CGameHandler.cpp 187 KB

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  1. #include "StdInc.h"
  2. #include "../lib/Filesystem/CResourceLoader.h"
  3. #include "../lib/Filesystem/CFileInfo.h"
  4. #include "../lib/int3.h"
  5. #include "../lib/CCampaignHandler.h"
  6. #include "../lib/StartInfo.h"
  7. #include "../lib/CModHandler.h"
  8. #include "../lib/CArtHandler.h"
  9. #include "../lib/CBuildingHandler.h"
  10. #include "../lib/CDefObjInfoHandler.h"
  11. #include "../lib/CHeroHandler.h"
  12. #include "../lib/CObjectHandler.h"
  13. #include "../lib/CSpellHandler.h"
  14. #include "../lib/CGeneralTextHandler.h"
  15. #include "../lib/CTownHandler.h"
  16. #include "../lib/CCreatureHandler.h"
  17. #include "../lib/CGameState.h"
  18. #include "../lib/BattleState.h"
  19. #include "../lib/CondSh.h"
  20. #include "../lib/NetPacks.h"
  21. #include "../lib/VCMI_Lib.h"
  22. #include "../lib/map.h"
  23. #include "../lib/VCMIDirs.h"
  24. #include "../client/CSoundBase.h"
  25. #include "CGameHandler.h"
  26. #include "../lib/CCreatureSet.h"
  27. #include "../lib/CThreadHelper.h"
  28. #include "../lib/GameConstants.h"
  29. #include "../lib/RegisterTypes.h"
  30. /*
  31. * CGameHandler.cpp, part of VCMI engine
  32. *
  33. * Authors: listed in file AUTHORS in main folder
  34. *
  35. * License: GNU General Public License v2.0 or later
  36. * Full text of license available in license.txt file, in main folder
  37. *
  38. */
  39. #ifndef _MSC_VER
  40. #include <boost/thread/xtime.hpp>
  41. #endif
  42. #include <boost/random/linear_congruential.hpp>
  43. #include <boost/range/algorithm/random_shuffle.hpp>
  44. extern bool end2;
  45. #ifdef min
  46. #undef min
  47. #endif
  48. #ifdef max
  49. #undef max
  50. #endif
  51. #define COMPLAIN_RET_IF(cond, txt) do {if(cond){complain(txt); return;}} while(0)
  52. #define COMPLAIN_RET(txt) {complain(txt); return false;}
  53. #define COMPLAIN_RETF(txt, FORMAT) {complain(boost::str(boost::format(txt) % FORMAT)); return false;}
  54. #define NEW_ROUND BattleNextRound bnr;\
  55. bnr.round = gs->curB->round + 1;\
  56. sendAndApply(&bnr);
  57. CondSh<bool> battleMadeAction;
  58. CondSh<BattleResult *> battleResult(NULL);
  59. template <typename T> class CApplyOnGH;
  60. class CBaseForGHApply
  61. {
  62. public:
  63. virtual bool applyOnGH(CGameHandler *gh, CConnection *c, void *pack, ui8 player) const =0;
  64. virtual ~CBaseForGHApply(){}
  65. template<typename U> static CBaseForGHApply *getApplier(const U * t=NULL)
  66. {
  67. return new CApplyOnGH<U>;
  68. }
  69. };
  70. template <typename T> class CApplyOnGH : public CBaseForGHApply
  71. {
  72. public:
  73. bool applyOnGH(CGameHandler *gh, CConnection *c, void *pack, ui8 player) const
  74. {
  75. T *ptr = static_cast<T*>(pack);
  76. ptr->c = c;
  77. ptr->player = player;
  78. return ptr->applyGh(gh);
  79. }
  80. };
  81. static CApplier<CBaseForGHApply> *applier = NULL;
  82. CMP_stack cmpst ;
  83. static inline double distance(int3 a, int3 b)
  84. {
  85. return std::sqrt( (double)(a.x-b.x)*(a.x-b.x) + (a.y-b.y)*(a.y-b.y) );
  86. }
  87. static void giveExp(BattleResult &r)
  88. {
  89. r.exp[0] = 0;
  90. r.exp[1] = 0;
  91. for(std::map<ui32,si32>::iterator i = r.casualties[!r.winner].begin(); i!=r.casualties[!r.winner].end(); i++)
  92. {
  93. r.exp[r.winner] += VLC->creh->creatures[i->first]->valOfBonuses(Bonus::STACK_HEALTH) * i->second;
  94. }
  95. }
  96. PlayerStatus PlayerStatuses::operator[](ui8 player)
  97. {
  98. boost::unique_lock<boost::mutex> l(mx);
  99. if(players.find(player) != players.end())
  100. {
  101. return players[player];
  102. }
  103. else
  104. {
  105. throw std::runtime_error("No such player!");
  106. }
  107. }
  108. void PlayerStatuses::addPlayer(ui8 player)
  109. {
  110. boost::unique_lock<boost::mutex> l(mx);
  111. players[player];
  112. }
  113. int PlayerStatuses::getQueriesCount(ui8 player)
  114. {
  115. boost::unique_lock<boost::mutex> l(mx);
  116. if(players.find(player) != players.end())
  117. {
  118. return players[player].queries.size();
  119. }
  120. else
  121. {
  122. return 0;
  123. }
  124. }
  125. bool PlayerStatuses::checkFlag(ui8 player, bool PlayerStatus::*flag)
  126. {
  127. boost::unique_lock<boost::mutex> l(mx);
  128. if(players.find(player) != players.end())
  129. {
  130. return players[player].*flag;
  131. }
  132. else
  133. {
  134. throw std::runtime_error("No such player!");
  135. }
  136. }
  137. void PlayerStatuses::setFlag(ui8 player, bool PlayerStatus::*flag, bool val)
  138. {
  139. boost::unique_lock<boost::mutex> l(mx);
  140. if(players.find(player) != players.end())
  141. {
  142. players[player].*flag = val;
  143. }
  144. else
  145. {
  146. throw std::runtime_error("No such player!");
  147. }
  148. cv.notify_all();
  149. }
  150. void PlayerStatuses::addQuery(ui8 player, ui32 id)
  151. {
  152. boost::unique_lock<boost::mutex> l(mx);
  153. if(players.find(player) != players.end())
  154. {
  155. players[player].queries.insert(id);
  156. }
  157. else
  158. {
  159. throw std::runtime_error("No such player!");
  160. }
  161. cv.notify_all();
  162. }
  163. void PlayerStatuses::removeQuery(ui8 player, ui32 id)
  164. {
  165. boost::unique_lock<boost::mutex> l(mx);
  166. if(players.find(player) != players.end())
  167. {
  168. assert(vstd::contains(players[player].queries, id));
  169. players[player].queries.erase(id);
  170. }
  171. else
  172. {
  173. throw std::runtime_error("No such player!");
  174. }
  175. cv.notify_all();
  176. }
  177. template <typename T>
  178. void callWith(std::vector<T> args, boost::function<void(T)> fun, ui32 which)
  179. {
  180. fun(args[which]);
  181. }
  182. void CGameHandler::levelUpHero(int ID, int skill)
  183. {
  184. changeSecSkill(ID, skill, 1, 0);
  185. levelUpHero(ID);
  186. }
  187. void CGameHandler::levelUpHero(int ID)
  188. {
  189. CGHeroInstance *hero = static_cast<CGHeroInstance *>(gs->map->objects[ID].get());
  190. // required exp for at least 1 lvl-up hasn't been reached
  191. if (hero->exp < VLC->heroh->reqExp(hero->level+1))
  192. {
  193. afterBattleCallback();
  194. return;
  195. }
  196. //give prim skill
  197. tlog5 << hero->name <<" got level "<<hero->level<<std::endl;
  198. int r = rand()%100, pom=0, x=0;
  199. int std::pair<int,int>::*g = (hero->level>9) ? (&std::pair<int,int>::second) : (&std::pair<int,int>::first);
  200. for(;x<GameConstants::PRIMARY_SKILLS;x++)
  201. {
  202. pom += hero->type->heroClass->primChance[x].*g;
  203. if(r<pom)
  204. break;
  205. }
  206. tlog5 << "The hero gets the primary skill with the no. " << x << " with a probability of " << r << "%." << std::endl;
  207. SetPrimSkill sps;
  208. sps.id = ID;
  209. sps.which = x;
  210. sps.abs = false;
  211. sps.val = 1;
  212. sendAndApply(&sps);
  213. HeroLevelUp hlu;
  214. hlu.heroid = ID;
  215. hlu.primskill = x;
  216. hlu.level = hero->level+1;
  217. //picking sec. skills for choice
  218. std::set<int> basicAndAdv, expert, none;
  219. for(int i=0;i<GameConstants::SKILL_QUANTITY;i++)
  220. if (isAllowed(2,i))
  221. none.insert(i);
  222. for(unsigned i=0;i<hero->secSkills.size();i++)
  223. {
  224. if(hero->secSkills[i].second < 3)
  225. basicAndAdv.insert(hero->secSkills[i].first);
  226. else
  227. expert.insert(hero->secSkills[i].first);
  228. none.erase(hero->secSkills[i].first);
  229. }
  230. //first offered skill
  231. if(basicAndAdv.size())
  232. {
  233. int s = hero->type->heroClass->chooseSecSkill(basicAndAdv);//upgrade existing
  234. hlu.skills.push_back(s);
  235. basicAndAdv.erase(s);
  236. }
  237. else if(none.size() && hero->secSkills.size() < hero->type->heroClass->skillLimit)
  238. {
  239. hlu.skills.push_back(hero->type->heroClass->chooseSecSkill(none)); //give new skill
  240. none.erase(hlu.skills.back());
  241. }
  242. //second offered skill
  243. if(none.size() && hero->secSkills.size() < hero->type->heroClass->skillLimit) //hero have free skill slot
  244. {
  245. hlu.skills.push_back(hero->type->heroClass->chooseSecSkill(none)); //new skill
  246. }
  247. else if(basicAndAdv.size())
  248. {
  249. hlu.skills.push_back(hero->type->heroClass->chooseSecSkill(basicAndAdv)); //upgrade existing
  250. }
  251. if(hlu.skills.size() > 1) //apply and ask for secondary skill
  252. {
  253. boost::function<void(ui32)> callback = boost::function<void(ui32)>(boost::bind(callWith<ui16>,hlu.skills,boost::function<void(ui16)>(boost::bind(&CGameHandler::levelUpHero,this,ID,_1)),_1));
  254. applyAndAsk(&hlu,hero->tempOwner,callback); //call levelUpHero when client responds
  255. }
  256. else if(hlu.skills.size() == 1) //apply, give only possible skill and send info
  257. {
  258. sendAndApply(&hlu);
  259. levelUpHero(ID, hlu.skills.back());
  260. }
  261. else //apply and send info
  262. {
  263. sendAndApply(&hlu);
  264. levelUpHero(ID);
  265. }
  266. }
  267. void CGameHandler::levelUpCommander (const CCommanderInstance * c, int skill)
  268. {
  269. SetCommanderProperty scp;
  270. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  271. if (hero)
  272. scp.heroid = hero->id;
  273. else
  274. {
  275. complain ("Commander is not led by hero!");
  276. return;
  277. }
  278. scp.accumulatedBonus.subtype = 0;
  279. scp.accumulatedBonus.additionalInfo = 0;
  280. scp.accumulatedBonus.duration = Bonus::PERMANENT;
  281. scp.accumulatedBonus.turnsRemain = 0;
  282. scp.accumulatedBonus.source = Bonus::COMMANDER;
  283. scp.accumulatedBonus.valType = Bonus::BASE_NUMBER;
  284. if (skill <= ECommander::SPELL_POWER)
  285. {
  286. scp.which = SetCommanderProperty::BONUS;
  287. auto difference = [](std::vector< std::vector <ui8> > skillLevels, std::vector <ui8> secondarySkills, int skill)->int
  288. {
  289. int s = std::min (skill, (int)ECommander::SPELL_POWER); //spell power level controls also casts and resistance
  290. return skillLevels[skill][secondarySkills[s]] - (secondarySkills[s] ? skillLevels[skill][secondarySkills[s]-1] : 0);
  291. };
  292. switch (skill)
  293. {
  294. case ECommander::ATTACK:
  295. scp.accumulatedBonus.type = Bonus::PRIMARY_SKILL;
  296. scp.accumulatedBonus.subtype = PrimarySkill::ATTACK;
  297. break;
  298. case ECommander::DEFENSE:
  299. scp.accumulatedBonus.type = Bonus::PRIMARY_SKILL;
  300. scp.accumulatedBonus.subtype = PrimarySkill::DEFENSE;
  301. break;
  302. case ECommander::HEALTH:
  303. scp.accumulatedBonus.type = Bonus::STACK_HEALTH;
  304. scp.accumulatedBonus.valType = Bonus::PERCENT_TO_BASE;
  305. break;
  306. case ECommander::DAMAGE:
  307. scp.accumulatedBonus.type = Bonus::CREATURE_DAMAGE;
  308. scp.accumulatedBonus.subtype = 0;
  309. scp.accumulatedBonus.valType = Bonus::PERCENT_TO_BASE;
  310. break;
  311. case ECommander::SPEED:
  312. scp.accumulatedBonus.type = Bonus::STACKS_SPEED;
  313. break;
  314. case ECommander::SPELL_POWER:
  315. scp.accumulatedBonus.type = Bonus::MAGIC_RESISTANCE;
  316. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::RESISTANCE);
  317. sendAndApply (&scp); //additional pack
  318. scp.accumulatedBonus.type = Bonus::CASTS;
  319. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::CASTS);
  320. sendAndApply (&scp); //additional pack
  321. scp.accumulatedBonus.type = Bonus::CREATURE_ENCHANT_POWER; //send normally
  322. break;
  323. }
  324. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, skill);
  325. sendAndApply (&scp);
  326. scp.which = SetCommanderProperty::SECONDARY_SKILL;
  327. scp.additionalInfo = skill;
  328. scp.amount = c->secondarySkills[skill] + 1;
  329. sendAndApply (&scp);
  330. }
  331. else if (skill >= 100)
  332. {
  333. scp.which = SetCommanderProperty::SPECIAL_SKILL;
  334. scp.accumulatedBonus = VLC->creh->skillRequirements[skill-100].first;
  335. scp.additionalInfo = skill; //unnormalized
  336. sendAndApply (&scp);
  337. }
  338. levelUpCommander (c);
  339. }
  340. void CGameHandler::levelUpCommander(const CCommanderInstance * c)
  341. {
  342. if (c->experience < VLC->heroh->reqExp (c->level + 1))
  343. {
  344. return;
  345. }
  346. CommanderLevelUp clu;
  347. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  348. if (hero)
  349. clu.heroid = hero->id;
  350. else
  351. {
  352. complain ("Commander is not led by hero!");
  353. return;
  354. }
  355. //picking sec. skills for choice
  356. for (int i = 0; i <= ECommander::SPELL_POWER; ++i)
  357. {
  358. if (c->secondarySkills[i] < ECommander::MAX_SKILL_LEVEL)
  359. clu.skills.push_back(i);
  360. }
  361. int i = 100;
  362. BOOST_FOREACH (auto specialSkill, VLC->creh->skillRequirements)
  363. {
  364. if (c->secondarySkills[specialSkill.second.first] == ECommander::MAX_SKILL_LEVEL &&
  365. c->secondarySkills[specialSkill.second.second] == ECommander::MAX_SKILL_LEVEL &&
  366. !vstd::contains (c->specialSKills, i))
  367. clu.skills.push_back (i);
  368. ++i;
  369. }
  370. int skillAmount = clu.skills.size();
  371. if (skillAmount > 1) //apply and ask for secondary skill
  372. {
  373. auto callback = boost::function<void(ui32)>(boost::bind(callWith<ui32>, clu.skills, boost::function<void(ui32)>(boost::bind(&CGameHandler::levelUpCommander, this, c, _1)), _1));
  374. applyAndAsk (&clu, c->armyObj->tempOwner, callback); //call levelUpCommander when client responds
  375. }
  376. else if (skillAmount == 1) //apply, give only possible skill and send info
  377. {
  378. sendAndApply(&clu);
  379. levelUpCommander(c, clu.skills.back());
  380. }
  381. else //apply and send info
  382. {
  383. sendAndApply(&clu);
  384. levelUpCommander(c);
  385. }
  386. }
  387. void CGameHandler::changePrimSkill(int ID, int which, si64 val, bool abs)
  388. {
  389. SetPrimSkill sps;
  390. sps.id = ID;
  391. sps.which = which;
  392. sps.abs = abs;
  393. sps.val = val;
  394. sendAndApply(&sps);
  395. //only for exp - hero may level up
  396. if (which == 4)
  397. {
  398. levelUpHero(ID);
  399. CGHeroInstance *h = static_cast<CGHeroInstance *>(gs->map->objects[ID].get());
  400. if (h->commander && h->commander->alive)
  401. {
  402. SetCommanderProperty scp;
  403. scp.heroid = h->id;
  404. scp.which = SetCommanderProperty::EXPERIENCE;
  405. scp.amount = val;
  406. sendAndApply (&scp);
  407. levelUpCommander (h->commander);
  408. CBonusSystemNode::treeHasChanged();
  409. }
  410. }
  411. }
  412. void CGameHandler::changeSecSkill( int ID, int which, int val, bool abs/*=false*/ )
  413. {
  414. SetSecSkill sss;
  415. sss.id = ID;
  416. sss.which = which;
  417. sss.val = val;
  418. sss.abs = abs;
  419. sendAndApply(&sss);
  420. if(which == 7) //Wisdom
  421. {
  422. const CGHeroInstance *h = getHero(ID);
  423. if(h && h->visitedTown)
  424. giveSpells(h->visitedTown, h);
  425. }
  426. }
  427. void CGameHandler::startBattle( const CArmedInstance *armies[2], int3 tile, const CGHeroInstance *heroes[2], bool creatureBank, boost::function<void(BattleResult*)> cb, const CGTownInstance *town /*= NULL*/ )
  428. {
  429. battleEndCallback = new boost::function<void(BattleResult*)>(cb);
  430. {
  431. setupBattle(tile, armies, heroes, creatureBank, town); //initializes stacks, places creatures on battlefield, blocks and informs player interfaces
  432. }
  433. runBattle();
  434. }
  435. void CGameHandler::endBattle(int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2)
  436. {
  437. bool duel = gs->initialOpts->mode == StartInfo::DUEL;
  438. BattleResultsApplied resultsApplied;
  439. const CArmedInstance *bEndArmy1 = gs->curB->belligerents[0];
  440. const CArmedInstance *bEndArmy2 = gs->curB->belligerents[1];
  441. resultsApplied.player1 = bEndArmy1->tempOwner;
  442. resultsApplied.player2 = bEndArmy2->tempOwner;
  443. const CGHeroInstance *victoriousHero = gs->curB->heroes[battleResult.data->winner];
  444. int result = battleResult.get()->result;
  445. if(!duel)
  446. {
  447. //unblock engaged players
  448. if(bEndArmy1->tempOwner<GameConstants::PLAYER_LIMIT)
  449. states.setFlag(bEndArmy1->tempOwner, &PlayerStatus::engagedIntoBattle, false);
  450. if(bEndArmy2 && bEndArmy2->tempOwner<GameConstants::PLAYER_LIMIT)
  451. states.setFlag(bEndArmy2->tempOwner, &PlayerStatus::engagedIntoBattle, false);
  452. }
  453. //end battle, remove all info, free memory
  454. giveExp(*battleResult.data);
  455. if (hero1)
  456. battleResult.data->exp[0] = hero1->calculateXp(battleResult.data->exp[0]);//scholar skill
  457. if (hero2)
  458. battleResult.data->exp[1] = hero2->calculateXp(battleResult.data->exp[1]);
  459. ui8 sides[2];
  460. for(int i=0; i<2; ++i)
  461. {
  462. sides[i] = gs->curB->sides[i];
  463. }
  464. ui8 loser = sides[!battleResult.data->winner];
  465. CasualtiesAfterBattle cab1(bEndArmy1, gs->curB), cab2(bEndArmy2, gs->curB); //calculate casualties before deleting battle
  466. ChangeSpells cs; //for Eagle Eye
  467. if(victoriousHero)
  468. {
  469. if(int eagleEyeLevel = victoriousHero->getSecSkillLevel(CGHeroInstance::EAGLE_EYE))
  470. {
  471. int maxLevel = eagleEyeLevel + 1;
  472. double eagleEyeChance = victoriousHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, CGHeroInstance::EAGLE_EYE);
  473. BOOST_FOREACH(const CSpell *sp, gs->curB->usedSpellsHistory[!battleResult.data->winner])
  474. if(sp->level <= maxLevel && !vstd::contains(victoriousHero->spells, sp->id) && rand() % 100 < eagleEyeChance)
  475. cs.spells.insert(sp->id);
  476. }
  477. }
  478. ConstTransitivePtr <CGHeroInstance> winnerHero = battleResult.data->winner != 0 ? hero2 : hero1;
  479. ConstTransitivePtr <CGHeroInstance> loserHero = battleResult.data->winner != 0 ? hero1 : hero2;
  480. std::vector<ui32> arts; //display them in window
  481. if (result == BattleResult::NORMAL && winnerHero)
  482. {
  483. if (loserHero)
  484. {
  485. auto artifactsWorn = loserHero->artifactsWorn; //TODO: wrap it into a function, somehow (boost::variant -_-)
  486. BOOST_FOREACH (auto artSlot, artifactsWorn)
  487. {
  488. MoveArtifact ma;
  489. ma.src = ArtifactLocation (loserHero, artSlot.first);
  490. const CArtifactInstance * art = ma.src.getArt();
  491. if (art && !art->artType->isBig() && art->id != ArtifactId::SPELLBOOK) // don't move war machines or locked arts (spellbook)
  492. {
  493. arts.push_back (art->artType->id);
  494. ma.dst = ArtifactLocation (winnerHero, art->firstAvailableSlot(winnerHero));
  495. sendAndApply(&ma);
  496. }
  497. }
  498. while (!loserHero->artifactsInBackpack.empty())
  499. {
  500. //we assume that no big artifacts can be found
  501. MoveArtifact ma;
  502. ma.src = ArtifactLocation (loserHero, GameConstants::BACKPACK_START); //backpack automatically shifts arts to beginning
  503. const CArtifactInstance * art = ma.src.getArt();
  504. arts.push_back (art->artType->id);
  505. ma.dst = ArtifactLocation (winnerHero, art->firstAvailableSlot(winnerHero));
  506. sendAndApply(&ma);
  507. }
  508. if (loserHero->commander) //TODO: what if commanders belong to no hero?
  509. {
  510. artifactsWorn = loserHero->commander->artifactsWorn;
  511. BOOST_FOREACH (auto artSlot, artifactsWorn)
  512. {
  513. MoveArtifact ma;
  514. ma.src = ArtifactLocation (loserHero->commander.get(), artSlot.first);
  515. const CArtifactInstance * art = ma.src.getArt();
  516. if (art && !art->artType->isBig())
  517. {
  518. arts.push_back (art->artType->id);
  519. ma.dst = ArtifactLocation (winnerHero, art->firstAvailableSlot(winnerHero));
  520. sendAndApply(&ma);
  521. }
  522. }
  523. }
  524. }
  525. BOOST_FOREACH (auto armySlot, gs->curB->belligerents[!battleResult.data->winner]->stacks)
  526. {
  527. auto artifactsWorn = armySlot.second->artifactsWorn;
  528. BOOST_FOREACH (auto artSlot, artifactsWorn)
  529. {
  530. MoveArtifact ma;
  531. ma.src = ArtifactLocation (armySlot.second, artSlot.first);
  532. const CArtifactInstance * art = ma.src.getArt();
  533. if (art && !art->artType->isBig())
  534. {
  535. arts.push_back (art->artType->id);
  536. ma.dst = ArtifactLocation (winnerHero, art->firstAvailableSlot(winnerHero));
  537. sendAndApply(&ma);
  538. }
  539. }
  540. }
  541. }
  542. sendAndApply(battleResult.data); //after this point casualties objects are destroyed
  543. if (arts.size()) //display loot
  544. {
  545. InfoWindow iw;
  546. iw.player = winnerHero->tempOwner;
  547. iw.text.addTxt (MetaString::GENERAL_TXT, 30); //You have captured enemy artifact
  548. BOOST_FOREACH (auto id, arts) //TODO; separate function to display loot for various ojects?
  549. {
  550. iw.components.push_back (Component (Component::ARTIFACT, id, 0, 0));
  551. if(iw.components.size() >= 14)
  552. {
  553. sendAndApply(&iw);
  554. iw.components.clear();
  555. iw.text.addTxt (MetaString::GENERAL_TXT, 30); //repeat
  556. }
  557. }
  558. if (iw.components.size())
  559. {
  560. sendAndApply(&iw);
  561. }
  562. }
  563. //Eagle Eye secondary skill handling
  564. if(cs.spells.size())
  565. {
  566. cs.learn = 1;
  567. cs.hid = victoriousHero->id;
  568. InfoWindow iw;
  569. iw.player = victoriousHero->tempOwner;
  570. iw.text.addTxt(MetaString::GENERAL_TXT, 221); //Through eagle-eyed observation, %s is able to learn %s
  571. iw.text.addReplacement(victoriousHero->name);
  572. std::ostringstream names;
  573. for(int i = 0; i < cs.spells.size(); i++)
  574. {
  575. names << "%s";
  576. if(i < cs.spells.size() - 2)
  577. names << ", ";
  578. else if(i < cs.spells.size() - 1)
  579. names << "%s";
  580. }
  581. names << ".";
  582. iw.text.addReplacement(names.str());
  583. std::set<ui32>::iterator it = cs.spells.begin();
  584. for(int i = 0; i < cs.spells.size(); i++, it++)
  585. {
  586. iw.text.addReplacement(MetaString::SPELL_NAME, *it);
  587. if(i == cs.spells.size() - 2) //we just added pre-last name
  588. iw.text.addReplacement(MetaString::GENERAL_TXT, 141); // " and "
  589. iw.components.push_back(Component(Component::SPELL, *it, 0, 0));
  590. }
  591. sendAndApply(&iw);
  592. sendAndApply(&cs);
  593. }
  594. // Necromancy if applicable.
  595. const CStackBasicDescriptor raisedStack = winnerHero ? winnerHero->calculateNecromancy(*battleResult.data) : CStackBasicDescriptor();
  596. // Give raised units to winner and show dialog, if any were raised,
  597. // units will be given after casualities are taken
  598. const TSlot necroSlot = raisedStack.type ? winnerHero->getSlotFor(raisedStack.type) : -1;
  599. if(!duel)
  600. {
  601. cab1.takeFromArmy(this); cab2.takeFromArmy(this); //take casualties after battle is deleted
  602. //if one hero has lost we will erase him
  603. if(battleResult.data->winner!=0 && hero1)
  604. {
  605. RemoveObject ro(hero1->id);
  606. sendAndApply(&ro);
  607. }
  608. if(battleResult.data->winner!=1 && hero2)
  609. {
  610. RemoveObject ro(hero2->id);
  611. sendAndApply(&ro);
  612. }
  613. //give exp
  614. if (battleResult.data->exp[0] && hero1)
  615. changePrimSkill(hero1->id,4,battleResult.data->exp[0]);
  616. else if (battleResult.data->exp[1] && hero2)
  617. changePrimSkill(hero2->id,4,battleResult.data->exp[1]);
  618. else
  619. afterBattleCallback();
  620. }
  621. if (necroSlot != -1)
  622. {
  623. winnerHero->showNecromancyDialog(raisedStack);
  624. addToSlot(StackLocation(winnerHero, necroSlot), raisedStack.type, raisedStack.count);
  625. }
  626. sendAndApply(&resultsApplied);
  627. setBattle(nullptr);
  628. if(duel)
  629. {
  630. CSaveFile resultFile("result.vdrst");
  631. resultFile << *battleResult.data;
  632. return;
  633. }
  634. if(visitObjectAfterVictory && winnerHero == hero1)
  635. {
  636. visitObjectOnTile(*getTile(winnerHero->getPosition()), winnerHero);
  637. }
  638. visitObjectAfterVictory = false;
  639. winLoseHandle(1<<sides[0] | 1<<sides[1]); //handle victory/loss of engaged players
  640. if(result == BattleResult::SURRENDER || result == BattleResult::ESCAPE) //loser has escaped or surrendered
  641. {
  642. SetAvailableHeroes sah;
  643. sah.player = loser;
  644. sah.hid[0] = loserHero->subID;
  645. if(result == 1) //retreat
  646. {
  647. sah.army[0].clear();
  648. sah.army[0].setCreature(0, VLC->creh->nameToID[loserHero->type->refTypeStack[0]],1);
  649. }
  650. if(const CGHeroInstance *another = getPlayer(loser)->availableHeroes[1])
  651. sah.hid[1] = another->subID;
  652. else
  653. sah.hid[1] = -1;
  654. sendAndApply(&sah);
  655. }
  656. }
  657. void CGameHandler::afterBattleCallback() //object interaction after leveling up is done
  658. {
  659. if(battleEndCallback && *battleEndCallback)
  660. {
  661. boost::function<void(BattleResult*)> *backup = battleEndCallback;
  662. battleEndCallback = NULL; //we need to set it to NULL or else we have infinite recursion when after battle callback gives exp (eg Pandora Box with exp)
  663. (*backup)(battleResult.data);
  664. delete backup;
  665. }
  666. }
  667. void CGameHandler::prepareAttack(BattleAttack &bat, const CStack *att, const CStack *def, int distance, int targetHex)
  668. {
  669. bat.bsa.clear();
  670. bat.stackAttacking = att->ID;
  671. int attackerLuck = att->LuckVal();
  672. const CGHeroInstance * h0 = gs->curB->heroes[0],
  673. * h1 = gs->curB->heroes[1];
  674. bool noLuck = false;
  675. if((h0 && NBonus::hasOfType(h0, Bonus::BLOCK_LUCK)) ||
  676. (h1 && NBonus::hasOfType(h1, Bonus::BLOCK_LUCK)))
  677. {
  678. noLuck = true;
  679. }
  680. if(!noLuck && attackerLuck > 0 && rand()%24 < attackerLuck) //TODO?: negative luck option?
  681. {
  682. bat.flags |= BattleAttack::LUCKY;
  683. }
  684. if (rand()%100 < att->valOfBonuses(Bonus::DOUBLE_DAMAGE_CHANCE))
  685. {
  686. bat.flags |= BattleAttack::DEATH_BLOW;
  687. }
  688. if(att->getCreature()->idNumber == 146)
  689. {
  690. static const int artilleryLvlToChance[] = {0, 50, 75, 100};
  691. const CGHeroInstance * owner = gs->curB->getHero(att->owner);
  692. int chance = artilleryLvlToChance[owner->getSecSkillLevel(CGHeroInstance::ARTILLERY)];
  693. if(chance > rand() % 100)
  694. {
  695. bat.flags |= BattleAttack::BALLISTA_DOUBLE_DMG;
  696. }
  697. }
  698. // only primary target
  699. applyBattleEffects(bat, att, def, distance, false);
  700. if (!bat.shot()) //multiple-hex attack - only in meele
  701. {
  702. std::set<const CStack*> attackedCreatures = gs->curB->getAttackedCreatures(att, targetHex);
  703. //TODO: get exact attacked hex for defender
  704. BOOST_FOREACH(const CStack * stack, attackedCreatures)
  705. {
  706. if (stack != def) //do not hit same stack twice
  707. {
  708. applyBattleEffects(bat, att, stack, distance, true);
  709. }
  710. }
  711. }
  712. const Bonus * bonus = att->getBonus(Selector::type(Bonus::SPELL_LIKE_ATTACK));
  713. if (bonus && (bat.shot())) //TODO: make it work in meele?
  714. {
  715. bat.bsa.front().flags |= BattleStackAttacked::EFFECT;
  716. bat.bsa.front().effect = VLC->spellh->spells[bonus->subtype]->mainEffectAnim; //hopefully it does not interfere with any other effect?
  717. std::set<const CStack*> attackedCreatures = gs->curB->getAttackedCreatures(VLC->spellh->spells[bonus->subtype], bonus->val, att->owner, targetHex);
  718. //TODO: get exact attacked hex for defender
  719. BOOST_FOREACH(const CStack * stack, attackedCreatures)
  720. {
  721. if (stack != def) //do not hit same stack twice
  722. {
  723. applyBattleEffects(bat, att, stack, distance, true);
  724. }
  725. }
  726. }
  727. }
  728. void CGameHandler::applyBattleEffects(BattleAttack &bat, const CStack *att, const CStack *def, int distance, bool secondary) //helper function for prepareAttack
  729. {
  730. BattleStackAttacked bsa;
  731. if (secondary)
  732. bsa.flags |= BattleStackAttacked::SECONDARY; //all other targets do not suffer from spells & spell-like abilities
  733. bsa.attackerID = att->ID;
  734. bsa.stackAttacked = def->ID;
  735. bsa.damageAmount = gs->curB->calculateDmg(att, def, gs->curB->battleGetOwner(att), gs->curB->battleGetOwner(def), bat.shot(), distance, bat.lucky(), bat.deathBlow(), bat.ballistaDoubleDmg());
  736. def->prepareAttacked(bsa); //calculate casualties
  737. //life drain handling
  738. if (att->hasBonusOfType(Bonus::LIFE_DRAIN) && def->isLiving())
  739. {
  740. StacksHealedOrResurrected shi;
  741. shi.lifeDrain = (ui8)true;
  742. shi.tentHealing = (ui8)false;
  743. shi.drainedFrom = def->ID;
  744. StacksHealedOrResurrected::HealInfo hi;
  745. hi.stackID = att->ID;
  746. hi.healedHP = std::min<int>(bsa.damageAmount, att->MaxHealth() - att->firstHPleft + att->MaxHealth() * (att->baseAmount - att->count) );
  747. hi.lowLevelResurrection = false;
  748. shi.healedStacks.push_back(hi);
  749. if (hi.healedHP > 0)
  750. {
  751. bsa.healedStacks.push_back(shi);
  752. }
  753. }
  754. bat.bsa.push_back(bsa); //add this stack to the list of victims after drain life has been calculated
  755. //fire shield handling
  756. if (!bat.shot() && def->hasBonusOfType(Bonus::FIRE_SHIELD) && !att->hasBonusOfType (Bonus::FIRE_IMMUNITY) && !bsa.killed() )
  757. {
  758. BattleStackAttacked bsa;
  759. bsa.stackAttacked = att->ID; //invert
  760. bsa.attackerID = def->ID;
  761. bsa.flags |= BattleStackAttacked::EFFECT;
  762. bsa.effect = 11;
  763. bsa.damageAmount = (bsa.damageAmount * def->valOfBonuses(Bonus::FIRE_SHIELD)) / 100;
  764. att->prepareAttacked(bsa);
  765. bat.bsa.push_back(bsa);
  766. }
  767. }
  768. void CGameHandler::handleConnection(std::set<int> players, CConnection &c)
  769. {
  770. setThreadName("CGameHandler::handleConnection");
  771. srand(time(NULL));
  772. try
  773. {
  774. while(1)//server should never shut connection first //was: while(!end2)
  775. {
  776. CPack *pack = NULL;
  777. ui8 player = 255;
  778. si32 requestID = -999;
  779. int packType = 0;
  780. {
  781. boost::unique_lock<boost::mutex> lock(*c.rmx);
  782. c >> player >> requestID >> pack; //get the package
  783. packType = typeList.getTypeID(pack); //get the id of type
  784. tlog5 << boost::format("Received client message (request %d by player %d) of type with ID=%d (%s).\n")
  785. % requestID % (int)player % packType % typeid(*pack).name();
  786. }
  787. //prepare struct informing that action was applied
  788. PackageApplied applied;
  789. applied.player = player;
  790. applied.result = false;
  791. applied.packType = packType;
  792. applied.requestID = requestID;
  793. CBaseForGHApply *apply = applier->apps[packType]; //and appropriae applier object
  794. if(isBlockedByQueries(pack, packType, player))
  795. {
  796. complain(boost::str(boost::format("Player %d has to answer queries before attempting any further actions (count=%d)!") % (int)player % states.getQueriesCount(player)));
  797. {
  798. boost::unique_lock<boost::mutex> lock(*c.wmx);
  799. c << &applied;
  800. }
  801. }
  802. else if(apply)
  803. {
  804. bool result = apply->applyOnGH(this,&c,pack, player);
  805. tlog5 << "Message successfully applied (result=" << result << ")!\n";
  806. //send confirmation that we've applied the package
  807. applied.result = result;
  808. {
  809. boost::unique_lock<boost::mutex> lock(*c.wmx);
  810. c << &applied;
  811. }
  812. }
  813. else
  814. {
  815. tlog1 << "Message cannot be applied, cannot find applier (unregistered type)!\n";
  816. }
  817. vstd::clear_pointer(pack);
  818. }
  819. }
  820. catch(boost::system::system_error &e) //for boost errors just log, not crash - probably client shut down connection
  821. {
  822. assert(!c.connected); //make sure that connection has been marked as broken
  823. tlog1 << e.what() << std::endl;
  824. end2 = true;
  825. }
  826. HANDLE_EXCEPTION(end2 = true);
  827. tlog1 << "Ended handling connection\n";
  828. }
  829. int CGameHandler::moveStack(int stack, BattleHex dest)
  830. {
  831. int ret = 0;
  832. const CStack *curStack = gs->curB->battleGetStackByID(stack),
  833. *stackAtEnd = gs->curB->battleGetStackByPos(dest);
  834. assert(curStack);
  835. assert(dest < GameConstants::BFIELD_SIZE);
  836. if (gs->curB->tacticDistance)
  837. {
  838. assert(gs->curB->isInTacticRange(dest));
  839. }
  840. if(curStack->position == dest)
  841. return 0;
  842. //initing necessary tables
  843. auto accessibility = getAccesibility();
  844. //shifting destination (if we have double wide stack and we can occupy dest but not be exactly there)
  845. if(!stackAtEnd && curStack->doubleWide() && !accessibility.accessible(dest, curStack))
  846. {
  847. if(curStack->attackerOwned)
  848. {
  849. if(accessibility.accessible(dest+1, curStack))
  850. dest += BattleHex::RIGHT;
  851. }
  852. else
  853. {
  854. if(accessibility.accessible(dest-1, curStack))
  855. dest += BattleHex::LEFT;
  856. }
  857. }
  858. if((stackAtEnd && stackAtEnd!=curStack && stackAtEnd->alive()) || !accessibility.accessible(dest, curStack))
  859. {
  860. complain("Given destination is not accessible!");
  861. return 0;
  862. }
  863. std::pair< std::vector<BattleHex>, int > path = gs->curB->getPath(curStack->position, dest, curStack);
  864. ret = path.second;
  865. int creSpeed = gs->curB->tacticDistance ? GameConstants::BFIELD_SIZE : curStack->Speed();
  866. if(curStack->hasBonusOfType(Bonus::FLYING))
  867. {
  868. if(path.second <= creSpeed && path.first.size() > 0)
  869. {
  870. //inform clients about move
  871. BattleStackMoved sm;
  872. sm.stack = curStack->ID;
  873. std::vector<BattleHex> tiles;
  874. tiles.push_back(path.first[0]);
  875. sm.tilesToMove = tiles;
  876. sm.distance = path.second;
  877. sm.teleporting = false;
  878. sendAndApply(&sm);
  879. }
  880. }
  881. else //for non-flying creatures
  882. {
  883. // send one package with the creature path information
  884. shared_ptr<const CObstacleInstance> obstacle; //obstacle that interrupted movement
  885. std::vector<BattleHex> tiles;
  886. int tilesToMove = std::max((int)(path.first.size() - creSpeed), 0);
  887. int v = path.first.size()-1;
  888. startWalking:
  889. for(; v >= tilesToMove; --v)
  890. {
  891. BattleHex hex = path.first[v];
  892. tiles.push_back(hex);
  893. if((obstacle = battleGetObstacleOnPos(hex, false)))
  894. {
  895. //we walked onto something, so we finalize this portion of stack movement check into obstacle
  896. break;
  897. }
  898. }
  899. if (tiles.size() > 0)
  900. {
  901. //commit movement
  902. BattleStackMoved sm;
  903. sm.stack = curStack->ID;
  904. sm.distance = path.second;
  905. sm.teleporting = false;
  906. sm.tilesToMove = tiles;
  907. sendAndApply(&sm);
  908. }
  909. //we don't handle obstacle at the destination tile -> it's handled separately in the if at the end
  910. if(obstacle && curStack->position != dest)
  911. {
  912. handleDamageFromObstacle(*obstacle, curStack);
  913. //if stack didn't die in explosion, continue movement
  914. if(!obstacle->stopsMovement() && curStack->alive())
  915. {
  916. obstacle.reset();
  917. tiles.clear();
  918. v--;
  919. goto startWalking; //TODO it's so evil
  920. }
  921. }
  922. }
  923. //handling obstacle on the final field (separate, because it affects both flying and walking stacks)
  924. if(curStack->alive())
  925. {
  926. if(auto theLastObstacle = battleGetObstacleOnPos(curStack->position, false))
  927. {
  928. handleDamageFromObstacle(*theLastObstacle, curStack);
  929. }
  930. }
  931. return ret;
  932. }
  933. CGameHandler::CGameHandler(void)
  934. {
  935. QID = 1;
  936. //gs = NULL;
  937. IObjectInterface::cb = this;
  938. applier = new CApplier<CBaseForGHApply>;
  939. registerTypes3(*applier);
  940. visitObjectAfterVictory = false;
  941. battleEndCallback = NULL;
  942. }
  943. CGameHandler::~CGameHandler(void)
  944. {
  945. delete applier;
  946. applier = NULL;
  947. delete gs;
  948. }
  949. void CGameHandler::init(StartInfo *si)
  950. {
  951. //extern DLL_LINKAGE boost::rand48 ran;
  952. if(!si->seedToBeUsed)
  953. si->seedToBeUsed = std::time(NULL);
  954. gs = new CGameState();
  955. tlog0 << "Gamestate created!" << std::endl;
  956. gs->init(si);
  957. tlog0 << "Gamestate initialized!" << std::endl;
  958. for(std::map<ui8,PlayerState>::iterator i = gs->players.begin(); i != gs->players.end(); i++)
  959. states.addPlayer(i->first);
  960. }
  961. static bool evntCmp(const CMapEvent *a, const CMapEvent *b)
  962. {
  963. return *a < *b;
  964. }
  965. void CGameHandler::setPortalDwelling(const CGTownInstance * town, bool forced=false, bool clear = false)
  966. {// bool forced = true - if creature should be replaced, if false - only if no creature was set
  967. const PlayerState *p = gs->getPlayer(town->tempOwner);
  968. if(!p)
  969. {
  970. tlog3 << "There is no player owner of town " << town->name << " at " << town->pos << std::endl;
  971. return;
  972. }
  973. if (forced || town->creatures[GameConstants::CREATURES_PER_TOWN].second.empty())//we need to change creature
  974. {
  975. SetAvailableCreatures ssi;
  976. ssi.tid = town->id;
  977. ssi.creatures = town->creatures;
  978. ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.clear();//remove old one
  979. const std::vector<ConstTransitivePtr<CGDwelling> > &dwellings = p->dwellings;
  980. if (dwellings.empty())//no dwellings - just remove
  981. {
  982. sendAndApply(&ssi);
  983. return;
  984. }
  985. ui32 dwellpos = rand()%dwellings.size();//take random dwelling
  986. ui32 creapos = rand()%dwellings[dwellpos]->creatures.size();//for multi-creature dwellings like Golem Factory
  987. ui32 creature = dwellings[dwellpos]->creatures[creapos].second[0];
  988. if (clear)
  989. ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = std::max((ui32)1, (VLC->creh->creatures[creature]->growth)/2);
  990. else
  991. ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = VLC->creh->creatures[creature]->growth;
  992. ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.push_back(creature);
  993. sendAndApply(&ssi);
  994. }
  995. }
  996. void CGameHandler::newTurn()
  997. {
  998. tlog5 << "Turn " << gs->day+1 << std::endl;
  999. NewTurn n;
  1000. n.specialWeek = NewTurn::NO_ACTION;
  1001. n.creatureid = -1;
  1002. n.day = gs->day + 1;
  1003. bool firstTurn = !getDate(0);
  1004. bool newWeek = getDate(1) == 7; //day numbers are confusing, as day was not yet switched
  1005. bool newMonth = getDate(4) == 28;
  1006. std::map<ui8, si32> hadGold;//starting gold - for buildings like dwarven treasury
  1007. srand(time(NULL));
  1008. if (newWeek && !firstTurn)
  1009. {
  1010. n.specialWeek = NewTurn::NORMAL;
  1011. bool deityOfFireBuilt = false;
  1012. BOOST_FOREACH(const CGTownInstance *t, gs->map->towns)
  1013. {
  1014. if(t->subID == 3 && vstd::contains(t->builtBuildings, EBuilding::GRAIL))
  1015. {
  1016. deityOfFireBuilt = true;
  1017. break;
  1018. }
  1019. }
  1020. if(deityOfFireBuilt)
  1021. {
  1022. n.specialWeek = NewTurn::DEITYOFFIRE;
  1023. n.creatureid = 42;
  1024. }
  1025. else
  1026. {
  1027. int monthType = rand()%100;
  1028. if(newMonth) //new month
  1029. {
  1030. if (monthType < 40) //double growth
  1031. {
  1032. n.specialWeek = NewTurn::DOUBLE_GROWTH;
  1033. if (VLC->modh->settings.ALL_CREATURES_GET_DOUBLE_MONTHS)
  1034. {
  1035. std::pair<int,int> newMonster(54, VLC->creh->pickRandomMonster(boost::ref(rand)));
  1036. n.creatureid = newMonster.second;
  1037. }
  1038. else
  1039. {
  1040. std::set<TCreature>::const_iterator it = VLC->creh->doubledCreatures.begin();
  1041. std::advance (it, rand() % VLC->creh->doubledCreatures.size()); //picking random element of set is tiring
  1042. n.creatureid = *it;
  1043. }
  1044. }
  1045. else if (monthType < 50)
  1046. n.specialWeek = NewTurn::PLAGUE;
  1047. }
  1048. else //it's a week, but not full month
  1049. {
  1050. if (monthType < 25)
  1051. {
  1052. n.specialWeek = NewTurn::BONUS_GROWTH; //+5
  1053. std::pair<int,int> newMonster (54, VLC->creh->pickRandomMonster(boost::ref(rand)));
  1054. //TODO do not pick neutrals
  1055. n.creatureid = newMonster.second;
  1056. }
  1057. }
  1058. }
  1059. }
  1060. bmap<ui32, ConstTransitivePtr<CGHeroInstance> > pool = gs->hpool.heroesPool;
  1061. for ( std::map<ui8, PlayerState>::iterator i=gs->players.begin() ; i!=gs->players.end();i++)
  1062. {
  1063. if(i->first == 255)
  1064. continue;
  1065. else if(i->first >= GameConstants::PLAYER_LIMIT)
  1066. assert(0); //illegal player number!
  1067. std::pair<ui8,si32> playerGold(i->first,i->second.resources[Res::GOLD]);
  1068. hadGold.insert(playerGold);
  1069. if(newWeek) //new heroes in tavern
  1070. {
  1071. SetAvailableHeroes sah;
  1072. sah.player = i->first;
  1073. //pick heroes and their armies
  1074. CHeroClass *banned = NULL;
  1075. for (int j = 0; j < GameConstants::AVAILABLE_HEROES_PER_PLAYER; j++)
  1076. {
  1077. if(CGHeroInstance *h = gs->hpool.pickHeroFor(j == 0, i->first, getNativeTown(i->first), pool, banned)) //first hero - native if possible, second hero -> any other class
  1078. {
  1079. sah.hid[j] = h->subID;
  1080. h->initArmy(&sah.army[j]);
  1081. banned = h->type->heroClass;
  1082. }
  1083. else
  1084. sah.hid[j] = -1;
  1085. }
  1086. sendAndApply(&sah);
  1087. }
  1088. n.res[i->first] = i->second.resources;
  1089. BOOST_FOREACH(CGHeroInstance *h, (*i).second.heroes)
  1090. {
  1091. if(h->visitedTown)
  1092. giveSpells(h->visitedTown, h);
  1093. NewTurn::Hero hth;
  1094. hth.id = h->id;
  1095. hth.move = h->maxMovePoints(gs->map->getTile(h->getPosition(false)).tertype != TerrainTile::water);
  1096. if(h->visitedTown && vstd::contains(h->visitedTown->builtBuildings,0)) //if hero starts turn in town with mage guild
  1097. hth.mana = std::max(h->mana, h->manaLimit()); //restore all mana
  1098. else
  1099. hth.mana = std::max((si32)(0), std::max(h->mana, std::min((si32)(h->mana + h->manaRegain()), h->manaLimit())));
  1100. n.heroes.insert(hth);
  1101. if(!firstTurn) //not first day
  1102. {
  1103. n.res[i->first][Res::GOLD] += h->valOfBonuses(Selector::typeSubtype(Bonus::SECONDARY_SKILL_PREMY, CGHeroInstance::ESTATES)); //estates
  1104. for (int k = 0; k < GameConstants::RESOURCE_QUANTITY; k++)
  1105. {
  1106. n.res[i->first][k] += h->valOfBonuses(Bonus::GENERATE_RESOURCE, k);
  1107. }
  1108. }
  1109. }
  1110. }
  1111. // townID, creatureID, amount
  1112. std::map<si32, std::map<si32, si32> > newCreas;//creatures that needs to be added by town events
  1113. BOOST_FOREACH(CGTownInstance *t, gs->map->towns)
  1114. {
  1115. ui8 player = t->tempOwner;
  1116. handleTownEvents(t, n, newCreas);
  1117. if(newWeek) //first day of week
  1118. {
  1119. if(t->subID == 5 && vstd::contains(t->builtBuildings, EBuilding::SPECIAL_3))
  1120. setPortalDwelling(t, true, (n.specialWeek == NewTurn::PLAGUE ? true : false)); //set creatures for Portal of Summoning
  1121. if(!firstTurn)
  1122. if (t->subID == 1 && player < GameConstants::PLAYER_LIMIT && vstd::contains(t->builtBuildings, EBuilding::SPECIAL_3))//dwarven treasury
  1123. n.res[player][Res::GOLD] += hadGold[player]/10; //give 10% of starting gold
  1124. SetAvailableCreatures sac;
  1125. sac.tid = t->id;
  1126. sac.creatures = t->creatures;
  1127. for (int k=0; k < GameConstants::CREATURES_PER_TOWN; k++) //creature growths
  1128. {
  1129. if(t->creatureDwellingLevel(k) >= 0)//there is dwelling (k-level)
  1130. {
  1131. ui32 &availableCount = sac.creatures[k].first;
  1132. const CCreature *cre = VLC->creh->creatures[t->creatures[k].second.back()];
  1133. if (n.specialWeek == NewTurn::PLAGUE)
  1134. availableCount = t->creatures[k].first / 2; //halve their number, no growth
  1135. else
  1136. {
  1137. if(firstTurn) //first day of game: use only basic growths
  1138. availableCount = cre->growth;
  1139. else
  1140. availableCount += t->creatureGrowth(k);
  1141. //Deity of fire week - upgrade both imps and upgrades
  1142. if (n.specialWeek == NewTurn::DEITYOFFIRE && vstd::contains(t->creatures[k].second, n.creatureid))
  1143. availableCount += 15;
  1144. if( cre->idNumber == n.creatureid ) //bonus week, effect applies only to identical creatures
  1145. {
  1146. if(n.specialWeek == NewTurn::DOUBLE_GROWTH)
  1147. availableCount *= 2;
  1148. else if(n.specialWeek == NewTurn::BONUS_GROWTH)
  1149. availableCount += 5;
  1150. }
  1151. }
  1152. }
  1153. }
  1154. //add creatures from town events
  1155. if (vstd::contains(newCreas, t->id))
  1156. for(std::map<si32, si32>::iterator i=newCreas[t->id].begin() ; i!=newCreas[t->id].end(); i++)
  1157. sac.creatures[i->first].first += i->second;
  1158. n.cres.push_back(sac);
  1159. }
  1160. if(!firstTurn && player < GameConstants::PLAYER_LIMIT)//not the first day and town not neutral
  1161. {
  1162. if(vstd::contains(t->builtBuildings, EBuilding::RESOURCE_SILO)) //there is resource silo
  1163. {
  1164. if(t->town->primaryRes == 127) //we'll give wood and ore
  1165. {
  1166. n.res[player][Res::WOOD] ++;
  1167. n.res[player][Res::ORE] ++;
  1168. }
  1169. else
  1170. {
  1171. n.res[player][t->town->primaryRes] ++;
  1172. }
  1173. }
  1174. n.res[player][Res::GOLD] += t->dailyIncome();
  1175. }
  1176. if(vstd::contains(t->builtBuildings, EBuilding::GRAIL) && t->subID == 2)
  1177. {
  1178. // Skyship, probably easier to handle same as Veil of darkness
  1179. //do it every new day after veils apply
  1180. FoWChange fw;
  1181. fw.mode = 1;
  1182. fw.player = player;
  1183. // find all hidden tiles
  1184. auto & fow = gs->getPlayerTeam(player)->fogOfWarMap;
  1185. for (size_t i=0; i<fow.size(); i++)
  1186. for (size_t j=0; j<fow[i].size(); j++)
  1187. for (size_t k=0; k<fow[i][j].size(); k++)
  1188. if (!fow[i][j][k])
  1189. fw.tiles.insert(int3(i,j,k));
  1190. sendAndApply (&fw);
  1191. }
  1192. if (t->hasBonusOfType (Bonus::DARKNESS))
  1193. {
  1194. t->hideTiles(t->getOwner(), t->getBonus(Selector::type(Bonus::DARKNESS))->val);
  1195. }
  1196. //unhiding what shouldn't be hidden? //that's handled in netpacks client
  1197. }
  1198. if(newMonth)
  1199. {
  1200. SetAvailableArtifacts saa;
  1201. saa.id = -1;
  1202. pickAllowedArtsSet(saa.arts);
  1203. sendAndApply(&saa);
  1204. }
  1205. sendAndApply(&n);
  1206. if(newWeek)
  1207. {
  1208. //spawn wandering monsters
  1209. if (newMonth && (n.specialWeek == NewTurn::DOUBLE_GROWTH || n.specialWeek == NewTurn::DEITYOFFIRE))
  1210. {
  1211. spawnWanderingMonsters(n.creatureid);
  1212. }
  1213. //new week info popup
  1214. if(!firstTurn)
  1215. {
  1216. InfoWindow iw;
  1217. switch (n.specialWeek)
  1218. {
  1219. case NewTurn::DOUBLE_GROWTH:
  1220. iw.text.addTxt(MetaString::ARRAY_TXT, 131);
  1221. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1222. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1223. break;
  1224. case NewTurn::PLAGUE:
  1225. iw.text.addTxt(MetaString::ARRAY_TXT, 132);
  1226. break;
  1227. case NewTurn::BONUS_GROWTH:
  1228. iw.text.addTxt(MetaString::ARRAY_TXT, 134);
  1229. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1230. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1231. break;
  1232. case NewTurn::DEITYOFFIRE:
  1233. iw.text.addTxt(MetaString::ARRAY_TXT, 135);
  1234. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 42); //%s imp
  1235. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 42); //%s imp
  1236. iw.text.addReplacement2(15); //%+d 15
  1237. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 43); //%s familiar
  1238. iw.text.addReplacement2(15); //%+d 15
  1239. break;
  1240. default:
  1241. if (newMonth)
  1242. {
  1243. iw.text.addTxt(MetaString::ARRAY_TXT, (130));
  1244. iw.text.addReplacement(MetaString::ARRAY_TXT, 32 + rand()%10);
  1245. }
  1246. else
  1247. {
  1248. iw.text.addTxt(MetaString::ARRAY_TXT, (133));
  1249. iw.text.addReplacement(MetaString::ARRAY_TXT, 43 + rand()%15);
  1250. }
  1251. }
  1252. for (std::map<ui8, PlayerState>::iterator i=gs->players.begin() ; i!=gs->players.end(); i++)
  1253. {
  1254. iw.player = i->first;
  1255. sendAndApply(&iw);
  1256. }
  1257. }
  1258. }
  1259. tlog5 << "Info about turn " << n.day << "has been sent!" << std::endl;
  1260. handleTimeEvents();
  1261. //call objects
  1262. for(size_t i = 0; i<gs->map->objects.size(); i++)
  1263. {
  1264. if(gs->map->objects[i])
  1265. gs->map->objects[i]->newTurn();
  1266. }
  1267. winLoseHandle(0xff);
  1268. //warn players without town
  1269. if(gs->day)
  1270. {
  1271. for (std::map<ui8, PlayerState>::iterator i=gs->players.begin() ; i!=gs->players.end();i++)
  1272. {
  1273. if(i->second.status || i->second.towns.size() || i->second.color >= GameConstants::PLAYER_LIMIT)
  1274. continue;
  1275. InfoWindow iw;
  1276. iw.player = i->first;
  1277. iw.components.push_back(Component(Component::FLAG,i->first,0,0));
  1278. if(!i->second.daysWithoutCastle)
  1279. {
  1280. 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.
  1281. iw.text.addReplacement(MetaString::COLOR, i->first);
  1282. }
  1283. else if(i->second.daysWithoutCastle == 6)
  1284. {
  1285. 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.
  1286. iw.text.addReplacement(MetaString::COLOR, i->first);
  1287. }
  1288. else
  1289. {
  1290. 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.
  1291. iw.text.addReplacement(MetaString::COLOR, i->first);
  1292. iw.text.addReplacement(7 - i->second.daysWithoutCastle);
  1293. }
  1294. sendAndApply(&iw);
  1295. }
  1296. }
  1297. }
  1298. void CGameHandler::run(bool resume)
  1299. {
  1300. using namespace boost::posix_time;
  1301. BOOST_FOREACH(CConnection *cc, conns)
  1302. {//init conn.
  1303. ui32 quantity;
  1304. ui8 pom;
  1305. //ui32 seed;
  1306. if(!resume)
  1307. {
  1308. (*cc) << gs->initialOpts; // gs->scenarioOps
  1309. }
  1310. (*cc) >> quantity; //how many players will be handled at that client
  1311. tlog0 << "Connection " << cc->connectionID << " will handle " << quantity << " player: ";
  1312. for(int i=0;i<quantity;i++)
  1313. {
  1314. (*cc) >> pom; //read player color
  1315. tlog0 << (int)pom << " ";
  1316. {
  1317. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  1318. connections[pom] = cc;
  1319. }
  1320. }
  1321. tlog0 << std::endl;
  1322. }
  1323. for(std::set<CConnection*>::iterator i = conns.begin(); i!=conns.end();i++)
  1324. {
  1325. std::set<int> pom;
  1326. for(std::map<int,CConnection*>::iterator j = connections.begin(); j!=connections.end();j++)
  1327. if(j->second == *i)
  1328. pom.insert(j->first);
  1329. boost::thread(boost::bind(&CGameHandler::handleConnection,this,pom,boost::ref(**i)));
  1330. }
  1331. if(gs->scenarioOps->mode == StartInfo::DUEL)
  1332. {
  1333. runBattle();
  1334. return;
  1335. }
  1336. while (!end2)
  1337. {
  1338. if(!resume)
  1339. newTurn();
  1340. std::map<ui8,PlayerState>::iterator i;
  1341. if(!resume)
  1342. i = gs->players.begin();
  1343. else
  1344. i = gs->players.find(gs->currentPlayer);
  1345. resume = false;
  1346. for(; i != gs->players.end(); i++)
  1347. {
  1348. if((i->second.towns.size()==0 && i->second.heroes.size()==0)
  1349. || i->first>=GameConstants::PLAYER_LIMIT
  1350. || i->second.status)
  1351. {
  1352. continue;
  1353. }
  1354. states.setFlag(i->first,&PlayerStatus::makingTurn,true);
  1355. {
  1356. YourTurn yt;
  1357. yt.player = i->first;
  1358. applyAndSend(&yt);
  1359. }
  1360. //wait till turn is done
  1361. boost::unique_lock<boost::mutex> lock(states.mx);
  1362. while(states.players[i->first].makingTurn && !end2)
  1363. {
  1364. static time_duration p = milliseconds(200);
  1365. states.cv.timed_wait(lock,p);
  1366. }
  1367. }
  1368. }
  1369. while(conns.size() && (*conns.begin())->isOpen())
  1370. boost::this_thread::sleep(boost::posix_time::milliseconds(5)); //give time client to close socket
  1371. }
  1372. void CGameHandler::setupBattle( int3 tile, const CArmedInstance *armies[2], const CGHeroInstance *heroes[2], bool creatureBank, const CGTownInstance *town )
  1373. {
  1374. battleResult.set(NULL);
  1375. //send info about battles
  1376. BattleStart bs;
  1377. bs.info = gs->setupBattle(tile, armies, heroes, creatureBank, town);
  1378. sendAndApply(&bs);
  1379. }
  1380. void CGameHandler::checkForBattleEnd( std::vector<CStack*> &stacks )
  1381. {
  1382. //checking winning condition
  1383. bool hasStack[2]; //hasStack[0] - true if attacker has a living stack; defender similarly
  1384. hasStack[0] = hasStack[1] = false;
  1385. for(int b = 0; b<stacks.size(); ++b)
  1386. {
  1387. if(stacks[b]->alive() && !stacks[b]->hasBonusOfType(Bonus::SIEGE_WEAPON))
  1388. {
  1389. hasStack[1-stacks[b]->attackerOwned] = true;
  1390. }
  1391. }
  1392. if(!hasStack[0] || !hasStack[1]) //somebody has won
  1393. {
  1394. setBattleResult(0, hasStack[1]);
  1395. }
  1396. }
  1397. void CGameHandler::giveSpells( const CGTownInstance *t, const CGHeroInstance *h )
  1398. {
  1399. if(!h->hasSpellbook())
  1400. return; //hero hasn't spellbok
  1401. ChangeSpells cs;
  1402. cs.hid = h->id;
  1403. cs.learn = true;
  1404. for(int i=0; i<std::min(t->mageGuildLevel(),h->getSecSkillLevel(CGHeroInstance::WISDOM)+2);i++)
  1405. {
  1406. if (t->subID == 8 && vstd::contains(t->builtBuildings, EBuilding::GRAIL)) //Aurora Borealis
  1407. {
  1408. std::vector<ui16> spells;
  1409. getAllowedSpells(spells, i);
  1410. for (int j = 0; j < spells.size(); ++j)
  1411. cs.spells.insert(spells[j]);
  1412. }
  1413. else
  1414. {
  1415. for(int j=0; j<t->spellsAtLevel(i+1,true) && j<t->spells[i].size(); j++)
  1416. {
  1417. if(!vstd::contains(h->spells,t->spells[i][j]))
  1418. cs.spells.insert(t->spells[i][j]);
  1419. }
  1420. }
  1421. }
  1422. if(cs.spells.size())
  1423. sendAndApply(&cs);
  1424. }
  1425. void CGameHandler::setBlockVis(int objid, bool bv)
  1426. {
  1427. SetObjectProperty sop(objid,2,bv);
  1428. sendAndApply(&sop);
  1429. }
  1430. bool CGameHandler::removeObject( int objid )
  1431. {
  1432. if(!getObj(objid))
  1433. {
  1434. tlog1 << "Something wrong, that object already has been removed or hasn't existed!\n";
  1435. return false;
  1436. }
  1437. RemoveObject ro;
  1438. ro.id = objid;
  1439. sendAndApply(&ro);
  1440. winLoseHandle(255); //eg if monster escaped (removing objs after battle is done dircetly by endBattle, not this function)
  1441. return true;
  1442. }
  1443. void CGameHandler::setAmount(int objid, ui32 val)
  1444. {
  1445. SetObjectProperty sop(objid,3,val);
  1446. sendAndApply(&sop);
  1447. }
  1448. bool CGameHandler::moveHero( si32 hid, int3 dst, ui8 instant, ui8 asker /*= 255*/ )
  1449. {
  1450. bool blockvis = false;
  1451. const CGHeroInstance *h = getHero(hid);
  1452. if(!h || (asker != 255 && (instant || h->getOwner() != gs->currentPlayer)) //not turn of that hero or player can't simply teleport hero (at least not with this function)
  1453. )
  1454. {
  1455. tlog1 << "Illegal call to move hero!\n";
  1456. return false;
  1457. }
  1458. tlog5 << "Player " <<int(asker) << " wants to move hero "<< hid << " from "<< h->pos << " to " << dst << std::endl;
  1459. int3 hmpos = dst + int3(-1,0,0);
  1460. if(!gs->map->isInTheMap(hmpos))
  1461. {
  1462. tlog1 << "Destination tile is outside the map!\n";
  1463. return false;
  1464. }
  1465. TerrainTile t = gs->map->terrain[hmpos.x][hmpos.y][hmpos.z];
  1466. int cost = gs->getMovementCost(h, h->getPosition(false), CGHeroInstance::convertPosition(dst,false),h->movement);
  1467. int3 guardPos = gs->guardingCreaturePosition(hmpos);
  1468. //result structure for start - movement failed, no move points used
  1469. TryMoveHero tmh;
  1470. tmh.id = hid;
  1471. tmh.start = h->pos;
  1472. tmh.end = dst;
  1473. tmh.result = TryMoveHero::FAILED;
  1474. tmh.movePoints = h->movement;
  1475. //check if destination tile is available
  1476. //it's a rock or blocked and not visitable tile
  1477. //OR hero is on land and dest is water and (there is not present only one object - boat)
  1478. if(((t.tertype == TerrainTile::rock || (t.blocked && !t.visitable && !h->hasBonusOfType(Bonus::FLYING_MOVEMENT) ))
  1479. && complain("Cannot move hero, destination tile is blocked!"))
  1480. || ((!h->boat && !h->canWalkOnSea() && t.tertype == TerrainTile::water && (t.visitableObjects.size() < 1 || (t.visitableObjects.back()->ID != 8 && t.visitableObjects.back()->ID != GameConstants::HEROI_TYPE))) //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)
  1481. && complain("Cannot move hero, destination tile is on water!"))
  1482. || ((h->boat && t.tertype != TerrainTile::water && t.blocked)
  1483. && complain("Cannot disembark hero, tile is blocked!"))
  1484. || ((h->movement < cost && dst != h->pos && !instant)
  1485. && complain("Hero doesn't have any movement points left!"))
  1486. || (states.checkFlag(h->tempOwner, &PlayerStatus::engagedIntoBattle)
  1487. && complain("Cannot move hero during the battle")))
  1488. {
  1489. //send info about movement failure
  1490. sendAndApply(&tmh);
  1491. return false;
  1492. }
  1493. //hero enters the boat
  1494. if(!h->boat && t.visitableObjects.size() && t.visitableObjects.back()->ID == 8)
  1495. {
  1496. tmh.result = TryMoveHero::EMBARK;
  1497. tmh.movePoints = h->movementPointsAfterEmbark(h->movement, cost, false);
  1498. getTilesInRange(tmh.fowRevealed,h->getSightCenter()+(tmh.end-tmh.start),h->getSightRadious(),h->tempOwner,1);
  1499. sendAndApply(&tmh);
  1500. return true;
  1501. }
  1502. //hero leaves the boat
  1503. else if(h->boat && t.tertype != TerrainTile::water && !t.blocked)
  1504. {
  1505. //TODO? code similarity with the block above
  1506. tmh.result = TryMoveHero::DISEMBARK;
  1507. tmh.movePoints = h->movementPointsAfterEmbark(h->movement, cost, true);
  1508. getTilesInRange(tmh.fowRevealed,h->getSightCenter()+(tmh.end-tmh.start),h->getSightRadious(),h->tempOwner,1);
  1509. sendAndApply(&tmh);
  1510. tryAttackingGuard(guardPos, h);
  1511. return true;
  1512. }
  1513. //checks for standard movement
  1514. if(!instant)
  1515. {
  1516. if( (distance(h->pos,dst) >= 1.5 && complain("Tiles are not neighboring!"))
  1517. || (h->movement < cost && h->movement < 100 && complain("Not enough move points!")))
  1518. {
  1519. sendAndApply(&tmh);
  1520. return false;
  1521. }
  1522. //check if there is blocking visitable object
  1523. blockvis = false;
  1524. tmh.movePoints = std::max((ui32)(0),h->movement-cost); //take move points
  1525. BOOST_FOREACH(CGObjectInstance *obj, t.visitableObjects)
  1526. {
  1527. if(obj != h && obj->blockVisit && !(obj->getPassableness() & 1<<h->tempOwner))
  1528. {
  1529. blockvis = true;
  1530. break;
  1531. }
  1532. }
  1533. //we start moving
  1534. if(blockvis)//interaction with blocking object (like resources)
  1535. {
  1536. tmh.result = TryMoveHero::BLOCKING_VISIT;
  1537. sendAndApply(&tmh);
  1538. //failed to move to that tile but we visit object
  1539. if(t.visitableObjects.size())
  1540. objectVisited(t.visitableObjects.back(), h);
  1541. tlog5 << "Blocking visit at " << hmpos << std::endl;
  1542. return true;
  1543. }
  1544. else //normal move
  1545. {
  1546. BOOST_FOREACH(CGObjectInstance *obj, gs->map->terrain[h->pos.x-1][h->pos.y][h->pos.z].visitableObjects)
  1547. {
  1548. obj->onHeroLeave(h);
  1549. }
  1550. getTilesInRange(tmh.fowRevealed,h->getSightCenter()+(tmh.end-tmh.start),h->getSightRadious(),h->tempOwner,1);
  1551. tmh.result = TryMoveHero::SUCCESS;
  1552. tmh.attackedFrom = guardPos;
  1553. sendAndApply(&tmh);
  1554. tlog5 << "Moved to " <<tmh.end<<std::endl;
  1555. // If a creature guards the tile, block visit.
  1556. const bool fightingGuard = tryAttackingGuard(guardPos, h);
  1557. if(!fightingGuard && t.visitableObjects.size()) //call objects if they are visited
  1558. {
  1559. visitObjectOnTile(t, h);
  1560. }
  1561. tlog5 << "Movement end!\n";
  1562. return true;
  1563. }
  1564. }
  1565. else //instant move - teleportation
  1566. {
  1567. BOOST_FOREACH(CGObjectInstance* obj, t.blockingObjects)
  1568. {
  1569. if(obj->ID==GameConstants::HEROI_TYPE)
  1570. {
  1571. CGHeroInstance *dh = static_cast<CGHeroInstance *>(obj);
  1572. if( gameState()->getPlayerRelations(dh->tempOwner, h->tempOwner))
  1573. {
  1574. heroExchange(h->id, dh->id);
  1575. return true;
  1576. }
  1577. startBattleI(h, dh);
  1578. return true;
  1579. }
  1580. }
  1581. tmh.result = TryMoveHero::TELEPORTATION;
  1582. getTilesInRange(tmh.fowRevealed,h->getSightCenter()+(tmh.end-tmh.start),h->getSightRadious(),h->tempOwner,1);
  1583. sendAndApply(&tmh);
  1584. return true;
  1585. }
  1586. }
  1587. bool CGameHandler::teleportHero(si32 hid, si32 dstid, ui8 source, ui8 asker/* = 255*/)
  1588. {
  1589. const CGHeroInstance *h = getHero(hid);
  1590. const CGTownInstance *t = getTown(dstid);
  1591. if ( !h || !t || h->getOwner() != gs->currentPlayer )
  1592. tlog1<<"Invalid call to teleportHero!";
  1593. const CGTownInstance *from = h->visitedTown;
  1594. if(((h->getOwner() != t->getOwner())
  1595. && complain("Cannot teleport hero to another player"))
  1596. || ((!from || from->subID!=3 || !vstd::contains(from->builtBuildings, EBuilding::SPECIAL_3))
  1597. && complain("Hero must be in town with Castle gate for teleporting"))
  1598. || ((t->subID!=3 || !vstd::contains(t->builtBuildings, EBuilding::SPECIAL_3))
  1599. && complain("Cannot teleport hero to town without Castle gate in it")))
  1600. return false;
  1601. int3 pos = t->visitablePos();
  1602. pos += h->getVisitableOffset();
  1603. stopHeroVisitCastle(from->id, hid);
  1604. moveHero(hid,pos,1);
  1605. heroVisitCastle(dstid, hid);
  1606. return true;
  1607. }
  1608. void CGameHandler::setOwner(int objid, ui8 owner)
  1609. {
  1610. ui8 oldOwner = getOwner(objid);
  1611. SetObjectProperty sop(objid,1,owner);
  1612. sendAndApply(&sop);
  1613. winLoseHandle(1<<owner | 1<<oldOwner);
  1614. if(owner < GameConstants::PLAYER_LIMIT && getTown(objid)) //town captured
  1615. {
  1616. const CGTownInstance * town = getTown(objid);
  1617. if (town->subID == 5 && vstd::contains(town->builtBuildings, 22))
  1618. setPortalDwelling(town, true, false);
  1619. if (!gs->getPlayer(owner)->towns.size())//player lost last town
  1620. {
  1621. InfoWindow iw;
  1622. iw.player = oldOwner;
  1623. 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.
  1624. sendAndApply(&iw);
  1625. }
  1626. }
  1627. const CGObjectInstance * obj = getObj(objid);
  1628. const PlayerState * p = gs->getPlayer(owner);
  1629. if((obj->ID == 17 || obj->ID == 20 ) && p && p->dwellings.size()==1)//first dwelling captured
  1630. {
  1631. BOOST_FOREACH(const CGTownInstance *t, gs->getPlayer(owner)->towns)
  1632. {
  1633. if (t->subID == 5 && vstd::contains(t->builtBuildings, 22))
  1634. setPortalDwelling(t);//set initial creatures for all portals of summoning
  1635. }
  1636. }
  1637. }
  1638. void CGameHandler::setHoverName(int objid, MetaString* name)
  1639. {
  1640. SetHoverName shn(objid, *name);
  1641. sendAndApply(&shn);
  1642. }
  1643. void CGameHandler::showBlockingDialog( BlockingDialog *iw, const CFunctionList<void(ui32)> &callback )
  1644. {
  1645. ask(iw,iw->player,callback);
  1646. }
  1647. ui32 CGameHandler::showBlockingDialog( BlockingDialog *iw )
  1648. {
  1649. //TODO
  1650. //gsm.lock();
  1651. //int query = QID++;
  1652. //states.addQuery(player,query);
  1653. //sendToAllClients(iw);
  1654. //gsm.unlock();
  1655. //ui32 ret = getQueryResult(iw->player, query);
  1656. //gsm.lock();
  1657. //states.removeQuery(player, query);
  1658. //gsm.unlock();
  1659. return 0;
  1660. }
  1661. void CGameHandler::giveResource(int player, int which, int val) //TODO: cap according to Bersy's suggestion
  1662. {
  1663. if(!val) return; //don't waste time on empty call
  1664. SetResource sr;
  1665. sr.player = player;
  1666. sr.resid = which;
  1667. sr.val = gs->players.find(player)->second.resources[which] + val;
  1668. sendAndApply(&sr);
  1669. }
  1670. void CGameHandler::giveCreatures(const CArmedInstance *obj, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove)
  1671. {
  1672. boost::function<void()> removeOrNot = 0;
  1673. if(remove)
  1674. removeOrNot = boost::bind(&CGameHandler::removeObject, this, obj->id);
  1675. COMPLAIN_RET_IF(!creatures.stacksCount(), "Strange, giveCreatures called without args!");
  1676. COMPLAIN_RET_IF(obj->stacksCount(), "Cannot give creatures from not-cleared object!");
  1677. COMPLAIN_RET_IF(creatures.stacksCount() > GameConstants::ARMY_SIZE, "Too many stacks to give!");
  1678. //first we move creatures to give to make them army of object-source
  1679. for (TSlots::const_iterator stack = creatures.Slots().begin(); stack != creatures.Slots().end(); stack++)
  1680. {
  1681. addToSlot(StackLocation(obj, obj->getSlotFor(stack->second->type)), stack->second->type, stack->second->count);
  1682. }
  1683. tryJoiningArmy(obj, h, remove, true);
  1684. }
  1685. void CGameHandler::takeCreatures(int objid, const std::vector<CStackBasicDescriptor> &creatures)
  1686. {
  1687. std::vector<CStackBasicDescriptor> cres = creatures;
  1688. if (cres.size() <= 0)
  1689. return;
  1690. const CArmedInstance* obj = static_cast<const CArmedInstance*>(getObj(objid));
  1691. BOOST_FOREACH(CStackBasicDescriptor &sbd, cres)
  1692. {
  1693. TQuantity collected = 0;
  1694. while(collected < sbd.count)
  1695. {
  1696. TSlots::const_iterator i = obj->Slots().begin();
  1697. for(; i != obj->Slots().end(); i++)
  1698. {
  1699. if(i->second->type == sbd.type)
  1700. {
  1701. TQuantity take = std::min(sbd.count - collected, i->second->count); //collect as much cres as we can
  1702. changeStackCount(StackLocation(obj, i->first), -take, false);
  1703. collected += take;
  1704. break;
  1705. }
  1706. }
  1707. if(i == obj->Slots().end()) //we went through the whole loop and haven't found appropriate cres
  1708. {
  1709. complain("Unexpected failure during taking creatures!");
  1710. return;
  1711. }
  1712. }
  1713. }
  1714. }
  1715. void CGameHandler::showCompInfo(ShowInInfobox * comp)
  1716. {
  1717. sendToAllClients(comp);
  1718. }
  1719. void CGameHandler::heroVisitCastle(int obj, int heroID)
  1720. {
  1721. HeroVisitCastle vc;
  1722. vc.hid = heroID;
  1723. vc.tid = obj;
  1724. vc.flags |= 1;
  1725. sendAndApply(&vc);
  1726. const CGHeroInstance *h = getHero(heroID);
  1727. vistiCastleObjects (getTown(obj), h);
  1728. giveSpells (getTown(obj), getHero(heroID));
  1729. if(gs->map->victoryCondition.condition == EVictoryConditionType::TRANSPORTITEM)
  1730. checkLossVictory(h->tempOwner); //transported artifact?
  1731. }
  1732. void CGameHandler::vistiCastleObjects (const CGTownInstance *t, const CGHeroInstance *h)
  1733. {
  1734. std::vector<CGTownBuilding*>::const_iterator i;
  1735. for (i = t->bonusingBuildings.begin(); i != t->bonusingBuildings.end(); i++)
  1736. (*i)->onHeroVisit (h);
  1737. }
  1738. void CGameHandler::stopHeroVisitCastle(int obj, int heroID)
  1739. {
  1740. HeroVisitCastle vc;
  1741. vc.hid = heroID;
  1742. vc.tid = obj;
  1743. sendAndApply(&vc);
  1744. }
  1745. void CGameHandler::removeArtifact(const ArtifactLocation &al)
  1746. {
  1747. assert(al.getArt());
  1748. EraseArtifact ea;
  1749. ea.al = al;
  1750. sendAndApply(&ea);
  1751. }
  1752. void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank, boost::function<void(BattleResult*)> cb, const CGTownInstance *town) //use hero=NULL for no hero
  1753. {
  1754. engageIntoBattle(army1->tempOwner);
  1755. engageIntoBattle(army2->tempOwner);
  1756. //block engaged players
  1757. if(army2->tempOwner < GameConstants::PLAYER_LIMIT)
  1758. states.setFlag(army2->tempOwner,&PlayerStatus::engagedIntoBattle,true);
  1759. static const CArmedInstance *armies[2];
  1760. armies[0] = army1;
  1761. armies[1] = army2;
  1762. static const CGHeroInstance*heroes[2];
  1763. heroes[0] = hero1;
  1764. heroes[1] = hero2;
  1765. boost::thread(boost::bind(&CGameHandler::startBattle, this, armies, tile, heroes, creatureBank, cb, town));
  1766. }
  1767. void CGameHandler::startBattleI( const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, boost::function<void(BattleResult*)> cb, bool creatureBank )
  1768. {
  1769. startBattleI(army1, army2, tile,
  1770. army1->ID == GameConstants::HEROI_TYPE ? static_cast<const CGHeroInstance*>(army1) : NULL,
  1771. army2->ID == GameConstants::HEROI_TYPE ? static_cast<const CGHeroInstance*>(army2) : NULL,
  1772. creatureBank, cb);
  1773. }
  1774. void CGameHandler::startBattleI( const CArmedInstance *army1, const CArmedInstance *army2, boost::function<void(BattleResult*)> cb, bool creatureBank)
  1775. {
  1776. startBattleI(army1, army2, army2->visitablePos(), cb, creatureBank);
  1777. }
  1778. void CGameHandler::changeSpells( int hid, bool give, const std::set<ui32> &spells )
  1779. {
  1780. ChangeSpells cs;
  1781. cs.hid = hid;
  1782. cs.spells = spells;
  1783. cs.learn = give;
  1784. sendAndApply(&cs);
  1785. }
  1786. void CGameHandler::sendMessageTo( CConnection &c, const std::string &message )
  1787. {
  1788. SystemMessage sm;
  1789. sm.text = message;
  1790. boost::unique_lock<boost::mutex> lock(*c.wmx);
  1791. c << &sm;
  1792. }
  1793. void CGameHandler::giveHeroBonus( GiveBonus * bonus )
  1794. {
  1795. sendAndApply(bonus);
  1796. }
  1797. void CGameHandler::setMovePoints( SetMovePoints * smp )
  1798. {
  1799. sendAndApply(smp);
  1800. }
  1801. void CGameHandler::setManaPoints( int hid, int val )
  1802. {
  1803. SetMana sm;
  1804. sm.hid = hid;
  1805. sm.val = val;
  1806. sendAndApply(&sm);
  1807. }
  1808. void CGameHandler::giveHero( int id, int player )
  1809. {
  1810. GiveHero gh;
  1811. gh.id = id;
  1812. gh.player = player;
  1813. sendAndApply(&gh);
  1814. }
  1815. void CGameHandler::changeObjPos( int objid, int3 newPos, ui8 flags )
  1816. {
  1817. ChangeObjPos cop;
  1818. cop.objid = objid;
  1819. cop.nPos = newPos;
  1820. cop.flags = flags;
  1821. sendAndApply(&cop);
  1822. }
  1823. void CGameHandler::useScholarSkill(si32 fromHero, si32 toHero)
  1824. {
  1825. const CGHeroInstance * h1 = getHero(fromHero);
  1826. const CGHeroInstance * h2 = getHero(toHero);
  1827. if ( h1->getSecSkillLevel(CGHeroInstance::SCHOLAR) < h2->getSecSkillLevel(CGHeroInstance::SCHOLAR) )
  1828. {
  1829. std::swap (h1,h2);//1st hero need to have higher scholar level for correct message
  1830. std::swap(fromHero, toHero);
  1831. }
  1832. int ScholarLevel = h1->getSecSkillLevel(CGHeroInstance::SCHOLAR);//heroes can trade up to this level
  1833. if (!ScholarLevel || !h1->hasSpellbook() || !h2->hasSpellbook() )
  1834. return;//no scholar skill or no spellbook
  1835. int h1Lvl = std::min(ScholarLevel+1, h1->getSecSkillLevel(CGHeroInstance::WISDOM)+2),
  1836. h2Lvl = std::min(ScholarLevel+1, h2->getSecSkillLevel(CGHeroInstance::WISDOM)+2);//heroes can receive this levels
  1837. ChangeSpells cs1;
  1838. cs1.learn = true;
  1839. cs1.hid = toHero;//giving spells to first hero
  1840. for(std::set<ui32>::const_iterator it=h1->spells.begin(); it!=h1->spells.end();it++)
  1841. if ( h2Lvl >= VLC->spellh->spells[*it]->level && !vstd::contains(h2->spells, *it))//hero can learn it and don't have it yet
  1842. cs1.spells.insert(*it);//spell to learn
  1843. ChangeSpells cs2;
  1844. cs2.learn = true;
  1845. cs2.hid = fromHero;
  1846. for(std::set<ui32>::const_iterator it=h2->spells.begin(); it!=h2->spells.end();it++)
  1847. if ( h1Lvl >= VLC->spellh->spells[*it]->level && !vstd::contains(h1->spells, *it))
  1848. cs2.spells.insert(*it);
  1849. if (cs1.spells.size() || cs2.spells.size())//create a message
  1850. {
  1851. InfoWindow iw;
  1852. iw.player = h1->tempOwner;
  1853. iw.components.push_back(Component(Component::SEC_SKILL, 18, ScholarLevel, 0));
  1854. iw.text.addTxt(MetaString::GENERAL_TXT, 139);//"%s, who has studied magic extensively,
  1855. iw.text.addReplacement(h1->name);
  1856. if (cs2.spells.size())//if found new spell - apply
  1857. {
  1858. iw.text.addTxt(MetaString::GENERAL_TXT, 140);//learns
  1859. int size = cs2.spells.size();
  1860. for(std::set<ui32>::const_iterator it=cs2.spells.begin(); it!=cs2.spells.end();it++)
  1861. {
  1862. iw.components.push_back(Component(Component::SPELL, (*it), 1, 0));
  1863. iw.text.addTxt(MetaString::SPELL_NAME, (*it));
  1864. switch (size--)
  1865. {
  1866. case 2: iw.text.addTxt(MetaString::GENERAL_TXT, 141);
  1867. case 1: break;
  1868. default: iw.text << ", ";
  1869. }
  1870. }
  1871. iw.text.addTxt(MetaString::GENERAL_TXT, 142);//from %s
  1872. iw.text.addReplacement(h2->name);
  1873. sendAndApply(&cs2);
  1874. }
  1875. if (cs1.spells.size() && cs2.spells.size() )
  1876. {
  1877. iw.text.addTxt(MetaString::GENERAL_TXT, 141);//and
  1878. }
  1879. if (cs1.spells.size())
  1880. {
  1881. iw.text.addTxt(MetaString::GENERAL_TXT, 147);//teaches
  1882. int size = cs1.spells.size();
  1883. for(std::set<ui32>::const_iterator it=cs1.spells.begin(); it!=cs1.spells.end();it++)
  1884. {
  1885. iw.components.push_back(Component(Component::SPELL, (*it), 1, 0));
  1886. iw.text.addTxt(MetaString::SPELL_NAME, (*it));
  1887. switch (size--)
  1888. {
  1889. case 2: iw.text.addTxt(MetaString::GENERAL_TXT, 141);
  1890. case 1: break;
  1891. default: iw.text << ", ";
  1892. } }
  1893. iw.text.addTxt(MetaString::GENERAL_TXT, 148);//from %s
  1894. iw.text.addReplacement(h2->name);
  1895. sendAndApply(&cs1);
  1896. }
  1897. sendAndApply(&iw);
  1898. }
  1899. }
  1900. void CGameHandler::heroExchange(si32 hero1, si32 hero2)
  1901. {
  1902. ui8 player1 = getHero(hero1)->tempOwner;
  1903. ui8 player2 = getHero(hero2)->tempOwner;
  1904. if( gameState()->getPlayerRelations( player1, player2))
  1905. {
  1906. OpenWindow hex;
  1907. hex.window = OpenWindow::EXCHANGE_WINDOW;
  1908. hex.id1 = hero1;
  1909. hex.id2 = hero2;
  1910. sendAndApply(&hex);
  1911. useScholarSkill(hero1,hero2);
  1912. }
  1913. }
  1914. void CGameHandler::prepareNewQuery(Query * queryPack, ui8 player, const boost::function<void(ui32)> &callback)
  1915. {
  1916. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  1917. tlog4 << "Creating a query for player " << (int)player << " with ID=" << QID << std::endl;
  1918. callbacks[QID] = callback;
  1919. states.addQuery(player, QID);
  1920. queryPack->queryID = QID;
  1921. QID++;
  1922. }
  1923. void CGameHandler::applyAndAsk( Query * sel, ui8 player, boost::function<void(ui32)> &callback )
  1924. {
  1925. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  1926. prepareNewQuery(sel, player, callback);
  1927. sendAndApply(sel);
  1928. }
  1929. void CGameHandler::ask( Query * sel, ui8 player, const CFunctionList<void(ui32)> &callback )
  1930. {
  1931. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  1932. prepareNewQuery(sel, player, callback);
  1933. sendToAllClients(sel);
  1934. }
  1935. void CGameHandler::sendToAllClients( CPackForClient * info )
  1936. {
  1937. tlog5 << "Sending to all clients a package of type " << typeid(*info).name() << std::endl;
  1938. for(std::set<CConnection*>::iterator i=conns.begin(); i!=conns.end();i++)
  1939. {
  1940. boost::unique_lock<boost::mutex> lock(*(*i)->wmx);
  1941. **i << info;
  1942. }
  1943. }
  1944. void CGameHandler::sendAndApply(CPackForClient * info)
  1945. {
  1946. sendToAllClients(info);
  1947. gs->apply(info);
  1948. }
  1949. void CGameHandler::applyAndSend(CPackForClient * info)
  1950. {
  1951. gs->apply(info);
  1952. sendToAllClients(info);
  1953. }
  1954. void CGameHandler::sendAndApply(CGarrisonOperationPack * info)
  1955. {
  1956. sendAndApply((CPackForClient*)info);
  1957. if(gs->map->victoryCondition.condition == EVictoryConditionType::GATHERTROOP)
  1958. winLoseHandle();
  1959. }
  1960. // void CGameHandler::sendAndApply( SetGarrisons * info )
  1961. // {
  1962. // sendAndApply((CPackForClient*)info);
  1963. // if(gs->map->victoryCondition.condition == gatherTroop)
  1964. // for(std::map<ui32,CCreatureSet>::const_iterator i = info->garrs.begin(); i != info->garrs.end(); i++)
  1965. // checkLossVictory(getObj(i->first)->tempOwner);
  1966. // }
  1967. void CGameHandler::sendAndApply( SetResource * info )
  1968. {
  1969. sendAndApply((CPackForClient*)info);
  1970. if(gs->map->victoryCondition.condition == EVictoryConditionType::GATHERRESOURCE)
  1971. checkLossVictory(info->player);
  1972. }
  1973. void CGameHandler::sendAndApply( SetResources * info )
  1974. {
  1975. sendAndApply((CPackForClient*)info);
  1976. if(gs->map->victoryCondition.condition == EVictoryConditionType::GATHERRESOURCE)
  1977. checkLossVictory(info->player);
  1978. }
  1979. void CGameHandler::sendAndApply( NewStructures * info )
  1980. {
  1981. sendAndApply((CPackForClient*)info);
  1982. if(gs->map->victoryCondition.condition == EVictoryConditionType::BUILDCITY)
  1983. checkLossVictory(getTown(info->tid)->tempOwner);
  1984. }
  1985. void CGameHandler::save(const std::string & filename )
  1986. {
  1987. tlog1 << "Saving to " << filename << "\n";
  1988. CFileInfo info(filename);
  1989. CResourceHandler::get()->createResource(info.getStem() + ".vlgm1");
  1990. CResourceHandler::get()->createResource(info.getStem() + ".vsgm1");
  1991. {
  1992. tlog0 << "Ordering clients to serialize...\n";
  1993. SaveGame sg(info.getStem() + ".vcgm1");
  1994. sendToAllClients(&sg);
  1995. }
  1996. try
  1997. {
  1998. {
  1999. tlog0 << "Serializing game info...\n";
  2000. CSaveFile save(CResourceHandler::get()->getResourceName(ResourceID(info.getStem(), EResType::LIB_SAVEGAME)));
  2001. char hlp[8] = "VCMISVG";
  2002. save << hlp << static_cast<CMapHeader&>(*gs->map) << gs->scenarioOps << *VLC << gs;
  2003. }
  2004. {
  2005. tlog0 << "Serializing server info...\n";
  2006. CSaveFile save(CResourceHandler::get()->getResourceName(ResourceID(info.getStem(), EResType::SERVER_SAVEGAME)));
  2007. save << *this;
  2008. }
  2009. tlog0 << "Game has been successfully saved!\n";
  2010. }
  2011. catch(std::exception &e)
  2012. {
  2013. tlog1 << "Failed to save game: " << e.what() << std::endl;
  2014. }
  2015. }
  2016. void CGameHandler::close()
  2017. {
  2018. tlog0 << "We have been requested to close.\n";
  2019. if(gs->initialOpts->mode == StartInfo::DUEL)
  2020. {
  2021. exit(0);
  2022. }
  2023. //BOOST_FOREACH(CConnection *cc, conns)
  2024. // if(cc && cc->socket && cc->socket->is_open())
  2025. // cc->socket->close();
  2026. //exit(0);
  2027. }
  2028. bool CGameHandler::arrangeStacks( si32 id1, si32 id2, ui8 what, ui8 p1, ui8 p2, si32 val, ui8 player )
  2029. {
  2030. const CArmedInstance *s1 = static_cast<CArmedInstance*>(gs->map->objects[id1].get()),
  2031. *s2 = static_cast<CArmedInstance*>(gs->map->objects[id2].get());
  2032. const CCreatureSet &S1 = *s1, &S2 = *s2;
  2033. StackLocation sl1(s1, p1), sl2(s2, p2);
  2034. if(!isAllowedExchange(id1,id2))
  2035. {
  2036. complain("Cannot exchange stacks between these two objects!\n");
  2037. return false;
  2038. }
  2039. if(what==1) //swap
  2040. {
  2041. if ( ((s1->tempOwner != player && s1->tempOwner != 254) && s1->getStackCount(p1)) //why 254??
  2042. || ((s2->tempOwner != player && s2->tempOwner != 254) && s2->getStackCount(p2)))
  2043. {
  2044. complain("Can't take troops from another player!");
  2045. return false;
  2046. }
  2047. swapStacks(sl1, sl2);
  2048. }
  2049. else if(what==2)//merge
  2050. {
  2051. if (( s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot merge different creatures stacks!"))
  2052. || (((s1->tempOwner != player && s1->tempOwner != 254) && s2->getStackCount(p2)) && complain("Can't take troops from another player!")))
  2053. return false;
  2054. moveStack(sl1, sl2);
  2055. }
  2056. else if(what==3) //split
  2057. {
  2058. if ( (s1->tempOwner != player && s1->getStackCount(p1) < s1->getStackCount(p1) )
  2059. || (s2->tempOwner != player && s2->getStackCount(p2) < s2->getStackCount(p2) ) )
  2060. {
  2061. complain("Can't move troops of another player!");
  2062. return false;
  2063. }
  2064. //general conditions checking
  2065. if((!vstd::contains(S1.stacks,p1) && complain("no creatures to split"))
  2066. || (val<1 && complain("no creatures to split")) )
  2067. {
  2068. return false;
  2069. }
  2070. if(vstd::contains(S2.stacks,p2)) //dest. slot not free - it must be "rebalancing"...
  2071. {
  2072. int total = s1->getStackCount(p1) + s2->getStackCount(p2);
  2073. if( (total < val && complain("Cannot split that stack, not enough creatures!"))
  2074. || (s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot rebalance different creatures stacks!"))
  2075. )
  2076. {
  2077. return false;
  2078. }
  2079. moveStack(sl1, sl2, val - s2->getStackCount(p2));
  2080. //S2.slots[p2]->count = val;
  2081. //S1.slots[p1]->count = total - val;
  2082. }
  2083. else //split one stack to the two
  2084. {
  2085. if(s1->getStackCount(p1) < val)//not enough creatures
  2086. {
  2087. complain("Cannot split that stack, not enough creatures!");
  2088. return false;
  2089. }
  2090. moveStack(sl1, sl2, val);
  2091. }
  2092. }
  2093. return true;
  2094. }
  2095. int CGameHandler::getPlayerAt( CConnection *c ) const
  2096. {
  2097. std::set<int> all;
  2098. for(std::map<int,CConnection*>::const_iterator i=connections.begin(); i!=connections.end(); i++)
  2099. if(i->second == c)
  2100. all.insert(i->first);
  2101. switch(all.size())
  2102. {
  2103. case 0:
  2104. return 255;
  2105. case 1:
  2106. return *all.begin();
  2107. default:
  2108. {
  2109. //if we have more than one player at this connection, try to pick active one
  2110. if(vstd::contains(all,int(gs->currentPlayer)))
  2111. return gs->currentPlayer;
  2112. else
  2113. return 253; //cannot say which player is it
  2114. }
  2115. }
  2116. }
  2117. bool CGameHandler::disbandCreature( si32 id, ui8 pos )
  2118. {
  2119. CArmedInstance *s1 = static_cast<CArmedInstance*>(gs->map->objects[id].get());
  2120. if(!vstd::contains(s1->stacks,pos))
  2121. {
  2122. complain("Illegal call to disbandCreature - no such stack in army!");
  2123. return false;
  2124. }
  2125. eraseStack(StackLocation(s1, pos));
  2126. return true;
  2127. }
  2128. bool CGameHandler::buildStructure( si32 tid, si32 bid, bool force /*=false*/ )
  2129. {
  2130. CGTownInstance * t = static_cast<CGTownInstance*>(gs->map->objects[tid].get());
  2131. CBuilding * b = VLC->buildh->buildings[t->subID][bid];
  2132. if(!force)
  2133. {
  2134. if (gs->canBuildStructure(t,bid) != 7)
  2135. COMPLAIN_RET("Cannot build that building!");
  2136. if(bid == 26) //grail
  2137. {
  2138. if(!t->visitingHero || !t->visitingHero->hasArt(2))
  2139. COMPLAIN_RET("Cannot build grail - hero doesn't have it")
  2140. else
  2141. removeArtifact(ArtifactLocation(t->visitingHero, t->visitingHero->getArtPos(2, false)));
  2142. }
  2143. }
  2144. NewStructures ns;
  2145. ns.tid = tid;
  2146. //we have upgr. dwelling, upgr. horde will be builded as well
  2147. if ( (bid == 18) && (vstd::contains(t->builtBuildings,(t->town->hordeLvl[0]+37))) )
  2148. ns.bid.insert(19);
  2149. else if ( (bid == 24) && (vstd::contains(t->builtBuildings,(t->town->hordeLvl[1]+37))) )
  2150. ns.bid.insert(25);
  2151. else if(bid >= EBuilding::DWELL_FIRST) //dwelling
  2152. {
  2153. int level = (bid - EBuilding::DWELL_FIRST) % GameConstants::CREATURES_PER_TOWN;
  2154. int upgradeNumber = (bid - EBuilding::DWELL_FIRST) / GameConstants::CREATURES_PER_TOWN;
  2155. if (upgradeNumber >= t->town->creatures[level].size())
  2156. COMPLAIN_RET("Cannot build dwelling: no creature found!");
  2157. CCreature * crea = VLC->creh->creatures[t->town->creatures[level][upgradeNumber]];
  2158. if (vstd::iswithin(bid, EBuilding::DWELL_UP_FIRST, EBuilding::DWELL_UP_LAST))
  2159. {
  2160. if ( (bid-37 == t->town->hordeLvl[0]) && (vstd::contains(t->builtBuildings,18)) )
  2161. ns.bid.insert(19);//we have horde, will be upgraded as well as dwelling
  2162. if ( (bid-37 == t->town->hordeLvl[1]) && (vstd::contains(t->builtBuildings,24)) )
  2163. ns.bid.insert(25);
  2164. }
  2165. SetAvailableCreatures ssi;
  2166. ssi.tid = tid;
  2167. ssi.creatures = t->creatures;
  2168. if (bid <= EBuilding::DWELL_LAST)
  2169. ssi.creatures[level].first = crea->growth;
  2170. ssi.creatures[level].second.push_back(crea->idNumber);
  2171. sendAndApply(&ssi);
  2172. }
  2173. else if(bid == 11)
  2174. ns.bid.insert(27);
  2175. else if(bid == 12)
  2176. ns.bid.insert(28);
  2177. else if(bid == 13)
  2178. ns.bid.insert(29);
  2179. else if ( t->subID == 5 && bid == 22 )
  2180. {
  2181. setPortalDwelling(t);
  2182. }
  2183. ns.bid.insert(bid);
  2184. ns.builded = force?t->builded:(t->builded+1);
  2185. sendAndApply(&ns);
  2186. //reveal ground for lookout tower
  2187. FoWChange fw;
  2188. fw.player = t->tempOwner;
  2189. fw.mode = 1;
  2190. getTilesInRange(fw.tiles,t->pos,t->getSightRadious(),t->tempOwner,1);
  2191. sendAndApply(&fw);
  2192. if (!force)
  2193. {
  2194. SetResources sr;
  2195. sr.player = t->tempOwner;
  2196. sr.res = gs->getPlayer(t->tempOwner)->resources - b->resources;
  2197. sendAndApply(&sr);
  2198. }
  2199. if(bid<5) //it's mage guild
  2200. {
  2201. if(t->visitingHero)
  2202. giveSpells(t,t->visitingHero);
  2203. if(t->garrisonHero)
  2204. giveSpells(t,t->garrisonHero);
  2205. }
  2206. if(t->visitingHero)
  2207. vistiCastleObjects (t, t->visitingHero);
  2208. if(t->garrisonHero)
  2209. vistiCastleObjects (t, t->garrisonHero);
  2210. checkLossVictory(t->tempOwner);
  2211. return true;
  2212. }
  2213. bool CGameHandler::razeStructure (si32 tid, si32 bid)
  2214. {
  2215. ///incomplete, simply erases target building
  2216. CGTownInstance * t = static_cast<CGTownInstance*>(gs->map->objects[tid].get());
  2217. if (t->builtBuildings.find(bid) == t->builtBuildings.end())
  2218. return false;
  2219. RazeStructures rs;
  2220. rs.tid = tid;
  2221. rs.bid.insert(bid);
  2222. rs.destroyed = t->destroyed + 1;
  2223. sendAndApply(&rs);
  2224. //TODO: Remove dwellers
  2225. // if (t->subID == 4 && bid == 17) //Veil of Darkness
  2226. // {
  2227. // RemoveBonus rb(RemoveBonus::TOWN);
  2228. // rb.whoID = t->id;
  2229. // rb.source = Bonus::TOWN_STRUCTURE;
  2230. // rb.id = 17;
  2231. // sendAndApply(&rb);
  2232. // }
  2233. return true;
  2234. }
  2235. void CGameHandler::sendMessageToAll( const std::string &message )
  2236. {
  2237. SystemMessage sm;
  2238. sm.text = message;
  2239. sendToAllClients(&sm);
  2240. }
  2241. bool CGameHandler::recruitCreatures( si32 objid, ui32 crid, ui32 cram, si32 fromLvl )
  2242. {
  2243. const CGDwelling *dw = static_cast<CGDwelling*>(gs->map->objects[objid].get());
  2244. const CArmedInstance *dst = NULL;
  2245. const CCreature *c = VLC->creh->creatures[crid];
  2246. bool warMachine = c->hasBonusOfType(Bonus::SIEGE_WEAPON);
  2247. //TODO: test for owning
  2248. if(dw->ID == GameConstants::TOWNI_TYPE)
  2249. dst = (static_cast<const CGTownInstance *>(dw))->getUpperArmy();
  2250. else if(dw->ID == 17 || dw->ID == 20 || dw->ID == 78) //advmap dwelling
  2251. dst = getHero(gs->getPlayer(dw->tempOwner)->currentSelection); //TODO: check if current hero is really visiting dwelling
  2252. else if(dw->ID == 106)
  2253. dst = dynamic_cast<const CGHeroInstance *>(getTile(dw->visitablePos())->visitableObjects.back());
  2254. assert(dw && dst);
  2255. //verify
  2256. bool found = false;
  2257. int level = 0;
  2258. typedef std::pair<const int,int> Parka;
  2259. for(; level < dw->creatures.size(); level++) //iterate through all levels
  2260. {
  2261. if ( (fromLvl != -1) && ( level !=fromLvl ) )
  2262. continue;
  2263. const std::pair<ui32, std::vector<ui32> > &cur = dw->creatures[level]; //current level info <amount, list of cr. ids>
  2264. int i = 0;
  2265. for(; i < cur.second.size(); i++) //look for crid among available creatures list on current level
  2266. if(cur.second[i] == crid)
  2267. break;
  2268. if(i < cur.second.size())
  2269. {
  2270. found = true;
  2271. cram = std::min(cram, cur.first); //reduce recruited amount up to available amount
  2272. break;
  2273. }
  2274. }
  2275. int slot = dst->getSlotFor(crid);
  2276. if( (!found && complain("Cannot recruit: no such creatures!"))
  2277. || (cram > VLC->creh->creatures[crid]->maxAmount(gs->getPlayer(dst->tempOwner)->resources) && complain("Cannot recruit: lack of resources!"))
  2278. || (cram<=0 && complain("Cannot recruit: cram <= 0!"))
  2279. || (slot<0 && !warMachine && complain("Cannot recruit: no available slot!")))
  2280. {
  2281. return false;
  2282. }
  2283. //recruit
  2284. SetResources sr;
  2285. sr.player = dst->tempOwner;
  2286. sr.res = gs->getPlayer(dst->tempOwner)->resources - (c->cost * cram);
  2287. SetAvailableCreatures sac;
  2288. sac.tid = objid;
  2289. sac.creatures = dw->creatures;
  2290. sac.creatures[level].first -= cram;
  2291. sendAndApply(&sr);
  2292. sendAndApply(&sac);
  2293. if(warMachine)
  2294. {
  2295. const CGHeroInstance *h = dynamic_cast<const CGHeroInstance*>(dst);
  2296. if(!h)
  2297. COMPLAIN_RET("Only hero can buy war machines");
  2298. switch(crid)
  2299. {
  2300. case 146:
  2301. giveHeroNewArtifact(h, VLC->arth->artifacts[4], ArtifactPosition::MACH1);
  2302. break;
  2303. case 147:
  2304. giveHeroNewArtifact(h, VLC->arth->artifacts[6], ArtifactPosition::MACH3);
  2305. break;
  2306. case 148:
  2307. giveHeroNewArtifact(h, VLC->arth->artifacts[5], ArtifactPosition::MACH2);
  2308. break;
  2309. default:
  2310. complain("This war machine cannot be recruited!");
  2311. return false;
  2312. }
  2313. }
  2314. else
  2315. {
  2316. addToSlot(StackLocation(dst, slot), c, cram);
  2317. }
  2318. return true;
  2319. }
  2320. bool CGameHandler::upgradeCreature( ui32 objid, ui8 pos, ui32 upgID )
  2321. {
  2322. CArmedInstance *obj = static_cast<CArmedInstance*>(gs->map->objects[objid].get());
  2323. assert(obj->hasStackAtSlot(pos));
  2324. UpgradeInfo ui = gs->getUpgradeInfo(obj->getStack(pos));
  2325. int player = obj->tempOwner;
  2326. const PlayerState *p = getPlayer(player);
  2327. int crQuantity = obj->stacks[pos]->count;
  2328. int newIDpos= vstd::find_pos(ui.newID, upgID);//get position of new id in UpgradeInfo
  2329. TResources totalCost = ui.cost[newIDpos] * crQuantity;
  2330. //check if upgrade is possible
  2331. if( (ui.oldID<0 || newIDpos == -1 ) && complain("That upgrade is not possible!"))
  2332. {
  2333. return false;
  2334. }
  2335. //check if player has enough resources
  2336. if(!p->resources.canAfford(totalCost))
  2337. COMPLAIN_RET("Cannot upgrade, not enough resources!");
  2338. //take resources
  2339. SetResources sr;
  2340. sr.player = player;
  2341. sr.res = p->resources - totalCost;
  2342. sendAndApply(&sr);
  2343. //upgrade creature
  2344. changeStackType(StackLocation(obj, pos), VLC->creh->creatures[upgID]);
  2345. return true;
  2346. }
  2347. bool CGameHandler::changeStackType(const StackLocation &sl, CCreature *c)
  2348. {
  2349. if(!sl.army->hasStackAtSlot(sl.slot))
  2350. COMPLAIN_RET("Cannot find a stack to change type");
  2351. SetStackType sst;
  2352. sst.sl = sl;
  2353. sst.type = c;
  2354. sendAndApply(&sst);
  2355. return true;
  2356. }
  2357. void CGameHandler::moveArmy(const CArmedInstance *src, const CArmedInstance *dst, bool allowMerging)
  2358. {
  2359. assert(src->canBeMergedWith(*dst, allowMerging));
  2360. while(src->stacksCount())//while there are unmoved creatures
  2361. {
  2362. TSlots::const_iterator i = src->Slots().begin(); //iterator to stack to move
  2363. StackLocation sl(src, i->first); //location of stack to move
  2364. TSlot pos = dst->getSlotFor(i->second->type);
  2365. if(pos < 0)
  2366. {
  2367. //try to merge two other stacks to make place
  2368. std::pair<TSlot, TSlot> toMerge;
  2369. if(dst->mergableStacks(toMerge, i->first) && allowMerging)
  2370. {
  2371. moveStack(StackLocation(dst, toMerge.first), StackLocation(dst, toMerge.second)); //merge toMerge.first into toMerge.second
  2372. assert(!dst->hasStackAtSlot(toMerge.first)); //we have now a new free slot
  2373. moveStack(sl, StackLocation(dst, toMerge.first)); //move stack to freed slot
  2374. }
  2375. else
  2376. {
  2377. complain("Unexpected failure during an attempt to move army from " + src->nodeName() + " to " + dst->nodeName() + "!");
  2378. return;
  2379. }
  2380. }
  2381. else
  2382. {
  2383. moveStack(sl, StackLocation(dst, pos));
  2384. }
  2385. }
  2386. }
  2387. bool CGameHandler::garrisonSwap( si32 tid )
  2388. {
  2389. CGTownInstance *town = gs->getTown(tid);
  2390. if(!town->garrisonHero && town->visitingHero) //visiting => garrison, merge armies: town army => hero army
  2391. {
  2392. if(!town->visitingHero->canBeMergedWith(*town))
  2393. {
  2394. complain("Cannot make garrison swap, not enough free slots!");
  2395. return false;
  2396. }
  2397. moveArmy(town, town->visitingHero, true);
  2398. SetHeroesInTown intown;
  2399. intown.tid = tid;
  2400. intown.visiting = -1;
  2401. intown.garrison = town->visitingHero->id;
  2402. sendAndApply(&intown);
  2403. return true;
  2404. }
  2405. else if (town->garrisonHero && !town->visitingHero) //move hero out of the garrison
  2406. {
  2407. //check if moving hero out of town will break 8 wandering heroes limit
  2408. if(getHeroCount(town->garrisonHero->tempOwner,false) >= 8)
  2409. {
  2410. complain("Cannot move hero out of the garrison, there are already 8 wandering heroes!");
  2411. return false;
  2412. }
  2413. SetHeroesInTown intown;
  2414. intown.tid = tid;
  2415. intown.garrison = -1;
  2416. intown.visiting = town->garrisonHero->id;
  2417. sendAndApply(&intown);
  2418. return true;
  2419. }
  2420. else if(!!town->garrisonHero && town->visitingHero) //swap visiting and garrison hero
  2421. {
  2422. SetHeroesInTown intown;
  2423. intown.tid = tid;
  2424. intown.garrison = town->visitingHero->id;
  2425. intown.visiting = town->garrisonHero->id;
  2426. sendAndApply(&intown);
  2427. return true;
  2428. }
  2429. else
  2430. {
  2431. complain("Cannot swap garrison hero!");
  2432. return false;
  2433. }
  2434. }
  2435. // With the amount of changes done to the function, it's more like transferArtifacts.
  2436. // 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.
  2437. bool CGameHandler::moveArtifact(const ArtifactLocation &al1, const ArtifactLocation &al2)
  2438. {
  2439. ArtifactLocation src = al1, dst = al2;
  2440. const int srcPlayer = src.owningPlayer(), dstPlayer = dst.owningPlayer();
  2441. const CArmedInstance *srcObj = src.relatedObj(), *dstObj = dst.relatedObj();
  2442. // Make sure exchange is even possible between the two heroes.
  2443. if(!isAllowedExchange(srcObj->id, dstObj->id))
  2444. COMPLAIN_RET("That heroes cannot make any exchange!");
  2445. const CArtifactInstance *srcArtifact = src.getArt();
  2446. const CArtifactInstance *destArtifact = dst.getArt();
  2447. if (srcArtifact == NULL)
  2448. COMPLAIN_RET("No artifact to move!");
  2449. if (destArtifact && srcPlayer != dstPlayer)
  2450. COMPLAIN_RET("Can't touch artifact on hero of another player!");
  2451. // Check if src/dest slots are appropriate for the artifacts exchanged.
  2452. // Moving to the backpack is always allowed.
  2453. if ((!srcArtifact || dst.slot < GameConstants::BACKPACK_START)
  2454. && srcArtifact && !srcArtifact->canBePutAt(dst, true))
  2455. COMPLAIN_RET("Cannot move artifact!");
  2456. if ((srcArtifact && srcArtifact->artType->id == GameConstants::ID_LOCK) || (destArtifact && destArtifact->artType->id == GameConstants::ID_LOCK))
  2457. COMPLAIN_RET("Cannot move artifact locks.");
  2458. if (dst.slot >= GameConstants::BACKPACK_START && srcArtifact->artType->isBig())
  2459. COMPLAIN_RET("Cannot put big artifacts in backpack!");
  2460. if (src.slot == ArtifactPosition::MACH4 || dst.slot == ArtifactPosition::MACH4)
  2461. COMPLAIN_RET("Cannot move catapult!");
  2462. if(dst.slot >= GameConstants::BACKPACK_START)
  2463. vstd::amin(dst.slot, GameConstants::BACKPACK_START + dst.getHolderArtSet()->artifactsInBackpack.size());
  2464. if (src.slot == dst.slot && src.artHolder == dst.artHolder)
  2465. COMPLAIN_RET("Won't move artifact: Dest same as source!");
  2466. if(dst.slot < GameConstants::BACKPACK_START && destArtifact) //moving art to another slot
  2467. {
  2468. //old artifact must be removed first
  2469. moveArtifact(dst, ArtifactLocation(dst.artHolder, dst.getHolderArtSet()->artifactsInBackpack.size() + GameConstants::BACKPACK_START));
  2470. }
  2471. MoveArtifact ma;
  2472. ma.src = src;
  2473. ma.dst = dst;
  2474. sendAndApply(&ma);
  2475. return true;
  2476. }
  2477. /**
  2478. * Assembles or disassembles a combination artifact.
  2479. * @param heroID ID of hero holding the artifact(s).
  2480. * @param artifactSlot The worn slot ID of the combination- or constituent artifact.
  2481. * @param assemble True for assembly operation, false for disassembly.
  2482. * @param assembleTo If assemble is true, this represents the artifact ID of the combination
  2483. * artifact to assemble to. Otherwise it's not used.
  2484. */
  2485. bool CGameHandler::assembleArtifacts (si32 heroID, ui16 artifactSlot, bool assemble, ui32 assembleTo)
  2486. {
  2487. CGHeroInstance *hero = gs->getHero(heroID);
  2488. const CArtifactInstance *destArtifact = hero->getArt(artifactSlot);
  2489. if(!destArtifact)
  2490. COMPLAIN_RET("assembleArtifacts: there is no such artifact instance!");
  2491. if(assemble)
  2492. {
  2493. CArtifact *combinedArt = VLC->arth->artifacts[assembleTo];
  2494. if(!combinedArt->constituents)
  2495. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to assemble is not a combined artifacts!");
  2496. if(!vstd::contains(destArtifact->assemblyPossibilities(hero), combinedArt))
  2497. COMPLAIN_RET("assembleArtifacts: It's impossible to assemble requested artifact!");
  2498. AssembledArtifact aa;
  2499. aa.al = ArtifactLocation(hero, artifactSlot);
  2500. aa.builtArt = combinedArt;
  2501. sendAndApply(&aa);
  2502. }
  2503. else
  2504. {
  2505. if(!destArtifact->artType->constituents)
  2506. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble is not a combined artifact!");
  2507. DisassembledArtifact da;
  2508. da.al = ArtifactLocation(hero, artifactSlot);
  2509. sendAndApply(&da);
  2510. }
  2511. return false;
  2512. }
  2513. bool CGameHandler::buyArtifact( ui32 hid, si32 aid )
  2514. {
  2515. CGHeroInstance *hero = gs->getHero(hid);
  2516. CGTownInstance *town = hero->visitedTown;
  2517. if(aid==0) //spellbook
  2518. {
  2519. if((!vstd::contains(town->builtBuildings,si32(EBuilding::MAGES_GUILD_1)) && complain("Cannot buy a spellbook, no mage guild in the town!"))
  2520. || (getResource(hero->getOwner(), Res::GOLD) < GameConstants::SPELLBOOK_GOLD_COST && complain("Cannot buy a spellbook, not enough gold!") )
  2521. || (hero->getArt(ArtifactPosition::SPELLBOOK) && complain("Cannot buy a spellbook, hero already has a one!"))
  2522. )
  2523. return false;
  2524. giveResource(hero->getOwner(),Res::GOLD,-GameConstants::SPELLBOOK_GOLD_COST);
  2525. giveHeroNewArtifact(hero, VLC->arth->artifacts[0], ArtifactPosition::SPELLBOOK);
  2526. assert(hero->getArt(ArtifactPosition::SPELLBOOK));
  2527. giveSpells(town,hero);
  2528. return true;
  2529. }
  2530. else if(aid < 7 && aid > 3) //war machine
  2531. {
  2532. int price = VLC->arth->artifacts[aid]->price;
  2533. if((hero->getArt(9+aid) && complain("Hero already has this machine!"))
  2534. || (!vstd::contains(town->builtBuildings,si32(EBuilding::BLACKSMITH)) && complain("No blackismith!"))
  2535. || (gs->getPlayer(hero->getOwner())->resources[Res::GOLD] < price && complain("Not enough gold!")) //no gold
  2536. || ((!(town->subID == 6 && vstd::contains(town->builtBuildings,si32(EBuilding::SPECIAL_3) ) )
  2537. && town->town->warMachine!= aid ) && complain("This machine is unavailable here!")))
  2538. {
  2539. return false;
  2540. }
  2541. giveResource(hero->getOwner(),Res::GOLD,-price);
  2542. giveHeroNewArtifact(hero, VLC->arth->artifacts[aid], 9+aid);
  2543. return true;
  2544. }
  2545. return false;
  2546. }
  2547. bool CGameHandler::buyArtifact(const IMarket *m, const CGHeroInstance *h, int rid, int aid)
  2548. {
  2549. if(!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_ARTIFACT), aid))
  2550. COMPLAIN_RET("That artifact is unavailable!");
  2551. int b1, b2;
  2552. m->getOffer(rid, aid, b1, b2, EMarketMode::RESOURCE_ARTIFACT);
  2553. if(getResource(h->tempOwner, rid) < b1)
  2554. COMPLAIN_RET("You can't afford to buy this artifact!");
  2555. SetResource sr;
  2556. sr.player = h->tempOwner;
  2557. sr.resid = rid;
  2558. sr.val = getResource(h->tempOwner, rid) - b1;
  2559. sendAndApply(&sr);
  2560. SetAvailableArtifacts saa;
  2561. if(m->o->ID == GameConstants::TOWNI_TYPE)
  2562. {
  2563. saa.id = -1;
  2564. saa.arts = CGTownInstance::merchantArtifacts;
  2565. }
  2566. else if(const CGBlackMarket *bm = dynamic_cast<const CGBlackMarket *>(m->o)) //black market
  2567. {
  2568. saa.id = bm->id;
  2569. saa.arts = bm->artifacts;
  2570. }
  2571. else
  2572. COMPLAIN_RET("Wrong marktet...");
  2573. bool found = false;
  2574. BOOST_FOREACH(const CArtifact *&art, saa.arts)
  2575. {
  2576. if(art && art->id == aid)
  2577. {
  2578. art = NULL;
  2579. found = true;
  2580. break;
  2581. }
  2582. }
  2583. if(!found)
  2584. COMPLAIN_RET("Cannot find selected artifact on the list");
  2585. sendAndApply(&saa);
  2586. giveHeroNewArtifact(h, VLC->arth->artifacts[aid], -2);
  2587. return true;
  2588. }
  2589. bool CGameHandler::sellArtifact(const IMarket *m, const CGHeroInstance *h, int aid, int rid)
  2590. {
  2591. const CArtifactInstance *art = h->getArtByInstanceId(aid);
  2592. if(!art)
  2593. COMPLAIN_RET("There is no artifact to sell!");
  2594. if(art->artType->id < 7)
  2595. COMPLAIN_RET("Cannot sell a war machine or spellbook!");
  2596. int resVal = 0, dump = 1;
  2597. m->getOffer(art->artType->id, rid, dump, resVal, EMarketMode::ARTIFACT_RESOURCE);
  2598. removeArtifact(ArtifactLocation(h, h->getArtPos(art)));
  2599. giveResource(h->tempOwner, rid, resVal);
  2600. return true;
  2601. }
  2602. //void CGameHandler::lootArtifacts (TArtHolder source, TArtHolder dest, std::vector<ui32> &arts)
  2603. //{
  2604. // //const CGHeroInstance * h1 = dynamic_cast<CGHeroInstance *> source;
  2605. // //auto s = boost::apply_visitor(GetArtifactSetPtr(), source);
  2606. // {
  2607. // }
  2608. //}
  2609. bool CGameHandler::buySecSkill( const IMarket *m, const CGHeroInstance *h, int skill)
  2610. {
  2611. if (!h)
  2612. COMPLAIN_RET("You need hero to buy a skill!");
  2613. if (h->getSecSkillLevel(static_cast<CGHeroInstance::SecondarySkill>(skill)))
  2614. COMPLAIN_RET("Hero already know this skill");
  2615. if (h->secSkills.size() >= GameConstants::SKILL_PER_HERO)//can't learn more skills
  2616. COMPLAIN_RET("Hero can't learn any more skills");
  2617. if (h->type->heroClass->proSec[skill]==0)//can't learn this skill (like necromancy for most of non-necros)
  2618. COMPLAIN_RET("The hero can't learn this skill!");
  2619. if(!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_SKILL), skill))
  2620. COMPLAIN_RET("That skill is unavailable!");
  2621. if(getResource(h->tempOwner, Res::GOLD) < 2000)//TODO: remove hardcoded resource\summ?
  2622. COMPLAIN_RET("You can't afford to buy this skill");
  2623. SetResource sr;
  2624. sr.player = h->tempOwner;
  2625. sr.resid = Res::GOLD;
  2626. sr.val = getResource(h->tempOwner, Res::GOLD) - 2000;
  2627. sendAndApply(&sr);
  2628. changeSecSkill(h->id, skill, 1, true);
  2629. return true;
  2630. }
  2631. bool CGameHandler::tradeResources(const IMarket *market, ui32 val, ui8 player, ui32 id1, ui32 id2)
  2632. {
  2633. int r1 = gs->getPlayer(player)->resources[id1],
  2634. r2 = gs->getPlayer(player)->resources[id2];
  2635. vstd::amin(val, r1); //can't trade more resources than have
  2636. int b1, b2; //base quantities for trade
  2637. market->getOffer(id1, id2, b1, b2, EMarketMode::RESOURCE_RESOURCE);
  2638. int units = val / b1; //how many base quantities we trade
  2639. if(val%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  2640. {
  2641. //TODO: complain?
  2642. assert(0);
  2643. }
  2644. SetResource sr;
  2645. sr.player = player;
  2646. sr.resid = id1;
  2647. sr.val = r1 - b1 * units;
  2648. sendAndApply(&sr);
  2649. sr.resid = id2;
  2650. sr.val = r2 + b2 * units;
  2651. sendAndApply(&sr);
  2652. return true;
  2653. }
  2654. bool CGameHandler::sellCreatures(ui32 count, const IMarket *market, const CGHeroInstance * hero, ui32 slot, ui32 resourceID)
  2655. {
  2656. if(!vstd::contains(hero->Slots(), slot))
  2657. COMPLAIN_RET("Hero doesn't have any creature in that slot!");
  2658. const CStackInstance &s = hero->getStack(slot);
  2659. if( s.count < count //can't sell more creatures than have
  2660. || (hero->Slots().size() == 1 && hero->needsLastStack() && s.count == count)) //can't sell last stack
  2661. {
  2662. COMPLAIN_RET("Not enough creatures in army!");
  2663. }
  2664. int b1, b2; //base quantities for trade
  2665. market->getOffer(s.type->idNumber, resourceID, b1, b2, EMarketMode::CREATURE_RESOURCE);
  2666. int units = count / b1; //how many base quantities we trade
  2667. if(count%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  2668. {
  2669. //TODO: complain?
  2670. assert(0);
  2671. }
  2672. changeStackCount(StackLocation(hero, slot), -count);
  2673. SetResource sr;
  2674. sr.player = hero->tempOwner;
  2675. sr.resid = resourceID;
  2676. sr.val = getResource(hero->tempOwner, resourceID) + b2 * units;
  2677. sendAndApply(&sr);
  2678. return true;
  2679. }
  2680. bool CGameHandler::transformInUndead(const IMarket *market, const CGHeroInstance * hero, ui32 slot)
  2681. {
  2682. const CArmedInstance *army = NULL;
  2683. if (hero)
  2684. army = hero;
  2685. else
  2686. army = dynamic_cast<const CGTownInstance *>(market->o);
  2687. if (!army)
  2688. COMPLAIN_RET("Incorrect call to transform in undead!");
  2689. if(!army->hasStackAtSlot(slot))
  2690. COMPLAIN_RET("Army doesn't have any creature in that slot!");
  2691. const CStackInstance &s = army->getStack(slot);
  2692. int resCreature;//resulting creature - bone dragons or skeletons
  2693. if (s.hasBonusOfType(Bonus::DRAGON_NATURE))
  2694. resCreature = 68;
  2695. else
  2696. resCreature = 56;
  2697. changeStackType(StackLocation(army, slot), VLC->creh->creatures[resCreature]);
  2698. return true;
  2699. }
  2700. bool CGameHandler::sendResources(ui32 val, ui8 player, ui32 r1, ui32 r2)
  2701. {
  2702. const PlayerState *p2 = gs->getPlayer(r2, false);
  2703. if(!p2 || p2->status != PlayerState::INGAME)
  2704. {
  2705. complain("Dest player must be in game!");
  2706. return false;
  2707. }
  2708. si32 curRes1 = gs->getPlayer(player)->resources[r1], curRes2 = gs->getPlayer(r2)->resources[r1];
  2709. val = std::min(si32(val),curRes1);
  2710. SetResource sr;
  2711. sr.player = player;
  2712. sr.resid = r1;
  2713. sr.val = curRes1 - val;
  2714. sendAndApply(&sr);
  2715. sr.player = r2;
  2716. sr.val = curRes2 + val;
  2717. sendAndApply(&sr);
  2718. return true;
  2719. }
  2720. bool CGameHandler::setFormation( si32 hid, ui8 formation )
  2721. {
  2722. gs->getHero(hid)-> formation = formation;
  2723. return true;
  2724. }
  2725. bool CGameHandler::hireHero(const CGObjectInstance *obj, ui8 hid, ui8 player)
  2726. {
  2727. const PlayerState *p = gs->getPlayer(player);
  2728. const CGTownInstance *t = gs->getTown(obj->id);
  2729. //common preconditions
  2730. if( (p->resources[Res::GOLD]<2500 && complain("Not enough gold for buying hero!"))
  2731. || (getHeroCount(player, false) >= GameConstants::MAX_HEROES_PER_PLAYER && complain("Cannot hire hero, only 8 wandering heroes are allowed!")))
  2732. return false;
  2733. if(t) //tavern in town
  2734. {
  2735. if( (!vstd::contains(t->builtBuildings,EBuilding::TAVERN) && complain("No tavern!"))
  2736. || (t->visitingHero && complain("There is visiting hero - no place!")))
  2737. return false;
  2738. }
  2739. else if(obj->ID == 95) //Tavern on adv map
  2740. {
  2741. if(getTile(obj->visitablePos())->visitableObjects.back() != obj && complain("Tavern entry must be unoccupied!"))
  2742. return false;
  2743. }
  2744. const CGHeroInstance *nh = p->availableHeroes[hid];
  2745. assert(nh);
  2746. HeroRecruited hr;
  2747. hr.tid = obj->id;
  2748. hr.hid = nh->subID;
  2749. hr.player = player;
  2750. hr.tile = obj->visitablePos() + nh->getVisitableOffset();
  2751. sendAndApply(&hr);
  2752. bmap<ui32, ConstTransitivePtr<CGHeroInstance> > pool = gs->unusedHeroesFromPool();
  2753. const CGHeroInstance *theOtherHero = p->availableHeroes[!hid];
  2754. const CGHeroInstance *newHero = gs->hpool.pickHeroFor(false, player, getNativeTown(player), pool, theOtherHero->type->heroClass);
  2755. SetAvailableHeroes sah;
  2756. sah.player = player;
  2757. if(newHero)
  2758. {
  2759. sah.hid[hid] = newHero->subID;
  2760. sah.army[hid].clear();
  2761. sah.army[hid].setCreature(0, VLC->creh->nameToID[newHero->type->refTypeStack[0]],1);
  2762. }
  2763. else
  2764. sah.hid[hid] = -1;
  2765. sah.hid[!hid] = theOtherHero ? theOtherHero->subID : -1;
  2766. sendAndApply(&sah);
  2767. SetResource sr;
  2768. sr.player = player;
  2769. sr.resid = Res::GOLD;
  2770. sr.val = p->resources[Res::GOLD] - 2500;
  2771. sendAndApply(&sr);
  2772. if(t)
  2773. {
  2774. vistiCastleObjects (t, nh);
  2775. giveSpells (t,nh);
  2776. }
  2777. return true;
  2778. }
  2779. bool CGameHandler::queryReply(ui32 qid, ui32 answer, ui8 player)
  2780. {
  2781. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  2782. states.removeQuery(player, qid);
  2783. if(vstd::contains(callbacks,qid))
  2784. {
  2785. CFunctionList<void(ui32)> callb = callbacks[qid];
  2786. callbacks.erase(qid);
  2787. if(callb)
  2788. callb(answer);
  2789. }
  2790. else
  2791. {
  2792. complain("Unknown query reply!");
  2793. return false;
  2794. }
  2795. return true;
  2796. }
  2797. static EndAction end_action;
  2798. bool CGameHandler::makeBattleAction( BattleAction &ba )
  2799. {
  2800. tlog1 << "\tMaking action of type " << ba.actionType << std::endl;
  2801. bool ok = true;
  2802. const CStack *stack = battleGetStackByID(ba.stackNumber); //may be nullptr if action is not about stack
  2803. const bool isAboutActiveStack = stack && (stack == battleActiveStack());
  2804. switch(ba.actionType)
  2805. {
  2806. case BattleAction::WALK: //walk
  2807. case BattleAction::DEFEND: //defend
  2808. case BattleAction::WAIT: //wait
  2809. case BattleAction::WALK_AND_ATTACK: //walk or attack
  2810. case BattleAction::SHOOT: //shoot
  2811. case BattleAction::CATAPULT: //catapult
  2812. case BattleAction::STACK_HEAL: //healing with First Aid Tent
  2813. case BattleAction::DAEMON_SUMMONING:
  2814. case BattleAction::MONSTER_SPELL:
  2815. if(!stack)
  2816. {
  2817. complain("No such stack!");
  2818. return false;
  2819. }
  2820. if(!stack->alive())
  2821. {
  2822. complain("This stack is dead: " + stack->nodeName());
  2823. return false;
  2824. }
  2825. if(!isAboutActiveStack)
  2826. {
  2827. complain("Action has to be about active stack!");
  2828. return false;
  2829. }
  2830. }
  2831. switch(ba.actionType)
  2832. {
  2833. case BattleAction::END_TACTIC_PHASE: //wait
  2834. {
  2835. StartAction start_action(ba);
  2836. sendAndApply(&start_action);
  2837. sendAndApply(&end_action);
  2838. break;
  2839. }
  2840. case BattleAction::WALK: //walk
  2841. {
  2842. StartAction start_action(ba);
  2843. sendAndApply(&start_action); //start movement
  2844. int walkedTiles = moveStack(ba.stackNumber,ba.destinationTile); //move
  2845. if(!walkedTiles)
  2846. complain("Stack failed movement!");
  2847. sendAndApply(&end_action);
  2848. break;
  2849. }
  2850. case BattleAction::DEFEND: //defend
  2851. {
  2852. //defensive stance //TODO: remove this bonus when stack becomes active
  2853. SetStackEffect sse;
  2854. sse.effect.push_back( Bonus(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, 20, -1, PrimarySkill::DEFENSE, Bonus::PERCENT_TO_ALL) );
  2855. sse.effect.push_back( Bonus(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, gs->curB->stacks[ba.stackNumber]->valOfBonuses(Bonus::DEFENSIVE_STANCE),
  2856. -1, PrimarySkill::DEFENSE, Bonus::ADDITIVE_VALUE));
  2857. sse.stacks.push_back(ba.stackNumber);
  2858. sendAndApply(&sse);
  2859. //don't break - we share code with next case
  2860. }
  2861. case BattleAction::WAIT: //wait
  2862. {
  2863. StartAction start_action(ba);
  2864. sendAndApply(&start_action);
  2865. sendAndApply(&end_action);
  2866. break;
  2867. }
  2868. case BattleAction::RETREAT: //retreat/flee
  2869. {
  2870. if(!gs->curB->battleCanFlee(gs->curB->sides[ba.side]))
  2871. complain("Cannot retreat!");
  2872. else
  2873. setBattleResult(1, !ba.side); //surrendering side loses
  2874. break;
  2875. }
  2876. case BattleAction::SURRENDER:
  2877. {
  2878. int player = gs->curB->sides[ba.side];
  2879. int cost = gs->curB->battleGetSurrenderCost(player);
  2880. if(cost < 0)
  2881. complain("Cannot surrender!");
  2882. else if(getResource(player, Res::GOLD) < cost)
  2883. complain("Not enough gold to surrender!");
  2884. else
  2885. {
  2886. giveResource(player, Res::GOLD, -cost);
  2887. setBattleResult(2, !ba.side); //surrendering side loses
  2888. }
  2889. break;
  2890. }
  2891. break;
  2892. case BattleAction::WALK_AND_ATTACK: //walk or attack
  2893. {
  2894. StartAction start_action(ba);
  2895. sendAndApply(&start_action); //start movement and attack
  2896. int startingPos = stack->position;
  2897. int distance = moveStack(ba.stackNumber, ba.destinationTile);
  2898. const CStack *stackAtEnd = gs->curB->battleGetStackByPos(ba.additionalInfo);
  2899. if(!stack || !stackAtEnd)
  2900. {
  2901. sendAndApply(&end_action);
  2902. break;
  2903. }
  2904. tlog5 << stack->nodeName() << " will attack " << stackAtEnd->nodeName() << std::endl;
  2905. if(stack->position != ba.destinationTile //we wasn't able to reach destination tile
  2906. && !(stack->doubleWide()
  2907. && ( stack->position == ba.destinationTile + (stack->attackerOwned ? +1 : -1 ) )
  2908. ) //nor occupy specified hex
  2909. )
  2910. {
  2911. std::string problem = "We cannot move this stack to its destination " + stack->getCreature()->namePl;
  2912. tlog3 << problem << std::endl;
  2913. complain(problem);
  2914. ok = false;
  2915. sendAndApply(&end_action);
  2916. break;
  2917. }
  2918. if(stackAtEnd && stack->ID == stackAtEnd->ID) //we should just move, it will be handled by following check
  2919. {
  2920. stackAtEnd = NULL;
  2921. }
  2922. if(!stackAtEnd)
  2923. {
  2924. complain(boost::str(boost::format("walk and attack error: no stack at additionalInfo tile (%d)!\n") % ba.additionalInfo));
  2925. ok = false;
  2926. sendAndApply(&end_action);
  2927. break;
  2928. }
  2929. if( !CStack::isMeleeAttackPossible(stack, stackAtEnd) )
  2930. {
  2931. complain("Attack cannot be performed!");
  2932. sendAndApply(&end_action);
  2933. ok = false;
  2934. break;
  2935. }
  2936. //attack
  2937. {
  2938. BattleAttack bat;
  2939. prepareAttack(bat, stack, stackAtEnd, distance, ba.additionalInfo);
  2940. handleAttackBeforeCasting(bat); //only before first attack
  2941. sendAndApply(&bat);
  2942. handleAfterAttackCasting(bat);
  2943. }
  2944. //counterattack
  2945. if(!stack->hasBonusOfType(Bonus::BLOCKS_RETALIATION)
  2946. && stackAtEnd->ableToRetaliate()
  2947. && stack->alive()) //attacker may have died (fire shield)
  2948. {
  2949. BattleAttack bat;
  2950. prepareAttack(bat, stackAtEnd, stack, 0, stack->position);
  2951. bat.flags |= BattleAttack::COUNTER;
  2952. sendAndApply(&bat);
  2953. handleAfterAttackCasting(bat);
  2954. }
  2955. //second attack
  2956. if(stack //FIXME: clones tend to dissapear during actions
  2957. && stack->valOfBonuses(Bonus::ADDITIONAL_ATTACK) > 0
  2958. && !stack->hasBonusOfType(Bonus::SHOOTER)
  2959. && stack->alive()
  2960. && stackAtEnd->alive() )
  2961. {
  2962. BattleAttack bat;
  2963. prepareAttack(bat, stack, stackAtEnd, 0, ba.additionalInfo);
  2964. sendAndApply(&bat);
  2965. handleAfterAttackCasting(bat);
  2966. }
  2967. //return
  2968. if(stack->hasBonusOfType(Bonus::RETURN_AFTER_STRIKE) && startingPos != stack->position && stack->alive())
  2969. {
  2970. moveStack(ba.stackNumber, startingPos);
  2971. //NOTE: curStack->ID == ba.stackNumber (rev 1431)
  2972. }
  2973. sendAndApply(&end_action);
  2974. break;
  2975. }
  2976. case BattleAction::SHOOT: //shoot
  2977. {
  2978. const CStack *destStack= gs->curB->battleGetStackByPos(ba.destinationTile);
  2979. if( !gs->curB->battleCanShoot(stack, ba.destinationTile) )
  2980. {
  2981. complain("Cannot shoot!");
  2982. break;
  2983. }
  2984. StartAction start_action(ba);
  2985. sendAndApply(&start_action); //start shooting
  2986. {
  2987. BattleAttack bat;
  2988. bat.flags |= BattleAttack::SHOT;
  2989. prepareAttack(bat, stack, destStack, 0, ba.destinationTile);
  2990. handleAttackBeforeCasting(bat);
  2991. sendAndApply(&bat);
  2992. handleAfterAttackCasting(bat);
  2993. }
  2994. //ballista & artillery handling
  2995. if(destStack->alive() && stack->getCreature()->idNumber == 146)
  2996. {
  2997. BattleAttack bat2;
  2998. bat2.flags |= BattleAttack::SHOT;
  2999. prepareAttack(bat2, stack, destStack, 0, ba.destinationTile);
  3000. sendAndApply(&bat2);
  3001. }
  3002. //TODO: allow more than one additional attack
  3003. if(stack->valOfBonuses(Bonus::ADDITIONAL_ATTACK) > 0 //if unit shots twice let's make another shot
  3004. && stack->alive()
  3005. && destStack->alive()
  3006. && stack->shots
  3007. )
  3008. {
  3009. BattleAttack bat;
  3010. bat.flags |= BattleAttack::SHOT;
  3011. prepareAttack(bat, stack, destStack, 0, ba.destinationTile);
  3012. sendAndApply(&bat);
  3013. handleAfterAttackCasting(bat);
  3014. }
  3015. sendAndApply(&end_action);
  3016. break;
  3017. }
  3018. case BattleAction::CATAPULT: //catapult
  3019. {
  3020. StartAction start_action(ba);
  3021. sendAndApply(&start_action);
  3022. const CGHeroInstance * attackingHero = gs->curB->heroes[ba.side];
  3023. CHeroHandler::SBallisticsLevelInfo sbi = VLC->heroh->ballistics[attackingHero->getSecSkillLevel(CGHeroInstance::BALLISTICS)];
  3024. int attackedPart = gs->curB->battleHexToWallPart(ba.destinationTile);
  3025. if(attackedPart < 0)
  3026. {
  3027. complain("catapult tried to attack non-catapultable hex!");
  3028. break;
  3029. }
  3030. int wallInitHP = gs->curB->si.wallState[attackedPart];
  3031. int dmgAlreadyDealt = 0; //in successive iterations damage is dealt but not yet subtracted from wall's HPs
  3032. for(int g=0; g<sbi.shots; ++g)
  3033. {
  3034. if(wallInitHP + dmgAlreadyDealt == 3) //it's not destroyed
  3035. continue;
  3036. CatapultAttack ca; //package for clients
  3037. std::pair< std::pair< ui8, si16 >, ui8> attack; //<< attackedPart , destination tile >, damageDealt >
  3038. attack.first.first = attackedPart;
  3039. attack.first.second = ba.destinationTile;
  3040. attack.second = 0;
  3041. int chanceForHit = 0;
  3042. int dmgChance[] = { sbi.noDmg, sbi.oneDmg, sbi.twoDmg }; //dmgChance[i] - chance for doing i dmg when hit is successful
  3043. switch(attackedPart)
  3044. {
  3045. case 0: //keep
  3046. chanceForHit = sbi.keep;
  3047. break;
  3048. case 1: //bottom tower
  3049. case 6: //upper tower
  3050. chanceForHit = sbi.tower;
  3051. break;
  3052. case 2: //bottom wall
  3053. case 3: //below gate
  3054. case 4: //over gate
  3055. case 5: //upper wall
  3056. chanceForHit = sbi.wall;
  3057. break;
  3058. case 7: //gate
  3059. chanceForHit = sbi.gate;
  3060. break;
  3061. }
  3062. if(rand()%100 <= chanceForHit) //hit is successful
  3063. {
  3064. int dmgRand = rand()%100;
  3065. //accumulating dmgChance
  3066. dmgChance[1] += dmgChance[0];
  3067. dmgChance[2] += dmgChance[1];
  3068. //calculating dealt damage
  3069. for(int v = 0; v < ARRAY_COUNT(dmgChance); ++v)
  3070. {
  3071. if(dmgRand <= dmgChance[v])
  3072. {
  3073. attack.second = std::min(3 - dmgAlreadyDealt - wallInitHP, v);
  3074. dmgAlreadyDealt += attack.second;
  3075. break;
  3076. }
  3077. }
  3078. //removing creatures in turrets / keep if one is destroyed
  3079. if(attack.second > 0 && (attackedPart == 0 || attackedPart == 1 || attackedPart == 6))
  3080. {
  3081. int posRemove = -1;
  3082. switch(attackedPart)
  3083. {
  3084. case 0: //keep
  3085. posRemove = -2;
  3086. break;
  3087. case 1: //bottom tower
  3088. posRemove = -3;
  3089. break;
  3090. case 6: //upper tower
  3091. posRemove = -4;
  3092. break;
  3093. }
  3094. BattleStacksRemoved bsr;
  3095. for(int g=0; g<gs->curB->stacks.size(); ++g)
  3096. {
  3097. if(gs->curB->stacks[g]->position == posRemove)
  3098. {
  3099. bsr.stackIDs.insert( gs->curB->stacks[g]->ID );
  3100. break;
  3101. }
  3102. }
  3103. sendAndApply(&bsr);
  3104. }
  3105. }
  3106. ca.attacker = ba.stackNumber;
  3107. ca.attackedParts.insert(attack);
  3108. sendAndApply(&ca);
  3109. }
  3110. sendAndApply(&end_action);
  3111. break;
  3112. }
  3113. case BattleAction::STACK_HEAL: //healing with First Aid Tent
  3114. {
  3115. StartAction start_action(ba);
  3116. sendAndApply(&start_action);
  3117. const CGHeroInstance * attackingHero = gs->curB->heroes[ba.side];
  3118. const CStack *healer = gs->curB->battleGetStackByID(ba.stackNumber),
  3119. *destStack = gs->curB->battleGetStackByPos(ba.destinationTile);
  3120. if(healer == NULL || destStack == NULL || !healer->hasBonusOfType(Bonus::HEALER))
  3121. {
  3122. complain("There is either no healer, no destination, or healer cannot heal :P");
  3123. }
  3124. int maxHealable = destStack->MaxHealth() - destStack->firstHPleft;
  3125. int maxiumHeal = healer->count * std::max(10, attackingHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, CGHeroInstance::FIRST_AID));
  3126. int healed = std::min(maxHealable, maxiumHeal);
  3127. if(healed == 0)
  3128. {
  3129. //nothing to heal.. should we complain?
  3130. }
  3131. else
  3132. {
  3133. StacksHealedOrResurrected shr;
  3134. shr.lifeDrain = (ui8)false;
  3135. shr.tentHealing = (ui8)true;
  3136. shr.drainedFrom = ba.stackNumber;
  3137. StacksHealedOrResurrected::HealInfo hi;
  3138. hi.healedHP = healed;
  3139. hi.lowLevelResurrection = 0;
  3140. hi.stackID = destStack->ID;
  3141. shr.healedStacks.push_back(hi);
  3142. sendAndApply(&shr);
  3143. }
  3144. sendAndApply(&end_action);
  3145. break;
  3146. }
  3147. case BattleAction::DAEMON_SUMMONING:
  3148. //TODO: From Strategija:
  3149. //Summon Demon is a level 2 spell.
  3150. {
  3151. StartAction start_action(ba);
  3152. sendAndApply(&start_action);
  3153. const CStack *summoner = gs->curB->battleGetStackByID(ba.stackNumber),
  3154. *destStack = gs->curB->battleGetStackByPos(ba.destinationTile, false);
  3155. BattleStackAdded bsa;
  3156. bsa.attacker = summoner->attackerOwned;
  3157. bsa.creID = summoner->getBonus(Selector::type(Bonus::DAEMON_SUMMONING))->subtype; //in case summoner can summon more than one type of monsters... scream!
  3158. ui64 risedHp = summoner->count * summoner->valOfBonuses(Bonus::DAEMON_SUMMONING, bsa.creID);
  3159. bsa.amount = std::min ((ui32)(risedHp / VLC->creh->creatures[bsa.creID]->MaxHealth()), destStack->baseAmount);
  3160. bsa.pos = gs->curB->getAvaliableHex(bsa.creID, bsa.attacker, destStack->position);
  3161. bsa.summoned = false;
  3162. if (bsa.amount) //there's rare possibility single creature cannot rise desired type
  3163. {
  3164. BattleStacksRemoved bsr; //remove body
  3165. bsr.stackIDs.insert(destStack->ID);
  3166. sendAndApply(&bsr);
  3167. sendAndApply(&bsa);
  3168. BattleSetStackProperty ssp;
  3169. ssp.stackID = ba.stackNumber;
  3170. ssp.which = BattleSetStackProperty::CASTS; //reduce number of casts
  3171. ssp.val = -1;
  3172. ssp.absolute = false;
  3173. sendAndApply(&ssp);
  3174. }
  3175. sendAndApply(&end_action);
  3176. break;
  3177. }
  3178. case BattleAction::MONSTER_SPELL:
  3179. {
  3180. StartAction start_action(ba);
  3181. sendAndApply(&start_action);
  3182. const CStack * stack = gs->curB->battleGetStackByID(ba.stackNumber);
  3183. int spellID = ba.additionalInfo;
  3184. BattleHex destination(ba.destinationTile);
  3185. const Bonus *randSpellcaster = stack->getBonus(Selector::type(Bonus::RANDOM_SPELLCASTER));
  3186. const Bonus * spellcaster = stack->getBonus(Selector::typeSubtype(Bonus::SPELLCASTER, spellID));
  3187. //TODO special bonus for genies ability
  3188. if(randSpellcaster && battleGetRandomStackSpell(stack, CBattleInfoCallback::RANDOM_AIMED) < 0)
  3189. spellID = battleGetRandomStackSpell(stack, CBattleInfoCallback::RANDOM_GENIE);
  3190. if(spellID < 0)
  3191. complain("That stack can't cast spells!");
  3192. else
  3193. {
  3194. int spellLvl = 0;
  3195. if (spellcaster)
  3196. vstd::amax(spellLvl, spellcaster->val);
  3197. if (randSpellcaster)
  3198. vstd::amax(spellLvl, randSpellcaster->val);
  3199. vstd::amin (spellLvl, 3);
  3200. int casterSide = gs->curB->whatSide(stack->owner);
  3201. const CGHeroInstance * secHero = gs->curB->getHero(gs->curB->theOtherPlayer(stack->owner));
  3202. handleSpellCasting(spellID, spellLvl, destination, casterSide, stack->owner, NULL, secHero, 0, ECastingMode::CREATURE_ACTIVE_CASTING, stack);
  3203. }
  3204. sendAndApply(&end_action);
  3205. break;
  3206. }
  3207. }
  3208. if(ba.stackNumber == gs->curB->activeStack || battleResult.get()) //active stack has moved or battle has finished
  3209. battleMadeAction.setn(true);
  3210. return ok;
  3211. }
  3212. void CGameHandler::playerMessage( ui8 player, const std::string &message )
  3213. {
  3214. bool cheated=true;
  3215. PlayerMessage temp_message(player,message);
  3216. sendAndApply(&temp_message);
  3217. if(message == "vcmiistari") //give all spells and 999 mana
  3218. {
  3219. SetMana sm;
  3220. ChangeSpells cs;
  3221. CGHeroInstance *h = gs->getHero(gs->getPlayer(player)->currentSelection);
  3222. if(!h && complain("Cannot realize cheat, no hero selected!")) return;
  3223. sm.hid = cs.hid = h->id;
  3224. //give all spells
  3225. cs.learn = 1;
  3226. for(int i=0;i<VLC->spellh->spells.size();i++)
  3227. {
  3228. if(!VLC->spellh->spells[i]->creatureAbility)
  3229. cs.spells.insert(i);
  3230. }
  3231. //give mana
  3232. sm.val = 999;
  3233. if(!h->hasSpellbook()) //hero doesn't have spellbook
  3234. giveHeroNewArtifact(h, VLC->arth->artifacts[0], ArtifactPosition::SPELLBOOK); //give spellbook
  3235. sendAndApply(&cs);
  3236. sendAndApply(&sm);
  3237. }
  3238. else if (message == "vcmiarmenelos") //build all buildings in selected town
  3239. {
  3240. CGTownInstance *town = gs->getTown(gs->getPlayer(player)->currentSelection);
  3241. if (town)
  3242. {
  3243. BOOST_FOREACH (CBuildingHandler::TBuildingsMap::value_type &build, VLC->buildh->buildings[town->subID])
  3244. {
  3245. if (!vstd::contains(town->builtBuildings, build.first)
  3246. && !build.second->Name().empty())
  3247. {
  3248. buildStructure(town->id, build.first, true);
  3249. }
  3250. }
  3251. }
  3252. }
  3253. else if(message == "vcmiainur") //gives 5 archangels into each slot
  3254. {
  3255. CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
  3256. const CCreature *archangel = VLC->creh->creatures[13];
  3257. if(!hero) return;
  3258. for(int i = 0; i < GameConstants::ARMY_SIZE; i++)
  3259. if(!hero->hasStackAtSlot(i))
  3260. insertNewStack(StackLocation(hero, i), archangel, 5);
  3261. }
  3262. else if(message == "vcmiangband") //gives 10 black knight into each slot
  3263. {
  3264. CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
  3265. const CCreature *blackKnight = VLC->creh->creatures[66];
  3266. if(!hero) return;
  3267. for(int i = 0; i < GameConstants::ARMY_SIZE; i++)
  3268. if(!hero->hasStackAtSlot(i))
  3269. insertNewStack(StackLocation(hero, i), blackKnight, 10);
  3270. }
  3271. else if(message == "vcminoldor") //all war machines
  3272. {
  3273. CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
  3274. if(!hero) return;
  3275. if(!hero->getArt(ArtifactPosition::MACH1))
  3276. giveHeroNewArtifact(hero, VLC->arth->artifacts[4], ArtifactPosition::MACH1);
  3277. if(!hero->getArt(ArtifactPosition::MACH2))
  3278. giveHeroNewArtifact(hero, VLC->arth->artifacts[5], ArtifactPosition::MACH2);
  3279. if(!hero->getArt(ArtifactPosition::MACH3))
  3280. giveHeroNewArtifact(hero, VLC->arth->artifacts[6], ArtifactPosition::MACH3);
  3281. }
  3282. else if(message == "vcminahar") //1000000 movement points
  3283. {
  3284. CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
  3285. if(!hero) return;
  3286. SetMovePoints smp;
  3287. smp.hid = hero->id;
  3288. smp.val = 1000000;
  3289. sendAndApply(&smp);
  3290. }
  3291. else if(message == "vcmiformenos") //give resources
  3292. {
  3293. SetResources sr;
  3294. sr.player = player;
  3295. sr.res = gs->getPlayer(player)->resources;
  3296. for(int i=0;i<7;i++)
  3297. sr.res[i] += 100;
  3298. sr.res[6] += 19900;
  3299. sendAndApply(&sr);
  3300. }
  3301. else if(message == "vcmieagles") //reveal FoW
  3302. {
  3303. FoWChange fc;
  3304. fc.mode = 1;
  3305. fc.player = player;
  3306. int3 * hlp_tab = new int3[gs->map->width * gs->map->height * (gs->map->twoLevel + 1)];
  3307. int lastUnc = 0;
  3308. for(int i=0;i<gs->map->width;i++)
  3309. for(int j=0;j<gs->map->height;j++)
  3310. for(int k=0;k<gs->map->twoLevel+1;k++)
  3311. if(!gs->getPlayerTeam(fc.player)->fogOfWarMap[i][j][k])
  3312. hlp_tab[lastUnc++] = int3(i,j,k);
  3313. fc.tiles.insert(hlp_tab, hlp_tab + lastUnc);
  3314. delete [] hlp_tab;
  3315. sendAndApply(&fc);
  3316. }
  3317. else if(message == "vcmiglorfindel") //selected hero gains a new level
  3318. {
  3319. CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
  3320. changePrimSkill(hero->id,4,VLC->heroh->reqExp(hero->level+1) - VLC->heroh->reqExp(hero->level));
  3321. }
  3322. else if(message == "vcmisilmaril") //player wins
  3323. {
  3324. gs->getPlayer(player)->enteredWinningCheatCode = 1;
  3325. }
  3326. else if(message == "vcmimelkor") //player looses
  3327. {
  3328. gs->getPlayer(player)->enteredLosingCheatCode = 1;
  3329. }
  3330. else if (message == "vcmiforgeofnoldorking") //hero gets all artifacts except war machines, spell scrolls and spell book
  3331. {
  3332. CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
  3333. if(!hero) return;
  3334. for (int g=7; g<=140; ++g)
  3335. giveHeroNewArtifact(hero, VLC->arth->artifacts[g], -1);
  3336. }
  3337. else
  3338. cheated = false;
  3339. if(cheated)
  3340. {
  3341. SystemMessage temp_message(VLC->generaltexth->allTexts[260]);
  3342. sendAndApply(&temp_message);
  3343. checkLossVictory(player);//Player enter win code or got required art\creature
  3344. }
  3345. }
  3346. void CGameHandler::handleSpellCasting( int spellID, int spellLvl, BattleHex destination, ui8 casterSide, ui8 casterColor, const CGHeroInstance * caster, const CGHeroInstance * secHero,
  3347. int usedSpellPower, ECastingMode::ECastingMode mode, const CStack * stack, si32 selectedStack)
  3348. {
  3349. const CSpell *spell = VLC->spellh->spells[spellID];
  3350. //Helper local function that creates obstacle on given position. Obstacle type is inferred from spell type.
  3351. //It creates, sends and applies needed package.
  3352. auto placeObstacle = [&](BattleHex pos)
  3353. {
  3354. static int obstacleIdToGive = gs->curB->obstacles.size()
  3355. ? (gs->curB->obstacles.back()->uniqueID+1)
  3356. : 0;
  3357. auto obstacle = make_shared<SpellCreatedObstacle>();
  3358. switch(spellID) // :/
  3359. {
  3360. case Spells::QUICKSAND:
  3361. obstacle->obstacleType = CObstacleInstance::QUICKSAND;
  3362. obstacle->turnsRemaining = -1;
  3363. obstacle->visibleForAnotherSide = false;
  3364. break;
  3365. case Spells::LAND_MINE:
  3366. obstacle->obstacleType = CObstacleInstance::LAND_MINE;
  3367. obstacle->turnsRemaining = -1;
  3368. obstacle->visibleForAnotherSide = false;
  3369. break;
  3370. case Spells::FIRE_WALL:
  3371. obstacle->obstacleType = CObstacleInstance::FIRE_WALL;
  3372. obstacle->turnsRemaining = 2;
  3373. obstacle->visibleForAnotherSide = true;
  3374. break;
  3375. case Spells::FORCE_FIELD:
  3376. obstacle->obstacleType = CObstacleInstance::FORCE_FIELD;
  3377. obstacle->turnsRemaining = 2;
  3378. obstacle->visibleForAnotherSide = true;
  3379. break;
  3380. default:
  3381. //this function cannot be used with spells that do not create obstacles
  3382. assert(0);
  3383. }
  3384. obstacle->pos = pos;
  3385. obstacle->casterSide = casterSide;
  3386. obstacle->ID = spellID;
  3387. obstacle->spellLevel = spellLvl;
  3388. obstacle->casterSpellPower = usedSpellPower;
  3389. obstacle->uniqueID = obstacleIdToGive++;
  3390. BattleObstaclePlaced bop;
  3391. bop.obstacle = obstacle;
  3392. sendAndApply(&bop);
  3393. };
  3394. BattleSpellCast sc;
  3395. sc.side = casterSide;
  3396. sc.id = spellID;
  3397. sc.skill = spellLvl;
  3398. sc.tile = destination;
  3399. sc.dmgToDisplay = 0;
  3400. sc.castedByHero = (bool)caster;
  3401. sc.attackerType = (stack ? stack->type->idNumber : -1);
  3402. sc.manaGained = 0;
  3403. sc.spellCost = 0;
  3404. if (caster) //calculate spell cost
  3405. {
  3406. sc.spellCost = gs->curB->battleGetSpellCost(VLC->spellh->spells[spellID], caster);
  3407. if (secHero && mode == ECastingMode::HERO_CASTING) //handle mana channel
  3408. {
  3409. int manaChannel = 0;
  3410. BOOST_FOREACH(CStack * stack, gs->curB->stacks) //TODO: shouldn't bonus system handle it somehow?
  3411. {
  3412. if (stack->owner == secHero->tempOwner)
  3413. {
  3414. vstd::amax(manaChannel, stack->valOfBonuses(Bonus::MANA_CHANNELING));
  3415. }
  3416. }
  3417. sc.manaGained = (manaChannel * sc.spellCost) / 100;
  3418. }
  3419. }
  3420. //calculating affected creatures for all spells
  3421. std::set<const CStack*> attackedCres;
  3422. if (mode != ECastingMode::ENCHANTER_CASTING)
  3423. {
  3424. attackedCres = gs->curB->getAttackedCreatures(spell, spellLvl, casterColor, destination);
  3425. for(std::set<const CStack*>::const_iterator it = attackedCres.begin(); it != attackedCres.end(); ++it)
  3426. {
  3427. sc.affectedCres.insert((*it)->ID);
  3428. }
  3429. }
  3430. else //enchanter - hit all possible stacks
  3431. {
  3432. BOOST_FOREACH (const CStack * stack, gs->curB->stacks)
  3433. {
  3434. /*if it's non negative spell and our unit or non positive spell and hostile unit */
  3435. if((!spell->isNegative() && stack->owner == casterColor)
  3436. || (!spell->isPositive() && stack->owner != casterColor))
  3437. {
  3438. if(stack->isValidTarget()) //TODO: allow dead targets somewhere in the future
  3439. {
  3440. attackedCres.insert(stack);
  3441. }
  3442. }
  3443. }
  3444. }
  3445. //checking if creatures resist
  3446. sc.resisted = gs->curB->calculateResistedStacks(spell, caster, secHero, attackedCres, casterColor, mode, usedSpellPower, spellLvl);
  3447. //calculating dmg to display
  3448. for(std::set<const CStack*>::iterator it = attackedCres.begin(); it != attackedCres.end(); ++it)
  3449. {
  3450. if(vstd::contains(sc.resisted, (*it)->ID)) //this creature resisted the spell
  3451. continue;
  3452. sc.dmgToDisplay += gs->curB->calculateSpellDmg(spell, caster, *it, spellLvl, usedSpellPower);
  3453. }
  3454. if (spellID == Spells::DEATH_STARE || spellID == Spells::ACID_BREATH_DAMAGE)
  3455. {
  3456. sc.dmgToDisplay = usedSpellPower;
  3457. if (spellID == Spells::DEATH_STARE)
  3458. vstd::amin(sc.dmgToDisplay, (*attackedCres.begin())->count); //stack is already reduced after attack
  3459. }
  3460. StacksInjured si;
  3461. //applying effects
  3462. switch (spellID)
  3463. {
  3464. case Spells::QUICKSAND:
  3465. case Spells::LAND_MINE:
  3466. {
  3467. std::vector<BattleHex> availableTiles;
  3468. for(int i = 0; i < GameConstants::BFIELD_SIZE; i += 1)
  3469. {
  3470. BattleHex hex = i;
  3471. if(hex.getX() > 2 && hex.getX() < 14 && !battleGetStackByPos(hex, false) & !battleGetObstacleOnPos(hex, false))
  3472. availableTiles.push_back(hex);
  3473. }
  3474. boost::range::random_shuffle(availableTiles);
  3475. const int patchesForSkill[] = {4, 4, 6, 8};
  3476. const int patchesToPut = std::min<int>(patchesForSkill[spellLvl], availableTiles.size());
  3477. //land mines or quicksand patches are handled as spell created obstacles
  3478. for (int i = 0; i < patchesToPut; i++)
  3479. placeObstacle(availableTiles[i]);
  3480. }
  3481. break;
  3482. case Spells::FORCE_FIELD:
  3483. placeObstacle(destination);
  3484. break;
  3485. case Spells::FIRE_WALL:
  3486. {
  3487. //fire wall is build from multiple obstacles - one fire piece for each affected hex
  3488. auto affectedHexes = spell->rangeInHexes(destination, spellLvl, casterSide);
  3489. BOOST_FOREACH(BattleHex hex, affectedHexes)
  3490. placeObstacle(hex);
  3491. }
  3492. break;
  3493. //damage spells
  3494. case Spells::MAGIC_ARROW:
  3495. case Spells::ICE_BOLT:
  3496. case Spells::LIGHTNING_BOLT:
  3497. case Spells::IMPLOSION:
  3498. case Spells::CHAIN_LIGHTNING:
  3499. case Spells::FROST_RING:
  3500. case Spells::FIREBALL:
  3501. case Spells::INFERNO:
  3502. case Spells::METEOR_SHOWER:
  3503. case Spells::DEATH_RIPPLE:
  3504. case Spells::DESTROY_UNDEAD:
  3505. case Spells::ARMAGEDDON:
  3506. case Spells::TITANS_LIGHTNING_BOLT:
  3507. case Spells::THUNDERBOLT: //(thunderbirds)
  3508. {
  3509. int spellDamage = 0;
  3510. if (stack && mode != ECastingMode::MAGIC_MIRROR)
  3511. {
  3512. int unitSpellPower = stack->valOfBonuses(Bonus::SPECIFIC_SPELL_POWER, spellID);
  3513. if (unitSpellPower)
  3514. sc.dmgToDisplay = spellDamage = stack->count * unitSpellPower; //TODO: handle immunities
  3515. else //Faerie Dragon
  3516. {
  3517. usedSpellPower = stack->valOfBonuses(Bonus::CREATURE_SPELL_POWER) * stack->count / 100;
  3518. sc.dmgToDisplay = 0;
  3519. }
  3520. }
  3521. int chainLightningModifier = 0;
  3522. for(auto it = attackedCres.begin(); it != attackedCres.end(); ++it)
  3523. {
  3524. if(vstd::contains(sc.resisted, (*it)->ID)) //this creature resisted the spell
  3525. continue;
  3526. BattleStackAttacked bsa;
  3527. if ((destination > -1 && (*it)->coversPos(destination)) || (spell->range[spellLvl] == "X" || mode == ECastingMode::ENCHANTER_CASTING))
  3528. //display effect only upon primary target of area spell
  3529. {
  3530. bsa.flags |= BattleStackAttacked::EFFECT;
  3531. bsa.effect = spell->mainEffectAnim;
  3532. }
  3533. if (spellDamage)
  3534. bsa.damageAmount = spellDamage >> chainLightningModifier;
  3535. else
  3536. {
  3537. bsa.damageAmount = gs->curB->calculateSpellDmg(spell, caster, *it, spellLvl, usedSpellPower) >> chainLightningModifier;
  3538. sc.dmgToDisplay += bsa.damageAmount;
  3539. }
  3540. bsa.stackAttacked = (*it)->ID;
  3541. if (mode == ECastingMode::ENCHANTER_CASTING) //multiple damage spells cast
  3542. bsa.attackerID = stack->ID;
  3543. else
  3544. bsa.attackerID = -1;
  3545. (*it)->prepareAttacked(bsa);
  3546. si.stacks.push_back(bsa);
  3547. if (spellID == Spells::CHAIN_LIGHTNING)
  3548. ++chainLightningModifier;
  3549. }
  3550. break;
  3551. }
  3552. // permanent effects
  3553. case Spells::SHIELD:
  3554. case Spells::AIR_SHIELD:
  3555. case Spells::FIRE_SHIELD:
  3556. case Spells::PROTECTION_FROM_AIR:
  3557. case Spells::PROTECTION_FROM_FIRE:
  3558. case Spells::PROTECTION_FROM_WATER:
  3559. case Spells::PROTECTION_FROM_EARTH:
  3560. case Spells::ANTI_MAGIC:
  3561. case Spells::MAGIC_MIRROR:
  3562. case Spells::BLESS:
  3563. case Spells::CURSE:
  3564. case Spells::BLOODLUST:
  3565. case Spells::PRECISION:
  3566. case Spells::WEAKNESS:
  3567. case Spells::STONE_SKIN:
  3568. case Spells::DISRUPTING_RAY:
  3569. case Spells::PRAYER:
  3570. case Spells::MIRTH:
  3571. case Spells::SORROW:
  3572. case Spells::FORTUNE:
  3573. case Spells::MISFORTUNE:
  3574. case Spells::HASTE:
  3575. case Spells::SLOW:
  3576. case Spells::SLAYER:
  3577. case Spells::FRENZY:
  3578. case Spells::COUNTERSTRIKE:
  3579. case Spells::BERSERK:
  3580. case Spells::HYPNOTIZE:
  3581. case Spells::FORGETFULNESS:
  3582. case Spells::BLIND:
  3583. case Spells::STONE_GAZE:
  3584. case Spells::POISON:
  3585. case Spells::BIND:
  3586. case Spells::DISEASE:
  3587. case Spells::PARALYZE:
  3588. case Spells::AGE:
  3589. case Spells::ACID_BREATH_DEFENSE:
  3590. {
  3591. int stackSpellPower = 0;
  3592. if (stack && mode != ECastingMode::MAGIC_MIRROR)
  3593. {
  3594. stackSpellPower = stack->valOfBonuses(Bonus::CREATURE_ENCHANT_POWER);
  3595. }
  3596. SetStackEffect sse;
  3597. Bonus pseudoBonus;
  3598. pseudoBonus.sid = spellID;
  3599. pseudoBonus.val = spellLvl;
  3600. pseudoBonus.turnsRemain = gs->curB->calculateSpellDuration(spell, caster, stackSpellPower ? stackSpellPower : usedSpellPower);
  3601. CStack::stackEffectToFeature(sse.effect, pseudoBonus);
  3602. if (spellID == 72 && stack)//bind
  3603. {
  3604. sse.effect.back().additionalInfo = stack->ID; //we need to know who casted Bind
  3605. }
  3606. const Bonus * bonus = NULL;
  3607. if (caster)
  3608. bonus = caster->getBonus(Selector::typeSubtype(Bonus::SPECIAL_PECULIAR_ENCHANT, spellID));
  3609. si32 power = 0;
  3610. for(auto it = attackedCres.begin(); it != attackedCres.end(); ++it)
  3611. {
  3612. if(vstd::contains(sc.resisted, (*it)->ID)) //this creature resisted the spell
  3613. continue;
  3614. sse.stacks.push_back((*it)->ID);
  3615. //Apply hero specials - peculiar enchants
  3616. if ((*it)->base) // no war machines - TODO: make it work
  3617. {
  3618. ui8 tier = (*it)->base->type->level;
  3619. if (bonus)
  3620. {
  3621. switch(bonus->additionalInfo)
  3622. {
  3623. case 0: //normal
  3624. {
  3625. switch(tier)
  3626. {
  3627. case 1: case 2:
  3628. power = 3;
  3629. break;
  3630. case 3: case 4:
  3631. power = 2;
  3632. break;
  3633. case 5: case 6:
  3634. power = 1;
  3635. break;
  3636. }
  3637. Bonus specialBonus(sse.effect.back());
  3638. specialBonus.val = power; //it doesn't necessarily make sense for some spells, use it wisely
  3639. sse.uniqueBonuses.push_back (std::pair<ui32,Bonus> ((*it)->ID, specialBonus)); //additional premy to given effect
  3640. }
  3641. break;
  3642. case 1: //only Coronius as yet
  3643. {
  3644. power = std::max(5 - tier, 0);
  3645. Bonus specialBonus = CStack::featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK, power, pseudoBonus.turnsRemain);
  3646. specialBonus.sid = spellID;
  3647. sse.uniqueBonuses.push_back (std::pair<ui32,Bonus> ((*it)->ID, specialBonus)); //additional attack to Slayer effect
  3648. }
  3649. break;
  3650. }
  3651. }
  3652. if (caster && caster->hasBonusOfType(Bonus::SPECIAL_BLESS_DAMAGE, spellID)) //TODO: better handling of bonus percentages
  3653. {
  3654. int damagePercent = caster->level * caster->valOfBonuses(Bonus::SPECIAL_BLESS_DAMAGE, spellID) / tier;
  3655. Bonus specialBonus = CStack::featureGenerator(Bonus::CREATURE_DAMAGE, 0, damagePercent, pseudoBonus.turnsRemain);
  3656. specialBonus.valType = Bonus::PERCENT_TO_ALL;
  3657. specialBonus.sid = spellID;
  3658. sse.uniqueBonuses.push_back (std::pair<ui32,Bonus> ((*it)->ID, specialBonus));
  3659. }
  3660. }
  3661. }
  3662. if(!sse.stacks.empty())
  3663. sendAndApply(&sse);
  3664. break;
  3665. }
  3666. case Spells::TELEPORT:
  3667. {
  3668. BattleStackMoved bsm;
  3669. bsm.distance = -1;
  3670. bsm.stack = selectedStack;
  3671. std::vector<BattleHex> tiles;
  3672. tiles.push_back(destination);
  3673. bsm.tilesToMove = tiles;
  3674. bsm.teleporting = true;
  3675. sendAndApply(&bsm);
  3676. break;
  3677. }
  3678. case Spells::CURE:
  3679. case Spells::RESURRECTION:
  3680. case Spells::ANIMATE_DEAD:
  3681. case Spells::SACRIFICE:
  3682. {
  3683. int hpGained = 0;
  3684. if (stack)
  3685. {
  3686. int unitSpellPower = stack->valOfBonuses(Bonus::SPECIFIC_SPELL_POWER, spellID);
  3687. if (unitSpellPower)
  3688. hpGained = stack->count * unitSpellPower; //Archangel
  3689. else //Faerie Dragon-like effect - unused fo far
  3690. usedSpellPower = stack->valOfBonuses(Bonus::CREATURE_SPELL_POWER) * stack->count / 100;
  3691. }
  3692. StacksHealedOrResurrected shr;
  3693. shr.lifeDrain = (ui8)false;
  3694. shr.tentHealing = (ui8)false;
  3695. for(auto it = attackedCres.begin(); it != attackedCres.end(); ++it)
  3696. {
  3697. if(vstd::contains(sc.resisted, (*it)->ID) //this creature resisted the spell
  3698. || (spellID == Spells::ANIMATE_DEAD && !(*it)->hasBonusOfType(Bonus::UNDEAD)) //we try to cast animate dead on living stack
  3699. )
  3700. continue;
  3701. StacksHealedOrResurrected::HealInfo hi;
  3702. hi.stackID = (*it)->ID;
  3703. if (stack)
  3704. {
  3705. if (hpGained)
  3706. {
  3707. hi.healedHP = gs->curB->calculateHealedHP(hpGained, spell, *it);
  3708. }
  3709. else
  3710. hi.healedHP = gs->curB->calculateHealedHP(spell, usedSpellPower, spellLvl, *it);
  3711. }
  3712. else
  3713. hi.healedHP = gs->curB->calculateHealedHP(caster, spell, *it, gs->curB->battleGetStackByID(selectedStack));
  3714. hi.lowLevelResurrection = spellLvl <= 1;
  3715. shr.healedStacks.push_back(hi);
  3716. }
  3717. if(!shr.healedStacks.empty())
  3718. sendAndApply(&shr);
  3719. if (spellID == Spells::SACRIFICE) //remove victim
  3720. {
  3721. BattleStacksRemoved bsr;
  3722. bsr.stackIDs.insert (selectedStack); //somehow it works for teleport?
  3723. sendAndApply(&bsr);
  3724. }
  3725. break;
  3726. }
  3727. case Spells::SUMMON_FIRE_ELEMENTAL:
  3728. case Spells::SUMMON_EARTH_ELEMENTAL:
  3729. case Spells::SUMMON_WATER_ELEMENTAL:
  3730. case Spells::SUMMON_AIR_ELEMENTAL:
  3731. { //elemental summoning
  3732. int creID;
  3733. switch(spellID)
  3734. {
  3735. case Spells::SUMMON_FIRE_ELEMENTAL:
  3736. creID = 114;
  3737. break;
  3738. case Spells::SUMMON_EARTH_ELEMENTAL:
  3739. creID = 113;
  3740. break;
  3741. case Spells::SUMMON_WATER_ELEMENTAL:
  3742. creID = 115;
  3743. break;
  3744. case Spells::SUMMON_AIR_ELEMENTAL:
  3745. creID = 112;
  3746. break;
  3747. }
  3748. BattleStackAdded bsa;
  3749. bsa.creID = creID;
  3750. bsa.attacker = !(bool)casterSide;
  3751. bsa.summoned = true;
  3752. bsa.pos = gs->curB->getAvaliableHex(creID, !(bool)casterSide); //TODO: unify it
  3753. //TODO stack casting -> probably power will be zero; set the proper number of creatures manually
  3754. int percentBonus = caster ? caster->valOfBonuses(Bonus::SPECIFIC_SPELL_DAMAGE, spellID) : 0;
  3755. bsa.amount = usedSpellPower * VLC->spellh->spells[spellID]->powers[spellLvl] *
  3756. (100 + percentBonus) / 100.0; //new feature - percentage bonus
  3757. if(bsa.amount)
  3758. sendAndApply(&bsa);
  3759. else
  3760. complain("Summoning elementals didn't summon any!");
  3761. }
  3762. break;
  3763. case Spells::CLONE:
  3764. {
  3765. const CStack * clonedStack = NULL;
  3766. if (attackedCres.size())
  3767. clonedStack = *attackedCres.begin();
  3768. if (!clonedStack)
  3769. {
  3770. complain ("No target stack to clone!");
  3771. return;
  3772. }
  3773. BattleStackAdded bsa;
  3774. bsa.creID = clonedStack->type->idNumber;
  3775. bsa.attacker = !(bool)casterSide;
  3776. bsa.summoned = true;
  3777. bsa.pos = gs->curB->getAvaliableHex(bsa.creID, !(bool)casterSide); //TODO: unify it
  3778. bsa.amount = clonedStack->count;
  3779. sendAndApply (&bsa);
  3780. BattleSetStackProperty ssp;
  3781. ssp.stackID = gs->curB->stacks.back()->ID; //how to get recent stack?
  3782. ssp.which = BattleSetStackProperty::CLONED; //using enum values
  3783. ssp.val = 0;
  3784. ssp.absolute = 1;
  3785. sendAndApply(&ssp);
  3786. }
  3787. break;
  3788. case Spells::REMOVE_OBSTACLE:
  3789. {
  3790. ObstaclesRemoved obr;
  3791. BOOST_FOREACH(auto &obstacle, battleGetAllObstacles())
  3792. {
  3793. if(vstd::contains(obstacle->getBlockedTiles(), destination))
  3794. obr.obstacles.insert(obstacle->uniqueID);
  3795. }
  3796. if(!obr.obstacles.empty())
  3797. sendAndApply(&obr);
  3798. else
  3799. complain("There's no obstacle to remove!");
  3800. break;
  3801. }
  3802. break;
  3803. case Spells::DEATH_STARE: //handled in a bit different way
  3804. {
  3805. for(auto it = attackedCres.begin(); it != attackedCres.end(); ++it)
  3806. {
  3807. if((*it)->hasBonusOfType(Bonus::UNDEAD) || (*it)->hasBonusOfType(Bonus::NON_LIVING)) //this creature is immune
  3808. {
  3809. sc.dmgToDisplay = 0; //TODO: handle Death Stare for multiple targets (?)
  3810. continue;
  3811. }
  3812. BattleStackAttacked bsa;
  3813. bsa.flags |= BattleStackAttacked::EFFECT;
  3814. bsa.effect = spell->mainEffectAnim; //from config\spell-Info.txt
  3815. bsa.damageAmount = usedSpellPower * (*it)->valOfBonuses(Bonus::STACK_HEALTH);
  3816. bsa.stackAttacked = (*it)->ID;
  3817. bsa.attackerID = -1;
  3818. (*it)->prepareAttacked(bsa);
  3819. si.stacks.push_back(bsa);
  3820. }
  3821. }
  3822. break;
  3823. case Spells::ACID_BREATH_DAMAGE: //new effect, separate from acid breath defense reduction
  3824. {
  3825. for(auto it = attackedCres.begin(); it != attackedCres.end(); ++it) //no immunities
  3826. {
  3827. BattleStackAttacked bsa;
  3828. bsa.flags |= BattleStackAttacked::EFFECT;
  3829. bsa.effect = VLC->spellh->spells[80]->mainEffectAnim; //use acid breath
  3830. bsa.damageAmount = usedSpellPower; //damage times the number of attackers
  3831. bsa.stackAttacked = (*it)->ID;
  3832. bsa.attackerID = -1;
  3833. (*it)->prepareAttacked(bsa);
  3834. si.stacks.push_back(bsa);
  3835. }
  3836. }
  3837. break;
  3838. }
  3839. sendAndApply(&sc);
  3840. if(!si.stacks.empty()) //after spellcast info shows
  3841. sendAndApply(&si);
  3842. if (mode == ECastingMode::CREATURE_ACTIVE_CASTING || mode == ECastingMode::ENCHANTER_CASTING) //reduce number of casts remaining
  3843. {
  3844. BattleSetStackProperty ssp;
  3845. ssp.stackID = stack->ID;
  3846. ssp.which = BattleSetStackProperty::CASTS;
  3847. ssp.val = -1;
  3848. ssp.absolute = false;
  3849. sendAndApply(&ssp);
  3850. }
  3851. //Magic Mirror effect
  3852. 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
  3853. {
  3854. for(auto it = attackedCres.begin(); it != attackedCres.end(); ++it)
  3855. {
  3856. int mirrorChance = (*it)->valOfBonuses(Bonus::MAGIC_MIRROR);
  3857. if(mirrorChance > rand()%100)
  3858. {
  3859. std::vector<CStack *> mirrorTargets;
  3860. std::vector<CStack *> & battleStacks = gs->curB->stacks;
  3861. for (size_t j = 0; j < battleStacks.size(); ++j)
  3862. {
  3863. if(battleStacks[j]->owner == casterSide) //get enemy stacks which can be affected by this spell
  3864. {
  3865. if (!gs->curB->battleIsImmune(NULL, spell, ECastingMode::MAGIC_MIRROR, battleStacks[j]->position))
  3866. mirrorTargets.push_back(battleStacks[j]);
  3867. }
  3868. }
  3869. if (mirrorTargets.size())
  3870. {
  3871. int targetHex = mirrorTargets[rand() % mirrorTargets.size()]->position;
  3872. handleSpellCasting(spellID, 0, targetHex, 1 - casterSide, (*it)->owner, NULL, (caster ? caster : NULL), usedSpellPower, ECastingMode::MAGIC_MIRROR, (*it));
  3873. }
  3874. }
  3875. }
  3876. }
  3877. }
  3878. bool CGameHandler::makeCustomAction( BattleAction &ba )
  3879. {
  3880. switch(ba.actionType)
  3881. {
  3882. case BattleAction::HERO_SPELL: //hero casts spell
  3883. {
  3884. const CGHeroInstance *h = gs->curB->heroes[ba.side];
  3885. const CGHeroInstance *secondHero = gs->curB->heroes[!ba.side];
  3886. if(!h)
  3887. {
  3888. tlog2 << "Wrong caster!\n";
  3889. return false;
  3890. }
  3891. if(ba.additionalInfo >= VLC->spellh->spells.size())
  3892. {
  3893. tlog2 << "Wrong spell id (" << ba.additionalInfo << ")!\n";
  3894. return false;
  3895. }
  3896. const CSpell *s = VLC->spellh->spells[ba.additionalInfo];
  3897. if (s->mainEffectAnim > -1 || (s->id >= 66 || s->id <= 69) || s->id == Spells::CLONE) //allow summon elementals
  3898. //TODO: special effects, like Clone
  3899. {
  3900. ui8 skill = h->getSpellSchoolLevel(s); //skill level
  3901. ESpellCastProblem::ESpellCastProblem escp = gs->curB->battleCanCastThisSpell(h->tempOwner, s, ECastingMode::HERO_CASTING);
  3902. if(escp != ESpellCastProblem::OK)
  3903. {
  3904. tlog2 << "Spell cannot be cast!\n";
  3905. tlog2 << "Problem : " << escp << std::endl;
  3906. return false;
  3907. }
  3908. StartAction start_action(ba);
  3909. sendAndApply(&start_action); //start spell casting
  3910. handleSpellCasting (ba.additionalInfo, skill, ba.destinationTile, ba.side, h->tempOwner, h, secondHero, h->getPrimSkillLevel(2),
  3911. ECastingMode::HERO_CASTING, NULL, ba.selectedStack);
  3912. sendAndApply(&end_action);
  3913. if( !gs->curB->battleGetStackByID(gs->curB->activeStack, false)->alive() )
  3914. {
  3915. battleMadeAction.setn(true);
  3916. }
  3917. checkForBattleEnd(gs->curB->stacks);
  3918. if(battleResult.get())
  3919. {
  3920. battleMadeAction.setn(true);
  3921. //battle will be ended by startBattle function
  3922. //endBattle(gs->curB->tile, gs->curB->heroes[0], gs->curB->heroes[1]);
  3923. }
  3924. return true;
  3925. }
  3926. else
  3927. {
  3928. tlog2 << "Spell " << s->name << " is not yet supported!\n";
  3929. return false;
  3930. }
  3931. }
  3932. }
  3933. return false;
  3934. }
  3935. void CGameHandler::stackTurnTrigger(const CStack * st)
  3936. {
  3937. BattleTriggerEffect bte;
  3938. bte.stackID = st->ID;
  3939. bte.effect = -1;
  3940. bte.val = 0;
  3941. bte.additionalInfo = 0;
  3942. if (st->alive())
  3943. {
  3944. //unbind
  3945. if (st->getEffect(72))
  3946. {
  3947. bool unbind = true;
  3948. BonusList bl = *(st->getBonuses(Selector::type(Bonus::BIND_EFFECT)));
  3949. std::set<const CStack*> stacks = gs->curB-> batteAdjacentCreatures(st);
  3950. BOOST_FOREACH(Bonus * b, bl)
  3951. {
  3952. const CStack * stack = gs->curB->battleGetStackByID(b->additionalInfo); //binding stack must be alive and adjacent
  3953. if (stack)
  3954. {
  3955. if (vstd::contains(stacks, stack)) //binding stack is still present
  3956. {
  3957. unbind = false;
  3958. }
  3959. }
  3960. }
  3961. if (unbind)
  3962. {
  3963. BattleSetStackProperty ssp;
  3964. ssp.which = BattleSetStackProperty::UNBIND;
  3965. ssp.stackID = st->ID;
  3966. sendAndApply(&ssp);
  3967. }
  3968. }
  3969. //regeneration
  3970. if(st->hasBonusOfType(Bonus::HP_REGENERATION))
  3971. {
  3972. bte.effect = Bonus::HP_REGENERATION;
  3973. bte.val = std::min((int)(st->MaxHealth() - st->firstHPleft), st->valOfBonuses(Bonus::HP_REGENERATION));
  3974. }
  3975. if(st->hasBonusOfType(Bonus::FULL_HP_REGENERATION))
  3976. {
  3977. bte.effect = Bonus::HP_REGENERATION;
  3978. bte.val = st->MaxHealth() - st->firstHPleft;
  3979. }
  3980. if (bte.val) //anything to heal
  3981. sendAndApply(&bte);
  3982. if(st->hasBonusOfType(Bonus::POISON))
  3983. {
  3984. const Bonus * b = st->getBonus(Selector::source(Bonus::SPELL_EFFECT, 71) && Selector::type(Bonus::STACK_HEALTH));
  3985. if (b) //TODO: what if not?...
  3986. {
  3987. bte.val = std::max (b->val - 10, -(st->valOfBonuses(Bonus::POISON)));
  3988. if (bte.val < b->val) //(negative) poison effect increases - update it
  3989. {
  3990. bte.effect = Bonus::POISON;
  3991. sendAndApply(&bte);
  3992. }
  3993. }
  3994. }
  3995. if (st->hasBonusOfType(Bonus::MANA_DRAIN) && !vstd::contains(st->state, EBattleStackState::DRAINED_MANA))
  3996. {
  3997. const CGHeroInstance * enemy = gs->curB->getHero(gs->curB->theOtherPlayer(st->owner));
  3998. if (enemy)
  3999. {
  4000. ui32 manaDrained = st->valOfBonuses(Bonus::MANA_DRAIN);
  4001. vstd::amin (manaDrained, gs->curB->heroes[0]->mana);
  4002. if (manaDrained)
  4003. {
  4004. bte.effect = Bonus::MANA_DRAIN;
  4005. bte.val = manaDrained;
  4006. bte.additionalInfo = enemy->id; //for sanity
  4007. sendAndApply(&bte);
  4008. }
  4009. }
  4010. }
  4011. if (!st->hasBonusOfType(Bonus::FEARLESS))
  4012. {
  4013. bool fearsomeCreature = false;
  4014. BOOST_FOREACH(CStack * stack, gs->curB->stacks)
  4015. {
  4016. if (stack->owner != st->owner && stack->hasBonusOfType(Bonus::FEAR))
  4017. {
  4018. fearsomeCreature = true;
  4019. break;
  4020. }
  4021. }
  4022. if (fearsomeCreature)
  4023. {
  4024. if (rand() % 100 < 10) //fixed 10%
  4025. {
  4026. bte.effect = Bonus::FEAR;
  4027. sendAndApply(&bte);
  4028. }
  4029. }
  4030. }
  4031. BonusList bl = *(st->getBonuses(Selector::type(Bonus::ENCHANTER)));
  4032. int side = gs->curB->whatSide(st->owner);
  4033. if (bl.size() && st->casts && !gs->curB->enchanterCounter[side])
  4034. {
  4035. int index = rand() % bl.size();
  4036. int spellID = bl[index]->subtype; //spell ID
  4037. if (gs->curB->battleCanCastThisSpell(st->owner, VLC->spellh->spells[spellID], ECastingMode::ENCHANTER_CASTING)) //TODO: select another?
  4038. {
  4039. int spellLeveL = bl[index]->val; //spell level
  4040. const CGHeroInstance * enemyHero = gs->curB->getHero(gs->curB->theOtherPlayer(st->owner));
  4041. handleSpellCasting(spellID, spellLeveL, -1, side, st->owner, NULL, enemyHero, 0, ECastingMode::ENCHANTER_CASTING, st);
  4042. BattleSetStackProperty ssp;
  4043. ssp.which = BattleSetStackProperty::ENCHANTER_COUNTER;
  4044. ssp.absolute = false;
  4045. ssp.val = bl[index]->additionalInfo; //increase cooldown counter
  4046. ssp.stackID = st->ID;
  4047. sendAndApply(&ssp);
  4048. }
  4049. }
  4050. }
  4051. }
  4052. void CGameHandler::handleDamageFromObstacle(const CObstacleInstance &obstacle, const CStack * curStack)
  4053. {
  4054. //we want to determine following vars depending on obstacle type
  4055. int damage = -1;
  4056. int effect = -1;
  4057. bool oneTimeObstacle = false;
  4058. //helper info
  4059. const SpellCreatedObstacle *spellObstacle = dynamic_cast<const SpellCreatedObstacle*>(&obstacle); //not nice but we may need spell params
  4060. const ui8 side = !curStack->attackerOwned;
  4061. const CGHeroInstance *hero = gs->curB->heroes[side];
  4062. if(obstacle.obstacleType == CObstacleInstance::MOAT)
  4063. {
  4064. damage = battleGetMoatDmg();
  4065. }
  4066. else if(obstacle.obstacleType == CObstacleInstance::LAND_MINE)
  4067. {
  4068. //You don't get hit by a Mine you can see.
  4069. if(gs->curB->battleIsObstacleVisibleForSide(obstacle, (BattlePerspective::BattlePerspective)side))
  4070. return;
  4071. oneTimeObstacle = true;
  4072. effect = 82; //makes
  4073. damage = gs->curB->calculateSpellDmg(VLC->spellh->spells[Spells::LAND_MINE], hero, curStack,
  4074. spellObstacle->spellLevel, spellObstacle->casterSpellPower);
  4075. //TODO even if obstacle wasn't created by hero (Tower "moat") it should deal dmg as if casted by hero,
  4076. //if it is bigger than default dmg. Or is it just irrelevant H3 implementation quirk
  4077. }
  4078. else if(obstacle.obstacleType == CObstacleInstance::FIRE_WALL)
  4079. {
  4080. damage = gs->curB->calculateSpellDmg(VLC->spellh->spells[Spells::FIRE_WALL], hero, curStack,
  4081. spellObstacle->spellLevel, spellObstacle->casterSpellPower);
  4082. }
  4083. else
  4084. {
  4085. //no other obstacle does damage to stack
  4086. return;
  4087. }
  4088. BattleStackAttacked bsa;
  4089. if(effect >= 0)
  4090. {
  4091. bsa.flags |= BattleStackAttacked::EFFECT;
  4092. bsa.effect = effect; //makes POOF
  4093. }
  4094. bsa.damageAmount = damage;
  4095. bsa.stackAttacked = curStack->ID;
  4096. bsa.attackerID = -1;
  4097. curStack->prepareAttacked(bsa);
  4098. StacksInjured si;
  4099. si.stacks.push_back(bsa);
  4100. sendAndApply(&si);
  4101. if(oneTimeObstacle)
  4102. removeObstacle(obstacle);
  4103. }
  4104. void CGameHandler::handleTimeEvents()
  4105. {
  4106. gs->map->events.sort(evntCmp);
  4107. while(gs->map->events.size() && gs->map->events.front()->firstOccurence+1 == gs->day)
  4108. {
  4109. CMapEvent *ev = gs->map->events.front();
  4110. for(int player = 0; player < GameConstants::PLAYER_LIMIT; player++)
  4111. {
  4112. PlayerState *pinfo = gs->getPlayer(player);
  4113. if( pinfo //player exists
  4114. && (ev->players & 1<<player) //event is enabled to this player
  4115. && ((ev->computerAffected && !pinfo->human)
  4116. || (ev->humanAffected && pinfo->human)
  4117. )
  4118. )
  4119. {
  4120. //give resources
  4121. SetResources sr;
  4122. sr.player = player;
  4123. sr.res = pinfo->resources + ev->resources;
  4124. //prepare dialog
  4125. InfoWindow iw;
  4126. iw.player = player;
  4127. iw.text << ev->message;
  4128. for (int i=0; i<ev->resources.size(); i++)
  4129. {
  4130. if(ev->resources[i]) //if resource is changed, we add it to the dialog
  4131. iw.components.push_back(Component(Component::RESOURCE,i,ev->resources[i],0));
  4132. }
  4133. if (iw.components.size())
  4134. {
  4135. sr.res.amax(0); // If removing too much resources, adjust the amount so the total doesn't become negative.
  4136. sendAndApply(&sr); //update player resources if changed
  4137. }
  4138. sendAndApply(&iw); //show dialog
  4139. }
  4140. } //PLAYERS LOOP
  4141. if(ev->nextOccurence)
  4142. {
  4143. gs->map->events.pop_front();
  4144. ev->firstOccurence += ev->nextOccurence;
  4145. std::list<ConstTransitivePtr<CMapEvent> >::iterator it = gs->map->events.begin();
  4146. while ( it !=gs->map->events.end() && **it <= *ev )
  4147. it++;
  4148. gs->map->events.insert(it, ev);
  4149. }
  4150. else
  4151. {
  4152. delete ev;
  4153. gs->map->events.pop_front();
  4154. }
  4155. }
  4156. }
  4157. void CGameHandler::handleTownEvents(CGTownInstance * town, NewTurn &n, std::map<si32, std::map<si32, si32> > &newCreas)
  4158. {
  4159. //TODO event removing desync!!!
  4160. town->events.sort(evntCmp);
  4161. while(town->events.size() && town->events.front()->firstOccurence == gs->day)
  4162. {
  4163. ui8 player = town->tempOwner;
  4164. CCastleEvent *ev = town->events.front();
  4165. PlayerState *pinfo = gs->getPlayer(player);
  4166. if( pinfo //player exists
  4167. && (ev->players & 1<<player) //event is enabled to this player
  4168. && ((ev->computerAffected && !pinfo->human)
  4169. || (ev->humanAffected && pinfo->human) ) )
  4170. {
  4171. // dialog
  4172. InfoWindow iw;
  4173. iw.player = player;
  4174. iw.text << ev->message;
  4175. if(ev->resources.nonZero())
  4176. {
  4177. TResources was = n.res[player];
  4178. n.res[player] += ev->resources;
  4179. n.res[player].amax(0);
  4180. for (int i=0; i<ev->resources.size(); i++)
  4181. if(ev->resources[i] && pinfo->resources[i] != n.res[player][i]) //if resource had changed, we add it to the dialog
  4182. iw.components.push_back(Component(Component::RESOURCE,i,n.res[player][i]-was[i],0));
  4183. }
  4184. for(std::set<si32>::iterator i = ev->buildings.begin(); i!=ev->buildings.end();i++)
  4185. if ( !vstd::contains(town->builtBuildings, *i))
  4186. {
  4187. buildStructure(town->id, *i, true);
  4188. iw.components.push_back(Component(Component::BUILDING, town->subID, *i, 0));
  4189. }
  4190. for(si32 i=0;i<ev->creatures.size();i++) //creature growths
  4191. {
  4192. if(town->creatureDwellingLevel(i) >= 0 && ev->creatures[i])//there is dwelling
  4193. {
  4194. newCreas[town->id][i] += ev->creatures[i];
  4195. iw.components.push_back(Component(Component::CREATURE,
  4196. town->creatures[i].second.back(), ev->creatures[i], 0));
  4197. }
  4198. }
  4199. sendAndApply(&iw); //show dialog
  4200. }
  4201. if(ev->nextOccurence)
  4202. {
  4203. town->events.pop_front();
  4204. ev->firstOccurence += ev->nextOccurence;
  4205. std::list<CCastleEvent*>::iterator it = town->events.begin();
  4206. while ( it !=town->events.end() && **it <= *ev )
  4207. it++;
  4208. town->events.insert(it, ev);
  4209. }
  4210. else
  4211. {
  4212. delete ev;
  4213. town->events.pop_front();
  4214. }
  4215. }
  4216. }
  4217. bool CGameHandler::complain( const std::string &problem )
  4218. {
  4219. sendMessageToAll("Server encountered a problem: " + problem);
  4220. tlog1 << problem << std::endl;
  4221. return true;
  4222. }
  4223. ui32 CGameHandler::getQueryResult( ui8 player, int queryID )
  4224. {
  4225. //TODO: write
  4226. return 0;
  4227. }
  4228. void CGameHandler::showGarrisonDialog( int upobj, int hid, bool removableUnits, const boost::function<void()> &cb )
  4229. {
  4230. ui8 player = getOwner(hid);
  4231. GarrisonDialog gd;
  4232. gd.hid = hid;
  4233. gd.objid = upobj;
  4234. gd.removableUnits = removableUnits;
  4235. {
  4236. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  4237. prepareNewQuery(&gd, player);
  4238. //register callback manually since we need to use query ID that's given in result of prepareNewQuery call
  4239. callbacks[gd.queryID] = [=](ui32 answer)
  4240. {
  4241. // Garrison callback calls the "original callback" and closes the exchange between objs.
  4242. if (cb)
  4243. cb();
  4244. boost::unique_lock<boost::recursive_mutex> lockGsm(this->gsm);
  4245. allowedExchanges.erase(gd.queryID);
  4246. };
  4247. allowedExchanges[gd.queryID] = std::pair<si32,si32>(upobj,hid);
  4248. sendAndApply(&gd);
  4249. }
  4250. }
  4251. void CGameHandler::showThievesGuildWindow(int player, int requestingObjId)
  4252. {
  4253. OpenWindow ow;
  4254. ow.window = OpenWindow::THIEVES_GUILD;
  4255. ow.id1 = player;
  4256. ow.id2 = requestingObjId;
  4257. sendAndApply(&ow);
  4258. }
  4259. bool CGameHandler::isAllowedArrangePack(const ArrangeStacks *pack)
  4260. {
  4261. return isAllowedExchangeForQuery(pack->id1, pack->id2);
  4262. }
  4263. bool CGameHandler::isAllowedExchangeForQuery(int id1, int id2) {
  4264. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  4265. for(std::map<ui32, std::pair<si32,si32> >::const_iterator i = allowedExchanges.begin(); i!=allowedExchanges.end(); i++)
  4266. if((id1 == i->second.first && id2 == i->second.second) ||
  4267. (id2 == i->second.first && id1 == i->second.second))
  4268. return true;
  4269. return false;
  4270. }
  4271. bool CGameHandler::isAllowedExchange( int id1, int id2 )
  4272. {
  4273. if(id1 == id2)
  4274. return true;
  4275. if (isAllowedExchangeForQuery(id1, id2))
  4276. return true;
  4277. const CGObjectInstance *o1 = getObj(id1), *o2 = getObj(id2);
  4278. if (o1 && o2)
  4279. {
  4280. if(o1->ID == GameConstants::TOWNI_TYPE)
  4281. {
  4282. const CGTownInstance *t = static_cast<const CGTownInstance*>(o1);
  4283. if(t->visitingHero == o2 || t->garrisonHero == o2)
  4284. return true;
  4285. }
  4286. if(o2->ID == GameConstants::TOWNI_TYPE)
  4287. {
  4288. const CGTownInstance *t = static_cast<const CGTownInstance*>(o2);
  4289. if(t->visitingHero == o1 || t->garrisonHero == o1)
  4290. return true;
  4291. }
  4292. if(o1->ID == GameConstants::HEROI_TYPE && o2->ID == GameConstants::HEROI_TYPE
  4293. && distance(o1->pos, o2->pos) < 2) //hero stands on the same tile or on the neighbouring tiles
  4294. {
  4295. //TODO: it's workaround, we should check if first hero visited second and player hasn't closed exchange window
  4296. //(to block moving stacks for free [without visiting] between heroes)
  4297. return true;
  4298. }
  4299. }
  4300. else //not exchanging between heroes, TODO: more sophisticated logic
  4301. {
  4302. return true;
  4303. }
  4304. return false;
  4305. }
  4306. void CGameHandler::objectVisited( const CGObjectInstance * obj, const CGHeroInstance * h )
  4307. {
  4308. HeroVisit hv;
  4309. hv.obj = obj;
  4310. hv.hero = h;
  4311. hv.starting = true;
  4312. sendAndApply(&hv);
  4313. obj->onHeroVisit(h);
  4314. hv.obj = NULL; //not necessary, moreover may have been deleted in the meantime
  4315. hv.starting = false;
  4316. sendAndApply(&hv);
  4317. }
  4318. bool CGameHandler::buildBoat( ui32 objid )
  4319. {
  4320. const IShipyard *obj = IShipyard::castFrom(getObj(objid));
  4321. if(obj->state())
  4322. {
  4323. complain("Cannot build boat in this shipyard!");
  4324. return false;
  4325. }
  4326. else if(obj->o->ID == GameConstants::TOWNI_TYPE
  4327. && !vstd::contains((static_cast<const CGTownInstance*>(obj))->builtBuildings,6))
  4328. {
  4329. complain("Cannot build boat in the town - no shipyard!");
  4330. return false;
  4331. }
  4332. //TODO use "real" cost via obj->getBoatCost
  4333. if(getResource(obj->o->tempOwner, 6) < 1000 || getResource(obj->o->tempOwner, 0) < 10)
  4334. {
  4335. complain("Not enough resources to build a boat!");
  4336. return false;
  4337. }
  4338. int3 tile = obj->bestLocation();
  4339. if(!gs->map->isInTheMap(tile))
  4340. {
  4341. complain("Cannot find appropriate tile for a boat!");
  4342. return false;
  4343. }
  4344. //take boat cost
  4345. SetResources sr;
  4346. sr.player = obj->o->tempOwner;
  4347. sr.res = gs->getPlayer(obj->o->tempOwner)->resources;
  4348. sr.res[Res::WOOD] -= 10;
  4349. sr.res[Res::GOLD] -= 1000;
  4350. sendAndApply(&sr);
  4351. //create boat
  4352. NewObject no;
  4353. no.ID = 8;
  4354. no.subID = obj->getBoatType();
  4355. no.pos = tile + int3(1,0,0);
  4356. sendAndApply(&no);
  4357. return true;
  4358. }
  4359. void CGameHandler::engageIntoBattle( ui8 player )
  4360. {
  4361. if(vstd::contains(states.players, player))
  4362. states.setFlag(player,&PlayerStatus::engagedIntoBattle,true);
  4363. //notify interfaces
  4364. PlayerBlocked pb;
  4365. pb.player = player;
  4366. pb.reason = PlayerBlocked::UPCOMING_BATTLE;
  4367. sendAndApply(&pb);
  4368. }
  4369. void CGameHandler::winLoseHandle(ui8 players )
  4370. {
  4371. for(size_t i = 0; i < GameConstants::PLAYER_LIMIT; i++)
  4372. {
  4373. if(players & 1<<i && gs->getPlayer(i))
  4374. {
  4375. checkLossVictory(i);
  4376. }
  4377. }
  4378. }
  4379. void CGameHandler::checkLossVictory( ui8 player )
  4380. {
  4381. const PlayerState *p = gs->getPlayer(player);
  4382. if(p->status) //player already won / lost
  4383. return;
  4384. int loss = gs->lossCheck(player);
  4385. int vic = gs->victoryCheck(player);
  4386. if(!loss && !vic)
  4387. return;
  4388. InfoWindow iw;
  4389. getLossVicMessage(player, vic ? vic : loss , vic, iw);
  4390. sendAndApply(&iw);
  4391. PlayerEndsGame peg;
  4392. peg.player = player;
  4393. peg.victory = vic;
  4394. sendAndApply(&peg);
  4395. if(vic) //one player won -> all enemies lost
  4396. {
  4397. iw.text.localStrings.front().second++; //message about losing because enemy won first is just after victory message
  4398. for (bmap<ui8,PlayerState>::const_iterator i = gs->players.begin(); i!=gs->players.end(); i++)
  4399. {
  4400. if(i->first < GameConstants::PLAYER_LIMIT && i->first != player)//FIXME: skip already eliminated players?
  4401. {
  4402. iw.player = i->first;
  4403. sendAndApply(&iw);
  4404. peg.player = i->first;
  4405. peg.victory = gameState()->getPlayerRelations(player, i->first) == 1; // ally of winner
  4406. sendAndApply(&peg);
  4407. }
  4408. }
  4409. }
  4410. else //player lost -> all his objects become unflagged (neutral)
  4411. {
  4412. std::vector<ConstTransitivePtr<CGHeroInstance> > hlp = p->heroes;
  4413. for (std::vector<ConstTransitivePtr<CGHeroInstance> >::const_iterator i = hlp.begin(); i != hlp.end(); i++) //eliminate heroes
  4414. removeObject((*i)->id);
  4415. for (std::vector<ConstTransitivePtr<CGObjectInstance> >::const_iterator i = gs->map->objects.begin(); i != gs->map->objects.end(); i++) //unflag objs
  4416. {
  4417. if(*i && (*i)->tempOwner == player)
  4418. setOwner((**i).id,GameConstants::NEUTRAL_PLAYER);
  4419. }
  4420. //eliminating one player may cause victory of another:
  4421. winLoseHandle(GameConstants::ALL_PLAYERS & ~(1<<player));
  4422. }
  4423. if(vic)
  4424. {
  4425. end2 = true;
  4426. if(gs->campaign)
  4427. {
  4428. std::vector<CGHeroInstance *> hes;
  4429. BOOST_FOREACH(CGHeroInstance * ghi, gs->map->heroes)
  4430. {
  4431. if (ghi->tempOwner == vic)
  4432. {
  4433. hes.push_back(ghi);
  4434. }
  4435. }
  4436. gs->campaign->mapConquered(hes);
  4437. UpdateCampaignState ucs;
  4438. ucs.camp = gs->campaign;
  4439. sendAndApply(&ucs);
  4440. }
  4441. }
  4442. }
  4443. void CGameHandler::getLossVicMessage( ui8 player, si8 standard, bool victory, InfoWindow &out ) const
  4444. {
  4445. // const PlayerState *p = gs->getPlayer(player);
  4446. // if(!p->human)
  4447. // return; //AI doesn't need text info of loss
  4448. out.player = player;
  4449. if(victory)
  4450. {
  4451. if(standard > 0) //not std loss
  4452. {
  4453. switch(gs->map->victoryCondition.condition)
  4454. {
  4455. case EVictoryConditionType::ARTIFACT:
  4456. out.text.addTxt(MetaString::GENERAL_TXT, 280); //Congratulations! You have found the %s, and can claim victory!
  4457. out.text.addReplacement(MetaString::ART_NAMES,gs->map->victoryCondition.ID); //artifact name
  4458. break;
  4459. case EVictoryConditionType::GATHERTROOP:
  4460. 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!
  4461. out.text.addReplacement(gs->map->victoryCondition.count);
  4462. out.text.addReplacement(MetaString::CRE_PL_NAMES, gs->map->victoryCondition.ID);
  4463. break;
  4464. case EVictoryConditionType::GATHERRESOURCE:
  4465. out.text.addTxt(MetaString::GENERAL_TXT, 278); //Congratulations! You have collected over %d %s in your treasury. Victory is yours!
  4466. out.text.addReplacement(gs->map->victoryCondition.count);
  4467. out.text.addReplacement(MetaString::RES_NAMES, gs->map->victoryCondition.ID);
  4468. break;
  4469. case EVictoryConditionType::BUILDCITY:
  4470. out.text.addTxt(MetaString::GENERAL_TXT, 282); //Congratulations! You have successfully upgraded your town, and can claim victory!
  4471. break;
  4472. case EVictoryConditionType::BUILDGRAIL:
  4473. out.text.addTxt(MetaString::GENERAL_TXT, 284); //Congratulations! You have constructed a permanent home for the Grail, and can claim victory!
  4474. break;
  4475. case EVictoryConditionType::BEATHERO:
  4476. {
  4477. out.text.addTxt(MetaString::GENERAL_TXT, 252); //Congratulations! You have completed your quest to defeat the enemy hero %s. Victory is yours!
  4478. const CGHeroInstance *h = dynamic_cast<const CGHeroInstance*>(gs->map->victoryCondition.obj);
  4479. assert(h);
  4480. out.text.addReplacement(h->name);
  4481. }
  4482. break;
  4483. case EVictoryConditionType::CAPTURECITY:
  4484. {
  4485. out.text.addTxt(MetaString::GENERAL_TXT, 249); //Congratulations! You captured %s, and are victorious!
  4486. const CGTownInstance *t = dynamic_cast<const CGTownInstance*>(gs->map->victoryCondition.obj);
  4487. assert(t);
  4488. out.text.addReplacement(t->name);
  4489. }
  4490. break;
  4491. case EVictoryConditionType::BEATMONSTER:
  4492. out.text.addTxt(MetaString::GENERAL_TXT, 286); //Congratulations! You have completed your quest to kill the fearsome beast, and can claim victory!
  4493. break;
  4494. case EVictoryConditionType::TAKEDWELLINGS:
  4495. out.text.addTxt(MetaString::GENERAL_TXT, 288); //Congratulations! Your flag flies on the dwelling of every creature. Victory is yours!
  4496. break;
  4497. case EVictoryConditionType::TAKEMINES:
  4498. out.text.addTxt(MetaString::GENERAL_TXT, 290); //Congratulations! Your flag flies on every mine. Victory is yours!
  4499. break;
  4500. case EVictoryConditionType::TRANSPORTITEM:
  4501. out.text.addTxt(MetaString::GENERAL_TXT, 292); //Congratulations! You have reached your destination, precious cargo intact, and can claim victory!
  4502. break;
  4503. }
  4504. }
  4505. else
  4506. {
  4507. out.text.addTxt(MetaString::GENERAL_TXT, 659); //Congratulations! You have reached your destination, precious cargo intact, and can claim victory!
  4508. }
  4509. }
  4510. else
  4511. {
  4512. if(standard > 0) //not std loss
  4513. {
  4514. switch(gs->map->lossCondition.typeOfLossCon)
  4515. {
  4516. case ELossConditionType::LOSSCASTLE:
  4517. {
  4518. out.text.addTxt(MetaString::GENERAL_TXT, 251); //The town of %s has fallen - all is lost!
  4519. const CGTownInstance *t = dynamic_cast<const CGTownInstance*>(gs->map->lossCondition.obj);
  4520. assert(t);
  4521. out.text.addReplacement(t->name);
  4522. }
  4523. break;
  4524. case ELossConditionType::LOSSHERO:
  4525. {
  4526. out.text.addTxt(MetaString::GENERAL_TXT, 253); //The hero, %s, has suffered defeat - your quest is over!
  4527. const CGHeroInstance *h = dynamic_cast<const CGHeroInstance*>(gs->map->lossCondition.obj);
  4528. assert(h);
  4529. out.text.addReplacement(h->name);
  4530. }
  4531. break;
  4532. case ELossConditionType::TIMEEXPIRES:
  4533. out.text.addTxt(MetaString::GENERAL_TXT, 254); //Alas, time has run out on your quest. All is lost.
  4534. break;
  4535. }
  4536. }
  4537. else if(standard == 2)
  4538. {
  4539. out.text.addTxt(MetaString::GENERAL_TXT, 7);//%s, your heroes abandon you, and you are banished from this land.
  4540. out.text.addReplacement(MetaString::COLOR, player);
  4541. out.components.push_back(Component(Component::FLAG,player,0,0));
  4542. }
  4543. else //lost all towns and heroes
  4544. {
  4545. out.text.addTxt(MetaString::GENERAL_TXT, 660); //All your forces have been defeated, and you are banished from this land!
  4546. }
  4547. }
  4548. }
  4549. bool CGameHandler::dig( const CGHeroInstance *h )
  4550. {
  4551. for (std::vector<ConstTransitivePtr<CGObjectInstance> >::const_iterator i = gs->map->objects.begin(); i != gs->map->objects.end(); i++) //unflag objs
  4552. {
  4553. if(*i && (*i)->ID == 124 && (*i)->pos == h->getPosition())
  4554. {
  4555. complain("Cannot dig - there is already a hole under the hero!");
  4556. return false;
  4557. }
  4558. }
  4559. if(h->diggingStatus() != CGHeroInstance::CAN_DIG) //checks for terrain and movement
  4560. COMPLAIN_RETF("Hero cannot dig (error code %d)!", h->diggingStatus());
  4561. //create a hole
  4562. NewObject no;
  4563. no.ID = 124;
  4564. no.pos = h->getPosition();
  4565. no.subID = getTile(no.pos)->tertype;
  4566. sendAndApply(&no);
  4567. //take MPs
  4568. SetMovePoints smp;
  4569. smp.hid = h->id;
  4570. smp.val = 0;
  4571. sendAndApply(&smp);
  4572. InfoWindow iw;
  4573. iw.player = h->tempOwner;
  4574. if(gs->map->grailPos == h->getPosition())
  4575. {
  4576. iw.text.addTxt(MetaString::GENERAL_TXT, 58); //"Congratulations! After spending many hours digging here, your hero has uncovered the "
  4577. iw.text.addTxt(MetaString::ART_NAMES, 2);
  4578. iw.soundID = soundBase::ULTIMATEARTIFACT;
  4579. giveHeroNewArtifact(h, VLC->arth->artifacts[2], -1); //give grail
  4580. sendAndApply(&iw);
  4581. iw.soundID = soundBase::invalid;
  4582. iw.text.clear();
  4583. iw.text.addTxt(MetaString::ART_DESCR, 2);
  4584. sendAndApply(&iw);
  4585. }
  4586. else
  4587. {
  4588. iw.text.addTxt(MetaString::GENERAL_TXT, 59); //"Nothing here. \n Where could it be?"
  4589. iw.soundID = soundBase::Dig;
  4590. sendAndApply(&iw);
  4591. }
  4592. return true;
  4593. }
  4594. void CGameHandler::attackCasting(const BattleAttack & bat, Bonus::BonusType attackMode, const CStack * attacker)
  4595. {
  4596. if(attacker->hasBonusOfType(attackMode))
  4597. {
  4598. std::set<ui32> spellsToCast;
  4599. TBonusListPtr spells = attacker->getBonuses(Selector::type(attackMode));
  4600. BOOST_FOREACH(const Bonus *sf, *spells)
  4601. {
  4602. spellsToCast.insert (sf->subtype);
  4603. }
  4604. BOOST_FOREACH(ui32 spellID, spellsToCast)
  4605. {
  4606. const CStack * oneOfAttacked = NULL;
  4607. for (int g=0; g<bat.bsa.size(); ++g)
  4608. {
  4609. if (bat.bsa[g].newAmount > 0 && !bat.bsa[g].isSecondary()) //apply effects only to first target stack if it's alive
  4610. {
  4611. oneOfAttacked = gs->curB->battleGetStackByID(bat.bsa[g].stackAttacked);
  4612. break;
  4613. }
  4614. }
  4615. bool castMe = false;
  4616. int meleeRanged;
  4617. if(oneOfAttacked == NULL) //all attacked creatures have been killed
  4618. return;
  4619. int spellLevel = 0;
  4620. TBonusListPtr spellsByType = attacker->getBonuses(Selector::typeSubtype(attackMode, spellID));
  4621. BOOST_FOREACH(const Bonus *sf, *spellsByType)
  4622. {
  4623. vstd::amax(spellLevel, sf->additionalInfo % 1000); //pick highest level
  4624. meleeRanged = sf->additionalInfo / 1000;
  4625. if (meleeRanged == 0 || (meleeRanged == 1 && bat.shot()) || (meleeRanged == 2 && !bat.shot()))
  4626. castMe = true;
  4627. }
  4628. int chance = attacker->valOfBonuses((Selector::typeSubtype(attackMode, spellID)));
  4629. vstd::amin (chance, 100);
  4630. int destination = oneOfAttacked->position;
  4631. const CSpell * spell = VLC->spellh->spells[spellID];
  4632. if(gs->curB->battleCanCastThisSpellHere(attacker->owner, spell, ECastingMode::AFTER_ATTACK_CASTING, oneOfAttacked->position) != ESpellCastProblem::OK)
  4633. continue;
  4634. //check if spell should be casted (probability handling)
  4635. if(rand()%100 >= chance)
  4636. continue;
  4637. //casting //TODO: check if spell can be blocked or target is immune
  4638. if (castMe) //stacks use 0 spell power. If needed, default = 3 or custom value is used
  4639. handleSpellCasting(spellID, spellLevel, destination, !attacker->attackerOwned, attacker->owner, NULL, NULL, 0, ECastingMode::AFTER_ATTACK_CASTING, attacker);
  4640. }
  4641. }
  4642. }
  4643. void CGameHandler::handleAttackBeforeCasting (const BattleAttack & bat)
  4644. {
  4645. const CStack * attacker = gs->curB->battleGetStackByID(bat.stackAttacking);
  4646. attackCasting(bat, Bonus::SPELL_BEFORE_ATTACK, attacker); //no detah stare / acid bretah needed?
  4647. }
  4648. void CGameHandler::handleAfterAttackCasting( const BattleAttack & bat )
  4649. {
  4650. const CStack * attacker = gs->curB->battleGetStackByID(bat.stackAttacking);
  4651. if (!attacker) //could be already dead
  4652. return;
  4653. attackCasting(bat, Bonus::SPELL_AFTER_ATTACK, attacker);
  4654. if(bat.bsa[0].newAmount <= 0)
  4655. {
  4656. //don't try death stare or acid breath on dead stack (crash!)
  4657. return;
  4658. }
  4659. if (attacker->hasBonusOfType(Bonus::DEATH_STARE)) // spell id 79
  4660. {
  4661. int staredCreatures = 0;
  4662. double mean = attacker->count * attacker->valOfBonuses(Bonus::DEATH_STARE, 0) / 100;
  4663. if (mean >= 1)
  4664. {
  4665. boost::poisson_distribution<int, double> p((int)mean);
  4666. boost::mt19937 rng;
  4667. boost::variate_generator<boost::mt19937&, boost::poisson_distribution<int, double> > dice (rng, p);
  4668. staredCreatures += dice();
  4669. }
  4670. if (((int)(mean * 100)) < rand() % 100) //fractional chance for one last kill
  4671. ++staredCreatures;
  4672. staredCreatures += attacker->type->level * attacker->valOfBonuses(Bonus::DEATH_STARE, 1);
  4673. if (staredCreatures)
  4674. {
  4675. if (bat.bsa.size() && bat.bsa[0].newAmount > 0) //TODO: death stare was not originally available for multiple-hex attacks, but...
  4676. handleSpellCasting(79, 0, gs->curB->battleGetStackByID(bat.bsa[0].stackAttacked)->position,
  4677. !attacker->attackerOwned, attacker->owner, NULL, NULL, staredCreatures, ECastingMode::AFTER_ATTACK_CASTING, attacker);
  4678. }
  4679. }
  4680. int acidDamage = 0;
  4681. TBonusListPtr acidBreath = attacker->getBonuses(Selector::type(Bonus::ACID_BREATH));
  4682. BOOST_FOREACH(const Bonus *b, *acidBreath)
  4683. {
  4684. if (b->additionalInfo > rand()%100)
  4685. acidDamage += b->val;
  4686. }
  4687. if (acidDamage)
  4688. {
  4689. handleSpellCasting(81, 0, gs->curB->battleGetStackByID(bat.bsa[0].stackAttacked)->position,
  4690. !attacker->attackerOwned, attacker->owner, NULL, NULL,
  4691. acidDamage * attacker->count, ECastingMode::AFTER_ATTACK_CASTING, attacker);
  4692. }
  4693. }
  4694. bool CGameHandler::castSpell(const CGHeroInstance *h, int spellID, const int3 &pos)
  4695. {
  4696. const CSpell *s = VLC->spellh->spells[spellID];
  4697. int cost = h->getSpellCost(s);
  4698. int schoolLevel = h->getSpellSchoolLevel(s);
  4699. if(!h->canCastThisSpell(s))
  4700. COMPLAIN_RET("Hero cannot cast this spell!");
  4701. if(h->mana < cost)
  4702. COMPLAIN_RET("Hero doesn't have enough spell points to cast this spell!");
  4703. if(s->combatSpell)
  4704. COMPLAIN_RET("This function can be used only for adventure map spells!");
  4705. AdvmapSpellCast asc;
  4706. asc.caster = h;
  4707. asc.spellID = spellID;
  4708. sendAndApply(&asc);
  4709. using namespace Spells;
  4710. switch(spellID)
  4711. {
  4712. case SUMMON_BOAT: //Summon Boat
  4713. {
  4714. //check if spell works at all
  4715. if(rand() % 100 >= s->powers[schoolLevel]) //power is % chance of success
  4716. {
  4717. InfoWindow iw;
  4718. iw.player = h->tempOwner;
  4719. iw.text.addTxt(MetaString::GENERAL_TXT, 336); //%s tried to summon a boat, but failed.
  4720. iw.text.addReplacement(h->name);
  4721. sendAndApply(&iw);
  4722. break;
  4723. }
  4724. //try to find unoccupied boat to summon
  4725. const CGBoat *nearest = NULL;
  4726. double dist = 0;
  4727. int3 summonPos = h->bestLocation();
  4728. if(summonPos.x < 0)
  4729. COMPLAIN_RET("There is no water tile available!");
  4730. BOOST_FOREACH(const CGObjectInstance *obj, gs->map->objects)
  4731. {
  4732. if(obj && obj->ID == 8)
  4733. {
  4734. const CGBoat *b = static_cast<const CGBoat*>(obj);
  4735. if(b->hero) continue; //we're looking for unoccupied boat
  4736. double nDist = distance(b->pos, h->getPosition());
  4737. if(!nearest || nDist < dist) //it's first boat or closer than previous
  4738. {
  4739. nearest = b;
  4740. dist = nDist;
  4741. }
  4742. }
  4743. }
  4744. if(nearest) //we found boat to summon
  4745. {
  4746. ChangeObjPos cop;
  4747. cop.objid = nearest->id;
  4748. cop.nPos = summonPos + int3(1,0,0);;
  4749. cop.flags = 1;
  4750. sendAndApply(&cop);
  4751. }
  4752. else if(schoolLevel < 2) //none or basic level -> cannot create boat :(
  4753. {
  4754. InfoWindow iw;
  4755. iw.player = h->tempOwner;
  4756. iw.text.addTxt(MetaString::GENERAL_TXT, 335); //There are no boats to summon.
  4757. sendAndApply(&iw);
  4758. }
  4759. else //create boat
  4760. {
  4761. NewObject no;
  4762. no.ID = 8;
  4763. no.subID = h->getBoatType();
  4764. no.pos = summonPos + int3(1,0,0);;
  4765. sendAndApply(&no);
  4766. }
  4767. break;
  4768. }
  4769. case SCUTTLE_BOAT: //Scuttle Boat
  4770. {
  4771. //check if spell works at all
  4772. if(rand() % 100 >= s->powers[schoolLevel]) //power is % chance of success
  4773. {
  4774. InfoWindow iw;
  4775. iw.player = h->tempOwner;
  4776. iw.text.addTxt(MetaString::GENERAL_TXT, 337); //%s tried to scuttle the boat, but failed
  4777. iw.text.addReplacement(h->name);
  4778. sendAndApply(&iw);
  4779. break;
  4780. }
  4781. if(!gs->map->isInTheMap(pos))
  4782. COMPLAIN_RET("Invalid dst tile for scuttle!");
  4783. //TODO: test range, visibility
  4784. const TerrainTile *t = &gs->map->getTile(pos);
  4785. if(!t->visitableObjects.size() || t->visitableObjects.back()->ID != 8)
  4786. COMPLAIN_RET("There is no boat to scuttle!");
  4787. RemoveObject ro;
  4788. ro.id = t->visitableObjects.back()->id;
  4789. sendAndApply(&ro);
  4790. break;
  4791. }
  4792. case DIMENSION_DOOR: //Dimension Door
  4793. {
  4794. const TerrainTile *dest = getTile(pos);
  4795. const TerrainTile *curr = getTile(h->getSightCenter());
  4796. if(!dest)
  4797. COMPLAIN_RET("Destination tile doesn't exist!");
  4798. if(!h->movement)
  4799. COMPLAIN_RET("Hero needs movement points to cast Dimension Door!");
  4800. if(h->getBonusesCount(Bonus::SPELL_EFFECT, Spells::DIMENSION_DOOR) >= s->powers[schoolLevel]) //limit casts per turn
  4801. {
  4802. InfoWindow iw;
  4803. iw.player = h->tempOwner;
  4804. iw.text.addTxt(MetaString::GENERAL_TXT, 338); //%s is not skilled enough to cast this spell again today.
  4805. iw.text.addReplacement(h->name);
  4806. sendAndApply(&iw);
  4807. break;
  4808. }
  4809. GiveBonus gb;
  4810. gb.id = h->id;
  4811. gb.bonus = Bonus(Bonus::ONE_DAY, Bonus::NONE, Bonus::SPELL_EFFECT, 0, Spells::DIMENSION_DOOR);
  4812. sendAndApply(&gb);
  4813. if(!dest->isClear(curr)) //wrong dest tile
  4814. {
  4815. InfoWindow iw;
  4816. iw.player = h->tempOwner;
  4817. iw.text.addTxt(MetaString::GENERAL_TXT, 70); //Dimension Door failed!
  4818. sendAndApply(&iw);
  4819. break;
  4820. }
  4821. //we need obtain guard pos before moving hero, otherwise we get nothing, because tile will be "unguarded" by hero
  4822. int3 guardPos = gs->guardingCreaturePosition(pos);
  4823. TryMoveHero tmh;
  4824. tmh.id = h->id;
  4825. tmh.movePoints = std::max<int>(0, h->movement - 300);
  4826. tmh.result = TryMoveHero::TELEPORTATION;
  4827. tmh.start = h->pos;
  4828. tmh.end = pos + h->getVisitableOffset();
  4829. getTilesInRange(tmh.fowRevealed, pos, h->getSightRadious(), h->tempOwner,1);
  4830. sendAndApply(&tmh);
  4831. tryAttackingGuard(guardPos, h);
  4832. }
  4833. break;
  4834. case FLY: //Fly
  4835. {
  4836. int subtype = schoolLevel >= 2 ? 1 : 2; //adv or expert
  4837. GiveBonus gb;
  4838. gb.id = h->id;
  4839. gb.bonus = Bonus(Bonus::ONE_DAY, Bonus::FLYING_MOVEMENT, Bonus::SPELL_EFFECT, 0, Spells::FLY, subtype);
  4840. sendAndApply(&gb);
  4841. }
  4842. break;
  4843. case WATER_WALK: //Water Walk
  4844. {
  4845. int subtype = schoolLevel >= 2 ? 1 : 2; //adv or expert
  4846. GiveBonus gb;
  4847. gb.id = h->id;
  4848. gb.bonus = Bonus(Bonus::ONE_DAY, Bonus::WATER_WALKING, Bonus::SPELL_EFFECT, 0, Spells::FLY, subtype);
  4849. sendAndApply(&gb);
  4850. }
  4851. break;
  4852. case TOWN_PORTAL: //Town Portal
  4853. {
  4854. if (!gs->map->isInTheMap(pos))
  4855. COMPLAIN_RET("Destination tile not present!")
  4856. TerrainTile tile = gs->map->getTile(pos);
  4857. if (tile.visitableObjects.empty() || tile.visitableObjects.back()->ID != GameConstants::TOWNI_TYPE )
  4858. COMPLAIN_RET("Town not found for Town Portal!");
  4859. CGTownInstance * town = static_cast<CGTownInstance*>(tile.visitableObjects.back());
  4860. if (town->tempOwner != h->tempOwner)
  4861. COMPLAIN_RET("Can't teleport to another player!");
  4862. if (town->visitingHero)
  4863. COMPLAIN_RET("Can't teleport to occupied town!");
  4864. if (h->getSpellSchoolLevel(s) < 2)
  4865. {
  4866. double dist = town->pos.dist2d(h->pos);
  4867. int nearest = town->id; //nearest town's ID
  4868. BOOST_FOREACH(const CGTownInstance * currTown, gs->getPlayer(h->tempOwner)->towns)
  4869. {
  4870. double curDist = currTown->pos.dist2d(h->pos);
  4871. if (nearest == -1 || curDist < dist)
  4872. {
  4873. nearest = town->id;
  4874. dist = curDist;
  4875. }
  4876. }
  4877. if (town->id != nearest)
  4878. COMPLAIN_RET("This hero can only teleport to nearest town!")
  4879. }
  4880. if (h->visitedTown)
  4881. stopHeroVisitCastle(h->visitedTown->id, h->id);
  4882. if (moveHero(h->id, town->visitablePos() + h->getVisitableOffset() ,1))
  4883. heroVisitCastle(town->id, h->id);
  4884. }
  4885. break;
  4886. case VISIONS: //Visions
  4887. case VIEW_EARTH: //View Earth
  4888. case DISGUISE: //Disguise
  4889. case VIEW_AIR: //View Air
  4890. default:
  4891. COMPLAIN_RET("This spell is not implemented yet!");
  4892. break;
  4893. }
  4894. SetMana sm;
  4895. sm.hid = h->id;
  4896. sm.val = h->mana - cost;
  4897. sendAndApply(&sm);
  4898. return true;
  4899. }
  4900. void CGameHandler::visitObjectOnTile(const TerrainTile &t, const CGHeroInstance * h)
  4901. {
  4902. //to prevent self-visiting heroes on space press
  4903. if(t.visitableObjects.back() != h)
  4904. objectVisited(t.visitableObjects.back(), h);
  4905. else if(t.visitableObjects.size() > 1)
  4906. objectVisited(*(t.visitableObjects.end()-2),h);
  4907. }
  4908. bool CGameHandler::tryAttackingGuard(const int3 &guardPos, const CGHeroInstance * h)
  4909. {
  4910. if(!gs->map->isInTheMap(guardPos))
  4911. return false;
  4912. const TerrainTile &guardTile = gs->map->terrain[guardPos.x][guardPos.y][guardPos.z];
  4913. objectVisited(guardTile.visitableObjects.back(), h);
  4914. visitObjectAfterVictory = true;
  4915. return true;
  4916. }
  4917. bool CGameHandler::sacrificeCreatures(const IMarket *market, const CGHeroInstance *hero, TSlot slot, ui32 count)
  4918. {
  4919. int oldCount = hero->getStackCount(slot);
  4920. if(oldCount < count)
  4921. COMPLAIN_RET("Not enough creatures to sacrifice!")
  4922. else if(oldCount == count && hero->Slots().size() == 1 && hero->needsLastStack())
  4923. COMPLAIN_RET("Cannot sacrifice last creature!");
  4924. int crid = hero->getStack(slot).type->idNumber;
  4925. changeStackCount(StackLocation(hero, slot), -count);
  4926. int dump, exp;
  4927. market->getOffer(crid, 0, dump, exp, EMarketMode::CREATURE_EXP);
  4928. exp *= count;
  4929. changePrimSkill(hero->id, 4, hero->calculateXp(exp));
  4930. return true;
  4931. }
  4932. bool CGameHandler::sacrificeArtifact(const IMarket * m, const CGHeroInstance * hero, int slot)
  4933. {
  4934. ArtifactLocation al(hero, slot);
  4935. const CArtifactInstance *a = al.getArt();
  4936. if(!a)
  4937. COMPLAIN_RET("Cannot find artifact to sacrifice!");
  4938. int dmp, expToGive;
  4939. m->getOffer(hero->getArtTypeId(slot), 0, dmp, expToGive, EMarketMode::ARTIFACT_EXP);
  4940. removeArtifact(al);
  4941. changePrimSkill(hero->id, 4, expToGive);
  4942. return true;
  4943. }
  4944. void CGameHandler::makeStackDoNothing(const CStack * next)
  4945. {
  4946. BattleAction doNothing;
  4947. doNothing.actionType = 0;
  4948. doNothing.additionalInfo = 0;
  4949. doNothing.destinationTile = -1;
  4950. doNothing.side = !next->attackerOwned;
  4951. doNothing.stackNumber = next->ID;
  4952. StartAction start_action(doNothing);
  4953. sendAndApply(&start_action);
  4954. sendAndApply(&end_action);
  4955. }
  4956. bool CGameHandler::insertNewStack(const StackLocation &sl, const CCreature *c, TQuantity count)
  4957. {
  4958. if(sl.army->hasStackAtSlot(sl.slot))
  4959. COMPLAIN_RET("Slot is already taken!");
  4960. InsertNewStack ins;
  4961. ins.sl = sl;
  4962. ins.stack = CStackBasicDescriptor(c, count);
  4963. sendAndApply(&ins);
  4964. return true;
  4965. }
  4966. bool CGameHandler::eraseStack(const StackLocation &sl, bool forceRemoval/* = false*/)
  4967. {
  4968. if(!sl.army->hasStackAtSlot(sl.slot))
  4969. COMPLAIN_RET("Cannot find a stack to erase");
  4970. if(sl.army->Slots().size() == 1 //from the last stack
  4971. && sl.army->needsLastStack() //that must be left
  4972. && !forceRemoval) //ignore above conditions if we are forcing removal
  4973. {
  4974. COMPLAIN_RET("Cannot erase the last stack!");
  4975. }
  4976. EraseStack es;
  4977. es.sl = sl;
  4978. sendAndApply(&es);
  4979. return true;
  4980. }
  4981. bool CGameHandler::changeStackCount(const StackLocation &sl, TQuantity count, bool absoluteValue /*= false*/)
  4982. {
  4983. TQuantity currentCount = sl.army->getStackCount(sl.slot);
  4984. if((absoluteValue && count < 0)
  4985. || (!absoluteValue && -count > currentCount))
  4986. {
  4987. COMPLAIN_RET("Cannot take more stacks than present!");
  4988. }
  4989. if((currentCount == -count && !absoluteValue)
  4990. || (!count && absoluteValue))
  4991. {
  4992. eraseStack(sl);
  4993. }
  4994. else
  4995. {
  4996. ChangeStackCount csc;
  4997. csc.sl = sl;
  4998. csc.count = count;
  4999. csc.absoluteValue = absoluteValue;
  5000. sendAndApply(&csc);
  5001. }
  5002. return true;
  5003. }
  5004. bool CGameHandler::addToSlot(const StackLocation &sl, const CCreature *c, TQuantity count)
  5005. {
  5006. const CCreature *slotC = sl.army->getCreature(sl.slot);
  5007. if(!slotC) //slot is empty
  5008. insertNewStack(sl, c, count);
  5009. else if(c == slotC)
  5010. changeStackCount(sl, count);
  5011. else
  5012. {
  5013. COMPLAIN_RET("Cannot add " + c->namePl + " to slot " + boost::lexical_cast<std::string>(sl.slot) + "!");
  5014. }
  5015. return true;
  5016. }
  5017. void CGameHandler::tryJoiningArmy(const CArmedInstance *src, const CArmedInstance *dst, bool removeObjWhenFinished, bool allowMerging)
  5018. {
  5019. if(!src->canBeMergedWith(*dst, allowMerging))
  5020. {
  5021. if (allowMerging) //do that, add all matching creatures.
  5022. {
  5023. bool cont = true;
  5024. while (cont)
  5025. {
  5026. for(TSlots::const_iterator i = src->stacks.begin(); i != src->stacks.end(); i++)//while there are unmoved creatures
  5027. {
  5028. TSlot pos = dst->getSlotFor(i->second->type);
  5029. if(pos > -1)
  5030. {
  5031. moveStack(StackLocation(src, i->first), StackLocation(dst, pos));
  5032. cont = true;
  5033. break; //or iterator crashes
  5034. }
  5035. cont = false;
  5036. }
  5037. }
  5038. }
  5039. boost::function<void()> removeOrNot = 0;
  5040. if(removeObjWhenFinished)
  5041. removeOrNot = boost::bind(&IGameCallback::removeObject,this,src->id);
  5042. showGarrisonDialog(src->id, dst->id, true, removeOrNot); //show garrison window and optionally remove ourselves from map when player ends
  5043. }
  5044. else //merge
  5045. {
  5046. moveArmy(src, dst, allowMerging);
  5047. if(removeObjWhenFinished)
  5048. removeObject(src->id);
  5049. }
  5050. }
  5051. bool CGameHandler::moveStack(const StackLocation &src, const StackLocation &dst, TQuantity count)
  5052. {
  5053. if(!src.army->hasStackAtSlot(src.slot))
  5054. COMPLAIN_RET("No stack to move!");
  5055. if(dst.army->hasStackAtSlot(dst.slot) && dst.army->getCreature(dst.slot) != src.army->getCreature(src.slot))
  5056. COMPLAIN_RET("Cannot move: stack of different type at destination pos!");
  5057. if(count == -1)
  5058. {
  5059. count = src.army->getStackCount(src.slot);
  5060. }
  5061. if(src.army != dst.army //moving away
  5062. && count == src.army->getStackCount(src.slot) //all creatures
  5063. && src.army->Slots().size() == 1 //from the last stack
  5064. && src.army->needsLastStack()) //that must be left
  5065. {
  5066. COMPLAIN_RET("Cannot move away the alst creature!");
  5067. }
  5068. RebalanceStacks rs;
  5069. rs.src = src;
  5070. rs.dst = dst;
  5071. rs.count = count;
  5072. sendAndApply(&rs);
  5073. return true;
  5074. }
  5075. bool CGameHandler::swapStacks(const StackLocation &sl1, const StackLocation &sl2)
  5076. {
  5077. if(!sl1.army->hasStackAtSlot(sl1.slot))
  5078. return moveStack(sl2, sl1);
  5079. else if(!sl2.army->hasStackAtSlot(sl2.slot))
  5080. return moveStack(sl1, sl2);
  5081. else
  5082. {
  5083. SwapStacks ss;
  5084. ss.sl1 = sl1;
  5085. ss.sl2 = sl2;
  5086. sendAndApply(&ss);
  5087. return true;
  5088. }
  5089. }
  5090. void CGameHandler::runBattle()
  5091. {
  5092. setBattle(gs->curB);
  5093. assert(gs->curB);
  5094. //TODO: pre-tactic stuff, call scripts etc.
  5095. //tactic round
  5096. {
  5097. while(gs->curB->tacticDistance && !battleResult.get())
  5098. boost::this_thread::sleep(boost::posix_time::milliseconds(50));
  5099. }
  5100. //spells opening battle
  5101. for(int i=0; i<ARRAY_COUNT(gs->curB->heroes); ++i)
  5102. {
  5103. if(gs->curB->heroes[i] && gs->curB->heroes[i]->hasBonusOfType(Bonus::OPENING_BATTLE_SPELL))
  5104. {
  5105. TBonusListPtr bl = gs->curB->heroes[i]->getBonuses(Selector::type(Bonus::OPENING_BATTLE_SPELL));
  5106. BOOST_FOREACH (Bonus *b, *bl)
  5107. {
  5108. handleSpellCasting(b->subtype, 3, -1, 0, gs->curB->heroes[i]->tempOwner, NULL, gs->curB->heroes[1-i], b->val, ECastingMode::HERO_CASTING, NULL);
  5109. }
  5110. }
  5111. }
  5112. //main loop
  5113. while(!battleResult.get()) //till the end of the battle ;]
  5114. {
  5115. NEW_ROUND;
  5116. auto obstacles = gs->curB->obstacles; //we copy container, because we're going to modify it
  5117. BOOST_FOREACH(auto &obstPtr, obstacles)
  5118. {
  5119. if(const SpellCreatedObstacle *sco = dynamic_cast<const SpellCreatedObstacle *>(obstPtr.get()))
  5120. if(sco->turnsRemaining == 0)
  5121. removeObstacle(*obstPtr);
  5122. }
  5123. std::vector<CStack*> & stacks = (gs->curB->stacks);
  5124. const BattleInfo & curB = *gs->curB;
  5125. //stack loop
  5126. const CStack *next;
  5127. while(!battleResult.get() && (next = curB.getNextStack()) && next->willMove())
  5128. {
  5129. //check for bad morale => freeze
  5130. int nextStackMorale = next->MoraleVal();
  5131. if( nextStackMorale < 0 &&
  5132. !(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)
  5133. )
  5134. {
  5135. if( rand()%24 < -2 * nextStackMorale)
  5136. {
  5137. //unit loses its turn - empty freeze action
  5138. BattleAction ba;
  5139. ba.actionType = BattleAction::BAD_MORALE;
  5140. ba.additionalInfo = 1;
  5141. ba.side = !next->attackerOwned;
  5142. ba.stackNumber = next->ID;
  5143. StartAction start_action(ba);
  5144. sendAndApply(&start_action);
  5145. sendAndApply(&end_action);
  5146. checkForBattleEnd(stacks); //check if this "action" ended the battle (not likely but who knows...)
  5147. continue;
  5148. }
  5149. }
  5150. if(next->hasBonusOfType(Bonus::ATTACKS_NEAREST_CREATURE)) //while in berserk
  5151. {
  5152. std::pair<const CStack *, int> attackInfo = curB.getNearestStack(next, boost::logic::indeterminate);
  5153. if(attackInfo.first != NULL)
  5154. {
  5155. BattleAction attack;
  5156. attack.actionType = BattleAction::WALK_AND_ATTACK;
  5157. attack.side = !next->attackerOwned;
  5158. attack.stackNumber = next->ID;
  5159. attack.additionalInfo = attackInfo.first->position;
  5160. attack.destinationTile = attackInfo.second;
  5161. makeBattleAction(attack);
  5162. checkForBattleEnd(stacks);
  5163. }
  5164. else
  5165. {
  5166. makeStackDoNothing(next);
  5167. }
  5168. continue;
  5169. }
  5170. const CGHeroInstance * curOwner = gs->curB->battleGetOwner(next);
  5171. if( (next->position < 0 || next->getCreature()->idNumber == 146) //arrow turret or ballista
  5172. && (!curOwner || curOwner->getSecSkillLevel(CGHeroInstance::ARTILLERY) == 0)) //hero has no artillery
  5173. {
  5174. BattleAction attack;
  5175. attack.actionType = BattleAction::SHOOT;
  5176. attack.side = !next->attackerOwned;
  5177. attack.stackNumber = next->ID;
  5178. for(int g=0; g<gs->curB->stacks.size(); ++g)
  5179. {
  5180. if(gs->curB->stacks[g]->owner != next->owner && gs->curB->stacks[g]->isValidTarget())
  5181. {
  5182. attack.destinationTile = gs->curB->stacks[g]->position;
  5183. break;
  5184. }
  5185. }
  5186. makeBattleAction(attack);
  5187. checkForBattleEnd(stacks);
  5188. continue;
  5189. }
  5190. if(next->getCreature()->idNumber == 145 && (!curOwner || curOwner->getSecSkillLevel(CGHeroInstance::BALLISTICS) == 0)) //catapult, hero has no ballistics
  5191. {
  5192. BattleAction attack;
  5193. static const int wallHexes[] = {50, 183, 182, 130, 62, 29, 12, 95};
  5194. attack.destinationTile = wallHexes[ rand()%ARRAY_COUNT(wallHexes) ];
  5195. attack.actionType = BattleAction::CATAPULT;
  5196. attack.additionalInfo = 0;
  5197. attack.side = !next->attackerOwned;
  5198. attack.stackNumber = next->ID;
  5199. makeBattleAction(attack);
  5200. continue;
  5201. }
  5202. if(next->getCreature()->idNumber == 147) //first aid tent
  5203. {
  5204. std::vector< const CStack * > possibleStacks;
  5205. //is there any clean algorithm for that? (boost.range seems to lack copy_if)
  5206. BOOST_FOREACH(const CStack *s, battleGetAllStacks())
  5207. if(s->owner == next->owner && s->canBeHealed())
  5208. possibleStacks.push_back(s);
  5209. if(!possibleStacks.size())
  5210. {
  5211. makeStackDoNothing(next);
  5212. continue;
  5213. }
  5214. if(!curOwner || curOwner->getSecSkillLevel(CGHeroInstance::FIRST_AID) == 0) //no hero or hero has no first aid
  5215. {
  5216. range::random_shuffle(possibleStacks);
  5217. const CStack * toBeHealed = possibleStacks.front();
  5218. BattleAction heal;
  5219. heal.actionType = BattleAction::STACK_HEAL;
  5220. heal.additionalInfo = 0;
  5221. heal.destinationTile = toBeHealed->position;
  5222. heal.side = !next->attackerOwned;
  5223. heal.stackNumber = next->ID;
  5224. makeBattleAction(heal);
  5225. continue;
  5226. }
  5227. }
  5228. int numberOfAsks = 1;
  5229. bool breakOuter = false;
  5230. do
  5231. {//ask interface and wait for answer
  5232. if(!battleResult.get())
  5233. {
  5234. stackTurnTrigger(next); //various effects
  5235. if (vstd::contains(next->state, EBattleStackState::FEAR))
  5236. {
  5237. makeStackDoNothing(next); //end immediately if stack was affected by fear
  5238. }
  5239. else
  5240. {
  5241. tlog5 << "Activating " << next->nodeName() << std::endl;
  5242. BattleSetActiveStack sas;
  5243. sas.stack = next->ID;
  5244. sendAndApply(&sas);
  5245. boost::unique_lock<boost::mutex> lock(battleMadeAction.mx);
  5246. battleMadeAction.data = false;
  5247. while (next->alive() &&
  5248. (!battleMadeAction.data && !battleResult.get())) //active stack hasn't made its action and battle is still going
  5249. battleMadeAction.cond.wait(lock);
  5250. }
  5251. }
  5252. if(battleResult.get()) //don't touch it, battle could be finished while waiting got action
  5253. {
  5254. breakOuter = true;
  5255. break;
  5256. }
  5257. //we're after action, all results applied
  5258. checkForBattleEnd(stacks); //check if this action ended the battle
  5259. //check for good morale
  5260. nextStackMorale = next->MoraleVal();
  5261. if(!vstd::contains(next->state,EBattleStackState::HAD_MORALE) //only one extra move per turn possible
  5262. && !vstd::contains(next->state,EBattleStackState::DEFENDING)
  5263. && !vstd::contains(next->state,EBattleStackState::WAITING)
  5264. && !vstd::contains(next->state, EBattleStackState::FEAR)
  5265. && next->alive()
  5266. && nextStackMorale > 0
  5267. && !(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
  5268. )
  5269. {
  5270. if(rand()%24 < nextStackMorale) //this stack hasn't got morale this turn
  5271. {
  5272. BattleTriggerEffect bte;
  5273. bte.stackID = next->ID;
  5274. bte.effect = Bonus::MORALE;
  5275. bte.val = 1;
  5276. bte.additionalInfo = 0;
  5277. sendAndApply(&bte); //play animation
  5278. ++numberOfAsks; //move this stack once more
  5279. }
  5280. }
  5281. --numberOfAsks;
  5282. } while (numberOfAsks > 0);
  5283. if (breakOuter)
  5284. {
  5285. break;
  5286. }
  5287. }
  5288. }
  5289. endBattle(gs->curB->tile, gs->curB->heroes[0], gs->curB->heroes[1]);
  5290. }
  5291. void CGameHandler::giveHeroArtifact(const CGHeroInstance *h, const CArtifactInstance *a, int pos)
  5292. {
  5293. assert(a->artType);
  5294. ArtifactLocation al;
  5295. al.artHolder = const_cast<CGHeroInstance*>(h);
  5296. int slot = -1;
  5297. if(pos < 0)
  5298. {
  5299. if(pos == -2)
  5300. slot = a->firstAvailableSlot(h);
  5301. else
  5302. slot = a->firstBackpackSlot(h);
  5303. }
  5304. else
  5305. {
  5306. slot = pos;
  5307. }
  5308. al.slot = slot;
  5309. if(slot < 0 || !a->canBePutAt(al))
  5310. {
  5311. complain("Cannot put artifact in that slot!");
  5312. return;
  5313. }
  5314. putArtifact(al, a);
  5315. }
  5316. void CGameHandler::putArtifact(const ArtifactLocation &al, const CArtifactInstance *a)
  5317. {
  5318. PutArtifact pa;
  5319. pa.art = a;
  5320. pa.al = al;
  5321. sendAndApply(&pa);
  5322. }
  5323. void CGameHandler::giveHeroNewArtifact(const CGHeroInstance *h, const CArtifact *artType, int pos)
  5324. {
  5325. CArtifactInstance *a = NULL;
  5326. if(!artType->constituents)
  5327. {
  5328. a = new CArtifactInstance();
  5329. }
  5330. else
  5331. {
  5332. a = new CCombinedArtifactInstance();
  5333. }
  5334. a->artType = artType; //*NOT* via settype -> all bonus-related stuff must be done by NewArtifact apply
  5335. NewArtifact na;
  5336. na.art = a;
  5337. sendAndApply(&na); // -> updates a!!!, will create a on other machines
  5338. giveHeroArtifact(h, a, pos);
  5339. }
  5340. void CGameHandler::setBattleResult(int resultType, int victoriusSide)
  5341. {
  5342. if(battleResult.get())
  5343. {
  5344. complain("There is already set result?");
  5345. return;
  5346. }
  5347. BattleResult *br = new BattleResult;
  5348. br->result = resultType;
  5349. br->winner = victoriusSide; //surrendering side loses
  5350. gs->curB->calculateCasualties(br->casualties);
  5351. battleResult.set(br);
  5352. }
  5353. void CGameHandler::commitPackage( CPackForClient *pack )
  5354. {
  5355. sendAndApply(pack);
  5356. }
  5357. void CGameHandler::spawnWanderingMonsters(int creatureID)
  5358. {
  5359. std::vector<int3>::iterator tile;
  5360. std::vector<int3> tiles;
  5361. getFreeTiles(tiles);
  5362. ui32 amount = tiles.size() / 200; //Chance is 0.5% for each tile
  5363. std::random_shuffle(tiles.begin(), tiles.end());
  5364. tlog5 << "Spawning wandering monsters. Found " << tiles.size() << " free tiles. Creature type: " << creatureID << std::endl;
  5365. const CCreature *cre = VLC->creh->creatures[creatureID];
  5366. for (int i = 0; i < amount; ++i)
  5367. {
  5368. tile = tiles.begin();
  5369. tlog5 << "\tSpawning monster at " << *tile << std::endl;
  5370. putNewMonster(creatureID, cre->getRandomAmount(std::rand), *tile);
  5371. tiles.erase(tile); //not use it again
  5372. }
  5373. }
  5374. bool CGameHandler::isBlockedByQueries(const CPack *pack, int packType, ui8 player)
  5375. {
  5376. //it's always legal to send query reply (we'll check later if it makes sense)
  5377. if(packType == typeList.getTypeID<QueryReply>())
  5378. return false;
  5379. if(packType == typeList.getTypeID<ArrangeStacks>() && isAllowedArrangePack((const ArrangeStacks*)pack))
  5380. return false;
  5381. //if there are no queries, nothing is blocking
  5382. if(states.getQueriesCount(player) == 0)
  5383. return false;
  5384. return true; //block package
  5385. }
  5386. void CGameHandler::removeObstacle(const CObstacleInstance &obstacle)
  5387. {
  5388. ObstaclesRemoved obsRem;
  5389. obsRem.obstacles.insert(obstacle.uniqueID);
  5390. sendAndApply(&obsRem);
  5391. }
  5392. CasualtiesAfterBattle::CasualtiesAfterBattle(const CArmedInstance *army, BattleInfo *bat)
  5393. {
  5394. heroWithDeadCommander = -1;
  5395. int color = army->tempOwner;
  5396. if(color == 254)
  5397. color = GameConstants::NEUTRAL_PLAYER;
  5398. BOOST_FOREACH(CStack *st, bat->stacks)
  5399. {
  5400. if(vstd::contains(st->state, EBattleStackState::SUMMONED)) //don't take into account summoned stacks
  5401. continue;
  5402. if(st->owner==color && !army->slotEmpty(st->slot) && st->count < army->getStackCount(st->slot))
  5403. {
  5404. StackLocation sl(army, st->slot);
  5405. if(st->alive())
  5406. newStackCounts.push_back(std::pair<StackLocation, int>(sl, st->count));
  5407. else
  5408. newStackCounts.push_back(std::pair<StackLocation, int>(sl, 0));
  5409. }
  5410. if (st->base && !st->count)
  5411. {
  5412. auto c = dynamic_cast <const CCommanderInstance *>(st->base);
  5413. if (c) //switch commander status to dead
  5414. {
  5415. auto h = dynamic_cast <const CGHeroInstance *>(army);
  5416. if (h && h->commander == c)
  5417. heroWithDeadCommander = army->id; //TODO: unify commander handling
  5418. }
  5419. }
  5420. }
  5421. }
  5422. void CasualtiesAfterBattle::takeFromArmy(CGameHandler *gh)
  5423. {
  5424. BOOST_FOREACH(TStackAndItsNewCount &ncount, newStackCounts)
  5425. {
  5426. if(ncount.second > 0)
  5427. gh->changeStackCount(ncount.first, ncount.second, true);
  5428. else
  5429. gh->eraseStack(ncount.first, true);
  5430. }
  5431. if (heroWithDeadCommander > -1)
  5432. {
  5433. SetCommanderProperty scp;
  5434. scp.heroid = heroWithDeadCommander;
  5435. scp.which = SetCommanderProperty::ALIVE;
  5436. scp.amount = 0;
  5437. gh->sendAndApply (&scp);
  5438. }
  5439. }