CGameHandler.cpp 191 KB

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  1. #include "StdInc.h"
  2. #include "../lib/filesystem/Filesystem.h"
  3. #include "../lib/filesystem/CFileInfo.h"
  4. #include "../lib/int3.h"
  5. #include "../lib/mapping/CCampaignHandler.h"
  6. #include "../lib/StartInfo.h"
  7. #include "../lib/CModHandler.h"
  8. #include "../lib/CArtHandler.h"
  9. #include "../lib/CBuildingHandler.h"
  10. #include "../lib/CObjectClassesHandler.h"
  11. #include "../lib/CHeroHandler.h"
  12. #include "../lib/CObjectHandler.h"
  13. #include "../lib/CSpellHandler.h"
  14. #include "../lib/CGeneralTextHandler.h"
  15. #include "../lib/CTownHandler.h"
  16. #include "../lib/CCreatureHandler.h"
  17. #include "../lib/CGameState.h"
  18. #include "../lib/BattleState.h"
  19. #include "../lib/CondSh.h"
  20. #include "../lib/NetPacks.h"
  21. #include "../lib/VCMI_Lib.h"
  22. #include "../lib/mapping/CMap.h"
  23. #include "../lib/VCMIDirs.h"
  24. #include "../lib/ScopeGuard.h"
  25. #include "../client/CSoundBase.h"
  26. #include "CGameHandler.h"
  27. #include "CVCMIServer.h"
  28. #include "../lib/CCreatureSet.h"
  29. #include "../lib/CThreadHelper.h"
  30. #include "../lib/GameConstants.h"
  31. #include "../lib/registerTypes/RegisterTypes.h"
  32. /*
  33. * CGameHandler.cpp, part of VCMI engine
  34. *
  35. * Authors: listed in file AUTHORS in main folder
  36. *
  37. * License: GNU General Public License v2.0 or later
  38. * Full text of license available in license.txt file, in main folder
  39. *
  40. */
  41. #ifndef _MSC_VER
  42. #include <boost/thread/xtime.hpp>
  43. #endif
  44. extern bool end2;
  45. #ifdef min
  46. #undef min
  47. #endif
  48. #ifdef max
  49. #undef max
  50. #endif
  51. #define COMPLAIN_RET_IF(cond, txt) do {if(cond){complain(txt); return;}} while(0)
  52. #define COMPLAIN_RET_FALSE_IF(cond, txt) do {if(cond){complain(txt); return false;}} while(0)
  53. #define COMPLAIN_RET(txt) {complain(txt); return false;}
  54. #define COMPLAIN_RETF(txt, FORMAT) {complain(boost::str(boost::format(txt) % FORMAT)); return false;}
  55. #define NEW_ROUND BattleNextRound bnr;\
  56. bnr.round = gs->curB->round + 1;\
  57. sendAndApply(&bnr);
  58. CondSh<bool> battleMadeAction;
  59. CondSh<BattleResult *> battleResult(nullptr);
  60. template <typename T> class CApplyOnGH;
  61. class CBaseForGHApply
  62. {
  63. public:
  64. virtual bool applyOnGH(CGameHandler *gh, CConnection *c, void *pack, PlayerColor player) const =0;
  65. virtual ~CBaseForGHApply(){}
  66. template<typename U> static CBaseForGHApply *getApplier(const U * t=nullptr)
  67. {
  68. return new CApplyOnGH<U>;
  69. }
  70. };
  71. template <typename T> class CApplyOnGH : public CBaseForGHApply
  72. {
  73. public:
  74. bool applyOnGH(CGameHandler *gh, CConnection *c, void *pack, PlayerColor player) const
  75. {
  76. T *ptr = static_cast<T*>(pack);
  77. ptr->c = c;
  78. ptr->player = player;
  79. return ptr->applyGh(gh);
  80. }
  81. };
  82. template <>
  83. class CApplyOnGH<CPack> : public CBaseForGHApply
  84. {
  85. public:
  86. bool applyOnGH(CGameHandler *gh, CConnection *c, void *pack, PlayerColor player) const
  87. {
  88. logGlobal->errorStream() << "Cannot apply on GH plain CPack!";
  89. assert(0);
  90. return false;
  91. }
  92. };
  93. static CApplier<CBaseForGHApply> *applier = nullptr;
  94. CMP_stack cmpst ;
  95. static inline double distance(int3 a, int3 b)
  96. {
  97. return std::sqrt( (double)(a.x-b.x)*(a.x-b.x) + (a.y-b.y)*(a.y-b.y) );
  98. }
  99. static void giveExp(BattleResult &r)
  100. {
  101. r.exp[0] = 0;
  102. r.exp[1] = 0;
  103. for(auto i = r.casualties[!r.winner].begin(); i!=r.casualties[!r.winner].end(); i++)
  104. {
  105. r.exp[r.winner] += VLC->creh->creatures.at(i->first)->valOfBonuses(Bonus::STACK_HEALTH) * i->second;
  106. }
  107. }
  108. PlayerStatus PlayerStatuses::operator[](PlayerColor player)
  109. {
  110. boost::unique_lock<boost::mutex> l(mx);
  111. if(players.find(player) != players.end())
  112. {
  113. return players.at(player);
  114. }
  115. else
  116. {
  117. throw std::runtime_error("No such player!");
  118. }
  119. }
  120. void PlayerStatuses::addPlayer(PlayerColor player)
  121. {
  122. boost::unique_lock<boost::mutex> l(mx);
  123. players[player];
  124. }
  125. bool PlayerStatuses::checkFlag(PlayerColor 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(PlayerColor 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. template <typename T>
  151. void callWith(std::vector<T> args, std::function<void(T)> fun, ui32 which)
  152. {
  153. fun(args[which]);
  154. }
  155. void CGameHandler::levelUpHero(const CGHeroInstance * hero, SecondarySkill skill)
  156. {
  157. changeSecSkill(hero, skill, 1, 0);
  158. expGiven(hero);
  159. }
  160. void CGameHandler::levelUpHero(const CGHeroInstance * hero)
  161. {
  162. // required exp for at least 1 lvl-up hasn't been reached
  163. if(!hero->gainsLevel())
  164. {
  165. return;
  166. }
  167. //give prim skill
  168. logGlobal->traceStream() << hero->name <<" got level "<<hero->level;
  169. int r = rand()%100, pom=0, x=0;
  170. auto & skillChances = (hero->level>9) ? hero->type->heroClass->primarySkillLowLevel : hero->type->heroClass->primarySkillHighLevel;
  171. for(;x<GameConstants::PRIMARY_SKILLS;x++)
  172. {
  173. pom += skillChances[x];
  174. if(r<pom)
  175. break;
  176. }
  177. logGlobal->traceStream() << "The hero gets the primary skill with the no. " << x << " with a probability of " << r << "%.";
  178. SetPrimSkill sps;
  179. sps.id = hero->id;
  180. sps.which = static_cast<PrimarySkill::PrimarySkill>(x);
  181. sps.abs = false;
  182. sps.val = 1;
  183. sendAndApply(&sps);
  184. HeroLevelUp hlu;
  185. hlu.hero = hero;
  186. hlu.primskill = static_cast<PrimarySkill::PrimarySkill>(x);
  187. hlu.level = hero->level+1;
  188. hlu.skills = hero->levelUpProposedSkills();
  189. if(hlu.skills.size() == 0)
  190. {
  191. sendAndApply(&hlu);
  192. levelUpHero(hero);
  193. }
  194. else if(hlu.skills.size() == 1 || hero->tempOwner == PlayerColor::NEUTRAL) //choose skill automatically
  195. {
  196. sendAndApply(&hlu);
  197. auto rng = [&]() mutable -> ui32
  198. {
  199. return hero->skillsInfo.distribution(); //must be determined
  200. };
  201. levelUpHero(hero, vstd::pickRandomElementOf (hlu.skills, rng));
  202. }
  203. else if(hlu.skills.size() > 1)
  204. {
  205. auto levelUpQuery = make_shared<CHeroLevelUpDialogQuery>(hlu);
  206. hlu.queryID = levelUpQuery->queryID;
  207. queries.addQuery(levelUpQuery);
  208. sendAndApply(&hlu);
  209. //level up will be called on query reply
  210. }
  211. }
  212. void CGameHandler::levelUpCommander (const CCommanderInstance * c, int skill)
  213. {
  214. SetCommanderProperty scp;
  215. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  216. if (hero)
  217. scp.heroid = hero->id;
  218. else
  219. {
  220. complain ("Commander is not led by hero!");
  221. return;
  222. }
  223. scp.accumulatedBonus.subtype = 0;
  224. scp.accumulatedBonus.additionalInfo = 0;
  225. scp.accumulatedBonus.duration = Bonus::PERMANENT;
  226. scp.accumulatedBonus.turnsRemain = 0;
  227. scp.accumulatedBonus.source = Bonus::COMMANDER;
  228. scp.accumulatedBonus.valType = Bonus::BASE_NUMBER;
  229. if (skill <= ECommander::SPELL_POWER)
  230. {
  231. scp.which = SetCommanderProperty::BONUS;
  232. auto difference = [](std::vector< std::vector <ui8> > skillLevels, std::vector <ui8> secondarySkills, int skill)->int
  233. {
  234. int s = std::min (skill, (int)ECommander::SPELL_POWER); //spell power level controls also casts and resistance
  235. return skillLevels.at(skill).at(secondarySkills.at(s)) - (secondarySkills.at(s) ? skillLevels.at(skill).at(secondarySkills.at(s)-1) : 0);
  236. };
  237. switch (skill)
  238. {
  239. case ECommander::ATTACK:
  240. scp.accumulatedBonus.type = Bonus::PRIMARY_SKILL;
  241. scp.accumulatedBonus.subtype = PrimarySkill::ATTACK;
  242. break;
  243. case ECommander::DEFENSE:
  244. scp.accumulatedBonus.type = Bonus::PRIMARY_SKILL;
  245. scp.accumulatedBonus.subtype = PrimarySkill::DEFENSE;
  246. break;
  247. case ECommander::HEALTH:
  248. scp.accumulatedBonus.type = Bonus::STACK_HEALTH;
  249. scp.accumulatedBonus.valType = Bonus::PERCENT_TO_BASE;
  250. break;
  251. case ECommander::DAMAGE:
  252. scp.accumulatedBonus.type = Bonus::CREATURE_DAMAGE;
  253. scp.accumulatedBonus.subtype = 0;
  254. scp.accumulatedBonus.valType = Bonus::PERCENT_TO_BASE;
  255. break;
  256. case ECommander::SPEED:
  257. scp.accumulatedBonus.type = Bonus::STACKS_SPEED;
  258. break;
  259. case ECommander::SPELL_POWER:
  260. scp.accumulatedBonus.type = Bonus::MAGIC_RESISTANCE;
  261. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::RESISTANCE);
  262. sendAndApply (&scp); //additional pack
  263. scp.accumulatedBonus.type = Bonus::CREATURE_SPELL_POWER;
  264. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::SPELL_POWER) * 100; //like hero with spellpower = ability level
  265. sendAndApply (&scp); //additional pack
  266. scp.accumulatedBonus.type = Bonus::CASTS;
  267. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::CASTS);
  268. sendAndApply (&scp); //additional pack
  269. scp.accumulatedBonus.type = Bonus::CREATURE_ENCHANT_POWER; //send normally
  270. break;
  271. }
  272. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, skill);
  273. sendAndApply (&scp);
  274. scp.which = SetCommanderProperty::SECONDARY_SKILL;
  275. scp.additionalInfo = skill;
  276. scp.amount = c->secondarySkills.at(skill) + 1;
  277. sendAndApply (&scp);
  278. }
  279. else if (skill >= 100)
  280. {
  281. scp.which = SetCommanderProperty::SPECIAL_SKILL;
  282. scp.accumulatedBonus = *VLC->creh->skillRequirements.at(skill-100).first;
  283. scp.additionalInfo = skill; //unnormalized
  284. sendAndApply (&scp);
  285. }
  286. expGiven(hero);
  287. }
  288. void CGameHandler::levelUpCommander(const CCommanderInstance * c)
  289. {
  290. if (!c->gainsLevel())
  291. {
  292. return;
  293. }
  294. CommanderLevelUp clu;
  295. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  296. if (hero)
  297. clu.hero = hero;
  298. else
  299. {
  300. complain ("Commander is not led by hero!");
  301. return;
  302. }
  303. //picking sec. skills for choice
  304. for (int i = 0; i <= ECommander::SPELL_POWER; ++i)
  305. {
  306. if (c->secondarySkills.at(i) < ECommander::MAX_SKILL_LEVEL)
  307. clu.skills.push_back(i);
  308. }
  309. int i = 100;
  310. for (auto specialSkill : VLC->creh->skillRequirements)
  311. {
  312. if (c->secondarySkills.at(specialSkill.second.first) == ECommander::MAX_SKILL_LEVEL
  313. && c->secondarySkills.at(specialSkill.second.second) == ECommander::MAX_SKILL_LEVEL
  314. && !vstd::contains (c->specialSKills, i))
  315. clu.skills.push_back (i);
  316. ++i;
  317. }
  318. int skillAmount = clu.skills.size();
  319. if(!skillAmount)
  320. {
  321. sendAndApply(&clu);
  322. levelUpCommander(c);
  323. }
  324. else if(skillAmount == 1 || hero->tempOwner == PlayerColor::NEUTRAL) //choose skill automatically
  325. {
  326. sendAndApply(&clu);
  327. levelUpCommander(c, vstd::pickRandomElementOf (clu.skills, rand));
  328. }
  329. else if(skillAmount > 1) //apply and ask for secondary skill
  330. {
  331. auto commanderLevelUp = make_shared<CCommanderLevelUpDialogQuery>(clu);
  332. clu.queryID = commanderLevelUp->queryID;
  333. queries.addQuery(commanderLevelUp);
  334. sendAndApply(&clu);
  335. }
  336. }
  337. void CGameHandler::expGiven(const CGHeroInstance *hero)
  338. {
  339. if(hero->gainsLevel())
  340. levelUpHero(hero);
  341. else if(hero->commander && hero->commander->gainsLevel())
  342. levelUpCommander(hero->commander);
  343. //if(hero->commander && hero->level > hero->commander->level && hero->commander->gainsLevel())
  344. // levelUpCommander(hero->commander);
  345. // else
  346. // levelUpHero(hero);
  347. }
  348. void CGameHandler::changePrimSkill(const CGHeroInstance * hero, PrimarySkill::PrimarySkill which, si64 val, bool abs)
  349. {
  350. if (which == PrimarySkill::EXPERIENCE) // Check if scenario limit reached
  351. {
  352. if (gs->map->levelLimit != 0)
  353. {
  354. TExpType expLimit = VLC->heroh->reqExp(gs->map->levelLimit);
  355. TExpType resultingExp = abs ? val : hero->exp + val;
  356. if (resultingExp > expLimit)
  357. {
  358. // set given experience to max possible, but don't decrease if hero already over top
  359. abs = true;
  360. val = std::max(expLimit, hero->exp);
  361. InfoWindow iw;
  362. iw.player = hero->tempOwner;
  363. iw.text.addTxt(MetaString::GENERAL_TXT, 1); //can gain no more XP
  364. iw.text.addReplacement(hero->name);
  365. sendAndApply(&iw);
  366. }
  367. }
  368. }
  369. SetPrimSkill sps;
  370. sps.id = hero->id;
  371. sps.which = which;
  372. sps.abs = abs;
  373. sps.val = val;
  374. sendAndApply(&sps);
  375. //only for exp - hero may level up
  376. if (which == PrimarySkill::EXPERIENCE)
  377. {
  378. if(hero->commander && hero->commander->alive)
  379. {
  380. //FIXME: trim experience according to map limit?
  381. SetCommanderProperty scp;
  382. scp.heroid = hero->id;
  383. scp.which = SetCommanderProperty::EXPERIENCE;
  384. scp.amount = val;
  385. sendAndApply (&scp);
  386. CBonusSystemNode::treeHasChanged();
  387. }
  388. expGiven(hero);
  389. }
  390. }
  391. void CGameHandler::changeSecSkill( const CGHeroInstance * hero, SecondarySkill which, int val, bool abs/*=false*/ )
  392. {
  393. SetSecSkill sss;
  394. sss.id = hero->id;
  395. sss.which = which;
  396. sss.val = val;
  397. sss.abs = abs;
  398. sendAndApply(&sss);
  399. if(which == SecondarySkill::WISDOM)
  400. {
  401. if(hero && hero->visitedTown)
  402. giveSpells(hero->visitedTown, hero);
  403. }
  404. }
  405. void CGameHandler::endBattle(int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2)
  406. {
  407. LOG_TRACE(logGlobal);
  408. //Fill BattleResult structure with exp info
  409. giveExp(*battleResult.data);
  410. if (battleResult.get()->result == BattleResult::NORMAL) // give 500 exp for defeating hero, unless he escaped
  411. {
  412. if (hero1)
  413. battleResult.data->exp[1] += 500;
  414. if (hero2)
  415. battleResult.data->exp[0] += 500;
  416. }
  417. if (hero1)
  418. battleResult.data->exp[0] = hero1->calculateXp(battleResult.data->exp[0]);//scholar skill
  419. if (hero2)
  420. battleResult.data->exp[1] = hero2->calculateXp(battleResult.data->exp[1]);
  421. const CArmedInstance *bEndArmy1 = gs->curB->sides.at(0).armyObject;
  422. const CArmedInstance *bEndArmy2 = gs->curB->sides.at(1).armyObject;
  423. const BattleResult::EResult result = battleResult.get()->result;
  424. auto findBattleQuery = [this] () -> shared_ptr<CBattleQuery>
  425. {
  426. for(auto &q : queries.allQueries())
  427. {
  428. if(auto bq = std::dynamic_pointer_cast<CBattleQuery>(q))
  429. if(bq->bi == gs->curB)
  430. return bq;
  431. }
  432. return shared_ptr<CBattleQuery>();
  433. };
  434. auto battleQuery = findBattleQuery();
  435. if(!battleQuery)
  436. {
  437. logGlobal->errorStream() << "Cannot find battle query!";
  438. if(gs->initialOpts->mode == StartInfo::DUEL)
  439. {
  440. battleQuery = make_shared<CBattleQuery>(gs->curB);
  441. }
  442. }
  443. if(battleQuery != queries.topQuery(gs->curB->sides[0].color))
  444. complain("Player " + boost::lexical_cast<std::string>(gs->curB->sides[0].color) + " although in battle has no battle query at the top!");
  445. battleQuery->result = *battleResult.data;
  446. //Check how many battle queries were created (number of players blocked by battle)
  447. const int queriedPlayers = battleQuery ? boost::count(queries.allQueries(), battleQuery) : 0;
  448. finishingBattle = make_unique<FinishingBattleHelper>(battleQuery, gs->initialOpts->mode == StartInfo::DUEL, queriedPlayers);
  449. CasualtiesAfterBattle cab1(bEndArmy1, gs->curB), cab2(bEndArmy2, gs->curB); //calculate casualties before deleting battle
  450. if(finishingBattle->duel)
  451. {
  452. duelFinished();
  453. sendAndApply(battleResult.data); //after this point casualties objects are destroyed
  454. return;
  455. }
  456. ChangeSpells cs; //for Eagle Eye
  457. if(finishingBattle->winnerHero)
  458. {
  459. if(int eagleEyeLevel = finishingBattle->winnerHero->getSecSkillLevel(SecondarySkill::EAGLE_EYE))
  460. {
  461. int maxLevel = eagleEyeLevel + 1;
  462. double eagleEyeChance = finishingBattle->winnerHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::EAGLE_EYE);
  463. for(const CSpell *sp : gs->curB->sides.at(!battleResult.data->winner).usedSpellsHistory)
  464. if(sp->level <= maxLevel && !vstd::contains(finishingBattle->winnerHero->spells, sp->id) && rand() % 100 < eagleEyeChance)
  465. cs.spells.insert(sp->id);
  466. }
  467. }
  468. std::vector<ui32> arts; //display them in window
  469. if (result == BattleResult::NORMAL && finishingBattle->winnerHero)
  470. {
  471. if (finishingBattle->loserHero)
  472. {
  473. auto artifactsWorn = finishingBattle->loserHero->artifactsWorn; //TODO: wrap it into a function, somehow (boost::variant -_-)
  474. for (auto artSlot : artifactsWorn)
  475. {
  476. MoveArtifact ma;
  477. ma.src = ArtifactLocation (finishingBattle->loserHero, artSlot.first);
  478. const CArtifactInstance * art = ma.src.getArt();
  479. if (art && !art->artType->isBig() && art->artType->id != 0) // don't move war machines or locked arts (spellbook)
  480. {
  481. arts.push_back (art->artType->id);
  482. ma.dst = ArtifactLocation (finishingBattle->winnerHero, art->firstAvailableSlot(finishingBattle->winnerHero));
  483. sendAndApply(&ma);
  484. }
  485. }
  486. while (!finishingBattle->loserHero->artifactsInBackpack.empty())
  487. {
  488. //we assume that no big artifacts can be found
  489. MoveArtifact ma;
  490. ma.src = ArtifactLocation (finishingBattle->loserHero,
  491. ArtifactPosition(GameConstants::BACKPACK_START)); //backpack automatically shifts arts to beginning
  492. const CArtifactInstance * art = ma.src.getArt();
  493. arts.push_back (art->artType->id);
  494. ma.dst = ArtifactLocation (finishingBattle->winnerHero, art->firstAvailableSlot(finishingBattle->winnerHero));
  495. sendAndApply(&ma);
  496. }
  497. if (finishingBattle->loserHero->commander) //TODO: what if commanders belong to no hero?
  498. {
  499. artifactsWorn = finishingBattle->loserHero->commander->artifactsWorn;
  500. for (auto artSlot : artifactsWorn)
  501. {
  502. MoveArtifact ma;
  503. ma.src = ArtifactLocation (finishingBattle->loserHero->commander.get(), artSlot.first);
  504. const CArtifactInstance * art = ma.src.getArt();
  505. if (art && !art->artType->isBig())
  506. {
  507. arts.push_back (art->artType->id);
  508. ma.dst = ArtifactLocation (finishingBattle->winnerHero, art->firstAvailableSlot(finishingBattle->winnerHero));
  509. sendAndApply(&ma);
  510. }
  511. }
  512. }
  513. }
  514. for (auto armySlot : gs->curB->battleGetArmyObject(!battleResult.data->winner)->stacks)
  515. {
  516. auto artifactsWorn = armySlot.second->artifactsWorn;
  517. for (auto artSlot : artifactsWorn)
  518. {
  519. MoveArtifact ma;
  520. ma.src = ArtifactLocation (armySlot.second, artSlot.first);
  521. const CArtifactInstance * art = ma.src.getArt();
  522. if (art && !art->artType->isBig())
  523. {
  524. arts.push_back (art->artType->id);
  525. ma.dst = ArtifactLocation (finishingBattle->winnerHero, art->firstAvailableSlot(finishingBattle->winnerHero));
  526. sendAndApply(&ma);
  527. }
  528. }
  529. }
  530. }
  531. sendAndApply(battleResult.data); //after this point casualties objects are destroyed
  532. if (arts.size()) //display loot
  533. {
  534. InfoWindow iw;
  535. iw.player = finishingBattle->winnerHero->tempOwner;
  536. iw.text.addTxt (MetaString::GENERAL_TXT, 30); //You have captured enemy artifact
  537. for (auto id : arts) //TODO; separate function to display loot for various ojects?
  538. {
  539. iw.components.push_back (Component (Component::ARTIFACT, id, 0, 0));
  540. if(iw.components.size() >= 14)
  541. {
  542. sendAndApply(&iw);
  543. iw.components.clear();
  544. iw.text.addTxt (MetaString::GENERAL_TXT, 30); //repeat
  545. }
  546. }
  547. if (iw.components.size())
  548. {
  549. sendAndApply(&iw);
  550. }
  551. }
  552. //Eagle Eye secondary skill handling
  553. if(!cs.spells.empty())
  554. {
  555. cs.learn = 1;
  556. cs.hid = finishingBattle->winnerHero->id;
  557. InfoWindow iw;
  558. iw.player = finishingBattle->winnerHero->tempOwner;
  559. iw.text.addTxt(MetaString::GENERAL_TXT, 221); //Through eagle-eyed observation, %s is able to learn %s
  560. iw.text.addReplacement(finishingBattle->winnerHero->name);
  561. std::ostringstream names;
  562. for(int i = 0; i < cs.spells.size(); i++)
  563. {
  564. names << "%s";
  565. if(i < cs.spells.size() - 2)
  566. names << ", ";
  567. else if(i < cs.spells.size() - 1)
  568. names << "%s";
  569. }
  570. names << ".";
  571. iw.text.addReplacement(names.str());
  572. auto it = cs.spells.begin();
  573. for(int i = 0; i < cs.spells.size(); i++, it++)
  574. {
  575. iw.text.addReplacement(MetaString::SPELL_NAME, it->toEnum());
  576. if(i == cs.spells.size() - 2) //we just added pre-last name
  577. iw.text.addReplacement(MetaString::GENERAL_TXT, 141); // " and "
  578. iw.components.push_back(Component(Component::SPELL, *it, 0, 0));
  579. }
  580. sendAndApply(&iw);
  581. sendAndApply(&cs);
  582. }
  583. cab1.takeFromArmy(this);
  584. cab2.takeFromArmy(this); //take casualties after battle is deleted
  585. //if one hero has lost we will erase him
  586. if(battleResult.data->winner!=0 && hero1)
  587. {
  588. RemoveObject ro(hero1->id);
  589. sendAndApply(&ro);
  590. }
  591. if(battleResult.data->winner!=1 && hero2)
  592. {
  593. RemoveObject ro(hero2->id);
  594. sendAndApply(&ro);
  595. }
  596. //give exp
  597. if (battleResult.data->exp[0] && hero1 && battleResult.get()->winner == 0)
  598. changePrimSkill(hero1, PrimarySkill::EXPERIENCE, battleResult.data->exp[0]);
  599. else if (battleResult.data->exp[1] && hero2 && battleResult.get()->winner == 1)
  600. changePrimSkill(hero2, PrimarySkill::EXPERIENCE, battleResult.data->exp[1]);
  601. queries.popIfTop(battleQuery);
  602. //--> continuation (battleAfterLevelUp) occurs after level-up queries are handled or on removing query (above)
  603. }
  604. void CGameHandler::battleAfterLevelUp( const BattleResult &result )
  605. {
  606. LOG_TRACE(logGlobal);
  607. finishingBattle->remainingBattleQueriesCount--;
  608. logGlobal->traceStream() << "Decremented queries count to " << finishingBattle->remainingBattleQueriesCount;
  609. if(finishingBattle->remainingBattleQueriesCount > 0)
  610. //Battle results will be handled when all battle queries are closed
  611. return;
  612. //TODO consider if we really want it to work like above. ATM each player as unblocked as soon as possible
  613. // but the battle consequences are applied after final player is unblocked. Hard to abuse...
  614. // Still, it looks like a hole.
  615. // Necromancy if applicable.
  616. const CStackBasicDescriptor raisedStack = finishingBattle->winnerHero ? finishingBattle->winnerHero->calculateNecromancy(*battleResult.data) : CStackBasicDescriptor();
  617. // Give raised units to winner and show dialog, if any were raised,
  618. // units will be given after casualties are taken
  619. const SlotID necroSlot = raisedStack.type ? finishingBattle->winnerHero->getSlotFor(raisedStack.type) : SlotID();
  620. if (necroSlot != SlotID())
  621. {
  622. finishingBattle->winnerHero->showNecromancyDialog(raisedStack);
  623. addToSlot(StackLocation(finishingBattle->winnerHero, necroSlot), raisedStack.type, raisedStack.count);
  624. }
  625. BattleResultsApplied resultsApplied;
  626. resultsApplied.player1 = finishingBattle->victor;
  627. resultsApplied.player2 = finishingBattle->loser;
  628. sendAndApply(&resultsApplied);
  629. setBattle(nullptr);
  630. if(visitObjectAfterVictory && result.winner==0)
  631. {
  632. logGlobal->traceStream() << "post-victory visit";
  633. visitObjectOnTile(*getTile(finishingBattle->winnerHero->getPosition()), finishingBattle->winnerHero);
  634. }
  635. visitObjectAfterVictory = false;
  636. //handle victory/loss of engaged players
  637. std::set<PlayerColor> playerColors = boost::assign::list_of(finishingBattle->loser)(finishingBattle->victor);
  638. checkVictoryLossConditions(playerColors);
  639. if(result.result == BattleResult::SURRENDER || result.result == BattleResult::ESCAPE) //loser has escaped or surrendered
  640. {
  641. SetAvailableHeroes sah;
  642. sah.player = finishingBattle->loser;
  643. sah.hid[0] = finishingBattle->loserHero->subID;
  644. if(result.result == BattleResult::ESCAPE) //retreat
  645. {
  646. sah.army[0].clear();
  647. sah.army[0].setCreature(SlotID(0), finishingBattle->loserHero->type->initialArmy.at(0).creature, 1);
  648. }
  649. if(const CGHeroInstance *another = getPlayer(finishingBattle->loser)->availableHeroes.at(1))
  650. sah.hid[1] = another->subID;
  651. else
  652. sah.hid[1] = -1;
  653. sendAndApply(&sah);
  654. }
  655. }
  656. void CGameHandler::prepareAttack(BattleAttack &bat, const CStack *att, const CStack *def, int distance, int targetHex)
  657. {
  658. bat.bsa.clear();
  659. bat.stackAttacking = att->ID;
  660. const int attackerLuck = att->LuckVal();
  661. auto sideHeroBlocksLuck = [](const SideInBattle &side){ return NBonus::hasOfType(side.hero, Bonus::BLOCK_LUCK); };
  662. if(!vstd::contains_if(gs->curB->sides, sideHeroBlocksLuck))
  663. {
  664. if(attackerLuck > 0 && rand()%24 < attackerLuck)
  665. {
  666. bat.flags |= BattleAttack::LUCKY;
  667. }
  668. if (VLC->modh->settings.data["hardcodedFeatures"]["NEGATIVE_LUCK"].Bool()) // negative luck enabled
  669. {
  670. if (attackerLuck < 0 && rand()%24 < abs(attackerLuck))
  671. {
  672. bat.flags |= BattleAttack::UNLUCKY;
  673. }
  674. }
  675. }
  676. if (rand()%100 < att->valOfBonuses(Bonus::DOUBLE_DAMAGE_CHANCE))
  677. {
  678. bat.flags |= BattleAttack::DEATH_BLOW;
  679. }
  680. if(att->getCreature()->idNumber == CreatureID::BALLISTA)
  681. {
  682. static const int artilleryLvlToChance[] = {0, 50, 75, 100};
  683. const CGHeroInstance * owner = gs->curB->getHero(att->owner);
  684. int chance = artilleryLvlToChance[owner->getSecSkillLevel(SecondarySkill::ARTILLERY)];
  685. if(chance > rand() % 100)
  686. {
  687. bat.flags |= BattleAttack::BALLISTA_DOUBLE_DMG;
  688. }
  689. }
  690. // only primary target
  691. applyBattleEffects(bat, att, def, distance, false);
  692. if (!bat.shot()) //multiple-hex attack - only in meele
  693. {
  694. std::set<const CStack*> attackedCreatures = gs->curB->getAttackedCreatures(att, targetHex); //creatures other than primary target
  695. for(const CStack * stack : attackedCreatures)
  696. {
  697. if (stack != def) //do not hit same stack twice
  698. {
  699. applyBattleEffects(bat, att, stack, distance, true);
  700. }
  701. }
  702. }
  703. const Bonus * bonus = att->getBonusLocalFirst(Selector::type(Bonus::SPELL_LIKE_ATTACK));
  704. if (bonus && (bat.shot())) //TODO: make it work in meele?
  705. {
  706. bat.bsa.front().flags |= BattleStackAttacked::EFFECT;
  707. bat.bsa.front().effect = VLC->spellh->objects.at(bonus->subtype)->mainEffectAnim; //hopefully it does not interfere with any other effect?
  708. std::set<const CStack*> attackedCreatures = gs->curB->getAffectedCreatures(SpellID(bonus->subtype).toSpell(), bonus->val, att->owner, targetHex);
  709. //TODO: get exact attacked hex for defender
  710. for(const CStack * stack : attackedCreatures)
  711. {
  712. if (stack != def) //do not hit same stack twice
  713. {
  714. applyBattleEffects(bat, att, stack, distance, true);
  715. }
  716. }
  717. }
  718. }
  719. void CGameHandler::applyBattleEffects(BattleAttack &bat, const CStack *att, const CStack *def, int distance, bool secondary) //helper function for prepareAttack
  720. {
  721. BattleStackAttacked bsa;
  722. if (secondary)
  723. bsa.flags |= BattleStackAttacked::SECONDARY; //all other targets do not suffer from spells & spell-like abilities
  724. bsa.attackerID = att->ID;
  725. bsa.stackAttacked = def->ID;
  726. bsa.damageAmount = gs->curB->calculateDmg(att, def, gs->curB->battleGetOwner(att), gs->curB->battleGetOwner(def), bat.shot(), distance, bat.lucky(), bat.unlucky(), bat.deathBlow(), bat.ballistaDoubleDmg());
  727. def->prepareAttacked(bsa, gameState()->getRandomGenerator()); //calculate casualties
  728. //life drain handling
  729. if (att->hasBonusOfType(Bonus::LIFE_DRAIN) && def->isLiving())
  730. {
  731. StacksHealedOrResurrected shi;
  732. shi.lifeDrain = (ui8)true;
  733. shi.tentHealing = (ui8)false;
  734. shi.drainedFrom = def->ID;
  735. StacksHealedOrResurrected::HealInfo hi;
  736. hi.stackID = att->ID;
  737. hi.healedHP = std::min<int> (bsa.damageAmount * att->valOfBonuses (Bonus::LIFE_DRAIN) / 100,
  738. att->MaxHealth() - att->firstHPleft + att->MaxHealth() * (att->baseAmount - att->count) );
  739. hi.lowLevelResurrection = false;
  740. shi.healedStacks.push_back(hi);
  741. if (hi.healedHP > 0)
  742. {
  743. bsa.healedStacks.push_back(shi);
  744. }
  745. }
  746. bat.bsa.push_back(bsa); //add this stack to the list of victims after drain life has been calculated
  747. //fire shield handling
  748. if (!bat.shot() && def->hasBonusOfType(Bonus::FIRE_SHIELD) && !att->hasBonusOfType (Bonus::FIRE_IMMUNITY) && !bsa.killed() )
  749. {
  750. BattleStackAttacked bsa2;
  751. bsa2.stackAttacked = att->ID; //invert
  752. bsa2.attackerID = def->ID;
  753. bsa2.flags |= BattleStackAttacked::EFFECT; //FIXME: play anmation upon efreet and not attacker
  754. bsa2.effect = 11;
  755. bsa2.damageAmount = (bsa.damageAmount * def->valOfBonuses(Bonus::FIRE_SHIELD)) / 100; //TODO: scale with attack/defense
  756. att->prepareAttacked(bsa2, gameState()->getRandomGenerator());
  757. bat.bsa.push_back(bsa2);
  758. }
  759. }
  760. void CGameHandler::handleConnection(std::set<PlayerColor> players, CConnection &c)
  761. {
  762. setThreadName("CGameHandler::handleConnection");
  763. srand(time(nullptr));
  764. try
  765. {
  766. while(1)//server should never shut connection first //was: while(!end2)
  767. {
  768. CPack *pack = nullptr;
  769. PlayerColor player = PlayerColor::NEUTRAL;
  770. si32 requestID = -999;
  771. int packType = 0;
  772. {
  773. boost::unique_lock<boost::mutex> lock(*c.rmx);
  774. c >> player >> requestID >> pack; //get the package
  775. if(!pack)
  776. {
  777. logGlobal ->errorStream() << boost::format("Received a null package marked as request %d from player %d") % requestID % player;
  778. }
  779. packType = typeList.getTypeID(pack); //get the id of type
  780. logGlobal->traceStream() << boost::format("Received client message (request %d by player %d) of type with ID=%d (%s).\n")
  781. % requestID % player.getNum() % packType % typeid(*pack).name();
  782. }
  783. //prepare struct informing that action was applied
  784. auto sendPackageResponse = [&](bool succesfullyApplied)
  785. {
  786. PackageApplied applied;
  787. applied.player = player;
  788. applied.result = succesfullyApplied;
  789. applied.packType = packType;
  790. applied.requestID = requestID;
  791. boost::unique_lock<boost::mutex> lock(*c.wmx);
  792. c << &applied;
  793. };
  794. CBaseForGHApply *apply = applier->apps[packType]; //and appropriae applier object
  795. if(isBlockedByQueries(pack, player))
  796. {
  797. sendPackageResponse(false);
  798. }
  799. else if(apply)
  800. {
  801. const bool result = apply->applyOnGH(this,&c,pack, player);
  802. if(!result)
  803. complain("Got false in applying... that request must have been fishy!");
  804. logGlobal->traceStream() << "Message successfully applied (result=" << result << ")!";
  805. sendPackageResponse(true);
  806. }
  807. else
  808. {
  809. logGlobal->errorStream() << "Message cannot be applied, cannot find applier (unregistered type)!";
  810. sendPackageResponse(false);
  811. }
  812. vstd::clear_pointer(pack);
  813. }
  814. }
  815. catch(boost::system::system_error &e) //for boost errors just log, not crash - probably client shut down connection
  816. {
  817. assert(!c.connected); //make sure that connection has been marked as broken
  818. logGlobal->errorStream() << e.what();
  819. end2 = true;
  820. }
  821. HANDLE_EXCEPTION(end2 = true);
  822. logGlobal->errorStream() << "Ended handling connection";
  823. }
  824. int CGameHandler::moveStack(int stack, BattleHex dest)
  825. {
  826. int ret = 0;
  827. const CStack *curStack = gs->curB->battleGetStackByID(stack),
  828. *stackAtEnd = gs->curB->battleGetStackByPos(dest);
  829. assert(curStack);
  830. assert(dest < GameConstants::BFIELD_SIZE);
  831. if (gs->curB->tacticDistance)
  832. {
  833. assert(gs->curB->isInTacticRange(dest));
  834. }
  835. if(curStack->position == dest)
  836. return 0;
  837. //initing necessary tables
  838. auto accessibility = getAccesibility(curStack);
  839. //shifting destination (if we have double wide stack and we can occupy dest but not be exactly there)
  840. if(!stackAtEnd && curStack->doubleWide() && !accessibility.accessible(dest, curStack))
  841. {
  842. if(curStack->attackerOwned)
  843. {
  844. if(accessibility.accessible(dest+1, curStack))
  845. dest += BattleHex::RIGHT;
  846. }
  847. else
  848. {
  849. if(accessibility.accessible(dest-1, curStack))
  850. dest += BattleHex::LEFT;
  851. }
  852. }
  853. if((stackAtEnd && stackAtEnd!=curStack && stackAtEnd->alive()) || !accessibility.accessible(dest, curStack))
  854. {
  855. complain("Given destination is not accessible!");
  856. return 0;
  857. }
  858. std::pair< std::vector<BattleHex>, int > path = gs->curB->getPath(curStack->position, dest, curStack);
  859. ret = path.second;
  860. int creSpeed = gs->curB->tacticDistance ? GameConstants::BFIELD_SIZE : curStack->Speed();
  861. if(curStack->hasBonusOfType(Bonus::FLYING))
  862. {
  863. if(path.second <= creSpeed && path.first.size() > 0)
  864. {
  865. //inform clients about move
  866. BattleStackMoved sm;
  867. sm.stack = curStack->ID;
  868. std::vector<BattleHex> tiles;
  869. tiles.push_back(path.first[0]);
  870. sm.tilesToMove = tiles;
  871. sm.distance = path.second;
  872. sm.teleporting = false;
  873. sendAndApply(&sm);
  874. }
  875. }
  876. else //for non-flying creatures
  877. {
  878. // send one package with the creature path information
  879. shared_ptr<const CObstacleInstance> obstacle; //obstacle that interrupted movement
  880. std::vector<BattleHex> tiles;
  881. int tilesToMove = std::max((int)(path.first.size() - creSpeed), 0);
  882. int v = path.first.size()-1;
  883. startWalking:
  884. for(; v >= tilesToMove; --v)
  885. {
  886. BattleHex hex = path.first[v];
  887. tiles.push_back(hex);
  888. if((obstacle = battleGetObstacleOnPos(hex, false)))
  889. {
  890. //we walked onto something, so we finalize this portion of stack movement check into obstacle
  891. break;
  892. }
  893. }
  894. if (tiles.size() > 0)
  895. {
  896. //commit movement
  897. BattleStackMoved sm;
  898. sm.stack = curStack->ID;
  899. sm.distance = path.second;
  900. sm.teleporting = false;
  901. sm.tilesToMove = tiles;
  902. sendAndApply(&sm);
  903. }
  904. //we don't handle obstacle at the destination tile -> it's handled separately in the if at the end
  905. if(obstacle && curStack->position != dest)
  906. {
  907. handleDamageFromObstacle(*obstacle, curStack);
  908. //if stack didn't die in explosion, continue movement
  909. if(!obstacle->stopsMovement() && curStack->alive())
  910. {
  911. obstacle.reset();
  912. tiles.clear();
  913. v--;
  914. goto startWalking; //TODO it's so evil
  915. }
  916. }
  917. }
  918. //handling obstacle on the final field (separate, because it affects both flying and walking stacks)
  919. if(curStack->alive())
  920. {
  921. if(auto theLastObstacle = battleGetObstacleOnPos(curStack->position, false))
  922. {
  923. handleDamageFromObstacle(*theLastObstacle, curStack);
  924. }
  925. }
  926. return ret;
  927. }
  928. CGameHandler::CGameHandler(void)
  929. {
  930. QID = 1;
  931. //gs = nullptr;
  932. IObjectInterface::cb = this;
  933. applier = new CApplier<CBaseForGHApply>;
  934. registerTypesServerPacks(*applier);
  935. visitObjectAfterVictory = false;
  936. queries.gh = this;
  937. }
  938. CGameHandler::~CGameHandler(void)
  939. {
  940. delete applier;
  941. applier = nullptr;
  942. delete gs;
  943. }
  944. void CGameHandler::init(StartInfo *si)
  945. {
  946. if(si->seedToBeUsed == 0)
  947. {
  948. si->seedToBeUsed = std::time(nullptr);
  949. }
  950. gs = new CGameState();
  951. logGlobal->infoStream() << "Gamestate created!";
  952. gs->init(si);
  953. logGlobal->infoStream() << "Gamestate initialized!";
  954. for(auto & elem : gs->players)
  955. {
  956. states.addPlayer(elem.first);
  957. }
  958. }
  959. static bool evntCmp(const CMapEvent &a, const CMapEvent &b)
  960. {
  961. return a.earlierThan(b);
  962. }
  963. void CGameHandler::setPortalDwelling(const CGTownInstance * town, bool forced=false, bool clear = false)
  964. {// bool forced = true - if creature should be replaced, if false - only if no creature was set
  965. const PlayerState *p = gs->getPlayer(town->tempOwner);
  966. if(!p)
  967. {
  968. logGlobal->warnStream() << "There is no player owner of town " << town->name << " at " << town->pos;
  969. return;
  970. }
  971. if (forced || town->creatures.at(GameConstants::CREATURES_PER_TOWN).second.empty())//we need to change creature
  972. {
  973. SetAvailableCreatures ssi;
  974. ssi.tid = town->id;
  975. ssi.creatures = town->creatures;
  976. ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.clear();//remove old one
  977. const std::vector<ConstTransitivePtr<CGDwelling> > &dwellings = p->dwellings;
  978. if (dwellings.empty())//no dwellings - just remove
  979. {
  980. sendAndApply(&ssi);
  981. return;
  982. }
  983. ui32 dwellpos = rand()%dwellings.size();//take random dwelling
  984. ui32 creapos = rand()%dwellings.at(dwellpos)->creatures.size();//for multi-creature dwellings like Golem Factory
  985. CreatureID creature = dwellings.at(dwellpos)->creatures.at(creapos).second[0];
  986. if (clear)
  987. ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = std::max((ui32)1, (VLC->creh->creatures.at(creature)->growth)/2);
  988. else
  989. ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = VLC->creh->creatures.at(creature)->growth;
  990. ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.push_back(creature);
  991. sendAndApply(&ssi);
  992. }
  993. }
  994. void CGameHandler::newTurn()
  995. {
  996. logGlobal->traceStream() << "Turn " << gs->day+1;
  997. NewTurn n;
  998. n.specialWeek = NewTurn::NO_ACTION;
  999. n.creatureid = CreatureID::NONE;
  1000. n.day = gs->day + 1;
  1001. bool firstTurn = !getDate(Date::DAY);
  1002. bool newWeek = getDate(Date::DAY_OF_WEEK) == 7; //day numbers are confusing, as day was not yet switched
  1003. bool newMonth = getDate(Date::DAY_OF_MONTH) == 28;
  1004. std::map<PlayerColor, si32> hadGold;//starting gold - for buildings like dwarven treasury
  1005. srand(time(nullptr));
  1006. if (firstTurn)
  1007. {
  1008. for (auto obj : gs->map->objects)
  1009. {
  1010. if (obj && obj->ID == Obj::PRISON) //give imprisoned hero 0 exp to level him up. easiest to do at this point
  1011. {
  1012. changePrimSkill (getHero(obj->id), PrimarySkill::EXPERIENCE, 0);
  1013. }
  1014. }
  1015. }
  1016. if (newWeek && !firstTurn)
  1017. {
  1018. n.specialWeek = NewTurn::NORMAL;
  1019. bool deityOfFireBuilt = false;
  1020. for(const CGTownInstance *t : gs->map->towns)
  1021. {
  1022. if(t->hasBuilt(BuildingID::GRAIL, ETownType::INFERNO))
  1023. {
  1024. deityOfFireBuilt = true;
  1025. break;
  1026. }
  1027. }
  1028. if(deityOfFireBuilt)
  1029. {
  1030. n.specialWeek = NewTurn::DEITYOFFIRE;
  1031. n.creatureid = CreatureID::IMP;
  1032. }
  1033. else
  1034. {
  1035. int monthType = rand()%100;
  1036. if(newMonth) //new month
  1037. {
  1038. if (monthType < 40) //double growth
  1039. {
  1040. n.specialWeek = NewTurn::DOUBLE_GROWTH;
  1041. if (VLC->modh->settings.ALL_CREATURES_GET_DOUBLE_MONTHS)
  1042. {
  1043. std::pair<int, CreatureID> newMonster(54, VLC->creh->pickRandomMonster(gs->getRandomGenerator()));
  1044. n.creatureid = newMonster.second;
  1045. }
  1046. else if(VLC->creh->doubledCreatures.size())
  1047. {
  1048. const std::vector<CreatureID> doubledCreatures (VLC->creh->doubledCreatures.begin(), VLC->creh->doubledCreatures.end());
  1049. n.creatureid = vstd::pickRandomElementOf(doubledCreatures, []{ return rand(); });
  1050. }
  1051. else
  1052. {
  1053. complain("Cannot find creature that can be spawned!");
  1054. n.specialWeek = NewTurn::NORMAL;
  1055. }
  1056. }
  1057. else if (monthType < 50)
  1058. n.specialWeek = NewTurn::PLAGUE;
  1059. }
  1060. else //it's a week, but not full month
  1061. {
  1062. if (monthType < 25)
  1063. {
  1064. n.specialWeek = NewTurn::BONUS_GROWTH; //+5
  1065. std::pair<int, CreatureID> newMonster(54, VLC->creh->pickRandomMonster(gs->getRandomGenerator()));
  1066. //TODO do not pick neutrals
  1067. n.creatureid = newMonster.second;
  1068. }
  1069. }
  1070. }
  1071. }
  1072. std::map<ui32, ConstTransitivePtr<CGHeroInstance> > pool = gs->hpool.heroesPool;
  1073. for (auto & elem : gs->players)
  1074. {
  1075. if(elem.first == PlayerColor::NEUTRAL)
  1076. continue;
  1077. else if(elem.first >= PlayerColor::PLAYER_LIMIT)
  1078. assert(0); //illegal player number!
  1079. std::pair<PlayerColor, si32> playerGold(elem.first, elem.second.resources.at(Res::GOLD));
  1080. hadGold.insert(playerGold);
  1081. if(newWeek) //new heroes in tavern
  1082. {
  1083. SetAvailableHeroes sah;
  1084. sah.player = elem.first;
  1085. //pick heroes and their armies
  1086. CHeroClass *banned = nullptr;
  1087. for (int j = 0; j < GameConstants::AVAILABLE_HEROES_PER_PLAYER; j++)
  1088. {
  1089. //first hero - native if possible, second hero -> any other class
  1090. if(CGHeroInstance *h = gs->hpool.pickHeroFor(j == 0, elem.first, getNativeTown(elem.first), pool, gs->getRandomGenerator(), banned))
  1091. {
  1092. sah.hid[j] = h->subID;
  1093. h->initArmy(&sah.army[j]);
  1094. banned = h->type->heroClass;
  1095. }
  1096. else
  1097. sah.hid[j] = -1;
  1098. }
  1099. sendAndApply(&sah);
  1100. }
  1101. n.res[elem.first] = elem.second.resources;
  1102. for(CGHeroInstance *h : (elem).second.heroes)
  1103. {
  1104. if(h->visitedTown)
  1105. giveSpells(h->visitedTown, h);
  1106. NewTurn::Hero hth;
  1107. hth.id = h->id;
  1108. hth.move = h->maxMovePoints(gs->map->getTile(h->getPosition(false)).terType != ETerrainType::WATER);
  1109. if(h->visitedTown && h->visitedTown->hasBuilt(BuildingID::MAGES_GUILD_1)) //if hero starts turn in town with mage guild
  1110. hth.mana = std::max(h->mana, h->manaLimit()); //restore all mana
  1111. else
  1112. hth.mana = std::max((si32)(0), std::max(h->mana, std::min((si32)(h->mana + h->manaRegain()), h->manaLimit())));
  1113. n.heroes.insert(hth);
  1114. if(!firstTurn) //not first day
  1115. {
  1116. n.res[elem.first][Res::GOLD] += h->valOfBonuses(Selector::typeSubtype(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::ESTATES)); //estates
  1117. for (int k = 0; k < GameConstants::RESOURCE_QUANTITY; k++)
  1118. {
  1119. n.res[elem.first][k] += h->valOfBonuses(Bonus::GENERATE_RESOURCE, k);
  1120. }
  1121. }
  1122. }
  1123. }
  1124. for(CGTownInstance *t : gs->map->towns)
  1125. {
  1126. PlayerColor player = t->tempOwner;
  1127. handleTownEvents(t, n);
  1128. if(newWeek) //first day of week
  1129. {
  1130. if(t->hasBuilt(BuildingID::PORTAL_OF_SUMMON, ETownType::DUNGEON))
  1131. setPortalDwelling(t, true, (n.specialWeek == NewTurn::PLAGUE ? true : false)); //set creatures for Portal of Summoning
  1132. if(!firstTurn)
  1133. if (t->hasBuilt(BuildingID::TREASURY, ETownType::RAMPART) && player < PlayerColor::PLAYER_LIMIT)
  1134. n.res[player][Res::GOLD] += hadGold.at(player)/10; //give 10% of starting gold
  1135. if (!vstd::contains(n.cres, t->id))
  1136. {
  1137. n.cres[t->id].tid = t->id;
  1138. n.cres[t->id].creatures = t->creatures;
  1139. }
  1140. auto & sac = n.cres.at(t->id);
  1141. for (int k=0; k < GameConstants::CREATURES_PER_TOWN; k++) //creature growths
  1142. {
  1143. if (!t->creatures.at(k).second.empty()) // there are creatures at this level
  1144. {
  1145. ui32 &availableCount = sac.creatures.at(k).first;
  1146. const CCreature *cre = VLC->creh->creatures.at(t->creatures.at(k).second.back());
  1147. if (n.specialWeek == NewTurn::PLAGUE)
  1148. availableCount = t->creatures.at(k).first / 2; //halve their number, no growth
  1149. else
  1150. {
  1151. if(firstTurn) //first day of game: use only basic growths
  1152. availableCount = cre->growth;
  1153. else
  1154. availableCount += t->creatureGrowth(k);
  1155. //Deity of fire week - upgrade both imps and upgrades
  1156. if (n.specialWeek == NewTurn::DEITYOFFIRE && vstd::contains(t->creatures.at(k).second, n.creatureid))
  1157. availableCount += 15;
  1158. if( cre->idNumber == n.creatureid ) //bonus week, effect applies only to identical creatures
  1159. {
  1160. if(n.specialWeek == NewTurn::DOUBLE_GROWTH)
  1161. availableCount *= 2;
  1162. else if(n.specialWeek == NewTurn::BONUS_GROWTH)
  1163. availableCount += 5;
  1164. }
  1165. }
  1166. }
  1167. }
  1168. }
  1169. if(!firstTurn && player < PlayerColor::PLAYER_LIMIT)//not the first day and town not neutral
  1170. {
  1171. if(t->hasBuilt(BuildingID::RESOURCE_SILO)) //there is resource silo
  1172. {
  1173. if(t->town->primaryRes == Res::WOOD_AND_ORE) //we'll give wood and ore
  1174. {
  1175. n.res[player][Res::WOOD] ++;
  1176. n.res[player][Res::ORE] ++;
  1177. }
  1178. else
  1179. {
  1180. n.res[player][t->town->primaryRes] ++;
  1181. }
  1182. }
  1183. n.res[player][Res::GOLD] += t->dailyIncome();
  1184. }
  1185. if(t->hasBuilt(BuildingID::GRAIL, ETownType::TOWER))
  1186. {
  1187. // Skyship, probably easier to handle same as Veil of darkness
  1188. //do it every new day after veils apply
  1189. if (player != PlayerColor::NEUTRAL) //do not reveal fow for neutral player
  1190. {
  1191. FoWChange fw;
  1192. fw.mode = 1;
  1193. fw.player = player;
  1194. // find all hidden tiles
  1195. const auto & fow = gs->getPlayerTeam(player)->fogOfWarMap;
  1196. for (size_t i=0; i<fow.size(); i++)
  1197. for (size_t j=0; j<fow.at(i).size(); j++)
  1198. for (size_t k=0; k<fow.at(i).at(j).size(); k++)
  1199. if (!fow.at(i).at(j).at(k))
  1200. fw.tiles.insert(int3(i,j,k));
  1201. sendAndApply (&fw);
  1202. }
  1203. }
  1204. if (t->hasBonusOfType (Bonus::DARKNESS))
  1205. {
  1206. t->hideTiles(t->getOwner(), t->getBonusLocalFirst(Selector::type(Bonus::DARKNESS))->val);
  1207. }
  1208. //unhiding what shouldn't be hidden? //that's handled in netpacks client
  1209. }
  1210. if(newMonth)
  1211. {
  1212. SetAvailableArtifacts saa;
  1213. saa.id = -1;
  1214. pickAllowedArtsSet(saa.arts);
  1215. sendAndApply(&saa);
  1216. }
  1217. sendAndApply(&n);
  1218. if(newWeek)
  1219. {
  1220. //spawn wandering monsters
  1221. if (newMonth && (n.specialWeek == NewTurn::DOUBLE_GROWTH || n.specialWeek == NewTurn::DEITYOFFIRE))
  1222. {
  1223. spawnWanderingMonsters(n.creatureid);
  1224. }
  1225. //new week info popup
  1226. if(!firstTurn)
  1227. {
  1228. InfoWindow iw;
  1229. switch (n.specialWeek)
  1230. {
  1231. case NewTurn::DOUBLE_GROWTH:
  1232. iw.text.addTxt(MetaString::ARRAY_TXT, 131);
  1233. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1234. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1235. break;
  1236. case NewTurn::PLAGUE:
  1237. iw.text.addTxt(MetaString::ARRAY_TXT, 132);
  1238. break;
  1239. case NewTurn::BONUS_GROWTH:
  1240. iw.text.addTxt(MetaString::ARRAY_TXT, 134);
  1241. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1242. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1243. break;
  1244. case NewTurn::DEITYOFFIRE:
  1245. iw.text.addTxt(MetaString::ARRAY_TXT, 135);
  1246. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 42); //%s imp
  1247. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 42); //%s imp
  1248. iw.text.addReplacement2(15); //%+d 15
  1249. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 43); //%s familiar
  1250. iw.text.addReplacement2(15); //%+d 15
  1251. break;
  1252. default:
  1253. if (newMonth)
  1254. {
  1255. iw.text.addTxt(MetaString::ARRAY_TXT, (130));
  1256. iw.text.addReplacement(MetaString::ARRAY_TXT, 32 + rand()%10);
  1257. }
  1258. else
  1259. {
  1260. iw.text.addTxt(MetaString::ARRAY_TXT, (133));
  1261. iw.text.addReplacement(MetaString::ARRAY_TXT, 43 + rand()%15);
  1262. }
  1263. }
  1264. for (auto & elem : gs->players)
  1265. {
  1266. iw.player = elem.first;
  1267. sendAndApply(&iw);
  1268. }
  1269. }
  1270. }
  1271. logGlobal->traceStream() << "Info about turn " << n.day << "has been sent!";
  1272. handleTimeEvents();
  1273. //call objects
  1274. for(auto & elem : gs->map->objects)
  1275. {
  1276. if(elem)
  1277. elem->newTurn();
  1278. }
  1279. synchronizeArtifactHandlerLists(); //new day events may have changed them. TODO better of managing that
  1280. }
  1281. void CGameHandler::run(bool resume)
  1282. {
  1283. LOG_TRACE_PARAMS(logGlobal, "resume=%d", resume);
  1284. using namespace boost::posix_time;
  1285. for(CConnection *cc : conns)
  1286. {
  1287. if(!resume)
  1288. {
  1289. (*cc) << gs->initialOpts; // gs->scenarioOps
  1290. }
  1291. std::set<PlayerColor> players;
  1292. (*cc) >> players; //how many players will be handled at that client
  1293. std::stringstream sbuffer;
  1294. sbuffer << "Connection " << cc->connectionID << " will handle " << players.size() << " player: ";
  1295. for(PlayerColor color : players)
  1296. {
  1297. sbuffer << color << " ";
  1298. {
  1299. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  1300. connections[color] = cc;
  1301. }
  1302. }
  1303. logGlobal->infoStream() << sbuffer.str();
  1304. cc->addStdVecItems(gs);
  1305. cc->enableStackSendingByID();
  1306. cc->disableSmartPointerSerialization();
  1307. }
  1308. for(auto & elem : conns)
  1309. {
  1310. std::set<PlayerColor> pom;
  1311. for(auto j = connections.cbegin(); j!=connections.cend();j++)
  1312. if(j->second == elem)
  1313. pom.insert(j->first);
  1314. boost::thread(boost::bind(&CGameHandler::handleConnection,this,pom,boost::ref(*elem)));
  1315. }
  1316. if(gs->scenarioOps->mode == StartInfo::DUEL)
  1317. {
  1318. runBattle();
  1319. end2 = true;
  1320. while(conns.size() && (*conns.begin())->isOpen())
  1321. boost::this_thread::sleep(boost::posix_time::milliseconds(5)); //give time client to close socket
  1322. return;
  1323. }
  1324. auto playerTurnOrder = generatePlayerTurnOrder();
  1325. while(!end2)
  1326. {
  1327. if(!resume) newTurn();
  1328. std::list<PlayerColor>::iterator it;
  1329. if(resume)
  1330. {
  1331. it = std::find(playerTurnOrder.begin(), playerTurnOrder.end(), gs->currentPlayer);
  1332. }
  1333. else
  1334. {
  1335. it = playerTurnOrder.begin();
  1336. }
  1337. resume = false;
  1338. for(; it != playerTurnOrder.end(); it++)
  1339. {
  1340. auto playerColor = *it;
  1341. if(gs->players[playerColor].status == EPlayerStatus::INGAME)
  1342. {
  1343. states.setFlag(playerColor, &PlayerStatus::makingTurn, true);
  1344. YourTurn yt;
  1345. yt.player = playerColor;
  1346. applyAndSend(&yt);
  1347. checkVictoryLossConditionsForAll();
  1348. //wait till turn is done
  1349. boost::unique_lock<boost::mutex> lock(states.mx);
  1350. while(states.players.at(playerColor).makingTurn && !end2)
  1351. {
  1352. static time_duration p = milliseconds(200);
  1353. states.cv.timed_wait(lock,p);
  1354. }
  1355. }
  1356. }
  1357. }
  1358. while(conns.size() && (*conns.begin())->isOpen())
  1359. boost::this_thread::sleep(boost::posix_time::milliseconds(5)); //give time client to close socket
  1360. }
  1361. std::list<PlayerColor> CGameHandler::generatePlayerTurnOrder() const
  1362. {
  1363. // Generate player turn order
  1364. std::list<PlayerColor> playerTurnOrder;
  1365. for(const auto & player : gs->players) // add human players first
  1366. {
  1367. if(player.second.human)
  1368. playerTurnOrder.push_back(player.first);
  1369. }
  1370. for(const auto & player : gs->players) // then add non-human players
  1371. {
  1372. if(!player.second.human)
  1373. playerTurnOrder.push_back(player.first);
  1374. }
  1375. return std::move(playerTurnOrder);
  1376. }
  1377. void CGameHandler::setupBattle( int3 tile, const CArmedInstance *armies[2], const CGHeroInstance *heroes[2], bool creatureBank, const CGTownInstance *town )
  1378. {
  1379. battleResult.set(nullptr);
  1380. //send info about battles
  1381. BattleStart bs;
  1382. bs.info = gs->setupBattle(tile, armies, heroes, creatureBank, town);
  1383. sendAndApply(&bs);
  1384. }
  1385. void CGameHandler::checkForBattleEnd()
  1386. {
  1387. if(auto result = battleIsFinished())
  1388. {
  1389. setBattleResult(BattleResult::NORMAL, *result);
  1390. }
  1391. }
  1392. void CGameHandler::giveSpells( const CGTownInstance *t, const CGHeroInstance *h )
  1393. {
  1394. if(!h->hasSpellbook())
  1395. return; //hero hasn't spellbook
  1396. ChangeSpells cs;
  1397. cs.hid = h->id;
  1398. cs.learn = true;
  1399. for(int i=0; i<std::min(t->mageGuildLevel(),h->getSecSkillLevel(SecondarySkill::WISDOM)+2);i++)
  1400. {
  1401. if (t->hasBuilt(BuildingID::GRAIL, ETownType::CONFLUX)) //Aurora Borealis
  1402. {
  1403. std::vector<SpellID> spells;
  1404. getAllowedSpells(spells, i);
  1405. for (auto & spell : spells)
  1406. cs.spells.insert(spell);
  1407. }
  1408. else
  1409. {
  1410. for(int j=0; j<t->spellsAtLevel(i+1,true) && j<t->spells.at(i).size(); j++)
  1411. {
  1412. if(!vstd::contains(h->spells,t->spells.at(i).at(j)))
  1413. cs.spells.insert(t->spells.at(i).at(j));
  1414. }
  1415. }
  1416. }
  1417. if(!cs.spells.empty())
  1418. sendAndApply(&cs);
  1419. }
  1420. void CGameHandler::setBlockVis(ObjectInstanceID objid, bool bv)
  1421. {
  1422. SetObjectProperty sop(objid,2,bv);
  1423. sendAndApply(&sop);
  1424. }
  1425. bool CGameHandler::removeObject( const CGObjectInstance * obj )
  1426. {
  1427. if(!obj || !getObj(obj->id))
  1428. {
  1429. logGlobal->errorStream() << "Something wrong, that object already has been removed or hasn't existed!";
  1430. return false;
  1431. }
  1432. RemoveObject ro;
  1433. ro.id = obj->id;
  1434. sendAndApply(&ro);
  1435. checkVictoryLossConditionsForAll(); //eg if monster escaped (removing objs after battle is done dircetly by endBattle, not this function)
  1436. return true;
  1437. }
  1438. void CGameHandler::setAmount(ObjectInstanceID objid, ui32 val)
  1439. {
  1440. SetObjectProperty sop(objid,3,val);
  1441. sendAndApply(&sop);
  1442. }
  1443. bool CGameHandler::moveHero( ObjectInstanceID hid, int3 dst, ui8 teleporting, PlayerColor asker /*= 255*/ )
  1444. {
  1445. const CGHeroInstance *h = getHero(hid);
  1446. if(!h || (asker != PlayerColor::NEUTRAL && (teleporting || h->getOwner() != gs->currentPlayer)) //not turn of that hero or player can't simply teleport hero (at least not with this function)
  1447. )
  1448. {
  1449. logGlobal->errorStream() << "Illegal call to move hero!";
  1450. return false;
  1451. }
  1452. logGlobal->traceStream() << "Player " << asker << " wants to move hero "<< hid.getNum() << " from "<< h->pos << " to " << dst;
  1453. const int3 hmpos = dst + int3(-1,0,0);
  1454. if(!gs->map->isInTheMap(hmpos))
  1455. {
  1456. logGlobal->errorStream() << "Destination tile is outside the map!";
  1457. return false;
  1458. }
  1459. const TerrainTile t = *gs->getTile(hmpos);
  1460. const int cost = gs->getMovementCost(h, h->getPosition(), hmpos, h->hasBonusOfType(Bonus::FLYING_MOVEMENT), h->movement);
  1461. const int3 guardPos = gs->guardingCreaturePosition(hmpos);
  1462. const bool embarking = !h->boat && !t.visitableObjects.empty() && t.visitableObjects.back()->ID == Obj::BOAT;
  1463. const bool disembarking = h->boat && t.terType != ETerrainType::WATER && !t.blocked;
  1464. //result structure for start - movement failed, no move points used
  1465. TryMoveHero tmh;
  1466. tmh.id = hid;
  1467. tmh.start = h->pos;
  1468. tmh.end = dst;
  1469. tmh.result = TryMoveHero::FAILED;
  1470. tmh.movePoints = h->movement;
  1471. //check if destination tile is available
  1472. //it's a rock or blocked and not visitable tile
  1473. //OR hero is on land and dest is water and (there is not present only one object - boat)
  1474. if(((t.terType == ETerrainType::ROCK || (t.blocked && !t.visitable && !h->hasBonusOfType(Bonus::FLYING_MOVEMENT) ))
  1475. && complain("Cannot move hero, destination tile is blocked!"))
  1476. || ((!h->boat && !h->canWalkOnSea() && t.terType == ETerrainType::WATER && (t.visitableObjects.size() < 1 || (t.visitableObjects.back()->ID != Obj::BOAT && t.visitableObjects.back()->ID != Obj::HERO))) //hero is not on boat/water walking and dst water tile doesn't contain boat/hero (objs visitable from land) -> we test back cause boat may be on top of another object (#276)
  1477. && complain("Cannot move hero, destination tile is on water!"))
  1478. || ((h->boat && t.terType != ETerrainType::WATER && t.blocked)
  1479. && complain("Cannot disembark hero, tile is blocked!"))
  1480. || ( (distance(h->pos, dst) >= 1.5 && !teleporting)
  1481. && complain("Tiles are not neighboring!"))
  1482. || ( (h->inTownGarrison)
  1483. && complain("Can not move garrisoned hero!"))
  1484. || ((h->movement < cost && dst != h->pos && !teleporting)
  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. //several generic blocks of code
  1494. // should be called if hero changes tile but before applying TryMoveHero package
  1495. auto leaveTile = [&]()
  1496. {
  1497. for(CGObjectInstance *obj : gs->map->getTile(int3(h->pos.x-1, h->pos.y, h->pos.z)).visitableObjects)
  1498. {
  1499. obj->onHeroLeave(h);
  1500. }
  1501. this->getTilesInRange(tmh.fowRevealed, h->getSightCenter()+(tmh.end-tmh.start), h->getSightRadious(), h->tempOwner, 1);
  1502. };
  1503. auto doMove = [&](TryMoveHero::EResult result, EGuardLook lookForGuards,
  1504. EVisitDest visitDest, ELEaveTile leavingTile) -> bool
  1505. {
  1506. LOG_TRACE_PARAMS(logGlobal, "Hero %s starts movement from %s to %s", h->name % tmh.start % tmh.end);
  1507. auto moveQuery = make_shared<CHeroMovementQuery>(tmh, h);
  1508. queries.addQuery(moveQuery);
  1509. if(leavingTile == LEAVING_TILE)
  1510. leaveTile();
  1511. tmh.result = result;
  1512. sendAndApply(&tmh);
  1513. if(lookForGuards == CHECK_FOR_GUARDS && this->isInTheMap(guardPos))
  1514. {
  1515. tmh.attackedFrom = guardPos;
  1516. const TerrainTile &guardTile = *gs->getTile(guardPos);
  1517. objectVisited(guardTile.visitableObjects.back(), h);
  1518. moveQuery->visitDestAfterVictory = visitDest==VISIT_DEST;
  1519. }
  1520. else if(visitDest == VISIT_DEST)
  1521. {
  1522. visitObjectOnTile(t, h);
  1523. }
  1524. queries.popIfTop(moveQuery);
  1525. logGlobal->traceStream() << "Hero " << h->name << " ends movement";
  1526. return result != TryMoveHero::FAILED;
  1527. };
  1528. //interaction with blocking object (like resources)
  1529. auto blockingVisit = [&]() -> bool
  1530. {
  1531. for(CGObjectInstance *obj : t.visitableObjects)
  1532. {
  1533. if(obj != h && obj->blockVisit && !obj->passableFor(h->tempOwner))
  1534. {
  1535. return doMove(TryMoveHero::BLOCKING_VISIT, this->IGNORE_GUARDS, VISIT_DEST, REMAINING_ON_TILE);
  1536. //this-> is needed for MVS2010 to recognize scope (?)
  1537. }
  1538. }
  1539. return false;
  1540. };
  1541. if(embarking)
  1542. {
  1543. tmh.movePoints = h->movementPointsAfterEmbark(h->movement, cost, false);
  1544. return doMove(TryMoveHero::EMBARK, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
  1545. //attack guards on embarking? In H3 creatures on water had no zone of control at all
  1546. }
  1547. if(disembarking)
  1548. {
  1549. tmh.movePoints = h->movementPointsAfterEmbark(h->movement, cost, true);
  1550. return doMove(TryMoveHero::DISEMBARK, CHECK_FOR_GUARDS, VISIT_DEST, LEAVING_TILE);
  1551. }
  1552. if(teleporting)
  1553. {
  1554. if(blockingVisit()) // e.g. hero on the other side of teleporter
  1555. return true;
  1556. doMove(TryMoveHero::TELEPORTATION, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
  1557. // visit town for town portal \ castle gates
  1558. // do not use generic visitObjectOnTile to avoid double-teleporting
  1559. // if this moveHero call was triggered by teleporter
  1560. if (!t.visitableObjects.empty())
  1561. {
  1562. if (CGTownInstance * town = dynamic_cast<CGTownInstance *>(t.visitableObjects.back()))
  1563. town->onHeroVisit(h);
  1564. }
  1565. return true;
  1566. }
  1567. //still here? it is standard movement!
  1568. {
  1569. tmh.movePoints = h->movement >= cost
  1570. ? h->movement - cost
  1571. : 0;
  1572. if(blockingVisit())
  1573. return true;
  1574. doMove(TryMoveHero::SUCCESS, CHECK_FOR_GUARDS, VISIT_DEST, LEAVING_TILE);
  1575. return true;
  1576. }
  1577. }
  1578. bool CGameHandler::teleportHero(ObjectInstanceID hid, ObjectInstanceID dstid, ui8 source, PlayerColor asker/* = 255*/)
  1579. {
  1580. const CGHeroInstance *h = getHero(hid);
  1581. const CGTownInstance *t = getTown(dstid);
  1582. if ( !h || !t || h->getOwner() != gs->currentPlayer )
  1583. logGlobal->errorStream()<<"Invalid call to teleportHero!";
  1584. const CGTownInstance *from = h->visitedTown;
  1585. if(((h->getOwner() != t->getOwner())
  1586. && complain("Cannot teleport hero to another player"))
  1587. || ((!from || !from->hasBuilt(BuildingID::CASTLE_GATE, ETownType::INFERNO))
  1588. && complain("Hero must be in town with Castle gate for teleporting"))
  1589. || (!t->hasBuilt(BuildingID::CASTLE_GATE, ETownType::INFERNO)
  1590. && complain("Cannot teleport hero to town without Castle gate in it")))
  1591. return false;
  1592. int3 pos = t->visitablePos();
  1593. pos += h->getVisitableOffset();
  1594. moveHero(hid,pos,1);
  1595. return true;
  1596. }
  1597. void CGameHandler::setOwner(const CGObjectInstance * obj, PlayerColor owner)
  1598. {
  1599. PlayerColor oldOwner = getOwner(obj->id);
  1600. SetObjectProperty sop(obj->id, 1, owner.getNum());
  1601. sendAndApply(&sop);
  1602. std::set<PlayerColor> playerColors = boost::assign::list_of(owner)(oldOwner);
  1603. checkVictoryLossConditions(playerColors);
  1604. if(owner < PlayerColor::PLAYER_LIMIT && dynamic_cast<const CGTownInstance *>(obj)) //town captured
  1605. {
  1606. const CGTownInstance * town = dynamic_cast<const CGTownInstance *>(obj);
  1607. if (town->hasBuilt(BuildingID::PORTAL_OF_SUMMON, ETownType::DUNGEON))
  1608. setPortalDwelling(town, true, false);
  1609. if (!gs->getPlayer(owner)->towns.size())//player lost last town
  1610. {
  1611. InfoWindow iw;
  1612. iw.player = oldOwner;
  1613. 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.
  1614. sendAndApply(&iw);
  1615. }
  1616. }
  1617. const PlayerState * p = gs->getPlayer(owner);
  1618. if((obj->ID == Obj::CREATURE_GENERATOR1 || obj->ID == Obj::CREATURE_GENERATOR4 ) && p && p->dwellings.size()==1)//first dwelling captured
  1619. {
  1620. for(const CGTownInstance *t : gs->getPlayer(owner)->towns)
  1621. {
  1622. if (t->hasBuilt(BuildingID::PORTAL_OF_SUMMON, ETownType::DUNGEON))
  1623. setPortalDwelling(t);//set initial creatures for all portals of summoning
  1624. }
  1625. }
  1626. }
  1627. void CGameHandler::setHoverName(const CGObjectInstance * obj, MetaString* name)
  1628. {
  1629. SetHoverName shn(obj->id, *name);
  1630. sendAndApply(&shn);
  1631. }
  1632. void CGameHandler::showBlockingDialog( BlockingDialog *iw )
  1633. {
  1634. auto dialogQuery = make_shared<CBlockingDialogQuery>(*iw);
  1635. queries.addQuery(dialogQuery);
  1636. iw->queryID = dialogQuery->queryID;
  1637. sendToAllClients(iw);
  1638. }
  1639. void CGameHandler::giveResource(PlayerColor player, Res::ERes which, int val) //TODO: cap according to Bersy's suggestion
  1640. {
  1641. if(!val) return; //don't waste time on empty call
  1642. SetResource sr;
  1643. sr.player = player;
  1644. sr.resid = which;
  1645. sr.val = gs->players.find(player)->second.resources.at(which) + val;
  1646. sendAndApply(&sr);
  1647. }
  1648. void CGameHandler::giveResources(PlayerColor player, TResources resources)
  1649. {
  1650. for(TResources::nziterator i(resources); i.valid(); i++)
  1651. giveResource(player, i->resType, i->resVal);
  1652. }
  1653. void CGameHandler::giveCreatures(const CArmedInstance *obj, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove)
  1654. {
  1655. COMPLAIN_RET_IF(!creatures.stacksCount(), "Strange, giveCreatures called without args!");
  1656. COMPLAIN_RET_IF(obj->stacksCount(), "Cannot give creatures from not-cleared object!");
  1657. COMPLAIN_RET_IF(creatures.stacksCount() > GameConstants::ARMY_SIZE, "Too many stacks to give!");
  1658. //first we move creatures to give to make them army of object-source
  1659. for (auto & elem : creatures.Slots())
  1660. {
  1661. addToSlot(StackLocation(obj, obj->getSlotFor(elem.second->type)), elem.second->type, elem.second->count);
  1662. }
  1663. tryJoiningArmy(obj, h, remove, true);
  1664. }
  1665. void CGameHandler::takeCreatures(ObjectInstanceID objid, const std::vector<CStackBasicDescriptor> &creatures)
  1666. {
  1667. std::vector<CStackBasicDescriptor> cres = creatures;
  1668. if (cres.size() <= 0)
  1669. return;
  1670. const CArmedInstance* obj = static_cast<const CArmedInstance*>(getObj(objid));
  1671. for(CStackBasicDescriptor &sbd : cres)
  1672. {
  1673. TQuantity collected = 0;
  1674. while(collected < sbd.count)
  1675. {
  1676. bool foundSth = false;
  1677. for(auto i = obj->Slots().begin(); i != obj->Slots().end(); i++)
  1678. {
  1679. if(i->second->type == sbd.type)
  1680. {
  1681. TQuantity take = std::min(sbd.count - collected, i->second->count); //collect as much cres as we can
  1682. changeStackCount(StackLocation(obj, i->first), -take, false);
  1683. collected += take;
  1684. foundSth = true;
  1685. break;
  1686. }
  1687. }
  1688. if(!foundSth) //we went through the whole loop and haven't found appropriate cres
  1689. {
  1690. complain("Unexpected failure during taking creatures!");
  1691. return;
  1692. }
  1693. }
  1694. }
  1695. }
  1696. void CGameHandler::showCompInfo(ShowInInfobox * comp)
  1697. {
  1698. sendToAllClients(comp);
  1699. }
  1700. void CGameHandler::heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  1701. {
  1702. HeroVisitCastle vc;
  1703. vc.hid = hero->id;
  1704. vc.tid = obj->id;
  1705. vc.flags |= 1;
  1706. sendAndApply(&vc);
  1707. vistiCastleObjects (obj, hero);
  1708. giveSpells (obj, hero);
  1709. checkVictoryLossConditionsForPlayer(hero->tempOwner); //transported artifact?
  1710. }
  1711. void CGameHandler::vistiCastleObjects (const CGTownInstance *t, const CGHeroInstance *h)
  1712. {
  1713. std::vector<CGTownBuilding*>::const_iterator i;
  1714. for (i = t->bonusingBuildings.begin(); i != t->bonusingBuildings.end(); i++)
  1715. (*i)->onHeroVisit (h);
  1716. }
  1717. void CGameHandler::stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  1718. {
  1719. HeroVisitCastle vc;
  1720. vc.hid = hero->id;
  1721. vc.tid = obj->id;
  1722. sendAndApply(&vc);
  1723. }
  1724. void CGameHandler::removeArtifact(const ArtifactLocation &al)
  1725. {
  1726. assert(al.getArt());
  1727. EraseArtifact ea;
  1728. ea.al = al;
  1729. sendAndApply(&ea);
  1730. }
  1731. void CGameHandler::startBattlePrimary(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile,
  1732. const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank,
  1733. const CGTownInstance *town) //use hero=nullptr for no hero
  1734. {
  1735. engageIntoBattle(army1->tempOwner);
  1736. engageIntoBattle(army2->tempOwner);
  1737. static const CArmedInstance *armies[2];
  1738. armies[0] = army1;
  1739. armies[1] = army2;
  1740. static const CGHeroInstance*heroes[2];
  1741. heroes[0] = hero1;
  1742. heroes[1] = hero2;
  1743. setupBattle(tile, armies, heroes, creatureBank, town); //initializes stacks, places creatures on battlefield, blocks and informs player interfaces
  1744. auto battleQuery = make_shared<CBattleQuery>(gs->curB);
  1745. queries.addQuery(battleQuery);
  1746. boost::thread(&CGameHandler::runBattle, this);
  1747. }
  1748. void CGameHandler::startBattleI( const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, bool creatureBank )
  1749. {
  1750. startBattlePrimary(army1, army2, tile,
  1751. army1->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army1) : nullptr,
  1752. army2->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army2) : nullptr,
  1753. creatureBank);
  1754. }
  1755. void CGameHandler::startBattleI( const CArmedInstance *army1, const CArmedInstance *army2, bool creatureBank)
  1756. {
  1757. startBattleI(army1, army2, army2->visitablePos(), creatureBank);
  1758. }
  1759. void CGameHandler::changeSpells( const CGHeroInstance * hero, bool give, const std::set<SpellID> &spells )
  1760. {
  1761. ChangeSpells cs;
  1762. cs.hid = hero->id;
  1763. cs.spells = spells;
  1764. cs.learn = give;
  1765. sendAndApply(&cs);
  1766. }
  1767. void CGameHandler::sendMessageTo( CConnection &c, const std::string &message )
  1768. {
  1769. SystemMessage sm;
  1770. sm.text = message;
  1771. boost::unique_lock<boost::mutex> lock(*c.wmx);
  1772. c << &sm;
  1773. }
  1774. void CGameHandler::giveHeroBonus( GiveBonus * bonus )
  1775. {
  1776. sendAndApply(bonus);
  1777. }
  1778. void CGameHandler::setMovePoints( SetMovePoints * smp )
  1779. {
  1780. sendAndApply(smp);
  1781. }
  1782. void CGameHandler::setManaPoints( ObjectInstanceID hid, int val )
  1783. {
  1784. SetMana sm;
  1785. sm.hid = hid;
  1786. sm.val = val;
  1787. sendAndApply(&sm);
  1788. }
  1789. void CGameHandler::giveHero( ObjectInstanceID id, PlayerColor player )
  1790. {
  1791. GiveHero gh;
  1792. gh.id = id;
  1793. gh.player = player;
  1794. sendAndApply(&gh);
  1795. }
  1796. void CGameHandler::changeObjPos( ObjectInstanceID objid, int3 newPos, ui8 flags )
  1797. {
  1798. ChangeObjPos cop;
  1799. cop.objid = objid;
  1800. cop.nPos = newPos;
  1801. cop.flags = flags;
  1802. sendAndApply(&cop);
  1803. }
  1804. void CGameHandler::useScholarSkill(ObjectInstanceID fromHero, ObjectInstanceID toHero)
  1805. {
  1806. const CGHeroInstance * h1 = getHero(fromHero);
  1807. const CGHeroInstance * h2 = getHero(toHero);
  1808. if ( h1->getSecSkillLevel(SecondarySkill::SCHOLAR) < h2->getSecSkillLevel(SecondarySkill::SCHOLAR) )
  1809. {
  1810. std::swap (h1,h2);//1st hero need to have higher scholar level for correct message
  1811. std::swap(fromHero, toHero);
  1812. }
  1813. int ScholarLevel = h1->getSecSkillLevel(SecondarySkill::SCHOLAR);//heroes can trade up to this level
  1814. if (!ScholarLevel || !h1->hasSpellbook() || !h2->hasSpellbook() )
  1815. return;//no scholar skill or no spellbook
  1816. int h1Lvl = std::min(ScholarLevel+1, h1->getSecSkillLevel(SecondarySkill::WISDOM)+2),
  1817. h2Lvl = std::min(ScholarLevel+1, h2->getSecSkillLevel(SecondarySkill::WISDOM)+2);//heroes can receive this levels
  1818. ChangeSpells cs1;
  1819. cs1.learn = true;
  1820. cs1.hid = toHero;//giving spells to first hero
  1821. for(auto it : h1->spells)
  1822. if ( h2Lvl >= it.toSpell()->level && !vstd::contains(h2->spells, it))//hero can learn it and don't have it yet
  1823. cs1.spells.insert(it);//spell to learn
  1824. ChangeSpells cs2;
  1825. cs2.learn = true;
  1826. cs2.hid = fromHero;
  1827. for(auto it : h2->spells)
  1828. if ( h1Lvl >= it.toSpell()->level && !vstd::contains(h1->spells, it))
  1829. cs2.spells.insert(it);
  1830. if (!cs1.spells.empty() || !cs2.spells.empty())//create a message
  1831. {
  1832. InfoWindow iw;
  1833. iw.player = h1->tempOwner;
  1834. iw.components.push_back(Component(Component::SEC_SKILL, 18, ScholarLevel, 0));
  1835. iw.text.addTxt(MetaString::GENERAL_TXT, 139);//"%s, who has studied magic extensively,
  1836. iw.text.addReplacement(h1->name);
  1837. if (!cs2.spells.empty())//if found new spell - apply
  1838. {
  1839. iw.text.addTxt(MetaString::GENERAL_TXT, 140);//learns
  1840. int size = cs2.spells.size();
  1841. for(auto it : cs2.spells)
  1842. {
  1843. iw.components.push_back(Component(Component::SPELL, it, 1, 0));
  1844. iw.text.addTxt(MetaString::SPELL_NAME, it.toEnum());
  1845. switch (size--)
  1846. {
  1847. case 2: iw.text.addTxt(MetaString::GENERAL_TXT, 141);
  1848. case 1: break;
  1849. default: iw.text << ", ";
  1850. }
  1851. }
  1852. iw.text.addTxt(MetaString::GENERAL_TXT, 142);//from %s
  1853. iw.text.addReplacement(h2->name);
  1854. sendAndApply(&cs2);
  1855. }
  1856. if (!cs1.spells.empty() && !cs2.spells.empty() )
  1857. {
  1858. iw.text.addTxt(MetaString::GENERAL_TXT, 141);//and
  1859. }
  1860. if (!cs1.spells.empty())
  1861. {
  1862. iw.text.addTxt(MetaString::GENERAL_TXT, 147);//teaches
  1863. int size = cs1.spells.size();
  1864. for(auto it : cs1.spells)
  1865. {
  1866. iw.components.push_back(Component(Component::SPELL, it, 1, 0));
  1867. iw.text.addTxt(MetaString::SPELL_NAME, it.toEnum());
  1868. switch (size--)
  1869. {
  1870. case 2: iw.text.addTxt(MetaString::GENERAL_TXT, 141);
  1871. case 1: break;
  1872. default: iw.text << ", ";
  1873. } }
  1874. iw.text.addTxt(MetaString::GENERAL_TXT, 148);//from %s
  1875. iw.text.addReplacement(h2->name);
  1876. sendAndApply(&cs1);
  1877. }
  1878. sendAndApply(&iw);
  1879. }
  1880. }
  1881. void CGameHandler::heroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)
  1882. {
  1883. auto h1 = getHero(hero1), h2 = getHero(hero2);
  1884. if( gameState()->getPlayerRelations(h1->getOwner(), h2->getOwner()))
  1885. {
  1886. auto exchange = make_shared<CGarrisonDialogQuery>(h1, h2);
  1887. ExchangeDialog hex;
  1888. hex.queryID = exchange->queryID;
  1889. hex.heroes[0] = getHero(hero1);
  1890. hex.heroes[1] = getHero(hero2);
  1891. sendAndApply(&hex);
  1892. useScholarSkill(hero1,hero2);
  1893. queries.addQuery(exchange);
  1894. }
  1895. }
  1896. void CGameHandler::sendToAllClients( CPackForClient * info )
  1897. {
  1898. logGlobal->traceStream() << "Sending to all clients a package of type " << typeid(*info).name();
  1899. for(auto & elem : conns)
  1900. {
  1901. boost::unique_lock<boost::mutex> lock(*(elem)->wmx);
  1902. *elem << info;
  1903. }
  1904. }
  1905. void CGameHandler::sendAndApply(CPackForClient * info)
  1906. {
  1907. sendToAllClients(info);
  1908. gs->apply(info);
  1909. }
  1910. void CGameHandler::applyAndSend(CPackForClient * info)
  1911. {
  1912. gs->apply(info);
  1913. sendToAllClients(info);
  1914. }
  1915. void CGameHandler::sendAndApply(CGarrisonOperationPack * info)
  1916. {
  1917. sendAndApply(static_cast<CPackForClient*>(info));
  1918. checkVictoryLossConditionsForAll();
  1919. }
  1920. void CGameHandler::sendAndApply( SetResource * info )
  1921. {
  1922. sendAndApply(static_cast<CPackForClient*>(info));
  1923. checkVictoryLossConditionsForPlayer(info->player);
  1924. }
  1925. void CGameHandler::sendAndApply( SetResources * info )
  1926. {
  1927. sendAndApply(static_cast<CPackForClient*>(info));
  1928. checkVictoryLossConditionsForPlayer(info->player);
  1929. }
  1930. void CGameHandler::sendAndApply( NewStructures * info )
  1931. {
  1932. sendAndApply(static_cast<CPackForClient*>(info));
  1933. checkVictoryLossConditionsForPlayer(getTown(info->tid)->tempOwner);
  1934. }
  1935. void CGameHandler::save(const std::string & filename )
  1936. {
  1937. logGlobal->errorStream() << "Saving to " << filename;
  1938. CFileInfo info(filename);
  1939. //CResourceHandler::get("local")->createResource(info.getStem() + ".vlgm1");
  1940. CResourceHandler::get("local")->createResource(info.getStem() + ".vsgm1");
  1941. {
  1942. logGlobal->infoStream() << "Ordering clients to serialize...";
  1943. SaveGame sg(info.getStem() + ".vcgm1");
  1944. sendToAllClients(&sg);
  1945. }
  1946. try
  1947. {
  1948. // {
  1949. // logGlobal->infoStream() << "Serializing game info...";
  1950. // CSaveFile save(CResourceHandler::get("local")->getResourceName(ResourceID(info.getStem(), EResType::LIB_SAVEGAME)));
  1951. // // char hlp[8] = "VCMISVG";
  1952. // // save << hlp;
  1953. // saveCommonState(save);
  1954. // }
  1955. {
  1956. CSaveFile save(*CResourceHandler::get("local")->getResourceName(ResourceID(info.getStem(), EResType::SERVER_SAVEGAME)));
  1957. saveCommonState(save);
  1958. logGlobal->infoStream() << "Saving server state";
  1959. save << *this;
  1960. }
  1961. logGlobal->infoStream() << "Game has been successfully saved!";
  1962. }
  1963. catch(std::exception &e)
  1964. {
  1965. logGlobal->errorStream() << "Failed to save game: " << e.what();
  1966. }
  1967. }
  1968. void CGameHandler::close()
  1969. {
  1970. logGlobal->infoStream() << "We have been requested to close.";
  1971. if(gs->initialOpts->mode == StartInfo::DUEL)
  1972. {
  1973. exit(0);
  1974. }
  1975. //for(CConnection *cc : conns)
  1976. // if(cc && cc->socket && cc->socket->is_open())
  1977. // cc->socket->close();
  1978. //exit(0);
  1979. }
  1980. bool CGameHandler::arrangeStacks( ObjectInstanceID id1, ObjectInstanceID id2, ui8 what, SlotID p1, SlotID p2, si32 val, PlayerColor player )
  1981. {
  1982. const CArmedInstance *s1 = static_cast<CArmedInstance*>(gs->getObjInstance(id1)),
  1983. *s2 = static_cast<CArmedInstance*>(gs->getObjInstance(id2));
  1984. const CCreatureSet &S1 = *s1, &S2 = *s2;
  1985. StackLocation sl1(s1, p1), sl2(s2, p2);
  1986. if(!sl1.slot.validSlot() || !sl2.slot.validSlot())
  1987. {
  1988. complain("Invalid slot accessed!");
  1989. return false;
  1990. }
  1991. if(!isAllowedExchange(id1,id2))
  1992. {
  1993. complain("Cannot exchange stacks between these two objects!\n");
  1994. return false;
  1995. }
  1996. if(what==1) //swap
  1997. {
  1998. if ( ((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s1->getStackCount(p1)) //why 254??
  1999. || ((s2->tempOwner != player && s2->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)))
  2000. {
  2001. complain("Can't take troops from another player!");
  2002. return false;
  2003. }
  2004. swapStacks(sl1, sl2);
  2005. }
  2006. else if(what==2)//merge
  2007. {
  2008. if (( s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot merge different creatures stacks!"))
  2009. || (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)) && complain("Can't take troops from another player!")))
  2010. return false;
  2011. moveStack(sl1, sl2);
  2012. }
  2013. else if(what==3) //split
  2014. {
  2015. const int countToMove = val - s2->getStackCount(p2);
  2016. const int countLeftOnSrc = s1->getStackCount(p1) - countToMove;
  2017. if ( (s1->tempOwner != player && countLeftOnSrc < s1->getStackCount(p1) )
  2018. || (s2->tempOwner != player && val < s2->getStackCount(p2) ) )
  2019. {
  2020. complain("Can't move troops of another player!");
  2021. return false;
  2022. }
  2023. //general conditions checking
  2024. if((!vstd::contains(S1.stacks,p1) && complain("no creatures to split"))
  2025. || (val<1 && complain("no creatures to split")) )
  2026. {
  2027. return false;
  2028. }
  2029. if(vstd::contains(S2.stacks,p2)) //dest. slot not free - it must be "rebalancing"...
  2030. {
  2031. int total = s1->getStackCount(p1) + s2->getStackCount(p2);
  2032. if( (total < val && complain("Cannot split that stack, not enough creatures!"))
  2033. || (s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot rebalance different creatures stacks!"))
  2034. )
  2035. {
  2036. return false;
  2037. }
  2038. moveStack(sl1, sl2, countToMove);
  2039. //S2.slots[p2]->count = val;
  2040. //S1.slots[p1]->count = total - val;
  2041. }
  2042. else //split one stack to the two
  2043. {
  2044. if(s1->getStackCount(p1) < val)//not enough creatures
  2045. {
  2046. complain("Cannot split that stack, not enough creatures!");
  2047. return false;
  2048. }
  2049. moveStack(sl1, sl2, val);
  2050. }
  2051. }
  2052. return true;
  2053. }
  2054. PlayerColor CGameHandler::getPlayerAt( CConnection *c ) const
  2055. {
  2056. std::set<PlayerColor> all;
  2057. for(auto i=connections.cbegin(); i!=connections.cend(); i++)
  2058. if(i->second == c)
  2059. all.insert(i->first);
  2060. switch(all.size())
  2061. {
  2062. case 0:
  2063. return PlayerColor::NEUTRAL;
  2064. case 1:
  2065. return *all.begin();
  2066. default:
  2067. {
  2068. //if we have more than one player at this connection, try to pick active one
  2069. if(vstd::contains(all, gs->currentPlayer))
  2070. return gs->currentPlayer;
  2071. else
  2072. return PlayerColor::CANNOT_DETERMINE; //cannot say which player is it
  2073. }
  2074. }
  2075. }
  2076. bool CGameHandler::disbandCreature( ObjectInstanceID id, SlotID pos )
  2077. {
  2078. CArmedInstance *s1 = static_cast<CArmedInstance*>(gs->getObjInstance(id));
  2079. if(!vstd::contains(s1->stacks,pos))
  2080. {
  2081. complain("Illegal call to disbandCreature - no such stack in army!");
  2082. return false;
  2083. }
  2084. eraseStack(StackLocation(s1, pos));
  2085. return true;
  2086. }
  2087. bool CGameHandler::buildStructure( ObjectInstanceID tid, BuildingID requestedID, bool force /*=false*/ )
  2088. {
  2089. const CGTownInstance * t = getTown(tid);
  2090. if(!t)
  2091. COMPLAIN_RETF("No such town (ID=%s)!", tid);
  2092. if(!t->town->buildings.count(requestedID))
  2093. COMPLAIN_RETF("Town of faction %s does not have info about building ID=%s!", t->town->faction->name % tid);
  2094. if (t->hasBuilt(requestedID))
  2095. COMPLAIN_RETF("Building %s is already built in %s", t->town->buildings.at(requestedID)->Name() % t->name);
  2096. const CBuilding * requestedBuilding = t->town->buildings.at(requestedID);
  2097. //Vector with future list of built building and buildings in auto-mode that are not yet built.
  2098. std::vector<const CBuilding*> remainingAutoBuildings;
  2099. std::set<BuildingID> buildingsThatWillBe;
  2100. //Check validity of request
  2101. if(!force)
  2102. {
  2103. switch (requestedBuilding->mode)
  2104. {
  2105. case CBuilding::BUILD_NORMAL :
  2106. if (gs->canBuildStructure(t, requestedID) != EBuildingState::ALLOWED)
  2107. COMPLAIN_RET("Cannot build that building!");
  2108. break;
  2109. case CBuilding::BUILD_AUTO :
  2110. case CBuilding::BUILD_SPECIAL:
  2111. COMPLAIN_RET("This building can not be constructed normally!");
  2112. case CBuilding::BUILD_GRAIL :
  2113. if(requestedBuilding->mode == CBuilding::BUILD_GRAIL) //needs grail
  2114. {
  2115. if(!t->visitingHero || !t->visitingHero->hasArt(ArtifactID::GRAIL))
  2116. COMPLAIN_RET("Cannot build this without grail!")
  2117. else
  2118. removeArtifact(ArtifactLocation(t->visitingHero, t->visitingHero->getArtPos(ArtifactID::GRAIL, false)));
  2119. }
  2120. break;
  2121. }
  2122. }
  2123. //Performs stuff that has to be done after new building is built
  2124. auto processBuiltStructure = [t, this](const BuildingID buildingID)
  2125. {
  2126. if(buildingID >= BuildingID::DWELL_FIRST) //dwelling
  2127. {
  2128. int level = (buildingID - BuildingID::DWELL_FIRST) % GameConstants::CREATURES_PER_TOWN;
  2129. int upgradeNumber = (buildingID - BuildingID::DWELL_FIRST) / GameConstants::CREATURES_PER_TOWN;
  2130. if (upgradeNumber >= t->town->creatures.at(level).size())
  2131. {
  2132. complain(boost::str(boost::format("Error ecountered when building dwelling (bid=%s):"
  2133. "no creature found (upgrade number %d, level %d!")
  2134. % buildingID % upgradeNumber % level));
  2135. return;
  2136. }
  2137. CCreature * crea = VLC->creh->creatures.at(t->town->creatures.at(level).at(upgradeNumber));
  2138. SetAvailableCreatures ssi;
  2139. ssi.tid = t->id;
  2140. ssi.creatures = t->creatures;
  2141. if (ssi.creatures[level].second.empty()) // first creature in a dwelling
  2142. ssi.creatures[level].first = crea->growth;
  2143. ssi.creatures[level].second.push_back(crea->idNumber);
  2144. sendAndApply(&ssi);
  2145. }
  2146. if ( t->subID == ETownType::DUNGEON && buildingID == BuildingID::PORTAL_OF_SUMMON )
  2147. {
  2148. setPortalDwelling(t);
  2149. }
  2150. if(buildingID <= BuildingID::MAGES_GUILD_5) //it's mage guild
  2151. {
  2152. if(t->visitingHero)
  2153. giveSpells(t,t->visitingHero);
  2154. if(t->garrisonHero)
  2155. giveSpells(t,t->garrisonHero);
  2156. }
  2157. };
  2158. //Checks if all requirements will be met with expected building list "buildingsThatWillBe"
  2159. auto areRequirementsFullfilled = [&](const BuildingID & buildID)
  2160. {
  2161. return buildingsThatWillBe.count(buildID);
  2162. };
  2163. //Init the vectors
  2164. for(auto & build : t->town->buildings)
  2165. {
  2166. if(t->hasBuilt(build.first))
  2167. buildingsThatWillBe.insert(build.first);
  2168. else
  2169. {
  2170. if(build.second->mode == CBuilding::BUILD_AUTO) //not built auto building
  2171. remainingAutoBuildings.push_back(build.second);
  2172. }
  2173. }
  2174. //Prepare structure (list of building ids will be filled later)
  2175. NewStructures ns;
  2176. ns.tid = tid;
  2177. ns.builded = force ? t->builded : (t->builded+1);
  2178. std::queue<const CBuilding*> buildingsToAdd;
  2179. buildingsToAdd.push(requestedBuilding);
  2180. while(!buildingsToAdd.empty())
  2181. {
  2182. auto b = buildingsToAdd.front();
  2183. buildingsToAdd.pop();
  2184. ns.bid.insert(b->bid);
  2185. buildingsThatWillBe.insert(b->bid);
  2186. remainingAutoBuildings -= b;
  2187. for(auto autoBuilding : remainingAutoBuildings)
  2188. {
  2189. if (autoBuilding->requirements.test(areRequirementsFullfilled))
  2190. buildingsToAdd.push(autoBuilding);
  2191. }
  2192. }
  2193. //Other post-built events
  2194. for(auto builtID : ns.bid)
  2195. processBuiltStructure(builtID);
  2196. //Take cost
  2197. if (!force)
  2198. {
  2199. SetResources sr;
  2200. sr.player = t->tempOwner;
  2201. sr.res = gs->getPlayer(t->tempOwner)->resources - requestedBuilding->resources;
  2202. sendAndApply(&sr);
  2203. }
  2204. //We know what has been built, appluy changes. Do this as final step to properly update town window
  2205. sendAndApply(&ns);
  2206. // now when everything is built - reveal tiles for lookout tower
  2207. FoWChange fw;
  2208. fw.player = t->tempOwner;
  2209. fw.mode = 1;
  2210. t->getSightTiles(fw.tiles);
  2211. sendAndApply(&fw);
  2212. if(t->visitingHero)
  2213. vistiCastleObjects (t, t->visitingHero);
  2214. if(t->garrisonHero)
  2215. vistiCastleObjects (t, t->garrisonHero);
  2216. checkVictoryLossConditionsForPlayer(t->tempOwner);
  2217. return true;
  2218. }
  2219. bool CGameHandler::razeStructure (ObjectInstanceID tid, BuildingID bid)
  2220. {
  2221. ///incomplete, simply erases target building
  2222. const CGTownInstance * t = getTown(tid);
  2223. if (!vstd::contains(t->builtBuildings, bid))
  2224. return false;
  2225. RazeStructures rs;
  2226. rs.tid = tid;
  2227. rs.bid.insert(bid);
  2228. rs.destroyed = t->destroyed + 1;
  2229. sendAndApply(&rs);
  2230. //TODO: Remove dwellers
  2231. // if (t->subID == 4 && bid == 17) //Veil of Darkness
  2232. // {
  2233. // RemoveBonus rb(RemoveBonus::TOWN);
  2234. // rb.whoID = t->id;
  2235. // rb.source = Bonus::TOWN_STRUCTURE;
  2236. // rb.id = 17;
  2237. // sendAndApply(&rb);
  2238. // }
  2239. return true;
  2240. }
  2241. void CGameHandler::sendMessageToAll( const std::string &message )
  2242. {
  2243. SystemMessage sm;
  2244. sm.text = message;
  2245. sendToAllClients(&sm);
  2246. }
  2247. bool CGameHandler::recruitCreatures( ObjectInstanceID objid, CreatureID crid, ui32 cram, si32 fromLvl )
  2248. {
  2249. const CGDwelling *dw = static_cast<const CGDwelling*>(gs->getObj(objid));
  2250. const CArmedInstance *dst = nullptr;
  2251. const CCreature *c = VLC->creh->creatures.at(crid);
  2252. bool warMachine = c->hasBonusOfType(Bonus::SIEGE_WEAPON);
  2253. //TODO: test for owning
  2254. if(dw->ID == Obj::TOWN)
  2255. dst = (static_cast<const CGTownInstance *>(dw))->getUpperArmy();
  2256. else if(dw->ID == Obj::CREATURE_GENERATOR1 || dw->ID == Obj::CREATURE_GENERATOR4
  2257. || dw->ID == Obj::REFUGEE_CAMP) //advmap dwelling
  2258. dst = getHero(gs->getPlayer(dw->tempOwner)->currentSelection); //TODO: check if current hero is really visiting dwelling
  2259. else if(dw->ID == Obj::WAR_MACHINE_FACTORY)
  2260. dst = dynamic_cast<const CGHeroInstance *>(getTile(dw->visitablePos())->visitableObjects.back());
  2261. assert(dw && dst);
  2262. //verify
  2263. bool found = false;
  2264. int level = 0;
  2265. for(; level < dw->creatures.size(); level++) //iterate through all levels
  2266. {
  2267. if ( (fromLvl != -1) && ( level !=fromLvl ) )
  2268. continue;
  2269. const auto &cur = dw->creatures.at(level); //current level info <amount, list of cr. ids>
  2270. int i = 0;
  2271. for(; i < cur.second.size(); i++) //look for crid among available creatures list on current level
  2272. if(cur.second.at(i) == crid)
  2273. break;
  2274. if(i < cur.second.size())
  2275. {
  2276. found = true;
  2277. cram = std::min(cram, cur.first); //reduce recruited amount up to available amount
  2278. break;
  2279. }
  2280. }
  2281. SlotID slot = dst->getSlotFor(crid);
  2282. if( (!found && complain("Cannot recruit: no such creatures!"))
  2283. || (cram > VLC->creh->creatures.at(crid)->maxAmount(gs->getPlayer(dst->tempOwner)->resources) && complain("Cannot recruit: lack of resources!"))
  2284. || (cram<=0 && complain("Cannot recruit: cram <= 0!"))
  2285. || (!slot.validSlot() && !warMachine && complain("Cannot recruit: no available slot!")))
  2286. {
  2287. return false;
  2288. }
  2289. //recruit
  2290. SetResources sr;
  2291. sr.player = dst->tempOwner;
  2292. sr.res = gs->getPlayer(dst->tempOwner)->resources - (c->cost * cram);
  2293. SetAvailableCreatures sac;
  2294. sac.tid = objid;
  2295. sac.creatures = dw->creatures;
  2296. sac.creatures[level].first -= cram;
  2297. sendAndApply(&sr);
  2298. sendAndApply(&sac);
  2299. if(warMachine)
  2300. {
  2301. const CGHeroInstance *h = dynamic_cast<const CGHeroInstance*>(dst);
  2302. if(!h)
  2303. COMPLAIN_RET("Only hero can buy war machines");
  2304. switch(crid)
  2305. {
  2306. case 146:
  2307. giveHeroNewArtifact(h, VLC->arth->artifacts[4], ArtifactPosition::MACH1);
  2308. break;
  2309. case 147:
  2310. giveHeroNewArtifact(h, VLC->arth->artifacts[6], ArtifactPosition::MACH3);
  2311. break;
  2312. case 148:
  2313. giveHeroNewArtifact(h, VLC->arth->artifacts[5], ArtifactPosition::MACH2);
  2314. break;
  2315. default:
  2316. complain("This war machine cannot be recruited!");
  2317. return false;
  2318. }
  2319. }
  2320. else
  2321. {
  2322. addToSlot(StackLocation(dst, slot), c, cram);
  2323. }
  2324. return true;
  2325. }
  2326. bool CGameHandler::upgradeCreature( ObjectInstanceID objid, SlotID pos, CreatureID upgID )
  2327. {
  2328. CArmedInstance *obj = static_cast<CArmedInstance*>(gs->getObjInstance(objid));
  2329. assert(obj->hasStackAtSlot(pos));
  2330. UpgradeInfo ui = gs->getUpgradeInfo(obj->getStack(pos));
  2331. PlayerColor player = obj->tempOwner;
  2332. const PlayerState *p = getPlayer(player);
  2333. int crQuantity = obj->stacks.at(pos)->count;
  2334. int newIDpos= vstd::find_pos(ui.newID, upgID);//get position of new id in UpgradeInfo
  2335. //check if upgrade is possible
  2336. if( (ui.oldID<0 || newIDpos == -1 ) && complain("That upgrade is not possible!"))
  2337. {
  2338. return false;
  2339. }
  2340. TResources totalCost = ui.cost.at(newIDpos) * crQuantity;
  2341. //check if player has enough resources
  2342. if(!p->resources.canAfford(totalCost))
  2343. COMPLAIN_RET("Cannot upgrade, not enough resources!");
  2344. //take resources
  2345. SetResources sr;
  2346. sr.player = player;
  2347. sr.res = p->resources - totalCost;
  2348. sendAndApply(&sr);
  2349. //upgrade creature
  2350. changeStackType(StackLocation(obj, pos), VLC->creh->creatures.at(upgID));
  2351. return true;
  2352. }
  2353. bool CGameHandler::changeStackType(const StackLocation &sl, CCreature *c)
  2354. {
  2355. if(!sl.army->hasStackAtSlot(sl.slot))
  2356. COMPLAIN_RET("Cannot find a stack to change type");
  2357. SetStackType sst;
  2358. sst.sl = sl;
  2359. sst.type = c;
  2360. sendAndApply(&sst);
  2361. return true;
  2362. }
  2363. void CGameHandler::moveArmy(const CArmedInstance *src, const CArmedInstance *dst, bool allowMerging)
  2364. {
  2365. assert(src->canBeMergedWith(*dst, allowMerging));
  2366. while(src->stacksCount())//while there are unmoved creatures
  2367. {
  2368. auto i = src->Slots().begin(); //iterator to stack to move
  2369. StackLocation sl(src, i->first); //location of stack to move
  2370. SlotID pos = dst->getSlotFor(i->second->type);
  2371. if(!pos.validSlot())
  2372. {
  2373. //try to merge two other stacks to make place
  2374. std::pair<SlotID, SlotID> toMerge;
  2375. if(dst->mergableStacks(toMerge, i->first) && allowMerging)
  2376. {
  2377. moveStack(StackLocation(dst, toMerge.first), StackLocation(dst, toMerge.second)); //merge toMerge.first into toMerge.second
  2378. assert(!dst->hasStackAtSlot(toMerge.first)); //we have now a new free slot
  2379. moveStack(sl, StackLocation(dst, toMerge.first)); //move stack to freed slot
  2380. }
  2381. else
  2382. {
  2383. complain("Unexpected failure during an attempt to move army from " + src->nodeName() + " to " + dst->nodeName() + "!");
  2384. return;
  2385. }
  2386. }
  2387. else
  2388. {
  2389. moveStack(sl, StackLocation(dst, pos));
  2390. }
  2391. }
  2392. }
  2393. bool CGameHandler::garrisonSwap( ObjectInstanceID tid )
  2394. {
  2395. CGTownInstance *town = gs->getTown(tid);
  2396. if(!town->garrisonHero && town->visitingHero) //visiting => garrison, merge armies: town army => hero army
  2397. {
  2398. if(!town->visitingHero->canBeMergedWith(*town))
  2399. {
  2400. complain("Cannot make garrison swap, not enough free slots!");
  2401. return false;
  2402. }
  2403. moveArmy(town, town->visitingHero, true);
  2404. SetHeroesInTown intown;
  2405. intown.tid = tid;
  2406. intown.visiting = ObjectInstanceID();
  2407. intown.garrison = town->visitingHero->id;
  2408. sendAndApply(&intown);
  2409. return true;
  2410. }
  2411. else if (town->garrisonHero && !town->visitingHero) //move hero out of the garrison
  2412. {
  2413. //check if moving hero out of town will break 8 wandering heroes limit
  2414. if(getHeroCount(town->garrisonHero->tempOwner,false) >= 8)
  2415. {
  2416. complain("Cannot move hero out of the garrison, there are already 8 wandering heroes!");
  2417. return false;
  2418. }
  2419. SetHeroesInTown intown;
  2420. intown.tid = tid;
  2421. intown.garrison = ObjectInstanceID();
  2422. intown.visiting = town->garrisonHero->id;
  2423. sendAndApply(&intown);
  2424. return true;
  2425. }
  2426. else if(!!town->garrisonHero && town->visitingHero) //swap visiting and garrison hero
  2427. {
  2428. SetHeroesInTown intown;
  2429. intown.tid = tid;
  2430. intown.garrison = town->visitingHero->id;
  2431. intown.visiting = town->garrisonHero->id;
  2432. sendAndApply(&intown);
  2433. return true;
  2434. }
  2435. else
  2436. {
  2437. complain("Cannot swap garrison hero!");
  2438. return false;
  2439. }
  2440. }
  2441. // With the amount of changes done to the function, it's more like transferArtifacts.
  2442. // 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.
  2443. bool CGameHandler::moveArtifact(const ArtifactLocation &al1, const ArtifactLocation &al2)
  2444. {
  2445. ArtifactLocation src = al1, dst = al2;
  2446. const PlayerColor srcPlayer = src.owningPlayer(), dstPlayer = dst.owningPlayer();
  2447. const CArmedInstance *srcObj = src.relatedObj(), *dstObj = dst.relatedObj();
  2448. // Make sure exchange is even possible between the two heroes.
  2449. if(!isAllowedExchange(srcObj->id, dstObj->id))
  2450. COMPLAIN_RET("That heroes cannot make any exchange!");
  2451. const CArtifactInstance *srcArtifact = src.getArt();
  2452. const CArtifactInstance *destArtifact = dst.getArt();
  2453. if (srcArtifact == nullptr)
  2454. COMPLAIN_RET("No artifact to move!");
  2455. if (destArtifact && srcPlayer != dstPlayer)
  2456. COMPLAIN_RET("Can't touch artifact on hero of another player!");
  2457. // Check if src/dest slots are appropriate for the artifacts exchanged.
  2458. // Moving to the backpack is always allowed.
  2459. if ((!srcArtifact || dst.slot < GameConstants::BACKPACK_START)
  2460. && srcArtifact && !srcArtifact->canBePutAt(dst, true))
  2461. COMPLAIN_RET("Cannot move artifact!");
  2462. if ((srcArtifact && srcArtifact->artType->id == ArtifactID::ART_LOCK) || (destArtifact && destArtifact->artType->id == ArtifactID::ART_LOCK))
  2463. COMPLAIN_RET("Cannot move artifact locks.");
  2464. if (dst.slot >= GameConstants::BACKPACK_START && srcArtifact->artType->isBig())
  2465. COMPLAIN_RET("Cannot put big artifacts in backpack!");
  2466. if (src.slot == ArtifactPosition::MACH4 || dst.slot == ArtifactPosition::MACH4)
  2467. COMPLAIN_RET("Cannot move catapult!");
  2468. if(dst.slot >= GameConstants::BACKPACK_START)
  2469. vstd::amin(dst.slot, ArtifactPosition(GameConstants::BACKPACK_START + dst.getHolderArtSet()->artifactsInBackpack.size()));
  2470. if (src.slot == dst.slot && src.artHolder == dst.artHolder)
  2471. COMPLAIN_RET("Won't move artifact: Dest same as source!");
  2472. if(dst.slot < GameConstants::BACKPACK_START && destArtifact) //moving art to another slot
  2473. {
  2474. //old artifact must be removed first
  2475. moveArtifact(dst, ArtifactLocation(dst.artHolder, ArtifactPosition(
  2476. dst.getHolderArtSet()->artifactsInBackpack.size() + GameConstants::BACKPACK_START)));
  2477. }
  2478. MoveArtifact ma;
  2479. ma.src = src;
  2480. ma.dst = dst;
  2481. sendAndApply(&ma);
  2482. return true;
  2483. }
  2484. /**
  2485. * Assembles or disassembles a combination artifact.
  2486. * @param heroID ID of hero holding the artifact(s).
  2487. * @param artifactSlot The worn slot ID of the combination- or constituent artifact.
  2488. * @param assemble True for assembly operation, false for disassembly.
  2489. * @param assembleTo If assemble is true, this represents the artifact ID of the combination
  2490. * artifact to assemble to. Otherwise it's not used.
  2491. */
  2492. bool CGameHandler::assembleArtifacts (ObjectInstanceID heroID, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo)
  2493. {
  2494. CGHeroInstance *hero = gs->getHero(heroID);
  2495. const CArtifactInstance *destArtifact = hero->getArt(artifactSlot);
  2496. if(!destArtifact)
  2497. COMPLAIN_RET("assembleArtifacts: there is no such artifact instance!");
  2498. if(assemble)
  2499. {
  2500. CArtifact *combinedArt = VLC->arth->artifacts.at(assembleTo);
  2501. if(!combinedArt->constituents)
  2502. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to assemble is not a combined artifacts!");
  2503. if(!vstd::contains(destArtifact->assemblyPossibilities(hero), combinedArt))
  2504. COMPLAIN_RET("assembleArtifacts: It's impossible to assemble requested artifact!");
  2505. AssembledArtifact aa;
  2506. aa.al = ArtifactLocation(hero, artifactSlot);
  2507. aa.builtArt = combinedArt;
  2508. sendAndApply(&aa);
  2509. }
  2510. else
  2511. {
  2512. if(!destArtifact->artType->constituents)
  2513. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble is not a combined artifact!");
  2514. DisassembledArtifact da;
  2515. da.al = ArtifactLocation(hero, artifactSlot);
  2516. sendAndApply(&da);
  2517. }
  2518. return false;
  2519. }
  2520. bool CGameHandler::buyArtifact( ObjectInstanceID hid, ArtifactID aid )
  2521. {
  2522. CGHeroInstance *hero = gs->getHero(hid);
  2523. CGTownInstance *town = hero->visitedTown;
  2524. if(aid==ArtifactID::SPELLBOOK)
  2525. {
  2526. if((!town->hasBuilt(BuildingID::MAGES_GUILD_1) && complain("Cannot buy a spellbook, no mage guild in the town!"))
  2527. || (getResource(hero->getOwner(), Res::GOLD) < GameConstants::SPELLBOOK_GOLD_COST && complain("Cannot buy a spellbook, not enough gold!") )
  2528. || (hero->getArt(ArtifactPosition::SPELLBOOK) && complain("Cannot buy a spellbook, hero already has a one!"))
  2529. )
  2530. return false;
  2531. giveResource(hero->getOwner(),Res::GOLD,-GameConstants::SPELLBOOK_GOLD_COST);
  2532. giveHeroNewArtifact(hero, VLC->arth->artifacts[0], ArtifactPosition::SPELLBOOK);
  2533. assert(hero->getArt(ArtifactPosition::SPELLBOOK));
  2534. giveSpells(town,hero);
  2535. return true;
  2536. }
  2537. else if(aid < 7 && aid > 3) //war machine
  2538. {
  2539. int price = VLC->arth->artifacts.at(aid)->price;
  2540. if(( hero->getArt(ArtifactPosition(9+aid)) && complain("Hero already has this machine!"))
  2541. || (gs->getPlayer(hero->getOwner())->resources.at(Res::GOLD) < price && complain("Not enough gold!")))
  2542. {
  2543. return false;
  2544. }
  2545. if ((town->hasBuilt(BuildingID::BLACKSMITH) && town->town->warMachine == aid )
  2546. || ((town->hasBuilt(BuildingID::BALLISTA_YARD, ETownType::STRONGHOLD)) && aid == ArtifactID::BALLISTA))
  2547. {
  2548. giveResource(hero->getOwner(),Res::GOLD,-price);
  2549. giveHeroNewArtifact(hero, VLC->arth->artifacts.at(aid), ArtifactPosition(9+aid));
  2550. return true;
  2551. }
  2552. else
  2553. COMPLAIN_RET("This machine is unavailable here!");
  2554. }
  2555. return false;
  2556. }
  2557. bool CGameHandler::buyArtifact(const IMarket *m, const CGHeroInstance *h, Res::ERes rid, ArtifactID aid)
  2558. {
  2559. if(!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_ARTIFACT), aid))
  2560. COMPLAIN_RET("That artifact is unavailable!");
  2561. int b1, b2;
  2562. m->getOffer(rid, aid, b1, b2, EMarketMode::RESOURCE_ARTIFACT);
  2563. if(getResource(h->tempOwner, rid) < b1)
  2564. COMPLAIN_RET("You can't afford to buy this artifact!");
  2565. SetResource sr;
  2566. sr.player = h->tempOwner;
  2567. sr.resid = rid;
  2568. sr.val = getResource(h->tempOwner, rid) - b1;
  2569. sendAndApply(&sr);
  2570. SetAvailableArtifacts saa;
  2571. if(m->o->ID == Obj::TOWN)
  2572. {
  2573. saa.id = -1;
  2574. saa.arts = CGTownInstance::merchantArtifacts;
  2575. }
  2576. else if(const CGBlackMarket *bm = dynamic_cast<const CGBlackMarket *>(m->o)) //black market
  2577. {
  2578. saa.id = bm->id.getNum();
  2579. saa.arts = bm->artifacts;
  2580. }
  2581. else
  2582. COMPLAIN_RET("Wrong marktet...");
  2583. bool found = false;
  2584. for(const CArtifact *&art : saa.arts)
  2585. {
  2586. if(art && art->id == aid)
  2587. {
  2588. art = nullptr;
  2589. found = true;
  2590. break;
  2591. }
  2592. }
  2593. if(!found)
  2594. COMPLAIN_RET("Cannot find selected artifact on the list");
  2595. sendAndApply(&saa);
  2596. giveHeroNewArtifact(h, VLC->arth->artifacts.at(aid), ArtifactPosition::FIRST_AVAILABLE);
  2597. return true;
  2598. }
  2599. bool CGameHandler::sellArtifact( const IMarket *m, const CGHeroInstance *h, ArtifactInstanceID aid, Res::ERes rid )
  2600. {
  2601. const CArtifactInstance *art = h->getArtByInstanceId(aid);
  2602. if(!art)
  2603. COMPLAIN_RET("There is no artifact to sell!");
  2604. if(art->artType->id < 7)
  2605. COMPLAIN_RET("Cannot sell a war machine or spellbook!");
  2606. int resVal = 0, dump = 1;
  2607. m->getOffer(art->artType->id, rid, dump, resVal, EMarketMode::ARTIFACT_RESOURCE);
  2608. removeArtifact(ArtifactLocation(h, h->getArtPos(art)));
  2609. giveResource(h->tempOwner, rid, resVal);
  2610. return true;
  2611. }
  2612. //void CGameHandler::lootArtifacts (TArtHolder source, TArtHolder dest, std::vector<ui32> &arts)
  2613. //{
  2614. // //const CGHeroInstance * h1 = dynamic_cast<CGHeroInstance *> source;
  2615. // //auto s = boost::apply_visitor(GetArtifactSetPtr(), source);
  2616. // {
  2617. // }
  2618. //}
  2619. bool CGameHandler::buySecSkill( const IMarket *m, const CGHeroInstance *h, SecondarySkill skill)
  2620. {
  2621. if (!h)
  2622. COMPLAIN_RET("You need hero to buy a skill!");
  2623. if (h->getSecSkillLevel(SecondarySkill(skill)))
  2624. COMPLAIN_RET("Hero already know this skill");
  2625. if (!h->canLearnSkill())
  2626. COMPLAIN_RET("Hero can't learn any more skills");
  2627. if (h->type->heroClass->secSkillProbability.at(skill)==0)//can't learn this skill (like necromancy for most of non-necros)
  2628. COMPLAIN_RET("The hero can't learn this skill!");
  2629. if(!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_SKILL), skill))
  2630. COMPLAIN_RET("That skill is unavailable!");
  2631. if(getResource(h->tempOwner, Res::GOLD) < 2000)//TODO: remove hardcoded resource\summ?
  2632. COMPLAIN_RET("You can't afford to buy this skill");
  2633. SetResource sr;
  2634. sr.player = h->tempOwner;
  2635. sr.resid = Res::GOLD;
  2636. sr.val = getResource(h->tempOwner, Res::GOLD) - 2000;
  2637. sendAndApply(&sr);
  2638. changeSecSkill(h, skill, 1, true);
  2639. return true;
  2640. }
  2641. bool CGameHandler::tradeResources(const IMarket *market, ui32 val, PlayerColor player, ui32 id1, ui32 id2)
  2642. {
  2643. int r1 = gs->getPlayer(player)->resources.at(id1),
  2644. r2 = gs->getPlayer(player)->resources.at(id2);
  2645. vstd::amin(val, r1); //can't trade more resources than have
  2646. int b1, b2; //base quantities for trade
  2647. market->getOffer(id1, id2, b1, b2, EMarketMode::RESOURCE_RESOURCE);
  2648. int units = val / b1; //how many base quantities we trade
  2649. if(val%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  2650. {
  2651. //TODO: complain?
  2652. assert(0);
  2653. }
  2654. SetResource sr;
  2655. sr.player = player;
  2656. sr.resid = static_cast<Res::ERes>(id1);
  2657. sr.val = r1 - b1 * units;
  2658. sendAndApply(&sr);
  2659. sr.resid = static_cast<Res::ERes>(id2);
  2660. sr.val = r2 + b2 * units;
  2661. sendAndApply(&sr);
  2662. return true;
  2663. }
  2664. bool CGameHandler::sellCreatures(ui32 count, const IMarket *market, const CGHeroInstance * hero, SlotID slot, Res::ERes resourceID)
  2665. {
  2666. if(!vstd::contains(hero->Slots(), slot))
  2667. COMPLAIN_RET("Hero doesn't have any creature in that slot!");
  2668. const CStackInstance &s = hero->getStack(slot);
  2669. if( s.count < count //can't sell more creatures than have
  2670. || (hero->Slots().size() == 1 && hero->needsLastStack() && s.count == count)) //can't sell last stack
  2671. {
  2672. COMPLAIN_RET("Not enough creatures in army!");
  2673. }
  2674. int b1, b2; //base quantities for trade
  2675. market->getOffer(s.type->idNumber, resourceID, b1, b2, EMarketMode::CREATURE_RESOURCE);
  2676. int units = count / b1; //how many base quantities we trade
  2677. if(count%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  2678. {
  2679. //TODO: complain?
  2680. assert(0);
  2681. }
  2682. changeStackCount(StackLocation(hero, slot), -count);
  2683. SetResource sr;
  2684. sr.player = hero->tempOwner;
  2685. sr.resid = resourceID;
  2686. sr.val = getResource(hero->tempOwner, resourceID) + b2 * units;
  2687. sendAndApply(&sr);
  2688. return true;
  2689. }
  2690. bool CGameHandler::transformInUndead(const IMarket *market, const CGHeroInstance * hero, SlotID slot)
  2691. {
  2692. const CArmedInstance *army = nullptr;
  2693. if (hero)
  2694. army = hero;
  2695. else
  2696. army = dynamic_cast<const CGTownInstance *>(market->o);
  2697. if (!army)
  2698. COMPLAIN_RET("Incorrect call to transform in undead!");
  2699. if(!army->hasStackAtSlot(slot))
  2700. COMPLAIN_RET("Army doesn't have any creature in that slot!");
  2701. const CStackInstance &s = army->getStack(slot);
  2702. int resCreature;//resulting creature - bone dragons or skeletons
  2703. if (s.hasBonusOfType(Bonus::DRAGON_NATURE))
  2704. resCreature = 68;
  2705. else
  2706. resCreature = 56;
  2707. changeStackType(StackLocation(army, slot), VLC->creh->creatures.at(resCreature));
  2708. return true;
  2709. }
  2710. bool CGameHandler::sendResources(ui32 val, PlayerColor player, Res::ERes r1, PlayerColor r2)
  2711. {
  2712. const PlayerState *p2 = gs->getPlayer(r2, false);
  2713. if(!p2 || p2->status != EPlayerStatus::INGAME)
  2714. {
  2715. complain("Dest player must be in game!");
  2716. return false;
  2717. }
  2718. si32 curRes1 = gs->getPlayer(player)->resources.at(r1),
  2719. curRes2 = gs->getPlayer(r2)->resources.at(r1);
  2720. val = std::min(si32(val),curRes1);
  2721. SetResource sr;
  2722. sr.player = player;
  2723. sr.resid = r1;
  2724. sr.val = curRes1 - val;
  2725. sendAndApply(&sr);
  2726. sr.player = r2;
  2727. sr.val = curRes2 + val;
  2728. sendAndApply(&sr);
  2729. return true;
  2730. }
  2731. bool CGameHandler::setFormation( ObjectInstanceID hid, ui8 formation )
  2732. {
  2733. gs->getHero(hid)-> formation = formation;
  2734. return true;
  2735. }
  2736. bool CGameHandler::hireHero(const CGObjectInstance *obj, ui8 hid, PlayerColor player)
  2737. {
  2738. const PlayerState *p = gs->getPlayer(player);
  2739. const CGTownInstance *t = gs->getTown(obj->id);
  2740. static const int GOLD_NEEDED = 2500;
  2741. //common preconditions
  2742. if( (p->resources.at(Res::GOLD)<GOLD_NEEDED && complain("Not enough gold for buying hero!"))
  2743. || (getHeroCount(player, false) >= GameConstants::MAX_HEROES_PER_PLAYER && complain("Cannot hire hero, only 8 wandering heroes are allowed!")))
  2744. return false;
  2745. if(t) //tavern in town
  2746. {
  2747. if( (!t->hasBuilt(BuildingID::TAVERN) && complain("No tavern!"))
  2748. || (t->visitingHero && complain("There is visiting hero - no place!")))
  2749. return false;
  2750. }
  2751. else if(obj->ID == Obj::TAVERN)
  2752. {
  2753. if(getTile(obj->visitablePos())->visitableObjects.back() != obj && complain("Tavern entry must be unoccupied!"))
  2754. return false;
  2755. }
  2756. const CGHeroInstance *nh = p->availableHeroes.at(hid);
  2757. if (!nh)
  2758. {
  2759. complain ("Hero is not available for hiring!");
  2760. return false;
  2761. }
  2762. HeroRecruited hr;
  2763. hr.tid = obj->id;
  2764. hr.hid = nh->subID;
  2765. hr.player = player;
  2766. hr.tile = obj->visitablePos() + nh->getVisitableOffset();
  2767. sendAndApply(&hr);
  2768. std::map<ui32, ConstTransitivePtr<CGHeroInstance> > pool = gs->unusedHeroesFromPool();
  2769. const CGHeroInstance *theOtherHero = p->availableHeroes.at(!hid);
  2770. const CGHeroInstance *newHero = nullptr;
  2771. if (theOtherHero) //on XXL maps all heroes can be imprisoned :(
  2772. newHero = gs->hpool.pickHeroFor(false, player, getNativeTown(player), pool, gs->getRandomGenerator(), theOtherHero->type->heroClass);
  2773. SetAvailableHeroes sah;
  2774. sah.player = player;
  2775. if(newHero)
  2776. {
  2777. sah.hid[hid] = newHero->subID;
  2778. sah.army[hid].clear();
  2779. sah.army[hid].setCreature(SlotID(0), newHero->type->initialArmy[0].creature, 1);
  2780. }
  2781. else
  2782. sah.hid[hid] = -1;
  2783. sah.hid[!hid] = theOtherHero ? theOtherHero->subID : -1;
  2784. sendAndApply(&sah);
  2785. SetResource sr;
  2786. sr.player = player;
  2787. sr.resid = Res::GOLD;
  2788. sr.val = p->resources.at(Res::GOLD) - GOLD_NEEDED;
  2789. sendAndApply(&sr);
  2790. if(t)
  2791. {
  2792. vistiCastleObjects (t, nh);
  2793. giveSpells (t,nh);
  2794. }
  2795. return true;
  2796. }
  2797. bool CGameHandler::queryReply(QueryID qid, ui32 answer, PlayerColor player)
  2798. {
  2799. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  2800. logGlobal->traceStream() << boost::format("Player %s attempts answering query %d with answer %d") % player % qid % answer;
  2801. auto topQuery = queries.topQuery(player);
  2802. COMPLAIN_RET_FALSE_IF(!topQuery, "This player doesn't have any queries!");
  2803. COMPLAIN_RET_FALSE_IF(topQuery->queryID != qid, "This player top query has different ID!");
  2804. COMPLAIN_RET_FALSE_IF(!topQuery->endsByPlayerAnswer(), "This query cannot be ended by player's answer!");
  2805. if(auto dialogQuery = std::dynamic_pointer_cast<CDialogQuery>(topQuery))
  2806. dialogQuery->answer = answer;
  2807. queries.popQuery(topQuery);
  2808. return true;
  2809. }
  2810. static EndAction end_action;
  2811. bool CGameHandler::makeBattleAction( BattleAction &ba )
  2812. {
  2813. bool ok = true;
  2814. const CStack *stack = battleGetStackByID(ba.stackNumber); //may be nullptr if action is not about stack
  2815. const CStack *destinationStack = ba.actionType == Battle::WALK_AND_ATTACK ? gs->curB->battleGetStackByPos(ba.additionalInfo)
  2816. : ba.actionType == Battle::SHOOT ? gs->curB->battleGetStackByPos(ba.destinationTile)
  2817. : nullptr;
  2818. const bool isAboutActiveStack = stack && (stack == battleActiveStack());
  2819. logGlobal->traceStream() << boost::format(
  2820. "Making action: type=%d; side=%d; stack=%s; dst=%s; additionalInfo=%d; stackAtDst=%s")
  2821. % ba.actionType % (int)ba.side % (stack ? stack->getName() : std::string("none"))
  2822. % ba.destinationTile % ba.additionalInfo % (destinationStack ? destinationStack->getName() : std::string("none"));
  2823. switch(ba.actionType)
  2824. {
  2825. case Battle::WALK: //walk
  2826. case Battle::DEFEND: //defend
  2827. case Battle::WAIT: //wait
  2828. case Battle::WALK_AND_ATTACK: //walk or attack
  2829. case Battle::SHOOT: //shoot
  2830. case Battle::CATAPULT: //catapult
  2831. case Battle::STACK_HEAL: //healing with First Aid Tent
  2832. case Battle::DAEMON_SUMMONING:
  2833. case Battle::MONSTER_SPELL:
  2834. if(!stack)
  2835. {
  2836. complain("No such stack!");
  2837. return false;
  2838. }
  2839. if(!stack->alive())
  2840. {
  2841. complain("This stack is dead: " + stack->nodeName());
  2842. return false;
  2843. }
  2844. if(battleTacticDist())
  2845. {
  2846. if(stack && !stack->attackerOwned != battleGetTacticsSide())
  2847. {
  2848. complain("This is not a stack of side that has tactics!");
  2849. return false;
  2850. }
  2851. }
  2852. else if(!isAboutActiveStack)
  2853. {
  2854. complain("Action has to be about active stack!");
  2855. return false;
  2856. }
  2857. }
  2858. switch(ba.actionType)
  2859. {
  2860. case Battle::END_TACTIC_PHASE: //wait
  2861. case Battle::BAD_MORALE:
  2862. case Battle::NO_ACTION:
  2863. {
  2864. StartAction start_action(ba);
  2865. sendAndApply(&start_action);
  2866. sendAndApply(&end_action);
  2867. break;
  2868. }
  2869. case Battle::WALK:
  2870. {
  2871. StartAction start_action(ba);
  2872. sendAndApply(&start_action); //start movement
  2873. int walkedTiles = moveStack(ba.stackNumber,ba.destinationTile); //move
  2874. if(!walkedTiles)
  2875. complain("Stack failed movement!");
  2876. sendAndApply(&end_action);
  2877. break;
  2878. }
  2879. case Battle::DEFEND:
  2880. {
  2881. //defensive stance //TODO: remove this bonus when stack becomes active
  2882. SetStackEffect sse;
  2883. sse.effect.push_back( Bonus(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, 20, -1, PrimarySkill::DEFENSE, Bonus::PERCENT_TO_ALL) );
  2884. sse.effect.push_back( Bonus(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, gs->curB->stacks.at(ba.stackNumber)->valOfBonuses(Bonus::DEFENSIVE_STANCE),
  2885. -1, PrimarySkill::DEFENSE, Bonus::ADDITIVE_VALUE));
  2886. sse.stacks.push_back(ba.stackNumber);
  2887. sendAndApply(&sse);
  2888. //don't break - we share code with next case
  2889. }
  2890. case Battle::WAIT:
  2891. {
  2892. StartAction start_action(ba);
  2893. sendAndApply(&start_action);
  2894. sendAndApply(&end_action);
  2895. break;
  2896. }
  2897. case Battle::RETREAT: //retreat/flee
  2898. {
  2899. if(!gs->curB->battleCanFlee(gs->curB->sides.at(ba.side).color))
  2900. complain("Cannot retreat!");
  2901. else
  2902. setBattleResult(BattleResult::ESCAPE, !ba.side); //surrendering side loses
  2903. break;
  2904. }
  2905. case Battle::SURRENDER:
  2906. {
  2907. PlayerColor player = gs->curB->sides.at(ba.side).color;
  2908. int cost = gs->curB->battleGetSurrenderCost(player);
  2909. if(cost < 0)
  2910. complain("Cannot surrender!");
  2911. else if(getResource(player, Res::GOLD) < cost)
  2912. complain("Not enough gold to surrender!");
  2913. else
  2914. {
  2915. giveResource(player, Res::GOLD, -cost);
  2916. setBattleResult(BattleResult::SURRENDER, !ba.side); //surrendering side loses
  2917. }
  2918. break;
  2919. }
  2920. case Battle::WALK_AND_ATTACK: //walk or attack
  2921. {
  2922. StartAction start_action(ba);
  2923. sendAndApply(&start_action); //start movement and attack
  2924. if(!stack || !destinationStack)
  2925. {
  2926. sendAndApply(&end_action);
  2927. break;
  2928. }
  2929. BattleHex startingPos = stack->position;
  2930. int distance = moveStack(ba.stackNumber, ba.destinationTile);
  2931. logGlobal->traceStream() << stack->nodeName() << " will attack " << destinationStack->nodeName();
  2932. if(stack->position != ba.destinationTile //we wasn't able to reach destination tile
  2933. && !(stack->doubleWide()
  2934. && ( stack->position == ba.destinationTile + (stack->attackerOwned ? +1 : -1 ) )
  2935. ) //nor occupy specified hex
  2936. )
  2937. {
  2938. std::string problem = "We cannot move this stack to its destination " + stack->getCreature()->namePl;
  2939. logGlobal->warnStream() << problem;
  2940. complain(problem);
  2941. ok = false;
  2942. sendAndApply(&end_action);
  2943. break;
  2944. }
  2945. if(destinationStack && stack->ID == destinationStack->ID) //we should just move, it will be handled by following check
  2946. {
  2947. destinationStack = nullptr;
  2948. }
  2949. if(!destinationStack)
  2950. {
  2951. complain(boost::str(boost::format("walk and attack error: no stack at additionalInfo tile (%d)!\n") % ba.additionalInfo));
  2952. ok = false;
  2953. sendAndApply(&end_action);
  2954. break;
  2955. }
  2956. if( !CStack::isMeleeAttackPossible(stack, destinationStack) )
  2957. {
  2958. complain("Attack cannot be performed!");
  2959. sendAndApply(&end_action);
  2960. ok = false;
  2961. break;
  2962. }
  2963. //attack
  2964. int totalAttacks = 1 + stack->getBonuses(Selector::type (Bonus::ADDITIONAL_ATTACK),
  2965. (Selector::effectRange(Bonus::NO_LIMIT).Or(Selector::effectRange(Bonus::ONLY_MELEE_FIGHT))))->totalValue(); //all unspicified attacks + melee attacks
  2966. for (int i = 0; i < totalAttacks; ++i)
  2967. {
  2968. if (stack &&
  2969. stack->alive() && //move can cause death, eg. by walking into the moat
  2970. destinationStack->alive())
  2971. {
  2972. BattleAttack bat;
  2973. prepareAttack(bat, stack, destinationStack, (i ? 0 : distance), ba.additionalInfo); //no distance travelled on second attack
  2974. //prepareAttack(bat, stack, stackAtEnd, 0, ba.additionalInfo);
  2975. handleAttackBeforeCasting(bat); //only before first attack
  2976. sendAndApply(&bat);
  2977. handleAfterAttackCasting(bat);
  2978. }
  2979. //counterattack
  2980. if (destinationStack
  2981. && !stack->hasBonusOfType(Bonus::BLOCKS_RETALIATION)
  2982. && destinationStack->ableToRetaliate()
  2983. && stack->alive()) //attacker may have died (fire shield)
  2984. {
  2985. BattleAttack bat;
  2986. prepareAttack(bat, destinationStack, stack, 0, stack->position);
  2987. bat.flags |= BattleAttack::COUNTER;
  2988. sendAndApply(&bat);
  2989. handleAfterAttackCasting(bat);
  2990. }
  2991. }
  2992. //return
  2993. if(stack->hasBonusOfType(Bonus::RETURN_AFTER_STRIKE) && startingPos != stack->position && stack->alive())
  2994. {
  2995. moveStack(ba.stackNumber, startingPos);
  2996. //NOTE: curStack->ID == ba.stackNumber (rev 1431)
  2997. }
  2998. sendAndApply(&end_action);
  2999. break;
  3000. }
  3001. case Battle::SHOOT:
  3002. {
  3003. if( !gs->curB->battleCanShoot(stack, ba.destinationTile) )
  3004. {
  3005. complain("Cannot shoot!");
  3006. break;
  3007. }
  3008. StartAction start_action(ba);
  3009. sendAndApply(&start_action); //start shooting
  3010. {
  3011. BattleAttack bat;
  3012. bat.flags |= BattleAttack::SHOT;
  3013. prepareAttack(bat, stack, destinationStack, 0, ba.destinationTile);
  3014. handleAttackBeforeCasting(bat);
  3015. sendAndApply(&bat);
  3016. handleAfterAttackCasting(bat);
  3017. }
  3018. //second shot for ballista, only if hero has advanced artillery
  3019. const CGHeroInstance * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  3020. if( destinationStack->alive()
  3021. && (stack->getCreature()->idNumber == CreatureID::BALLISTA)
  3022. && (attackingHero->getSecSkillLevel(SecondarySkill::ARTILLERY) >= SecSkillLevel::ADVANCED)
  3023. )
  3024. {
  3025. BattleAttack bat2;
  3026. bat2.flags |= BattleAttack::SHOT;
  3027. prepareAttack(bat2, stack, destinationStack, 0, ba.destinationTile);
  3028. sendAndApply(&bat2);
  3029. }
  3030. //allow more than one additional attack
  3031. int additionalAttacks = stack->getBonuses(Selector::type (Bonus::ADDITIONAL_ATTACK),
  3032. (Selector::effectRange(Bonus::NO_LIMIT).Or(Selector::effectRange(Bonus::ONLY_DISTANCE_FIGHT))))->totalValue();
  3033. for (int i = 0; i < additionalAttacks; ++i)
  3034. {
  3035. if(
  3036. stack->alive()
  3037. && destinationStack->alive()
  3038. && stack->shots
  3039. )
  3040. {
  3041. BattleAttack bat;
  3042. bat.flags |= BattleAttack::SHOT;
  3043. prepareAttack(bat, stack, destinationStack, 0, ba.destinationTile);
  3044. sendAndApply(&bat);
  3045. handleAfterAttackCasting(bat);
  3046. }
  3047. }
  3048. sendAndApply(&end_action);
  3049. break;
  3050. }
  3051. case Battle::CATAPULT:
  3052. {
  3053. auto getCatapultHitChance = [&](EWallPart::EWallPart part, const CHeroHandler::SBallisticsLevelInfo & sbi) -> int
  3054. {
  3055. switch(part)
  3056. {
  3057. case EWallPart::GATE:
  3058. return sbi.gate;
  3059. case EWallPart::KEEP:
  3060. return sbi.keep;
  3061. case EWallPart::BOTTOM_TOWER:
  3062. case EWallPart::UPPER_TOWER:
  3063. return sbi.tower;
  3064. case EWallPart::BOTTOM_WALL:
  3065. case EWallPart::BELOW_GATE:
  3066. case EWallPart::OVER_GATE:
  3067. case EWallPart::UPPER_WALL:
  3068. return sbi.wall;
  3069. default:
  3070. return 0;
  3071. }
  3072. };
  3073. StartAction start_action(ba);
  3074. sendAndApply(&start_action);
  3075. auto onExit = vstd::makeScopeGuard([&]{ sendAndApply(&end_action); }); //if we started than we have to finish
  3076. const CGHeroInstance * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  3077. CHeroHandler::SBallisticsLevelInfo sbi = VLC->heroh->ballistics.at(attackingHero->getSecSkillLevel(SecondarySkill::BALLISTICS));
  3078. auto wallPart = gs->curB->battleHexToWallPart(ba.destinationTile);
  3079. if(!gs->curB->isWallPartPotentiallyAttackable(wallPart))
  3080. {
  3081. complain("catapult tried to attack non-catapultable hex!");
  3082. break;
  3083. }
  3084. //in successive iterations damage is dealt but not yet subtracted from wall's HPs
  3085. auto &currentHP = gs->curB->si.wallState;
  3086. if (currentHP.at(wallPart) == EWallState::DESTROYED || currentHP.at(wallPart) == EWallState::NONE)
  3087. {
  3088. complain("catapult tried to attack already destroyed wall part!");
  3089. break;
  3090. }
  3091. for(int g=0; g<sbi.shots; ++g)
  3092. {
  3093. bool hitSuccessfull = false;
  3094. auto attackedPart = wallPart;
  3095. do // catapult has chance to attack desired target. Othervice - attacks randomly
  3096. {
  3097. if(currentHP.at(attackedPart) != EWallState::DESTROYED && // this part can be hit
  3098. currentHP.at(attackedPart) != EWallState::NONE &&
  3099. rand()%100 < getCatapultHitChance(attackedPart, sbi))//hit is successful
  3100. {
  3101. hitSuccessfull = true;
  3102. }
  3103. else // select new target
  3104. {
  3105. std::vector<EWallPart::EWallPart> allowedTargets;
  3106. for (size_t i=0; i< currentHP.size(); i++)
  3107. {
  3108. if (currentHP.at(i) != EWallState::DESTROYED &&
  3109. currentHP.at(i) != EWallState::NONE)
  3110. allowedTargets.push_back(EWallPart::EWallPart(i));
  3111. }
  3112. if (allowedTargets.empty())
  3113. break;
  3114. attackedPart = allowedTargets.at(rand()%allowedTargets.size());
  3115. }
  3116. }
  3117. while (!hitSuccessfull);
  3118. if (!hitSuccessfull) // break triggered - no target to shoot at
  3119. break;
  3120. CatapultAttack ca; //package for clients
  3121. CatapultAttack::AttackInfo attack;
  3122. attack.attackedPart = attackedPart;
  3123. attack.destinationTile = ba.destinationTile;
  3124. attack.damageDealt = 0;
  3125. int dmgChance[] = { sbi.noDmg, sbi.oneDmg, sbi.twoDmg }; //dmgChance[i] - chance for doing i dmg when hit is successful
  3126. int dmgRand = rand()%100;
  3127. //accumulating dmgChance
  3128. dmgChance[1] += dmgChance[0];
  3129. dmgChance[2] += dmgChance[1];
  3130. //calculating dealt damage
  3131. for(int damage = 0; damage < ARRAY_COUNT(dmgChance); ++damage)
  3132. {
  3133. if(dmgRand <= dmgChance[damage])
  3134. {
  3135. attack.damageDealt = damage;
  3136. break;
  3137. }
  3138. }
  3139. // attacked tile may have changed - update destination
  3140. attack.destinationTile = gs->curB->wallPartToBattleHex(EWallPart::EWallPart(attack.attackedPart));
  3141. logGlobal->traceStream() << "Catapult attacks " << (int)attack.attackedPart
  3142. << " dealing " << (int)attack.damageDealt << " damage";
  3143. //removing creatures in turrets / keep if one is destroyed
  3144. if(attack.damageDealt > 0 && (attackedPart == EWallPart::KEEP ||
  3145. attackedPart == EWallPart::BOTTOM_TOWER || attackedPart == EWallPart::UPPER_TOWER))
  3146. {
  3147. int posRemove = -1;
  3148. switch(attackedPart)
  3149. {
  3150. case EWallPart::KEEP:
  3151. posRemove = -2;
  3152. break;
  3153. case EWallPart::BOTTOM_TOWER:
  3154. posRemove = -3;
  3155. break;
  3156. case EWallPart::UPPER_TOWER:
  3157. posRemove = -4;
  3158. break;
  3159. }
  3160. BattleStacksRemoved bsr;
  3161. for(auto & elem : gs->curB->stacks)
  3162. {
  3163. if(elem->position == posRemove)
  3164. {
  3165. bsr.stackIDs.insert( elem->ID );
  3166. break;
  3167. }
  3168. }
  3169. sendAndApply(&bsr);
  3170. }
  3171. ca.attacker = ba.stackNumber;
  3172. ca.attackedParts.push_back(attack);
  3173. sendAndApply(&ca);
  3174. }
  3175. //finish by scope guard
  3176. break;
  3177. }
  3178. case Battle::STACK_HEAL: //healing with First Aid Tent
  3179. {
  3180. StartAction start_action(ba);
  3181. sendAndApply(&start_action);
  3182. const CGHeroInstance * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  3183. const CStack *healer = gs->curB->battleGetStackByID(ba.stackNumber),
  3184. *destStack = gs->curB->battleGetStackByPos(ba.destinationTile);
  3185. if(healer == nullptr || destStack == nullptr || !healer->hasBonusOfType(Bonus::HEALER))
  3186. {
  3187. complain("There is either no healer, no destination, or healer cannot heal :P");
  3188. }
  3189. int maxHealable = destStack->MaxHealth() - destStack->firstHPleft;
  3190. int maxiumHeal = healer->count * std::max(10, attackingHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::FIRST_AID));
  3191. int healed = std::min(maxHealable, maxiumHeal);
  3192. if(healed == 0)
  3193. {
  3194. //nothing to heal.. should we complain?
  3195. }
  3196. else
  3197. {
  3198. StacksHealedOrResurrected shr;
  3199. shr.lifeDrain = false;
  3200. shr.tentHealing = true;
  3201. shr.drainedFrom = ba.stackNumber;
  3202. StacksHealedOrResurrected::HealInfo hi;
  3203. hi.healedHP = healed;
  3204. hi.lowLevelResurrection = 0;
  3205. hi.stackID = destStack->ID;
  3206. shr.healedStacks.push_back(hi);
  3207. sendAndApply(&shr);
  3208. }
  3209. sendAndApply(&end_action);
  3210. break;
  3211. }
  3212. case Battle::DAEMON_SUMMONING:
  3213. //TODO: From Strategija:
  3214. //Summon Demon is a level 2 spell.
  3215. {
  3216. StartAction start_action(ba);
  3217. sendAndApply(&start_action);
  3218. const CStack *summoner = gs->curB->battleGetStackByID(ba.stackNumber),
  3219. *destStack = gs->curB->battleGetStackByPos(ba.destinationTile, false);
  3220. BattleStackAdded bsa;
  3221. bsa.attacker = summoner->attackerOwned;
  3222. bsa.creID = CreatureID(summoner->getBonusLocalFirst(Selector::type(Bonus::DAEMON_SUMMONING))->subtype); //in case summoner can summon more than one type of monsters... scream!
  3223. ui64 risedHp = summoner->count * summoner->valOfBonuses(Bonus::DAEMON_SUMMONING, bsa.creID.toEnum());
  3224. ui64 targetHealth = destStack->getCreature()->MaxHealth() * destStack->baseAmount;
  3225. ui64 canRiseHp = std::min(targetHealth, risedHp);
  3226. ui32 canRiseAmount = canRiseHp / VLC->creh->creatures.at(bsa.creID)->MaxHealth();
  3227. bsa.amount = std::min(canRiseAmount, destStack->baseAmount);
  3228. bsa.pos = gs->curB->getAvaliableHex(bsa.creID, bsa.attacker, destStack->position);
  3229. bsa.summoned = false;
  3230. if (bsa.amount) //there's rare possibility single creature cannot rise desired type
  3231. {
  3232. BattleStacksRemoved bsr; //remove body
  3233. bsr.stackIDs.insert(destStack->ID);
  3234. sendAndApply(&bsr);
  3235. sendAndApply(&bsa);
  3236. BattleSetStackProperty ssp;
  3237. ssp.stackID = ba.stackNumber;
  3238. ssp.which = BattleSetStackProperty::CASTS; //reduce number of casts
  3239. ssp.val = -1;
  3240. ssp.absolute = false;
  3241. sendAndApply(&ssp);
  3242. }
  3243. sendAndApply(&end_action);
  3244. break;
  3245. }
  3246. case Battle::MONSTER_SPELL:
  3247. {
  3248. StartAction start_action(ba);
  3249. sendAndApply(&start_action);
  3250. const CStack * stack = gs->curB->battleGetStackByID(ba.stackNumber);
  3251. SpellID spellID = SpellID(ba.additionalInfo);
  3252. BattleHex destination(ba.destinationTile);
  3253. const Bonus *randSpellcaster = stack->getBonusLocalFirst(Selector::type(Bonus::RANDOM_SPELLCASTER));
  3254. const Bonus * spellcaster = stack->getBonusLocalFirst(Selector::typeSubtype(Bonus::SPELLCASTER, spellID));
  3255. //TODO special bonus for genies ability
  3256. if(randSpellcaster && battleGetRandomStackSpell(stack, CBattleInfoCallback::RANDOM_AIMED) < 0)
  3257. spellID = battleGetRandomStackSpell(stack, CBattleInfoCallback::RANDOM_GENIE);
  3258. if(spellID < 0)
  3259. complain("That stack can't cast spells!");
  3260. else
  3261. {
  3262. int spellLvl = 0;
  3263. if (spellcaster)
  3264. vstd::amax(spellLvl, spellcaster->val);
  3265. if (randSpellcaster)
  3266. vstd::amax(spellLvl, randSpellcaster->val);
  3267. vstd::amin (spellLvl, 3);
  3268. int casterSide = gs->curB->whatSide(stack->owner);
  3269. const CGHeroInstance * secHero = gs->curB->getHero(gs->curB->theOtherPlayer(stack->owner));
  3270. handleSpellCasting(spellID, spellLvl, destination, casterSide, stack->owner, nullptr, secHero, 0, ECastingMode::CREATURE_ACTIVE_CASTING, stack);
  3271. }
  3272. sendAndApply(&end_action);
  3273. break;
  3274. }
  3275. }
  3276. if(ba.stackNumber == gs->curB->activeStack || battleResult.get()) //active stack has moved or battle has finished
  3277. battleMadeAction.setn(true);
  3278. return ok;
  3279. }
  3280. void CGameHandler::playerMessage( PlayerColor player, const std::string &message )
  3281. {
  3282. bool cheated=true;
  3283. PlayerMessage temp_message(player, message);
  3284. sendAndApply(&temp_message);
  3285. if(message == "vcmiistari") //give all spells and 999 mana
  3286. {
  3287. SetMana sm;
  3288. ChangeSpells cs;
  3289. CGHeroInstance *h = gs->getHero(gs->getPlayer(player)->currentSelection);
  3290. if(!h && complain("Cannot realize cheat, no hero selected!")) return;
  3291. sm.hid = cs.hid = h->id;
  3292. //give all spells
  3293. cs.learn = 1;
  3294. for(auto spell : VLC->spellh->objects)
  3295. {
  3296. if(!spell->creatureAbility)
  3297. cs.spells.insert(spell->id);
  3298. }
  3299. //give mana
  3300. sm.val = 999;
  3301. if(!h->hasSpellbook()) //hero doesn't have spellbook
  3302. giveHeroNewArtifact(h, VLC->arth->artifacts.at(0), ArtifactPosition::SPELLBOOK); //give spellbook
  3303. sendAndApply(&cs);
  3304. sendAndApply(&sm);
  3305. }
  3306. else if (message == "vcmiarmenelos") //build all buildings in selected town
  3307. {
  3308. CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
  3309. CGTownInstance *town;
  3310. if (hero)
  3311. town = hero->visitedTown;
  3312. else
  3313. town = gs->getTown(gs->getPlayer(player)->currentSelection);
  3314. if (town)
  3315. {
  3316. for (auto & build : town->town->buildings)
  3317. {
  3318. if (!town->hasBuilt(build.first)
  3319. && !build.second->Name().empty()
  3320. && build.first != BuildingID::SHIP)
  3321. {
  3322. buildStructure(town->id, build.first, true);
  3323. }
  3324. }
  3325. }
  3326. }
  3327. else if(message == "vcmiainur") //gives 5 archangels into each slot
  3328. {
  3329. CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
  3330. const CCreature *archangel = VLC->creh->creatures.at(13);
  3331. if(!hero) return;
  3332. for(int i = 0; i < GameConstants::ARMY_SIZE; i++)
  3333. if(!hero->hasStackAtSlot(SlotID(i)))
  3334. insertNewStack(StackLocation(hero, SlotID(i)), archangel, 5);
  3335. }
  3336. else if(message == "vcmiangband") //gives 10 black knight into each slot
  3337. {
  3338. CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
  3339. const CCreature *blackKnight = VLC->creh->creatures.at(66);
  3340. if(!hero) return;
  3341. for(int i = 0; i < GameConstants::ARMY_SIZE; i++)
  3342. if(!hero->hasStackAtSlot(SlotID(i)))
  3343. insertNewStack(StackLocation(hero, SlotID(i)), blackKnight, 10);
  3344. }
  3345. else if(message == "vcminoldor") //all war machines
  3346. {
  3347. CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
  3348. if(!hero) return;
  3349. if(!hero->getArt(ArtifactPosition::MACH1))
  3350. giveHeroNewArtifact(hero, VLC->arth->artifacts.at(4), ArtifactPosition::MACH1);
  3351. if(!hero->getArt(ArtifactPosition::MACH2))
  3352. giveHeroNewArtifact(hero, VLC->arth->artifacts.at(5), ArtifactPosition::MACH2);
  3353. if(!hero->getArt(ArtifactPosition::MACH3))
  3354. giveHeroNewArtifact(hero, VLC->arth->artifacts.at(6), ArtifactPosition::MACH3);
  3355. }
  3356. else if(message == "vcminahar") //1000000 movement points
  3357. {
  3358. CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
  3359. if(!hero) return;
  3360. SetMovePoints smp;
  3361. smp.hid = hero->id;
  3362. smp.val = 1000000;
  3363. sendAndApply(&smp);
  3364. }
  3365. else if(message == "vcmiformenos") //give resources
  3366. {
  3367. SetResources sr;
  3368. sr.player = player;
  3369. sr.res = gs->getPlayer(player)->resources;
  3370. for(int i=0;i<Res::GOLD;i++)
  3371. sr.res[i] += 100;
  3372. sr.res[Res::GOLD] += 100000; //100k
  3373. sendAndApply(&sr);
  3374. }
  3375. else if(message == "vcmieagles") //reveal FoW
  3376. {
  3377. FoWChange fc;
  3378. fc.mode = 1;
  3379. fc.player = player;
  3380. auto hlp_tab = new int3[gs->map->width * gs->map->height * (gs->map->twoLevel ? 2 : 1)];
  3381. int lastUnc = 0;
  3382. for(int i=0;i<gs->map->width;i++)
  3383. for(int j=0;j<gs->map->height;j++)
  3384. for(int k = 0; k < (gs->map->twoLevel ? 2 : 1); k++)
  3385. if(!gs->getPlayerTeam(fc.player)->fogOfWarMap.at(i).at(j).at(k))
  3386. hlp_tab[lastUnc++] = int3(i,j,k);
  3387. fc.tiles.insert(hlp_tab, hlp_tab + lastUnc);
  3388. delete [] hlp_tab;
  3389. sendAndApply(&fc);
  3390. }
  3391. else if(message == "vcmiglorfindel") //selected hero gains a new level
  3392. {
  3393. CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
  3394. changePrimSkill(hero, PrimarySkill::EXPERIENCE, VLC->heroh->reqExp(hero->level+1) - VLC->heroh->reqExp(hero->level));
  3395. }
  3396. else if(message == "vcmisilmaril") //player wins
  3397. {
  3398. gs->getPlayer(player)->enteredWinningCheatCode = 1;
  3399. }
  3400. else if(message == "vcmimelkor") //player looses
  3401. {
  3402. gs->getPlayer(player)->enteredLosingCheatCode = 1;
  3403. }
  3404. else if (message == "vcmiforgeofnoldorking") //hero gets all artifacts except war machines, spell scrolls and spell book
  3405. {
  3406. CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
  3407. if(!hero) return;
  3408. for (int g = 7; g < VLC->arth->artifacts.size(); ++g) //including artifacts from mods
  3409. giveHeroNewArtifact(hero, VLC->arth->artifacts.at(g), ArtifactPosition::PRE_FIRST);
  3410. }
  3411. else
  3412. cheated = false;
  3413. if(cheated)
  3414. {
  3415. SystemMessage temp_message(VLC->generaltexth->allTexts.at(260));
  3416. sendAndApply(&temp_message);
  3417. checkVictoryLossConditionsForPlayer(player);//Player enter win code or got required art\creature
  3418. }
  3419. }
  3420. void CGameHandler::handleSpellCasting( SpellID spellID, int spellLvl, BattleHex destination, ui8 casterSide, PlayerColor casterColor, const CGHeroInstance * caster, const CGHeroInstance * secHero,
  3421. int usedSpellPower, ECastingMode::ECastingMode mode, const CStack * stack, si32 selectedStack)
  3422. {
  3423. const CSpell *spell = SpellID(spellID).toSpell();
  3424. //Helper local function that creates obstacle on given position. Obstacle type is inferred from spell type.
  3425. //It creates, sends and applies needed package.
  3426. auto placeObstacle = [&](BattleHex pos)
  3427. {
  3428. static int obstacleIdToGive = gs->curB->obstacles.size()
  3429. ? (gs->curB->obstacles.back()->uniqueID+1)
  3430. : 0;
  3431. auto obstacle = make_shared<SpellCreatedObstacle>();
  3432. switch(spellID.toEnum()) // :/
  3433. {
  3434. case SpellID::QUICKSAND:
  3435. obstacle->obstacleType = CObstacleInstance::QUICKSAND;
  3436. obstacle->turnsRemaining = -1;
  3437. obstacle->visibleForAnotherSide = false;
  3438. break;
  3439. case SpellID::LAND_MINE:
  3440. obstacle->obstacleType = CObstacleInstance::LAND_MINE;
  3441. obstacle->turnsRemaining = -1;
  3442. obstacle->visibleForAnotherSide = false;
  3443. break;
  3444. case SpellID::FIRE_WALL:
  3445. obstacle->obstacleType = CObstacleInstance::FIRE_WALL;
  3446. obstacle->turnsRemaining = 2;
  3447. obstacle->visibleForAnotherSide = true;
  3448. break;
  3449. case SpellID::FORCE_FIELD:
  3450. obstacle->obstacleType = CObstacleInstance::FORCE_FIELD;
  3451. obstacle->turnsRemaining = 2;
  3452. obstacle->visibleForAnotherSide = true;
  3453. break;
  3454. default:
  3455. //this function cannot be used with spells that do not create obstacles
  3456. assert(0);
  3457. }
  3458. obstacle->pos = pos;
  3459. obstacle->casterSide = casterSide;
  3460. obstacle->ID = spellID;
  3461. obstacle->spellLevel = spellLvl;
  3462. obstacle->casterSpellPower = usedSpellPower;
  3463. obstacle->uniqueID = obstacleIdToGive++;
  3464. BattleObstaclePlaced bop;
  3465. bop.obstacle = obstacle;
  3466. sendAndApply(&bop);
  3467. };
  3468. BattleSpellCast sc;
  3469. sc.side = casterSide;
  3470. sc.id = spellID;
  3471. sc.skill = spellLvl;
  3472. sc.tile = destination;
  3473. sc.dmgToDisplay = 0;
  3474. sc.castedByHero = (bool)caster;
  3475. sc.attackerType = (stack ? stack->type->idNumber : CreatureID(CreatureID::NONE));
  3476. sc.manaGained = 0;
  3477. sc.spellCost = 0;
  3478. if (caster) //calculate spell cost
  3479. {
  3480. sc.spellCost = gs->curB->battleGetSpellCost(SpellID(spellID).toSpell(), caster);
  3481. if (secHero && mode == ECastingMode::HERO_CASTING) //handle mana channel
  3482. {
  3483. int manaChannel = 0;
  3484. for(CStack * stack : gs->curB->stacks) //TODO: shouldn't bonus system handle it somehow?
  3485. {
  3486. if (stack->owner == secHero->tempOwner)
  3487. {
  3488. vstd::amax(manaChannel, stack->valOfBonuses(Bonus::MANA_CHANNELING));
  3489. }
  3490. }
  3491. sc.manaGained = (manaChannel * sc.spellCost) / 100;
  3492. }
  3493. }
  3494. //calculating affected creatures for all spells
  3495. //must be vector, as in Chain Lightning order matters
  3496. std::vector<const CStack*> attackedCres; //what is that and what is sc.afectedCres?
  3497. if (mode != ECastingMode::ENCHANTER_CASTING)
  3498. {
  3499. auto creatures = gs->curB->getAffectedCreatures(spell, spellLvl, casterColor, destination);
  3500. std::copy(creatures.begin(), creatures.end(), std::back_inserter(attackedCres));
  3501. }
  3502. else //enchanter - hit all possible stacks
  3503. {
  3504. for (const CStack * stack : gs->curB->stacks)
  3505. {
  3506. /*if it's non negative spell and our unit or non positive spell and hostile unit */
  3507. if((!spell->isNegative() && stack->owner == casterColor)
  3508. || (!spell->isPositive() && stack->owner != casterColor))
  3509. {
  3510. if(stack->isValidTarget()) //TODO: allow dead targets somewhere in the future
  3511. {
  3512. attackedCres.push_back(stack);
  3513. }
  3514. }
  3515. }
  3516. }
  3517. for (auto cre : attackedCres)
  3518. {
  3519. sc.affectedCres.insert (cre->ID);
  3520. }
  3521. //checking if creatures resist
  3522. sc.resisted = gs->curB->calculateResistedStacks(spell, caster, secHero, attackedCres, casterColor, mode, usedSpellPower, spellLvl);
  3523. //calculating dmg to display
  3524. if (spellID == SpellID::DEATH_STARE || spellID == SpellID::ACID_BREATH_DAMAGE)
  3525. {
  3526. sc.dmgToDisplay = usedSpellPower;
  3527. if (spellID == SpellID::DEATH_STARE)
  3528. vstd::amin(sc.dmgToDisplay, (*attackedCres.begin())->count); //stack is already reduced after attack
  3529. }
  3530. StacksInjured si;
  3531. //applying effects
  3532. if (spell->isOffensiveSpell())
  3533. {
  3534. int spellDamage = 0;
  3535. if (stack && mode != ECastingMode::MAGIC_MIRROR)
  3536. {
  3537. int unitSpellPower = stack->valOfBonuses(Bonus::SPECIFIC_SPELL_POWER, spellID.toEnum());
  3538. if (unitSpellPower)
  3539. sc.dmgToDisplay = spellDamage = stack->count * unitSpellPower; //TODO: handle immunities
  3540. else //Faerie Dragon
  3541. {
  3542. usedSpellPower = stack->valOfBonuses(Bonus::CREATURE_SPELL_POWER) * stack->count / 100;
  3543. sc.dmgToDisplay = 0;
  3544. }
  3545. }
  3546. int chainLightningModifier = 0;
  3547. for(auto & attackedCre : attackedCres)
  3548. {
  3549. if(vstd::contains(sc.resisted, (attackedCre)->ID)) //this creature resisted the spell
  3550. continue;
  3551. BattleStackAttacked bsa;
  3552. if ((destination > -1 && (attackedCre)->coversPos(destination)) || (spell->getLevelInfo(spellLvl).range == "X" || mode == ECastingMode::ENCHANTER_CASTING))
  3553. //display effect only upon primary target of area spell
  3554. //FIXME: if no stack is attacked, there is no animation and interface freezes
  3555. {
  3556. bsa.flags |= BattleStackAttacked::EFFECT;
  3557. bsa.effect = spell->mainEffectAnim;
  3558. }
  3559. if (spellDamage)
  3560. bsa.damageAmount = spellDamage >> chainLightningModifier;
  3561. else
  3562. bsa.damageAmount = gs->curB->calculateSpellDmg(spell, caster, attackedCre, spellLvl, usedSpellPower) >> chainLightningModifier;
  3563. sc.dmgToDisplay += bsa.damageAmount;
  3564. bsa.stackAttacked = (attackedCre)->ID;
  3565. if (mode == ECastingMode::ENCHANTER_CASTING) //multiple damage spells cast
  3566. bsa.attackerID = stack->ID;
  3567. else
  3568. bsa.attackerID = -1;
  3569. (attackedCre)->prepareAttacked(bsa, gs->getRandomGenerator());
  3570. si.stacks.push_back(bsa);
  3571. if (spellID == SpellID::CHAIN_LIGHTNING)
  3572. ++chainLightningModifier;
  3573. }
  3574. }
  3575. if (spell->hasEffects())
  3576. {
  3577. int stackSpellPower = 0;
  3578. if (stack && mode != ECastingMode::MAGIC_MIRROR)
  3579. {
  3580. stackSpellPower = stack->valOfBonuses(Bonus::CREATURE_ENCHANT_POWER);
  3581. }
  3582. SetStackEffect sse;
  3583. Bonus pseudoBonus;
  3584. pseudoBonus.sid = spellID;
  3585. pseudoBonus.val = spellLvl;
  3586. pseudoBonus.turnsRemain = gs->curB->calculateSpellDuration(spell, caster, stackSpellPower ? stackSpellPower : usedSpellPower);
  3587. CStack::stackEffectToFeature(sse.effect, pseudoBonus);
  3588. if (spellID == SpellID::SHIELD || spellID == SpellID::AIR_SHIELD)
  3589. {
  3590. sse.effect.back().val = (100 - sse.effect.back().val); //fix to original config: shield should display damage reduction
  3591. }
  3592. if (spellID == SpellID::BIND && stack)//bind
  3593. {
  3594. sse.effect.back().additionalInfo = stack->ID; //we need to know who casted Bind
  3595. }
  3596. const Bonus * bonus = nullptr;
  3597. if (caster)
  3598. bonus = caster->getBonusLocalFirst(Selector::typeSubtype(Bonus::SPECIAL_PECULIAR_ENCHANT, spellID));
  3599. //TODO does hero specialty should affects his stack casting spells?
  3600. si32 power = 0;
  3601. for(const CStack *affected : attackedCres)
  3602. {
  3603. if(vstd::contains(sc.resisted, affected->ID)) //this creature resisted the spell
  3604. continue;
  3605. sse.stacks.push_back(affected->ID);
  3606. //Apply hero specials - peculiar enchants
  3607. const ui8 tier = std::max((ui8)1, affected->getCreature()->level); //don't divide by 0 for certain creatures (commanders, war machines)
  3608. if (bonus)
  3609. {
  3610. switch(bonus->additionalInfo)
  3611. {
  3612. case 0: //normal
  3613. {
  3614. switch(tier)
  3615. {
  3616. case 1: case 2:
  3617. power = 3;
  3618. break;
  3619. case 3: case 4:
  3620. power = 2;
  3621. break;
  3622. case 5: case 6:
  3623. power = 1;
  3624. break;
  3625. }
  3626. Bonus specialBonus(sse.effect.back());
  3627. specialBonus.val = power; //it doesn't necessarily make sense for some spells, use it wisely
  3628. sse.uniqueBonuses.push_back (std::pair<ui32,Bonus> (affected->ID, specialBonus)); //additional premy to given effect
  3629. }
  3630. break;
  3631. case 1: //only Coronius as yet
  3632. {
  3633. power = std::max(5 - tier, 0);
  3634. Bonus specialBonus = CStack::featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK, power, pseudoBonus.turnsRemain);
  3635. specialBonus.sid = spellID;
  3636. sse.uniqueBonuses.push_back (std::pair<ui32,Bonus> (affected->ID, specialBonus)); //additional attack to Slayer effect
  3637. }
  3638. break;
  3639. }
  3640. }
  3641. if (caster && caster->hasBonusOfType(Bonus::SPECIAL_BLESS_DAMAGE, spellID)) //TODO: better handling of bonus percentages
  3642. {
  3643. int damagePercent = caster->level * caster->valOfBonuses(Bonus::SPECIAL_BLESS_DAMAGE, spellID.toEnum()) / tier;
  3644. Bonus specialBonus = CStack::featureGenerator(Bonus::CREATURE_DAMAGE, 0, damagePercent, pseudoBonus.turnsRemain);
  3645. specialBonus.valType = Bonus::PERCENT_TO_ALL;
  3646. specialBonus.sid = spellID;
  3647. sse.uniqueBonuses.push_back (std::pair<ui32,Bonus> (affected->ID, specialBonus));
  3648. }
  3649. }
  3650. if(!sse.stacks.empty())
  3651. sendAndApply(&sse);
  3652. }
  3653. if (spell->isRisingSpell() || spell->id == SpellID::CURE)
  3654. {
  3655. int hpGained = 0;
  3656. if (stack)
  3657. {
  3658. int unitSpellPower = stack->valOfBonuses(Bonus::SPECIFIC_SPELL_POWER, spellID.toEnum());
  3659. if (unitSpellPower)
  3660. hpGained = stack->count * unitSpellPower; //Archangel
  3661. else //Faerie Dragon-like effect - unused fo far
  3662. usedSpellPower = stack->valOfBonuses(Bonus::CREATURE_SPELL_POWER) * stack->count / 100;
  3663. }
  3664. StacksHealedOrResurrected shr;
  3665. shr.lifeDrain = (ui8)false;
  3666. shr.tentHealing = (ui8)false;
  3667. for(auto & attackedCre : attackedCres)
  3668. {
  3669. if(vstd::contains(sc.resisted, (attackedCre)->ID) //this creature resisted the spell
  3670. || (spellID == SpellID::ANIMATE_DEAD && !(attackedCre)->hasBonusOfType(Bonus::UNDEAD)) //we try to cast animate dead on living stack, TODO: showuld be not affected earlier
  3671. )
  3672. continue;
  3673. StacksHealedOrResurrected::HealInfo hi;
  3674. hi.stackID = (attackedCre)->ID;
  3675. if (stack) //casted by creature
  3676. {
  3677. if (hpGained)
  3678. {
  3679. hi.healedHP = gs->curB->calculateHealedHP(hpGained, spell, attackedCre); //archangel
  3680. }
  3681. else
  3682. hi.healedHP = gs->curB->calculateHealedHP(spell, usedSpellPower, spellLvl, attackedCre); //any typical spell (commander's cure or animate dead)
  3683. }
  3684. else
  3685. hi.healedHP = gs->curB->calculateHealedHP(caster, spell, attackedCre, gs->curB->battleGetStackByID(selectedStack)); //Casted by hero
  3686. hi.lowLevelResurrection = spellLvl <= 1;
  3687. shr.healedStacks.push_back(hi);
  3688. }
  3689. if(!shr.healedStacks.empty())
  3690. sendAndApply(&shr);
  3691. if (spellID == SpellID::SACRIFICE) //remove victim
  3692. {
  3693. if (selectedStack == gs->curB->activeStack)
  3694. //set another active stack than the one removed, or bad things will happen
  3695. //TODO: make that part of BattleStacksRemoved? what about client update?
  3696. {
  3697. //makeStackDoNothing(gs->curB->getStack (selectedStack));
  3698. BattleSetActiveStack sas;
  3699. //std::vector<const CStack *> hlp;
  3700. //battleGetStackQueue(hlp, 1, selectedStack); //next after this one
  3701. //if(hlp.size())
  3702. //{
  3703. // sas.stack = hlp[0]->ID;
  3704. //}
  3705. //else
  3706. // complain ("No new stack to activate!");
  3707. sas.stack = gs->curB->getNextStack()->ID; //why the hell next stack has same ID as current?
  3708. sendAndApply(&sas);
  3709. }
  3710. BattleStacksRemoved bsr;
  3711. bsr.stackIDs.insert (selectedStack); //somehow it works for teleport?
  3712. sendAndApply(&bsr);
  3713. }
  3714. }
  3715. switch (spellID)
  3716. {
  3717. case SpellID::QUICKSAND:
  3718. case SpellID::LAND_MINE:
  3719. {
  3720. std::vector<BattleHex> availableTiles;
  3721. for(int i = 0; i < GameConstants::BFIELD_SIZE; i += 1)
  3722. {
  3723. BattleHex hex = i;
  3724. if(hex.getX() > 2 && hex.getX() < 14 && !battleGetStackByPos(hex, false) && !battleGetObstacleOnPos(hex, false))
  3725. availableTiles.push_back(hex);
  3726. }
  3727. boost::range::random_shuffle(availableTiles);
  3728. const int patchesForSkill[] = {4, 4, 6, 8};
  3729. const int patchesToPut = std::min<int>(patchesForSkill[spellLvl], availableTiles.size());
  3730. //land mines or quicksand patches are handled as spell created obstacles
  3731. for (int i = 0; i < patchesToPut; i++)
  3732. placeObstacle(availableTiles.at(i));
  3733. }
  3734. break;
  3735. case SpellID::FORCE_FIELD:
  3736. placeObstacle(destination);
  3737. break;
  3738. case SpellID::FIRE_WALL:
  3739. {
  3740. //fire wall is build from multiple obstacles - one fire piece for each affected hex
  3741. auto affectedHexes = spell->rangeInHexes(destination, spellLvl, casterSide);
  3742. for(BattleHex hex : affectedHexes)
  3743. placeObstacle(hex);
  3744. }
  3745. break;
  3746. case SpellID::TELEPORT:
  3747. {
  3748. BattleStackMoved bsm;
  3749. bsm.distance = -1;
  3750. bsm.stack = selectedStack;
  3751. std::vector<BattleHex> tiles;
  3752. tiles.push_back(destination);
  3753. bsm.tilesToMove = tiles;
  3754. bsm.teleporting = true;
  3755. sendAndApply(&bsm);
  3756. break;
  3757. }
  3758. case SpellID::SUMMON_FIRE_ELEMENTAL:
  3759. case SpellID::SUMMON_EARTH_ELEMENTAL:
  3760. case SpellID::SUMMON_WATER_ELEMENTAL:
  3761. case SpellID::SUMMON_AIR_ELEMENTAL:
  3762. { //elemental summoning
  3763. CreatureID creID;
  3764. switch(spellID)
  3765. {
  3766. case SpellID::SUMMON_FIRE_ELEMENTAL:
  3767. creID = CreatureID::FIRE_ELEMENTAL;
  3768. break;
  3769. case SpellID::SUMMON_EARTH_ELEMENTAL:
  3770. creID = CreatureID::EARTH_ELEMENTAL;
  3771. break;
  3772. case SpellID::SUMMON_WATER_ELEMENTAL:
  3773. creID = CreatureID::WATER_ELEMENTAL;
  3774. break;
  3775. case SpellID::SUMMON_AIR_ELEMENTAL:
  3776. creID = CreatureID::AIR_ELEMENTAL;
  3777. break;
  3778. }
  3779. BattleStackAdded bsa;
  3780. bsa.creID = creID;
  3781. bsa.attacker = !(bool)casterSide;
  3782. bsa.summoned = true;
  3783. bsa.pos = gs->curB->getAvaliableHex(creID, !(bool)casterSide); //TODO: unify it
  3784. //TODO stack casting -> probably power will be zero; set the proper number of creatures manually
  3785. int percentBonus = caster ? caster->valOfBonuses(Bonus::SPECIFIC_SPELL_DAMAGE, spellID.toEnum()) : 0;
  3786. bsa.amount = usedSpellPower
  3787. * SpellID(spellID).toSpell()->getPower(spellLvl)
  3788. * (100 + percentBonus) / 100.0; //new feature - percentage bonus
  3789. if(bsa.amount)
  3790. sendAndApply(&bsa);
  3791. else
  3792. complain("Summoning elementals didn't summon any!");
  3793. }
  3794. break;
  3795. case SpellID::CLONE:
  3796. {
  3797. const CStack * clonedStack = nullptr;
  3798. if (attackedCres.size())
  3799. clonedStack = *attackedCres.begin();
  3800. if (!clonedStack)
  3801. {
  3802. complain ("No target stack to clone!");
  3803. break;
  3804. }
  3805. BattleStackAdded bsa;
  3806. bsa.creID = clonedStack->type->idNumber;
  3807. bsa.attacker = !(bool)casterSide;
  3808. bsa.summoned = true;
  3809. bsa.pos = gs->curB->getAvaliableHex(bsa.creID, !(bool)casterSide); //TODO: unify it
  3810. bsa.amount = clonedStack->count;
  3811. sendAndApply (&bsa);
  3812. BattleSetStackProperty ssp;
  3813. ssp.stackID = gs->curB->stacks.back()->ID; //how to get recent stack?
  3814. ssp.which = BattleSetStackProperty::CLONED; //using enum values
  3815. ssp.val = 0;
  3816. ssp.absolute = 1;
  3817. sendAndApply(&ssp);
  3818. }
  3819. break;
  3820. case SpellID::REMOVE_OBSTACLE:
  3821. {
  3822. if(auto obstacleToRemove = battleGetObstacleOnPos(destination, false))
  3823. {
  3824. ObstaclesRemoved obr;
  3825. obr.obstacles.insert(obstacleToRemove->uniqueID);
  3826. sendAndApply(&obr);
  3827. }
  3828. else
  3829. complain("There's no obstacle to remove!");
  3830. }
  3831. break;
  3832. case SpellID::DEATH_STARE: //handled in a bit different way
  3833. {
  3834. for(auto & attackedCre : attackedCres)
  3835. {
  3836. if((attackedCre)->hasBonusOfType(Bonus::UNDEAD) || (attackedCre)->hasBonusOfType(Bonus::NON_LIVING)) //this creature is immune
  3837. {
  3838. sc.dmgToDisplay = 0; //TODO: handle Death Stare for multiple targets (?)
  3839. continue;
  3840. }
  3841. BattleStackAttacked bsa;
  3842. bsa.flags |= BattleStackAttacked::EFFECT;
  3843. bsa.effect = spell->mainEffectAnim; //from config\spell-Info.txt
  3844. bsa.damageAmount = usedSpellPower * (attackedCre)->valOfBonuses(Bonus::STACK_HEALTH);
  3845. bsa.stackAttacked = (attackedCre)->ID;
  3846. bsa.attackerID = -1;
  3847. (attackedCre)->prepareAttacked(bsa, gameState()->getRandomGenerator());
  3848. si.stacks.push_back(bsa);
  3849. }
  3850. }
  3851. break;
  3852. case SpellID::ACID_BREATH_DAMAGE: //new effect, separate from acid breath defense reduction
  3853. {
  3854. for(auto & attackedCre : attackedCres) //no immunities
  3855. {
  3856. BattleStackAttacked bsa;
  3857. bsa.flags |= BattleStackAttacked::EFFECT;
  3858. bsa.effect = spell->mainEffectAnim;
  3859. bsa.damageAmount = usedSpellPower; //damage times the number of attackers
  3860. bsa.stackAttacked = (attackedCre)->ID;
  3861. bsa.attackerID = -1;
  3862. (attackedCre)->prepareAttacked(bsa, gameState()->getRandomGenerator());
  3863. si.stacks.push_back(bsa);
  3864. }
  3865. }
  3866. break;
  3867. }
  3868. sendAndApply(&sc);
  3869. if(!si.stacks.empty()) //after spellcast info shows
  3870. sendAndApply(&si);
  3871. if (mode == ECastingMode::CREATURE_ACTIVE_CASTING || mode == ECastingMode::ENCHANTER_CASTING) //reduce number of casts remaining
  3872. {
  3873. BattleSetStackProperty ssp;
  3874. ssp.stackID = stack->ID;
  3875. ssp.which = BattleSetStackProperty::CASTS;
  3876. ssp.val = -1;
  3877. ssp.absolute = false;
  3878. sendAndApply(&ssp);
  3879. }
  3880. //Magic Mirror effect
  3881. if (spell->isNegative() && mode != ECastingMode::MAGIC_MIRROR && spell->level && spell->getLevelInfo(0).range == "0") //it is actual spell and can be reflected to single target, no recurrence
  3882. {
  3883. for(auto & attackedCre : attackedCres)
  3884. {
  3885. int mirrorChance = (attackedCre)->valOfBonuses(Bonus::MAGIC_MIRROR);
  3886. if(mirrorChance > rand()%100)
  3887. {
  3888. std::vector<CStack *> mirrorTargets;
  3889. std::vector<CStack *> & battleStacks = gs->curB->stacks;
  3890. for (auto & battleStack : battleStacks)
  3891. {
  3892. if(battleStack->owner == gs->curB->sides.at(casterSide).color) //get enemy stacks which can be affected by this spell
  3893. {
  3894. if (!gs->curB->battleIsImmune(nullptr, spell, ECastingMode::MAGIC_MIRROR, battleStack->position))
  3895. mirrorTargets.push_back(battleStack);
  3896. }
  3897. }
  3898. if (!mirrorTargets.empty())
  3899. {
  3900. int targetHex = mirrorTargets.at(rand() % mirrorTargets.size())->position;
  3901. handleSpellCasting(spellID, 0, targetHex, 1 - casterSide, (attackedCre)->owner, nullptr, (caster ? caster : nullptr), usedSpellPower, ECastingMode::MAGIC_MIRROR, (attackedCre));
  3902. }
  3903. }
  3904. }
  3905. }
  3906. }
  3907. bool CGameHandler::makeCustomAction( BattleAction &ba )
  3908. {
  3909. switch(ba.actionType)
  3910. {
  3911. case Battle::HERO_SPELL:
  3912. {
  3913. COMPLAIN_RET_FALSE_IF(ba.side > 1, "Side must be 0 or 1!");
  3914. const CGHeroInstance *h = gs->curB->battleGetFightingHero(ba.side);
  3915. const CGHeroInstance *secondHero = gs->curB->battleGetFightingHero(!ba.side);
  3916. if(!h)
  3917. {
  3918. logGlobal->warnStream() << "Wrong caster!";
  3919. return false;
  3920. }
  3921. if(ba.additionalInfo >= VLC->spellh->objects.size())
  3922. {
  3923. logGlobal->warnStream() << "Wrong spell id (" << ba.additionalInfo << ")!";
  3924. return false;
  3925. }
  3926. const CSpell *s = SpellID(ba.additionalInfo).toSpell();
  3927. if (s->mainEffectAnim > -1
  3928. || s->id == SpellID::CLONE
  3929. || s->id >= SpellID::SUMMON_FIRE_ELEMENTAL
  3930. || s->id <= SpellID::SUMMON_AIR_ELEMENTAL
  3931. || s->id <= SpellID::SUMMON_EARTH_ELEMENTAL
  3932. || s->id <= SpellID::SUMMON_WATER_ELEMENTAL)
  3933. //TODO: special effects, like Clone
  3934. {
  3935. ui8 skill = h->getSpellSchoolLevel(s); //skill level
  3936. ESpellCastProblem::ESpellCastProblem escp = gs->curB->battleCanCastThisSpell(h->tempOwner, s, ECastingMode::HERO_CASTING);
  3937. if(escp != ESpellCastProblem::OK)
  3938. {
  3939. logGlobal->warnStream() << "Spell cannot be cast!";
  3940. logGlobal->warnStream() << "Problem : " << escp;
  3941. return false;
  3942. }
  3943. StartAction start_action(ba);
  3944. sendAndApply(&start_action); //start spell casting
  3945. handleSpellCasting (SpellID(ba.additionalInfo), skill, ba.destinationTile, ba.side, h->tempOwner,
  3946. h, secondHero, h->getPrimSkillLevel(PrimarySkill::SPELL_POWER),
  3947. ECastingMode::HERO_CASTING, nullptr, ba.selectedStack);
  3948. sendAndApply(&end_action);
  3949. if( !gs->curB->battleGetStackByID(gs->curB->activeStack, true))
  3950. {
  3951. battleMadeAction.setn(true);
  3952. }
  3953. checkForBattleEnd();
  3954. if(battleResult.get())
  3955. {
  3956. battleMadeAction.setn(true);
  3957. //battle will be ended by startBattle function
  3958. //endBattle(gs->curB->tile, gs->curB->heroes[0], gs->curB->heroes[1]);
  3959. }
  3960. return true;
  3961. }
  3962. else
  3963. {
  3964. logGlobal->warnStream() << "Spell " << s->name << " is not yet supported!";
  3965. return false;
  3966. }
  3967. }
  3968. }
  3969. return false;
  3970. }
  3971. void CGameHandler::stackTurnTrigger(const CStack * st)
  3972. {
  3973. BattleTriggerEffect bte;
  3974. bte.stackID = st->ID;
  3975. bte.effect = -1;
  3976. bte.val = 0;
  3977. bte.additionalInfo = 0;
  3978. if (st->alive())
  3979. {
  3980. //unbind
  3981. if (st->getEffect (SpellID::BIND))
  3982. {
  3983. bool unbind = true;
  3984. BonusList bl = *(st->getBonuses(Selector::type(Bonus::BIND_EFFECT)));
  3985. std::set<const CStack*> stacks = gs->curB-> batteAdjacentCreatures(st);
  3986. for(Bonus * b : bl)
  3987. {
  3988. const CStack * stack = gs->curB->battleGetStackByID(b->additionalInfo); //binding stack must be alive and adjacent
  3989. if (stack)
  3990. {
  3991. if (vstd::contains(stacks, stack)) //binding stack is still present
  3992. {
  3993. unbind = false;
  3994. }
  3995. }
  3996. }
  3997. if (unbind)
  3998. {
  3999. BattleSetStackProperty ssp;
  4000. ssp.which = BattleSetStackProperty::UNBIND;
  4001. ssp.stackID = st->ID;
  4002. sendAndApply(&ssp);
  4003. }
  4004. }
  4005. //regeneration
  4006. if(st->hasBonusOfType(Bonus::HP_REGENERATION))
  4007. {
  4008. bte.effect = Bonus::HP_REGENERATION;
  4009. bte.val = std::min((int)(st->MaxHealth() - st->firstHPleft), st->valOfBonuses(Bonus::HP_REGENERATION));
  4010. }
  4011. if(st->hasBonusOfType(Bonus::FULL_HP_REGENERATION))
  4012. {
  4013. bte.effect = Bonus::HP_REGENERATION;
  4014. bte.val = st->MaxHealth() - st->firstHPleft;
  4015. }
  4016. if (bte.val) //anything to heal
  4017. sendAndApply(&bte);
  4018. if(st->hasBonusOfType(Bonus::POISON))
  4019. {
  4020. const Bonus * b = st->getBonusLocalFirst(Selector::source(Bonus::SPELL_EFFECT, SpellID::POISON).And(Selector::type(Bonus::STACK_HEALTH)));
  4021. if (b) //TODO: what if not?...
  4022. {
  4023. bte.val = std::max (b->val - 10, -(st->valOfBonuses(Bonus::POISON)));
  4024. if (bte.val < b->val) //(negative) poison effect increases - update it
  4025. {
  4026. bte.effect = Bonus::POISON;
  4027. sendAndApply(&bte);
  4028. }
  4029. }
  4030. }
  4031. if (st->hasBonusOfType(Bonus::MANA_DRAIN) && !vstd::contains(st->state, EBattleStackState::DRAINED_MANA))
  4032. {
  4033. const CGHeroInstance * enemy = gs->curB->getHero(gs->curB->theOtherPlayer(st->owner));
  4034. //const CGHeroInstance * owner = gs->curB->getHero(st->owner);
  4035. if (enemy)
  4036. {
  4037. ui32 manaDrained = st->valOfBonuses(Bonus::MANA_DRAIN);
  4038. vstd::amin(manaDrained, gs->curB->battleGetFightingHero(0)->mana);
  4039. if (manaDrained)
  4040. {
  4041. bte.effect = Bonus::MANA_DRAIN;
  4042. bte.val = manaDrained;
  4043. bte.additionalInfo = enemy->id.getNum(); //for sanity
  4044. sendAndApply(&bte);
  4045. }
  4046. }
  4047. }
  4048. if (st->isLiving() && !st->hasBonusOfType(Bonus::FEARLESS))
  4049. {
  4050. bool fearsomeCreature = false;
  4051. for(CStack * stack : gs->curB->stacks)
  4052. {
  4053. if (stack->owner != st->owner && stack->alive() && stack->hasBonusOfType(Bonus::FEAR))
  4054. {
  4055. fearsomeCreature = true;
  4056. break;
  4057. }
  4058. }
  4059. if (fearsomeCreature)
  4060. {
  4061. if (rand() % 100 < 10) //fixed 10%
  4062. {
  4063. bte.effect = Bonus::FEAR;
  4064. sendAndApply(&bte);
  4065. }
  4066. }
  4067. }
  4068. BonusList bl = *(st->getBonuses(Selector::type(Bonus::ENCHANTER)));
  4069. int side = gs->curB->whatSide(st->owner);
  4070. if (bl.size() && st->casts && !gs->curB->sides.at(side).enchanterCounter)
  4071. {
  4072. int index = rand() % bl.size();
  4073. SpellID spellID = SpellID(bl[index]->subtype);
  4074. if (gs->curB->battleCanCastThisSpell(st->owner, SpellID(spellID).toSpell(), ECastingMode::ENCHANTER_CASTING) == ESpellCastProblem::OK) //TODO: select another available?
  4075. {
  4076. int spellLeveL = bl[index]->val; //spell level
  4077. const CGHeroInstance * enemyHero = gs->curB->getHero(gs->curB->theOtherPlayer(st->owner));
  4078. handleSpellCasting(spellID, spellLeveL, -1, side, st->owner, nullptr, enemyHero, 0, ECastingMode::ENCHANTER_CASTING, st);
  4079. BattleSetStackProperty ssp;
  4080. ssp.which = BattleSetStackProperty::ENCHANTER_COUNTER;
  4081. ssp.absolute = false;
  4082. ssp.val = bl[index]->additionalInfo; //increase cooldown counter
  4083. ssp.stackID = st->ID;
  4084. sendAndApply(&ssp);
  4085. }
  4086. }
  4087. bl = *(st->getBonuses(Selector::type(Bonus::ENCHANTED)));
  4088. for (auto b : bl)
  4089. {
  4090. SetStackEffect sse;
  4091. int val = bl.valOfBonuses (Selector::typeSubtype(b->type, b->subtype));
  4092. if (val > 3)
  4093. {
  4094. for (auto s : gs->curB->battleGetAllStacks())
  4095. {
  4096. if (st->owner == s->owner && s->isValidTarget()) //all allied
  4097. sse.stacks.push_back (s->ID);
  4098. }
  4099. }
  4100. else
  4101. sse.stacks.push_back (st->ID);
  4102. Bonus pseudoBonus;
  4103. pseudoBonus.sid = b->subtype;
  4104. pseudoBonus.val = ((val > 3) ? (val - 3) : val);
  4105. pseudoBonus.turnsRemain = 50;
  4106. st->stackEffectToFeature (sse.effect, pseudoBonus);
  4107. if (sse.effect.size())
  4108. sendAndApply (&sse);
  4109. }
  4110. }
  4111. }
  4112. void CGameHandler::handleDamageFromObstacle(const CObstacleInstance &obstacle, const CStack * curStack)
  4113. {
  4114. //we want to determine following vars depending on obstacle type
  4115. int damage = -1;
  4116. int effect = -1;
  4117. bool oneTimeObstacle = false;
  4118. //helper info
  4119. const SpellCreatedObstacle *spellObstacle = dynamic_cast<const SpellCreatedObstacle*>(&obstacle); //not nice but we may need spell params
  4120. const ui8 side = !curStack->attackerOwned; //if enemy is defending (false = 0), side of enemy hero is 1 (true)
  4121. const CGHeroInstance *hero = gs->curB->battleGetFightingHero(side);
  4122. if(obstacle.obstacleType == CObstacleInstance::MOAT)
  4123. {
  4124. damage = battleGetMoatDmg();
  4125. }
  4126. else if(obstacle.obstacleType == CObstacleInstance::LAND_MINE)
  4127. {
  4128. //You don't get hit by a Mine you can see.
  4129. if(gs->curB->battleIsObstacleVisibleForSide(obstacle, (BattlePerspective::BattlePerspective)side))
  4130. return;
  4131. oneTimeObstacle = true;
  4132. effect = 82; //makes
  4133. damage = gs->curB->calculateSpellDmg(SpellID(SpellID::LAND_MINE).toSpell(), hero, curStack,
  4134. spellObstacle->spellLevel, spellObstacle->casterSpellPower);
  4135. //TODO even if obstacle wasn't created by hero (Tower "moat") it should deal dmg as if casted by hero,
  4136. //if it is bigger than default dmg. Or is it just irrelevant H3 implementation quirk
  4137. }
  4138. else if(obstacle.obstacleType == CObstacleInstance::FIRE_WALL)
  4139. {
  4140. damage = gs->curB->calculateSpellDmg(SpellID(SpellID::FIRE_WALL).toSpell(), hero, curStack,
  4141. spellObstacle->spellLevel, spellObstacle->casterSpellPower);
  4142. }
  4143. else
  4144. {
  4145. //no other obstacle does damage to stack
  4146. return;
  4147. }
  4148. BattleStackAttacked bsa;
  4149. if(effect >= 0)
  4150. {
  4151. bsa.flags |= BattleStackAttacked::EFFECT;
  4152. bsa.effect = effect; //makes POOF
  4153. }
  4154. bsa.damageAmount = damage;
  4155. bsa.stackAttacked = curStack->ID;
  4156. bsa.attackerID = -1;
  4157. curStack->prepareAttacked(bsa, gameState()->getRandomGenerator());
  4158. StacksInjured si;
  4159. si.stacks.push_back(bsa);
  4160. sendAndApply(&si);
  4161. if(oneTimeObstacle)
  4162. removeObstacle(obstacle);
  4163. }
  4164. void CGameHandler::handleTimeEvents()
  4165. {
  4166. gs->map->events.sort(evntCmp);
  4167. while(gs->map->events.size() && gs->map->events.front().firstOccurence+1 == gs->day)
  4168. {
  4169. CMapEvent ev = gs->map->events.front();
  4170. for(int player = 0; player < PlayerColor::PLAYER_LIMIT_I; player++)
  4171. {
  4172. PlayerState *pinfo = gs->getPlayer(PlayerColor(player));
  4173. if( pinfo //player exists
  4174. && (ev.players & 1<<player) //event is enabled to this player
  4175. && ((ev.computerAffected && !pinfo->human)
  4176. || (ev.humanAffected && pinfo->human)
  4177. )
  4178. )
  4179. {
  4180. //give resources
  4181. SetResources sr;
  4182. sr.player = PlayerColor(player);
  4183. sr.res = pinfo->resources + ev.resources;
  4184. //prepare dialog
  4185. InfoWindow iw;
  4186. iw.player = PlayerColor(player);
  4187. iw.text << ev.message;
  4188. for (int i=0; i<ev.resources.size(); i++)
  4189. {
  4190. if(ev.resources.at(i)) //if resource is changed, we add it to the dialog
  4191. iw.components.push_back(Component(Component::RESOURCE,i,ev.resources.at(i),0));
  4192. }
  4193. if (iw.components.size())
  4194. {
  4195. sr.res.amax(0); // If removing too much resources, adjust the amount so the total doesn't become negative.
  4196. sendAndApply(&sr); //update player resources if changed
  4197. }
  4198. sendAndApply(&iw); //show dialog
  4199. }
  4200. } //PLAYERS LOOP
  4201. if(ev.nextOccurence)
  4202. {
  4203. gs->map->events.pop_front();
  4204. ev.firstOccurence += ev.nextOccurence;
  4205. auto it = gs->map->events.begin();
  4206. while ( it !=gs->map->events.end() && it->earlierThanOrEqual(ev))
  4207. it++;
  4208. gs->map->events.insert(it, ev);
  4209. }
  4210. else
  4211. {
  4212. gs->map->events.pop_front();
  4213. }
  4214. }
  4215. //TODO send only if changed
  4216. UpdateMapEvents ume;
  4217. ume.events = gs->map->events;
  4218. sendAndApply(&ume);
  4219. }
  4220. void CGameHandler::handleTownEvents(CGTownInstance * town, NewTurn &n)
  4221. {
  4222. town->events.sort(evntCmp);
  4223. while(town->events.size() && town->events.front().firstOccurence == gs->day)
  4224. {
  4225. PlayerColor player = town->tempOwner;
  4226. CCastleEvent ev = town->events.front();
  4227. PlayerState *pinfo = gs->getPlayer(player);
  4228. if( pinfo //player exists
  4229. && (ev.players & 1<<player.getNum()) //event is enabled to this player
  4230. && ((ev.computerAffected && !pinfo->human)
  4231. || (ev.humanAffected && pinfo->human) ) )
  4232. {
  4233. // dialog
  4234. InfoWindow iw;
  4235. iw.player = player;
  4236. iw.text << ev.message;
  4237. if(ev.resources.nonZero())
  4238. {
  4239. TResources was = n.res[player];
  4240. n.res[player] += ev.resources;
  4241. n.res[player].amax(0);
  4242. for (int i=0; i<ev.resources.size(); i++)
  4243. if(ev.resources.at(i) && pinfo->resources.at(i) != n.res.at(player).at(i)) //if resource had changed, we add it to the dialog
  4244. iw.components.push_back(Component(Component::RESOURCE,i,n.res.at(player).at(i)-was.at(i),0));
  4245. }
  4246. for(auto & i : ev.buildings)
  4247. {
  4248. if ( town->hasBuilt(i))
  4249. {
  4250. buildStructure(town->id, i, true);
  4251. iw.components.push_back(Component(Component::BUILDING, town->subID, i, 0));
  4252. }
  4253. }
  4254. if (!ev.creatures.empty() && !vstd::contains(n.cres, town->id))
  4255. {
  4256. n.cres[town->id].tid = town->id;
  4257. n.cres[town->id].creatures = town->creatures;
  4258. }
  4259. auto & sac = n.cres[town->id];
  4260. for(si32 i=0;i<ev.creatures.size();i++) //creature growths
  4261. {
  4262. if(!town->creatures.at(i).second.empty() && ev.creatures.at(i) > 0)//there is dwelling
  4263. {
  4264. sac.creatures[i].first += ev.creatures.at(i);
  4265. iw.components.push_back(Component(Component::CREATURE,
  4266. town->creatures.at(i).second.back(), ev.creatures.at(i), 0));
  4267. }
  4268. }
  4269. sendAndApply(&iw); //show dialog
  4270. }
  4271. if(ev.nextOccurence)
  4272. {
  4273. town->events.pop_front();
  4274. ev.firstOccurence += ev.nextOccurence;
  4275. auto it = town->events.begin();
  4276. while ( it != town->events.end() && it->earlierThanOrEqual(ev))
  4277. it++;
  4278. town->events.insert(it, ev);
  4279. }
  4280. else
  4281. {
  4282. town->events.pop_front();
  4283. }
  4284. }
  4285. //TODO send only if changed
  4286. UpdateCastleEvents uce;
  4287. uce.town = town->id;
  4288. uce.events = town->events;
  4289. sendAndApply(&uce);
  4290. }
  4291. bool CGameHandler::complain( const std::string &problem )
  4292. {
  4293. sendMessageToAll("Server encountered a problem: " + problem);
  4294. logGlobal->errorStream() << problem;
  4295. return true;
  4296. }
  4297. void CGameHandler::showGarrisonDialog( ObjectInstanceID upobj, ObjectInstanceID hid, bool removableUnits)
  4298. {
  4299. //PlayerColor player = getOwner(hid);
  4300. auto upperArmy = dynamic_cast<const CArmedInstance*>(getObj(upobj));
  4301. auto lowerArmy = dynamic_cast<const CArmedInstance*>(getObj(hid));
  4302. assert(lowerArmy);
  4303. assert(upperArmy);
  4304. auto garrisonQuery = make_shared<CGarrisonDialogQuery>(upperArmy, lowerArmy);
  4305. queries.addQuery(garrisonQuery);
  4306. GarrisonDialog gd;
  4307. gd.hid = hid;
  4308. gd.objid = upobj;
  4309. gd.removableUnits = removableUnits;
  4310. gd.queryID = garrisonQuery->queryID;
  4311. sendAndApply(&gd);
  4312. }
  4313. void CGameHandler::showThievesGuildWindow(PlayerColor player, ObjectInstanceID requestingObjId)
  4314. {
  4315. OpenWindow ow;
  4316. ow.window = OpenWindow::THIEVES_GUILD;
  4317. ow.id1 = player.getNum();
  4318. ow.id2 = requestingObjId.getNum();
  4319. sendAndApply(&ow);
  4320. }
  4321. bool CGameHandler::isAllowedExchange( ObjectInstanceID id1, ObjectInstanceID id2 )
  4322. {
  4323. if(id1 == id2)
  4324. return true;
  4325. const CGObjectInstance *o1 = getObj(id1), *o2 = getObj(id2);
  4326. if(!o1 || !o2)
  4327. return true; //arranging stacks within an object should be always allowed
  4328. if (o1 && o2)
  4329. {
  4330. if(o1->ID == Obj::TOWN)
  4331. {
  4332. const CGTownInstance *t = static_cast<const CGTownInstance*>(o1);
  4333. if(t->visitingHero == o2 || t->garrisonHero == o2)
  4334. return true;
  4335. }
  4336. if(o2->ID == Obj::TOWN)
  4337. {
  4338. const CGTownInstance *t = static_cast<const CGTownInstance*>(o2);
  4339. if(t->visitingHero == o1 || t->garrisonHero == o1)
  4340. return true;
  4341. }
  4342. if (o1->ID == Obj::HERO && o2->ID == Obj::HERO)
  4343. {
  4344. const CGHeroInstance *h1 = static_cast<const CGHeroInstance*>(o1);
  4345. const CGHeroInstance *h2 = static_cast<const CGHeroInstance*>(o2);
  4346. // two heroes in same town (garrisoned and visiting)
  4347. if (h1->visitedTown != nullptr && h2->visitedTown != nullptr && h1->visitedTown == h2->visitedTown)
  4348. return true;
  4349. }
  4350. //Ongoing garrison exchange
  4351. if(auto dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries.topQuery(o1->tempOwner)))
  4352. {
  4353. if(dialog->exchangingArmies.at(0) == o1 && dialog->exchangingArmies.at(1) == o2)
  4354. return true;
  4355. if(dialog->exchangingArmies.at(1) == o1 && dialog->exchangingArmies.at(0) == o2)
  4356. return true;
  4357. }
  4358. }
  4359. return false;
  4360. }
  4361. void CGameHandler::objectVisited( const CGObjectInstance * obj, const CGHeroInstance * h )
  4362. {
  4363. logGlobal->traceStream() << h->nodeName() << " visits " << obj->getHoverText();
  4364. auto visitQuery = make_shared<CObjectVisitQuery>(obj, h, obj->visitablePos());
  4365. queries.addQuery(visitQuery); //TODO real visit pos
  4366. HeroVisit hv;
  4367. hv.obj = obj;
  4368. hv.hero = h;
  4369. hv.player = h->tempOwner;
  4370. hv.starting = true;
  4371. sendAndApply(&hv);
  4372. obj->onHeroVisit(h);
  4373. queries.popIfTop(visitQuery); //visit ends here if no queries were created
  4374. }
  4375. void CGameHandler::objectVisitEnded(const CObjectVisitQuery &query)
  4376. {
  4377. logGlobal->traceStream() << query.visitingHero->nodeName() << " visit ends.\n";
  4378. HeroVisit hv;
  4379. hv.player = query.players.front();
  4380. hv.obj = nullptr; //not necessary, moreover may have been deleted in the meantime
  4381. hv.hero = query.visitingHero;
  4382. assert(hv.hero);
  4383. hv.starting = false;
  4384. sendAndApply(&hv);
  4385. }
  4386. bool CGameHandler::buildBoat( ObjectInstanceID objid )
  4387. {
  4388. const IShipyard *obj = IShipyard::castFrom(getObj(objid));
  4389. if(obj->shipyardStatus() != IBoatGenerator::GOOD)
  4390. {
  4391. complain("Cannot build boat in this shipyard!");
  4392. return false;
  4393. }
  4394. else if(obj->o->ID == Obj::TOWN
  4395. && !static_cast<const CGTownInstance*>(obj)->hasBuilt(BuildingID::SHIPYARD))
  4396. {
  4397. complain("Cannot build boat in the town - no shipyard!");
  4398. return false;
  4399. }
  4400. const PlayerColor playerID = obj->o->tempOwner;
  4401. TResources boatCost;
  4402. obj->getBoatCost(boatCost);
  4403. TResources aviable = gs->getPlayer(playerID)->resources;
  4404. if (!aviable.canAfford(boatCost))
  4405. {
  4406. complain("Not enough resources to build a boat!");
  4407. return false;
  4408. }
  4409. int3 tile = obj->bestLocation();
  4410. if(!gs->map->isInTheMap(tile))
  4411. {
  4412. complain("Cannot find appropriate tile for a boat!");
  4413. return false;
  4414. }
  4415. //take boat cost
  4416. SetResources sr;
  4417. sr.player = playerID;
  4418. sr.res = (aviable - boatCost);
  4419. sendAndApply(&sr);
  4420. //create boat
  4421. NewObject no;
  4422. no.ID = Obj::BOAT;
  4423. no.subID = obj->getBoatType();
  4424. no.pos = tile + int3(1,0,0);
  4425. sendAndApply(&no);
  4426. return true;
  4427. }
  4428. void CGameHandler::engageIntoBattle( PlayerColor player )
  4429. {
  4430. //notify interfaces
  4431. PlayerBlocked pb;
  4432. pb.player = player;
  4433. pb.reason = PlayerBlocked::UPCOMING_BATTLE;
  4434. pb.startOrEnd = PlayerBlocked::BLOCKADE_STARTED;
  4435. sendAndApply(&pb);
  4436. }
  4437. void CGameHandler::checkVictoryLossConditions(const std::set<PlayerColor> & playerColors)
  4438. {
  4439. for(auto playerColor : playerColors)
  4440. {
  4441. if(gs->getPlayer(playerColor))
  4442. checkVictoryLossConditionsForPlayer(playerColor);
  4443. }
  4444. }
  4445. void CGameHandler::checkVictoryLossConditionsForAll()
  4446. {
  4447. std::set<PlayerColor> playerColors;
  4448. for(int i = 0; i < PlayerColor::PLAYER_LIMIT_I; ++i)
  4449. {
  4450. playerColors.insert(PlayerColor(i));
  4451. }
  4452. checkVictoryLossConditions(playerColors);
  4453. }
  4454. void CGameHandler::checkVictoryLossConditionsForPlayer(PlayerColor player)
  4455. {
  4456. const PlayerState *p = gs->getPlayer(player);
  4457. if(p->status != EPlayerStatus::INGAME) return;
  4458. auto victoryLossCheckResult = gs->checkForVictoryAndLoss(player);
  4459. if(victoryLossCheckResult.victory() || victoryLossCheckResult.loss())
  4460. {
  4461. InfoWindow iw;
  4462. getVictoryLossMessage(player, victoryLossCheckResult, iw);
  4463. sendAndApply(&iw);
  4464. PlayerEndsGame peg;
  4465. peg.player = player;
  4466. peg.victoryLossCheckResult = victoryLossCheckResult;
  4467. sendAndApply(&peg);
  4468. if(victoryLossCheckResult.victory())
  4469. {
  4470. //one player won -> all enemies lost
  4471. for (auto i = gs->players.cbegin(); i!=gs->players.cend(); i++)
  4472. {
  4473. if(i->first != player && gs->getPlayer(i->first)->status == EPlayerStatus::INGAME)
  4474. {
  4475. peg.player = i->first;
  4476. peg.victoryLossCheckResult = gameState()->getPlayerRelations(player, i->first) == PlayerRelations::ALLIES ?
  4477. victoryLossCheckResult : victoryLossCheckResult.invert(); // ally of winner
  4478. InfoWindow iw;
  4479. getVictoryLossMessage(player, peg.victoryLossCheckResult, iw);
  4480. iw.player = i->first;
  4481. sendAndApply(&iw);
  4482. sendAndApply(&peg);
  4483. }
  4484. }
  4485. if(p->human)
  4486. {
  4487. end2 = true;
  4488. if(gs->scenarioOps->campState)
  4489. {
  4490. std::vector<CGHeroInstance *> crossoverHeroes;
  4491. for(CGHeroInstance * hero : gs->map->heroesOnMap)
  4492. {
  4493. if(hero->tempOwner == player)
  4494. {
  4495. // keep all heroes from the winning player
  4496. crossoverHeroes.push_back(hero);
  4497. }
  4498. else if(vstd::contains(gs->scenarioOps->campState->getCurrentScenario().keepHeroes, HeroTypeID(hero->subID)))
  4499. {
  4500. // keep hero whether lost or won (like Xeron in AB campaign)
  4501. crossoverHeroes.push_back(hero);
  4502. }
  4503. }
  4504. // keep lost heroes which are in heroes pool
  4505. for(auto & heroPair : gs->hpool.heroesPool)
  4506. {
  4507. if(vstd::contains(gs->scenarioOps->campState->getCurrentScenario().keepHeroes, HeroTypeID(heroPair.first)))
  4508. {
  4509. crossoverHeroes.push_back(heroPair.second.get());
  4510. }
  4511. }
  4512. gs->scenarioOps->campState->setCurrentMapAsConquered(crossoverHeroes);
  4513. //Request clients to change connection mode
  4514. PrepareForAdvancingCampaign pfac;
  4515. sendAndApply(&pfac);
  4516. //Change connection mode
  4517. if(getPlayer(player)->human && getStartInfo()->campState)
  4518. {
  4519. for(auto connection : conns)
  4520. connection->prepareForSendingHeroes();
  4521. }
  4522. UpdateCampaignState ucs;
  4523. ucs.camp = gs->scenarioOps->campState;
  4524. sendAndApply(&ucs);
  4525. }
  4526. }
  4527. }
  4528. else
  4529. {
  4530. //player lost -> all his objects become unflagged (neutral)
  4531. auto hlp = p->heroes;
  4532. for (auto i = hlp.cbegin(); i != hlp.cend(); i++) //eliminate heroes
  4533. removeObject(*i);
  4534. for (auto i = gs->map->objects.cbegin(); i != gs->map->objects.cend(); i++) //unflag objs
  4535. {
  4536. if(*i && (*i)->tempOwner == player)
  4537. setOwner(*i,PlayerColor::NEUTRAL);
  4538. }
  4539. //eliminating one player may cause victory of another:
  4540. std::set<PlayerColor> playerColors;
  4541. for(int i = 0; i < PlayerColor::PLAYER_LIMIT_I; ++i)
  4542. {
  4543. if(player.getNum() != i) playerColors.insert(PlayerColor(i));
  4544. }
  4545. //notify all players
  4546. for (auto i = gs->players.cbegin(); i!=gs->players.cend(); i++)
  4547. {
  4548. if(i->first != player && gs->getPlayer(i->first)->status == EPlayerStatus::INGAME)
  4549. {
  4550. InfoWindow iw;
  4551. getVictoryLossMessage(player, victoryLossCheckResult.invert(), iw);
  4552. iw.player = i->first;
  4553. sendAndApply(&iw);
  4554. }
  4555. }
  4556. checkVictoryLossConditions(playerColors);
  4557. }
  4558. auto playerInfo = gs->getPlayer(gs->currentPlayer, false);
  4559. // If we are called before the actual game start, there might be no current player
  4560. if(playerInfo && playerInfo->status != EPlayerStatus::INGAME)
  4561. {
  4562. // If player making turn has lost his turn must be over as well
  4563. states.setFlag(gs->currentPlayer, &PlayerStatus::makingTurn, false);
  4564. }
  4565. }
  4566. }
  4567. void CGameHandler::getVictoryLossMessage(PlayerColor player, EVictoryLossCheckResult victoryLossCheckResult, InfoWindow & out) const
  4568. {
  4569. out.player = player;
  4570. out.text.clear();
  4571. out.text << victoryLossCheckResult.messageToSelf;
  4572. // hackish, insert one player-specific string, if applicable
  4573. if (victoryLossCheckResult.messageToSelf.find("%s") != std::string::npos)
  4574. out.text.addReplacement(MetaString::COLOR, player.getNum());
  4575. out.components.push_back(Component(Component::FLAG, player.getNum(), 0, 0));
  4576. }
  4577. bool CGameHandler::dig( const CGHeroInstance *h )
  4578. {
  4579. for (auto i = gs->map->objects.cbegin(); i != gs->map->objects.cend(); i++) //unflag objs
  4580. {
  4581. if(*i && (*i)->ID == Obj::HOLE && (*i)->pos == h->getPosition())
  4582. {
  4583. complain("Cannot dig - there is already a hole under the hero!");
  4584. return false;
  4585. }
  4586. }
  4587. if(h->diggingStatus() != CGHeroInstance::CAN_DIG) //checks for terrain and movement
  4588. COMPLAIN_RETF("Hero cannot dig (error code %d)!", h->diggingStatus());
  4589. //create a hole
  4590. NewObject no;
  4591. no.ID = Obj::HOLE;
  4592. no.pos = h->getPosition();
  4593. no.subID = 0;
  4594. sendAndApply(&no);
  4595. //take MPs
  4596. SetMovePoints smp;
  4597. smp.hid = h->id;
  4598. smp.val = 0;
  4599. sendAndApply(&smp);
  4600. InfoWindow iw;
  4601. iw.player = h->tempOwner;
  4602. if(gs->map->grailPos == h->getPosition())
  4603. {
  4604. iw.text.addTxt(MetaString::GENERAL_TXT, 58); //"Congratulations! After spending many hours digging here, your hero has uncovered the "
  4605. iw.text.addTxt(MetaString::ART_NAMES, 2);
  4606. iw.soundID = soundBase::ULTIMATEARTIFACT;
  4607. giveHeroNewArtifact(h, VLC->arth->artifacts.at(2), ArtifactPosition::PRE_FIRST); //give grail
  4608. sendAndApply(&iw);
  4609. iw.soundID = soundBase::invalid;
  4610. iw.text.clear();
  4611. iw.text.addTxt(MetaString::ART_DESCR, 2);
  4612. sendAndApply(&iw);
  4613. }
  4614. else
  4615. {
  4616. iw.text.addTxt(MetaString::GENERAL_TXT, 59); //"Nothing here. \n Where could it be?"
  4617. iw.soundID = soundBase::Dig;
  4618. sendAndApply(&iw);
  4619. }
  4620. return true;
  4621. }
  4622. void CGameHandler::attackCasting(const BattleAttack & bat, Bonus::BonusType attackMode, const CStack * attacker)
  4623. {
  4624. if(attacker->hasBonusOfType(attackMode))
  4625. {
  4626. std::set<SpellID> spellsToCast;
  4627. TBonusListPtr spells = attacker->getBonuses(Selector::type(attackMode));
  4628. for(const Bonus *sf : *spells)
  4629. {
  4630. spellsToCast.insert (SpellID(sf->subtype));
  4631. }
  4632. for(SpellID spellID : spellsToCast)
  4633. {
  4634. const CStack * oneOfAttacked = nullptr;
  4635. for (auto & elem : bat.bsa)
  4636. {
  4637. if (elem.newAmount > 0 && !elem.isSecondary()) //apply effects only to first target stack if it's alive
  4638. {
  4639. oneOfAttacked = gs->curB->battleGetStackByID(elem.stackAttacked);
  4640. break;
  4641. }
  4642. }
  4643. bool castMe = false;
  4644. if(oneOfAttacked == nullptr) //all attacked creatures have been killed
  4645. return;
  4646. int spellLevel = 0;
  4647. TBonusListPtr spellsByType = attacker->getBonuses(Selector::typeSubtype(attackMode, spellID));
  4648. for(const Bonus *sf : *spellsByType)
  4649. {
  4650. vstd::amax(spellLevel, sf->additionalInfo % 1000); //pick highest level
  4651. int meleeRanged = sf->additionalInfo / 1000;
  4652. if (meleeRanged == 0 || (meleeRanged == 1 && bat.shot()) || (meleeRanged == 2 && !bat.shot()))
  4653. castMe = true;
  4654. }
  4655. int chance = attacker->valOfBonuses((Selector::typeSubtype(attackMode, spellID)));
  4656. vstd::amin (chance, 100);
  4657. int destination = oneOfAttacked->position;
  4658. const CSpell * spell = SpellID(spellID).toSpell();
  4659. if(gs->curB->battleCanCastThisSpellHere(attacker->owner, spell, ECastingMode::AFTER_ATTACK_CASTING, oneOfAttacked->position) != ESpellCastProblem::OK)
  4660. continue;
  4661. //check if spell should be casted (probability handling)
  4662. if(rand()%100 >= chance)
  4663. continue;
  4664. //casting //TODO: check if spell can be blocked or target is immune
  4665. if (castMe) //stacks use 0 spell power. If needed, default = 3 or custom value is used
  4666. handleSpellCasting(spellID, spellLevel, destination, !attacker->attackerOwned, attacker->owner, nullptr, nullptr, 0, ECastingMode::AFTER_ATTACK_CASTING, attacker);
  4667. }
  4668. }
  4669. }
  4670. void CGameHandler::handleAttackBeforeCasting (const BattleAttack & bat)
  4671. {
  4672. const CStack * attacker = gs->curB->battleGetStackByID(bat.stackAttacking);
  4673. attackCasting(bat, Bonus::SPELL_BEFORE_ATTACK, attacker); //no death stare / acid breath needed?
  4674. }
  4675. void CGameHandler::handleAfterAttackCasting( const BattleAttack & bat )
  4676. {
  4677. const CStack * attacker = gs->curB->battleGetStackByID(bat.stackAttacking);
  4678. if (!attacker) //could be already dead
  4679. return;
  4680. attackCasting(bat, Bonus::SPELL_AFTER_ATTACK, attacker);
  4681. if(bat.bsa.at(0).newAmount <= 0)
  4682. {
  4683. //don't try death stare or acid breath on dead stack (crash!)
  4684. return;
  4685. }
  4686. if (attacker->hasBonusOfType(Bonus::DEATH_STARE) && bat.bsa.size())
  4687. {
  4688. // mechanics of Death Stare as in H3:
  4689. // each gorgon have 10% chance to kill (counted separately in H3) -> binomial distribution
  4690. //original formula x = min(x, (gorgons_count + 9)/10);
  4691. double chanceToKill = attacker->valOfBonuses(Bonus::DEATH_STARE, 0) / 100.0f;
  4692. vstd::amin(chanceToKill, 1); //cap at 100%
  4693. std::binomial_distribution<> distr(attacker->count, chanceToKill);
  4694. std::mt19937 rng(rand());
  4695. int staredCreatures = distr(rng);
  4696. double cap = 1 / std::max(chanceToKill, (double)(0.01));//don't divide by 0
  4697. int maxToKill = (attacker->count + cap - 1) / cap; //not much more than chance * count
  4698. vstd::amin(staredCreatures, maxToKill);
  4699. staredCreatures += (attacker->level() * attacker->valOfBonuses(Bonus::DEATH_STARE, 1)) / gs->curB->battleGetStackByID(bat.bsa.at(0).stackAttacked)->level();
  4700. if (staredCreatures)
  4701. {
  4702. if (bat.bsa.at(0).newAmount > 0) //TODO: death stare was not originally available for multiple-hex attacks, but...
  4703. handleSpellCasting(SpellID::DEATH_STARE, 0, gs->curB->battleGetStackByID(bat.bsa.at(0).stackAttacked)->position,
  4704. !attacker->attackerOwned, attacker->owner, nullptr, nullptr, staredCreatures, ECastingMode::AFTER_ATTACK_CASTING, attacker);
  4705. }
  4706. }
  4707. int acidDamage = 0;
  4708. TBonusListPtr acidBreath = attacker->getBonuses(Selector::type(Bonus::ACID_BREATH));
  4709. for(const Bonus *b : *acidBreath)
  4710. {
  4711. if (b->additionalInfo > rand()%100)
  4712. acidDamage += b->val;
  4713. }
  4714. if (acidDamage)
  4715. {
  4716. handleSpellCasting(SpellID::ACID_BREATH_DAMAGE, 0, gs->curB->battleGetStackByID(bat.bsa.at(0).stackAttacked)->position,
  4717. !attacker->attackerOwned, attacker->owner, nullptr, nullptr,
  4718. acidDamage * attacker->count, ECastingMode::AFTER_ATTACK_CASTING, attacker);
  4719. }
  4720. }
  4721. bool CGameHandler::castSpell(const CGHeroInstance *h, SpellID spellID, const int3 &pos)
  4722. {
  4723. const CSpell *s = spellID.toSpell();
  4724. int cost = h->getSpellCost(s);
  4725. int schoolLevel = h->getSpellSchoolLevel(s);
  4726. if(!h->canCastThisSpell(s))
  4727. COMPLAIN_RET("Hero cannot cast this spell!");
  4728. if(h->mana < cost)
  4729. COMPLAIN_RET("Hero doesn't have enough spell points to cast this spell!");
  4730. if(s->combatSpell)
  4731. COMPLAIN_RET("This function can be used only for adventure map spells!");
  4732. AdvmapSpellCast asc;
  4733. asc.caster = h;
  4734. asc.spellID = spellID;
  4735. sendAndApply(&asc);
  4736. switch(spellID)
  4737. {
  4738. case SpellID::SUMMON_BOAT:
  4739. {
  4740. //check if spell works at all
  4741. if(rand() % 100 >= s->getPower(schoolLevel)) //power is % chance of success
  4742. {
  4743. InfoWindow iw;
  4744. iw.player = h->tempOwner;
  4745. iw.text.addTxt(MetaString::GENERAL_TXT, 336); //%s tried to summon a boat, but failed.
  4746. iw.text.addReplacement(h->name);
  4747. sendAndApply(&iw);
  4748. break;
  4749. }
  4750. //try to find unoccupied boat to summon
  4751. const CGBoat *nearest = nullptr;
  4752. double dist = 0;
  4753. int3 summonPos = h->bestLocation();
  4754. if(summonPos.x < 0)
  4755. COMPLAIN_RET("There is no water tile available!");
  4756. for(const CGObjectInstance *obj : gs->map->objects)
  4757. {
  4758. if(obj && obj->ID == Obj::BOAT)
  4759. {
  4760. const CGBoat *b = static_cast<const CGBoat*>(obj);
  4761. if(b->hero) continue; //we're looking for unoccupied boat
  4762. double nDist = distance(b->pos, h->getPosition());
  4763. if(!nearest || nDist < dist) //it's first boat or closer than previous
  4764. {
  4765. nearest = b;
  4766. dist = nDist;
  4767. }
  4768. }
  4769. }
  4770. if(nearest) //we found boat to summon
  4771. {
  4772. ChangeObjPos cop;
  4773. cop.objid = nearest->id;
  4774. cop.nPos = summonPos + int3(1,0,0);;
  4775. cop.flags = 1;
  4776. sendAndApply(&cop);
  4777. }
  4778. else if(schoolLevel < 2) //none or basic level -> cannot create boat :(
  4779. {
  4780. InfoWindow iw;
  4781. iw.player = h->tempOwner;
  4782. iw.text.addTxt(MetaString::GENERAL_TXT, 335); //There are no boats to summon.
  4783. sendAndApply(&iw);
  4784. }
  4785. else //create boat
  4786. {
  4787. NewObject no;
  4788. no.ID = Obj::BOAT;
  4789. no.subID = h->getBoatType();
  4790. no.pos = summonPos + int3(1,0,0);;
  4791. sendAndApply(&no);
  4792. }
  4793. break;
  4794. }
  4795. case SpellID::SCUTTLE_BOAT:
  4796. {
  4797. //check if spell works at all
  4798. if(rand() % 100 >= s->getPower(schoolLevel)) //power is % chance of success
  4799. {
  4800. InfoWindow iw;
  4801. iw.player = h->tempOwner;
  4802. iw.text.addTxt(MetaString::GENERAL_TXT, 337); //%s tried to scuttle the boat, but failed
  4803. iw.text.addReplacement(h->name);
  4804. sendAndApply(&iw);
  4805. break;
  4806. }
  4807. if(!gs->map->isInTheMap(pos))
  4808. COMPLAIN_RET("Invalid dst tile for scuttle!");
  4809. //TODO: test range, visibility
  4810. const TerrainTile *t = &gs->map->getTile(pos);
  4811. if(!t->visitableObjects.size() || t->visitableObjects.back()->ID != Obj::BOAT)
  4812. COMPLAIN_RET("There is no boat to scuttle!");
  4813. RemoveObject ro;
  4814. ro.id = t->visitableObjects.back()->id;
  4815. sendAndApply(&ro);
  4816. break;
  4817. }
  4818. case SpellID::DIMENSION_DOOR:
  4819. {
  4820. const TerrainTile *dest = getTile(pos);
  4821. const TerrainTile *curr = getTile(h->getSightCenter());
  4822. if(!dest)
  4823. COMPLAIN_RET("Destination tile doesn't exist!");
  4824. if(!h->movement)
  4825. COMPLAIN_RET("Hero needs movement points to cast Dimension Door!");
  4826. if(h->getBonusesCount(Bonus::SPELL_EFFECT, SpellID::DIMENSION_DOOR) >= s->getPower(schoolLevel)) //limit casts per turn
  4827. {
  4828. InfoWindow iw;
  4829. iw.player = h->tempOwner;
  4830. iw.text.addTxt(MetaString::GENERAL_TXT, 338); //%s is not skilled enough to cast this spell again today.
  4831. iw.text.addReplacement(h->name);
  4832. sendAndApply(&iw);
  4833. break;
  4834. }
  4835. GiveBonus gb;
  4836. gb.id = h->id.getNum();
  4837. gb.bonus = Bonus(Bonus::ONE_DAY, Bonus::NONE, Bonus::SPELL_EFFECT, 0, SpellID::DIMENSION_DOOR);
  4838. sendAndApply(&gb);
  4839. if(!dest->isClear(curr)) //wrong dest tile
  4840. {
  4841. InfoWindow iw;
  4842. iw.player = h->tempOwner;
  4843. iw.text.addTxt(MetaString::GENERAL_TXT, 70); //Dimension Door failed!
  4844. sendAndApply(&iw);
  4845. break;
  4846. }
  4847. if (moveHero(h->id, pos + h->getVisitableOffset(), true))
  4848. {
  4849. SetMovePoints smp;
  4850. smp.hid = h->id;
  4851. smp.val = std::max<ui32>(0, h->movement - 300);
  4852. sendAndApply(&smp);
  4853. }
  4854. }
  4855. break;
  4856. case SpellID::FLY:
  4857. {
  4858. int subtype = schoolLevel >= 2 ? 1 : 2; //adv or expert
  4859. GiveBonus gb;
  4860. gb.id = h->id.getNum();
  4861. gb.bonus = Bonus(Bonus::ONE_DAY, Bonus::FLYING_MOVEMENT, Bonus::SPELL_EFFECT, 0, SpellID::FLY, subtype);
  4862. sendAndApply(&gb);
  4863. }
  4864. break;
  4865. case SpellID::WATER_WALK:
  4866. {
  4867. int subtype = schoolLevel >= 2 ? 1 : 2; //adv or expert
  4868. GiveBonus gb;
  4869. gb.id = h->id.getNum();
  4870. gb.bonus = Bonus(Bonus::ONE_DAY, Bonus::WATER_WALKING, Bonus::SPELL_EFFECT, 0, SpellID::WATER_WALK, subtype);
  4871. sendAndApply(&gb);
  4872. }
  4873. break;
  4874. case SpellID::TOWN_PORTAL:
  4875. {
  4876. if (!gs->map->isInTheMap(pos))
  4877. COMPLAIN_RET("Destination tile not present!")
  4878. TerrainTile tile = gs->map->getTile(pos);
  4879. if (tile.visitableObjects.empty() || tile.visitableObjects.back()->ID != Obj::TOWN )
  4880. COMPLAIN_RET("Town not found for Town Portal!");
  4881. CGTownInstance * town = static_cast<CGTownInstance*>(tile.visitableObjects.back());
  4882. if (town->tempOwner != h->tempOwner)
  4883. COMPLAIN_RET("Can't teleport to another player!");
  4884. if (town->visitingHero)
  4885. COMPLAIN_RET("Can't teleport to occupied town!");
  4886. if (h->getSpellSchoolLevel(s) < 2)
  4887. {
  4888. double dist = town->pos.dist2d(h->pos);
  4889. ObjectInstanceID nearest = town->id; //nearest town's ID
  4890. for(const CGTownInstance * currTown : gs->getPlayer(h->tempOwner)->towns)
  4891. {
  4892. double curDist = currTown->pos.dist2d(h->pos);
  4893. if (nearest == ObjectInstanceID() || curDist < dist)
  4894. {
  4895. nearest = town->id;
  4896. dist = curDist;
  4897. }
  4898. }
  4899. if (town->id != nearest)
  4900. COMPLAIN_RET("This hero can only teleport to nearest town!")
  4901. }
  4902. moveHero(h->id, town->visitablePos() + h->getVisitableOffset() ,1);
  4903. }
  4904. break;
  4905. case SpellID::VISIONS:
  4906. case SpellID::VIEW_EARTH:
  4907. case SpellID::DISGUISE:
  4908. case SpellID::VIEW_AIR:
  4909. default:
  4910. COMPLAIN_RET("This spell is not implemented yet!");
  4911. }
  4912. SetMana sm;
  4913. sm.hid = h->id;
  4914. sm.val = h->mana - cost;
  4915. sendAndApply(&sm);
  4916. return true;
  4917. }
  4918. void CGameHandler::visitObjectOnTile(const TerrainTile &t, const CGHeroInstance * h)
  4919. {
  4920. if (!t.visitableObjects.empty())
  4921. {
  4922. //to prevent self-visiting heroes on space press
  4923. if(t.visitableObjects.back() != h)
  4924. objectVisited(t.visitableObjects.back(), h);
  4925. else if(t.visitableObjects.size() > 1)
  4926. objectVisited(*(t.visitableObjects.end()-2),h);
  4927. }
  4928. }
  4929. bool CGameHandler::sacrificeCreatures(const IMarket *market, const CGHeroInstance *hero, SlotID slot, ui32 count)
  4930. {
  4931. int oldCount = hero->getStackCount(slot);
  4932. if(oldCount < count)
  4933. COMPLAIN_RET("Not enough creatures to sacrifice!")
  4934. else if(oldCount == count && hero->Slots().size() == 1 && hero->needsLastStack())
  4935. COMPLAIN_RET("Cannot sacrifice last creature!");
  4936. int crid = hero->getStack(slot).type->idNumber;
  4937. changeStackCount(StackLocation(hero, slot), -count);
  4938. int dump, exp;
  4939. market->getOffer(crid, 0, dump, exp, EMarketMode::CREATURE_EXP);
  4940. exp *= count;
  4941. changePrimSkill(hero, PrimarySkill::EXPERIENCE, hero->calculateXp(exp));
  4942. return true;
  4943. }
  4944. bool CGameHandler::sacrificeArtifact(const IMarket * m, const CGHeroInstance * hero, ArtifactPosition slot)
  4945. {
  4946. ArtifactLocation al(hero, slot);
  4947. const CArtifactInstance *a = al.getArt();
  4948. if(!a)
  4949. COMPLAIN_RET("Cannot find artifact to sacrifice!");
  4950. int dmp, expToGive;
  4951. m->getOffer(hero->getArtTypeId(slot), 0, dmp, expToGive, EMarketMode::ARTIFACT_EXP);
  4952. removeArtifact(al);
  4953. changePrimSkill(hero, PrimarySkill::EXPERIENCE, expToGive);
  4954. return true;
  4955. }
  4956. void CGameHandler::makeStackDoNothing(const CStack * next)
  4957. {
  4958. BattleAction doNothing;
  4959. doNothing.actionType = Battle::NO_ACTION;
  4960. doNothing.additionalInfo = 0;
  4961. doNothing.destinationTile = -1;
  4962. doNothing.side = !next->attackerOwned;
  4963. doNothing.stackNumber = next->ID;
  4964. makeAutomaticAction(next, doNothing);
  4965. }
  4966. bool CGameHandler::insertNewStack(const StackLocation &sl, const CCreature *c, TQuantity count)
  4967. {
  4968. if(sl.army->hasStackAtSlot(sl.slot))
  4969. COMPLAIN_RET("Slot is already taken!");
  4970. if(!sl.slot.validSlot())
  4971. COMPLAIN_RET("Cannot insert stack to that slot!");
  4972. InsertNewStack ins;
  4973. ins.sl = sl;
  4974. ins.stack = CStackBasicDescriptor(c, count);
  4975. sendAndApply(&ins);
  4976. return true;
  4977. }
  4978. bool CGameHandler::eraseStack(const StackLocation &sl, bool forceRemoval/* = false*/)
  4979. {
  4980. if(!sl.army->hasStackAtSlot(sl.slot))
  4981. COMPLAIN_RET("Cannot find a stack to erase");
  4982. if(sl.army->Slots().size() == 1 //from the last stack
  4983. && sl.army->needsLastStack() //that must be left
  4984. && !forceRemoval) //ignore above conditions if we are forcing removal
  4985. {
  4986. COMPLAIN_RET("Cannot erase the last stack!");
  4987. }
  4988. EraseStack es;
  4989. es.sl = sl;
  4990. sendAndApply(&es);
  4991. return true;
  4992. }
  4993. bool CGameHandler::changeStackCount(const StackLocation &sl, TQuantity count, bool absoluteValue /*= false*/)
  4994. {
  4995. TQuantity currentCount = sl.army->getStackCount(sl.slot);
  4996. if((absoluteValue && count < 0)
  4997. || (!absoluteValue && -count > currentCount))
  4998. {
  4999. COMPLAIN_RET("Cannot take more stacks than present!");
  5000. }
  5001. if((currentCount == -count && !absoluteValue)
  5002. || (!count && absoluteValue))
  5003. {
  5004. eraseStack(sl);
  5005. }
  5006. else
  5007. {
  5008. ChangeStackCount csc;
  5009. csc.sl = sl;
  5010. csc.count = count;
  5011. csc.absoluteValue = absoluteValue;
  5012. sendAndApply(&csc);
  5013. }
  5014. return true;
  5015. }
  5016. bool CGameHandler::addToSlot(const StackLocation &sl, const CCreature *c, TQuantity count)
  5017. {
  5018. const CCreature *slotC = sl.army->getCreature(sl.slot);
  5019. if(!slotC) //slot is empty
  5020. insertNewStack(sl, c, count);
  5021. else if(c == slotC)
  5022. changeStackCount(sl, count);
  5023. else
  5024. {
  5025. COMPLAIN_RET("Cannot add " + c->namePl + " to slot " + boost::lexical_cast<std::string>(sl.slot) + "!");
  5026. }
  5027. return true;
  5028. }
  5029. void CGameHandler::tryJoiningArmy(const CArmedInstance *src, const CArmedInstance *dst, bool removeObjWhenFinished, bool allowMerging)
  5030. {
  5031. if(removeObjWhenFinished)
  5032. removeAfterVisit(src);
  5033. if(!src->canBeMergedWith(*dst, allowMerging))
  5034. {
  5035. if (allowMerging) //do that, add all matching creatures.
  5036. {
  5037. bool cont = true;
  5038. while (cont)
  5039. {
  5040. for(auto i = src->stacks.begin(); i != src->stacks.end(); i++)//while there are unmoved creatures
  5041. {
  5042. SlotID pos = dst->getSlotFor(i->second->type);
  5043. if(pos.validSlot())
  5044. {
  5045. moveStack(StackLocation(src, i->first), StackLocation(dst, pos));
  5046. cont = true;
  5047. break; //or iterator crashes
  5048. }
  5049. cont = false;
  5050. }
  5051. }
  5052. }
  5053. showGarrisonDialog(src->id, dst->id, true); //show garrison window and optionally remove ourselves from map when player ends
  5054. }
  5055. else //merge
  5056. {
  5057. moveArmy(src, dst, allowMerging);
  5058. }
  5059. }
  5060. bool CGameHandler::moveStack(const StackLocation &src, const StackLocation &dst, TQuantity count)
  5061. {
  5062. if(!src.army->hasStackAtSlot(src.slot))
  5063. COMPLAIN_RET("No stack to move!");
  5064. if(dst.army->hasStackAtSlot(dst.slot) && dst.army->getCreature(dst.slot) != src.army->getCreature(src.slot))
  5065. COMPLAIN_RET("Cannot move: stack of different type at destination pos!");
  5066. if(!dst.slot.validSlot())
  5067. COMPLAIN_RET("Cannot move stack to that slot!");
  5068. if(count == -1)
  5069. {
  5070. count = src.army->getStackCount(src.slot);
  5071. }
  5072. if(src.army != dst.army //moving away
  5073. && count == src.army->getStackCount(src.slot) //all creatures
  5074. && src.army->Slots().size() == 1 //from the last stack
  5075. && src.army->needsLastStack()) //that must be left
  5076. {
  5077. COMPLAIN_RET("Cannot move away the last creature!");
  5078. }
  5079. RebalanceStacks rs;
  5080. rs.src = src;
  5081. rs.dst = dst;
  5082. rs.count = count;
  5083. sendAndApply(&rs);
  5084. return true;
  5085. }
  5086. bool CGameHandler::swapStacks(const StackLocation &sl1, const StackLocation &sl2)
  5087. {
  5088. if(!sl1.army->hasStackAtSlot(sl1.slot))
  5089. return moveStack(sl2, sl1);
  5090. else if(!sl2.army->hasStackAtSlot(sl2.slot))
  5091. return moveStack(sl1, sl2);
  5092. else
  5093. {
  5094. SwapStacks ss;
  5095. ss.sl1 = sl1;
  5096. ss.sl2 = sl2;
  5097. sendAndApply(&ss);
  5098. return true;
  5099. }
  5100. }
  5101. void CGameHandler::runBattle()
  5102. {
  5103. setBattle(gs->curB);
  5104. assert(gs->curB);
  5105. //TODO: pre-tactic stuff, call scripts etc.
  5106. //tactic round
  5107. {
  5108. while(gs->curB->tacticDistance && !battleResult.get())
  5109. boost::this_thread::sleep(boost::posix_time::milliseconds(50));
  5110. }
  5111. //spells opening battle
  5112. for(int i = 0; i < 2; ++i)
  5113. {
  5114. auto h = gs->curB->battleGetFightingHero(i);
  5115. if(h && h->hasBonusOfType(Bonus::OPENING_BATTLE_SPELL))
  5116. {
  5117. TBonusListPtr bl = h->getBonuses(Selector::type(Bonus::OPENING_BATTLE_SPELL));
  5118. for (Bonus *b : *bl)
  5119. {
  5120. handleSpellCasting(SpellID(b->subtype), 3, -1, 0, h->tempOwner, nullptr, gs->curB->battleGetFightingHero(1-i), b->val, ECastingMode::HERO_CASTING, nullptr);
  5121. }
  5122. }
  5123. }
  5124. //main loop
  5125. while(!battleResult.get()) //till the end of the battle ;]
  5126. {
  5127. NEW_ROUND;
  5128. auto obstacles = gs->curB->obstacles; //we copy container, because we're going to modify it
  5129. for(auto &obstPtr : obstacles)
  5130. {
  5131. if(const SpellCreatedObstacle *sco = dynamic_cast<const SpellCreatedObstacle *>(obstPtr.get()))
  5132. if(sco->turnsRemaining == 0)
  5133. removeObstacle(*obstPtr);
  5134. }
  5135. const BattleInfo & curB = *gs->curB;
  5136. //remove clones after all mechanics and animations are handled!
  5137. std::set <const CStack*> stacksToRemove;
  5138. for (auto stack : curB.stacks)
  5139. {
  5140. if (stack->idDeadClone())
  5141. stacksToRemove.insert(stack);
  5142. }
  5143. for (auto stack : stacksToRemove)
  5144. {
  5145. BattleStacksRemoved bsr;
  5146. bsr.stackIDs.insert(stack->ID);
  5147. sendAndApply(&bsr);
  5148. }
  5149. //stack loop
  5150. const CStack *next;
  5151. while(!battleResult.get() && (next = curB.getNextStack()) && next->willMove())
  5152. {
  5153. //check for bad morale => freeze
  5154. int nextStackMorale = next->MoraleVal();
  5155. if( nextStackMorale < 0 &&
  5156. !(NBonus::hasOfType(gs->curB->battleGetFightingHero(0), Bonus::BLOCK_MORALE)
  5157. || NBonus::hasOfType(gs->curB->battleGetFightingHero(1), Bonus::BLOCK_MORALE)) //checking if gs->curB->heroes have (or don't have) morale blocking bonuses)
  5158. )
  5159. {
  5160. if( rand()%24 < -2 * nextStackMorale)
  5161. {
  5162. //unit loses its turn - empty freeze action
  5163. BattleAction ba;
  5164. ba.actionType = Battle::BAD_MORALE;
  5165. ba.additionalInfo = 1;
  5166. ba.side = !next->attackerOwned;
  5167. ba.stackNumber = next->ID;
  5168. makeAutomaticAction(next, ba);
  5169. continue;
  5170. }
  5171. }
  5172. if(next->hasBonusOfType(Bonus::ATTACKS_NEAREST_CREATURE)) //while in berserk
  5173. { //fixme: stack should not attack itself
  5174. std::pair<const CStack *, int> attackInfo = curB.getNearestStack(next, boost::logic::indeterminate);
  5175. if(attackInfo.first != nullptr)
  5176. {
  5177. BattleAction attack;
  5178. attack.actionType = Battle::WALK_AND_ATTACK;
  5179. attack.side = !next->attackerOwned;
  5180. attack.stackNumber = next->ID;
  5181. attack.additionalInfo = attackInfo.first->position;
  5182. attack.destinationTile = attackInfo.second;
  5183. makeAutomaticAction(next, attack);
  5184. }
  5185. else
  5186. {
  5187. makeStackDoNothing(next);
  5188. }
  5189. continue;
  5190. }
  5191. const CGHeroInstance * curOwner = gs->curB->battleGetOwner(next);
  5192. if( (next->position < 0 || next->getCreature()->idNumber == CreatureID::BALLISTA) //arrow turret or ballista
  5193. && (!curOwner || curOwner->getSecSkillLevel(SecondarySkill::ARTILLERY) == 0)) //hero has no artillery
  5194. {
  5195. BattleAction attack;
  5196. attack.actionType = Battle::SHOOT;
  5197. attack.side = !next->attackerOwned;
  5198. attack.stackNumber = next->ID;
  5199. for(auto & elem : gs->curB->stacks)
  5200. {
  5201. if(elem->owner != next->owner && elem->isValidTarget())
  5202. {
  5203. attack.destinationTile = elem->position;
  5204. break;
  5205. }
  5206. }
  5207. makeAutomaticAction(next, attack);
  5208. continue;
  5209. }
  5210. if(next->getCreature()->idNumber == CreatureID::CATAPULT && (!curOwner || curOwner->getSecSkillLevel(SecondarySkill::BALLISTICS) == 0)) //catapult, hero has no ballistics
  5211. {
  5212. const auto & attackableBattleHexes = curB.getAttackableBattleHexes();
  5213. if(!attackableBattleHexes.empty())
  5214. {
  5215. BattleAction attack;
  5216. attack.destinationTile = attackableBattleHexes[rand() % attackableBattleHexes.size()];
  5217. attack.actionType = Battle::CATAPULT;
  5218. attack.additionalInfo = 0;
  5219. attack.side = !next->attackerOwned;
  5220. attack.stackNumber = next->ID;
  5221. makeAutomaticAction(next, attack);
  5222. }
  5223. else
  5224. {
  5225. makeStackDoNothing(next);
  5226. }
  5227. continue;
  5228. }
  5229. if(next->getCreature()->idNumber == CreatureID::FIRST_AID_TENT)
  5230. {
  5231. std::vector< const CStack * > possibleStacks;
  5232. //is there any clean algorithm for that? (boost.range seems to lack copy_if) -> remove_copy_if?
  5233. for(const CStack *s : battleGetAllStacks())
  5234. if(s->owner == next->owner && s->canBeHealed())
  5235. possibleStacks.push_back(s);
  5236. if(!possibleStacks.size())
  5237. {
  5238. makeStackDoNothing(next);
  5239. continue;
  5240. }
  5241. if(!curOwner || curOwner->getSecSkillLevel(SecondarySkill::FIRST_AID) == 0) //no hero or hero has no first aid
  5242. {
  5243. range::random_shuffle(possibleStacks);
  5244. const CStack * toBeHealed = possibleStacks.front();
  5245. BattleAction heal;
  5246. heal.actionType = Battle::STACK_HEAL;
  5247. heal.additionalInfo = 0;
  5248. heal.destinationTile = toBeHealed->position;
  5249. heal.side = !next->attackerOwned;
  5250. heal.stackNumber = next->ID;
  5251. makeAutomaticAction(next, heal);
  5252. continue;
  5253. }
  5254. }
  5255. int numberOfAsks = 1;
  5256. bool breakOuter = false;
  5257. do
  5258. {//ask interface and wait for answer
  5259. if(!battleResult.get())
  5260. {
  5261. stackTurnTrigger(next); //various effects
  5262. if (vstd::contains(next->state, EBattleStackState::FEAR))
  5263. {
  5264. makeStackDoNothing(next); //end immediately if stack was affected by fear
  5265. }
  5266. else
  5267. {
  5268. logGlobal->traceStream() << "Activating " << next->nodeName();
  5269. BattleSetActiveStack sas;
  5270. sas.stack = next->ID;
  5271. sendAndApply(&sas);
  5272. boost::unique_lock<boost::mutex> lock(battleMadeAction.mx);
  5273. battleMadeAction.data = false;
  5274. while (next->alive() && //next is invalid after sacrificing current stack :?
  5275. (!battleMadeAction.data && !battleResult.get())) //active stack hasn't made its action and battle is still going
  5276. battleMadeAction.cond.wait(lock);
  5277. }
  5278. }
  5279. if(battleResult.get()) //don't touch it, battle could be finished while waiting got action
  5280. {
  5281. breakOuter = true;
  5282. break;
  5283. }
  5284. //we're after action, all results applied
  5285. checkForBattleEnd(); //check if this action ended the battle
  5286. //check for good morale
  5287. nextStackMorale = next->MoraleVal();
  5288. if(!vstd::contains(next->state,EBattleStackState::HAD_MORALE) //only one extra move per turn possible
  5289. && !vstd::contains(next->state,EBattleStackState::DEFENDING)
  5290. && !next->waited()
  5291. && !vstd::contains(next->state, EBattleStackState::FEAR)
  5292. && next->alive()
  5293. && nextStackMorale > 0
  5294. && !(NBonus::hasOfType(gs->curB->battleGetFightingHero(0), Bonus::BLOCK_MORALE)
  5295. || NBonus::hasOfType(gs->curB->battleGetFightingHero(1), Bonus::BLOCK_MORALE)) //checking if gs->curB->heroes have (or don't have) morale blocking bonuses
  5296. )
  5297. {
  5298. if(rand()%24 < nextStackMorale) //this stack hasn't got morale this turn
  5299. {
  5300. BattleTriggerEffect bte;
  5301. bte.stackID = next->ID;
  5302. bte.effect = Bonus::MORALE;
  5303. bte.val = 1;
  5304. bte.additionalInfo = 0;
  5305. sendAndApply(&bte); //play animation
  5306. ++numberOfAsks; //move this stack once more
  5307. }
  5308. }
  5309. --numberOfAsks;
  5310. } while (numberOfAsks > 0);
  5311. if (breakOuter)
  5312. {
  5313. break;
  5314. }
  5315. }
  5316. }
  5317. endBattle(gs->curB->tile, gs->curB->battleGetFightingHero(0), gs->curB->battleGetFightingHero(1));
  5318. }
  5319. bool CGameHandler::makeAutomaticAction(const CStack *stack, BattleAction &ba)
  5320. {
  5321. BattleSetActiveStack bsa;
  5322. bsa.stack = stack->ID;
  5323. bsa.askPlayerInterface = false;
  5324. sendAndApply(&bsa);
  5325. bool ret = makeBattleAction(ba);
  5326. checkForBattleEnd();
  5327. return ret;
  5328. }
  5329. void CGameHandler::giveHeroArtifact(const CGHeroInstance *h, const CArtifactInstance *a, ArtifactPosition pos)
  5330. {
  5331. assert(a->artType);
  5332. ArtifactLocation al;
  5333. al.artHolder = const_cast<CGHeroInstance*>(h);
  5334. ArtifactPosition slot = ArtifactPosition::PRE_FIRST;
  5335. if(pos < 0)
  5336. {
  5337. if(pos == ArtifactPosition::FIRST_AVAILABLE)
  5338. slot = a->firstAvailableSlot(h);
  5339. else
  5340. slot = a->firstBackpackSlot(h);
  5341. }
  5342. else
  5343. {
  5344. slot = pos;
  5345. }
  5346. al.slot = slot;
  5347. if(slot < 0 || !a->canBePutAt(al))
  5348. {
  5349. complain("Cannot put artifact in that slot!");
  5350. return;
  5351. }
  5352. putArtifact(al, a);
  5353. }
  5354. void CGameHandler::putArtifact(const ArtifactLocation &al, const CArtifactInstance *a)
  5355. {
  5356. PutArtifact pa;
  5357. pa.art = a;
  5358. pa.al = al;
  5359. sendAndApply(&pa);
  5360. }
  5361. void CGameHandler::giveHeroNewArtifact(const CGHeroInstance *h, const CArtifact *artType, ArtifactPosition pos)
  5362. {
  5363. CArtifactInstance *a = nullptr;
  5364. if(!artType->constituents)
  5365. {
  5366. a = new CArtifactInstance();
  5367. }
  5368. else
  5369. {
  5370. a = new CCombinedArtifactInstance();
  5371. }
  5372. a->artType = artType; //*NOT* via settype -> all bonus-related stuff must be done by NewArtifact apply
  5373. NewArtifact na;
  5374. na.art = a;
  5375. sendAndApply(&na); // -> updates a!!!, will create a on other machines
  5376. giveHeroArtifact(h, a, pos);
  5377. }
  5378. void CGameHandler::setBattleResult(BattleResult::EResult resultType, int victoriusSide)
  5379. {
  5380. if(battleResult.get())
  5381. {
  5382. complain("There is already set result?");
  5383. return;
  5384. }
  5385. auto br = new BattleResult;
  5386. br->result = resultType;
  5387. br->winner = victoriusSide; //surrendering side loses
  5388. gs->curB->calculateCasualties(br->casualties);
  5389. battleResult.set(br);
  5390. }
  5391. void CGameHandler::commitPackage( CPackForClient *pack )
  5392. {
  5393. sendAndApply(pack);
  5394. }
  5395. void CGameHandler::spawnWanderingMonsters(CreatureID creatureID)
  5396. {
  5397. std::vector<int3>::iterator tile;
  5398. std::vector<int3> tiles;
  5399. getFreeTiles(tiles);
  5400. ui32 amount = tiles.size() / 200; //Chance is 0.5% for each tile
  5401. std::random_shuffle(tiles.begin(), tiles.end());
  5402. logGlobal->traceStream() << "Spawning wandering monsters. Found " << tiles.size() << " free tiles. Creature type: " << creatureID;
  5403. const CCreature *cre = VLC->creh->creatures.at(creatureID);
  5404. for (int i = 0; i < amount; ++i)
  5405. {
  5406. tile = tiles.begin();
  5407. logGlobal->traceStream() << "\tSpawning monster at " << *tile;
  5408. putNewMonster(creatureID, cre->getRandomAmount(std::rand), *tile);
  5409. tiles.erase(tile); //not use it again
  5410. }
  5411. }
  5412. void CGameHandler::removeObstacle(const CObstacleInstance &obstacle)
  5413. {
  5414. ObstaclesRemoved obsRem;
  5415. obsRem.obstacles.insert(obstacle.uniqueID);
  5416. sendAndApply(&obsRem);
  5417. }
  5418. void CGameHandler::synchronizeArtifactHandlerLists()
  5419. {
  5420. UpdateArtHandlerLists uahl;
  5421. uahl.treasures = VLC->arth->treasures;
  5422. uahl.minors = VLC->arth->minors;
  5423. uahl.majors = VLC->arth->majors;
  5424. uahl.relics = VLC->arth->relics;
  5425. sendAndApply(&uahl);
  5426. }
  5427. bool CGameHandler::isValidObject(const CGObjectInstance *obj) const
  5428. {
  5429. return vstd::contains(gs->map->objects, obj);
  5430. }
  5431. bool CGameHandler::isBlockedByQueries(const CPack *pack, PlayerColor player)
  5432. {
  5433. if(dynamic_cast<const PlayerMessage*>(pack))
  5434. return false;
  5435. auto query = queries.topQuery(player);
  5436. if(query && query->blocksPack(pack))
  5437. {
  5438. complain(boost::str(boost::format("Player %s has to answer queries before attempting any further actions. Top query is %s!") % player % query->toString()));
  5439. return true;
  5440. }
  5441. return false;
  5442. }
  5443. void CGameHandler::removeAfterVisit(const CGObjectInstance *object)
  5444. {
  5445. //If the object is being visited, there must be a matching query
  5446. for(const auto &query : queries.allQueries())
  5447. {
  5448. if(auto someVistQuery = std::dynamic_pointer_cast<CObjectVisitQuery>(query))
  5449. {
  5450. if(someVistQuery->visitedObject == object)
  5451. {
  5452. someVistQuery->removeObjectAfterVisit = true;
  5453. return;
  5454. }
  5455. }
  5456. };
  5457. //If we haven't returned so far, there is no query and no visit, call was wrong
  5458. assert("This function needs to be called during the object visit!");
  5459. }
  5460. bool CGameHandler::isVisitCoveredByAnotherQuery(const CGObjectInstance *obj, const CGHeroInstance *hero)
  5461. {
  5462. if(auto topQuery = queries.topQuery(hero->getOwner()))
  5463. if(auto visit = std::dynamic_pointer_cast<const CObjectVisitQuery>(topQuery))
  5464. return !(visit->visitedObject == obj && visit->visitingHero == hero);
  5465. return true;
  5466. }
  5467. void CGameHandler::duelFinished()
  5468. {
  5469. auto si = getStartInfo();
  5470. auto getName = [&](int i){ return si->getIthPlayersSettings(gs->curB->sides.at(i).color).name; };
  5471. int casualtiesPoints = 0;
  5472. logGlobal->debugStream() << boost::format("Winner side %d\nWinner casualties:")
  5473. % (int)battleResult.data->winner;
  5474. for(auto & elem : battleResult.data->casualties[battleResult.data->winner])
  5475. {
  5476. const CCreature *c = VLC->creh->creatures[elem.first];
  5477. logGlobal->debugStream() << boost::format("\t* %d of %s") % elem.second % c->namePl;
  5478. casualtiesPoints += c->AIValue * elem.second;
  5479. }
  5480. logGlobal->debugStream() << boost::format("Total casualties points: %d") % casualtiesPoints;
  5481. time_t timeNow;
  5482. time(&timeNow);
  5483. std::ofstream out(cmdLineOptions["resultsFile"].as<std::string>(), std::ios::app);
  5484. if(out)
  5485. {
  5486. out << boost::format("%s\t%s\t%s\t%d\t%d\t%d\t%s\n") % si->mapname % getName(0) % getName(1)
  5487. % battleResult.data->winner % battleResult.data->result % casualtiesPoints
  5488. % asctime(localtime(&timeNow));
  5489. }
  5490. else
  5491. {
  5492. logGlobal->errorStream() << "Cannot open to write " << cmdLineOptions["resultsFile"].as<std::string>();
  5493. }
  5494. CSaveFile resultFile("result.vdrst");
  5495. resultFile << *battleResult.data;
  5496. BattleResultsApplied resultsApplied;
  5497. resultsApplied.player1 = finishingBattle->victor;
  5498. resultsApplied.player2 = finishingBattle->loser;
  5499. sendAndApply(&resultsApplied);
  5500. return;
  5501. }
  5502. CasualtiesAfterBattle::CasualtiesAfterBattle(const CArmedInstance *army, BattleInfo *bat)
  5503. {
  5504. heroWithDeadCommander = ObjectInstanceID();
  5505. PlayerColor color = army->tempOwner;
  5506. if(color == PlayerColor::UNFLAGGABLE)
  5507. color = PlayerColor::NEUTRAL;
  5508. for(CStack *st : bat->stacks)
  5509. {
  5510. if(vstd::contains(st->state, EBattleStackState::SUMMONED)) //don't take into account summoned stacks
  5511. continue;
  5512. if (st->owner != color) //remove only our stacks
  5513. continue;
  5514. //FIXME: this info is also used in BattleInfo::calculateCasualties, refactor
  5515. st->count = std::max (0, st->count - st->resurrected);
  5516. if (!st->count && !st->base) //we can imagine stacks of war mahcines that are not spawned by artifacts?
  5517. {
  5518. auto warMachine = VLC->arth->creatureToMachineID(st->type->idNumber);
  5519. if (warMachine != ArtifactID::NONE)
  5520. {
  5521. auto hero = dynamic_cast<const CGHeroInstance*> (army);
  5522. if (hero)
  5523. removedWarMachines.push_back (ArtifactLocation(hero, hero->getArtPos(warMachine, true)));
  5524. }
  5525. }
  5526. if(!army->slotEmpty(st->slot) && st->count < army->getStackCount(st->slot))
  5527. {
  5528. StackLocation sl(army, st->slot);
  5529. if(st->alive())
  5530. newStackCounts.push_back(std::pair<StackLocation, int>(sl, st->count));
  5531. else
  5532. newStackCounts.push_back(std::pair<StackLocation, int>(sl, 0));
  5533. }
  5534. if (st->base && !st->count)
  5535. {
  5536. auto c = dynamic_cast <const CCommanderInstance *>(st->base);
  5537. if (c) //switch commander status to dead
  5538. {
  5539. auto h = dynamic_cast <const CGHeroInstance *>(army);
  5540. if (h && h->commander == c)
  5541. heroWithDeadCommander = army->id; //TODO: unify commander handling
  5542. }
  5543. }
  5544. }
  5545. }
  5546. void CasualtiesAfterBattle::takeFromArmy(CGameHandler *gh)
  5547. {
  5548. for(TStackAndItsNewCount &ncount : newStackCounts)
  5549. {
  5550. if(ncount.second > 0)
  5551. gh->changeStackCount(ncount.first, ncount.second, true);
  5552. else
  5553. gh->eraseStack(ncount.first, true);
  5554. }
  5555. for (auto al : removedWarMachines)
  5556. {
  5557. gh->removeArtifact(al);
  5558. }
  5559. if (heroWithDeadCommander != ObjectInstanceID())
  5560. {
  5561. SetCommanderProperty scp;
  5562. scp.heroid = heroWithDeadCommander;
  5563. scp.which = SetCommanderProperty::ALIVE;
  5564. scp.amount = 0;
  5565. gh->sendAndApply (&scp);
  5566. }
  5567. }
  5568. CGameHandler::FinishingBattleHelper::FinishingBattleHelper(shared_ptr<const CBattleQuery> Query, bool Duel, int RemainingBattleQueriesCount)
  5569. {
  5570. assert(Query->result);
  5571. assert(Query->bi);
  5572. auto &result = *Query->result;
  5573. auto &info = *Query->bi;
  5574. winnerHero = result.winner != 0 ? info.sides[1].hero : info.sides[0].hero;
  5575. loserHero = result.winner != 0 ? info.sides[0].hero : info.sides[1].hero;
  5576. victor = info.sides[result.winner].color;
  5577. loser = info.sides[!result.winner].color;
  5578. duel = Duel;
  5579. remainingBattleQueriesCount = RemainingBattleQueriesCount;
  5580. }
  5581. CGameHandler::FinishingBattleHelper::FinishingBattleHelper()
  5582. {
  5583. winnerHero = loserHero = nullptr;
  5584. }