3710. complain("Summoning elementals didn't summon any!");
  3711. }
  3712. break;
  3713. case SpellID::CLONE:
  3714. {
  3715. const CStack * clonedStack = NULL;
  3716. if (attackedCres.size())
  3717. clonedStack = *attackedCres.begin();
  3718. if (!clonedStack)
  3719. {
  3720. complain ("No target stack to clone!");
  3721. return;
  3722. }
  3723. BattleStackAdded bsa;
  3724. bsa.creID = clonedStack->type->idNumber;
  3725. bsa.attacker = !(bool)casterSide;
  3726. bsa.summoned = true;
  3727. bsa.pos = gs->curB->getAvaliableHex(bsa.creID, !(bool)casterSide); //TODO: unify it
  3728. bsa.amount = clonedStack->count;
  3729. sendAndApply (&bsa);
  3730. BattleSetStackProperty ssp;
  3731. ssp.stackID = gs->curB->stacks.back()->ID; //how to get recent stack?
  3732. ssp.which = BattleSetStackProperty::CLONED; //using enum values
  3733. ssp.val = 0;
  3734. ssp.absolute = 1;
  3735. sendAndApply(&ssp);
  3736. }
  3737. break;
  3738. case SpellID::REMOVE_OBSTACLE:
  3739. {
  3740. ObstaclesRemoved obr;
  3741. BOOST_FOREACH(auto &obstacle, battleGetAllObstacles())
  3742. {
  3743. if(vstd::contains(obstacle->getBlockedTiles(), destination))
  3744. obr.obstacles.insert(obstacle->uniqueID);
  3745. }
  3746. if(!obr.obstacles.empty())
  3747. sendAndApply(&obr);
  3748. else
  3749. complain("There's no obstacle to remove!");
  3750. break;
  3751. }
  3752. break;
  3753. case SpellID::DEATH_STARE: //handled in a bit different way
  3754. {
  3755. for(auto it = attackedCres.begin(); it != attackedCres.end(); ++it)
  3756. {
  3757. if((*it)->hasBonusOfType(Bonus::UNDEAD) || (*it)->hasBonusOfType(Bonus::NON_LIVING)) //this creature is immune
  3758. {
  3759. sc.dmgToDisplay = 0; //TODO: handle Death Stare for multiple targets (?)
  3760. continue;
  3761. }
  3762. BattleStackAttacked bsa;
  3763. bsa.flags |= BattleStackAttacked::EFFECT;
  3764. bsa.effect = spell->mainEffectAnim; //from config\spell-Info.txt
  3765. bsa.damageAmount = usedSpellPower * (*it)->valOfBonuses(Bonus::STACK_HEALTH);
  3766. bsa.stackAttacked = (*it)->ID;
  3767. bsa.attackerID = -1;
  3768. (*it)->prepareAttacked(bsa);
  3769. si.stacks.push_back(bsa);
  3770. }
  3771. }
  3772. break;
  3773. case SpellID::ACID_BREATH_DAMAGE: //new effect, separate from acid breath defense reduction
  3774. {
  3775. for(auto it = attackedCres.begin(); it != attackedCres.end(); ++it) //no immunities
  3776. {
  3777. BattleStackAttacked bsa;
  3778. bsa.flags |= BattleStackAttacked::EFFECT;
  3779. bsa.effect = spell->mainEffectAnim;
  3780. bsa.damageAmount = usedSpellPower; //damage times the number of attackers
  3781. bsa.stackAttacked = (*it)->ID;
  3782. bsa.attackerID = -1;
  3783. (*it)->prepareAttacked(bsa);
  3784. si.stacks.push_back(bsa);
  3785. }
  3786. }
  3787. break;
  3788. }
  3789. sendAndApply(&sc);
  3790. if(!si.stacks.empty()) //after spellcast info shows
  3791. sendAndApply(&si);
  3792. if (mode == ECastingMode::CREATURE_ACTIVE_CASTING || mode == ECastingMode::ENCHANTER_CASTING) //reduce number of casts remaining
  3793. {
  3794. BattleSetStackProperty ssp;
  3795. ssp.stackID = stack->ID;
  3796. ssp.which = BattleSetStackProperty::CASTS;
  3797. ssp.val = -1;
  3798. ssp.absolute = false;
  3799. sendAndApply(&ssp);
  3800. }
  3801. //Magic Mirror effect
  3802. 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
  3803. {
  3804. for(auto it = attackedCres.begin(); it != attackedCres.end(); ++it)
  3805. {
  3806. int mirrorChance = (*it)->valOfBonuses(Bonus::MAGIC_MIRROR);
  3807. if(mirrorChance > rand()%100)
  3808. {
  3809. std::vector<CStack *> mirrorTargets;
  3810. std::vector<CStack *> & battleStacks = gs->curB->stacks;
  3811. for (size_t j = 0; j < battleStacks.size(); ++j)
  3812. {
  3813. if(battleStacks[j]->owner == gs->curB->sides[casterSide]) //get enemy stacks which can be affected by this spell
  3814. {
  3815. if (!gs->curB->battleIsImmune(NULL, spell, ECastingMode::MAGIC_MIRROR, battleStacks[j]->position))
  3816. mirrorTargets.push_back(battleStacks[j]);
  3817. }
  3818. }
  3819. if (mirrorTargets.size())
  3820. {
  3821. int targetHex = mirrorTargets[rand() % mirrorTargets.size()]->position;
  3822. handleSpellCasting(spellID, 0, targetHex, 1 - casterSide, (*it)->owner, NULL, (caster ? caster : NULL), usedSpellPower, ECastingMode::MAGIC_MIRROR, (*it));
  3823. }
  3824. }
  3825. }
  3826. }
  3827. }
  3828. bool CGameHandler::makeCustomAction( BattleAction &ba )
  3829. {
  3830. switch(ba.actionType)
  3831. {
  3832. case Battle::HERO_SPELL:
  3833. {
  3834. const CGHeroInstance *h = gs->curB->heroes[ba.side];
  3835. const CGHeroInstance *secondHero = gs->curB->heroes[!ba.side];
  3836. if(!h)
  3837. {
  3838. logGlobal->warnStream() << "Wrong caster!";
  3839. return false;
  3840. }
  3841. if(ba.additionalInfo >= VLC->spellh->spells.size())
  3842. {
  3843. logGlobal->warnStream() << "Wrong spell id (" << ba.additionalInfo << ")!";
  3844. return false;
  3845. }
  3846. const CSpell *s = SpellID(ba.additionalInfo).toSpell();
  3847. if (s->mainEffectAnim > -1 || (s->id >= 66 || s->id <= 69) || s->id == SpellID::CLONE) //allow summon elementals
  3848. //TODO: special effects, like Clone
  3849. {
  3850. ui8 skill = h->getSpellSchoolLevel(s); //skill level
  3851. ESpellCastProblem::ESpellCastProblem escp = gs->curB->battleCanCastThisSpell(h->tempOwner, s, ECastingMode::HERO_CASTING);
  3852. if(escp != ESpellCastProblem::OK)
  3853. {
  3854. logGlobal->warnStream() << "Spell cannot be cast!";
  3855. logGlobal->warnStream() << "Problem : " << escp;
  3856. return false;
  3857. }
  3858. StartAction start_action(ba);
  3859. sendAndApply(&start_action); //start spell casting
  3860. handleSpellCasting (SpellID(ba.additionalInfo), skill, ba.destinationTile, ba.side, h->tempOwner,
  3861. h, secondHero, h->getPrimSkillLevel(PrimarySkill::SPELL_POWER),
  3862. ECastingMode::HERO_CASTING, NULL, ba.selectedStack);
  3863. sendAndApply(&end_action);
  3864. if( !gs->curB->battleGetStackByID(gs->curB->activeStack, false)->alive() )
  3865. {
  3866. battleMadeAction.setn(true);
  3867. }
  3868. checkForBattleEnd();
  3869. if(battleResult.get())
  3870. {
  3871. battleMadeAction.setn(true);
  3872. //battle will be ended by startBattle function
  3873. //endBattle(gs->curB->tile, gs->curB->heroes[0], gs->curB->heroes[1]);
  3874. }
  3875. return true;
  3876. }
  3877. else
  3878. {
  3879. logGlobal->warnStream() << "Spell " << s->name << " is not yet supported!";
  3880. return false;
  3881. }
  3882. }
  3883. }
  3884. return false;
  3885. }
  3886. void CGameHandler::stackTurnTrigger(const CStack * st)
  3887. {
  3888. BattleTriggerEffect bte;
  3889. bte.stackID = st->ID;
  3890. bte.effect = -1;
  3891. bte.val = 0;
  3892. bte.additionalInfo = 0;
  3893. if (st->alive())
  3894. {
  3895. //unbind
  3896. if (st->getEffect (SpellID::BIND))
  3897. {
  3898. bool unbind = true;
  3899. BonusList bl = *(st->getBonuses(Selector::type(Bonus::BIND_EFFECT)));
  3900. std::set<const CStack*> stacks = gs->curB-> batteAdjacentCreatures(st);
  3901. BOOST_FOREACH(Bonus * b, bl)
  3902. {
  3903. const CStack * stack = gs->curB->battleGetStackByID(b->additionalInfo); //binding stack must be alive and adjacent
  3904. if (stack)
  3905. {
  3906. if (vstd::contains(stacks, stack)) //binding stack is still present
  3907. {
  3908. unbind = false;
  3909. }
  3910. }
  3911. }
  3912. if (unbind)
  3913. {
  3914. BattleSetStackProperty ssp;
  3915. ssp.which = BattleSetStackProperty::UNBIND;
  3916. ssp.stackID = st->ID;
  3917. sendAndApply(&ssp);
  3918. }
  3919. }
  3920. //regeneration
  3921. if(st->hasBonusOfType(Bonus::HP_REGENERATION))
  3922. {
  3923. bte.effect = Bonus::HP_REGENERATION;
  3924. bte.val = std::min((int)(st->MaxHealth() - st->firstHPleft), st->valOfBonuses(Bonus::HP_REGENERATION));
  3925. }
  3926. if(st->hasBonusOfType(Bonus::FULL_HP_REGENERATION))
  3927. {
  3928. bte.effect = Bonus::HP_REGENERATION;
  3929. bte.val = st->MaxHealth() - st->firstHPleft;
  3930. }
  3931. if (bte.val) //anything to heal
  3932. sendAndApply(&bte);
  3933. if(st->hasBonusOfType(Bonus::POISON))
  3934. {
  3935. const Bonus * b = st->getBonusLocalFirst(Selector::source(Bonus::SPELL_EFFECT, SpellID::POISON) && Selector::type(Bonus::STACK_HEALTH));
  3936. if (b) //TODO: what if not?...
  3937. {
  3938. bte.val = std::max (b->val - 10, -(st->valOfBonuses(Bonus::POISON)));
  3939. if (bte.val < b->val) //(negative) poison effect increases - update it
  3940. {
  3941. bte.effect = Bonus::POISON;
  3942. sendAndApply(&bte);
  3943. }
  3944. }
  3945. }
  3946. if (st->hasBonusOfType(Bonus::MANA_DRAIN) && !vstd::contains(st->state, EBattleStackState::DRAINED_MANA))
  3947. {
  3948. const CGHeroInstance * enemy = gs->curB->getHero(gs->curB->theOtherPlayer(st->owner));
  3949. if (enemy)
  3950. {
  3951. ui32 manaDrained = st->valOfBonuses(Bonus::MANA_DRAIN);
  3952. vstd::amin (manaDrained, gs->curB->heroes[0]->mana);
  3953. if (manaDrained)
  3954. {
  3955. bte.effect = Bonus::MANA_DRAIN;
  3956. bte.val = manaDrained;
  3957. bte.additionalInfo = enemy->id.getNum(); //for sanity
  3958. sendAndApply(&bte);
  3959. }
  3960. }
  3961. }
  3962. if (st->isLiving() && !st->hasBonusOfType(Bonus::FEARLESS))
  3963. {
  3964. bool fearsomeCreature = false;
  3965. BOOST_FOREACH(CStack * stack, gs->curB->stacks)
  3966. {
  3967. if (stack->owner != st->owner && stack->alive() && stack->hasBonusOfType(Bonus::FEAR))
  3968. {
  3969. fearsomeCreature = true;
  3970. break;
  3971. }
  3972. }
  3973. if (fearsomeCreature)
  3974. {
  3975. if (rand() % 100 < 10) //fixed 10%
  3976. {
  3977. bte.effect = Bonus::FEAR;
  3978. sendAndApply(&bte);
  3979. }
  3980. }
  3981. }
  3982. BonusList bl = *(st->getBonuses(Selector::type(Bonus::ENCHANTER)));
  3983. int side = gs->curB->whatSide(st->owner);
  3984. if (bl.size() && st->casts && !gs->curB->enchanterCounter[side])
  3985. {
  3986. int index = rand() % bl.size();
  3987. SpellID spellID = SpellID(bl[index]->subtype);
  3988. if (gs->curB->battleCanCastThisSpell(st->owner, SpellID(spellID).toSpell(), ECastingMode::ENCHANTER_CASTING) == ESpellCastProblem::OK) //TODO: select another available?
  3989. {
  3990. int spellLeveL = bl[index]->val; //spell level
  3991. const CGHeroInstance * enemyHero = gs->curB->getHero(gs->curB->theOtherPlayer(st->owner));
  3992. handleSpellCasting(spellID, spellLeveL, -1, side, st->owner, NULL, enemyHero, 0, ECastingMode::ENCHANTER_CASTING, st);
  3993. BattleSetStackProperty ssp;
  3994. ssp.which = BattleSetStackProperty::ENCHANTER_COUNTER;
  3995. ssp.absolute = false;
  3996. ssp.val = bl[index]->additionalInfo; //increase cooldown counter
  3997. ssp.stackID = st->ID;
  3998. sendAndApply(&ssp);
  3999. }
  4000. }
  4001. bl = *(st->getBonuses(Selector::type(Bonus::ENCHANTED)));
  4002. BOOST_FOREACH (auto b, bl)
  4003. {
  4004. SetStackEffect sse;
  4005. int val = bl.valOfBonuses (Selector::typeSubtype(b->type, b->subtype));
  4006. if (val > 3)
  4007. {
  4008. BOOST_FOREACH (auto s, gs->curB->battleGetAllStacks())
  4009. {
  4010. if (st->owner == s->owner && s->isValidTarget()) //all allied
  4011. sse.stacks.push_back (s->ID);
  4012. }
  4013. }
  4014. else
  4015. sse.stacks.push_back (st->ID);
  4016. Bonus pseudoBonus;
  4017. pseudoBonus.sid = b->subtype;
  4018. pseudoBonus.val = ((val > 3) ? (val - 3) : val);
  4019. pseudoBonus.turnsRemain = 50;
  4020. st->stackEffectToFeature (sse.effect, pseudoBonus);
  4021. if (sse.effect.size())
  4022. sendAndApply (&sse);
  4023. }
  4024. }
  4025. }
  4026. void CGameHandler::handleDamageFromObstacle(const CObstacleInstance &obstacle, const CStack * curStack)
  4027. {
  4028. //we want to determine following vars depending on obstacle type
  4029. int damage = -1;
  4030. int effect = -1;
  4031. bool oneTimeObstacle = false;
  4032. //helper info
  4033. const SpellCreatedObstacle *spellObstacle = dynamic_cast<const SpellCreatedObstacle*>(&obstacle); //not nice but we may need spell params
  4034. const ui8 side = curStack->attackerOwned; //if enemy is defending (false = 0), side of our hero is also 0 (attacker)
  4035. const CGHeroInstance *hero = gs->curB->heroes[side];
  4036. if(obstacle.obstacleType == CObstacleInstance::MOAT)
  4037. {
  4038. damage = battleGetMoatDmg();
  4039. }
  4040. else if(obstacle.obstacleType == CObstacleInstance::LAND_MINE)
  4041. {
  4042. //You don't get hit by a Mine you can see.
  4043. if(gs->curB->battleIsObstacleVisibleForSide(obstacle, (BattlePerspective::BattlePerspective)side))
  4044. return;
  4045. oneTimeObstacle = true;
  4046. effect = 82; //makes
  4047. damage = gs->curB->calculateSpellDmg(SpellID(SpellID::LAND_MINE).toSpell(), hero, curStack,
  4048. spellObstacle->spellLevel, spellObstacle->casterSpellPower);
  4049. //TODO even if obstacle wasn't created by hero (Tower "moat") it should deal dmg as if casted by hero,
  4050. //if it is bigger than default dmg. Or is it just irrelevant H3 implementation quirk
  4051. }
  4052. else if(obstacle.obstacleType == CObstacleInstance::FIRE_WALL)
  4053. {
  4054. damage = gs->curB->calculateSpellDmg(SpellID(SpellID::FIRE_WALL).toSpell(), hero, curStack,
  4055. spellObstacle->spellLevel, spellObstacle->casterSpellPower);
  4056. }
  4057. else
  4058. {
  4059. //no other obstacle does damage to stack
  4060. return;
  4061. }
  4062. BattleStackAttacked bsa;
  4063. if(effect >= 0)
  4064. {
  4065. bsa.flags |= BattleStackAttacked::EFFECT;
  4066. bsa.effect = effect; //makes POOF
  4067. }
  4068. bsa.damageAmount = damage;
  4069. bsa.stackAttacked = curStack->ID;
  4070. bsa.attackerID = -1;
  4071. curStack->prepareAttacked(bsa);
  4072. StacksInjured si;
  4073. si.stacks.push_back(bsa);
  4074. sendAndApply(&si);
  4075. if(oneTimeObstacle)
  4076. removeObstacle(obstacle);
  4077. }
  4078. void CGameHandler::handleTimeEvents()
  4079. {
  4080. gs->map->events.sort(evntCmp);
  4081. while(gs->map->events.size() && gs->map->events.front().firstOccurence+1 == gs->day)
  4082. {
  4083. CMapEvent ev = gs->map->events.front();
  4084. for(int player = 0; player < PlayerColor::PLAYER_LIMIT_I; player++)
  4085. {
  4086. PlayerState *pinfo = gs->getPlayer(PlayerColor(player));
  4087. if( pinfo //player exists
  4088. && (ev.players & 1<<player) //event is enabled to this player
  4089. && ((ev.computerAffected && !pinfo->human)
  4090. || (ev.humanAffected && pinfo->human)
  4091. )
  4092. )
  4093. {
  4094. //give resources
  4095. SetResources sr;
  4096. sr.player = PlayerColor(player);
  4097. sr.res = pinfo->resources + ev.resources;
  4098. //prepare dialog
  4099. InfoWindow iw;
  4100. iw.player = PlayerColor(player);
  4101. iw.text << ev.message;
  4102. for (int i=0; i<ev.resources.size(); i++)
  4103. {
  4104. if(ev.resources[i]) //if resource is changed, we add it to the dialog
  4105. iw.components.push_back(Component(Component::RESOURCE,i,ev.resources[i],0));
  4106. }
  4107. if (iw.components.size())
  4108. {
  4109. sr.res.amax(0); // If removing too much resources, adjust the amount so the total doesn't become negative.
  4110. sendAndApply(&sr); //update player resources if changed
  4111. }
  4112. sendAndApply(&iw); //show dialog
  4113. }
  4114. } //PLAYERS LOOP
  4115. if(ev.nextOccurence)
  4116. {
  4117. gs->map->events.pop_front();
  4118. ev.firstOccurence += ev.nextOccurence;
  4119. auto it = gs->map->events.begin();
  4120. while ( it !=gs->map->events.end() && it->earlierThanOrEqual(ev))
  4121. it++;
  4122. gs->map->events.insert(it, ev);
  4123. }
  4124. else
  4125. {
  4126. gs->map->events.pop_front();
  4127. }
  4128. }
  4129. //TODO send only if changed
  4130. UpdateMapEvents ume;
  4131. ume.events = gs->map->events;
  4132. sendAndApply(&ume);
  4133. }
  4134. void CGameHandler::handleTownEvents(CGTownInstance * town, NewTurn &n)
  4135. {
  4136. town->events.sort(evntCmp);
  4137. while(town->events.size() && town->events.front().firstOccurence == gs->day)
  4138. {
  4139. PlayerColor player = town->tempOwner;
  4140. CCastleEvent ev = town->events.front();
  4141. PlayerState *pinfo = gs->getPlayer(player);
  4142. if( pinfo //player exists
  4143. && (ev.players & 1<<player.getNum()) //event is enabled to this player
  4144. && ((ev.computerAffected && !pinfo->human)
  4145. || (ev.humanAffected && pinfo->human) ) )
  4146. {
  4147. // dialog
  4148. InfoWindow iw;
  4149. iw.player = player;
  4150. iw.text << ev.message;
  4151. if(ev.resources.nonZero())
  4152. {
  4153. TResources was = n.res[player];
  4154. n.res[player] += ev.resources;
  4155. n.res[player].amax(0);
  4156. for (int i=0; i<ev.resources.size(); i++)
  4157. if(ev.resources[i] && pinfo->resources[i] != n.res[player][i]) //if resource had changed, we add it to the dialog
  4158. iw.components.push_back(Component(Component::RESOURCE,i,n.res[player][i]-was[i],0));
  4159. }
  4160. BOOST_FOREACH(auto & i, ev.buildings)
  4161. {
  4162. if ( town->hasBuilt(i))
  4163. {
  4164. buildStructure(town->id, i, true);
  4165. iw.components.push_back(Component(Component::BUILDING, town->subID, i, 0));
  4166. }
  4167. }
  4168. if (!ev.creatures.empty() && !vstd::contains(n.cres, town->id))
  4169. {
  4170. n.cres[town->id].tid = town->id;
  4171. n.cres[town->id].creatures = town->creatures;
  4172. }
  4173. auto & sac = n.cres[town->id];
  4174. for(si32 i=0;i<ev.creatures.size();i++) //creature growths
  4175. {
  4176. if(town->creatureDwellingLevel(i) >= 0 && ev.creatures[i])//there is dwelling
  4177. {
  4178. sac.creatures[i].first += ev.creatures[i];
  4179. iw.components.push_back(Component(Component::CREATURE,
  4180. town->creatures[i].second.back(), ev.creatures[i], 0));
  4181. }
  4182. }
  4183. sendAndApply(&iw); //show dialog
  4184. }
  4185. if(ev.nextOccurence)
  4186. {
  4187. town->events.pop_front();
  4188. ev.firstOccurence += ev.nextOccurence;
  4189. auto it = town->events.begin();
  4190. while ( it != town->events.end() && it->earlierThanOrEqual(ev))
  4191. it++;
  4192. town->events.insert(it, ev);
  4193. }
  4194. else
  4195. {
  4196. town->events.pop_front();
  4197. }
  4198. }
  4199. //TODO send only if changed
  4200. UpdateCastleEvents uce;
  4201. uce.town = town->id;
  4202. uce.events = town->events;
  4203. sendAndApply(&uce);
  4204. }
  4205. bool CGameHandler::complain( const std::string &problem )
  4206. {
  4207. sendMessageToAll("Server encountered a problem: " + problem);
  4208. logGlobal->errorStream() << problem;
  4209. return true;
  4210. }
  4211. void CGameHandler::showGarrisonDialog( ObjectInstanceID upobj, ObjectInstanceID hid, bool removableUnits)
  4212. {
  4213. //PlayerColor player = getOwner(hid);
  4214. auto upperArmy = dynamic_cast<const CArmedInstance*>(getObj(upobj));
  4215. auto lowerArmy = dynamic_cast<const CArmedInstance*>(getObj(hid));
  4216. assert(lowerArmy);
  4217. assert(upperArmy);
  4218. auto garrisonQuery = make_shared<CGarrisonDialogQuery>(upperArmy, lowerArmy);
  4219. queries.addQuery(garrisonQuery);
  4220. GarrisonDialog gd;
  4221. gd.hid = hid;
  4222. gd.objid = upobj;
  4223. gd.removableUnits = removableUnits;
  4224. gd.queryID = garrisonQuery->queryID;
  4225. sendAndApply(&gd);
  4226. }
  4227. void CGameHandler::showThievesGuildWindow(PlayerColor player, ObjectInstanceID requestingObjId)
  4228. {
  4229. OpenWindow ow;
  4230. ow.window = OpenWindow::THIEVES_GUILD;
  4231. ow.id1 = player.getNum();
  4232. ow.id2 = requestingObjId.getNum();
  4233. sendAndApply(&ow);
  4234. }
  4235. bool CGameHandler::isAllowedExchange( ObjectInstanceID id1, ObjectInstanceID id2 )
  4236. {
  4237. if(id1 == id2)
  4238. return true;
  4239. const CGObjectInstance *o1 = getObj(id1), *o2 = getObj(id2);
  4240. if(!o1 || !o2)
  4241. return true; //arranging stacks within an object should be always allowed
  4242. if (o1 && o2)
  4243. {
  4244. if(o1->ID == Obj::TOWN)
  4245. {
  4246. const CGTownInstance *t = static_cast<const CGTownInstance*>(o1);
  4247. if(t->visitingHero == o2 || t->garrisonHero == o2)
  4248. return true;
  4249. }
  4250. if(o2->ID == Obj::TOWN)
  4251. {
  4252. const CGTownInstance *t = static_cast<const CGTownInstance*>(o2);
  4253. if(t->visitingHero == o1 || t->garrisonHero == o1)
  4254. return true;
  4255. }
  4256. if (o1->ID == Obj::HERO && o2->ID == Obj::HERO)
  4257. {
  4258. const CGHeroInstance *h1 = static_cast<const CGHeroInstance*>(o1);
  4259. const CGHeroInstance *h2 = static_cast<const CGHeroInstance*>(o2);
  4260. // two heroes in same town (garrisoned and visiting)
  4261. if (h1->visitedTown != nullptr && h2->visitedTown != nullptr && h1->visitedTown == h2->visitedTown)
  4262. return true;
  4263. }
  4264. //Ongoing garrison exchange
  4265. if(auto dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries.topQuery(o1->tempOwner)))
  4266. {
  4267. if(dialog->exchangingArmies[0] == o1 && dialog->exchangingArmies[1] == o2)
  4268. return true;
  4269. if(dialog->exchangingArmies[1] == o1 && dialog->exchangingArmies[0] == o2)
  4270. return true;
  4271. }
  4272. }
  4273. return false;
  4274. }
  4275. void CGameHandler::objectVisited( const CGObjectInstance * obj, const CGHeroInstance * h )
  4276. {
  4277. logGlobal->traceStream() << h->nodeName() << " visits " << obj->getHoverText();
  4278. auto visitQuery = make_shared<CObjectVisitQuery>(obj, h, obj->visitablePos());
  4279. queries.addQuery(visitQuery); //TODO real visit pos
  4280. HeroVisit hv;
  4281. hv.obj = obj;
  4282. hv.hero = h;
  4283. hv.starting = true;
  4284. sendAndApply(&hv);
  4285. obj->onHeroVisit(h);
  4286. queries.popIfTop(visitQuery); //visit ends here if no queries were created
  4287. }
  4288. void CGameHandler::objectVisitEnded(const CObjectVisitQuery &query)
  4289. {
  4290. logGlobal->traceStream() << query.visitingHero->nodeName() << " visit ends.\n";
  4291. HeroVisit hv;
  4292. hv.obj = nullptr; //not necessary, moreover may have been deleted in the meantime
  4293. hv.hero = query.visitingHero;
  4294. assert(hv.hero);
  4295. hv.starting = false;
  4296. sendAndApply(&hv);
  4297. }
  4298. bool CGameHandler::buildBoat( ObjectInstanceID objid )
  4299. {
  4300. const IShipyard *obj = IShipyard::castFrom(getObj(objid));
  4301. if(obj->state() != IBoatGenerator::GOOD)
  4302. {
  4303. complain("Cannot build boat in this shipyard!");
  4304. return false;
  4305. }
  4306. else if(obj->o->ID == Obj::TOWN
  4307. && !static_cast<const CGTownInstance*>(obj)->hasBuilt(BuildingID::SHIPYARD))
  4308. {
  4309. complain("Cannot build boat in the town - no shipyard!");
  4310. return false;
  4311. }
  4312. const PlayerColor playerID = obj->o->tempOwner;
  4313. TResources boatCost;
  4314. obj->getBoatCost(boatCost);
  4315. TResources aviable = gs->getPlayer(playerID)->resources;
  4316. if (!aviable.canAfford(boatCost))
  4317. {
  4318. complain("Not enough resources to build a boat!");
  4319. return false;
  4320. }
  4321. int3 tile = obj->bestLocation();
  4322. if(!gs->map->isInTheMap(tile))
  4323. {
  4324. complain("Cannot find appropriate tile for a boat!");
  4325. return false;
  4326. }
  4327. //take boat cost
  4328. SetResources sr;
  4329. sr.player = playerID;
  4330. sr.res = (aviable - boatCost);
  4331. sendAndApply(&sr);
  4332. //create boat
  4333. NewObject no;
  4334. no.ID = Obj::BOAT;
  4335. no.subID = obj->getBoatType();
  4336. no.pos = tile + int3(1,0,0);
  4337. sendAndApply(&no);
  4338. return true;
  4339. }
  4340. void CGameHandler::engageIntoBattle( PlayerColor player )
  4341. {
  4342. //notify interfaces
  4343. PlayerBlocked pb;
  4344. pb.player = player;
  4345. pb.reason = PlayerBlocked::UPCOMING_BATTLE;
  4346. sendAndApply(&pb);
  4347. }
  4348. void CGameHandler::winLoseHandle(ui8 players )
  4349. {
  4350. for(size_t i = 0; i < PlayerColor::PLAYER_LIMIT_I; i++)
  4351. {
  4352. if(players & 1<<i && gs->getPlayer(PlayerColor(i)))
  4353. {
  4354. checkLossVictory(PlayerColor(i));
  4355. }
  4356. }
  4357. }
  4358. void CGameHandler::checkLossVictory( PlayerColor player )
  4359. {
  4360. const PlayerState *p = gs->getPlayer(player);
  4361. if(p->status) //player already won / lost
  4362. return;
  4363. int loss = gs->lossCheck(player);
  4364. int vic = gs->victoryCheck(player);
  4365. if(!loss && !vic)
  4366. return;
  4367. InfoWindow iw;
  4368. getLossVicMessage(player, vic ? vic : loss , vic, iw);
  4369. sendAndApply(&iw);
  4370. PlayerEndsGame peg;
  4371. peg.player = player;
  4372. peg.victory = vic;
  4373. sendAndApply(&peg);
  4374. if(vic) //one player won -> all enemies lost
  4375. {
  4376. iw.text.localStrings.front().second++; //message about losing because enemy won first is just after victory message
  4377. for (auto i = gs->players.cbegin(); i!=gs->players.cend(); i++)
  4378. {
  4379. if(i->first < PlayerColor::PLAYER_LIMIT && i->first != player)//FIXME: skip already eliminated players?
  4380. {
  4381. iw.player = i->first;
  4382. sendAndApply(&iw);
  4383. peg.player = i->first;
  4384. peg.victory = gameState()->getPlayerRelations(player, i->first) == PlayerRelations::ALLIES; // ally of winner
  4385. sendAndApply(&peg);
  4386. }
  4387. }
  4388. }
  4389. else //player lost -> all his objects become unflagged (neutral)
  4390. {
  4391. auto hlp = p->heroes;
  4392. for (auto i = hlp.cbegin(); i != hlp.cend(); i++) //eliminate heroes
  4393. removeObject(*i);
  4394. for (auto i = gs->map->objects.cbegin(); i != gs->map->objects.cend(); i++) //unflag objs
  4395. {
  4396. if(*i && (*i)->tempOwner == player)
  4397. setOwner(*i,PlayerColor::NEUTRAL);
  4398. }
  4399. //eliminating one player may cause victory of another:
  4400. winLoseHandle(GameConstants::ALL_PLAYERS & ~(1<<player.getNum()));
  4401. }
  4402. if(vic && p->human)
  4403. {
  4404. end2 = true;
  4405. if(gs->scenarioOps->campState)
  4406. {
  4407. std::vector<CGHeroInstance *> hes;
  4408. BOOST_FOREACH(CGHeroInstance * ghi, gs->map->heroesOnMap)
  4409. {
  4410. if (ghi->tempOwner == player)
  4411. {
  4412. hes.push_back(ghi);
  4413. }
  4414. }
  4415. gs->scenarioOps->campState->mapConquered(hes);
  4416. //Request clients to change connection mode
  4417. PrepareForAdvancingCampaign pfac;
  4418. sendAndApply(&pfac);
  4419. //Change connection mode
  4420. if(getPlayer(player)->human && getStartInfo()->campState)
  4421. {
  4422. BOOST_FOREACH(auto connection, conns)
  4423. connection->prepareForSendingHeroes();
  4424. }
  4425. UpdateCampaignState ucs;
  4426. ucs.camp = gs->scenarioOps->campState;
  4427. sendAndApply(&ucs);
  4428. }
  4429. }
  4430. }
  4431. void CGameHandler::getLossVicMessage( PlayerColor player, si8 standard, bool victory, InfoWindow &out ) const
  4432. {
  4433. // const PlayerState *p = gs->getPlayer(player);
  4434. // if(!p->human)
  4435. // return; //AI doesn't need text info of loss
  4436. out.player = player;
  4437. if(victory)
  4438. {
  4439. if(standard > 0) //not std loss
  4440. {
  4441. switch(gs->map->victoryCondition.condition)
  4442. {
  4443. case EVictoryConditionType::ARTIFACT:
  4444. out.text.addTxt(MetaString::GENERAL_TXT, 280); //Congratulations! You have found the %s, and can claim victory!
  4445. out.text.addReplacement(MetaString::ART_NAMES,gs->map->victoryCondition.objectId); //artifact name
  4446. break;
  4447. case EVictoryConditionType::GATHERTROOP:
  4448. 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!
  4449. out.text.addReplacement(gs->map->victoryCondition.count);
  4450. out.text.addReplacement(MetaString::CRE_PL_NAMES, gs->map->victoryCondition.objectId);
  4451. break;
  4452. case EVictoryConditionType::GATHERRESOURCE:
  4453. out.text.addTxt(MetaString::GENERAL_TXT, 278); //Congratulations! You have collected over %d %s in your treasury. Victory is yours!
  4454. out.text.addReplacement(gs->map->victoryCondition.count);
  4455. out.text.addReplacement(MetaString::RES_NAMES, gs->map->victoryCondition.objectId);
  4456. break;
  4457. case EVictoryConditionType::BUILDCITY:
  4458. out.text.addTxt(MetaString::GENERAL_TXT, 282); //Congratulations! You have successfully upgraded your town, and can claim victory!
  4459. break;
  4460. case EVictoryConditionType::BUILDGRAIL:
  4461. out.text.addTxt(MetaString::GENERAL_TXT, 284); //Congratulations! You have constructed a permanent home for the Grail, and can claim victory!
  4462. break;
  4463. case EVictoryConditionType::BEATHERO:
  4464. {
  4465. out.text.addTxt(MetaString::GENERAL_TXT, 252); //Congratulations! You have completed your quest to defeat the enemy hero %s. Victory is yours!
  4466. const CGHeroInstance *h = dynamic_cast<const CGHeroInstance*>(gs->map->victoryCondition.obj);
  4467. assert(h);
  4468. out.text.addReplacement(h->name);
  4469. }
  4470. break;
  4471. case EVictoryConditionType::CAPTURECITY:
  4472. {
  4473. out.text.addTxt(MetaString::GENERAL_TXT, 249); //Congratulations! You captured %s, and are victorious!
  4474. const CGTownInstance *t = dynamic_cast<const CGTownInstance*>(gs->map->victoryCondition.obj);
  4475. assert(t);
  4476. out.text.addReplacement(t->name);
  4477. }
  4478. break;
  4479. case EVictoryConditionType::BEATMONSTER:
  4480. out.text.addTxt(MetaString::GENERAL_TXT, 286); //Congratulations! You have completed your quest to kill the fearsome beast, and can claim victory!
  4481. break;
  4482. case EVictoryConditionType::TAKEDWELLINGS:
  4483. out.text.addTxt(MetaString::GENERAL_TXT, 288); //Congratulations! Your flag flies on the dwelling of every creature. Victory is yours!
  4484. break;
  4485. case EVictoryConditionType::TAKEMINES:
  4486. out.text.addTxt(MetaString::GENERAL_TXT, 290); //Congratulations! Your flag flies on every mine. Victory is yours!
  4487. break;
  4488. case EVictoryConditionType::TRANSPORTITEM:
  4489. out.text.addTxt(MetaString::GENERAL_TXT, 292); //Congratulations! You have reached your destination, precious cargo intact, and can claim victory!
  4490. break;
  4491. }
  4492. }
  4493. else
  4494. {
  4495. out.text.addTxt(MetaString::GENERAL_TXT, 659); //Congratulations! You have reached your destination, precious cargo intact, and can claim victory!
  4496. }
  4497. }
  4498. else
  4499. {
  4500. if(standard > 0) //not std loss
  4501. {
  4502. switch(gs->map->lossCondition.typeOfLossCon)
  4503. {
  4504. case ELossConditionType::LOSSCASTLE:
  4505. {
  4506. out.text.addTxt(MetaString::GENERAL_TXT, 251); //The town of %s has fallen - all is lost!
  4507. const CGTownInstance *t = dynamic_cast<const CGTownInstance*>(gs->map->lossCondition.obj);
  4508. assert(t);
  4509. out.text.addReplacement(t->name);
  4510. }
  4511. break;
  4512. case ELossConditionType::LOSSHERO:
  4513. {
  4514. out.text.addTxt(MetaString::GENERAL_TXT, 253); //The hero, %s, has suffered defeat - your quest is over!
  4515. const CGHeroInstance *h = dynamic_cast<const CGHeroInstance*>(gs->map->lossCondition.obj);
  4516. assert(h);
  4517. out.text.addReplacement(h->name);
  4518. }
  4519. break;
  4520. case ELossConditionType::TIMEEXPIRES:
  4521. out.text.addTxt(MetaString::GENERAL_TXT, 254); //Alas, time has run out on your quest. All is lost.
  4522. break;
  4523. }
  4524. }
  4525. else if(standard == 2)
  4526. {
  4527. out.text.addTxt(MetaString::GENERAL_TXT, 7);//%s, your heroes abandon you, and you are banished from this land.
  4528. out.text.addReplacement(MetaString::COLOR, player.getNum());
  4529. out.components.push_back(Component(Component::FLAG, player.getNum(), 0, 0));
  4530. }
  4531. else //lost all towns and heroes
  4532. {
  4533. out.text.addTxt(MetaString::GENERAL_TXT, 660); //All your forces have been defeated, and you are banished from this land!
  4534. }
  4535. }
  4536. }
  4537. bool CGameHandler::dig( const CGHeroInstance *h )
  4538. {
  4539. for (auto i = gs->map->objects.cbegin(); i != gs->map->objects.cend(); i++) //unflag objs
  4540. {
  4541. if(*i && (*i)->ID == Obj::HOLE && (*i)->pos == h->getPosition())
  4542. {
  4543. complain("Cannot dig - there is already a hole under the hero!");
  4544. return false;
  4545. }
  4546. }
  4547. if(h->diggingStatus() != CGHeroInstance::CAN_DIG) //checks for terrain and movement
  4548. COMPLAIN_RETF("Hero cannot dig (error code %d)!", h->diggingStatus());
  4549. //create a hole
  4550. NewObject no;
  4551. no.ID = Obj::HOLE;
  4552. no.pos = h->getPosition();
  4553. no.subID = getTile(no.pos)->terType;
  4554. sendAndApply(&no);
  4555. //take MPs
  4556. SetMovePoints smp;
  4557. smp.hid = h->id;
  4558. smp.val = 0;
  4559. sendAndApply(&smp);
  4560. InfoWindow iw;
  4561. iw.player = h->tempOwner;
  4562. if(gs->map->grailPos == h->getPosition())
  4563. {
  4564. iw.text.addTxt(MetaString::GENERAL_TXT, 58); //"Congratulations! After spending many hours digging here, your hero has uncovered the "
  4565. iw.text.addTxt(MetaString::ART_NAMES, 2);
  4566. iw.soundID = soundBase::ULTIMATEARTIFACT;
  4567. giveHeroNewArtifact(h, VLC->arth->artifacts[2], ArtifactPosition::PRE_FIRST); //give grail
  4568. sendAndApply(&iw);
  4569. iw.soundID = soundBase::invalid;
  4570. iw.text.clear();
  4571. iw.text.addTxt(MetaString::ART_DESCR, 2);
  4572. sendAndApply(&iw);
  4573. }
  4574. else
  4575. {
  4576. iw.text.addTxt(MetaString::GENERAL_TXT, 59); //"Nothing here. \n Where could it be?"
  4577. iw.soundID = soundBase::Dig;
  4578. sendAndApply(&iw);
  4579. }
  4580. return true;
  4581. }
  4582. void CGameHandler::attackCasting(const BattleAttack & bat, Bonus::BonusType attackMode, const CStack * attacker)
  4583. {
  4584. if(attacker->hasBonusOfType(attackMode))
  4585. {
  4586. std::set<SpellID> spellsToCast;
  4587. TBonusListPtr spells = attacker->getBonuses(Selector::type(attackMode));
  4588. BOOST_FOREACH(const Bonus *sf, *spells)
  4589. {
  4590. spellsToCast.insert (SpellID(sf->subtype));
  4591. }
  4592. BOOST_FOREACH(SpellID spellID, spellsToCast)
  4593. {
  4594. const CStack * oneOfAttacked = NULL;
  4595. for (int g=0; g<bat.bsa.size(); ++g)
  4596. {
  4597. if (bat.bsa[g].newAmount > 0 && !bat.bsa[g].isSecondary()) //apply effects only to first target stack if it's alive
  4598. {
  4599. oneOfAttacked = gs->curB->battleGetStackByID(bat.bsa[g].stackAttacked);
  4600. break;
  4601. }
  4602. }
  4603. bool castMe = false;
  4604. int meleeRanged;
  4605. if(oneOfAttacked == NULL) //all attacked creatures have been killed
  4606. return;
  4607. int spellLevel = 0;
  4608. TBonusListPtr spellsByType = attacker->getBonuses(Selector::typeSubtype(attackMode, spellID));
  4609. BOOST_FOREACH(const Bonus *sf, *spellsByType)
  4610. {
  4611. vstd::amax(spellLevel, sf->additionalInfo % 1000); //pick highest level
  4612. meleeRanged = sf->additionalInfo / 1000;
  4613. if (meleeRanged == 0 || (meleeRanged == 1 && bat.shot()) || (meleeRanged == 2 && !bat.shot()))
  4614. castMe = true;
  4615. }
  4616. int chance = attacker->valOfBonuses((Selector::typeSubtype(attackMode, spellID)));
  4617. vstd::amin (chance, 100);
  4618. int destination = oneOfAttacked->position;
  4619. const CSpell * spell = SpellID(spellID).toSpell();
  4620. if(gs->curB->battleCanCastThisSpellHere(attacker->owner, spell, ECastingMode::AFTER_ATTACK_CASTING, oneOfAttacked->position) != ESpellCastProblem::OK)
  4621. continue;
  4622. //check if spell should be casted (probability handling)
  4623. if(rand()%100 >= chance)
  4624. continue;
  4625. //casting //TODO: check if spell can be blocked or target is immune
  4626. if (castMe) //stacks use 0 spell power. If needed, default = 3 or custom value is used
  4627. handleSpellCasting(spellID, spellLevel, destination, !attacker->attackerOwned, attacker->owner, NULL, NULL, 0, ECastingMode::AFTER_ATTACK_CASTING, attacker);
  4628. }
  4629. }
  4630. }
  4631. void CGameHandler::handleAttackBeforeCasting (const BattleAttack & bat)
  4632. {
  4633. const CStack * attacker = gs->curB->battleGetStackByID(bat.stackAttacking);
  4634. attackCasting(bat, Bonus::SPELL_BEFORE_ATTACK, attacker); //no detah stare / acid bretah needed?
  4635. }
  4636. void CGameHandler::handleAfterAttackCasting( const BattleAttack & bat )
  4637. {
  4638. const CStack * attacker = gs->curB->battleGetStackByID(bat.stackAttacking);
  4639. if (!attacker) //could be already dead
  4640. return;
  4641. attackCasting(bat, Bonus::SPELL_AFTER_ATTACK, attacker);
  4642. if(bat.bsa[0].newAmount <= 0)
  4643. {
  4644. //don't try death stare or acid breath on dead stack (crash!)
  4645. return;
  4646. }
  4647. if (attacker->hasBonusOfType(Bonus::DEATH_STARE) && bat.bsa.size())
  4648. {
  4649. // mechanics of Death Stare as in H3:
  4650. // each gorgon have 10% chance to kill (counted separately in H3) -> binomial distribution
  4651. // maximum amount that can be killed is ( gorgons_count / 10 ), rounded up
  4652. double chanceToKill = double(attacker->count * attacker->valOfBonuses(Bonus::DEATH_STARE, 0)) / 100;
  4653. vstd::amin(chanceToKill, 1); //cap at 100%
  4654. boost::binomial_distribution<> distr(attacker->count, chanceToKill);
  4655. boost::mt19937 rng(rand());
  4656. boost::variate_generator<boost::mt19937&, boost::binomial_distribution<> > dice (rng, distr);
  4657. int staredCreatures = dice();
  4658. int maxToKill = (attacker->count * chanceToKill + 99) / 100;
  4659. vstd::amin(staredCreatures, maxToKill);
  4660. staredCreatures += (attacker->level() * attacker->valOfBonuses(Bonus::DEATH_STARE, 1)) / gs->curB->battleGetStackByID(bat.bsa[0].stackAttacked)->level();
  4661. if (staredCreatures)
  4662. {
  4663. if (bat.bsa[0].newAmount > 0) //TODO: death stare was not originally available for multiple-hex attacks, but...
  4664. handleSpellCasting(SpellID::DEATH_STARE, 0, gs->curB->battleGetStackByID(bat.bsa[0].stackAttacked)->position,
  4665. !attacker->attackerOwned, attacker->owner, NULL, NULL, staredCreatures, ECastingMode::AFTER_ATTACK_CASTING, attacker);
  4666. }
  4667. }
  4668. int acidDamage = 0;
  4669. TBonusListPtr acidBreath = attacker->getBonuses(Selector::type(Bonus::ACID_BREATH));
  4670. BOOST_FOREACH(const Bonus *b, *acidBreath)
  4671. {
  4672. if (b->additionalInfo > rand()%100)
  4673. acidDamage += b->val;
  4674. }
  4675. if (acidDamage)
  4676. {
  4677. handleSpellCasting(SpellID::ACID_BREATH_DAMAGE, 0, gs->curB->battleGetStackByID(bat.bsa[0].stackAttacked)->position,
  4678. !attacker->attackerOwned, attacker->owner, NULL, NULL,
  4679. acidDamage * attacker->count, ECastingMode::AFTER_ATTACK_CASTING, attacker);
  4680. }
  4681. }
  4682. bool CGameHandler::castSpell(const CGHeroInstance *h, SpellID spellID, const int3 &pos)
  4683. {
  4684. const CSpell *s = spellID.toSpell();
  4685. int cost = h->getSpellCost(s);
  4686. int schoolLevel = h->getSpellSchoolLevel(s);
  4687. if(!h->canCastThisSpell(s))
  4688. COMPLAIN_RET("Hero cannot cast this spell!");
  4689. if(h->mana < cost)
  4690. COMPLAIN_RET("Hero doesn't have enough spell points to cast this spell!");
  4691. if(s->combatSpell)
  4692. COMPLAIN_RET("This function can be used only for adventure map spells!");
  4693. AdvmapSpellCast asc;
  4694. asc.caster = h;
  4695. asc.spellID = spellID;
  4696. sendAndApply(&asc);
  4697. switch(spellID)
  4698. {
  4699. case SpellID::SUMMON_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, 336); //%s tried to summon a boat, but failed.
  4707. iw.text.addReplacement(h->name);
  4708. sendAndApply(&iw);
  4709. break;
  4710. }
  4711. //try to find unoccupied boat to summon
  4712. const CGBoat *nearest = NULL;
  4713. double dist = 0;
  4714. int3 summonPos = h->bestLocation();
  4715. if(summonPos.x < 0)
  4716. COMPLAIN_RET("There is no water tile available!");
  4717. BOOST_FOREACH(const CGObjectInstance *obj, gs->map->objects)
  4718. {
  4719. if(obj && obj->ID == Obj::BOAT)
  4720. {
  4721. const CGBoat *b = static_cast<const CGBoat*>(obj);
  4722. if(b->hero) continue; //we're looking for unoccupied boat
  4723. double nDist = distance(b->pos, h->getPosition());
  4724. if(!nearest || nDist < dist) //it's first boat or closer than previous
  4725. {
  4726. nearest = b;
  4727. dist = nDist;
  4728. }
  4729. }
  4730. }
  4731. if(nearest) //we found boat to summon
  4732. {
  4733. ChangeObjPos cop;
  4734. cop.objid = nearest->id;
  4735. cop.nPos = summonPos + int3(1,0,0);;
  4736. cop.flags = 1;
  4737. sendAndApply(&cop);
  4738. }
  4739. else if(schoolLevel < 2) //none or basic level -> cannot create boat :(
  4740. {
  4741. InfoWindow iw;
  4742. iw.player = h->tempOwner;
  4743. iw.text.addTxt(MetaString::GENERAL_TXT, 335); //There are no boats to summon.
  4744. sendAndApply(&iw);
  4745. }
  4746. else //create boat
  4747. {
  4748. NewObject no;
  4749. no.ID = Obj::BOAT;
  4750. no.subID = h->getBoatType();
  4751. no.pos = summonPos + int3(1,0,0);;
  4752. sendAndApply(&no);
  4753. }
  4754. break;
  4755. }
  4756. case SpellID::SCUTTLE_BOAT:
  4757. {
  4758. //check if spell works at all
  4759. if(rand() % 100 >= s->powers[schoolLevel]) //power is % chance of success
  4760. {
  4761. InfoWindow iw;
  4762. iw.player = h->tempOwner;
  4763. iw.text.addTxt(MetaString::GENERAL_TXT, 337); //%s tried to scuttle the boat, but failed
  4764. iw.text.addReplacement(h->name);
  4765. sendAndApply(&iw);
  4766. break;
  4767. }
  4768. if(!gs->map->isInTheMap(pos))
  4769. COMPLAIN_RET("Invalid dst tile for scuttle!");
  4770. //TODO: test range, visibility
  4771. const TerrainTile *t = &gs->map->getTile(pos);
  4772. if(!t->visitableObjects.size() || t->visitableObjects.back()->ID != Obj::BOAT)
  4773. COMPLAIN_RET("There is no boat to scuttle!");
  4774. RemoveObject ro;
  4775. ro.id = t->visitableObjects.back()->id;
  4776. sendAndApply(&ro);
  4777. break;
  4778. }
  4779. case SpellID::DIMENSION_DOOR:
  4780. {
  4781. const TerrainTile *dest = getTile(pos);
  4782. const TerrainTile *curr = getTile(h->getSightCenter());
  4783. if(!dest)
  4784. COMPLAIN_RET("Destination tile doesn't exist!");
  4785. if(!h->movement)
  4786. COMPLAIN_RET("Hero needs movement points to cast Dimension Door!");
  4787. if(h->getBonusesCount(Bonus::SPELL_EFFECT, SpellID::DIMENSION_DOOR) >= s->powers[schoolLevel]) //limit casts per turn
  4788. {
  4789. InfoWindow iw;
  4790. iw.player = h->tempOwner;
  4791. iw.text.addTxt(MetaString::GENERAL_TXT, 338); //%s is not skilled enough to cast this spell again today.
  4792. iw.text.addReplacement(h->name);
  4793. sendAndApply(&iw);
  4794. break;
  4795. }
  4796. GiveBonus gb;
  4797. gb.id = h->id.getNum();
  4798. gb.bonus = Bonus(Bonus::ONE_DAY, Bonus::NONE, Bonus::SPELL_EFFECT, 0, SpellID::DIMENSION_DOOR);
  4799. sendAndApply(&gb);
  4800. if(!dest->isClear(curr)) //wrong dest tile
  4801. {
  4802. InfoWindow iw;
  4803. iw.player = h->tempOwner;
  4804. iw.text.addTxt(MetaString::GENERAL_TXT, 70); //Dimension Door failed!
  4805. sendAndApply(&iw);
  4806. break;
  4807. }
  4808. if (moveHero(h->id, pos + h->getVisitableOffset(), true))
  4809. {
  4810. SetMovePoints smp;
  4811. smp.hid = h->id;
  4812. smp.val = std::max<ui32>(0, h->movement - 300);
  4813. sendAndApply(&smp);
  4814. }
  4815. }
  4816. break;
  4817. case SpellID::FLY:
  4818. {
  4819. int subtype = schoolLevel >= 2 ? 1 : 2; //adv or expert
  4820. GiveBonus gb;
  4821. gb.id = h->id.getNum();
  4822. gb.bonus = Bonus(Bonus::ONE_DAY, Bonus::FLYING_MOVEMENT, Bonus::SPELL_EFFECT, 0, SpellID::FLY, subtype);
  4823. sendAndApply(&gb);
  4824. }
  4825. break;
  4826. case SpellID::WATER_WALK:
  4827. {
  4828. int subtype = schoolLevel >= 2 ? 1 : 2; //adv or expert
  4829. GiveBonus gb;
  4830. gb.id = h->id.getNum();
  4831. gb.bonus = Bonus(Bonus::ONE_DAY, Bonus::WATER_WALKING, Bonus::SPELL_EFFECT, 0, SpellID::WATER_WALK, subtype);
  4832. sendAndApply(&gb);
  4833. }
  4834. break;
  4835. case SpellID::TOWN_PORTAL:
  4836. {
  4837. if (!gs->map->isInTheMap(pos))
  4838. COMPLAIN_RET("Destination tile not present!")
  4839. TerrainTile tile = gs->map->getTile(pos);
  4840. if (tile.visitableObjects.empty() || tile.visitableObjects.back()->ID != Obj::TOWN )
  4841. COMPLAIN_RET("Town not found for Town Portal!");
  4842. CGTownInstance * town = static_cast<CGTownInstance*>(tile.visitableObjects.back());
  4843. if (town->tempOwner != h->tempOwner)
  4844. COMPLAIN_RET("Can't teleport to another player!");
  4845. if (town->visitingHero)
  4846. COMPLAIN_RET("Can't teleport to occupied town!");
  4847. if (h->getSpellSchoolLevel(s) < 2)
  4848. {
  4849. double dist = town->pos.dist2d(h->pos);
  4850. ObjectInstanceID nearest = town->id; //nearest town's ID
  4851. BOOST_FOREACH(const CGTownInstance * currTown, gs->getPlayer(h->tempOwner)->towns)
  4852. {
  4853. double curDist = currTown->pos.dist2d(h->pos);
  4854. if (nearest == ObjectInstanceID() || curDist < dist)
  4855. {
  4856. nearest = town->id;
  4857. dist = curDist;
  4858. }
  4859. }
  4860. if (town->id != nearest)
  4861. COMPLAIN_RET("This hero can only teleport to nearest town!")
  4862. }
  4863. moveHero(h->id, town->visitablePos() + h->getVisitableOffset() ,1);
  4864. }
  4865. break;
  4866. case SpellID::VISIONS:
  4867. case SpellID::VIEW_EARTH:
  4868. case SpellID::DISGUISE:
  4869. case SpellID::VIEW_AIR:
  4870. default:
  4871. COMPLAIN_RET("This spell is not implemented yet!");
  4872. break;
  4873. }
  4874. SetMana sm;
  4875. sm.hid = h->id;
  4876. sm.val = h->mana - cost;
  4877. sendAndApply(&sm);
  4878. return true;
  4879. }
  4880. void CGameHandler::visitObjectOnTile(const TerrainTile &t, const CGHeroInstance * h)
  4881. {
  4882. if (!t.visitableObjects.empty())
  4883. {
  4884. //to prevent self-visiting heroes on space press
  4885. if(t.visitableObjects.back() != h)
  4886. objectVisited(t.visitableObjects.back(), h);
  4887. else if(t.visitableObjects.size() > 1)
  4888. objectVisited(*(t.visitableObjects.end()-2),h);
  4889. }
  4890. }
  4891. bool CGameHandler::sacrificeCreatures(const IMarket *market, const CGHeroInstance *hero, SlotID slot, ui32 count)
  4892. {
  4893. int oldCount = hero->getStackCount(slot);
  4894. if(oldCount < count)
  4895. COMPLAIN_RET("Not enough creatures to sacrifice!")
  4896. else if(oldCount == count && hero->Slots().size() == 1 && hero->needsLastStack())
  4897. COMPLAIN_RET("Cannot sacrifice last creature!");
  4898. int crid = hero->getStack(slot).type->idNumber;
  4899. changeStackCount(StackLocation(hero, slot), -count);
  4900. int dump, exp;
  4901. market->getOffer(crid, 0, dump, exp, EMarketMode::CREATURE_EXP);
  4902. exp *= count;
  4903. changePrimSkill(hero, PrimarySkill::EXPERIENCE, hero->calculateXp(exp));
  4904. return true;
  4905. }
  4906. bool CGameHandler::sacrificeArtifact(const IMarket * m, const CGHeroInstance * hero, ArtifactPosition slot)
  4907. {
  4908. ArtifactLocation al(hero, slot);
  4909. const CArtifactInstance *a = al.getArt();
  4910. if(!a)
  4911. COMPLAIN_RET("Cannot find artifact to sacrifice!");
  4912. int dmp, expToGive;
  4913. m->getOffer(hero->getArtTypeId(slot), 0, dmp, expToGive, EMarketMode::ARTIFACT_EXP);
  4914. removeArtifact(al);
  4915. changePrimSkill(hero, PrimarySkill::EXPERIENCE, expToGive);
  4916. return true;
  4917. }
  4918. void CGameHandler::makeStackDoNothing(const CStack * next)
  4919. {
  4920. BattleAction doNothing;
  4921. doNothing.actionType = Battle::NO_ACTION;
  4922. doNothing.additionalInfo = 0;
  4923. doNothing.destinationTile = -1;
  4924. doNothing.side = !next->attackerOwned;
  4925. doNothing.stackNumber = next->ID;
  4926. makeAutomaticAction(next, doNothing);
  4927. }
  4928. bool CGameHandler::insertNewStack(const StackLocation &sl, const CCreature *c, TQuantity count)
  4929. {
  4930. if(sl.army->hasStackAtSlot(sl.slot))
  4931. COMPLAIN_RET("Slot is already taken!");
  4932. if(!sl.slot.validSlot())
  4933. COMPLAIN_RET("Cannot insert stack to that slot!");
  4934. InsertNewStack ins;
  4935. ins.sl = sl;
  4936. ins.stack = CStackBasicDescriptor(c, count);
  4937. sendAndApply(&ins);
  4938. return true;
  4939. }
  4940. bool CGameHandler::eraseStack(const StackLocation &sl, bool forceRemoval/* = false*/)
  4941. {
  4942. if(!sl.army->hasStackAtSlot(sl.slot))
  4943. COMPLAIN_RET("Cannot find a stack to erase");
  4944. if(sl.army->Slots().size() == 1 //from the last stack
  4945. && sl.army->needsLastStack() //that must be left
  4946. && !forceRemoval) //ignore above conditions if we are forcing removal
  4947. {
  4948. COMPLAIN_RET("Cannot erase the last stack!");
  4949. }
  4950. EraseStack es;
  4951. es.sl = sl;
  4952. sendAndApply(&es);
  4953. return true;
  4954. }
  4955. bool CGameHandler::changeStackCount(const StackLocation &sl, TQuantity count, bool absoluteValue /*= false*/)
  4956. {
  4957. TQuantity currentCount = sl.army->getStackCount(sl.slot);
  4958. if((absoluteValue && count < 0)
  4959. || (!absoluteValue && -count > currentCount))
  4960. {
  4961. COMPLAIN_RET("Cannot take more stacks than present!");
  4962. }
  4963. if((currentCount == -count && !absoluteValue)
  4964. || (!count && absoluteValue))
  4965. {
  4966. eraseStack(sl);
  4967. }
  4968. else
  4969. {
  4970. ChangeStackCount csc;
  4971. csc.sl = sl;
  4972. csc.count = count;
  4973. csc.absoluteValue = absoluteValue;
  4974. sendAndApply(&csc);
  4975. }
  4976. return true;
  4977. }
  4978. bool CGameHandler::addToSlot(const StackLocation &sl, const CCreature *c, TQuantity count)
  4979. {
  4980. const CCreature *slotC = sl.army->getCreature(sl.slot);
  4981. if(!slotC) //slot is empty
  4982. insertNewStack(sl, c, count);
  4983. else if(c == slotC)
  4984. changeStackCount(sl, count);
  4985. else
  4986. {
  4987. COMPLAIN_RET("Cannot add " + c->namePl + " to slot " + boost::lexical_cast<std::string>(sl.slot) + "!");
  4988. }
  4989. return true;
  4990. }
  4991. void CGameHandler::tryJoiningArmy(const CArmedInstance *src, const CArmedInstance *dst, bool removeObjWhenFinished, bool allowMerging)
  4992. {
  4993. if(removeObjWhenFinished)
  4994. removeAfterVisit(src);
  4995. if(!src->canBeMergedWith(*dst, allowMerging))
  4996. {
  4997. if (allowMerging) //do that, add all matching creatures.
  4998. {
  4999. bool cont = true;
  5000. while (cont)
  5001. {
  5002. for(TSlots::const_iterator i = src->stacks.begin(); i != src->stacks.end(); i++)//while there are unmoved creatures
  5003. {
  5004. SlotID pos = dst->getSlotFor(i->second->type);
  5005. if(pos.validSlot())
  5006. {
  5007. moveStack(StackLocation(src, i->first), StackLocation(dst, pos));
  5008. cont = true;
  5009. break; //or iterator crashes
  5010. }
  5011. cont = false;
  5012. }
  5013. }
  5014. }
  5015. showGarrisonDialog(src->id, dst->id, true); //show garrison window and optionally remove ourselves from map when player ends
  5016. }
  5017. else //merge
  5018. {
  5019. moveArmy(src, dst, allowMerging);
  5020. }
  5021. }
  5022. bool CGameHandler::moveStack(const StackLocation &src, const StackLocation &dst, TQuantity count)
  5023. {
  5024. if(!src.army->hasStackAtSlot(src.slot))
  5025. COMPLAIN_RET("No stack to move!");
  5026. if(dst.army->hasStackAtSlot(dst.slot) && dst.army->getCreature(dst.slot) != src.army->getCreature(src.slot))
  5027. COMPLAIN_RET("Cannot move: stack of different type at destination pos!");
  5028. if(!dst.slot.validSlot())
  5029. COMPLAIN_RET("Cannot move stack to that slot!");
  5030. if(count == -1)
  5031. {
  5032. count = src.army->getStackCount(src.slot);
  5033. }
  5034. if(src.army != dst.army //moving away
  5035. && count == src.army->getStackCount(src.slot) //all creatures
  5036. && src.army->Slots().size() == 1 //from the last stack
  5037. && src.army->needsLastStack()) //that must be left
  5038. {
  5039. COMPLAIN_RET("Cannot move away the last creature!");
  5040. }
  5041. RebalanceStacks rs;
  5042. rs.src = src;
  5043. rs.dst = dst;
  5044. rs.count = count;
  5045. sendAndApply(&rs);
  5046. return true;
  5047. }
  5048. bool CGameHandler::swapStacks(const StackLocation &sl1, const StackLocation &sl2)
  5049. {
  5050. if(!sl1.army->hasStackAtSlot(sl1.slot))
  5051. return moveStack(sl2, sl1);
  5052. else if(!sl2.army->hasStackAtSlot(sl2.slot))
  5053. return moveStack(sl1, sl2);
  5054. else
  5055. {
  5056. SwapStacks ss;
  5057. ss.sl1 = sl1;
  5058. ss.sl2 = sl2;
  5059. sendAndApply(&ss);
  5060. return true;
  5061. }
  5062. }
  5063. void CGameHandler::runBattle()
  5064. {
  5065. setBattle(gs->curB);
  5066. assert(gs->curB);
  5067. //TODO: pre-tactic stuff, call scripts etc.
  5068. //tactic round
  5069. {
  5070. while(gs->curB->tacticDistance && !battleResult.get())
  5071. boost::this_thread::sleep(boost::posix_time::milliseconds(50));
  5072. }
  5073. //spells opening battle
  5074. for(int i=0; i<ARRAY_COUNT(gs->curB->heroes); ++i)
  5075. {
  5076. if(gs->curB->heroes[i] && gs->curB->heroes[i]->hasBonusOfType(Bonus::OPENING_BATTLE_SPELL))
  5077. {
  5078. TBonusListPtr bl = gs->curB->heroes[i]->getBonuses(Selector::type(Bonus::OPENING_BATTLE_SPELL));
  5079. BOOST_FOREACH (Bonus *b, *bl)
  5080. {
  5081. handleSpellCasting(SpellID(b->subtype), 3, -1, 0, gs->curB->heroes[i]->tempOwner, NULL, gs->curB->heroes[1-i], b->val, ECastingMode::HERO_CASTING, NULL);
  5082. }
  5083. }
  5084. }
  5085. //main loop
  5086. while(!battleResult.get()) //till the end of the battle ;]
  5087. {
  5088. NEW_ROUND;
  5089. auto obstacles = gs->curB->obstacles; //we copy container, because we're going to modify it
  5090. BOOST_FOREACH(auto &obstPtr, obstacles)
  5091. {
  5092. if(const SpellCreatedObstacle *sco = dynamic_cast<const SpellCreatedObstacle *>(obstPtr.get()))
  5093. if(sco->turnsRemaining == 0)
  5094. removeObstacle(*obstPtr);
  5095. }
  5096. const BattleInfo & curB = *gs->curB;
  5097. //stack loop
  5098. const CStack *next;
  5099. while(!battleResult.get() && (next = curB.getNextStack()) && next->willMove())
  5100. {
  5101. //check for bad morale => freeze
  5102. int nextStackMorale = next->MoraleVal();
  5103. if( nextStackMorale < 0 &&
  5104. !(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)
  5105. )
  5106. {
  5107. if( rand()%24 < -2 * nextStackMorale)
  5108. {
  5109. //unit loses its turn - empty freeze action
  5110. BattleAction ba;
  5111. ba.actionType = Battle::BAD_MORALE;
  5112. ba.additionalInfo = 1;
  5113. ba.side = !next->attackerOwned;
  5114. ba.stackNumber = next->ID;
  5115. makeAutomaticAction(next, ba);
  5116. continue;
  5117. }
  5118. }
  5119. if(next->hasBonusOfType(Bonus::ATTACKS_NEAREST_CREATURE)) //while in berserk
  5120. { //fixme: stack should not attack itself
  5121. std::pair<const CStack *, int> attackInfo = curB.getNearestStack(next, boost::logic::indeterminate);
  5122. if(attackInfo.first != NULL)
  5123. {
  5124. BattleAction attack;
  5125. attack.actionType = Battle::WALK_AND_ATTACK;
  5126. attack.side = !next->attackerOwned;
  5127. attack.stackNumber = next->ID;
  5128. attack.additionalInfo = attackInfo.first->position;
  5129. attack.destinationTile = attackInfo.second;
  5130. makeAutomaticAction(next, attack);
  5131. }
  5132. else
  5133. {
  5134. makeStackDoNothing(next);
  5135. }
  5136. continue;
  5137. }
  5138. const CGHeroInstance * curOwner = gs->curB->battleGetOwner(next);
  5139. if( (next->position < 0 || next->getCreature()->idNumber == CreatureID::BALLISTA) //arrow turret or ballista
  5140. && (!curOwner || curOwner->getSecSkillLevel(SecondarySkill::ARTILLERY) == 0)) //hero has no artillery
  5141. {
  5142. BattleAction attack;
  5143. attack.actionType = Battle::SHOOT;
  5144. attack.side = !next->attackerOwned;
  5145. attack.stackNumber = next->ID;
  5146. for(int g=0; g<gs->curB->stacks.size(); ++g)
  5147. {
  5148. if(gs->curB->stacks[g]->owner != next->owner && gs->curB->stacks[g]->isValidTarget())
  5149. {
  5150. attack.destinationTile = gs->curB->stacks[g]->position;
  5151. break;
  5152. }
  5153. }
  5154. makeAutomaticAction(next, attack);
  5155. continue;
  5156. }
  5157. if(next->getCreature()->idNumber == CreatureID::CATAPULT && (!curOwner || curOwner->getSecSkillLevel(SecondarySkill::BALLISTICS) == 0)) //catapult, hero has no ballistics
  5158. {
  5159. BattleAction attack;
  5160. static const int wallHexes[] = {50, 183, 182, 130, 62, 29, 12, 95};
  5161. attack.destinationTile = wallHexes[ rand()%ARRAY_COUNT(wallHexes) ];
  5162. attack.actionType = Battle::CATAPULT;
  5163. attack.additionalInfo = 0;
  5164. attack.side = !next->attackerOwned;
  5165. attack.stackNumber = next->ID;
  5166. makeAutomaticAction(next, attack);
  5167. continue;
  5168. }
  5169. if(next->getCreature()->idNumber == CreatureID::FIRST_AID_TENT)
  5170. {
  5171. std::vector< const CStack * > possibleStacks;
  5172. //is there any clean algorithm for that? (boost.range seems to lack copy_if) -> remove_copy_if?
  5173. BOOST_FOREACH(const CStack *s, battleGetAllStacks())
  5174. if(s->owner == next->owner && s->canBeHealed())
  5175. possibleStacks.push_back(s);
  5176. if(!possibleStacks.size())
  5177. {
  5178. makeStackDoNothing(next);
  5179. continue;
  5180. }
  5181. if(!curOwner || curOwner->getSecSkillLevel(SecondarySkill::FIRST_AID) == 0) //no hero or hero has no first aid
  5182. {
  5183. range::random_shuffle(possibleStacks);
  5184. const CStack * toBeHealed = possibleStacks.front();
  5185. BattleAction heal;
  5186. heal.actionType = Battle::STACK_HEAL;
  5187. heal.additionalInfo = 0;
  5188. heal.destinationTile = toBeHealed->position;
  5189. heal.side = !next->attackerOwned;
  5190. heal.stackNumber = next->ID;
  5191. makeAutomaticAction(next, heal);
  5192. continue;
  5193. }
  5194. }
  5195. int numberOfAsks = 1;
  5196. bool breakOuter = false;
  5197. do
  5198. {//ask interface and wait for answer
  5199. if(!battleResult.get())
  5200. {
  5201. stackTurnTrigger(next); //various effects
  5202. if (vstd::contains(next->state, EBattleStackState::FEAR))
  5203. {
  5204. makeStackDoNothing(next); //end immediately if stack was affected by fear
  5205. }
  5206. else
  5207. {
  5208. logGlobal->traceStream() << "Activating " << next->nodeName();
  5209. BattleSetActiveStack sas;
  5210. sas.stack = next->ID;
  5211. sendAndApply(&sas);
  5212. boost::unique_lock<boost::mutex> lock(battleMadeAction.mx);
  5213. battleMadeAction.data = false;
  5214. while (next->alive() &&
  5215. (!battleMadeAction.data && !battleResult.get())) //active stack hasn't made its action and battle is still going
  5216. battleMadeAction.cond.wait(lock);
  5217. }
  5218. }
  5219. if(battleResult.get()) //don't touch it, battle could be finished while waiting got action
  5220. {
  5221. breakOuter = true;
  5222. break;
  5223. }
  5224. //we're after action, all results applied
  5225. checkForBattleEnd(); //check if this action ended the battle
  5226. //check for good morale
  5227. nextStackMorale = next->MoraleVal();
  5228. if(!vstd::contains(next->state,EBattleStackState::HAD_MORALE) //only one extra move per turn possible
  5229. && !vstd::contains(next->state,EBattleStackState::DEFENDING)
  5230. && !next->waited()
  5231. && !vstd::contains(next->state, EBattleStackState::FEAR)
  5232. && next->alive()
  5233. && nextStackMorale > 0
  5234. && !(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
  5235. )
  5236. {
  5237. if(rand()%24 < nextStackMorale) //this stack hasn't got morale this turn
  5238. {
  5239. BattleTriggerEffect bte;
  5240. bte.stackID = next->ID;
  5241. bte.effect = Bonus::MORALE;
  5242. bte.val = 1;
  5243. bte.additionalInfo = 0;
  5244. sendAndApply(&bte); //play animation
  5245. ++numberOfAsks; //move this stack once more
  5246. }
  5247. }
  5248. --numberOfAsks;
  5249. } while (numberOfAsks > 0);
  5250. if (breakOuter)
  5251. {
  5252. break;
  5253. }
  5254. }
  5255. }
  5256. endBattle(gs->curB->tile, gs->curB->heroes[0], gs->curB->heroes[1]);
  5257. }
  5258. bool CGameHandler::makeAutomaticAction(const CStack *stack, BattleAction &ba)
  5259. {
  5260. BattleSetActiveStack bsa;
  5261. bsa.stack = stack->ID;
  5262. bsa.askPlayerInterface = false;
  5263. sendAndApply(&bsa);
  5264. bool ret = makeBattleAction(ba);
  5265. checkForBattleEnd();
  5266. return ret;
  5267. }
  5268. void CGameHandler::giveHeroArtifact(const CGHeroInstance *h, const CArtifactInstance *a, ArtifactPosition pos)
  5269. {
  5270. assert(a->artType);
  5271. ArtifactLocation al;
  5272. al.artHolder = const_cast<CGHeroInstance*>(h);
  5273. ArtifactPosition slot = ArtifactPosition::PRE_FIRST;
  5274. if(pos < 0)
  5275. {
  5276. if(pos == ArtifactPosition::FIRST_AVAILABLE)
  5277. slot = a->firstAvailableSlot(h);
  5278. else
  5279. slot = a->firstBackpackSlot(h);
  5280. }
  5281. else
  5282. {
  5283. slot = pos;
  5284. }
  5285. al.slot = slot;
  5286. if(slot < 0 || !a->canBePutAt(al))
  5287. {
  5288. complain("Cannot put artifact in that slot!");
  5289. return;
  5290. }
  5291. putArtifact(al, a);
  5292. }
  5293. void CGameHandler::putArtifact(const ArtifactLocation &al, const CArtifactInstance *a)
  5294. {
  5295. PutArtifact pa;
  5296. pa.art = a;
  5297. pa.al = al;
  5298. sendAndApply(&pa);
  5299. }
  5300. void CGameHandler::giveHeroNewArtifact(const CGHeroInstance *h, const CArtifact *artType, ArtifactPosition pos)
  5301. {
  5302. CArtifactInstance *a = NULL;
  5303. if(!artType->constituents)
  5304. {
  5305. a = new CArtifactInstance();
  5306. }
  5307. else
  5308. {
  5309. a = new CCombinedArtifactInstance();
  5310. }
  5311. a->artType = artType; //*NOT* via settype -> all bonus-related stuff must be done by NewArtifact apply
  5312. NewArtifact na;
  5313. na.art = a;
  5314. sendAndApply(&na); // -> updates a!!!, will create a on other machines
  5315. giveHeroArtifact(h, a, pos);
  5316. }
  5317. void CGameHandler::setBattleResult(BattleResult::EResult resultType, int victoriusSide)
  5318. {
  5319. if(battleResult.get())
  5320. {
  5321. complain("There is already set result?");
  5322. return;
  5323. }
  5324. BattleResult *br = new BattleResult;
  5325. br->result = resultType;
  5326. br->winner = victoriusSide; //surrendering side loses
  5327. gs->curB->calculateCasualties(br->casualties);
  5328. battleResult.set(br);
  5329. }
  5330. void CGameHandler::commitPackage( CPackForClient *pack )
  5331. {
  5332. sendAndApply(pack);
  5333. }
  5334. void CGameHandler::spawnWanderingMonsters(CreatureID creatureID)
  5335. {
  5336. std::vector<int3>::iterator tile;
  5337. std::vector<int3> tiles;
  5338. getFreeTiles(tiles);
  5339. ui32 amount = tiles.size() / 200; //Chance is 0.5% for each tile
  5340. std::random_shuffle(tiles.begin(), tiles.end());
  5341. logGlobal->traceStream() << "Spawning wandering monsters. Found " << tiles.size() << " free tiles. Creature type: " << creatureID;
  5342. const CCreature *cre = VLC->creh->creatures[creatureID];
  5343. for (int i = 0; i < amount; ++i)
  5344. {
  5345. tile = tiles.begin();
  5346. logGlobal->traceStream() << "\tSpawning monster at " << *tile;
  5347. putNewMonster(creatureID, cre->getRandomAmount(std::rand), *tile);
  5348. tiles.erase(tile); //not use it again
  5349. }
  5350. }
  5351. void CGameHandler::removeObstacle(const CObstacleInstance &obstacle)
  5352. {
  5353. ObstaclesRemoved obsRem;
  5354. obsRem.obstacles.insert(obstacle.uniqueID);
  5355. sendAndApply(&obsRem);
  5356. }
  5357. void CGameHandler::synchronizeArtifactHandlerLists()
  5358. {
  5359. UpdateArtHandlerLists uahl;
  5360. uahl.treasures = VLC->arth->treasures;
  5361. uahl.minors = VLC->arth->minors;
  5362. uahl.majors = VLC->arth->majors;
  5363. uahl.relics = VLC->arth->relics;
  5364. sendAndApply(&uahl);
  5365. }
  5366. bool CGameHandler::isValidObject(const CGObjectInstance *obj) const
  5367. {
  5368. return vstd::contains(gs->map->objects, obj);
  5369. }
  5370. bool CGameHandler::isBlockedByQueries(const CPack *pack, PlayerColor player)
  5371. {
  5372. if(dynamic_cast<const PlayerMessage*>(pack))
  5373. return false;
  5374. auto query = queries.topQuery(player);
  5375. if(query && query->blocksPack(pack))
  5376. {
  5377. complain(boost::str(boost::format("Player %s has to answer queries before attempting any further actions. Top query is %s!") % player % query->toString()));
  5378. return true;
  5379. }
  5380. return false;
  5381. }
  5382. void CGameHandler::removeAfterVisit(const CGObjectInstance *object)
  5383. {
  5384. //If the object is being visited, there must be a matching query
  5385. BOOST_FOREACH(const auto &query, queries.allQueries())
  5386. {
  5387. if(auto someVistQuery = std::dynamic_pointer_cast<CObjectVisitQuery>(query))
  5388. {
  5389. if(someVistQuery->visitedObject == object)
  5390. {
  5391. someVistQuery->removeObjectAfterVisit = true;
  5392. return;
  5393. }
  5394. }
  5395. };
  5396. //If we haven't returned so far, there is no query and no visit, call was wrong
  5397. assert("This function needs to be called during the object visit!");
  5398. }
  5399. bool CGameHandler::isVisitCoveredByAnotherQuery(const CGObjectInstance *obj, const CGHeroInstance *hero)
  5400. {
  5401. if(auto topQuery = queries.topQuery(hero->getOwner()))
  5402. if(auto visit = std::dynamic_pointer_cast<const CObjectVisitQuery>(topQuery))
  5403. return !(visit->visitedObject == obj && visit->visitingHero == hero);
  5404. return true;
  5405. }
  5406. CasualtiesAfterBattle::CasualtiesAfterBattle(const CArmedInstance *army, BattleInfo *bat)
  5407. {
  5408. heroWithDeadCommander = ObjectInstanceID();
  5409. PlayerColor color = army->tempOwner;
  5410. if(color == PlayerColor::UNFLAGGABLE)
  5411. color = PlayerColor::NEUTRAL;
  5412. BOOST_FOREACH(CStack *st, bat->stacks)
  5413. {
  5414. if(vstd::contains(st->state, EBattleStackState::SUMMONED)) //don't take into account summoned stacks
  5415. continue;
  5416. if(st->owner==color && !army->slotEmpty(st->slot) && st->count < army->getStackCount(st->slot))
  5417. {
  5418. StackLocation sl(army, st->slot);
  5419. if(st->alive())
  5420. newStackCounts.push_back(std::pair<StackLocation, int>(sl, st->count));
  5421. else
  5422. newStackCounts.push_back(std::pair<StackLocation, int>(sl, 0));
  5423. }
  5424. if (st->base && !st->count)
  5425. {
  5426. auto c = dynamic_cast <const CCommanderInstance *>(st->base);
  5427. if (c) //switch commander status to dead
  5428. {
  5429. auto h = dynamic_cast <const CGHeroInstance *>(army);
  5430. if (h && h->commander == c)
  5431. heroWithDeadCommander = army->id; //TODO: unify commander handling
  5432. }
  5433. }
  5434. }
  5435. }
  5436. void CasualtiesAfterBattle::takeFromArmy(CGameHandler *gh)
  5437. {
  5438. BOOST_FOREACH(TStackAndItsNewCount &ncount, newStackCounts)
  5439. {
  5440. if(ncount.second > 0)
  5441. gh->changeStackCount(ncount.first, ncount.second, true);
  5442. else
  5443. gh->eraseStack(ncount.first, true);
  5444. }
  5445. if (heroWithDeadCommander != ObjectInstanceID())
  5446. {
  5447. SetCommanderProperty scp;
  5448. scp.heroid = heroWithDeadCommander;
  5449. scp.which = SetCommanderProperty::ALIVE;
  5450. scp.amount = 0;
  5451. gh->sendAndApply (&scp);
  5452. }
  5453. }
  5454. CGameHandler::FinishingBattleHelper::FinishingBattleHelper(shared_ptr<const CBattleQuery> Query, bool Duel, int RemainingBattleQueriesCount)
  5455. {
  5456. assert(Query->result);
  5457. assert(Query->bi);
  5458. auto &result = *Query->result;
  5459. auto &info = *Query->bi;
  5460. winnerHero = result.winner != 0 ? info.heroes[1] : info.heroes[0];
  5461. loserHero = result.winner != 0 ? info.heroes[0] : info.heroes[1];
  5462. victor = info.sides[result.winner];
  5463. loser = info.sides[!result.winner];
  5464. duel = Duel;
  5465. remainingBattleQueriesCount = RemainingBattleQueriesCount;
  5466. }
  5467. CGameHandler::FinishingBattleHelper::FinishingBattleHelper()
  5468. {
  5469. winnerHero = loserHero = nullptr;
  5470. }