CGameHandler.cpp 176 KB

12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061626364656667686970717273747576777879808182838485868788899091929394959697989910010110210310410510610710810911011111211311411511611711811912012112212312412512612712812913013113213313413513613713813914014114214314414514614714814915015115215315415515615715815916016116216316416516616716816917017117217317417517617717817918018118218318418518618718818919019119219319419519619719819920020120220320420520620720820921021121221321421521621721821922022122222322422522622722822923023123223323423523623723823924024124224324424524624724824925025125225325425525625725825926026126226326426526626726826927027127227327427527627727827928028128228328428528628728828929029129229329429529629729829930030130230330430530630730830931031131231331431531631731831932032132232332432532632732832933033133233333433533633733833934034134234334434534634734834935035135235335435535635735835936036136236336436536636736836937037137237337437537637737837938038138238338438538638738838939039139239339439539639739839940040140240340440540640740840941041141241341441541641741841942042142242342442542642742842943043143243343443543643743843944044144244344444544644744844945045145245345445545645745845946046146246346446546646746846947047147247347447547647747847948048148248348448548648748848949049149249349449549649749849950050150250350450550650750850951051151251351451551651751851952052152252352452552652752852953053153253353453553653753853954054154254354454554654754854955055155255355455555655755855956056156256356456556656756856957057157257357457557657757857958058158258358458558658758858959059159259359459559659759859960060160260360460560660760860961061161261361461561661761861962062162262362462562662762862963063163263363463563663763863964064164264364464564664764864965065165265365465565665765865966066166266366466566666766866967067167267367467567667767867968068168268368468568668768868969069169269369469569669769869970070170270370470570670770870971071171271371471571671771871972072172272372472572672772872973073173273373473573673773873974074174274374474574674774874975075175275375475575675775875976076176276376476576676776876977077177277377477577677777877978078178278378478578678778878979079179279379479579679779879980080180280380480580680780880981081181281381481581681781881982082182282382482582682782882983083183283383483583683783883984084184284384484584684784884985085185285385485585685785885986086186286386486586686786886987087187287387487587687787887988088188288388488588688788888989089189289389489589689789889990090190290390490590690790890991091191291391491591691791891992092192292392492592692792892993093193293393493593693793893994094194294394494594694794894995095195295395495595695795895996096196296396496596696796896997097197297397497597697797897998098198298398498598698798898999099199299399499599699799899910001001100210031004100510061007100810091010101110121013101410151016101710181019102010211022102310241025102610271028102910301031103210331034103510361037103810391040104110421043104410451046104710481049105010511052105310541055105610571058105910601061106210631064106510661067106810691070107110721073107410751076107710781079108010811082108310841085108610871088108910901091109210931094109510961097109810991100110111021103110411051106110711081109111011111112111311141115111611171118111911201121112211231124112511261127112811291130113111321133113411351136113711381139114011411142114311441145114611471148114911501151115211531154115511561157115811591160116111621163116411651166116711681169117011711172117311741175117611771178117911801181118211831184118511861187118811891190119111921193119411951196119711981199120012011202120312041205120612071208120912101211121212131214121512161217121812191220122112221223122412251226122712281229123012311232123312341235123612371238123912401241124212431244124512461247124812491250125112521253125412551256125712581259126012611262126312641265126612671268126912701271127212731274127512761277127812791280128112821283128412851286128712881289129012911292129312941295129612971298129913001301130213031304130513061307130813091310131113121313131413151316131713181319132013211322132313241325132613271328132913301331133213331334133513361337133813391340134113421343134413451346134713481349135013511352135313541355135613571358135913601361136213631364136513661367136813691370137113721373137413751376137713781379138013811382138313841385138613871388138913901391139213931394139513961397139813991400140114021403140414051406140714081409141014111412141314141415141614171418141914201421142214231424142514261427142814291430143114321433143414351436143714381439144014411442144314441445144614471448144914501451145214531454145514561457145814591460146114621463146414651466146714681469147014711472147314741475147614771478147914801481148214831484148514861487148814891490149114921493149414951496149714981499150015011502150315041505150615071508150915101511151215131514151515161517151815191520152115221523152415251526152715281529153015311532153315341535153615371538153915401541154215431544154515461547154815491550155115521553155415551556155715581559156015611562156315641565156615671568156915701571157215731574157515761577157815791580158115821583158415851586158715881589159015911592159315941595159615971598159916001601160216031604160516061607160816091610161116121613161416151616161716181619162016211622162316241625162616271628162916301631163216331634163516361637163816391640164116421643164416451646164716481649165016511652165316541655165616571658165916601661166216631664166516661667166816691670167116721673167416751676167716781679168016811682168316841685168616871688168916901691169216931694169516961697169816991700170117021703170417051706170717081709171017111712171317141715171617171718171917201721172217231724172517261727172817291730173117321733173417351736173717381739174017411742174317441745174617471748174917501751175217531754175517561757175817591760176117621763176417651766176717681769177017711772177317741775177617771778177917801781178217831784178517861787178817891790179117921793179417951796179717981799180018011802180318041805180618071808180918101811181218131814181518161817181818191820182118221823182418251826182718281829183018311832183318341835183618371838183918401841184218431844184518461847184818491850185118521853185418551856185718581859186018611862186318641865186618671868186918701871187218731874187518761877187818791880188118821883188418851886188718881889189018911892189318941895189618971898189919001901190219031904190519061907190819091910191119121913191419151916191719181919192019211922192319241925192619271928192919301931193219331934193519361937193819391940194119421943194419451946194719481949195019511952195319541955195619571958195919601961196219631964196519661967196819691970197119721973197419751976197719781979198019811982198319841985198619871988198919901991199219931994199519961997199819992000200120022003200420052006200720082009201020112012201320142015201620172018201920202021202220232024202520262027202820292030203120322033203420352036203720382039204020412042204320442045204620472048204920502051205220532054205520562057205820592060206120622063206420652066206720682069207020712072207320742075207620772078207920802081208220832084208520862087208820892090209120922093209420952096209720982099210021012102210321042105210621072108210921102111211221132114211521162117211821192120212121222123212421252126212721282129213021312132213321342135213621372138213921402141214221432144214521462147214821492150215121522153215421552156215721582159216021612162216321642165216621672168216921702171217221732174217521762177217821792180218121822183218421852186218721882189219021912192219321942195219621972198219922002201220222032204220522062207220822092210221122122213221422152216221722182219222022212222222322242225222622272228222922302231223222332234223522362237223822392240224122422243224422452246224722482249225022512252225322542255225622572258225922602261226222632264226522662267226822692270227122722273227422752276227722782279228022812282228322842285228622872288228922902291229222932294229522962297229822992300230123022303230423052306230723082309231023112312231323142315231623172318231923202321232223232324232523262327232823292330233123322333233423352336233723382339234023412342234323442345234623472348234923502351235223532354235523562357235823592360236123622363236423652366236723682369237023712372237323742375237623772378237923802381238223832384238523862387238823892390239123922393239423952396239723982399240024012402240324042405240624072408240924102411241224132414241524162417241824192420242124222423242424252426242724282429243024312432243324342435243624372438243924402441244224432444244524462447244824492450245124522453245424552456245724582459246024612462246324642465246624672468246924702471247224732474247524762477247824792480248124822483248424852486248724882489249024912492249324942495249624972498249925002501250225032504250525062507250825092510251125122513251425152516251725182519252025212522252325242525252625272528252925302531253225332534253525362537253825392540254125422543254425452546254725482549255025512552255325542555255625572558255925602561256225632564256525662567256825692570257125722573257425752576257725782579258025812582258325842585258625872588258925902591259225932594259525962597259825992600260126022603260426052606260726082609261026112612261326142615261626172618261926202621262226232624262526262627262826292630263126322633263426352636263726382639264026412642264326442645264626472648264926502651265226532654265526562657265826592660266126622663266426652666266726682669267026712672267326742675267626772678267926802681268226832684268526862687268826892690269126922693269426952696269726982699270027012702270327042705270627072708270927102711271227132714271527162717271827192720272127222723272427252726272727282729273027312732273327342735273627372738273927402741274227432744274527462747274827492750275127522753275427552756275727582759276027612762276327642765276627672768276927702771277227732774277527762777277827792780278127822783278427852786278727882789279027912792279327942795279627972798279928002801280228032804280528062807280828092810281128122813281428152816281728182819282028212822282328242825282628272828282928302831283228332834283528362837283828392840284128422843284428452846284728482849285028512852285328542855285628572858285928602861286228632864286528662867286828692870287128722873287428752876287728782879288028812882288328842885288628872888288928902891289228932894289528962897289828992900290129022903290429052906290729082909291029112912291329142915291629172918291929202921292229232924292529262927292829292930293129322933293429352936293729382939294029412942294329442945294629472948294929502951295229532954295529562957295829592960296129622963296429652966296729682969297029712972297329742975297629772978297929802981298229832984298529862987298829892990299129922993299429952996299729982999300030013002300330043005300630073008300930103011301230133014301530163017301830193020302130223023302430253026302730283029303030313032303330343035303630373038303930403041304230433044304530463047304830493050305130523053305430553056305730583059306030613062306330643065306630673068306930703071307230733074307530763077307830793080308130823083308430853086308730883089309030913092309330943095309630973098309931003101310231033104310531063107310831093110311131123113311431153116311731183119312031213122312331243125312631273128312931303131313231333134313531363137313831393140314131423143314431453146314731483149315031513152315331543155315631573158315931603161316231633164316531663167316831693170317131723173317431753176317731783179318031813182318331843185318631873188318931903191319231933194319531963197319831993200320132023203320432053206320732083209321032113212321332143215321632173218321932203221322232233224322532263227322832293230323132323233323432353236323732383239324032413242324332443245324632473248324932503251325232533254325532563257325832593260326132623263326432653266326732683269327032713272327332743275327632773278327932803281328232833284328532863287328832893290329132923293329432953296329732983299330033013302330333043305330633073308330933103311331233133314331533163317331833193320332133223323332433253326332733283329333033313332333333343335333633373338333933403341334233433344334533463347334833493350335133523353335433553356335733583359336033613362336333643365336633673368336933703371337233733374337533763377337833793380338133823383338433853386338733883389339033913392339333943395339633973398339934003401340234033404340534063407340834093410341134123413341434153416341734183419342034213422342334243425342634273428342934303431343234333434343534363437343834393440344134423443344434453446344734483449345034513452345334543455345634573458345934603461346234633464346534663467346834693470347134723473347434753476347734783479348034813482348334843485348634873488348934903491349234933494349534963497349834993500350135023503350435053506350735083509351035113512351335143515351635173518351935203521352235233524352535263527352835293530353135323533353435353536353735383539354035413542354335443545354635473548354935503551355235533554355535563557355835593560356135623563356435653566356735683569357035713572357335743575357635773578357935803581358235833584358535863587358835893590359135923593359435953596359735983599360036013602360336043605360636073608360936103611361236133614361536163617361836193620362136223623362436253626362736283629363036313632363336343635363636373638363936403641364236433644364536463647364836493650365136523653365436553656365736583659366036613662366336643665366636673668366936703671367236733674367536763677367836793680368136823683368436853686368736883689369036913692369336943695369636973698369937003701370237033704370537063707370837093710371137123713371437153716371737183719372037213722372337243725372637273728372937303731373237333734373537363737373837393740374137423743374437453746374737483749375037513752375337543755375637573758375937603761376237633764376537663767376837693770377137723773377437753776377737783779378037813782378337843785378637873788378937903791379237933794379537963797379837993800380138023803380438053806380738083809381038113812381338143815381638173818381938203821382238233824382538263827382838293830383138323833383438353836383738383839384038413842384338443845384638473848384938503851385238533854385538563857385838593860386138623863386438653866386738683869387038713872387338743875387638773878387938803881388238833884388538863887388838893890389138923893389438953896389738983899390039013902390339043905390639073908390939103911391239133914391539163917391839193920392139223923392439253926392739283929393039313932393339343935393639373938393939403941394239433944394539463947394839493950395139523953395439553956395739583959396039613962396339643965396639673968396939703971397239733974397539763977397839793980398139823983398439853986398739883989399039913992399339943995399639973998399940004001400240034004400540064007400840094010401140124013401440154016401740184019402040214022402340244025402640274028402940304031403240334034403540364037403840394040404140424043404440454046404740484049405040514052405340544055405640574058405940604061406240634064406540664067406840694070407140724073407440754076407740784079408040814082408340844085408640874088408940904091409240934094409540964097409840994100410141024103410441054106410741084109411041114112411341144115411641174118411941204121412241234124412541264127412841294130413141324133413441354136413741384139414041414142414341444145414641474148414941504151415241534154415541564157415841594160416141624163416441654166416741684169417041714172417341744175417641774178417941804181418241834184418541864187418841894190419141924193419441954196419741984199420042014202420342044205420642074208420942104211421242134214421542164217421842194220422142224223422442254226422742284229423042314232423342344235423642374238423942404241424242434244424542464247424842494250425142524253425442554256425742584259426042614262426342644265426642674268426942704271427242734274427542764277427842794280428142824283428442854286428742884289429042914292429342944295429642974298429943004301430243034304430543064307430843094310431143124313431443154316431743184319432043214322432343244325432643274328432943304331433243334334433543364337433843394340434143424343434443454346434743484349435043514352435343544355435643574358435943604361436243634364436543664367436843694370437143724373437443754376437743784379438043814382438343844385438643874388438943904391439243934394439543964397439843994400440144024403440444054406440744084409441044114412441344144415441644174418441944204421442244234424442544264427442844294430443144324433443444354436443744384439444044414442444344444445444644474448444944504451445244534454445544564457445844594460446144624463446444654466446744684469447044714472447344744475447644774478447944804481448244834484448544864487448844894490449144924493449444954496449744984499450045014502450345044505450645074508450945104511451245134514451545164517451845194520452145224523452445254526452745284529453045314532453345344535453645374538453945404541454245434544454545464547454845494550455145524553455445554556455745584559456045614562456345644565456645674568456945704571457245734574457545764577457845794580458145824583458445854586458745884589459045914592459345944595459645974598459946004601460246034604460546064607460846094610461146124613461446154616461746184619462046214622462346244625462646274628462946304631463246334634463546364637463846394640464146424643464446454646464746484649465046514652465346544655465646574658465946604661466246634664466546664667466846694670467146724673467446754676467746784679468046814682468346844685468646874688468946904691469246934694469546964697469846994700470147024703470447054706470747084709471047114712471347144715471647174718471947204721472247234724472547264727472847294730473147324733473447354736473747384739474047414742474347444745474647474748474947504751475247534754475547564757475847594760476147624763476447654766476747684769477047714772477347744775477647774778477947804781478247834784478547864787478847894790479147924793479447954796479747984799480048014802480348044805480648074808480948104811481248134814481548164817481848194820482148224823482448254826482748284829483048314832483348344835483648374838483948404841484248434844484548464847484848494850485148524853485448554856485748584859486048614862486348644865486648674868486948704871487248734874487548764877487848794880488148824883488448854886488748884889489048914892489348944895489648974898489949004901490249034904490549064907490849094910491149124913491449154916491749184919492049214922492349244925492649274928492949304931493249334934493549364937493849394940494149424943494449454946494749484949495049514952495349544955495649574958495949604961496249634964496549664967496849694970497149724973497449754976497749784979498049814982498349844985498649874988498949904991499249934994499549964997499849995000500150025003500450055006500750085009501050115012501350145015501650175018501950205021502250235024502550265027502850295030503150325033503450355036503750385039504050415042504350445045504650475048504950505051505250535054505550565057505850595060506150625063506450655066506750685069507050715072507350745075507650775078507950805081508250835084508550865087508850895090509150925093509450955096509750985099510051015102510351045105510651075108510951105111511251135114511551165117511851195120512151225123512451255126512751285129513051315132513351345135513651375138513951405141514251435144514551465147514851495150515151525153515451555156515751585159516051615162516351645165516651675168516951705171517251735174517551765177517851795180518151825183518451855186518751885189519051915192519351945195519651975198519952005201520252035204520552065207520852095210521152125213521452155216521752185219522052215222522352245225522652275228522952305231523252335234523552365237523852395240524152425243524452455246524752485249525052515252525352545255525652575258525952605261526252635264526552665267526852695270527152725273527452755276527752785279528052815282528352845285528652875288528952905291529252935294529552965297529852995300530153025303530453055306530753085309531053115312531353145315531653175318531953205321532253235324532553265327532853295330533153325333533453355336533753385339534053415342534353445345534653475348534953505351535253535354535553565357535853595360536153625363536453655366536753685369537053715372537353745375537653775378537953805381538253835384538553865387538853895390539153925393539453955396539753985399540054015402540354045405540654075408540954105411541254135414541554165417541854195420542154225423542454255426542754285429543054315432543354345435543654375438543954405441544254435444544554465447544854495450545154525453545454555456545754585459546054615462546354645465546654675468546954705471547254735474547554765477547854795480548154825483548454855486548754885489549054915492549354945495549654975498549955005501550255035504550555065507550855095510551155125513551455155516551755185519552055215522552355245525552655275528552955305531553255335534553555365537553855395540554155425543554455455546554755485549555055515552555355545555555655575558555955605561556255635564556555665567556855695570557155725573557455755576557755785579558055815582558355845585558655875588558955905591559255935594559555965597559855995600560156025603560456055606560756085609561056115612561356145615561656175618561956205621562256235624562556265627562856295630563156325633563456355636563756385639564056415642564356445645564656475648564956505651565256535654565556565657565856595660566156625663566456655666566756685669567056715672567356745675567656775678567956805681568256835684568556865687568856895690569156925693569456955696569756985699570057015702570357045705570657075708570957105711571257135714571557165717571857195720572157225723572457255726572757285729573057315732573357345735573657375738573957405741574257435744574557465747574857495750575157525753575457555756575757585759576057615762576357645765576657675768576957705771577257735774577557765777577857795780578157825783578457855786578757885789579057915792579357945795579657975798579958005801580258035804580558065807580858095810581158125813581458155816581758185819582058215822582358245825582658275828582958305831583258335834583558365837583858395840584158425843584458455846584758485849585058515852585358545855585658575858585958605861586258635864586558665867586858695870587158725873587458755876587758785879588058815882588358845885588658875888588958905891589258935894589558965897589858995900590159025903590459055906590759085909591059115912591359145915591659175918591959205921592259235924592559265927592859295930593159325933593459355936593759385939594059415942594359445945594659475948594959505951595259535954595559565957595859595960596159625963596459655966596759685969
  1. #include "StdInc.h"
  2. #include "../lib/filesystem/Filesystem.h"
  3. #include "../lib/filesystem/CFileInfo.h"
  4. #include "../lib/int3.h"
  5. #include "../lib/mapping/CCampaignHandler.h"
  6. #include "../lib/StartInfo.h"
  7. #include "../lib/CModHandler.h"
  8. #include "../lib/CArtHandler.h"
  9. #include "../lib/CBuildingHandler.h"
  10. #include "../lib/CHeroHandler.h"
  11. #include "../lib/spells/CSpellHandler.h"
  12. #include "../lib/spells/ISpellMechanics.h"
  13. #include "../lib/CGeneralTextHandler.h"
  14. #include "../lib/CTownHandler.h"
  15. #include "../lib/CCreatureHandler.h"
  16. #include "../lib/CGameState.h"
  17. #include "../lib/BattleState.h"
  18. #include "../lib/CondSh.h"
  19. #include "../lib/NetPacks.h"
  20. #include "../lib/VCMI_Lib.h"
  21. #include "../lib/mapping/CMap.h"
  22. #include "../lib/VCMIDirs.h"
  23. #include "../lib/ScopeGuard.h"
  24. #include "../lib/CSoundBase.h"
  25. #include "CGameHandler.h"
  26. #include "CVCMIServer.h"
  27. #include "../lib/CCreatureSet.h"
  28. #include "../lib/CThreadHelper.h"
  29. #include "../lib/GameConstants.h"
  30. #include "../lib/registerTypes/RegisterTypes.h"
  31. /*
  32. * CGameHandler.cpp, part of VCMI engine
  33. *
  34. * Authors: listed in file AUTHORS in main folder
  35. *
  36. * License: GNU General Public License v2.0 or later
  37. * Full text of license available in license.txt file, in main folder
  38. *
  39. */
  40. #ifndef _MSC_VER
  41. #include <boost/thread/xtime.hpp>
  42. #endif
  43. extern bool end2;
  44. #ifdef min
  45. #undef min
  46. #endif
  47. #ifdef max
  48. #undef max
  49. #endif
  50. #define COMPLAIN_RET_IF(cond, txt) do {if(cond){complain(txt); return;}} while(0)
  51. #define COMPLAIN_RET_FALSE_IF(cond, txt) do {if(cond){complain(txt); return false;}} while(0)
  52. #define COMPLAIN_RET(txt) {complain(txt); return false;}
  53. #define COMPLAIN_RETF(txt, FORMAT) {complain(boost::str(boost::format(txt) % FORMAT)); return false;}
  54. #define NEW_ROUND BattleNextRound bnr;\
  55. bnr.round = gs->curB->round + 1;\
  56. sendAndApply(&bnr);
  57. class ServerSpellCastEnvironment: public SpellCastEnvironment
  58. {
  59. public:
  60. ServerSpellCastEnvironment(CGameHandler * gh);
  61. ~ServerSpellCastEnvironment(){};
  62. void sendAndApply(CPackForClient * info) const override;
  63. CRandomGenerator & getRandomGenerator() const override;
  64. void complain(const std::string & problem) const override;
  65. const CMap * getMap() const override;
  66. const CGameInfoCallback * getCb() const override;
  67. bool moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, PlayerColor asker = PlayerColor::NEUTRAL) const override;
  68. private:
  69. mutable CGameHandler * gh;
  70. };
  71. CondSh<bool> battleMadeAction;
  72. CondSh<BattleResult *> battleResult(nullptr);
  73. template <typename T> class CApplyOnGH;
  74. class CBaseForGHApply
  75. {
  76. public:
  77. virtual bool applyOnGH(CGameHandler *gh, CConnection *c, void *pack, PlayerColor player) const =0;
  78. virtual ~CBaseForGHApply(){}
  79. template<typename U> static CBaseForGHApply *getApplier(const U * t=nullptr)
  80. {
  81. return new CApplyOnGH<U>;
  82. }
  83. };
  84. template <typename T> class CApplyOnGH : public CBaseForGHApply
  85. {
  86. public:
  87. bool applyOnGH(CGameHandler *gh, CConnection *c, void *pack, PlayerColor player) const
  88. {
  89. T *ptr = static_cast<T*>(pack);
  90. ptr->c = c;
  91. ptr->player = player;
  92. return ptr->applyGh(gh);
  93. }
  94. };
  95. template <>
  96. class CApplyOnGH<CPack> : public CBaseForGHApply
  97. {
  98. public:
  99. bool applyOnGH(CGameHandler *gh, CConnection *c, void *pack, PlayerColor player) const
  100. {
  101. logGlobal->errorStream() << "Cannot apply on GH plain CPack!";
  102. assert(0);
  103. return false;
  104. }
  105. };
  106. static CApplier<CBaseForGHApply> *applier = nullptr;
  107. CMP_stack cmpst ;
  108. static inline double distance(int3 a, int3 b)
  109. {
  110. return std::sqrt( (double)(a.x-b.x)*(a.x-b.x) + (a.y-b.y)*(a.y-b.y) );
  111. }
  112. static void giveExp(BattleResult &r)
  113. {
  114. r.exp[0] = 0;
  115. r.exp[1] = 0;
  116. for(auto i = r.casualties[!r.winner].begin(); i!=r.casualties[!r.winner].end(); i++)
  117. {
  118. r.exp[r.winner] += VLC->creh->creatures.at(i->first)->valOfBonuses(Bonus::STACK_HEALTH) * i->second;
  119. }
  120. }
  121. PlayerStatus PlayerStatuses::operator[](PlayerColor player)
  122. {
  123. boost::unique_lock<boost::mutex> l(mx);
  124. if(players.find(player) != players.end())
  125. {
  126. return players.at(player);
  127. }
  128. else
  129. {
  130. throw std::runtime_error("No such player!");
  131. }
  132. }
  133. void PlayerStatuses::addPlayer(PlayerColor player)
  134. {
  135. boost::unique_lock<boost::mutex> l(mx);
  136. players[player];
  137. }
  138. bool PlayerStatuses::checkFlag(PlayerColor player, bool PlayerStatus::*flag)
  139. {
  140. boost::unique_lock<boost::mutex> l(mx);
  141. if(players.find(player) != players.end())
  142. {
  143. return players[player].*flag;
  144. }
  145. else
  146. {
  147. throw std::runtime_error("No such player!");
  148. }
  149. }
  150. void PlayerStatuses::setFlag(PlayerColor player, bool PlayerStatus::*flag, bool val)
  151. {
  152. boost::unique_lock<boost::mutex> l(mx);
  153. if(players.find(player) != players.end())
  154. {
  155. players[player].*flag = val;
  156. }
  157. else
  158. {
  159. throw std::runtime_error("No such player!");
  160. }
  161. cv.notify_all();
  162. }
  163. template <typename T>
  164. void callWith(std::vector<T> args, std::function<void(T)> fun, ui32 which)
  165. {
  166. fun(args[which]);
  167. }
  168. void CGameHandler::levelUpHero(const CGHeroInstance * hero, SecondarySkill skill)
  169. {
  170. changeSecSkill(hero, skill, 1, 0);
  171. expGiven(hero);
  172. }
  173. void CGameHandler::levelUpHero(const CGHeroInstance * hero)
  174. {
  175. // required exp for at least 1 lvl-up hasn't been reached
  176. if(!hero->gainsLevel())
  177. {
  178. return;
  179. }
  180. // give primary skill
  181. logGlobal->traceStream() << hero->name << " got level "<< hero->level;
  182. auto primarySkill = hero->nextPrimarySkill();
  183. SetPrimSkill sps;
  184. sps.id = hero->id;
  185. sps.which = primarySkill;
  186. sps.abs = false;
  187. sps.val = 1;
  188. sendAndApply(&sps);
  189. HeroLevelUp hlu;
  190. hlu.hero = hero;
  191. hlu.primskill = primarySkill;
  192. hlu.skills = hero->getLevelUpProposedSecondarySkills();
  193. if(hlu.skills.size() == 0)
  194. {
  195. sendAndApply(&hlu);
  196. levelUpHero(hero);
  197. }
  198. else if(hlu.skills.size() == 1 || hero->tempOwner == PlayerColor::NEUTRAL) //choose skill automatically
  199. {
  200. sendAndApply(&hlu);
  201. levelUpHero(hero, *RandomGeneratorUtil::nextItem(hlu.skills, hero->skillsInfo.rand));
  202. }
  203. else if(hlu.skills.size() > 1)
  204. {
  205. auto levelUpQuery = std::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, *RandomGeneratorUtil::nextItem(clu.skills, gs->getRandomGenerator()));
  328. }
  329. else if(skillAmount > 1) //apply and ask for secondary skill
  330. {
  331. auto commanderLevelUp = std::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] () -> std::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 std::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 = std::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) && gs->getRandomGenerator().nextInt(99) < 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 != ArtifactID::SPELLBOOK) // 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. }
  545. }
  546. if (iw.components.size())
  547. {
  548. sendAndApply(&iw);
  549. }
  550. }
  551. //Eagle Eye secondary skill handling
  552. if(!cs.spells.empty())
  553. {
  554. cs.learn = 1;
  555. cs.hid = finishingBattle->winnerHero->id;
  556. InfoWindow iw;
  557. iw.player = finishingBattle->winnerHero->tempOwner;
  558. iw.text.addTxt(MetaString::GENERAL_TXT, 221); //Through eagle-eyed observation, %s is able to learn %s
  559. iw.text.addReplacement(finishingBattle->winnerHero->name);
  560. std::ostringstream names;
  561. for(int i = 0; i < cs.spells.size(); i++)
  562. {
  563. names << "%s";
  564. if(i < cs.spells.size() - 2)
  565. names << ", ";
  566. else if(i < cs.spells.size() - 1)
  567. names << "%s";
  568. }
  569. names << ".";
  570. iw.text.addReplacement(names.str());
  571. auto it = cs.spells.begin();
  572. for(int i = 0; i < cs.spells.size(); i++, it++)
  573. {
  574. iw.text.addReplacement(MetaString::SPELL_NAME, it->toEnum());
  575. if(i == cs.spells.size() - 2) //we just added pre-last name
  576. iw.text.addReplacement(MetaString::GENERAL_TXT, 141); // " and "
  577. iw.components.push_back(Component(Component::SPELL, *it, 0, 0));
  578. }
  579. sendAndApply(&iw);
  580. sendAndApply(&cs);
  581. }
  582. cab1.takeFromArmy(this);
  583. cab2.takeFromArmy(this); //take casualties after battle is deleted
  584. //if one hero has lost we will erase him
  585. if(battleResult.data->winner!=0 && hero1)
  586. {
  587. RemoveObject ro(hero1->id);
  588. sendAndApply(&ro);
  589. }
  590. if(battleResult.data->winner!=1 && hero2)
  591. {
  592. RemoveObject ro(hero2->id);
  593. sendAndApply(&ro);
  594. }
  595. //give exp
  596. if (battleResult.data->exp[0] && hero1 && battleResult.get()->winner == 0)
  597. changePrimSkill(hero1, PrimarySkill::EXPERIENCE, battleResult.data->exp[0]);
  598. else if (battleResult.data->exp[1] && hero2 && battleResult.get()->winner == 1)
  599. changePrimSkill(hero2, PrimarySkill::EXPERIENCE, battleResult.data->exp[1]);
  600. queries.popIfTop(battleQuery);
  601. //--> continuation (battleAfterLevelUp) occurs after level-up queries are handled or on removing query (above)
  602. }
  603. void CGameHandler::battleAfterLevelUp( const BattleResult &result )
  604. {
  605. LOG_TRACE(logGlobal);
  606. finishingBattle->remainingBattleQueriesCount--;
  607. logGlobal->traceStream() << "Decremented queries count to " << finishingBattle->remainingBattleQueriesCount;
  608. if(finishingBattle->remainingBattleQueriesCount > 0)
  609. //Battle results will be handled when all battle queries are closed
  610. return;
  611. //TODO consider if we really want it to work like above. ATM each player as unblocked as soon as possible
  612. // but the battle consequences are applied after final player is unblocked. Hard to abuse...
  613. // Still, it looks like a hole.
  614. // Necromancy if applicable.
  615. const CStackBasicDescriptor raisedStack = finishingBattle->winnerHero ? finishingBattle->winnerHero->calculateNecromancy(*battleResult.data) : CStackBasicDescriptor();
  616. // Give raised units to winner and show dialog, if any were raised,
  617. // units will be given after casualties are taken
  618. const SlotID necroSlot = raisedStack.type ? finishingBattle->winnerHero->getSlotFor(raisedStack.type) : SlotID();
  619. if (necroSlot != SlotID())
  620. {
  621. finishingBattle->winnerHero->showNecromancyDialog(raisedStack);
  622. addToSlot(StackLocation(finishingBattle->winnerHero, necroSlot), raisedStack.type, raisedStack.count);
  623. }
  624. BattleResultsApplied resultsApplied;
  625. resultsApplied.player1 = finishingBattle->victor;
  626. resultsApplied.player2 = finishingBattle->loser;
  627. sendAndApply(&resultsApplied);
  628. setBattle(nullptr);
  629. if(visitObjectAfterVictory && result.winner==0)
  630. {
  631. logGlobal->traceStream() << "post-victory visit";
  632. visitObjectOnTile(*getTile(finishingBattle->winnerHero->getPosition()), finishingBattle->winnerHero);
  633. }
  634. visitObjectAfterVictory = false;
  635. //handle victory/loss of engaged players
  636. std::set<PlayerColor> playerColors = {finishingBattle->loser, finishingBattle->victor};
  637. checkVictoryLossConditions(playerColors);
  638. if(result.result == BattleResult::SURRENDER || result.result == BattleResult::ESCAPE) //loser has escaped or surrendered
  639. {
  640. SetAvailableHeroes sah;
  641. sah.player = finishingBattle->loser;
  642. sah.hid[0] = finishingBattle->loserHero->subID;
  643. if(result.result == BattleResult::ESCAPE) //retreat
  644. {
  645. sah.army[0].clear();
  646. sah.army[0].setCreature(SlotID(0), finishingBattle->loserHero->type->initialArmy.at(0).creature, 1);
  647. }
  648. if(const CGHeroInstance *another = getPlayer(finishingBattle->loser)->availableHeroes.at(1))
  649. sah.hid[1] = another->subID;
  650. else
  651. sah.hid[1] = -1;
  652. sendAndApply(&sah);
  653. }
  654. }
  655. void CGameHandler::prepareAttack(BattleAttack &bat, const CStack *att, const CStack *def, int distance, int targetHex)
  656. {
  657. bat.bsa.clear();
  658. bat.stackAttacking = att->ID;
  659. const int attackerLuck = att->LuckVal();
  660. auto sideHeroBlocksLuck = [](const SideInBattle &side){ return NBonus::hasOfType(side.hero, Bonus::BLOCK_LUCK); };
  661. if(!vstd::contains_if(gs->curB->sides, sideHeroBlocksLuck))
  662. {
  663. if(attackerLuck > 0 && gs->getRandomGenerator().nextInt(23) < attackerLuck)
  664. {
  665. bat.flags |= BattleAttack::LUCKY;
  666. }
  667. if (VLC->modh->settings.data["hardcodedFeatures"]["NEGATIVE_LUCK"].Bool()) // negative luck enabled
  668. {
  669. if (attackerLuck < 0 && gs->getRandomGenerator().nextInt(23) < abs(attackerLuck))
  670. {
  671. bat.flags |= BattleAttack::UNLUCKY;
  672. }
  673. }
  674. }
  675. if(gs->getRandomGenerator().nextInt(99) < att->valOfBonuses(Bonus::DOUBLE_DAMAGE_CHANCE))
  676. {
  677. bat.flags |= BattleAttack::DEATH_BLOW;
  678. }
  679. if(att->getCreature()->idNumber == CreatureID::BALLISTA)
  680. {
  681. static const int artilleryLvlToChance[] = {0, 50, 75, 100};
  682. const CGHeroInstance * owner = gs->curB->getHero(att->owner);
  683. int chance = artilleryLvlToChance[owner->getSecSkillLevel(SecondarySkill::ARTILLERY)];
  684. if(chance > gs->getRandomGenerator().nextInt(99))
  685. {
  686. bat.flags |= BattleAttack::BALLISTA_DOUBLE_DMG;
  687. }
  688. }
  689. // only primary target
  690. applyBattleEffects(bat, att, def, distance, false);
  691. if (!bat.shot()) //multiple-hex attack - only in meele
  692. {
  693. std::set<const CStack*> attackedCreatures = gs->curB->getAttackedCreatures(att, targetHex); //creatures other than primary target
  694. for(const CStack * stack : attackedCreatures)
  695. {
  696. if (stack != def) //do not hit same stack twice
  697. {
  698. applyBattleEffects(bat, att, stack, distance, true);
  699. }
  700. }
  701. }
  702. const Bonus * bonus = att->getBonusLocalFirst(Selector::type(Bonus::SPELL_LIKE_ATTACK));
  703. if (bonus && (bat.shot())) //TODO: make it work in melee?
  704. {
  705. //this is need for displaying hit animation
  706. bat.flags |= BattleAttack::SPELL_LIKE;
  707. bat.spellID = SpellID(bonus->subtype);
  708. //TODO: should spell override creature`s projectile?
  709. std::set<const CStack*> attackedCreatures = SpellID(bonus->subtype).toSpell()->getAffectedStacks(gs->curB, ECastingMode::SPELL_LIKE_ATTACK, att->owner, bonus->val, targetHex, att);
  710. //TODO: get exact attacked hex for defender
  711. for(const CStack * stack : attackedCreatures)
  712. {
  713. if (stack != def) //do not hit same stack twice
  714. {
  715. applyBattleEffects(bat, att, stack, distance, true);
  716. }
  717. }
  718. //now add effect info for all attacked stacks
  719. for(BattleStackAttacked & bsa : bat.bsa)
  720. {
  721. if(bsa.attackerID == att->ID) //this is our attack and not f.e. fire shield
  722. {
  723. //this is need for displaying affect animation
  724. bsa.flags |= BattleStackAttacked::SPELL_EFFECT;
  725. bsa.spellID = SpellID(bonus->subtype);
  726. }
  727. }
  728. }
  729. }
  730. void CGameHandler::applyBattleEffects(BattleAttack &bat, const CStack *att, const CStack *def, int distance, bool secondary) //helper function for prepareAttack
  731. {
  732. BattleStackAttacked bsa;
  733. if (secondary)
  734. bsa.flags |= BattleStackAttacked::SECONDARY; //all other targets do not suffer from spells & spell-like abilities
  735. bsa.attackerID = att->ID;
  736. bsa.stackAttacked = def->ID;
  737. bsa.damageAmount = gs->curB->calculateDmg(att, def, gs->curB->battleGetOwner(att), gs->curB->battleGetOwner(def),
  738. bat.shot(), distance, bat.lucky(), bat.unlucky(), bat.deathBlow(), bat.ballistaDoubleDmg(), gs->getRandomGenerator());
  739. def->prepareAttacked(bsa, gs->getRandomGenerator()); //calculate casualties
  740. //life drain handling
  741. if (att->hasBonusOfType(Bonus::LIFE_DRAIN) && def->isLiving())
  742. {
  743. StacksHealedOrResurrected shi;
  744. shi.lifeDrain = true;
  745. shi.tentHealing = false;
  746. shi.drainedFrom = def->ID;
  747. StacksHealedOrResurrected::HealInfo hi;
  748. hi.stackID = att->ID;
  749. hi.healedHP = att->calculateHealedHealthPoints(bsa.damageAmount * att->valOfBonuses (Bonus::LIFE_DRAIN) / 100, true);
  750. hi.lowLevelResurrection = false;
  751. shi.healedStacks.push_back(hi);
  752. if (hi.healedHP > 0)
  753. {
  754. bsa.healedStacks.push_back(shi);
  755. }
  756. }
  757. bat.bsa.push_back(bsa); //add this stack to the list of victims after drain life has been calculated
  758. //fire shield handling
  759. if(!bat.shot() && def->hasBonusOfType(Bonus::FIRE_SHIELD) && !att->hasBonusOfType (Bonus::FIRE_IMMUNITY))
  760. {
  761. BattleStackAttacked bsa2;
  762. bsa2.stackAttacked = att->ID; //invert
  763. bsa2.attackerID = def->ID;
  764. bsa2.flags |= BattleStackAttacked::EFFECT; //FIXME: play animation upon efreet and not attacker
  765. bsa2.effect = 11;
  766. bsa2.damageAmount = (bsa.damageAmount * def->valOfBonuses(Bonus::FIRE_SHIELD)) / 100; //TODO: scale with attack/defense
  767. att->prepareAttacked(bsa2, gameState()->getRandomGenerator());
  768. bat.bsa.push_back(bsa2);
  769. }
  770. }
  771. void CGameHandler::handleConnection(std::set<PlayerColor> players, CConnection &c)
  772. {
  773. setThreadName("CGameHandler::handleConnection");
  774. try
  775. {
  776. while(1)//server should never shut connection first //was: while(!end2)
  777. {
  778. CPack *pack = nullptr;
  779. PlayerColor player = PlayerColor::NEUTRAL;
  780. si32 requestID = -999;
  781. int packType = 0;
  782. {
  783. boost::unique_lock<boost::mutex> lock(*c.rmx);
  784. c >> player >> requestID >> pack; //get the package
  785. if(!pack)
  786. {
  787. logGlobal ->errorStream() << boost::format("Received a null package marked as request %d from player %d") % requestID % player;
  788. }
  789. packType = typeList.getTypeID(pack); //get the id of type
  790. logGlobal->traceStream() << boost::format("Received client message (request %d by player %d) of type with ID=%d (%s).\n")
  791. % requestID % player.getNum() % packType % typeid(*pack).name();
  792. }
  793. //prepare struct informing that action was applied
  794. auto sendPackageResponse = [&](bool succesfullyApplied)
  795. {
  796. PackageApplied applied;
  797. applied.player = player;
  798. applied.result = succesfullyApplied;
  799. applied.packType = packType;
  800. applied.requestID = requestID;
  801. boost::unique_lock<boost::mutex> lock(*c.wmx);
  802. c << &applied;
  803. };
  804. CBaseForGHApply *apply = applier->apps[packType]; //and appropriate applier object
  805. if(isBlockedByQueries(pack, player))
  806. {
  807. sendPackageResponse(false);
  808. }
  809. else if(apply)
  810. {
  811. const bool result = apply->applyOnGH(this,&c,pack, player);
  812. if(!result)
  813. {
  814. complain((boost::format("Got false in applying %s... that request must have been fishy!")
  815. % typeid(*pack).name()).str());
  816. }
  817. logGlobal->traceStream() << "Message successfully applied (result=" << result << ")!";
  818. sendPackageResponse(true);
  819. }
  820. else
  821. {
  822. logGlobal->errorStream() << "Message cannot be applied, cannot find applier (unregistered type)!";
  823. sendPackageResponse(false);
  824. }
  825. vstd::clear_pointer(pack);
  826. }
  827. }
  828. catch(boost::system::system_error &e) //for boost errors just log, not crash - probably client shut down connection
  829. {
  830. assert(!c.connected); //make sure that connection has been marked as broken
  831. logGlobal->errorStream() << e.what();
  832. end2 = true;
  833. }
  834. catch(...)
  835. {
  836. end2 = true;
  837. handleException();
  838. throw;
  839. }
  840. logGlobal->errorStream() << "Ended handling connection";
  841. }
  842. int CGameHandler::moveStack(int stack, BattleHex dest)
  843. {
  844. int ret = 0;
  845. const CStack *curStack = gs->curB->battleGetStackByID(stack),
  846. *stackAtEnd = gs->curB->battleGetStackByPos(dest);
  847. assert(curStack);
  848. assert(dest < GameConstants::BFIELD_SIZE);
  849. if (gs->curB->tacticDistance)
  850. {
  851. assert(gs->curB->isInTacticRange(dest));
  852. }
  853. if(curStack->position == dest)
  854. return 0;
  855. //initing necessary tables
  856. auto accessibility = getAccesibility(curStack);
  857. //shifting destination (if we have double wide stack and we can occupy dest but not be exactly there)
  858. if(!stackAtEnd && curStack->doubleWide() && !accessibility.accessible(dest, curStack))
  859. {
  860. if(curStack->attackerOwned)
  861. {
  862. if(accessibility.accessible(dest+1, curStack))
  863. dest += BattleHex::RIGHT;
  864. }
  865. else
  866. {
  867. if(accessibility.accessible(dest-1, curStack))
  868. dest += BattleHex::LEFT;
  869. }
  870. }
  871. if((stackAtEnd && stackAtEnd!=curStack && stackAtEnd->alive()) || !accessibility.accessible(dest, curStack))
  872. {
  873. complain("Given destination is not accessible!");
  874. return 0;
  875. }
  876. std::pair< std::vector<BattleHex>, int > path = gs->curB->getPath(curStack->position, dest, curStack);
  877. ret = path.second;
  878. int creSpeed = gs->curB->tacticDistance ? GameConstants::BFIELD_SIZE : curStack->Speed();
  879. if(curStack->hasBonusOfType(Bonus::FLYING))
  880. {
  881. if(path.second <= creSpeed && path.first.size() > 0)
  882. {
  883. //inform clients about move
  884. BattleStackMoved sm;
  885. sm.stack = curStack->ID;
  886. std::vector<BattleHex> tiles;
  887. tiles.push_back(path.first[0]);
  888. sm.tilesToMove = tiles;
  889. sm.distance = path.second;
  890. sm.teleporting = false;
  891. sendAndApply(&sm);
  892. }
  893. }
  894. else //for non-flying creatures
  895. {
  896. std::shared_ptr<const CObstacleInstance> obstacle, obstacle2; //obstacle that interrupted movement
  897. std::vector<BattleHex> tiles;
  898. const int tilesToMove = std::max((int)(path.first.size() - creSpeed), 0);
  899. int v = path.first.size()-1;
  900. bool stackIsMoving = true;
  901. while(stackIsMoving)
  902. {
  903. if(v<tilesToMove)
  904. {
  905. logGlobal->error("Movement terminated abnormally");
  906. break;
  907. }
  908. for(bool obstacleHit = false; (!obstacleHit) && (v >= tilesToMove); --v)
  909. {
  910. BattleHex hex = path.first[v];
  911. tiles.push_back(hex);
  912. //if we walked onto something, finalize this portion of stack movement check into obstacle
  913. if((obstacle = battleGetObstacleOnPos(hex, false)))
  914. obstacleHit = true;
  915. if(curStack->doubleWide())
  916. {
  917. BattleHex otherHex = curStack->occupiedHex(hex);
  918. //two hex creature hit obstacle by backside
  919. if(otherHex.isValid() && ((obstacle2 = battleGetObstacleOnPos(otherHex, false))))
  920. obstacleHit = true;
  921. }
  922. }
  923. if(tiles.size() > 0)
  924. {
  925. //commit movement
  926. BattleStackMoved sm;
  927. sm.stack = curStack->ID;
  928. sm.distance = path.second;
  929. sm.teleporting = false;
  930. sm.tilesToMove = tiles;
  931. sendAndApply(&sm);
  932. tiles.clear();
  933. }
  934. //we don't handle obstacle at the destination tile -> it's handled separately in the if at the end
  935. if(curStack->position != dest)
  936. {
  937. auto processObstacle = [&](std::shared_ptr<const CObstacleInstance> & obs)
  938. {
  939. if(obs)
  940. {
  941. handleDamageFromObstacle(*obs, curStack);
  942. //if stack die in explosion or interrupted by obstacle, abort movement
  943. if(obs->stopsMovement() || !curStack->alive())
  944. stackIsMoving = false;
  945. obs.reset();
  946. }
  947. };
  948. processObstacle(obstacle);
  949. if(curStack->alive())
  950. processObstacle(obstacle2);
  951. }
  952. else
  953. //movement finished normally: we reached destination
  954. stackIsMoving = false;
  955. }
  956. }
  957. //handling obstacle on the final field (separate, because it affects both flying and walking stacks)
  958. if(curStack->alive())
  959. {
  960. if(auto theLastObstacle = battleGetObstacleOnPos(curStack->position, false))
  961. {
  962. handleDamageFromObstacle(*theLastObstacle, curStack);
  963. }
  964. }
  965. if(curStack->alive() && curStack->doubleWide())
  966. {
  967. BattleHex otherHex = curStack->occupiedHex(curStack->position);
  968. if(otherHex.isValid())
  969. if(auto theLastObstacle = battleGetObstacleOnPos(otherHex, false))
  970. {
  971. //two hex creature hit obstacle by backside
  972. handleDamageFromObstacle(*theLastObstacle, curStack);
  973. }
  974. }
  975. return ret;
  976. }
  977. CGameHandler::CGameHandler(void)
  978. {
  979. QID = 1;
  980. //gs = nullptr;
  981. IObjectInterface::cb = this;
  982. applier = new CApplier<CBaseForGHApply>;
  983. registerTypesServerPacks(*applier);
  984. visitObjectAfterVictory = false;
  985. queries.gh = this;
  986. spellEnv = new ServerSpellCastEnvironment(this);
  987. }
  988. CGameHandler::~CGameHandler(void)
  989. {
  990. delete spellEnv;
  991. delete applier;
  992. applier = nullptr;
  993. delete gs;
  994. }
  995. void CGameHandler::init(StartInfo *si)
  996. {
  997. if(si->seedToBeUsed == 0)
  998. {
  999. si->seedToBeUsed = std::time(nullptr);
  1000. }
  1001. gs = new CGameState();
  1002. logGlobal->infoStream() << "Gamestate created!";
  1003. gs->init(si);
  1004. logGlobal->infoStream() << "Gamestate initialized!";
  1005. // reset seed, so that clients can't predict any following random values
  1006. gs->getRandomGenerator().resetSeed();
  1007. for(auto & elem : gs->players)
  1008. {
  1009. states.addPlayer(elem.first);
  1010. }
  1011. }
  1012. static bool evntCmp(const CMapEvent &a, const CMapEvent &b)
  1013. {
  1014. return a.earlierThan(b);
  1015. }
  1016. void CGameHandler::setPortalDwelling(const CGTownInstance * town, bool forced=false, bool clear = false)
  1017. {// bool forced = true - if creature should be replaced, if false - only if no creature was set
  1018. const PlayerState *p = gs->getPlayer(town->tempOwner);
  1019. if(!p)
  1020. {
  1021. logGlobal->warnStream() << "There is no player owner of town " << town->name << " at " << town->pos;
  1022. return;
  1023. }
  1024. if (forced || town->creatures.at(GameConstants::CREATURES_PER_TOWN).second.empty())//we need to change creature
  1025. {
  1026. SetAvailableCreatures ssi;
  1027. ssi.tid = town->id;
  1028. ssi.creatures = town->creatures;
  1029. ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.clear();//remove old one
  1030. const std::vector<ConstTransitivePtr<CGDwelling> > &dwellings = p->dwellings;
  1031. if (dwellings.empty())//no dwellings - just remove
  1032. {
  1033. sendAndApply(&ssi);
  1034. return;
  1035. }
  1036. auto dwelling = *RandomGeneratorUtil::nextItem(dwellings, gs->getRandomGenerator());
  1037. // for multi-creature dwellings like Golem Factory
  1038. auto creatureId = RandomGeneratorUtil::nextItem(dwelling->creatures, gs->getRandomGenerator())->second[0];
  1039. if(clear)
  1040. {
  1041. ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = std::max((ui32)1, (VLC->creh->creatures.at(creatureId)->growth)/2);
  1042. }
  1043. else
  1044. {
  1045. ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = VLC->creh->creatures.at(creatureId)->growth;
  1046. }
  1047. ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.push_back(creatureId);
  1048. sendAndApply(&ssi);
  1049. }
  1050. }
  1051. void CGameHandler::newTurn()
  1052. {
  1053. logGlobal->traceStream() << "Turn " << gs->day+1;
  1054. NewTurn n;
  1055. n.specialWeek = NewTurn::NO_ACTION;
  1056. n.creatureid = CreatureID::NONE;
  1057. n.day = gs->day + 1;
  1058. bool firstTurn = !getDate(Date::DAY);
  1059. bool newWeek = getDate(Date::DAY_OF_WEEK) == 7; //day numbers are confusing, as day was not yet switched
  1060. bool newMonth = getDate(Date::DAY_OF_MONTH) == 28;
  1061. std::map<PlayerColor, si32> hadGold;//starting gold - for buildings like dwarven treasury
  1062. if (firstTurn)
  1063. {
  1064. for (auto obj : gs->map->objects)
  1065. {
  1066. if (obj && obj->ID == Obj::PRISON) //give imprisoned hero 0 exp to level him up. easiest to do at this point
  1067. {
  1068. changePrimSkill (getHero(obj->id), PrimarySkill::EXPERIENCE, 0);
  1069. }
  1070. }
  1071. }
  1072. if (newWeek && !firstTurn)
  1073. {
  1074. n.specialWeek = NewTurn::NORMAL;
  1075. bool deityOfFireBuilt = false;
  1076. for(const CGTownInstance *t : gs->map->towns)
  1077. {
  1078. if(t->hasBuilt(BuildingID::GRAIL, ETownType::INFERNO))
  1079. {
  1080. deityOfFireBuilt = true;
  1081. break;
  1082. }
  1083. }
  1084. if(deityOfFireBuilt)
  1085. {
  1086. n.specialWeek = NewTurn::DEITYOFFIRE;
  1087. n.creatureid = CreatureID::IMP;
  1088. }
  1089. else
  1090. {
  1091. int monthType = gs->getRandomGenerator().nextInt(99);
  1092. if(newMonth) //new month
  1093. {
  1094. if (monthType < 40) //double growth
  1095. {
  1096. n.specialWeek = NewTurn::DOUBLE_GROWTH;
  1097. if (VLC->modh->settings.ALL_CREATURES_GET_DOUBLE_MONTHS)
  1098. {
  1099. std::pair<int, CreatureID> newMonster(54, VLC->creh->pickRandomMonster(gs->getRandomGenerator()));
  1100. n.creatureid = newMonster.second;
  1101. }
  1102. else if(VLC->creh->doubledCreatures.size())
  1103. {
  1104. const std::vector<CreatureID> doubledCreatures (VLC->creh->doubledCreatures.begin(), VLC->creh->doubledCreatures.end());
  1105. n.creatureid = *RandomGeneratorUtil::nextItem(doubledCreatures, gs->getRandomGenerator());
  1106. }
  1107. else
  1108. {
  1109. complain("Cannot find creature that can be spawned!");
  1110. n.specialWeek = NewTurn::NORMAL;
  1111. }
  1112. }
  1113. else if (monthType < 50)
  1114. n.specialWeek = NewTurn::PLAGUE;
  1115. }
  1116. else //it's a week, but not full month
  1117. {
  1118. if (monthType < 25)
  1119. {
  1120. n.specialWeek = NewTurn::BONUS_GROWTH; //+5
  1121. std::pair<int, CreatureID> newMonster(54, VLC->creh->pickRandomMonster(gs->getRandomGenerator()));
  1122. //TODO do not pick neutrals
  1123. n.creatureid = newMonster.second;
  1124. }
  1125. }
  1126. }
  1127. }
  1128. std::map<ui32, ConstTransitivePtr<CGHeroInstance> > pool = gs->hpool.heroesPool;
  1129. for (auto & elem : gs->players)
  1130. {
  1131. if(elem.first == PlayerColor::NEUTRAL)
  1132. continue;
  1133. else if(elem.first >= PlayerColor::PLAYER_LIMIT)
  1134. assert(0); //illegal player number!
  1135. std::pair<PlayerColor, si32> playerGold(elem.first, elem.second.resources.at(Res::GOLD));
  1136. hadGold.insert(playerGold);
  1137. if(newWeek) //new heroes in tavern
  1138. {
  1139. SetAvailableHeroes sah;
  1140. sah.player = elem.first;
  1141. //pick heroes and their armies
  1142. CHeroClass *banned = nullptr;
  1143. for (int j = 0; j < GameConstants::AVAILABLE_HEROES_PER_PLAYER; j++)
  1144. {
  1145. //first hero - native if possible, second hero -> any other class
  1146. if(CGHeroInstance *h = gs->hpool.pickHeroFor(j == 0, elem.first, getNativeTown(elem.first), pool, gs->getRandomGenerator(), banned))
  1147. {
  1148. sah.hid[j] = h->subID;
  1149. h->initArmy(&sah.army[j]);
  1150. banned = h->type->heroClass;
  1151. }
  1152. else
  1153. sah.hid[j] = -1;
  1154. }
  1155. sendAndApply(&sah);
  1156. }
  1157. n.res[elem.first] = elem.second.resources;
  1158. for(CGHeroInstance *h : (elem).second.heroes)
  1159. {
  1160. if(h->visitedTown)
  1161. giveSpells(h->visitedTown, h);
  1162. NewTurn::Hero hth;
  1163. hth.id = h->id;
  1164. // TODO: this code executed when bonuses of previous day not yet updated (this happen in NewTurn::applyGs). See issue 2356
  1165. hth.move = h->maxMovePoints(gs->map->getTile(h->getPosition(false)).terType != ETerrainType::WATER, new TurnInfo(h, 1));
  1166. if(h->visitedTown && h->visitedTown->hasBuilt(BuildingID::MAGES_GUILD_1)) //if hero starts turn in town with mage guild
  1167. hth.mana = std::max(h->mana, h->manaLimit()); //restore all mana
  1168. else
  1169. hth.mana = std::max((si32)(0), std::max(h->mana, std::min((si32)(h->mana + h->manaRegain()), h->manaLimit())));
  1170. n.heroes.insert(hth);
  1171. if(!firstTurn) //not first day
  1172. {
  1173. n.res[elem.first][Res::GOLD] += h->valOfBonuses(Selector::typeSubtype(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::ESTATES)); //estates
  1174. for (int k = 0; k < GameConstants::RESOURCE_QUANTITY; k++)
  1175. {
  1176. n.res[elem.first][k] += h->valOfBonuses(Bonus::GENERATE_RESOURCE, k);
  1177. }
  1178. }
  1179. }
  1180. }
  1181. for(CGTownInstance *t : gs->map->towns)
  1182. {
  1183. PlayerColor player = t->tempOwner;
  1184. handleTownEvents(t, n);
  1185. if(newWeek) //first day of week
  1186. {
  1187. if(t->hasBuilt(BuildingID::PORTAL_OF_SUMMON, ETownType::DUNGEON))
  1188. setPortalDwelling(t, true, (n.specialWeek == NewTurn::PLAGUE ? true : false)); //set creatures for Portal of Summoning
  1189. if(!firstTurn)
  1190. if (t->hasBuilt(BuildingID::TREASURY, ETownType::RAMPART) && player < PlayerColor::PLAYER_LIMIT)
  1191. n.res[player][Res::GOLD] += hadGold.at(player)/10; //give 10% of starting gold
  1192. if (!vstd::contains(n.cres, t->id))
  1193. {
  1194. n.cres[t->id].tid = t->id;
  1195. n.cres[t->id].creatures = t->creatures;
  1196. }
  1197. auto & sac = n.cres.at(t->id);
  1198. for (int k=0; k < GameConstants::CREATURES_PER_TOWN; k++) //creature growths
  1199. {
  1200. if (!t->creatures.at(k).second.empty()) // there are creatures at this level
  1201. {
  1202. ui32 &availableCount = sac.creatures.at(k).first;
  1203. const CCreature *cre = VLC->creh->creatures.at(t->creatures.at(k).second.back());
  1204. if (n.specialWeek == NewTurn::PLAGUE)
  1205. availableCount = t->creatures.at(k).first / 2; //halve their number, no growth
  1206. else
  1207. {
  1208. if(firstTurn) //first day of game: use only basic growths
  1209. availableCount = cre->growth;
  1210. else
  1211. availableCount += t->creatureGrowth(k);
  1212. //Deity of fire week - upgrade both imps and upgrades
  1213. if (n.specialWeek == NewTurn::DEITYOFFIRE && vstd::contains(t->creatures.at(k).second, n.creatureid))
  1214. availableCount += 15;
  1215. if( cre->idNumber == n.creatureid ) //bonus week, effect applies only to identical creatures
  1216. {
  1217. if(n.specialWeek == NewTurn::DOUBLE_GROWTH)
  1218. availableCount *= 2;
  1219. else if(n.specialWeek == NewTurn::BONUS_GROWTH)
  1220. availableCount += 5;
  1221. }
  1222. }
  1223. }
  1224. }
  1225. }
  1226. if(!firstTurn && player < PlayerColor::PLAYER_LIMIT)//not the first day and town not neutral
  1227. {
  1228. n.res[player] = n.res[player] + t->dailyIncome();
  1229. }
  1230. if(t->hasBuilt(BuildingID::GRAIL, ETownType::TOWER))
  1231. {
  1232. // Skyship, probably easier to handle same as Veil of darkness
  1233. //do it every new day after veils apply
  1234. if (player != PlayerColor::NEUTRAL) //do not reveal fow for neutral player
  1235. {
  1236. FoWChange fw;
  1237. fw.mode = 1;
  1238. fw.player = player;
  1239. // find all hidden tiles
  1240. const auto & fow = gs->getPlayerTeam(player)->fogOfWarMap;
  1241. for (size_t i=0; i<fow.size(); i++)
  1242. for (size_t j=0; j<fow.at(i).size(); j++)
  1243. for (size_t k=0; k<fow.at(i).at(j).size(); k++)
  1244. if (!fow.at(i).at(j).at(k))
  1245. fw.tiles.insert(int3(i,j,k));
  1246. sendAndApply (&fw);
  1247. }
  1248. }
  1249. if (t->hasBonusOfType (Bonus::DARKNESS))
  1250. {
  1251. for (auto & player : gameState()->players)
  1252. {
  1253. if (getPlayerStatus(player.first) == EPlayerStatus::INGAME &&
  1254. getPlayerRelations(player.first, t->tempOwner) == PlayerRelations::ENEMIES)
  1255. changeFogOfWar(t->visitablePos(), t->getBonusLocalFirst(Selector::type(Bonus::DARKNESS))->val, player.first, true);
  1256. }
  1257. }
  1258. }
  1259. if(newMonth)
  1260. {
  1261. SetAvailableArtifacts saa;
  1262. saa.id = -1;
  1263. pickAllowedArtsSet(saa.arts);
  1264. sendAndApply(&saa);
  1265. }
  1266. sendAndApply(&n);
  1267. if(newWeek)
  1268. {
  1269. //spawn wandering monsters
  1270. if (newMonth && (n.specialWeek == NewTurn::DOUBLE_GROWTH || n.specialWeek == NewTurn::DEITYOFFIRE))
  1271. {
  1272. spawnWanderingMonsters(n.creatureid);
  1273. }
  1274. //new week info popup
  1275. if(!firstTurn)
  1276. {
  1277. InfoWindow iw;
  1278. switch (n.specialWeek)
  1279. {
  1280. case NewTurn::DOUBLE_GROWTH:
  1281. iw.text.addTxt(MetaString::ARRAY_TXT, 131);
  1282. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1283. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1284. break;
  1285. case NewTurn::PLAGUE:
  1286. iw.text.addTxt(MetaString::ARRAY_TXT, 132);
  1287. break;
  1288. case NewTurn::BONUS_GROWTH:
  1289. iw.text.addTxt(MetaString::ARRAY_TXT, 134);
  1290. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1291. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1292. break;
  1293. case NewTurn::DEITYOFFIRE:
  1294. iw.text.addTxt(MetaString::ARRAY_TXT, 135);
  1295. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 42); //%s imp
  1296. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 42); //%s imp
  1297. iw.text.addReplacement2(15); //%+d 15
  1298. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 43); //%s familiar
  1299. iw.text.addReplacement2(15); //%+d 15
  1300. break;
  1301. default:
  1302. if (newMonth)
  1303. {
  1304. iw.text.addTxt(MetaString::ARRAY_TXT, (130));
  1305. iw.text.addReplacement(MetaString::ARRAY_TXT, gs->getRandomGenerator().nextInt(32, 41));
  1306. }
  1307. else
  1308. {
  1309. iw.text.addTxt(MetaString::ARRAY_TXT, (133));
  1310. iw.text.addReplacement(MetaString::ARRAY_TXT, gs->getRandomGenerator().nextInt(43, 57));
  1311. }
  1312. }
  1313. for (auto & elem : gs->players)
  1314. {
  1315. iw.player = elem.first;
  1316. sendAndApply(&iw);
  1317. }
  1318. }
  1319. }
  1320. logGlobal->traceStream() << "Info about turn " << n.day << "has been sent!";
  1321. handleTimeEvents();
  1322. //call objects
  1323. for(auto & elem : gs->map->objects)
  1324. {
  1325. if(elem)
  1326. elem->newTurn();
  1327. }
  1328. //count days without town for all players, regardless of their turn order
  1329. for (auto &p : gs->players)
  1330. {
  1331. PlayerState & playerState = p.second;
  1332. if (playerState.status == EPlayerStatus::INGAME)
  1333. {
  1334. if (playerState.towns.empty())
  1335. {
  1336. if (playerState.daysWithoutCastle)
  1337. ++(*playerState.daysWithoutCastle);
  1338. else playerState.daysWithoutCastle = 0;
  1339. }
  1340. else
  1341. {
  1342. playerState.daysWithoutCastle = boost::none;
  1343. }
  1344. }
  1345. }
  1346. synchronizeArtifactHandlerLists(); //new day events may have changed them. TODO better of managing that
  1347. }
  1348. void CGameHandler::run(bool resume)
  1349. {
  1350. LOG_TRACE_PARAMS(logGlobal, "resume=%d", resume);
  1351. using namespace boost::posix_time;
  1352. for(CConnection *cc : conns)
  1353. {
  1354. if(!resume)
  1355. {
  1356. (*cc) << gs->initialOpts; // gs->scenarioOps
  1357. }
  1358. std::set<PlayerColor> players;
  1359. (*cc) >> players; //how many players will be handled at that client
  1360. std::stringstream sbuffer;
  1361. sbuffer << "Connection " << cc->connectionID << " will handle " << players.size() << " player: ";
  1362. for(PlayerColor color : players)
  1363. {
  1364. sbuffer << color << " ";
  1365. {
  1366. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  1367. connections[color] = cc;
  1368. }
  1369. }
  1370. logGlobal->infoStream() << sbuffer.str();
  1371. cc->addStdVecItems(gs);
  1372. cc->enableStackSendingByID();
  1373. cc->disableSmartPointerSerialization();
  1374. }
  1375. for(auto & elem : conns)
  1376. {
  1377. std::set<PlayerColor> pom;
  1378. for(auto j = connections.cbegin(); j!=connections.cend();j++)
  1379. if(j->second == elem)
  1380. pom.insert(j->first);
  1381. boost::thread(std::bind(&CGameHandler::handleConnection,this,pom,std::ref(*elem)));
  1382. }
  1383. if(gs->scenarioOps->mode == StartInfo::DUEL)
  1384. {
  1385. runBattle();
  1386. end2 = true;
  1387. while(conns.size() && (*conns.begin())->isOpen())
  1388. boost::this_thread::sleep(boost::posix_time::milliseconds(5)); //give time client to close socket
  1389. return;
  1390. }
  1391. auto playerTurnOrder = generatePlayerTurnOrder();
  1392. while(!end2)
  1393. {
  1394. if(!resume) newTurn();
  1395. std::list<PlayerColor>::iterator it;
  1396. if(resume)
  1397. {
  1398. it = std::find(playerTurnOrder.begin(), playerTurnOrder.end(), gs->currentPlayer);
  1399. }
  1400. else
  1401. {
  1402. it = playerTurnOrder.begin();
  1403. }
  1404. resume = false;
  1405. for (; it != playerTurnOrder.end(); it++)
  1406. {
  1407. auto playerColor = *it;
  1408. PlayerState * playerState = &gs->players[playerColor]; //can't copy CBonusSystemNode by value
  1409. if (playerState->status == EPlayerStatus::INGAME)
  1410. {
  1411. //if player runs out of time, he shouldn't get the turn (especially AI)
  1412. checkVictoryLossConditionsForAll();
  1413. if (gs->players[playerColor].status != EPlayerStatus::INGAME)
  1414. { //player lost at the beginning of his turn
  1415. continue;
  1416. }
  1417. else //give normal turn
  1418. {
  1419. states.setFlag(playerColor, &PlayerStatus::makingTurn, true);
  1420. YourTurn yt;
  1421. yt.player = playerColor;
  1422. //Change local daysWithoutCastle counter for local interface message //TODO: needed?
  1423. yt.daysWithoutCastle = playerState->daysWithoutCastle;
  1424. applyAndSend(&yt);
  1425. //wait till turn is done
  1426. boost::unique_lock<boost::mutex> lock(states.mx);
  1427. while (states.players.at(playerColor).makingTurn && !end2)
  1428. {
  1429. static time_duration p = milliseconds(100);
  1430. states.cv.timed_wait(lock, p);
  1431. }
  1432. }
  1433. }
  1434. }
  1435. //additional check that game is not finished
  1436. bool activePlayer = false;
  1437. for(auto player : playerTurnOrder)
  1438. {
  1439. if(gs->players[player].status == EPlayerStatus::INGAME)
  1440. activePlayer = true;
  1441. }
  1442. if(!activePlayer)
  1443. end2 = true;
  1444. }
  1445. while(conns.size() && (*conns.begin())->isOpen())
  1446. boost::this_thread::sleep(boost::posix_time::milliseconds(5)); //give time client to close socket
  1447. }
  1448. std::list<PlayerColor> CGameHandler::generatePlayerTurnOrder() const
  1449. {
  1450. // Generate player turn order
  1451. std::list<PlayerColor> playerTurnOrder;
  1452. for(const auto & player : gs->players) // add human players first
  1453. {
  1454. if(player.second.human)
  1455. playerTurnOrder.push_back(player.first);
  1456. }
  1457. for(const auto & player : gs->players) // then add non-human players
  1458. {
  1459. if(!player.second.human)
  1460. playerTurnOrder.push_back(player.first);
  1461. }
  1462. return playerTurnOrder;
  1463. }
  1464. void CGameHandler::setupBattle( int3 tile, const CArmedInstance *armies[2], const CGHeroInstance *heroes[2], bool creatureBank, const CGTownInstance *town )
  1465. {
  1466. battleResult.set(nullptr);
  1467. //send info about battles
  1468. BattleStart bs;
  1469. bs.info = gs->setupBattle(tile, armies, heroes, creatureBank, town);
  1470. sendAndApply(&bs);
  1471. }
  1472. void CGameHandler::checkForBattleEnd()
  1473. {
  1474. if(auto result = battleIsFinished())
  1475. {
  1476. setBattleResult(BattleResult::NORMAL, *result);
  1477. }
  1478. }
  1479. void CGameHandler::giveSpells( const CGTownInstance *t, const CGHeroInstance *h )
  1480. {
  1481. if(!h->hasSpellbook())
  1482. return; //hero hasn't spellbook
  1483. ChangeSpells cs;
  1484. cs.hid = h->id;
  1485. cs.learn = true;
  1486. for(int i=0; i<std::min(t->mageGuildLevel(),h->getSecSkillLevel(SecondarySkill::WISDOM)+2);i++)
  1487. {
  1488. if (t->hasBuilt(BuildingID::GRAIL, ETownType::CONFLUX)) //Aurora Borealis
  1489. {
  1490. std::vector<SpellID> spells;
  1491. getAllowedSpells(spells, i);
  1492. for (auto & spell : spells)
  1493. cs.spells.insert(spell);
  1494. }
  1495. else
  1496. {
  1497. for(int j=0; j<t->spellsAtLevel(i+1,true) && j<t->spells.at(i).size(); j++)
  1498. {
  1499. if(!vstd::contains(h->spells,t->spells.at(i).at(j)))
  1500. cs.spells.insert(t->spells.at(i).at(j));
  1501. }
  1502. }
  1503. }
  1504. if(!cs.spells.empty())
  1505. sendAndApply(&cs);
  1506. }
  1507. void CGameHandler::setBlockVis(ObjectInstanceID objid, bool bv)
  1508. {
  1509. SetObjectProperty sop(objid,2,bv);
  1510. sendAndApply(&sop);
  1511. }
  1512. bool CGameHandler::removeObject( const CGObjectInstance * obj )
  1513. {
  1514. if(!obj || !getObj(obj->id))
  1515. {
  1516. logGlobal->errorStream() << "Something wrong, that object already has been removed or hasn't existed!";
  1517. return false;
  1518. }
  1519. RemoveObject ro;
  1520. ro.id = obj->id;
  1521. sendAndApply(&ro);
  1522. checkVictoryLossConditionsForAll(); //eg if monster escaped (removing objs after battle is done dircetly by endBattle, not this function)
  1523. return true;
  1524. }
  1525. void CGameHandler::setAmount(ObjectInstanceID objid, ui32 val)
  1526. {
  1527. SetObjectProperty sop(objid,3,val);
  1528. sendAndApply(&sop);
  1529. }
  1530. bool CGameHandler::moveHero( ObjectInstanceID hid, int3 dst, ui8 teleporting, bool transit, PlayerColor asker /*= 255*/ )
  1531. {
  1532. const CGHeroInstance *h = getHero(hid);
  1533. 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)
  1534. )
  1535. {
  1536. logGlobal->errorStream() << "Illegal call to move hero!";
  1537. return false;
  1538. }
  1539. logGlobal->traceStream() << "Player " << asker << " wants to move hero "<< hid.getNum() << " from "<< h->pos << " to " << dst;
  1540. const int3 hmpos = CGHeroInstance::convertPosition(dst, false);
  1541. if(!gs->map->isInTheMap(hmpos))
  1542. {
  1543. logGlobal->errorStream() << "Destination tile is outside the map!";
  1544. return false;
  1545. }
  1546. const TerrainTile t = *gs->getTile(hmpos);
  1547. const int3 guardPos = gs->guardingCreaturePosition(hmpos);
  1548. const bool embarking = !h->boat && !t.visitableObjects.empty() && t.visitableObjects.back()->ID == Obj::BOAT;
  1549. const bool disembarking = h->boat && t.terType != ETerrainType::WATER && !t.blocked;
  1550. //result structure for start - movement failed, no move points used
  1551. TryMoveHero tmh;
  1552. tmh.id = hid;
  1553. tmh.start = h->pos;
  1554. tmh.end = dst;
  1555. tmh.result = TryMoveHero::FAILED;
  1556. tmh.movePoints = h->movement;
  1557. //check if destination tile is available
  1558. auto ti = new TurnInfo(h);
  1559. const bool canFly = ti->hasBonusOfType(Bonus::FLYING_MOVEMENT);
  1560. const bool canWalkOnSea = ti->hasBonusOfType(Bonus::WATER_WALKING);
  1561. const int cost = CPathfinderHelper::getMovementCost(h, h->getPosition(), hmpos, nullptr, nullptr, h->movement, ti);
  1562. //it's a rock or blocked and not visitable tile
  1563. //OR hero is on land and dest is water and (there is not present only one object - boat)
  1564. if(((t.terType == ETerrainType::ROCK || (t.blocked && !t.visitable && !canFly))
  1565. && complain("Cannot move hero, destination tile is blocked!"))
  1566. || ((!h->boat && !canWalkOnSea && !canFly && t.terType == ETerrainType::WATER && (t.visitableObjects.size() < 1 || (t.visitableObjects.back()->ID != Obj::BOAT && t.visitableObjects.back()->ID != Obj::HERO))) //hero is not on boat/water walking and dst water tile doesn't contain boat/hero (objs visitable from land) -> we test back cause boat may be on top of another object (#276)
  1567. && complain("Cannot move hero, destination tile is on water!"))
  1568. || ((h->boat && t.terType != ETerrainType::WATER && t.blocked)
  1569. && complain("Cannot disembark hero, tile is blocked!"))
  1570. || ( (distance(h->pos, dst) >= 1.5 && !teleporting)
  1571. && complain("Tiles are not neighboring!"))
  1572. || ( (h->inTownGarrison)
  1573. && complain("Can not move garrisoned hero!"))
  1574. || ((h->movement < cost && dst != h->pos && !teleporting)
  1575. && complain("Hero doesn't have any movement points left!"))
  1576. || ((transit && !canFly && !CGTeleport::isTeleport(t.topVisitableObj()))
  1577. && complain("Hero cannot transit over this tile!"))
  1578. /*|| (states.checkFlag(h->tempOwner, &PlayerStatus::engagedIntoBattle)
  1579. && complain("Cannot move hero during the battle"))*/)
  1580. {
  1581. //send info about movement failure
  1582. sendAndApply(&tmh);
  1583. return false;
  1584. }
  1585. //several generic blocks of code
  1586. // should be called if hero changes tile but before applying TryMoveHero package
  1587. auto leaveTile = [&]()
  1588. {
  1589. for(CGObjectInstance *obj : gs->map->getTile(int3(h->pos.x-1, h->pos.y, h->pos.z)).visitableObjects)
  1590. {
  1591. obj->onHeroLeave(h);
  1592. }
  1593. this->getTilesInRange(tmh.fowRevealed, h->getSightCenter()+(tmh.end-tmh.start), h->getSightRadious(), h->tempOwner, 1);
  1594. };
  1595. auto doMove = [&](TryMoveHero::EResult result, EGuardLook lookForGuards,
  1596. EVisitDest visitDest, ELEaveTile leavingTile) -> bool
  1597. {
  1598. LOG_TRACE_PARAMS(logGlobal, "Hero %s starts movement from %s to %s", h->name % tmh.start % tmh.end);
  1599. auto moveQuery = std::make_shared<CHeroMovementQuery>(tmh, h);
  1600. queries.addQuery(moveQuery);
  1601. if(leavingTile == LEAVING_TILE)
  1602. leaveTile();
  1603. tmh.result = result;
  1604. sendAndApply(&tmh);
  1605. if (visitDest == VISIT_DEST && t.topVisitableObj() && t.topVisitableObj()->id == h->id)
  1606. { // Hero should be always able to visit any object he staying on even if there guards around
  1607. visitObjectOnTile(t, h);
  1608. }
  1609. else if(lookForGuards == CHECK_FOR_GUARDS && this->isInTheMap(guardPos))
  1610. {
  1611. tmh.attackedFrom = guardPos;
  1612. const TerrainTile &guardTile = *gs->getTile(guardPos);
  1613. objectVisited(guardTile.visitableObjects.back(), h);
  1614. moveQuery->visitDestAfterVictory = visitDest==VISIT_DEST;
  1615. }
  1616. else if(visitDest == VISIT_DEST)
  1617. {
  1618. visitObjectOnTile(t, h);
  1619. }
  1620. queries.popIfTop(moveQuery);
  1621. logGlobal->traceStream() << "Hero " << h->name << " ends movement";
  1622. return result != TryMoveHero::FAILED;
  1623. };
  1624. //interaction with blocking object (like resources)
  1625. auto blockingVisit = [&]() -> bool
  1626. {
  1627. for(CGObjectInstance *obj : t.visitableObjects)
  1628. {
  1629. if(obj != h && obj->blockVisit && !obj->passableFor(h->tempOwner))
  1630. {
  1631. return doMove(TryMoveHero::BLOCKING_VISIT, this->IGNORE_GUARDS, VISIT_DEST, REMAINING_ON_TILE);
  1632. //this-> is needed for MVS2010 to recognize scope (?)
  1633. }
  1634. }
  1635. return false;
  1636. };
  1637. if(!transit && embarking)
  1638. {
  1639. tmh.movePoints = h->movementPointsAfterEmbark(h->movement, cost, false, ti);
  1640. return doMove(TryMoveHero::EMBARK, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
  1641. // In H3 embark ignore guards
  1642. }
  1643. if(disembarking)
  1644. {
  1645. tmh.movePoints = h->movementPointsAfterEmbark(h->movement, cost, true, ti);
  1646. return doMove(TryMoveHero::DISEMBARK, CHECK_FOR_GUARDS, VISIT_DEST, LEAVING_TILE);
  1647. }
  1648. if(teleporting)
  1649. {
  1650. if(blockingVisit()) // e.g. hero on the other side of teleporter
  1651. return true;
  1652. doMove(TryMoveHero::TELEPORTATION, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
  1653. // visit town for town portal \ castle gates
  1654. // do not use generic visitObjectOnTile to avoid double-teleporting
  1655. // if this moveHero call was triggered by teleporter
  1656. if (!t.visitableObjects.empty())
  1657. {
  1658. if (CGTownInstance * town = dynamic_cast<CGTownInstance *>(t.visitableObjects.back()))
  1659. town->onHeroVisit(h);
  1660. }
  1661. return true;
  1662. }
  1663. //still here? it is standard movement!
  1664. {
  1665. tmh.movePoints = h->movement >= cost
  1666. ? h->movement - cost
  1667. : 0;
  1668. EGuardLook lookForGuards = CHECK_FOR_GUARDS;
  1669. EVisitDest visitDest = VISIT_DEST;
  1670. if(transit)
  1671. {
  1672. if(CGTeleport::isTeleport(t.topVisitableObj()))
  1673. visitDest = DONT_VISIT_DEST;
  1674. if(canFly)
  1675. {
  1676. lookForGuards = IGNORE_GUARDS;
  1677. visitDest = DONT_VISIT_DEST;
  1678. }
  1679. }
  1680. else if(blockingVisit())
  1681. return true;
  1682. doMove(TryMoveHero::SUCCESS, lookForGuards, visitDest, LEAVING_TILE);
  1683. return true;
  1684. }
  1685. }
  1686. bool CGameHandler::teleportHero(ObjectInstanceID hid, ObjectInstanceID dstid, ui8 source, PlayerColor asker/* = 255*/)
  1687. {
  1688. const CGHeroInstance *h = getHero(hid);
  1689. const CGTownInstance *t = getTown(dstid);
  1690. if ( !h || !t || h->getOwner() != gs->currentPlayer )
  1691. logGlobal->errorStream()<<"Invalid call to teleportHero!";
  1692. const CGTownInstance *from = h->visitedTown;
  1693. if(((h->getOwner() != t->getOwner())
  1694. && complain("Cannot teleport hero to another player"))
  1695. || ((!from || !from->hasBuilt(BuildingID::CASTLE_GATE, ETownType::INFERNO))
  1696. && complain("Hero must be in town with Castle gate for teleporting"))
  1697. || (!t->hasBuilt(BuildingID::CASTLE_GATE, ETownType::INFERNO)
  1698. && complain("Cannot teleport hero to town without Castle gate in it")))
  1699. return false;
  1700. int3 pos = t->visitablePos();
  1701. pos += h->getVisitableOffset();
  1702. moveHero(hid,pos,1);
  1703. return true;
  1704. }
  1705. void CGameHandler::setOwner(const CGObjectInstance * obj, PlayerColor owner)
  1706. {
  1707. PlayerColor oldOwner = getOwner(obj->id);
  1708. SetObjectProperty sop(obj->id, 1, owner.getNum());
  1709. sendAndApply(&sop);
  1710. std::set<PlayerColor> playerColors = {owner, oldOwner};
  1711. checkVictoryLossConditions(playerColors);
  1712. if(dynamic_cast<const CGTownInstance *>(obj)) //town captured
  1713. {
  1714. if (owner < PlayerColor::PLAYER_LIMIT) //new owner is real player
  1715. {
  1716. const CGTownInstance * town = dynamic_cast<const CGTownInstance *>(obj);
  1717. if (town->hasBuilt(BuildingID::PORTAL_OF_SUMMON, ETownType::DUNGEON))
  1718. setPortalDwelling(town, true, false);
  1719. gs->getPlayer(owner)->daysWithoutCastle = boost::none; // reset counter
  1720. }
  1721. if (oldOwner < PlayerColor::PLAYER_LIMIT) //old owner is real player
  1722. {
  1723. if (gs->getPlayer(oldOwner)->towns.empty())//previous player lost last last town
  1724. {
  1725. InfoWindow iw;
  1726. iw.player = oldOwner;
  1727. 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.
  1728. iw.text.addReplacement(MetaString::COLOR, oldOwner.getNum());
  1729. sendAndApply(&iw);
  1730. }
  1731. }
  1732. }
  1733. const PlayerState * p = gs->getPlayer(owner);
  1734. if((obj->ID == Obj::CREATURE_GENERATOR1 || obj->ID == Obj::CREATURE_GENERATOR4 ) && p && p->dwellings.size()==1)//first dwelling captured
  1735. {
  1736. for(const CGTownInstance *t : gs->getPlayer(owner)->towns)
  1737. {
  1738. if (t->hasBuilt(BuildingID::PORTAL_OF_SUMMON, ETownType::DUNGEON))
  1739. setPortalDwelling(t);//set initial creatures for all portals of summoning
  1740. }
  1741. }
  1742. }
  1743. void CGameHandler::showBlockingDialog( BlockingDialog *iw )
  1744. {
  1745. auto dialogQuery = std::make_shared<CBlockingDialogQuery>(*iw);
  1746. queries.addQuery(dialogQuery);
  1747. iw->queryID = dialogQuery->queryID;
  1748. sendToAllClients(iw);
  1749. }
  1750. void CGameHandler::showTeleportDialog( TeleportDialog *iw )
  1751. {
  1752. auto dialogQuery = std::make_shared<CTeleportDialogQuery>(*iw);
  1753. queries.addQuery(dialogQuery);
  1754. iw->queryID = dialogQuery->queryID;
  1755. sendToAllClients(iw);
  1756. }
  1757. void CGameHandler::giveResource(PlayerColor player, Res::ERes which, int val) //TODO: cap according to Bersy's suggestion
  1758. {
  1759. if(!val) return; //don't waste time on empty call
  1760. SetResource sr;
  1761. sr.player = player;
  1762. sr.resid = which;
  1763. sr.val = gs->players.find(player)->second.resources.at(which) + val;
  1764. sendAndApply(&sr);
  1765. }
  1766. void CGameHandler::giveResources(PlayerColor player, TResources resources)
  1767. {
  1768. for(TResources::nziterator i(resources); i.valid(); i++)
  1769. giveResource(player, i->resType, i->resVal);
  1770. }
  1771. void CGameHandler::giveCreatures(const CArmedInstance *obj, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove)
  1772. {
  1773. COMPLAIN_RET_IF(!creatures.stacksCount(), "Strange, giveCreatures called without args!");
  1774. COMPLAIN_RET_IF(obj->stacksCount(), "Cannot give creatures from not-cleared object!");
  1775. COMPLAIN_RET_IF(creatures.stacksCount() > GameConstants::ARMY_SIZE, "Too many stacks to give!");
  1776. //first we move creatures to give to make them army of object-source
  1777. for (auto & elem : creatures.Slots())
  1778. {
  1779. addToSlot(StackLocation(obj, obj->getSlotFor(elem.second->type)), elem.second->type, elem.second->count);
  1780. }
  1781. tryJoiningArmy(obj, h, remove, true);
  1782. }
  1783. void CGameHandler::takeCreatures(ObjectInstanceID objid, const std::vector<CStackBasicDescriptor> &creatures)
  1784. {
  1785. std::vector<CStackBasicDescriptor> cres = creatures;
  1786. if (cres.size() <= 0)
  1787. return;
  1788. const CArmedInstance* obj = static_cast<const CArmedInstance*>(getObj(objid));
  1789. for(CStackBasicDescriptor &sbd : cres)
  1790. {
  1791. TQuantity collected = 0;
  1792. while(collected < sbd.count)
  1793. {
  1794. bool foundSth = false;
  1795. for(auto i = obj->Slots().begin(); i != obj->Slots().end(); i++)
  1796. {
  1797. if(i->second->type == sbd.type)
  1798. {
  1799. TQuantity take = std::min(sbd.count - collected, i->second->count); //collect as much cres as we can
  1800. changeStackCount(StackLocation(obj, i->first), -take, false);
  1801. collected += take;
  1802. foundSth = true;
  1803. break;
  1804. }
  1805. }
  1806. if(!foundSth) //we went through the whole loop and haven't found appropriate cres
  1807. {
  1808. complain("Unexpected failure during taking creatures!");
  1809. return;
  1810. }
  1811. }
  1812. }
  1813. }
  1814. void CGameHandler::showCompInfo(ShowInInfobox * comp)
  1815. {
  1816. sendToAllClients(comp);
  1817. }
  1818. void CGameHandler::heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  1819. {
  1820. HeroVisitCastle vc;
  1821. vc.hid = hero->id;
  1822. vc.tid = obj->id;
  1823. vc.flags |= 1;
  1824. sendAndApply(&vc);
  1825. vistiCastleObjects (obj, hero);
  1826. giveSpells (obj, hero);
  1827. checkVictoryLossConditionsForPlayer(hero->tempOwner); //transported artifact?
  1828. }
  1829. void CGameHandler::vistiCastleObjects (const CGTownInstance *t, const CGHeroInstance *h)
  1830. {
  1831. std::vector<CGTownBuilding*>::const_iterator i;
  1832. for (i = t->bonusingBuildings.begin(); i != t->bonusingBuildings.end(); i++)
  1833. (*i)->onHeroVisit (h);
  1834. }
  1835. void CGameHandler::stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  1836. {
  1837. HeroVisitCastle vc;
  1838. vc.hid = hero->id;
  1839. vc.tid = obj->id;
  1840. sendAndApply(&vc);
  1841. }
  1842. void CGameHandler::removeArtifact(const ArtifactLocation &al)
  1843. {
  1844. EraseArtifact ea;
  1845. ea.al = al;
  1846. sendAndApply(&ea);
  1847. }
  1848. void CGameHandler::startBattlePrimary(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile,
  1849. const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank,
  1850. const CGTownInstance *town) //use hero=nullptr for no hero
  1851. {
  1852. engageIntoBattle(army1->tempOwner);
  1853. engageIntoBattle(army2->tempOwner);
  1854. static const CArmedInstance *armies[2];
  1855. armies[0] = army1;
  1856. armies[1] = army2;
  1857. static const CGHeroInstance*heroes[2];
  1858. heroes[0] = hero1;
  1859. heroes[1] = hero2;
  1860. setupBattle(tile, armies, heroes, creatureBank, town); //initializes stacks, places creatures on battlefield, blocks and informs player interfaces
  1861. auto battleQuery = std::make_shared<CBattleQuery>(gs->curB);
  1862. queries.addQuery(battleQuery);
  1863. boost::thread(&CGameHandler::runBattle, this);
  1864. }
  1865. void CGameHandler::startBattleI( const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, bool creatureBank )
  1866. {
  1867. startBattlePrimary(army1, army2, tile,
  1868. army1->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army1) : nullptr,
  1869. army2->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army2) : nullptr,
  1870. creatureBank);
  1871. }
  1872. void CGameHandler::startBattleI( const CArmedInstance *army1, const CArmedInstance *army2, bool creatureBank)
  1873. {
  1874. startBattleI(army1, army2, army2->visitablePos(), creatureBank);
  1875. }
  1876. void CGameHandler::changeSpells( const CGHeroInstance * hero, bool give, const std::set<SpellID> &spells )
  1877. {
  1878. ChangeSpells cs;
  1879. cs.hid = hero->id;
  1880. cs.spells = spells;
  1881. cs.learn = give;
  1882. sendAndApply(&cs);
  1883. }
  1884. void CGameHandler::sendMessageTo( CConnection &c, const std::string &message )
  1885. {
  1886. SystemMessage sm;
  1887. sm.text = message;
  1888. boost::unique_lock<boost::mutex> lock(*c.wmx);
  1889. c << &sm;
  1890. }
  1891. void CGameHandler::giveHeroBonus( GiveBonus * bonus )
  1892. {
  1893. sendAndApply(bonus);
  1894. }
  1895. void CGameHandler::setMovePoints( SetMovePoints * smp )
  1896. {
  1897. sendAndApply(smp);
  1898. }
  1899. void CGameHandler::setManaPoints( ObjectInstanceID hid, int val )
  1900. {
  1901. SetMana sm;
  1902. sm.hid = hid;
  1903. sm.val = val;
  1904. sm.absolute = true;
  1905. sendAndApply(&sm);
  1906. }
  1907. void CGameHandler::giveHero( ObjectInstanceID id, PlayerColor player )
  1908. {
  1909. GiveHero gh;
  1910. gh.id = id;
  1911. gh.player = player;
  1912. sendAndApply(&gh);
  1913. }
  1914. void CGameHandler::changeObjPos( ObjectInstanceID objid, int3 newPos, ui8 flags )
  1915. {
  1916. ChangeObjPos cop;
  1917. cop.objid = objid;
  1918. cop.nPos = newPos;
  1919. cop.flags = flags;
  1920. sendAndApply(&cop);
  1921. }
  1922. void CGameHandler::useScholarSkill(ObjectInstanceID fromHero, ObjectInstanceID toHero)
  1923. {
  1924. const CGHeroInstance * h1 = getHero(fromHero);
  1925. const CGHeroInstance * h2 = getHero(toHero);
  1926. if ( h1->getSecSkillLevel(SecondarySkill::SCHOLAR) < h2->getSecSkillLevel(SecondarySkill::SCHOLAR) )
  1927. {
  1928. std::swap (h1,h2);//1st hero need to have higher scholar level for correct message
  1929. std::swap(fromHero, toHero);
  1930. }
  1931. int ScholarLevel = h1->getSecSkillLevel(SecondarySkill::SCHOLAR);//heroes can trade up to this level
  1932. if (!ScholarLevel || !h1->hasSpellbook() || !h2->hasSpellbook() )
  1933. return;//no scholar skill or no spellbook
  1934. int h1Lvl = std::min(ScholarLevel+1, h1->getSecSkillLevel(SecondarySkill::WISDOM)+2),
  1935. h2Lvl = std::min(ScholarLevel+1, h2->getSecSkillLevel(SecondarySkill::WISDOM)+2);//heroes can receive this levels
  1936. ChangeSpells cs1;
  1937. cs1.learn = true;
  1938. cs1.hid = toHero;//giving spells to first hero
  1939. for(auto it : h1->spells)
  1940. if ( h2Lvl >= it.toSpell()->level && !vstd::contains(h2->spells, it))//hero can learn it and don't have it yet
  1941. cs1.spells.insert(it);//spell to learn
  1942. ChangeSpells cs2;
  1943. cs2.learn = true;
  1944. cs2.hid = fromHero;
  1945. for(auto it : h2->spells)
  1946. if ( h1Lvl >= it.toSpell()->level && !vstd::contains(h1->spells, it))
  1947. cs2.spells.insert(it);
  1948. if (!cs1.spells.empty() || !cs2.spells.empty())//create a message
  1949. {
  1950. InfoWindow iw;
  1951. iw.player = h1->tempOwner;
  1952. iw.components.push_back(Component(Component::SEC_SKILL, 18, ScholarLevel, 0));
  1953. iw.text.addTxt(MetaString::GENERAL_TXT, 139);//"%s, who has studied magic extensively,
  1954. iw.text.addReplacement(h1->name);
  1955. if (!cs2.spells.empty())//if found new spell - apply
  1956. {
  1957. iw.text.addTxt(MetaString::GENERAL_TXT, 140);//learns
  1958. int size = cs2.spells.size();
  1959. for(auto it : cs2.spells)
  1960. {
  1961. iw.components.push_back(Component(Component::SPELL, it, 1, 0));
  1962. iw.text.addTxt(MetaString::SPELL_NAME, it.toEnum());
  1963. switch (size--)
  1964. {
  1965. case 2: iw.text.addTxt(MetaString::GENERAL_TXT, 141);
  1966. case 1: break;
  1967. default: iw.text << ", ";
  1968. }
  1969. }
  1970. iw.text.addTxt(MetaString::GENERAL_TXT, 142);//from %s
  1971. iw.text.addReplacement(h2->name);
  1972. sendAndApply(&cs2);
  1973. }
  1974. if (!cs1.spells.empty() && !cs2.spells.empty() )
  1975. {
  1976. iw.text.addTxt(MetaString::GENERAL_TXT, 141);//and
  1977. }
  1978. if (!cs1.spells.empty())
  1979. {
  1980. iw.text.addTxt(MetaString::GENERAL_TXT, 147);//teaches
  1981. int size = cs1.spells.size();
  1982. for(auto it : cs1.spells)
  1983. {
  1984. iw.components.push_back(Component(Component::SPELL, it, 1, 0));
  1985. iw.text.addTxt(MetaString::SPELL_NAME, it.toEnum());
  1986. switch (size--)
  1987. {
  1988. case 2: iw.text.addTxt(MetaString::GENERAL_TXT, 141);
  1989. case 1: break;
  1990. default: iw.text << ", ";
  1991. } }
  1992. iw.text.addTxt(MetaString::GENERAL_TXT, 148);//from %s
  1993. iw.text.addReplacement(h2->name);
  1994. sendAndApply(&cs1);
  1995. }
  1996. sendAndApply(&iw);
  1997. }
  1998. }
  1999. void CGameHandler::heroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)
  2000. {
  2001. auto h1 = getHero(hero1), h2 = getHero(hero2);
  2002. if( gameState()->getPlayerRelations(h1->getOwner(), h2->getOwner()))
  2003. {
  2004. auto exchange = std::make_shared<CGarrisonDialogQuery>(h1, h2);
  2005. ExchangeDialog hex;
  2006. hex.queryID = exchange->queryID;
  2007. hex.heroes[0] = getHero(hero1);
  2008. hex.heroes[1] = getHero(hero2);
  2009. sendAndApply(&hex);
  2010. useScholarSkill(hero1,hero2);
  2011. queries.addQuery(exchange);
  2012. }
  2013. }
  2014. void CGameHandler::sendToAllClients( CPackForClient * info )
  2015. {
  2016. logGlobal->traceStream() << "Sending to all clients a package of type " << typeid(*info).name();
  2017. for(auto & elem : conns)
  2018. {
  2019. boost::unique_lock<boost::mutex> lock(*(elem)->wmx);
  2020. *elem << info;
  2021. }
  2022. }
  2023. void CGameHandler::sendAndApply(CPackForClient * info)
  2024. {
  2025. sendToAllClients(info);
  2026. gs->apply(info);
  2027. }
  2028. void CGameHandler::applyAndSend(CPackForClient * info)
  2029. {
  2030. gs->apply(info);
  2031. sendToAllClients(info);
  2032. }
  2033. void CGameHandler::sendAndApply(CGarrisonOperationPack * info)
  2034. {
  2035. sendAndApply(static_cast<CPackForClient*>(info));
  2036. checkVictoryLossConditionsForAll();
  2037. }
  2038. void CGameHandler::sendAndApply( SetResource * info )
  2039. {
  2040. sendAndApply(static_cast<CPackForClient*>(info));
  2041. checkVictoryLossConditionsForPlayer(info->player);
  2042. }
  2043. void CGameHandler::sendAndApply( SetResources * info )
  2044. {
  2045. sendAndApply(static_cast<CPackForClient*>(info));
  2046. checkVictoryLossConditionsForPlayer(info->player);
  2047. }
  2048. void CGameHandler::sendAndApply( NewStructures * info )
  2049. {
  2050. sendAndApply(static_cast<CPackForClient*>(info));
  2051. checkVictoryLossConditionsForPlayer(getTown(info->tid)->tempOwner);
  2052. }
  2053. void CGameHandler::save(const std::string & filename )
  2054. {
  2055. logGlobal->infoStream() << "Saving to " << filename;
  2056. CFileInfo info(filename);
  2057. //CResourceHandler::get("local")->createResource(info.getStem() + ".vlgm1");
  2058. CResourceHandler::get("local")->createResource(info.getStem() + ".vsgm1");
  2059. {
  2060. logGlobal->infoStream() << "Ordering clients to serialize...";
  2061. SaveGame sg(info.getStem() + ".vcgm1");
  2062. sendToAllClients(&sg);
  2063. }
  2064. try
  2065. {
  2066. // {
  2067. // logGlobal->infoStream() << "Serializing game info...";
  2068. // CSaveFile save(CResourceHandler::get("local")->getResourceName(ResourceID(info.getStem(), EResType::LIB_SAVEGAME)));
  2069. // // char hlp[8] = "VCMISVG";
  2070. // // save << hlp;
  2071. // saveCommonState(save);
  2072. // }
  2073. {
  2074. CSaveFile save(*CResourceHandler::get("local")->getResourceName(ResourceID(info.getStem(), EResType::SERVER_SAVEGAME)));
  2075. saveCommonState(save);
  2076. logGlobal->infoStream() << "Saving server state";
  2077. save << *this;
  2078. }
  2079. logGlobal->infoStream() << "Game has been successfully saved!";
  2080. }
  2081. catch(std::exception &e)
  2082. {
  2083. logGlobal->errorStream() << "Failed to save game: " << e.what();
  2084. }
  2085. }
  2086. void CGameHandler::close()
  2087. {
  2088. logGlobal->infoStream() << "We have been requested to close.";
  2089. if(gs->initialOpts->mode == StartInfo::DUEL)
  2090. {
  2091. exit(0);
  2092. }
  2093. //for(CConnection *cc : conns)
  2094. // if(cc && cc->socket && cc->socket->is_open())
  2095. // cc->socket->close();
  2096. //exit(0);
  2097. }
  2098. bool CGameHandler::arrangeStacks( ObjectInstanceID id1, ObjectInstanceID id2, ui8 what, SlotID p1, SlotID p2, si32 val, PlayerColor player )
  2099. {
  2100. const CArmedInstance *s1 = static_cast<CArmedInstance*>(gs->getObjInstance(id1)),
  2101. *s2 = static_cast<CArmedInstance*>(gs->getObjInstance(id2));
  2102. const CCreatureSet &S1 = *s1, &S2 = *s2;
  2103. StackLocation sl1(s1, p1), sl2(s2, p2);
  2104. if(!sl1.slot.validSlot() || !sl2.slot.validSlot())
  2105. {
  2106. complain("Invalid slot accessed!");
  2107. return false;
  2108. }
  2109. if(!isAllowedExchange(id1,id2))
  2110. {
  2111. complain("Cannot exchange stacks between these two objects!\n");
  2112. return false;
  2113. }
  2114. if(what==1) //swap
  2115. {
  2116. if ( ((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s1->getStackCount(p1))
  2117. || ((s2->tempOwner != player && s2->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)))
  2118. {
  2119. complain("Can't take troops from another player!");
  2120. return false;
  2121. }
  2122. if (sl1.army == sl2.army && sl1.slot == sl2.slot)
  2123. {
  2124. complain("Cannot swap stacks - slots are the same!");
  2125. return false;
  2126. }
  2127. swapStacks(sl1, sl2);
  2128. }
  2129. else if(what==2)//merge
  2130. {
  2131. if (( s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot merge different creatures stacks!"))
  2132. || (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)) && complain("Can't take troops from another player!")))
  2133. return false;
  2134. moveStack(sl1, sl2);
  2135. }
  2136. else if(what==3) //split
  2137. {
  2138. const int countToMove = val - s2->getStackCount(p2);
  2139. const int countLeftOnSrc = s1->getStackCount(p1) - countToMove;
  2140. if ( (s1->tempOwner != player && countLeftOnSrc < s1->getStackCount(p1) )
  2141. || (s2->tempOwner != player && val < s2->getStackCount(p2) ) )
  2142. {
  2143. complain("Can't move troops of another player!");
  2144. return false;
  2145. }
  2146. //general conditions checking
  2147. if((!vstd::contains(S1.stacks,p1) && complain("no creatures to split"))
  2148. || (val<1 && complain("no creatures to split")) )
  2149. {
  2150. return false;
  2151. }
  2152. if(vstd::contains(S2.stacks,p2)) //dest. slot not free - it must be "rebalancing"...
  2153. {
  2154. int total = s1->getStackCount(p1) + s2->getStackCount(p2);
  2155. if( (total < val && complain("Cannot split that stack, not enough creatures!"))
  2156. || (s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot rebalance different creatures stacks!"))
  2157. )
  2158. {
  2159. return false;
  2160. }
  2161. moveStack(sl1, sl2, countToMove);
  2162. //S2.slots[p2]->count = val;
  2163. //S1.slots[p1]->count = total - val;
  2164. }
  2165. else //split one stack to the two
  2166. {
  2167. if(s1->getStackCount(p1) < val)//not enough creatures
  2168. {
  2169. complain("Cannot split that stack, not enough creatures!");
  2170. return false;
  2171. }
  2172. moveStack(sl1, sl2, val);
  2173. }
  2174. }
  2175. return true;
  2176. }
  2177. PlayerColor CGameHandler::getPlayerAt( CConnection *c ) const
  2178. {
  2179. std::set<PlayerColor> all;
  2180. for(auto i=connections.cbegin(); i!=connections.cend(); i++)
  2181. if(i->second == c)
  2182. all.insert(i->first);
  2183. switch(all.size())
  2184. {
  2185. case 0:
  2186. return PlayerColor::NEUTRAL;
  2187. case 1:
  2188. return *all.begin();
  2189. default:
  2190. {
  2191. //if we have more than one player at this connection, try to pick active one
  2192. if(vstd::contains(all, gs->currentPlayer))
  2193. return gs->currentPlayer;
  2194. else
  2195. return PlayerColor::CANNOT_DETERMINE; //cannot say which player is it
  2196. }
  2197. }
  2198. }
  2199. bool CGameHandler::disbandCreature( ObjectInstanceID id, SlotID pos )
  2200. {
  2201. CArmedInstance *s1 = static_cast<CArmedInstance*>(gs->getObjInstance(id));
  2202. if(!vstd::contains(s1->stacks,pos))
  2203. {
  2204. complain("Illegal call to disbandCreature - no such stack in army!");
  2205. return false;
  2206. }
  2207. eraseStack(StackLocation(s1, pos));
  2208. return true;
  2209. }
  2210. bool CGameHandler::buildStructure( ObjectInstanceID tid, BuildingID requestedID, bool force /*=false*/ )
  2211. {
  2212. const CGTownInstance * t = getTown(tid);
  2213. if(!t)
  2214. COMPLAIN_RETF("No such town (ID=%s)!", tid);
  2215. if(!t->town->buildings.count(requestedID))
  2216. COMPLAIN_RETF("Town of faction %s does not have info about building ID=%s!", t->town->faction->name % tid);
  2217. if (t->hasBuilt(requestedID))
  2218. COMPLAIN_RETF("Building %s is already built in %s", t->town->buildings.at(requestedID)->Name() % t->name);
  2219. const CBuilding * requestedBuilding = t->town->buildings.at(requestedID);
  2220. //Vector with future list of built building and buildings in auto-mode that are not yet built.
  2221. std::vector<const CBuilding*> remainingAutoBuildings;
  2222. std::set<BuildingID> buildingsThatWillBe;
  2223. //Check validity of request
  2224. if(!force)
  2225. {
  2226. switch (requestedBuilding->mode)
  2227. {
  2228. case CBuilding::BUILD_NORMAL :
  2229. if (gs->canBuildStructure(t, requestedID) != EBuildingState::ALLOWED)
  2230. COMPLAIN_RET("Cannot build that building!");
  2231. break;
  2232. case CBuilding::BUILD_AUTO :
  2233. case CBuilding::BUILD_SPECIAL:
  2234. COMPLAIN_RET("This building can not be constructed normally!");
  2235. case CBuilding::BUILD_GRAIL :
  2236. if(requestedBuilding->mode == CBuilding::BUILD_GRAIL) //needs grail
  2237. {
  2238. if(!t->visitingHero || !t->visitingHero->hasArt(ArtifactID::GRAIL))
  2239. COMPLAIN_RET("Cannot build this without grail!")
  2240. else
  2241. removeArtifact(ArtifactLocation(t->visitingHero, t->visitingHero->getArtPos(ArtifactID::GRAIL, false)));
  2242. }
  2243. break;
  2244. }
  2245. }
  2246. //Performs stuff that has to be done after new building is built
  2247. auto processBuiltStructure = [t, this](const BuildingID buildingID)
  2248. {
  2249. if(buildingID >= BuildingID::DWELL_FIRST) //dwelling
  2250. {
  2251. int level = (buildingID - BuildingID::DWELL_FIRST) % GameConstants::CREATURES_PER_TOWN;
  2252. int upgradeNumber = (buildingID - BuildingID::DWELL_FIRST) / GameConstants::CREATURES_PER_TOWN;
  2253. if (upgradeNumber >= t->town->creatures.at(level).size())
  2254. {
  2255. complain(boost::str(boost::format("Error ecountered when building dwelling (bid=%s):"
  2256. "no creature found (upgrade number %d, level %d!")
  2257. % buildingID % upgradeNumber % level));
  2258. return;
  2259. }
  2260. CCreature * crea = VLC->creh->creatures.at(t->town->creatures.at(level).at(upgradeNumber));
  2261. SetAvailableCreatures ssi;
  2262. ssi.tid = t->id;
  2263. ssi.creatures = t->creatures;
  2264. if (ssi.creatures[level].second.empty()) // first creature in a dwelling
  2265. ssi.creatures[level].first = crea->growth;
  2266. ssi.creatures[level].second.push_back(crea->idNumber);
  2267. sendAndApply(&ssi);
  2268. }
  2269. if ( t->subID == ETownType::DUNGEON && buildingID == BuildingID::PORTAL_OF_SUMMON )
  2270. {
  2271. setPortalDwelling(t);
  2272. }
  2273. if(buildingID <= BuildingID::MAGES_GUILD_5) //it's mage guild
  2274. {
  2275. if(t->visitingHero)
  2276. giveSpells(t,t->visitingHero);
  2277. if(t->garrisonHero)
  2278. giveSpells(t,t->garrisonHero);
  2279. }
  2280. };
  2281. //Checks if all requirements will be met with expected building list "buildingsThatWillBe"
  2282. auto areRequirementsFullfilled = [&](const BuildingID & buildID)
  2283. {
  2284. return buildingsThatWillBe.count(buildID);
  2285. };
  2286. //Init the vectors
  2287. for(auto & build : t->town->buildings)
  2288. {
  2289. if(t->hasBuilt(build.first))
  2290. buildingsThatWillBe.insert(build.first);
  2291. else
  2292. {
  2293. if(build.second->mode == CBuilding::BUILD_AUTO) //not built auto building
  2294. remainingAutoBuildings.push_back(build.second);
  2295. }
  2296. }
  2297. //Prepare structure (list of building ids will be filled later)
  2298. NewStructures ns;
  2299. ns.tid = tid;
  2300. ns.builded = force ? t->builded : (t->builded+1);
  2301. std::queue<const CBuilding*> buildingsToAdd;
  2302. buildingsToAdd.push(requestedBuilding);
  2303. while(!buildingsToAdd.empty())
  2304. {
  2305. auto b = buildingsToAdd.front();
  2306. buildingsToAdd.pop();
  2307. ns.bid.insert(b->bid);
  2308. buildingsThatWillBe.insert(b->bid);
  2309. remainingAutoBuildings -= b;
  2310. for(auto autoBuilding : remainingAutoBuildings)
  2311. {
  2312. if (autoBuilding->requirements.test(areRequirementsFullfilled))
  2313. buildingsToAdd.push(autoBuilding);
  2314. }
  2315. }
  2316. //Other post-built events
  2317. for(auto builtID : ns.bid)
  2318. processBuiltStructure(builtID);
  2319. //Take cost
  2320. if (!force)
  2321. {
  2322. SetResources sr;
  2323. sr.player = t->tempOwner;
  2324. sr.res = gs->getPlayer(t->tempOwner)->resources - requestedBuilding->resources;
  2325. sendAndApply(&sr);
  2326. }
  2327. //We know what has been built, appluy changes. Do this as final step to properly update town window
  2328. sendAndApply(&ns);
  2329. // now when everything is built - reveal tiles for lookout tower
  2330. FoWChange fw;
  2331. fw.player = t->tempOwner;
  2332. fw.mode = 1;
  2333. getTilesInRange(fw.tiles, t->getSightCenter(), t->getSightRadious(), t->tempOwner, 1);
  2334. sendAndApply(&fw);
  2335. if(t->visitingHero)
  2336. vistiCastleObjects (t, t->visitingHero);
  2337. if(t->garrisonHero)
  2338. vistiCastleObjects (t, t->garrisonHero);
  2339. checkVictoryLossConditionsForPlayer(t->tempOwner);
  2340. return true;
  2341. }
  2342. bool CGameHandler::razeStructure (ObjectInstanceID tid, BuildingID bid)
  2343. {
  2344. ///incomplete, simply erases target building
  2345. const CGTownInstance * t = getTown(tid);
  2346. if (!vstd::contains(t->builtBuildings, bid))
  2347. return false;
  2348. RazeStructures rs;
  2349. rs.tid = tid;
  2350. rs.bid.insert(bid);
  2351. rs.destroyed = t->destroyed + 1;
  2352. sendAndApply(&rs);
  2353. //TODO: Remove dwellers
  2354. // if (t->subID == 4 && bid == 17) //Veil of Darkness
  2355. // {
  2356. // RemoveBonus rb(RemoveBonus::TOWN);
  2357. // rb.whoID = t->id;
  2358. // rb.source = Bonus::TOWN_STRUCTURE;
  2359. // rb.id = 17;
  2360. // sendAndApply(&rb);
  2361. // }
  2362. return true;
  2363. }
  2364. void CGameHandler::sendMessageToAll( const std::string &message )
  2365. {
  2366. SystemMessage sm;
  2367. sm.text = message;
  2368. sendToAllClients(&sm);
  2369. }
  2370. bool CGameHandler::recruitCreatures(ObjectInstanceID objid, ObjectInstanceID dstid, CreatureID crid, ui32 cram, si32 fromLvl )
  2371. {
  2372. const CGDwelling *dw = static_cast<const CGDwelling*>(gs->getObj(objid));
  2373. const CArmedInstance *dst = nullptr;
  2374. const CCreature *c = VLC->creh->creatures.at(crid);
  2375. bool warMachine = c->hasBonusOfType(Bonus::SIEGE_WEAPON);
  2376. //TODO: test for owning
  2377. //TODO: check if dst can recruit objects (e.g. hero is actually visiting object, town and source are same, etc)
  2378. dst = dynamic_cast<const CArmedInstance*>(getObj(dstid));
  2379. assert(dw && dst);
  2380. //verify
  2381. bool found = false;
  2382. int level = 0;
  2383. for(; level < dw->creatures.size(); level++) //iterate through all levels
  2384. {
  2385. if ( (fromLvl != -1) && ( level !=fromLvl ) )
  2386. continue;
  2387. const auto &cur = dw->creatures.at(level); //current level info <amount, list of cr. ids>
  2388. int i = 0;
  2389. for(; i < cur.second.size(); i++) //look for crid among available creatures list on current level
  2390. if(cur.second.at(i) == crid)
  2391. break;
  2392. if(i < cur.second.size())
  2393. {
  2394. found = true;
  2395. cram = std::min(cram, cur.first); //reduce recruited amount up to available amount
  2396. break;
  2397. }
  2398. }
  2399. SlotID slot = dst->getSlotFor(crid);
  2400. if( (!found && complain("Cannot recruit: no such creatures!"))
  2401. || (cram > VLC->creh->creatures.at(crid)->maxAmount(gs->getPlayer(dst->tempOwner)->resources) && complain("Cannot recruit: lack of resources!"))
  2402. || (cram<=0 && complain("Cannot recruit: cram <= 0!"))
  2403. || (!slot.validSlot() && !warMachine && complain("Cannot recruit: no available slot!")))
  2404. {
  2405. return false;
  2406. }
  2407. //recruit
  2408. SetResources sr;
  2409. sr.player = dst->tempOwner;
  2410. sr.res = gs->getPlayer(dst->tempOwner)->resources - (c->cost * cram);
  2411. SetAvailableCreatures sac;
  2412. sac.tid = objid;
  2413. sac.creatures = dw->creatures;
  2414. sac.creatures[level].first -= cram;
  2415. sendAndApply(&sr);
  2416. sendAndApply(&sac);
  2417. if(warMachine)
  2418. {
  2419. const CGHeroInstance *h = dynamic_cast<const CGHeroInstance*>(dst);
  2420. if(!h)
  2421. COMPLAIN_RET("Only hero can buy war machines");
  2422. switch(crid)
  2423. {
  2424. case CreatureID::BALLISTA:
  2425. giveHeroNewArtifact(h, VLC->arth->artifacts[ArtifactID::BALLISTA], ArtifactPosition::MACH1);
  2426. break;
  2427. case CreatureID::FIRST_AID_TENT:
  2428. giveHeroNewArtifact(h, VLC->arth->artifacts[ArtifactID::FIRST_AID_TENT], ArtifactPosition::MACH3);
  2429. break;
  2430. case CreatureID::AMMO_CART:
  2431. giveHeroNewArtifact(h, VLC->arth->artifacts[ArtifactID::AMMO_CART], ArtifactPosition::MACH2);
  2432. break;
  2433. default:
  2434. complain("This war machine cannot be recruited!");
  2435. return false;
  2436. }
  2437. }
  2438. else
  2439. {
  2440. addToSlot(StackLocation(dst, slot), c, cram);
  2441. }
  2442. return true;
  2443. }
  2444. bool CGameHandler::upgradeCreature( ObjectInstanceID objid, SlotID pos, CreatureID upgID )
  2445. {
  2446. CArmedInstance *obj = static_cast<CArmedInstance*>(gs->getObjInstance(objid));
  2447. if (!obj->hasStackAtSlot(pos))
  2448. {
  2449. COMPLAIN_RET("Cannot upgrade, no stack at slot " + boost::to_string(pos));
  2450. }
  2451. UpgradeInfo ui = gs->getUpgradeInfo(obj->getStack(pos));
  2452. PlayerColor player = obj->tempOwner;
  2453. const PlayerState *p = getPlayer(player);
  2454. int crQuantity = obj->stacks.at(pos)->count;
  2455. int newIDpos= vstd::find_pos(ui.newID, upgID);//get position of new id in UpgradeInfo
  2456. //check if upgrade is possible
  2457. if( (ui.oldID<0 || newIDpos == -1 ) && complain("That upgrade is not possible!"))
  2458. {
  2459. return false;
  2460. }
  2461. TResources totalCost = ui.cost.at(newIDpos) * crQuantity;
  2462. //check if player has enough resources
  2463. if(!p->resources.canAfford(totalCost))
  2464. COMPLAIN_RET("Cannot upgrade, not enough resources!");
  2465. //take resources
  2466. SetResources sr;
  2467. sr.player = player;
  2468. sr.res = p->resources - totalCost;
  2469. sendAndApply(&sr);
  2470. //upgrade creature
  2471. changeStackType(StackLocation(obj, pos), VLC->creh->creatures.at(upgID));
  2472. return true;
  2473. }
  2474. bool CGameHandler::changeStackType(const StackLocation &sl, const CCreature *c)
  2475. {
  2476. if(!sl.army->hasStackAtSlot(sl.slot))
  2477. COMPLAIN_RET("Cannot find a stack to change type");
  2478. SetStackType sst;
  2479. sst.sl = sl;
  2480. sst.type = c;
  2481. sendAndApply(&sst);
  2482. return true;
  2483. }
  2484. void CGameHandler::moveArmy(const CArmedInstance *src, const CArmedInstance *dst, bool allowMerging)
  2485. {
  2486. assert(src->canBeMergedWith(*dst, allowMerging));
  2487. while(src->stacksCount())//while there are unmoved creatures
  2488. {
  2489. auto i = src->Slots().begin(); //iterator to stack to move
  2490. StackLocation sl(src, i->first); //location of stack to move
  2491. SlotID pos = dst->getSlotFor(i->second->type);
  2492. if(!pos.validSlot())
  2493. {
  2494. //try to merge two other stacks to make place
  2495. std::pair<SlotID, SlotID> toMerge;
  2496. if(dst->mergableStacks(toMerge, i->first) && allowMerging)
  2497. {
  2498. moveStack(StackLocation(dst, toMerge.first), StackLocation(dst, toMerge.second)); //merge toMerge.first into toMerge.second
  2499. assert(!dst->hasStackAtSlot(toMerge.first)); //we have now a new free slot
  2500. moveStack(sl, StackLocation(dst, toMerge.first)); //move stack to freed slot
  2501. }
  2502. else
  2503. {
  2504. complain("Unexpected failure during an attempt to move army from " + src->nodeName() + " to " + dst->nodeName() + "!");
  2505. return;
  2506. }
  2507. }
  2508. else
  2509. {
  2510. moveStack(sl, StackLocation(dst, pos));
  2511. }
  2512. }
  2513. }
  2514. bool CGameHandler::garrisonSwap( ObjectInstanceID tid )
  2515. {
  2516. CGTownInstance *town = gs->getTown(tid);
  2517. if(!town->garrisonHero && town->visitingHero) //visiting => garrison, merge armies: town army => hero army
  2518. {
  2519. if(!town->visitingHero->canBeMergedWith(*town))
  2520. {
  2521. complain("Cannot make garrison swap, not enough free slots!");
  2522. return false;
  2523. }
  2524. moveArmy(town, town->visitingHero, true);
  2525. SetHeroesInTown intown;
  2526. intown.tid = tid;
  2527. intown.visiting = ObjectInstanceID();
  2528. intown.garrison = town->visitingHero->id;
  2529. sendAndApply(&intown);
  2530. return true;
  2531. }
  2532. else if (town->garrisonHero && !town->visitingHero) //move hero out of the garrison
  2533. {
  2534. //check if moving hero out of town will break 8 wandering heroes limit
  2535. if(getHeroCount(town->garrisonHero->tempOwner,false) >= 8)
  2536. {
  2537. complain("Cannot move hero out of the garrison, there are already 8 wandering heroes!");
  2538. return false;
  2539. }
  2540. SetHeroesInTown intown;
  2541. intown.tid = tid;
  2542. intown.garrison = ObjectInstanceID();
  2543. intown.visiting = town->garrisonHero->id;
  2544. sendAndApply(&intown);
  2545. return true;
  2546. }
  2547. else if(!!town->garrisonHero && town->visitingHero) //swap visiting and garrison hero
  2548. {
  2549. SetHeroesInTown intown;
  2550. intown.tid = tid;
  2551. intown.garrison = town->visitingHero->id;
  2552. intown.visiting = town->garrisonHero->id;
  2553. sendAndApply(&intown);
  2554. return true;
  2555. }
  2556. else
  2557. {
  2558. complain("Cannot swap garrison hero!");
  2559. return false;
  2560. }
  2561. }
  2562. // With the amount of changes done to the function, it's more like transferArtifacts.
  2563. // 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.
  2564. bool CGameHandler::moveArtifact(const ArtifactLocation &al1, const ArtifactLocation &al2)
  2565. {
  2566. ArtifactLocation src = al1, dst = al2;
  2567. const PlayerColor srcPlayer = src.owningPlayer(), dstPlayer = dst.owningPlayer();
  2568. const CArmedInstance *srcObj = src.relatedObj(), *dstObj = dst.relatedObj();
  2569. // Make sure exchange is even possible between the two heroes.
  2570. if(!isAllowedExchange(srcObj->id, dstObj->id))
  2571. COMPLAIN_RET("That heroes cannot make any exchange!");
  2572. const CArtifactInstance *srcArtifact = src.getArt();
  2573. const CArtifactInstance *destArtifact = dst.getArt();
  2574. if (srcArtifact == nullptr)
  2575. COMPLAIN_RET("No artifact to move!");
  2576. if (destArtifact && srcPlayer != dstPlayer)
  2577. COMPLAIN_RET("Can't touch artifact on hero of another player!");
  2578. // Check if src/dest slots are appropriate for the artifacts exchanged.
  2579. // Moving to the backpack is always allowed.
  2580. if ((!srcArtifact || dst.slot < GameConstants::BACKPACK_START)
  2581. && srcArtifact && !srcArtifact->canBePutAt(dst, true))
  2582. COMPLAIN_RET("Cannot move artifact!");
  2583. if ((srcArtifact && srcArtifact->artType->id == ArtifactID::ART_LOCK) || (destArtifact && destArtifact->artType->id == ArtifactID::ART_LOCK))
  2584. COMPLAIN_RET("Cannot move artifact locks.");
  2585. if (dst.slot >= GameConstants::BACKPACK_START && srcArtifact->artType->isBig())
  2586. COMPLAIN_RET("Cannot put big artifacts in backpack!");
  2587. if (src.slot == ArtifactPosition::MACH4 || dst.slot == ArtifactPosition::MACH4)
  2588. COMPLAIN_RET("Cannot move catapult!");
  2589. if(dst.slot >= GameConstants::BACKPACK_START)
  2590. vstd::amin(dst.slot, ArtifactPosition(GameConstants::BACKPACK_START + dst.getHolderArtSet()->artifactsInBackpack.size()));
  2591. if (src.slot == dst.slot && src.artHolder == dst.artHolder)
  2592. COMPLAIN_RET("Won't move artifact: Dest same as source!");
  2593. if(dst.slot < GameConstants::BACKPACK_START && destArtifact) //moving art to another slot
  2594. {
  2595. //old artifact must be removed first
  2596. moveArtifact(dst, ArtifactLocation(dst.artHolder, ArtifactPosition(
  2597. dst.getHolderArtSet()->artifactsInBackpack.size() + GameConstants::BACKPACK_START)));
  2598. }
  2599. MoveArtifact ma;
  2600. ma.src = src;
  2601. ma.dst = dst;
  2602. sendAndApply(&ma);
  2603. return true;
  2604. }
  2605. /**
  2606. * Assembles or disassembles a combination artifact.
  2607. * @param heroID ID of hero holding the artifact(s).
  2608. * @param artifactSlot The worn slot ID of the combination- or constituent artifact.
  2609. * @param assemble True for assembly operation, false for disassembly.
  2610. * @param assembleTo If assemble is true, this represents the artifact ID of the combination
  2611. * artifact to assemble to. Otherwise it's not used.
  2612. */
  2613. bool CGameHandler::assembleArtifacts (ObjectInstanceID heroID, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo)
  2614. {
  2615. CGHeroInstance *hero = gs->getHero(heroID);
  2616. const CArtifactInstance *destArtifact = hero->getArt(artifactSlot);
  2617. if(!destArtifact)
  2618. COMPLAIN_RET("assembleArtifacts: there is no such artifact instance!");
  2619. if(assemble)
  2620. {
  2621. CArtifact *combinedArt = VLC->arth->artifacts[assembleTo];
  2622. if(!combinedArt->constituents)
  2623. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to assemble is not a combined artifacts!");
  2624. if(!vstd::contains(destArtifact->assemblyPossibilities(hero), combinedArt))
  2625. COMPLAIN_RET("assembleArtifacts: It's impossible to assemble requested artifact!");
  2626. AssembledArtifact aa;
  2627. aa.al = ArtifactLocation(hero, artifactSlot);
  2628. aa.builtArt = combinedArt;
  2629. sendAndApply(&aa);
  2630. }
  2631. else
  2632. {
  2633. if(!destArtifact->artType->constituents)
  2634. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble is not a combined artifact!");
  2635. DisassembledArtifact da;
  2636. da.al = ArtifactLocation(hero, artifactSlot);
  2637. sendAndApply(&da);
  2638. }
  2639. return true;
  2640. }
  2641. bool CGameHandler::buyArtifact( ObjectInstanceID hid, ArtifactID aid )
  2642. {
  2643. CGHeroInstance *hero = gs->getHero(hid);
  2644. CGTownInstance *town = hero->visitedTown;
  2645. if(aid==ArtifactID::SPELLBOOK)
  2646. {
  2647. if((!town->hasBuilt(BuildingID::MAGES_GUILD_1) && complain("Cannot buy a spellbook, no mage guild in the town!"))
  2648. || (getResource(hero->getOwner(), Res::GOLD) < GameConstants::SPELLBOOK_GOLD_COST && complain("Cannot buy a spellbook, not enough gold!") )
  2649. || (hero->getArt(ArtifactPosition::SPELLBOOK) && complain("Cannot buy a spellbook, hero already has a one!"))
  2650. )
  2651. return false;
  2652. giveResource(hero->getOwner(),Res::GOLD,-GameConstants::SPELLBOOK_GOLD_COST);
  2653. giveHeroNewArtifact(hero, VLC->arth->artifacts[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  2654. assert(hero->getArt(ArtifactPosition::SPELLBOOK));
  2655. giveSpells(town,hero);
  2656. return true;
  2657. }
  2658. else if(aid < 7 && aid > 3) //war machine
  2659. {
  2660. int price = VLC->arth->artifacts[aid]->price;
  2661. if(( hero->getArt(ArtifactPosition(9+aid)) && complain("Hero already has this machine!"))
  2662. || (gs->getPlayer(hero->getOwner())->resources.at(Res::GOLD) < price && complain("Not enough gold!")))
  2663. {
  2664. return false;
  2665. }
  2666. if ((town->hasBuilt(BuildingID::BLACKSMITH) && town->town->warMachine == aid )
  2667. || ((town->hasBuilt(BuildingID::BALLISTA_YARD, ETownType::STRONGHOLD)) && aid == ArtifactID::BALLISTA))
  2668. {
  2669. giveResource(hero->getOwner(),Res::GOLD,-price);
  2670. giveHeroNewArtifact(hero, VLC->arth->artifacts[aid], ArtifactPosition(9+aid));
  2671. return true;
  2672. }
  2673. else
  2674. COMPLAIN_RET("This machine is unavailable here!");
  2675. }
  2676. return false;
  2677. }
  2678. bool CGameHandler::buyArtifact(const IMarket *m, const CGHeroInstance *h, Res::ERes rid, ArtifactID aid)
  2679. {
  2680. if(!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_ARTIFACT), aid))
  2681. COMPLAIN_RET("That artifact is unavailable!");
  2682. int b1, b2;
  2683. m->getOffer(rid, aid, b1, b2, EMarketMode::RESOURCE_ARTIFACT);
  2684. if(getResource(h->tempOwner, rid) < b1)
  2685. COMPLAIN_RET("You can't afford to buy this artifact!");
  2686. SetResource sr;
  2687. sr.player = h->tempOwner;
  2688. sr.resid = rid;
  2689. sr.val = getResource(h->tempOwner, rid) - b1;
  2690. sendAndApply(&sr);
  2691. SetAvailableArtifacts saa;
  2692. if(m->o->ID == Obj::TOWN)
  2693. {
  2694. saa.id = -1;
  2695. saa.arts = CGTownInstance::merchantArtifacts;
  2696. }
  2697. else if(const CGBlackMarket *bm = dynamic_cast<const CGBlackMarket *>(m->o)) //black market
  2698. {
  2699. saa.id = bm->id.getNum();
  2700. saa.arts = bm->artifacts;
  2701. }
  2702. else
  2703. COMPLAIN_RET("Wrong marktet...");
  2704. bool found = false;
  2705. for(const CArtifact *&art : saa.arts)
  2706. {
  2707. if(art && art->id == aid)
  2708. {
  2709. art = nullptr;
  2710. found = true;
  2711. break;
  2712. }
  2713. }
  2714. if(!found)
  2715. COMPLAIN_RET("Cannot find selected artifact on the list");
  2716. sendAndApply(&saa);
  2717. giveHeroNewArtifact(h, VLC->arth->artifacts[aid], ArtifactPosition::FIRST_AVAILABLE);
  2718. return true;
  2719. }
  2720. bool CGameHandler::sellArtifact( const IMarket *m, const CGHeroInstance *h, ArtifactInstanceID aid, Res::ERes rid )
  2721. {
  2722. const CArtifactInstance *art = h->getArtByInstanceId(aid);
  2723. if(!art)
  2724. COMPLAIN_RET("There is no artifact to sell!");
  2725. if(!art->artType->isTradable())
  2726. COMPLAIN_RET("Cannot sell a war machine or spellbook!");
  2727. int resVal = 0, dump = 1;
  2728. m->getOffer(art->artType->id, rid, dump, resVal, EMarketMode::ARTIFACT_RESOURCE);
  2729. removeArtifact(ArtifactLocation(h, h->getArtPos(art)));
  2730. giveResource(h->tempOwner, rid, resVal);
  2731. return true;
  2732. }
  2733. //void CGameHandler::lootArtifacts (TArtHolder source, TArtHolder dest, std::vector<ui32> &arts)
  2734. //{
  2735. // //const CGHeroInstance * h1 = dynamic_cast<CGHeroInstance *> source;
  2736. // //auto s = boost::apply_visitor(GetArtifactSetPtr(), source);
  2737. // {
  2738. // }
  2739. //}
  2740. bool CGameHandler::buySecSkill( const IMarket *m, const CGHeroInstance *h, SecondarySkill skill)
  2741. {
  2742. if (!h)
  2743. COMPLAIN_RET("You need hero to buy a skill!");
  2744. if (h->getSecSkillLevel(SecondarySkill(skill)))
  2745. COMPLAIN_RET("Hero already know this skill");
  2746. if (!h->canLearnSkill())
  2747. COMPLAIN_RET("Hero can't learn any more skills");
  2748. if (h->type->heroClass->secSkillProbability.at(skill)==0)//can't learn this skill (like necromancy for most of non-necros)
  2749. COMPLAIN_RET("The hero can't learn this skill!");
  2750. if(!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_SKILL), skill))
  2751. COMPLAIN_RET("That skill is unavailable!");
  2752. if(getResource(h->tempOwner, Res::GOLD) < 2000)//TODO: remove hardcoded resource\summ?
  2753. COMPLAIN_RET("You can't afford to buy this skill");
  2754. SetResource sr;
  2755. sr.player = h->tempOwner;
  2756. sr.resid = Res::GOLD;
  2757. sr.val = getResource(h->tempOwner, Res::GOLD) - 2000;
  2758. sendAndApply(&sr);
  2759. changeSecSkill(h, skill, 1, true);
  2760. return true;
  2761. }
  2762. bool CGameHandler::tradeResources(const IMarket *market, ui32 val, PlayerColor player, ui32 id1, ui32 id2)
  2763. {
  2764. int r1 = gs->getPlayer(player)->resources.at(id1),
  2765. r2 = gs->getPlayer(player)->resources.at(id2);
  2766. vstd::amin(val, r1); //can't trade more resources than have
  2767. int b1, b2; //base quantities for trade
  2768. market->getOffer(id1, id2, b1, b2, EMarketMode::RESOURCE_RESOURCE);
  2769. int units = val / b1; //how many base quantities we trade
  2770. if(val%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  2771. {
  2772. //TODO: complain?
  2773. assert(0);
  2774. }
  2775. SetResource sr;
  2776. sr.player = player;
  2777. sr.resid = static_cast<Res::ERes>(id1);
  2778. sr.val = r1 - b1 * units;
  2779. sendAndApply(&sr);
  2780. sr.resid = static_cast<Res::ERes>(id2);
  2781. sr.val = r2 + b2 * units;
  2782. sendAndApply(&sr);
  2783. return true;
  2784. }
  2785. bool CGameHandler::sellCreatures(ui32 count, const IMarket *market, const CGHeroInstance * hero, SlotID slot, Res::ERes resourceID)
  2786. {
  2787. if(!vstd::contains(hero->Slots(), slot))
  2788. COMPLAIN_RET("Hero doesn't have any creature in that slot!");
  2789. const CStackInstance &s = hero->getStack(slot);
  2790. if( s.count < count //can't sell more creatures than have
  2791. || (hero->stacksCount() == 1 && hero->needsLastStack() && s.count == count)) //can't sell last stack
  2792. {
  2793. COMPLAIN_RET("Not enough creatures in army!");
  2794. }
  2795. int b1, b2; //base quantities for trade
  2796. market->getOffer(s.type->idNumber, resourceID, b1, b2, EMarketMode::CREATURE_RESOURCE);
  2797. int units = count / b1; //how many base quantities we trade
  2798. if(count%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  2799. {
  2800. //TODO: complain?
  2801. assert(0);
  2802. }
  2803. changeStackCount(StackLocation(hero, slot), -count);
  2804. SetResource sr;
  2805. sr.player = hero->tempOwner;
  2806. sr.resid = resourceID;
  2807. sr.val = getResource(hero->tempOwner, resourceID) + b2 * units;
  2808. sendAndApply(&sr);
  2809. return true;
  2810. }
  2811. bool CGameHandler::transformInUndead(const IMarket *market, const CGHeroInstance * hero, SlotID slot)
  2812. {
  2813. const CArmedInstance *army = nullptr;
  2814. if (hero)
  2815. army = hero;
  2816. else
  2817. army = dynamic_cast<const CGTownInstance *>(market->o);
  2818. if (!army)
  2819. COMPLAIN_RET("Incorrect call to transform in undead!");
  2820. if(!army->hasStackAtSlot(slot))
  2821. COMPLAIN_RET("Army doesn't have any creature in that slot!");
  2822. const CStackInstance &s = army->getStack(slot);
  2823. //resulting creature - bone dragons or skeletons
  2824. CreatureID resCreature = CreatureID::SKELETON;
  2825. if(s.hasBonusOfType(Bonus::DRAGON_NATURE)
  2826. || (s.getCreatureID() == CreatureID::HYDRA)
  2827. || (s.getCreatureID() == CreatureID::CHAOS_HYDRA))
  2828. resCreature = CreatureID::BONE_DRAGON;
  2829. changeStackType(StackLocation(army, slot), resCreature.toCreature());
  2830. return true;
  2831. }
  2832. bool CGameHandler::sendResources(ui32 val, PlayerColor player, Res::ERes r1, PlayerColor r2)
  2833. {
  2834. const PlayerState *p2 = gs->getPlayer(r2, false);
  2835. if(!p2 || p2->status != EPlayerStatus::INGAME)
  2836. {
  2837. complain("Dest player must be in game!");
  2838. return false;
  2839. }
  2840. si32 curRes1 = gs->getPlayer(player)->resources.at(r1),
  2841. curRes2 = gs->getPlayer(r2)->resources.at(r1);
  2842. val = std::min(si32(val),curRes1);
  2843. SetResource sr;
  2844. sr.player = player;
  2845. sr.resid = r1;
  2846. sr.val = curRes1 - val;
  2847. sendAndApply(&sr);
  2848. sr.player = r2;
  2849. sr.val = curRes2 + val;
  2850. sendAndApply(&sr);
  2851. return true;
  2852. }
  2853. bool CGameHandler::setFormation( ObjectInstanceID hid, ui8 formation )
  2854. {
  2855. gs->getHero(hid)-> formation = formation;
  2856. return true;
  2857. }
  2858. bool CGameHandler::hireHero(const CGObjectInstance *obj, ui8 hid, PlayerColor player)
  2859. {
  2860. const PlayerState *p = gs->getPlayer(player);
  2861. const CGTownInstance *t = gs->getTown(obj->id);
  2862. //common preconditions
  2863. // if( (p->resources.at(Res::GOLD)<GOLD_NEEDED && complain("Not enough gold for buying hero!"))
  2864. // || (getHeroCount(player, false) >= GameConstants::MAX_HEROES_PER_PLAYER && complain("Cannot hire hero, only 8 wandering heroes are allowed!")))
  2865. if((p->resources.at(Res::GOLD) < GameConstants::HERO_GOLD_COST && complain("Not enough gold for buying hero!"))
  2866. || ((!t) && (getHeroCount(player, false) >= VLC->modh->settings.MAX_HEROES_ON_MAP_PER_PLAYER && complain("Cannot hire hero, too many wandering heroes already!")))
  2867. || ((t) && (getHeroCount(player, true) >= VLC->modh->settings.MAX_HEROES_AVAILABLE_PER_PLAYER && complain("Cannot hire hero, too many heroes garrizoned and wandering already!"))) )
  2868. return false;
  2869. if(t) //tavern in town
  2870. {
  2871. if( (!t->hasBuilt(BuildingID::TAVERN) && complain("No tavern!"))
  2872. || (t->visitingHero && complain("There is visiting hero - no place!")))
  2873. return false;
  2874. }
  2875. else if(obj->ID == Obj::TAVERN)
  2876. {
  2877. if(getTile(obj->visitablePos())->visitableObjects.back() != obj && complain("Tavern entry must be unoccupied!"))
  2878. return false;
  2879. }
  2880. const CGHeroInstance *nh = p->availableHeroes.at(hid);
  2881. if (!nh)
  2882. {
  2883. complain ("Hero is not available for hiring!");
  2884. return false;
  2885. }
  2886. HeroRecruited hr;
  2887. hr.tid = obj->id;
  2888. hr.hid = nh->subID;
  2889. hr.player = player;
  2890. hr.tile = obj->visitablePos() + nh->getVisitableOffset();
  2891. sendAndApply(&hr);
  2892. std::map<ui32, ConstTransitivePtr<CGHeroInstance> > pool = gs->unusedHeroesFromPool();
  2893. const CGHeroInstance *theOtherHero = p->availableHeroes.at(!hid);
  2894. const CGHeroInstance *newHero = nullptr;
  2895. if (theOtherHero) //on XXL maps all heroes can be imprisoned :(
  2896. newHero = gs->hpool.pickHeroFor(false, player, getNativeTown(player), pool, gs->getRandomGenerator(), theOtherHero->type->heroClass);
  2897. SetAvailableHeroes sah;
  2898. sah.player = player;
  2899. if(newHero)
  2900. {
  2901. sah.hid[hid] = newHero->subID;
  2902. sah.army[hid].clear();
  2903. sah.army[hid].setCreature(SlotID(0), newHero->type->initialArmy[0].creature, 1);
  2904. }
  2905. else
  2906. sah.hid[hid] = -1;
  2907. sah.hid[!hid] = theOtherHero ? theOtherHero->subID : -1;
  2908. sendAndApply(&sah);
  2909. SetResource sr;
  2910. sr.player = player;
  2911. sr.resid = Res::GOLD;
  2912. sr.val = p->resources.at(Res::GOLD) - GameConstants::HERO_GOLD_COST;
  2913. sendAndApply(&sr);
  2914. if(t)
  2915. {
  2916. vistiCastleObjects (t, nh);
  2917. giveSpells (t,nh);
  2918. }
  2919. return true;
  2920. }
  2921. bool CGameHandler::queryReply(QueryID qid, ui32 answer, PlayerColor player)
  2922. {
  2923. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  2924. logGlobal->traceStream() << boost::format("Player %s attempts answering query %d with answer %d") % player % qid % answer;
  2925. auto topQuery = queries.topQuery(player);
  2926. COMPLAIN_RET_FALSE_IF(!topQuery, "This player doesn't have any queries!");
  2927. COMPLAIN_RET_FALSE_IF(topQuery->queryID != qid, "This player top query has different ID!");
  2928. COMPLAIN_RET_FALSE_IF(!topQuery->endsByPlayerAnswer(), "This query cannot be ended by player's answer!");
  2929. if(auto dialogQuery = std::dynamic_pointer_cast<CDialogQuery>(topQuery))
  2930. dialogQuery->answer = answer;
  2931. queries.popQuery(topQuery);
  2932. return true;
  2933. }
  2934. static EndAction end_action;
  2935. bool CGameHandler::makeBattleAction( BattleAction &ba )
  2936. {
  2937. bool ok = true;
  2938. const CStack *stack = battleGetStackByID(ba.stackNumber); //may be nullptr if action is not about stack
  2939. const CStack *destinationStack = ba.actionType == Battle::WALK_AND_ATTACK ? gs->curB->battleGetStackByPos(ba.additionalInfo)
  2940. : ba.actionType == Battle::SHOOT ? gs->curB->battleGetStackByPos(ba.destinationTile)
  2941. : nullptr;
  2942. const bool isAboutActiveStack = stack && (stack == battleActiveStack());
  2943. logGlobal->traceStream() << boost::format(
  2944. "Making action: type=%d; side=%d; stack=%s; dst=%s; additionalInfo=%d; stackAtDst=%s")
  2945. % ba.actionType % (int)ba.side % (stack ? stack->getName() : std::string("none"))
  2946. % ba.destinationTile % ba.additionalInfo % (destinationStack ? destinationStack->getName() : std::string("none"));
  2947. switch(ba.actionType)
  2948. {
  2949. case Battle::WALK: //walk
  2950. case Battle::DEFEND: //defend
  2951. case Battle::WAIT: //wait
  2952. case Battle::WALK_AND_ATTACK: //walk or attack
  2953. case Battle::SHOOT: //shoot
  2954. case Battle::CATAPULT: //catapult
  2955. case Battle::STACK_HEAL: //healing with First Aid Tent
  2956. case Battle::DAEMON_SUMMONING:
  2957. case Battle::MONSTER_SPELL:
  2958. if(!stack)
  2959. {
  2960. complain("No such stack!");
  2961. return false;
  2962. }
  2963. if(!stack->alive())
  2964. {
  2965. complain("This stack is dead: " + stack->nodeName());
  2966. return false;
  2967. }
  2968. if(battleTacticDist())
  2969. {
  2970. if(stack && !stack->attackerOwned != battleGetTacticsSide())
  2971. {
  2972. complain("This is not a stack of side that has tactics!");
  2973. return false;
  2974. }
  2975. }
  2976. else if(!isAboutActiveStack)
  2977. {
  2978. complain("Action has to be about active stack!");
  2979. return false;
  2980. }
  2981. }
  2982. switch(ba.actionType)
  2983. {
  2984. case Battle::END_TACTIC_PHASE: //wait
  2985. case Battle::BAD_MORALE:
  2986. case Battle::NO_ACTION:
  2987. {
  2988. StartAction start_action(ba);
  2989. sendAndApply(&start_action);
  2990. sendAndApply(&end_action);
  2991. break;
  2992. }
  2993. case Battle::WALK:
  2994. {
  2995. StartAction start_action(ba);
  2996. sendAndApply(&start_action); //start movement
  2997. int walkedTiles = moveStack(ba.stackNumber,ba.destinationTile); //move
  2998. if(!walkedTiles)
  2999. complain("Stack failed movement!");
  3000. sendAndApply(&end_action);
  3001. break;
  3002. }
  3003. case Battle::DEFEND:
  3004. {
  3005. //defensive stance //TODO: remove this bonus when stack becomes active
  3006. SetStackEffect sse;
  3007. sse.effect.push_back( Bonus(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, 20, -1, PrimarySkill::DEFENSE, Bonus::PERCENT_TO_ALL) );
  3008. sse.effect.push_back( Bonus(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, gs->curB->battleGetStackByID(ba.stackNumber)->valOfBonuses(Bonus::DEFENSIVE_STANCE),
  3009. -1, PrimarySkill::DEFENSE, Bonus::ADDITIVE_VALUE));
  3010. sse.stacks.push_back(ba.stackNumber);
  3011. sendAndApply(&sse);
  3012. //don't break - we share code with next case
  3013. }
  3014. case Battle::WAIT:
  3015. {
  3016. StartAction start_action(ba);
  3017. sendAndApply(&start_action);
  3018. sendAndApply(&end_action);
  3019. break;
  3020. }
  3021. case Battle::RETREAT: //retreat/flee
  3022. {
  3023. if(!gs->curB->battleCanFlee(gs->curB->sides.at(ba.side).color))
  3024. complain("Cannot retreat!");
  3025. else
  3026. setBattleResult(BattleResult::ESCAPE, !ba.side); //surrendering side loses
  3027. break;
  3028. }
  3029. case Battle::SURRENDER:
  3030. {
  3031. PlayerColor player = gs->curB->sides.at(ba.side).color;
  3032. int cost = gs->curB->battleGetSurrenderCost(player);
  3033. if(cost < 0)
  3034. complain("Cannot surrender!");
  3035. else if(getResource(player, Res::GOLD) < cost)
  3036. complain("Not enough gold to surrender!");
  3037. else
  3038. {
  3039. giveResource(player, Res::GOLD, -cost);
  3040. setBattleResult(BattleResult::SURRENDER, !ba.side); //surrendering side loses
  3041. }
  3042. break;
  3043. }
  3044. case Battle::WALK_AND_ATTACK: //walk or attack
  3045. {
  3046. StartAction start_action(ba);
  3047. sendAndApply(&start_action); //start movement and attack
  3048. if(!stack || !destinationStack)
  3049. {
  3050. sendAndApply(&end_action);
  3051. break;
  3052. }
  3053. BattleHex startingPos = stack->position;
  3054. int distance = moveStack(ba.stackNumber, ba.destinationTile);
  3055. logGlobal->traceStream() << stack->nodeName() << " will attack " << destinationStack->nodeName();
  3056. if(stack->position != ba.destinationTile //we wasn't able to reach destination tile
  3057. && !(stack->doubleWide()
  3058. && ( stack->position == ba.destinationTile + (stack->attackerOwned ? +1 : -1 ) )
  3059. ) //nor occupy specified hex
  3060. )
  3061. {
  3062. std::string problem = "We cannot move this stack to its destination " + stack->getCreature()->namePl;
  3063. logGlobal->warnStream() << problem;
  3064. complain(problem);
  3065. ok = false;
  3066. sendAndApply(&end_action);
  3067. break;
  3068. }
  3069. if(destinationStack && stack && stack->ID == destinationStack->ID) //we should just move, it will be handled by following check
  3070. {
  3071. destinationStack = nullptr;
  3072. }
  3073. if(!destinationStack)
  3074. {
  3075. complain(boost::str(boost::format("walk and attack error: no stack at additionalInfo tile (%d)!\n") % ba.additionalInfo));
  3076. ok = false;
  3077. sendAndApply(&end_action);
  3078. break;
  3079. }
  3080. if( !CStack::isMeleeAttackPossible(stack, destinationStack) )
  3081. {
  3082. complain("Attack cannot be performed!");
  3083. sendAndApply(&end_action);
  3084. ok = false;
  3085. break;
  3086. }
  3087. //attack
  3088. int totalAttacks = 1 + stack->getBonuses(Selector::type (Bonus::ADDITIONAL_ATTACK),
  3089. (Selector::effectRange(Bonus::NO_LIMIT).Or(Selector::effectRange(Bonus::ONLY_MELEE_FIGHT))))->totalValue(); //all unspicified attacks + melee attacks
  3090. for (int i = 0; i < totalAttacks; ++i)
  3091. {
  3092. if (stack &&
  3093. stack->alive() && //move can cause death, eg. by walking into the moat
  3094. destinationStack->alive())
  3095. {
  3096. BattleAttack bat;
  3097. prepareAttack(bat, stack, destinationStack, (i ? 0 : distance), ba.additionalInfo); //no distance travelled on second attack
  3098. //prepareAttack(bat, stack, stackAtEnd, 0, ba.additionalInfo);
  3099. handleAttackBeforeCasting(bat); //only before first attack
  3100. sendAndApply(&bat);
  3101. handleAfterAttackCasting(bat);
  3102. }
  3103. //counterattack
  3104. if (destinationStack
  3105. && !stack->hasBonusOfType(Bonus::BLOCKS_RETALIATION)
  3106. && destinationStack->ableToRetaliate()
  3107. && stack->alive()) //attacker may have died (fire shield)
  3108. {
  3109. BattleAttack bat;
  3110. prepareAttack(bat, destinationStack, stack, 0, stack->position);
  3111. bat.flags |= BattleAttack::COUNTER;
  3112. sendAndApply(&bat);
  3113. handleAfterAttackCasting(bat);
  3114. }
  3115. }
  3116. //return
  3117. if(stack->hasBonusOfType(Bonus::RETURN_AFTER_STRIKE) && startingPos != stack->position && stack->alive())
  3118. {
  3119. moveStack(ba.stackNumber, startingPos);
  3120. //NOTE: curStack->ID == ba.stackNumber (rev 1431)
  3121. }
  3122. sendAndApply(&end_action);
  3123. break;
  3124. }
  3125. case Battle::SHOOT:
  3126. {
  3127. if( !gs->curB->battleCanShoot(stack, ba.destinationTile) )
  3128. {
  3129. complain("Cannot shoot!");
  3130. break;
  3131. }
  3132. StartAction start_action(ba);
  3133. sendAndApply(&start_action); //start shooting
  3134. {
  3135. BattleAttack bat;
  3136. bat.flags |= BattleAttack::SHOT;
  3137. prepareAttack(bat, stack, destinationStack, 0, ba.destinationTile);
  3138. handleAttackBeforeCasting(bat);
  3139. sendAndApply(&bat);
  3140. handleAfterAttackCasting(bat);
  3141. }
  3142. //second shot for ballista, only if hero has advanced artillery
  3143. const CGHeroInstance * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  3144. if( destinationStack->alive()
  3145. && (stack->getCreature()->idNumber == CreatureID::BALLISTA)
  3146. && (attackingHero->getSecSkillLevel(SecondarySkill::ARTILLERY) >= SecSkillLevel::ADVANCED)
  3147. )
  3148. {
  3149. BattleAttack bat2;
  3150. bat2.flags |= BattleAttack::SHOT;
  3151. prepareAttack(bat2, stack, destinationStack, 0, ba.destinationTile);
  3152. sendAndApply(&bat2);
  3153. }
  3154. //allow more than one additional attack
  3155. int additionalAttacks = stack->getBonuses(Selector::type (Bonus::ADDITIONAL_ATTACK),
  3156. (Selector::effectRange(Bonus::NO_LIMIT).Or(Selector::effectRange(Bonus::ONLY_DISTANCE_FIGHT))))->totalValue();
  3157. for (int i = 0; i < additionalAttacks; ++i)
  3158. {
  3159. if(
  3160. stack->alive()
  3161. && destinationStack->alive()
  3162. && stack->shots
  3163. )
  3164. {
  3165. BattleAttack bat;
  3166. bat.flags |= BattleAttack::SHOT;
  3167. prepareAttack(bat, stack, destinationStack, 0, ba.destinationTile);
  3168. sendAndApply(&bat);
  3169. handleAfterAttackCasting(bat);
  3170. }
  3171. }
  3172. sendAndApply(&end_action);
  3173. break;
  3174. }
  3175. case Battle::CATAPULT:
  3176. {
  3177. auto getCatapultHitChance = [&](EWallPart::EWallPart part, const CHeroHandler::SBallisticsLevelInfo & sbi) -> int
  3178. {
  3179. switch(part)
  3180. {
  3181. case EWallPart::GATE:
  3182. return sbi.gate;
  3183. case EWallPart::KEEP:
  3184. return sbi.keep;
  3185. case EWallPart::BOTTOM_TOWER:
  3186. case EWallPart::UPPER_TOWER:
  3187. return sbi.tower;
  3188. case EWallPart::BOTTOM_WALL:
  3189. case EWallPart::BELOW_GATE:
  3190. case EWallPart::OVER_GATE:
  3191. case EWallPart::UPPER_WALL:
  3192. return sbi.wall;
  3193. default:
  3194. return 0;
  3195. }
  3196. };
  3197. StartAction start_action(ba);
  3198. sendAndApply(&start_action);
  3199. auto onExit = vstd::makeScopeGuard([&]{ sendAndApply(&end_action); }); //if we started than we have to finish
  3200. const CGHeroInstance * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  3201. CHeroHandler::SBallisticsLevelInfo sbi = VLC->heroh->ballistics.at(attackingHero->getSecSkillLevel(SecondarySkill::BALLISTICS));
  3202. auto wallPart = gs->curB->battleHexToWallPart(ba.destinationTile);
  3203. if(!gs->curB->isWallPartPotentiallyAttackable(wallPart))
  3204. {
  3205. complain("catapult tried to attack non-catapultable hex!");
  3206. break;
  3207. }
  3208. //in successive iterations damage is dealt but not yet subtracted from wall's HPs
  3209. auto &currentHP = gs->curB->si.wallState;
  3210. if (currentHP.at(wallPart) == EWallState::DESTROYED || currentHP.at(wallPart) == EWallState::NONE)
  3211. {
  3212. complain("catapult tried to attack already destroyed wall part!");
  3213. break;
  3214. }
  3215. for(int g=0; g<sbi.shots; ++g)
  3216. {
  3217. bool hitSuccessfull = false;
  3218. auto attackedPart = wallPart;
  3219. do // catapult has chance to attack desired target. Othervice - attacks randomly
  3220. {
  3221. if(currentHP.at(attackedPart) != EWallState::DESTROYED && // this part can be hit
  3222. currentHP.at(attackedPart) != EWallState::NONE &&
  3223. gs->getRandomGenerator().nextInt(99) < getCatapultHitChance(attackedPart, sbi))//hit is successful
  3224. {
  3225. hitSuccessfull = true;
  3226. }
  3227. else // select new target
  3228. {
  3229. std::vector<EWallPart::EWallPart> allowedTargets;
  3230. for (size_t i=0; i< currentHP.size(); i++)
  3231. {
  3232. if (currentHP.at(i) != EWallState::DESTROYED &&
  3233. currentHP.at(i) != EWallState::NONE)
  3234. allowedTargets.push_back(EWallPart::EWallPart(i));
  3235. }
  3236. if (allowedTargets.empty())
  3237. break;
  3238. attackedPart = *RandomGeneratorUtil::nextItem(allowedTargets, gs->getRandomGenerator());
  3239. }
  3240. }
  3241. while (!hitSuccessfull);
  3242. if (!hitSuccessfull) // break triggered - no target to shoot at
  3243. break;
  3244. CatapultAttack ca; //package for clients
  3245. CatapultAttack::AttackInfo attack;
  3246. attack.attackedPart = attackedPart;
  3247. attack.destinationTile = ba.destinationTile;
  3248. attack.damageDealt = 0;
  3249. int dmgChance[] = { sbi.noDmg, sbi.oneDmg, sbi.twoDmg }; //dmgChance[i] - chance for doing i dmg when hit is successful
  3250. int dmgRand = gs->getRandomGenerator().nextInt(99);
  3251. //accumulating dmgChance
  3252. dmgChance[1] += dmgChance[0];
  3253. dmgChance[2] += dmgChance[1];
  3254. //calculating dealt damage
  3255. for(int damage = 0; damage < ARRAY_COUNT(dmgChance); ++damage)
  3256. {
  3257. if(dmgRand <= dmgChance[damage])
  3258. {
  3259. attack.damageDealt = damage;
  3260. break;
  3261. }
  3262. }
  3263. // attacked tile may have changed - update destination
  3264. attack.destinationTile = gs->curB->wallPartToBattleHex(EWallPart::EWallPart(attack.attackedPart));
  3265. logGlobal->traceStream() << "Catapult attacks " << (int)attack.attackedPart
  3266. << " dealing " << (int)attack.damageDealt << " damage";
  3267. //removing creatures in turrets / keep if one is destroyed
  3268. if(attack.damageDealt > 0 && (attackedPart == EWallPart::KEEP ||
  3269. attackedPart == EWallPart::BOTTOM_TOWER || attackedPart == EWallPart::UPPER_TOWER))
  3270. {
  3271. int posRemove = -1;
  3272. switch(attackedPart)
  3273. {
  3274. case EWallPart::KEEP:
  3275. posRemove = -2;
  3276. break;
  3277. case EWallPart::BOTTOM_TOWER:
  3278. posRemove = -3;
  3279. break;
  3280. case EWallPart::UPPER_TOWER:
  3281. posRemove = -4;
  3282. break;
  3283. }
  3284. BattleStacksRemoved bsr;
  3285. for(auto & elem : gs->curB->stacks)
  3286. {
  3287. if(elem->position == posRemove)
  3288. {
  3289. bsr.stackIDs.insert( elem->ID );
  3290. break;
  3291. }
  3292. }
  3293. sendAndApply(&bsr);
  3294. }
  3295. ca.attacker = ba.stackNumber;
  3296. ca.attackedParts.push_back(attack);
  3297. sendAndApply(&ca);
  3298. }
  3299. //finish by scope guard
  3300. break;
  3301. }
  3302. case Battle::STACK_HEAL: //healing with First Aid Tent
  3303. {
  3304. StartAction start_action(ba);
  3305. sendAndApply(&start_action);
  3306. const CGHeroInstance * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  3307. const CStack *healer = gs->curB->battleGetStackByID(ba.stackNumber),
  3308. *destStack = gs->curB->battleGetStackByPos(ba.destinationTile);
  3309. ui32 healed = 0;
  3310. if(healer == nullptr || destStack == nullptr || !healer->hasBonusOfType(Bonus::HEALER))
  3311. {
  3312. complain("There is either no healer, no destination, or healer cannot heal :P");
  3313. }
  3314. else
  3315. {
  3316. ui32 maxiumHeal = healer->count * std::max(10, attackingHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::FIRST_AID));
  3317. healed = destStack->calculateHealedHealthPoints(maxiumHeal, false);
  3318. }
  3319. if(healed == 0)
  3320. {
  3321. //nothing to heal.. should we complain?
  3322. }
  3323. else
  3324. {
  3325. StacksHealedOrResurrected shr;
  3326. shr.lifeDrain = false;
  3327. shr.tentHealing = true;
  3328. shr.drainedFrom = ba.stackNumber;
  3329. StacksHealedOrResurrected::HealInfo hi;
  3330. hi.healedHP = healed;
  3331. hi.lowLevelResurrection = false;
  3332. hi.stackID = destStack->ID;
  3333. shr.healedStacks.push_back(hi);
  3334. sendAndApply(&shr);
  3335. }
  3336. sendAndApply(&end_action);
  3337. break;
  3338. }
  3339. case Battle::DAEMON_SUMMONING:
  3340. //TODO: From Strategija:
  3341. //Summon Demon is a level 2 spell.
  3342. {
  3343. StartAction start_action(ba);
  3344. sendAndApply(&start_action);
  3345. const CStack *summoner = gs->curB->battleGetStackByID(ba.stackNumber),
  3346. *destStack = gs->curB->battleGetStackByPos(ba.destinationTile, false);
  3347. BattleStackAdded bsa;
  3348. bsa.attacker = summoner->attackerOwned;
  3349. bsa.creID = CreatureID(summoner->getBonusLocalFirst(Selector::type(Bonus::DAEMON_SUMMONING))->subtype); //in case summoner can summon more than one type of monsters... scream!
  3350. ui64 risedHp = summoner->count * summoner->valOfBonuses(Bonus::DAEMON_SUMMONING, bsa.creID.toEnum());
  3351. ui64 targetHealth = destStack->getCreature()->MaxHealth() * destStack->baseAmount;
  3352. ui64 canRiseHp = std::min(targetHealth, risedHp);
  3353. ui32 canRiseAmount = canRiseHp / VLC->creh->creatures.at(bsa.creID)->MaxHealth();
  3354. bsa.amount = std::min(canRiseAmount, destStack->baseAmount);
  3355. bsa.pos = gs->curB->getAvaliableHex(bsa.creID, bsa.attacker, destStack->position);
  3356. bsa.summoned = false;
  3357. if (bsa.amount) //there's rare possibility single creature cannot rise desired type
  3358. {
  3359. BattleStacksRemoved bsr; //remove body
  3360. bsr.stackIDs.insert(destStack->ID);
  3361. sendAndApply(&bsr);
  3362. sendAndApply(&bsa);
  3363. BattleSetStackProperty ssp;
  3364. ssp.stackID = ba.stackNumber;
  3365. ssp.which = BattleSetStackProperty::CASTS; //reduce number of casts
  3366. ssp.val = -1;
  3367. ssp.absolute = false;
  3368. sendAndApply(&ssp);
  3369. }
  3370. sendAndApply(&end_action);
  3371. break;
  3372. }
  3373. case Battle::MONSTER_SPELL:
  3374. {
  3375. StartAction start_action(ba);
  3376. sendAndApply(&start_action);
  3377. const CStack * stack = gs->curB->battleGetStackByID(ba.stackNumber);
  3378. SpellID spellID = SpellID(ba.additionalInfo);
  3379. BattleHex destination(ba.destinationTile);
  3380. const Bonus *randSpellcaster = stack->getBonusLocalFirst(Selector::type(Bonus::RANDOM_SPELLCASTER));
  3381. const Bonus * spellcaster = stack->getBonusLocalFirst(Selector::typeSubtype(Bonus::SPELLCASTER, spellID));
  3382. //TODO special bonus for genies ability
  3383. if(randSpellcaster && battleGetRandomStackSpell(stack, CBattleInfoCallback::RANDOM_AIMED) < 0)
  3384. spellID = battleGetRandomStackSpell(stack, CBattleInfoCallback::RANDOM_GENIE);
  3385. if(spellID < 0)
  3386. complain("That stack can't cast spells!");
  3387. else
  3388. {
  3389. const CSpell * spell = SpellID(spellID).toSpell();
  3390. BattleSpellCastParameters parameters(gs->curB, stack, spell);
  3391. parameters.spellLvl = 0;
  3392. if (spellcaster)
  3393. vstd::amax(parameters.spellLvl, spellcaster->val);
  3394. if (randSpellcaster)
  3395. vstd::amax(parameters.spellLvl, randSpellcaster->val);
  3396. vstd::amin (parameters.spellLvl, 3);
  3397. parameters.effectLevel = parameters.spellLvl;
  3398. parameters.mode = ECastingMode::CREATURE_ACTIVE_CASTING;
  3399. parameters.aimToHex(destination);//todo: allow multiple destinations
  3400. parameters.selectedStack = nullptr;
  3401. spell->battleCast(spellEnv, parameters);
  3402. }
  3403. sendAndApply(&end_action);
  3404. break;
  3405. }
  3406. }
  3407. if(ba.stackNumber == gs->curB->activeStack || battleResult.get()) //active stack has moved or battle has finished
  3408. battleMadeAction.setn(true);
  3409. return ok;
  3410. }
  3411. void CGameHandler::playerMessage( PlayerColor player, const std::string &message, ObjectInstanceID currObj )
  3412. {
  3413. bool cheated=true;
  3414. PlayerMessage temp_message(player, message, ObjectInstanceID(-1)); // don't inform other client on selected object
  3415. sendAndApply(&temp_message);
  3416. if(message == "vcmiistari") //give all spells and 999 mana
  3417. {
  3418. SetMana sm;
  3419. GiveBonus giveBonus(GiveBonus::HERO);
  3420. CGHeroInstance *h = gs->getHero(currObj);
  3421. if(!h && complain("Cannot realize cheat, no hero selected!")) return;
  3422. sm.hid = h->id;
  3423. giveBonus.id = h->id.getNum();
  3424. //give all spells with bonus (to allow banned spells)
  3425. giveBonus.bonus = Bonus(Bonus::PERMANENT, Bonus::SPELLS_OF_LEVEL, Bonus::OTHER, 0, 0);
  3426. //start with level 0 to skip abilities
  3427. for(int level = 1; level <= GameConstants::SPELL_LEVELS; level++)
  3428. {
  3429. giveBonus.bonus.subtype = level;
  3430. sendAndApply(&giveBonus);
  3431. }
  3432. //give mana
  3433. sm.val = 999;
  3434. sm.absolute = true;
  3435. if(!h->hasSpellbook()) //hero doesn't have spellbook
  3436. giveHeroNewArtifact(h, VLC->arth->artifacts[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK); //give spellbook
  3437. sendAndApply(&sm);
  3438. }
  3439. else if (message == "vcmiarmenelos") //build all buildings in selected town
  3440. {
  3441. CGHeroInstance *hero = gs->getHero(currObj);
  3442. CGTownInstance *town;
  3443. if (hero)
  3444. town = hero->visitedTown;
  3445. else
  3446. town = gs->getTown(currObj);
  3447. if (town)
  3448. {
  3449. for (auto & build : town->town->buildings)
  3450. {
  3451. if (!town->hasBuilt(build.first)
  3452. && !build.second->Name().empty()
  3453. && build.first != BuildingID::SHIP)
  3454. {
  3455. buildStructure(town->id, build.first, true);
  3456. }
  3457. }
  3458. }
  3459. }
  3460. else if(message == "vcmiainur") //gives 5 archangels into each slot
  3461. {
  3462. CGHeroInstance *hero = gs->getHero(currObj);
  3463. const CCreature *archangel = VLC->creh->creatures.at(13);
  3464. if(!hero) return;
  3465. for(int i = 0; i < GameConstants::ARMY_SIZE; i++)
  3466. if(!hero->hasStackAtSlot(SlotID(i)))
  3467. insertNewStack(StackLocation(hero, SlotID(i)), archangel, 5);
  3468. }
  3469. else if(message == "vcmiangband") //gives 10 black knight into each slot
  3470. {
  3471. CGHeroInstance *hero = gs->getHero(currObj);
  3472. const CCreature *blackKnight = VLC->creh->creatures.at(66);
  3473. if(!hero) return;
  3474. for(int i = 0; i < GameConstants::ARMY_SIZE; i++)
  3475. if(!hero->hasStackAtSlot(SlotID(i)))
  3476. insertNewStack(StackLocation(hero, SlotID(i)), blackKnight, 10);
  3477. }
  3478. else if(message == "vcmiglaurung") //gives 5000 crystal dragons into each slot
  3479. {
  3480. CGHeroInstance *hero = gs->getHero(currObj);
  3481. const CCreature *crystalDragon = VLC->creh->creatures.at(133);
  3482. if(!hero) return;
  3483. for(int i = 0; i < GameConstants::ARMY_SIZE; i++)
  3484. if(!hero->hasStackAtSlot(SlotID(i)))
  3485. insertNewStack(StackLocation(hero, SlotID(i)), crystalDragon, 5000);
  3486. }
  3487. else if(message == "vcminoldor") //all war machines
  3488. {
  3489. CGHeroInstance *hero = gs->getHero(currObj);
  3490. if(!hero) return;
  3491. if(!hero->getArt(ArtifactPosition::MACH1))
  3492. giveHeroNewArtifact(hero, VLC->arth->artifacts[ArtifactID::BALLISTA], ArtifactPosition::MACH1);
  3493. if(!hero->getArt(ArtifactPosition::MACH2))
  3494. giveHeroNewArtifact(hero, VLC->arth->artifacts[ArtifactID::AMMO_CART], ArtifactPosition::MACH2);
  3495. if(!hero->getArt(ArtifactPosition::MACH3))
  3496. giveHeroNewArtifact(hero, VLC->arth->artifacts[ArtifactID::FIRST_AID_TENT], ArtifactPosition::MACH3);
  3497. }
  3498. else if (message == "vcmiforgeofnoldorking") //hero gets all artifacts except war machines, spell scrolls and spell book
  3499. {
  3500. CGHeroInstance *hero = gs->getHero(currObj);
  3501. if(!hero) return;
  3502. for (int g = 7; g < VLC->arth->artifacts.size(); ++g) //including artifacts from mods
  3503. giveHeroNewArtifact(hero, VLC->arth->artifacts[g], ArtifactPosition::PRE_FIRST);
  3504. }
  3505. else if(message == "vcmiglorfindel") //selected hero gains a new level
  3506. {
  3507. CGHeroInstance *hero = gs->getHero(currObj);
  3508. changePrimSkill(hero, PrimarySkill::EXPERIENCE, VLC->heroh->reqExp(hero->level+1) - VLC->heroh->reqExp(hero->level));
  3509. }
  3510. else if(message == "vcminahar") //1000000 movement points
  3511. {
  3512. CGHeroInstance *hero = gs->getHero(currObj);
  3513. if(!hero) return;
  3514. SetMovePoints smp;
  3515. smp.hid = hero->id;
  3516. smp.val = 1000000;
  3517. sendAndApply(&smp);
  3518. }
  3519. else if(message == "vcmiformenos") //give resources
  3520. {
  3521. SetResources sr;
  3522. sr.player = player;
  3523. sr.res = gs->getPlayer(player)->resources;
  3524. for(int i=0;i<Res::GOLD;i++)
  3525. sr.res[i] += 100;
  3526. sr.res[Res::GOLD] += 100000; //100k
  3527. sendAndApply(&sr);
  3528. }
  3529. else if(message == "vcmieagles") //reveal FoW
  3530. {
  3531. FoWChange fc;
  3532. fc.mode = 1;
  3533. fc.player = player;
  3534. auto hlp_tab = new int3[gs->map->width * gs->map->height * (gs->map->twoLevel ? 2 : 1)];
  3535. int lastUnc = 0;
  3536. for(int i=0;i<gs->map->width;i++)
  3537. for(int j=0;j<gs->map->height;j++)
  3538. for(int k = 0; k < (gs->map->twoLevel ? 2 : 1); k++)
  3539. if(!gs->getPlayerTeam(fc.player)->fogOfWarMap.at(i).at(j).at(k))
  3540. hlp_tab[lastUnc++] = int3(i,j,k);
  3541. fc.tiles.insert(hlp_tab, hlp_tab + lastUnc);
  3542. delete [] hlp_tab;
  3543. sendAndApply(&fc);
  3544. }
  3545. else if(message == "vcmisilmaril") //player wins
  3546. {
  3547. gs->getPlayer(player)->enteredWinningCheatCode = 1;
  3548. }
  3549. else if(message == "vcmimelkor") //player looses
  3550. {
  3551. gs->getPlayer(player)->enteredLosingCheatCode = 1;
  3552. }
  3553. else
  3554. cheated = false;
  3555. if(cheated)
  3556. {
  3557. SystemMessage temp_message(VLC->generaltexth->allTexts.at(260));
  3558. sendAndApply(&temp_message);
  3559. checkVictoryLossConditionsForPlayer(player);//Player enter win code or got required art\creature
  3560. }
  3561. }
  3562. bool CGameHandler::makeCustomAction( BattleAction &ba )
  3563. {
  3564. switch(ba.actionType)
  3565. {
  3566. case Battle::HERO_SPELL:
  3567. {
  3568. COMPLAIN_RET_FALSE_IF(ba.side > 1, "Side must be 0 or 1!");
  3569. const CGHeroInstance *h = gs->curB->battleGetFightingHero(ba.side);
  3570. if(!h)
  3571. {
  3572. logGlobal->warnStream() << "Wrong caster!";
  3573. return false;
  3574. }
  3575. if(ba.additionalInfo >= VLC->spellh->objects.size())
  3576. {
  3577. logGlobal->warnStream() << "Wrong spell id (" << ba.additionalInfo << ")!";
  3578. return false;
  3579. }
  3580. const CSpell * s = SpellID(ba.additionalInfo).toSpell();
  3581. BattleSpellCastParameters parameters(gs->curB, h, s);
  3582. parameters.aimToHex(ba.destinationTile);//todo: allow multiple destinations
  3583. parameters.mode = ECastingMode::HERO_CASTING;
  3584. parameters.selectedStack = gs->curB->battleGetStackByID(ba.selectedStack, false);
  3585. ESpellCastProblem::ESpellCastProblem escp = gs->curB->battleCanCastThisSpell(h, s, ECastingMode::HERO_CASTING);//todo: should we check aimed cast(battleCanCastThisSpellHere)?
  3586. if(escp != ESpellCastProblem::OK)
  3587. {
  3588. logGlobal->warnStream() << "Spell cannot be cast!";
  3589. logGlobal->warnStream() << "Problem : " << escp;
  3590. return false;
  3591. }
  3592. StartAction start_action(ba);
  3593. sendAndApply(&start_action); //start spell casting
  3594. s->battleCast(spellEnv, parameters);
  3595. sendAndApply(&end_action);
  3596. if( !gs->curB->battleGetStackByID(gs->curB->activeStack, true))
  3597. {
  3598. battleMadeAction.setn(true);
  3599. }
  3600. checkForBattleEnd();
  3601. if(battleResult.get())
  3602. {
  3603. battleMadeAction.setn(true);
  3604. //battle will be ended by startBattle function
  3605. //endBattle(gs->curB->tile, gs->curB->heroes[0], gs->curB->heroes[1]);
  3606. }
  3607. return true;
  3608. }
  3609. }
  3610. return false;
  3611. }
  3612. void CGameHandler::stackTurnTrigger(const CStack * st)
  3613. {
  3614. BattleTriggerEffect bte;
  3615. bte.stackID = st->ID;
  3616. bte.effect = -1;
  3617. bte.val = 0;
  3618. bte.additionalInfo = 0;
  3619. if (st->alive())
  3620. {
  3621. //unbind
  3622. if (st->getEffect (SpellID::BIND))
  3623. {
  3624. bool unbind = true;
  3625. BonusList bl = *(st->getBonuses(Selector::type(Bonus::BIND_EFFECT)));
  3626. std::set<const CStack*> stacks = gs->curB-> batteAdjacentCreatures(st);
  3627. for(Bonus * b : bl)
  3628. {
  3629. const CStack * stack = gs->curB->battleGetStackByID(b->additionalInfo); //binding stack must be alive and adjacent
  3630. if (stack)
  3631. {
  3632. if (vstd::contains(stacks, stack)) //binding stack is still present
  3633. {
  3634. unbind = false;
  3635. }
  3636. }
  3637. }
  3638. if (unbind)
  3639. {
  3640. BattleSetStackProperty ssp;
  3641. ssp.which = BattleSetStackProperty::UNBIND;
  3642. ssp.stackID = st->ID;
  3643. sendAndApply(&ssp);
  3644. }
  3645. }
  3646. //regeneration
  3647. if(st->hasBonusOfType(Bonus::HP_REGENERATION))
  3648. {
  3649. bte.effect = Bonus::HP_REGENERATION;
  3650. bte.val = std::min((int)(st->MaxHealth() - st->firstHPleft), st->valOfBonuses(Bonus::HP_REGENERATION));
  3651. }
  3652. if(st->hasBonusOfType(Bonus::FULL_HP_REGENERATION))
  3653. {
  3654. bte.effect = Bonus::HP_REGENERATION;
  3655. bte.val = st->MaxHealth() - st->firstHPleft;
  3656. }
  3657. if (bte.val) //anything to heal
  3658. sendAndApply(&bte);
  3659. if(st->hasBonusOfType(Bonus::POISON))
  3660. {
  3661. const Bonus * b = st->getBonusLocalFirst(Selector::source(Bonus::SPELL_EFFECT, SpellID::POISON).And(Selector::type(Bonus::STACK_HEALTH)));
  3662. if (b) //TODO: what if not?...
  3663. {
  3664. bte.val = std::max (b->val - 10, -(st->valOfBonuses(Bonus::POISON)));
  3665. if (bte.val < b->val) //(negative) poison effect increases - update it
  3666. {
  3667. bte.effect = Bonus::POISON;
  3668. sendAndApply(&bte);
  3669. }
  3670. }
  3671. }
  3672. if (st->hasBonusOfType(Bonus::MANA_DRAIN) && !vstd::contains(st->state, EBattleStackState::DRAINED_MANA))
  3673. {
  3674. const PlayerColor opponent = gs->curB->theOtherPlayer(st->owner);
  3675. const CGHeroInstance * opponentHero = gs->curB->getHero(opponent);
  3676. if (opponentHero)
  3677. {
  3678. ui32 manaDrained = st->valOfBonuses(Bonus::MANA_DRAIN);
  3679. vstd::amin(manaDrained, opponentHero->mana);
  3680. if (manaDrained)
  3681. {
  3682. bte.effect = Bonus::MANA_DRAIN;
  3683. bte.val = manaDrained;
  3684. bte.additionalInfo = opponentHero->id.getNum(); //for sanity
  3685. sendAndApply(&bte);
  3686. }
  3687. }
  3688. }
  3689. if (st->isLiving() && !st->hasBonusOfType(Bonus::FEARLESS))
  3690. {
  3691. bool fearsomeCreature = false;
  3692. for(CStack * stack : gs->curB->stacks)
  3693. {
  3694. if (stack->owner != st->owner && stack->alive() && stack->hasBonusOfType(Bonus::FEAR))
  3695. {
  3696. fearsomeCreature = true;
  3697. break;
  3698. }
  3699. }
  3700. if (fearsomeCreature)
  3701. {
  3702. if (gs->getRandomGenerator().nextInt(99) < 10) //fixed 10%
  3703. {
  3704. bte.effect = Bonus::FEAR;
  3705. sendAndApply(&bte);
  3706. }
  3707. }
  3708. }
  3709. BonusList bl = *(st->getBonuses(Selector::type(Bonus::ENCHANTER)));
  3710. int side = gs->curB->whatSide(st->owner);
  3711. if (st->casts && !gs->curB->sides.at(side).enchanterCounter)
  3712. {
  3713. bool cast = false;
  3714. while (!bl.empty() && !cast)
  3715. {
  3716. auto bonus = *RandomGeneratorUtil::nextItem(bl, gs->getRandomGenerator());
  3717. auto spellID = SpellID(bonus->subtype);
  3718. const CSpell * spell = SpellID(spellID).toSpell();
  3719. bl.remove_if([&bonus](Bonus * b){return b==bonus;});
  3720. if (gs->curB->battleCanCastThisSpell(st, spell, ECastingMode::ENCHANTER_CASTING) == ESpellCastProblem::OK)
  3721. {
  3722. BattleSpellCastParameters parameters(gs->curB, st, spell);
  3723. parameters.spellLvl = bonus->val;
  3724. parameters.effectLevel = bonus->val;//todo: recheck
  3725. parameters.aimToHex(BattleHex::INVALID);
  3726. parameters.mode = ECastingMode::ENCHANTER_CASTING;
  3727. parameters.selectedStack = nullptr;
  3728. spell->battleCast(spellEnv, parameters);
  3729. //todo: move to mechanics
  3730. BattleSetStackProperty ssp;
  3731. ssp.which = BattleSetStackProperty::ENCHANTER_COUNTER;
  3732. ssp.absolute = false;
  3733. ssp.val = bonus->additionalInfo; //increase cooldown counter
  3734. ssp.stackID = st->ID;
  3735. sendAndApply(&ssp);
  3736. cast = true;
  3737. }
  3738. };
  3739. }
  3740. bl = *(st->getBonuses(Selector::type(Bonus::ENCHANTED)));
  3741. for (auto b : bl)
  3742. {
  3743. SetStackEffect sse;
  3744. int val = bl.valOfBonuses (Selector::typeSubtype(b->type, b->subtype));
  3745. if (val > 3)
  3746. {
  3747. for (auto s : gs->curB->battleGetAllStacks())
  3748. {
  3749. if (st->owner == s->owner && s->isValidTarget()) //all allied
  3750. sse.stacks.push_back (s->ID);
  3751. }
  3752. }
  3753. else
  3754. sse.stacks.push_back (st->ID);
  3755. Bonus pseudoBonus;
  3756. pseudoBonus.sid = b->subtype;
  3757. pseudoBonus.val = ((val > 3) ? (val - 3) : val);
  3758. pseudoBonus.turnsRemain = 50;
  3759. st->stackEffectToFeature (sse.effect, pseudoBonus);
  3760. if (sse.effect.size())
  3761. sendAndApply (&sse);
  3762. }
  3763. }
  3764. }
  3765. void CGameHandler::handleDamageFromObstacle(const CObstacleInstance &obstacle, const CStack * curStack)
  3766. {
  3767. //we want to determine following vars depending on obstacle type
  3768. int damage = -1;
  3769. int effect = -1;
  3770. bool oneTimeObstacle = false;
  3771. //helper info
  3772. const SpellCreatedObstacle *spellObstacle = dynamic_cast<const SpellCreatedObstacle*>(&obstacle); //not nice but we may need spell params
  3773. const ui8 side = !curStack->attackerOwned; //if enemy is defending (false = 0), side of enemy hero is 1 (true)
  3774. const CGHeroInstance *hero = gs->curB->battleGetFightingHero(side);//FIXME: there may be no hero - landmines in Tower
  3775. if(obstacle.obstacleType == CObstacleInstance::MOAT)
  3776. {
  3777. damage = battleGetMoatDmg();
  3778. }
  3779. else if(obstacle.obstacleType == CObstacleInstance::LAND_MINE)
  3780. {
  3781. //You don't get hit by a Mine you can see.
  3782. if(gs->curB->battleIsObstacleVisibleForSide(obstacle, (BattlePerspective::BattlePerspective)side))
  3783. return;
  3784. oneTimeObstacle = true;
  3785. effect = 82; //makes
  3786. const CSpell * sp = SpellID(SpellID::LAND_MINE).toSpell();
  3787. if(sp->isImmuneByStack(hero, curStack))
  3788. return;
  3789. damage = sp->calculateDamage(hero, curStack,
  3790. spellObstacle->spellLevel, spellObstacle->casterSpellPower);
  3791. //TODO even if obstacle wasn't created by hero (Tower "moat") it should deal dmg as if cast by hero,
  3792. //if it is bigger than default dmg. Or is it just irrelevant H3 implementation quirk
  3793. }
  3794. else if(obstacle.obstacleType == CObstacleInstance::FIRE_WALL)
  3795. {
  3796. const CSpell * sp = SpellID(SpellID::FIRE_WALL).toSpell();
  3797. if(sp->isImmuneByStack(hero, curStack))
  3798. return;
  3799. damage = sp->calculateDamage(hero, curStack,
  3800. spellObstacle->spellLevel, spellObstacle->casterSpellPower);
  3801. }
  3802. else
  3803. {
  3804. //no other obstacle does damage to stack
  3805. return;
  3806. }
  3807. BattleStackAttacked bsa;
  3808. if(effect >= 0)
  3809. {
  3810. bsa.flags |= BattleStackAttacked::EFFECT;
  3811. bsa.effect = effect; //makes POOF
  3812. }
  3813. bsa.damageAmount = damage;
  3814. bsa.stackAttacked = curStack->ID;
  3815. bsa.attackerID = -1;
  3816. curStack->prepareAttacked(bsa, gameState()->getRandomGenerator());
  3817. StacksInjured si;
  3818. si.stacks.push_back(bsa);
  3819. sendAndApply(&si);
  3820. if(oneTimeObstacle)
  3821. removeObstacle(obstacle);
  3822. }
  3823. void CGameHandler::handleTimeEvents()
  3824. {
  3825. gs->map->events.sort(evntCmp);
  3826. while(gs->map->events.size() && gs->map->events.front().firstOccurence+1 == gs->day)
  3827. {
  3828. CMapEvent ev = gs->map->events.front();
  3829. for (int player = 0; player < PlayerColor::PLAYER_LIMIT_I; player++)
  3830. {
  3831. auto color = PlayerColor(player);
  3832. PlayerState *pinfo = gs->getPlayer(color, false); //do not output error if player does not exist
  3833. if( pinfo //player exists
  3834. && (ev.players & 1<<player) //event is enabled to this player
  3835. && ((ev.computerAffected && !pinfo->human)
  3836. || (ev.humanAffected && pinfo->human)
  3837. )
  3838. )
  3839. {
  3840. //give resources
  3841. SetResources sr;
  3842. sr.player = color;
  3843. sr.res = pinfo->resources + ev.resources;
  3844. //prepare dialog
  3845. InfoWindow iw;
  3846. iw.player = color;
  3847. iw.text << ev.message;
  3848. for (int i=0; i<ev.resources.size(); i++)
  3849. {
  3850. if(ev.resources.at(i)) //if resource is changed, we add it to the dialog
  3851. iw.components.push_back(Component(Component::RESOURCE,i,ev.resources.at(i),0));
  3852. }
  3853. if (iw.components.size())
  3854. {
  3855. sr.res.amax(0); // If removing too much resources, adjust the amount so the total doesn't become negative.
  3856. sendAndApply(&sr); //update player resources if changed
  3857. }
  3858. sendAndApply(&iw); //show dialog
  3859. }
  3860. } //PLAYERS LOOP
  3861. if(ev.nextOccurence)
  3862. {
  3863. gs->map->events.pop_front();
  3864. ev.firstOccurence += ev.nextOccurence;
  3865. auto it = gs->map->events.begin();
  3866. while ( it !=gs->map->events.end() && it->earlierThanOrEqual(ev))
  3867. it++;
  3868. gs->map->events.insert(it, ev);
  3869. }
  3870. else
  3871. {
  3872. gs->map->events.pop_front();
  3873. }
  3874. }
  3875. //TODO send only if changed
  3876. UpdateMapEvents ume;
  3877. ume.events = gs->map->events;
  3878. sendAndApply(&ume);
  3879. }
  3880. void CGameHandler::handleTownEvents(CGTownInstance * town, NewTurn &n)
  3881. {
  3882. town->events.sort(evntCmp);
  3883. while(town->events.size() && town->events.front().firstOccurence == gs->day)
  3884. {
  3885. PlayerColor player = town->tempOwner;
  3886. CCastleEvent ev = town->events.front();
  3887. PlayerState *pinfo = gs->getPlayer(player, false);
  3888. if( pinfo //player exists
  3889. && (ev.players & 1<<player.getNum()) //event is enabled to this player
  3890. && ((ev.computerAffected && !pinfo->human)
  3891. || (ev.humanAffected && pinfo->human) ) )
  3892. {
  3893. // dialog
  3894. InfoWindow iw;
  3895. iw.player = player;
  3896. iw.text << ev.message;
  3897. if(ev.resources.nonZero())
  3898. {
  3899. TResources was = n.res[player];
  3900. n.res[player] += ev.resources;
  3901. n.res[player].amax(0);
  3902. for (int i=0; i<ev.resources.size(); i++)
  3903. 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
  3904. iw.components.push_back(Component(Component::RESOURCE,i,n.res.at(player).at(i)-was.at(i),0));
  3905. }
  3906. for(auto & i : ev.buildings)
  3907. {
  3908. if(!town->hasBuilt(i))
  3909. {
  3910. buildStructure(town->id, i, true);
  3911. iw.components.push_back(Component(Component::BUILDING, town->subID, i, 0));
  3912. }
  3913. }
  3914. if (!ev.creatures.empty() && !vstd::contains(n.cres, town->id))
  3915. {
  3916. n.cres[town->id].tid = town->id;
  3917. n.cres[town->id].creatures = town->creatures;
  3918. }
  3919. auto & sac = n.cres[town->id];
  3920. for(si32 i=0;i<ev.creatures.size();i++) //creature growths
  3921. {
  3922. if(!town->creatures.at(i).second.empty() && ev.creatures.at(i) > 0)//there is dwelling
  3923. {
  3924. sac.creatures[i].first += ev.creatures.at(i);
  3925. iw.components.push_back(Component(Component::CREATURE,
  3926. town->creatures.at(i).second.back(), ev.creatures.at(i), 0));
  3927. }
  3928. }
  3929. sendAndApply(&iw); //show dialog
  3930. }
  3931. if(ev.nextOccurence)
  3932. {
  3933. town->events.pop_front();
  3934. ev.firstOccurence += ev.nextOccurence;
  3935. auto it = town->events.begin();
  3936. while ( it != town->events.end() && it->earlierThanOrEqual(ev))
  3937. it++;
  3938. town->events.insert(it, ev);
  3939. }
  3940. else
  3941. {
  3942. town->events.pop_front();
  3943. }
  3944. }
  3945. //TODO send only if changed
  3946. UpdateCastleEvents uce;
  3947. uce.town = town->id;
  3948. uce.events = town->events;
  3949. sendAndApply(&uce);
  3950. }
  3951. bool CGameHandler::complain( const std::string &problem )
  3952. {
  3953. sendMessageToAll("Server encountered a problem: " + problem);
  3954. logGlobal->errorStream() << problem;
  3955. return true;
  3956. }
  3957. void CGameHandler::showGarrisonDialog( ObjectInstanceID upobj, ObjectInstanceID hid, bool removableUnits)
  3958. {
  3959. //PlayerColor player = getOwner(hid);
  3960. auto upperArmy = dynamic_cast<const CArmedInstance*>(getObj(upobj));
  3961. auto lowerArmy = dynamic_cast<const CArmedInstance*>(getObj(hid));
  3962. assert(lowerArmy);
  3963. assert(upperArmy);
  3964. auto garrisonQuery = std::make_shared<CGarrisonDialogQuery>(upperArmy, lowerArmy);
  3965. queries.addQuery(garrisonQuery);
  3966. GarrisonDialog gd;
  3967. gd.hid = hid;
  3968. gd.objid = upobj;
  3969. gd.removableUnits = removableUnits;
  3970. gd.queryID = garrisonQuery->queryID;
  3971. sendAndApply(&gd);
  3972. }
  3973. void CGameHandler::showThievesGuildWindow(PlayerColor player, ObjectInstanceID requestingObjId)
  3974. {
  3975. OpenWindow ow;
  3976. ow.window = OpenWindow::THIEVES_GUILD;
  3977. ow.id1 = player.getNum();
  3978. ow.id2 = requestingObjId.getNum();
  3979. sendAndApply(&ow);
  3980. }
  3981. bool CGameHandler::isAllowedExchange( ObjectInstanceID id1, ObjectInstanceID id2 )
  3982. {
  3983. if(id1 == id2)
  3984. return true;
  3985. const CGObjectInstance *o1 = getObj(id1), *o2 = getObj(id2);
  3986. if(!o1 || !o2)
  3987. return true; //arranging stacks within an object should be always allowed
  3988. if (o1 && o2)
  3989. {
  3990. if(o1->ID == Obj::TOWN)
  3991. {
  3992. const CGTownInstance *t = static_cast<const CGTownInstance*>(o1);
  3993. if(t->visitingHero == o2 || t->garrisonHero == o2)
  3994. return true;
  3995. }
  3996. if(o2->ID == Obj::TOWN)
  3997. {
  3998. const CGTownInstance *t = static_cast<const CGTownInstance*>(o2);
  3999. if(t->visitingHero == o1 || t->garrisonHero == o1)
  4000. return true;
  4001. }
  4002. if (o1->ID == Obj::HERO && o2->ID == Obj::HERO)
  4003. {
  4004. const CGHeroInstance *h1 = static_cast<const CGHeroInstance*>(o1);
  4005. const CGHeroInstance *h2 = static_cast<const CGHeroInstance*>(o2);
  4006. // two heroes in same town (garrisoned and visiting)
  4007. if (h1->visitedTown != nullptr && h2->visitedTown != nullptr && h1->visitedTown == h2->visitedTown)
  4008. return true;
  4009. }
  4010. //Ongoing garrison exchange
  4011. if(auto dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries.topQuery(o1->tempOwner)))
  4012. {
  4013. if(dialog->exchangingArmies.at(0) == o1 && dialog->exchangingArmies.at(1) == o2)
  4014. return true;
  4015. if(dialog->exchangingArmies.at(1) == o1 && dialog->exchangingArmies.at(0) == o2)
  4016. return true;
  4017. }
  4018. }
  4019. return false;
  4020. }
  4021. void CGameHandler::objectVisited( const CGObjectInstance * obj, const CGHeroInstance * h )
  4022. {
  4023. logGlobal->debugStream() << h->nodeName() << " visits " << obj->getObjectName() << "(" << obj->ID << ":" << obj->subID << ")";
  4024. auto visitQuery = std::make_shared<CObjectVisitQuery>(obj, h, obj->visitablePos());
  4025. queries.addQuery(visitQuery); //TODO real visit pos
  4026. HeroVisit hv;
  4027. hv.obj = obj;
  4028. hv.hero = h;
  4029. hv.player = h->tempOwner;
  4030. hv.starting = true;
  4031. sendAndApply(&hv);
  4032. obj->onHeroVisit(h);
  4033. queries.popIfTop(visitQuery); //visit ends here if no queries were created
  4034. }
  4035. void CGameHandler::objectVisitEnded(const CObjectVisitQuery &query)
  4036. {
  4037. logGlobal->traceStream() << query.visitingHero->nodeName() << " visit ends.\n";
  4038. HeroVisit hv;
  4039. hv.player = query.players.front();
  4040. hv.obj = nullptr; //not necessary, moreover may have been deleted in the meantime
  4041. hv.hero = query.visitingHero;
  4042. assert(hv.hero);
  4043. hv.starting = false;
  4044. sendAndApply(&hv);
  4045. }
  4046. bool CGameHandler::buildBoat( ObjectInstanceID objid )
  4047. {
  4048. const IShipyard *obj = IShipyard::castFrom(getObj(objid));
  4049. if(obj->shipyardStatus() != IBoatGenerator::GOOD)
  4050. {
  4051. complain("Cannot build boat in this shipyard!");
  4052. return false;
  4053. }
  4054. else if(obj->o->ID == Obj::TOWN
  4055. && !static_cast<const CGTownInstance*>(obj)->hasBuilt(BuildingID::SHIPYARD))
  4056. {
  4057. complain("Cannot build boat in the town - no shipyard!");
  4058. return false;
  4059. }
  4060. const PlayerColor playerID = obj->o->tempOwner;
  4061. TResources boatCost;
  4062. obj->getBoatCost(boatCost);
  4063. TResources aviable = gs->getPlayer(playerID)->resources;
  4064. if (!aviable.canAfford(boatCost))
  4065. {
  4066. complain("Not enough resources to build a boat!");
  4067. return false;
  4068. }
  4069. int3 tile = obj->bestLocation();
  4070. if(!gs->map->isInTheMap(tile))
  4071. {
  4072. complain("Cannot find appropriate tile for a boat!");
  4073. return false;
  4074. }
  4075. //take boat cost
  4076. SetResources sr;
  4077. sr.player = playerID;
  4078. sr.res = (aviable - boatCost);
  4079. sendAndApply(&sr);
  4080. //create boat
  4081. NewObject no;
  4082. no.ID = Obj::BOAT;
  4083. no.subID = obj->getBoatType();
  4084. no.pos = tile + int3(1,0,0);
  4085. sendAndApply(&no);
  4086. return true;
  4087. }
  4088. void CGameHandler::engageIntoBattle( PlayerColor player )
  4089. {
  4090. //notify interfaces
  4091. PlayerBlocked pb;
  4092. pb.player = player;
  4093. pb.reason = PlayerBlocked::UPCOMING_BATTLE;
  4094. pb.startOrEnd = PlayerBlocked::BLOCKADE_STARTED;
  4095. sendAndApply(&pb);
  4096. }
  4097. void CGameHandler::checkVictoryLossConditions(const std::set<PlayerColor> & playerColors)
  4098. {
  4099. for(auto playerColor : playerColors)
  4100. {
  4101. if(gs->getPlayer(playerColor, false))
  4102. checkVictoryLossConditionsForPlayer(playerColor);
  4103. }
  4104. }
  4105. void CGameHandler::checkVictoryLossConditionsForAll()
  4106. {
  4107. std::set<PlayerColor> playerColors;
  4108. for(int i = 0; i < PlayerColor::PLAYER_LIMIT_I; ++i)
  4109. {
  4110. playerColors.insert(PlayerColor(i));
  4111. }
  4112. checkVictoryLossConditions(playerColors);
  4113. }
  4114. void CGameHandler::checkVictoryLossConditionsForPlayer(PlayerColor player)
  4115. {
  4116. const PlayerState *p = gs->getPlayer(player);
  4117. if(p->status != EPlayerStatus::INGAME) return;
  4118. auto victoryLossCheckResult = gs->checkForVictoryAndLoss(player);
  4119. if(victoryLossCheckResult.victory() || victoryLossCheckResult.loss())
  4120. {
  4121. InfoWindow iw;
  4122. getVictoryLossMessage(player, victoryLossCheckResult, iw);
  4123. sendAndApply(&iw);
  4124. PlayerEndsGame peg;
  4125. peg.player = player;
  4126. peg.victoryLossCheckResult = victoryLossCheckResult;
  4127. sendAndApply(&peg);
  4128. if(victoryLossCheckResult.victory())
  4129. {
  4130. //one player won -> all enemies lost
  4131. for (auto i = gs->players.cbegin(); i!=gs->players.cend(); i++)
  4132. {
  4133. if(i->first != player && gs->getPlayer(i->first)->status == EPlayerStatus::INGAME)
  4134. {
  4135. peg.player = i->first;
  4136. peg.victoryLossCheckResult = gameState()->getPlayerRelations(player, i->first) == PlayerRelations::ALLIES ?
  4137. victoryLossCheckResult : victoryLossCheckResult.invert(); // ally of winner
  4138. InfoWindow iw;
  4139. getVictoryLossMessage(player, peg.victoryLossCheckResult, iw);
  4140. iw.player = i->first;
  4141. sendAndApply(&iw);
  4142. sendAndApply(&peg);
  4143. }
  4144. }
  4145. if(p->human)
  4146. {
  4147. end2 = true;
  4148. if(gs->scenarioOps->campState)
  4149. {
  4150. std::vector<CGHeroInstance *> crossoverHeroes;
  4151. for(CGHeroInstance * hero : gs->map->heroesOnMap)
  4152. {
  4153. if(hero->tempOwner == player)
  4154. {
  4155. // keep all heroes from the winning player
  4156. crossoverHeroes.push_back(hero);
  4157. }
  4158. else if(vstd::contains(gs->scenarioOps->campState->getCurrentScenario().keepHeroes, HeroTypeID(hero->subID)))
  4159. {
  4160. // keep hero whether lost or won (like Xeron in AB campaign)
  4161. crossoverHeroes.push_back(hero);
  4162. }
  4163. }
  4164. // keep lost heroes which are in heroes pool
  4165. for(auto & heroPair : gs->hpool.heroesPool)
  4166. {
  4167. if(vstd::contains(gs->scenarioOps->campState->getCurrentScenario().keepHeroes, HeroTypeID(heroPair.first)))
  4168. {
  4169. crossoverHeroes.push_back(heroPair.second.get());
  4170. }
  4171. }
  4172. gs->scenarioOps->campState->setCurrentMapAsConquered(crossoverHeroes);
  4173. //Request clients to change connection mode
  4174. PrepareForAdvancingCampaign pfac;
  4175. sendAndApply(&pfac);
  4176. //Change connection mode
  4177. if(getPlayer(player)->human && getStartInfo()->campState)
  4178. {
  4179. for(auto connection : conns)
  4180. connection->prepareForSendingHeroes();
  4181. }
  4182. UpdateCampaignState ucs;
  4183. ucs.camp = gs->scenarioOps->campState;
  4184. sendAndApply(&ucs);
  4185. }
  4186. }
  4187. }
  4188. else
  4189. {
  4190. //copy heroes vector to avoid iterator invalidation as removal change PlayerState
  4191. auto hlp = p->heroes;
  4192. for(auto h : hlp) //eliminate heroes
  4193. {
  4194. if(h.get())
  4195. removeObject(h);
  4196. }
  4197. //player lost -> all his objects become unflagged (neutral)
  4198. for (auto obj : gs->map->objects) //unflag objs
  4199. {
  4200. if(obj.get() && obj->tempOwner == player)
  4201. setOwner(obj, PlayerColor::NEUTRAL);
  4202. }
  4203. //eliminating one player may cause victory of another:
  4204. std::set<PlayerColor> playerColors;
  4205. //do not copy player state (CBonusSystemNode) by value
  4206. for (auto &p : gs->players) //players may have different colors, iterate over players and not integers
  4207. {
  4208. if (p.first != player)
  4209. playerColors.insert(p.first);
  4210. }
  4211. //notify all players
  4212. for (auto pc : playerColors)
  4213. {
  4214. if (gs->getPlayer(pc)->status == EPlayerStatus::INGAME)
  4215. {
  4216. InfoWindow iw;
  4217. getVictoryLossMessage(player, victoryLossCheckResult.invert(), iw);
  4218. iw.player = pc;
  4219. sendAndApply(&iw);
  4220. }
  4221. }
  4222. checkVictoryLossConditions(playerColors);
  4223. }
  4224. auto playerInfo = gs->getPlayer(gs->currentPlayer, false);
  4225. // If we are called before the actual game start, there might be no current player
  4226. if (playerInfo && playerInfo->status != EPlayerStatus::INGAME)
  4227. {
  4228. // If player making turn has lost his turn must be over as well
  4229. states.setFlag(gs->currentPlayer, &PlayerStatus::makingTurn, false);
  4230. }
  4231. }
  4232. }
  4233. void CGameHandler::getVictoryLossMessage(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult, InfoWindow & out) const
  4234. {
  4235. out.player = player;
  4236. out.text.clear();
  4237. out.text << victoryLossCheckResult.messageToSelf;
  4238. // hackish, insert one player-specific string, if applicable
  4239. if (victoryLossCheckResult.messageToSelf.find("%s") != std::string::npos)
  4240. out.text.addReplacement(MetaString::COLOR, player.getNum());
  4241. out.components.push_back(Component(Component::FLAG, player.getNum(), 0, 0));
  4242. }
  4243. bool CGameHandler::dig( const CGHeroInstance *h )
  4244. {
  4245. for (auto i = gs->map->objects.cbegin(); i != gs->map->objects.cend(); i++) //unflag objs
  4246. {
  4247. if(*i && (*i)->ID == Obj::HOLE && (*i)->pos == h->getPosition())
  4248. {
  4249. complain("Cannot dig - there is already a hole under the hero!");
  4250. return false;
  4251. }
  4252. }
  4253. if(h->diggingStatus() != EDiggingStatus::CAN_DIG) //checks for terrain and movement
  4254. COMPLAIN_RETF("Hero cannot dig (error code %d)!", h->diggingStatus());
  4255. //create a hole
  4256. NewObject no;
  4257. no.ID = Obj::HOLE;
  4258. no.pos = h->getPosition();
  4259. no.subID = 0;
  4260. sendAndApply(&no);
  4261. //take MPs
  4262. SetMovePoints smp;
  4263. smp.hid = h->id;
  4264. smp.val = 0;
  4265. sendAndApply(&smp);
  4266. InfoWindow iw;
  4267. iw.player = h->tempOwner;
  4268. if(gs->map->grailPos == h->getPosition())
  4269. {
  4270. iw.text.addTxt(MetaString::GENERAL_TXT, 58); //"Congratulations! After spending many hours digging here, your hero has uncovered the "
  4271. iw.text.addTxt(MetaString::ART_NAMES, ArtifactID::GRAIL);
  4272. iw.soundID = soundBase::ULTIMATEARTIFACT;
  4273. giveHeroNewArtifact(h, VLC->arth->artifacts[ArtifactID::GRAIL], ArtifactPosition::PRE_FIRST); //give grail
  4274. sendAndApply(&iw);
  4275. iw.soundID = soundBase::invalid;
  4276. iw.text.clear();
  4277. iw.text.addTxt(MetaString::ART_DESCR, ArtifactID::GRAIL);
  4278. sendAndApply(&iw);
  4279. }
  4280. else
  4281. {
  4282. iw.text.addTxt(MetaString::GENERAL_TXT, 59); //"Nothing here. \n Where could it be?"
  4283. iw.soundID = soundBase::Dig;
  4284. sendAndApply(&iw);
  4285. }
  4286. return true;
  4287. }
  4288. void CGameHandler::attackCasting(const BattleAttack & bat, Bonus::BonusType attackMode, const CStack * attacker)
  4289. {
  4290. if(attacker->hasBonusOfType(attackMode))
  4291. {
  4292. std::set<SpellID> spellsToCast;
  4293. TBonusListPtr spells = attacker->getBonuses(Selector::type(attackMode));
  4294. for(const Bonus *sf : *spells)
  4295. {
  4296. spellsToCast.insert (SpellID(sf->subtype));
  4297. }
  4298. for(SpellID spellID : spellsToCast)
  4299. {
  4300. const CStack * oneOfAttacked = nullptr;
  4301. for (auto & elem : bat.bsa)
  4302. {
  4303. if (elem.newAmount > 0 && !elem.isSecondary()) //apply effects only to first target stack if it's alive
  4304. {
  4305. oneOfAttacked = gs->curB->battleGetStackByID(elem.stackAttacked);
  4306. break;
  4307. }
  4308. }
  4309. bool castMe = false;
  4310. if(oneOfAttacked == nullptr) //all attacked creatures have been killed
  4311. return;
  4312. int spellLevel = 0;
  4313. TBonusListPtr spellsByType = attacker->getBonuses(Selector::typeSubtype(attackMode, spellID));
  4314. for(const Bonus *sf : *spellsByType)
  4315. {
  4316. vstd::amax(spellLevel, sf->additionalInfo % 1000); //pick highest level
  4317. int meleeRanged = sf->additionalInfo / 1000;
  4318. if (meleeRanged == 0 || (meleeRanged == 1 && bat.shot()) || (meleeRanged == 2 && !bat.shot()))
  4319. castMe = true;
  4320. }
  4321. int chance = attacker->valOfBonuses((Selector::typeSubtype(attackMode, spellID)));
  4322. vstd::amin (chance, 100);
  4323. const CSpell * spell = SpellID(spellID).toSpell();
  4324. if(gs->curB->battleCanCastThisSpellHere(attacker, spell, ECastingMode::AFTER_ATTACK_CASTING, oneOfAttacked->position) != ESpellCastProblem::OK)
  4325. continue;
  4326. //check if spell should be cast (probability handling)
  4327. if(gs->getRandomGenerator().nextInt(99) >= chance)
  4328. continue;
  4329. //casting
  4330. if (castMe) //stacks use 0 spell power. If needed, default = 3 or custom value is used
  4331. {
  4332. BattleSpellCastParameters parameters(gs->curB, attacker, spell);
  4333. parameters.spellLvl = spellLevel;
  4334. parameters.effectLevel = spellLevel;
  4335. parameters.aimToStack(oneOfAttacked);
  4336. parameters.mode = ECastingMode::AFTER_ATTACK_CASTING;
  4337. parameters.selectedStack = nullptr;
  4338. spell->battleCast(spellEnv, parameters);
  4339. }
  4340. }
  4341. }
  4342. }
  4343. void CGameHandler::handleAttackBeforeCasting (const BattleAttack & bat)
  4344. {
  4345. const CStack * attacker = gs->curB->battleGetStackByID(bat.stackAttacking);
  4346. attackCasting(bat, Bonus::SPELL_BEFORE_ATTACK, attacker); //no death stare / acid breath needed?
  4347. }
  4348. void CGameHandler::handleAfterAttackCasting( const BattleAttack & bat )
  4349. {
  4350. const CStack * attacker = gs->curB->battleGetStackByID(bat.stackAttacking);
  4351. if (!attacker) //could be already dead
  4352. return;
  4353. auto cast = [=](SpellID spellID, int power)
  4354. {
  4355. const CSpell * spell = SpellID(spellID).toSpell();
  4356. BattleSpellCastParameters parameters(gs->curB, attacker, spell);
  4357. parameters.spellLvl = 0;
  4358. parameters.effectLevel = 0;
  4359. parameters.aimToStack(gs->curB->battleGetStackByID(bat.bsa.at(0).stackAttacked));
  4360. parameters.effectPower = power;
  4361. parameters.mode = ECastingMode::AFTER_ATTACK_CASTING;
  4362. parameters.selectedStack = nullptr;
  4363. spell->battleCast(this->spellEnv, parameters);
  4364. };
  4365. attackCasting(bat, Bonus::SPELL_AFTER_ATTACK, attacker);
  4366. if(bat.bsa.at(0).newAmount <= 0)
  4367. {
  4368. //don't try death stare or acid breath on dead stack (crash!)
  4369. return;
  4370. }
  4371. if (attacker->hasBonusOfType(Bonus::DEATH_STARE) && bat.bsa.size())
  4372. {
  4373. // mechanics of Death Stare as in H3:
  4374. // each gorgon have 10% chance to kill (counted separately in H3) -> binomial distribution
  4375. //original formula x = min(x, (gorgons_count + 9)/10);
  4376. double chanceToKill = attacker->valOfBonuses(Bonus::DEATH_STARE, 0) / 100.0f;
  4377. vstd::amin(chanceToKill, 1); //cap at 100%
  4378. std::binomial_distribution<> distribution(attacker->count, chanceToKill);
  4379. std::mt19937 rng(std::time(nullptr));
  4380. int staredCreatures = distribution(rng);
  4381. double cap = 1 / std::max(chanceToKill, (double)(0.01));//don't divide by 0
  4382. int maxToKill = (attacker->count + cap - 1) / cap; //not much more than chance * count
  4383. vstd::amin(staredCreatures, maxToKill);
  4384. staredCreatures += (attacker->level() * attacker->valOfBonuses(Bonus::DEATH_STARE, 1)) / gs->curB->battleGetStackByID(bat.bsa.at(0).stackAttacked)->level();
  4385. if (staredCreatures)
  4386. {
  4387. if (bat.bsa.at(0).newAmount > 0) //TODO: death stare was not originally available for multiple-hex attacks, but...
  4388. cast(SpellID::DEATH_STARE, staredCreatures);
  4389. }
  4390. }
  4391. int acidDamage = 0;
  4392. TBonusListPtr acidBreath = attacker->getBonuses(Selector::type(Bonus::ACID_BREATH));
  4393. for(const Bonus *b : *acidBreath)
  4394. {
  4395. if (b->additionalInfo > gs->getRandomGenerator().nextInt(99))
  4396. acidDamage += b->val;
  4397. }
  4398. if (acidDamage)
  4399. {
  4400. cast(SpellID::ACID_BREATH_DAMAGE, acidDamage * attacker->count);
  4401. }
  4402. }
  4403. bool CGameHandler::castSpell(const CGHeroInstance *h, SpellID spellID, const int3 &pos)
  4404. {
  4405. const CSpell *s = spellID.toSpell();
  4406. AdventureSpellCastParameters p;
  4407. p.caster = h;
  4408. p.pos = pos;
  4409. return s->adventureCast(spellEnv, p);
  4410. }
  4411. void CGameHandler::visitObjectOnTile(const TerrainTile &t, const CGHeroInstance * h)
  4412. {
  4413. if (!t.visitableObjects.empty())
  4414. {
  4415. //to prevent self-visiting heroes on space press
  4416. if(t.visitableObjects.back() != h)
  4417. objectVisited(t.visitableObjects.back(), h);
  4418. else if(t.visitableObjects.size() > 1)
  4419. objectVisited(*(t.visitableObjects.end()-2),h);
  4420. }
  4421. }
  4422. bool CGameHandler::sacrificeCreatures(const IMarket *market, const CGHeroInstance *hero, SlotID slot, ui32 count)
  4423. {
  4424. int oldCount = hero->getStackCount(slot);
  4425. if(oldCount < count)
  4426. COMPLAIN_RET("Not enough creatures to sacrifice!")
  4427. else if(oldCount == count && hero->stacksCount() == 1 && hero->needsLastStack())
  4428. COMPLAIN_RET("Cannot sacrifice last creature!");
  4429. int crid = hero->getStack(slot).type->idNumber;
  4430. changeStackCount(StackLocation(hero, slot), -count);
  4431. int dump, exp;
  4432. market->getOffer(crid, 0, dump, exp, EMarketMode::CREATURE_EXP);
  4433. exp *= count;
  4434. changePrimSkill(hero, PrimarySkill::EXPERIENCE, hero->calculateXp(exp));
  4435. return true;
  4436. }
  4437. bool CGameHandler::sacrificeArtifact(const IMarket * m, const CGHeroInstance * hero, ArtifactPosition slot)
  4438. {
  4439. ArtifactLocation al(hero, slot);
  4440. const CArtifactInstance *a = al.getArt();
  4441. if(!a)
  4442. COMPLAIN_RET("Cannot find artifact to sacrifice!");
  4443. int dmp, expToGive;
  4444. m->getOffer(hero->getArtTypeId(slot), 0, dmp, expToGive, EMarketMode::ARTIFACT_EXP);
  4445. removeArtifact(al);
  4446. changePrimSkill(hero, PrimarySkill::EXPERIENCE, expToGive);
  4447. return true;
  4448. }
  4449. void CGameHandler::makeStackDoNothing(const CStack * next)
  4450. {
  4451. BattleAction doNothing;
  4452. doNothing.actionType = Battle::NO_ACTION;
  4453. doNothing.additionalInfo = 0;
  4454. doNothing.destinationTile = -1;
  4455. doNothing.side = !next->attackerOwned;
  4456. doNothing.stackNumber = next->ID;
  4457. makeAutomaticAction(next, doNothing);
  4458. }
  4459. bool CGameHandler::insertNewStack(const StackLocation &sl, const CCreature *c, TQuantity count)
  4460. {
  4461. if(sl.army->hasStackAtSlot(sl.slot))
  4462. COMPLAIN_RET("Slot is already taken!");
  4463. if(!sl.slot.validSlot())
  4464. COMPLAIN_RET("Cannot insert stack to that slot!");
  4465. InsertNewStack ins;
  4466. ins.sl = sl;
  4467. ins.stack = CStackBasicDescriptor(c, count);
  4468. sendAndApply(&ins);
  4469. return true;
  4470. }
  4471. bool CGameHandler::eraseStack(const StackLocation &sl, bool forceRemoval/* = false*/)
  4472. {
  4473. if(!sl.army->hasStackAtSlot(sl.slot))
  4474. COMPLAIN_RET("Cannot find a stack to erase");
  4475. if(sl.army->stacksCount() == 1 //from the last stack
  4476. && sl.army->needsLastStack() //that must be left
  4477. && !forceRemoval) //ignore above conditions if we are forcing removal
  4478. {
  4479. COMPLAIN_RET("Cannot erase the last stack!");
  4480. }
  4481. EraseStack es;
  4482. es.sl = sl;
  4483. sendAndApply(&es);
  4484. return true;
  4485. }
  4486. bool CGameHandler::changeStackCount(const StackLocation &sl, TQuantity count, bool absoluteValue /*= false*/)
  4487. {
  4488. TQuantity currentCount = sl.army->getStackCount(sl.slot);
  4489. if((absoluteValue && count < 0)
  4490. || (!absoluteValue && -count > currentCount))
  4491. {
  4492. COMPLAIN_RET("Cannot take more stacks than present!");
  4493. }
  4494. if((currentCount == -count && !absoluteValue)
  4495. || (!count && absoluteValue))
  4496. {
  4497. eraseStack(sl);
  4498. }
  4499. else
  4500. {
  4501. ChangeStackCount csc;
  4502. csc.sl = sl;
  4503. csc.count = count;
  4504. csc.absoluteValue = absoluteValue;
  4505. sendAndApply(&csc);
  4506. }
  4507. return true;
  4508. }
  4509. bool CGameHandler::addToSlot(const StackLocation &sl, const CCreature *c, TQuantity count)
  4510. {
  4511. const CCreature *slotC = sl.army->getCreature(sl.slot);
  4512. if(!slotC) //slot is empty
  4513. insertNewStack(sl, c, count);
  4514. else if(c == slotC)
  4515. changeStackCount(sl, count);
  4516. else
  4517. {
  4518. COMPLAIN_RET("Cannot add " + c->namePl + " to slot " + boost::lexical_cast<std::string>(sl.slot) + "!");
  4519. }
  4520. return true;
  4521. }
  4522. void CGameHandler::tryJoiningArmy(const CArmedInstance *src, const CArmedInstance *dst, bool removeObjWhenFinished, bool allowMerging)
  4523. {
  4524. if(removeObjWhenFinished)
  4525. removeAfterVisit(src);
  4526. if(!src->canBeMergedWith(*dst, allowMerging))
  4527. {
  4528. if (allowMerging) //do that, add all matching creatures.
  4529. {
  4530. bool cont = true;
  4531. while (cont)
  4532. {
  4533. for(auto i = src->stacks.begin(); i != src->stacks.end(); i++)//while there are unmoved creatures
  4534. {
  4535. SlotID pos = dst->getSlotFor(i->second->type);
  4536. if(pos.validSlot())
  4537. {
  4538. moveStack(StackLocation(src, i->first), StackLocation(dst, pos));
  4539. cont = true;
  4540. break; //or iterator crashes
  4541. }
  4542. cont = false;
  4543. }
  4544. }
  4545. }
  4546. showGarrisonDialog(src->id, dst->id, true); //show garrison window and optionally remove ourselves from map when player ends
  4547. }
  4548. else //merge
  4549. {
  4550. moveArmy(src, dst, allowMerging);
  4551. }
  4552. }
  4553. bool CGameHandler::moveStack(const StackLocation &src, const StackLocation &dst, TQuantity count)
  4554. {
  4555. if(!src.army->hasStackAtSlot(src.slot))
  4556. COMPLAIN_RET("No stack to move!");
  4557. if(dst.army->hasStackAtSlot(dst.slot) && dst.army->getCreature(dst.slot) != src.army->getCreature(src.slot))
  4558. COMPLAIN_RET("Cannot move: stack of different type at destination pos!");
  4559. if(!dst.slot.validSlot())
  4560. COMPLAIN_RET("Cannot move stack to that slot!");
  4561. if(count == -1)
  4562. {
  4563. count = src.army->getStackCount(src.slot);
  4564. }
  4565. if(src.army != dst.army //moving away
  4566. && count == src.army->getStackCount(src.slot) //all creatures
  4567. && src.army->stacksCount() == 1 //from the last stack
  4568. && src.army->needsLastStack()) //that must be left
  4569. {
  4570. COMPLAIN_RET("Cannot move away the last creature!");
  4571. }
  4572. RebalanceStacks rs;
  4573. rs.src = src;
  4574. rs.dst = dst;
  4575. rs.count = count;
  4576. sendAndApply(&rs);
  4577. return true;
  4578. }
  4579. bool CGameHandler::swapStacks(const StackLocation &sl1, const StackLocation &sl2)
  4580. {
  4581. if(!sl1.army->hasStackAtSlot(sl1.slot))
  4582. return moveStack(sl2, sl1);
  4583. else if(!sl2.army->hasStackAtSlot(sl2.slot))
  4584. return moveStack(sl1, sl2);
  4585. else
  4586. {
  4587. SwapStacks ss;
  4588. ss.sl1 = sl1;
  4589. ss.sl2 = sl2;
  4590. sendAndApply(&ss);
  4591. return true;
  4592. }
  4593. }
  4594. void CGameHandler::runBattle()
  4595. {
  4596. setBattle(gs->curB);
  4597. assert(gs->curB);
  4598. //TODO: pre-tactic stuff, call scripts etc.
  4599. //tactic round
  4600. {
  4601. while(gs->curB->tacticDistance && !battleResult.get())
  4602. boost::this_thread::sleep(boost::posix_time::milliseconds(50));
  4603. }
  4604. //spells opening battle
  4605. for(int i = 0; i < 2; ++i)
  4606. {
  4607. auto h = gs->curB->battleGetFightingHero(i);
  4608. if(h && h->hasBonusOfType(Bonus::OPENING_BATTLE_SPELL))
  4609. {
  4610. TBonusListPtr bl = h->getBonuses(Selector::type(Bonus::OPENING_BATTLE_SPELL));
  4611. for (Bonus *b : *bl)
  4612. {
  4613. const CSpell * spell = SpellID(b->subtype).toSpell();
  4614. BattleSpellCastParameters parameters(gs->curB, h, spell);
  4615. parameters.spellLvl = 3;
  4616. parameters.effectLevel = 3;
  4617. parameters.aimToHex(BattleHex::INVALID);
  4618. parameters.mode = ECastingMode::PASSIVE_CASTING;
  4619. parameters.selectedStack = nullptr;
  4620. parameters.enchantPower = b->val;
  4621. spell->battleCast(spellEnv, parameters);
  4622. }
  4623. }
  4624. }
  4625. //main loop
  4626. while(!battleResult.get()) //till the end of the battle ;]
  4627. {
  4628. NEW_ROUND;
  4629. auto obstacles = gs->curB->obstacles; //we copy container, because we're going to modify it
  4630. for(auto &obstPtr : obstacles)
  4631. {
  4632. if(const SpellCreatedObstacle *sco = dynamic_cast<const SpellCreatedObstacle *>(obstPtr.get()))
  4633. if(sco->turnsRemaining == 0)
  4634. removeObstacle(*obstPtr);
  4635. }
  4636. const BattleInfo & curB = *gs->curB;
  4637. //remove clones after all mechanics and animations are handled!
  4638. std::set <const CStack*> stacksToRemove;
  4639. for (auto stack : curB.stacks)
  4640. {
  4641. if (stack->idDeadClone())
  4642. stacksToRemove.insert(stack);
  4643. }
  4644. for (auto stack : stacksToRemove)
  4645. {
  4646. BattleStacksRemoved bsr;
  4647. bsr.stackIDs.insert(stack->ID);
  4648. sendAndApply(&bsr);
  4649. }
  4650. //stack loop
  4651. const CStack *next;
  4652. while(!battleResult.get() && (next = curB.getNextStack()) && next->willMove())
  4653. {
  4654. //check for bad morale => freeze
  4655. int nextStackMorale = next->MoraleVal();
  4656. if( nextStackMorale < 0 &&
  4657. !(NBonus::hasOfType(gs->curB->battleGetFightingHero(0), Bonus::BLOCK_MORALE)
  4658. || NBonus::hasOfType(gs->curB->battleGetFightingHero(1), Bonus::BLOCK_MORALE)) //checking if gs->curB->heroes have (or don't have) morale blocking bonuses)
  4659. )
  4660. {
  4661. if(gs->getRandomGenerator().nextInt(23) < -2 * nextStackMorale)
  4662. {
  4663. //unit loses its turn - empty freeze action
  4664. BattleAction ba;
  4665. ba.actionType = Battle::BAD_MORALE;
  4666. ba.additionalInfo = 1;
  4667. ba.side = !next->attackerOwned;
  4668. ba.stackNumber = next->ID;
  4669. makeAutomaticAction(next, ba);
  4670. continue;
  4671. }
  4672. }
  4673. if(next->hasBonusOfType(Bonus::ATTACKS_NEAREST_CREATURE)) //while in berserk
  4674. { //fixme: stack should not attack itself
  4675. std::pair<const CStack *, int> attackInfo = curB.getNearestStack(next, boost::logic::indeterminate);
  4676. if(attackInfo.first != nullptr)
  4677. {
  4678. BattleAction attack;
  4679. attack.actionType = Battle::WALK_AND_ATTACK;
  4680. attack.side = !next->attackerOwned;
  4681. attack.stackNumber = next->ID;
  4682. attack.additionalInfo = attackInfo.first->position;
  4683. attack.destinationTile = attackInfo.second;
  4684. makeAutomaticAction(next, attack);
  4685. }
  4686. else
  4687. {
  4688. makeStackDoNothing(next);
  4689. }
  4690. continue;
  4691. }
  4692. const CGHeroInstance * curOwner = gs->curB->battleGetOwner(next);
  4693. if( (next->position < 0 || next->getCreature()->idNumber == CreatureID::BALLISTA) //arrow turret or ballista
  4694. && (!curOwner || curOwner->getSecSkillLevel(SecondarySkill::ARTILLERY) == 0)) //hero has no artillery
  4695. {
  4696. BattleAction attack;
  4697. attack.actionType = Battle::SHOOT;
  4698. attack.side = !next->attackerOwned;
  4699. attack.stackNumber = next->ID;
  4700. for(auto & elem : gs->curB->stacks)
  4701. {
  4702. if(elem->owner != next->owner && elem->isValidTarget())
  4703. {
  4704. attack.destinationTile = elem->position;
  4705. break;
  4706. }
  4707. }
  4708. makeAutomaticAction(next, attack);
  4709. continue;
  4710. }
  4711. if(next->getCreature()->idNumber == CreatureID::CATAPULT)
  4712. {
  4713. const auto & attackableBattleHexes = curB.getAttackableBattleHexes();
  4714. if(attackableBattleHexes.empty())
  4715. {
  4716. makeStackDoNothing(next);
  4717. continue;
  4718. }
  4719. if(!curOwner || curOwner->getSecSkillLevel(SecondarySkill::BALLISTICS) == 0)
  4720. {
  4721. BattleAction attack;
  4722. attack.destinationTile = *RandomGeneratorUtil::nextItem(attackableBattleHexes,
  4723. gs->getRandomGenerator());
  4724. attack.actionType = Battle::CATAPULT;
  4725. attack.additionalInfo = 0;
  4726. attack.side = !next->attackerOwned;
  4727. attack.stackNumber = next->ID;
  4728. makeAutomaticAction(next, attack);
  4729. continue;
  4730. }
  4731. }
  4732. if(next->getCreature()->idNumber == CreatureID::FIRST_AID_TENT)
  4733. {
  4734. TStacks possibleStacks = battleGetStacksIf([&](const CStack * s){
  4735. return s->owner == next->owner && s->canBeHealed();
  4736. });
  4737. if(!possibleStacks.size())
  4738. {
  4739. makeStackDoNothing(next);
  4740. continue;
  4741. }
  4742. if(!curOwner || curOwner->getSecSkillLevel(SecondarySkill::FIRST_AID) == 0) //no hero or hero has no first aid
  4743. {
  4744. range::random_shuffle(possibleStacks);
  4745. const CStack * toBeHealed = possibleStacks.front();
  4746. BattleAction heal;
  4747. heal.actionType = Battle::STACK_HEAL;
  4748. heal.additionalInfo = 0;
  4749. heal.destinationTile = toBeHealed->position;
  4750. heal.side = !next->attackerOwned;
  4751. heal.stackNumber = next->ID;
  4752. makeAutomaticAction(next, heal);
  4753. continue;
  4754. }
  4755. }
  4756. int numberOfAsks = 1;
  4757. bool breakOuter = false;
  4758. do
  4759. {//ask interface and wait for answer
  4760. if(!battleResult.get())
  4761. {
  4762. stackTurnTrigger(next); //various effects
  4763. if (vstd::contains(next->state, EBattleStackState::FEAR))
  4764. {
  4765. makeStackDoNothing(next); //end immediately if stack was affected by fear
  4766. }
  4767. else
  4768. {
  4769. logGlobal->traceStream() << "Activating " << next->nodeName();
  4770. auto nextId = next->ID;
  4771. BattleSetActiveStack sas;
  4772. sas.stack = nextId;
  4773. sendAndApply(&sas);
  4774. auto actionWasMade = [&]() -> bool
  4775. {
  4776. if(battleMadeAction.data)//active stack has made its action
  4777. return true;
  4778. if(battleResult.get())// battle is finished
  4779. return true;
  4780. if(next == nullptr)//active stack was been removed
  4781. return true;
  4782. return !next->alive();//active stack is dead
  4783. };
  4784. boost::unique_lock<boost::mutex> lock(battleMadeAction.mx);
  4785. battleMadeAction.data = false;
  4786. while(!actionWasMade())
  4787. {
  4788. battleMadeAction.cond.wait(lock);
  4789. if(battleGetStackByID(nextId, false) != next)
  4790. next = nullptr; //it may be removed, while we wait
  4791. }
  4792. }
  4793. }
  4794. if(battleResult.get()) //don't touch it, battle could be finished while waiting got action
  4795. {
  4796. breakOuter = true;
  4797. break;
  4798. }
  4799. //we're after action, all results applied
  4800. checkForBattleEnd(); //check if this action ended the battle
  4801. if(next != nullptr)
  4802. {
  4803. //check for good morale
  4804. nextStackMorale = next->MoraleVal();
  4805. if(!vstd::contains(next->state,EBattleStackState::HAD_MORALE) //only one extra move per turn possible
  4806. && !vstd::contains(next->state,EBattleStackState::DEFENDING)
  4807. && !next->waited()
  4808. && !vstd::contains(next->state, EBattleStackState::FEAR)
  4809. && next->alive()
  4810. && nextStackMorale > 0
  4811. && !(NBonus::hasOfType(gs->curB->battleGetFightingHero(0), Bonus::BLOCK_MORALE)
  4812. || NBonus::hasOfType(gs->curB->battleGetFightingHero(1), Bonus::BLOCK_MORALE)) //checking if gs->curB->heroes have (or don't have) morale blocking bonuses
  4813. )
  4814. {
  4815. if(gs->getRandomGenerator().nextInt(23) < nextStackMorale) //this stack hasn't got morale this turn
  4816. {
  4817. BattleTriggerEffect bte;
  4818. bte.stackID = next->ID;
  4819. bte.effect = Bonus::MORALE;
  4820. bte.val = 1;
  4821. bte.additionalInfo = 0;
  4822. sendAndApply(&bte); //play animation
  4823. ++numberOfAsks; //move this stack once more
  4824. }
  4825. }
  4826. }
  4827. --numberOfAsks;
  4828. } while (numberOfAsks > 0);
  4829. if (breakOuter)
  4830. {
  4831. break;
  4832. }
  4833. }
  4834. }
  4835. endBattle(gs->curB->tile, gs->curB->battleGetFightingHero(0), gs->curB->battleGetFightingHero(1));
  4836. }
  4837. bool CGameHandler::makeAutomaticAction(const CStack *stack, BattleAction &ba)
  4838. {
  4839. BattleSetActiveStack bsa;
  4840. bsa.stack = stack->ID;
  4841. bsa.askPlayerInterface = false;
  4842. sendAndApply(&bsa);
  4843. bool ret = makeBattleAction(ba);
  4844. checkForBattleEnd();
  4845. return ret;
  4846. }
  4847. void CGameHandler::giveHeroArtifact(const CGHeroInstance *h, const CArtifactInstance *a, ArtifactPosition pos)
  4848. {
  4849. assert(a->artType);
  4850. ArtifactLocation al;
  4851. al.artHolder = const_cast<CGHeroInstance*>(h);
  4852. ArtifactPosition slot = ArtifactPosition::PRE_FIRST;
  4853. if(pos < 0)
  4854. {
  4855. if(pos == ArtifactPosition::FIRST_AVAILABLE)
  4856. slot = a->firstAvailableSlot(h);
  4857. else
  4858. slot = a->firstBackpackSlot(h);
  4859. }
  4860. else
  4861. {
  4862. slot = pos;
  4863. }
  4864. al.slot = slot;
  4865. if(slot < 0 || !a->canBePutAt(al))
  4866. {
  4867. complain("Cannot put artifact in that slot!");
  4868. return;
  4869. }
  4870. putArtifact(al, a);
  4871. }
  4872. void CGameHandler::putArtifact(const ArtifactLocation &al, const CArtifactInstance *a)
  4873. {
  4874. PutArtifact pa;
  4875. pa.art = a;
  4876. pa.al = al;
  4877. sendAndApply(&pa);
  4878. }
  4879. void CGameHandler::giveHeroNewArtifact(const CGHeroInstance *h, const CArtifact *artType, ArtifactPosition pos)
  4880. {
  4881. CArtifactInstance *a = nullptr;
  4882. if(!artType->constituents)
  4883. {
  4884. a = new CArtifactInstance();
  4885. }
  4886. else
  4887. {
  4888. a = new CCombinedArtifactInstance();
  4889. }
  4890. a->artType = artType; //*NOT* via settype -> all bonus-related stuff must be done by NewArtifact apply
  4891. NewArtifact na;
  4892. na.art = a;
  4893. sendAndApply(&na); // -> updates a!!!, will create a on other machines
  4894. giveHeroArtifact(h, a, pos);
  4895. }
  4896. void CGameHandler::setBattleResult(BattleResult::EResult resultType, int victoriusSide)
  4897. {
  4898. if(battleResult.get())
  4899. {
  4900. complain("There is already set result?");
  4901. return;
  4902. }
  4903. auto br = new BattleResult;
  4904. br->result = resultType;
  4905. br->winner = victoriusSide; //surrendering side loses
  4906. gs->curB->calculateCasualties(br->casualties);
  4907. battleResult.set(br);
  4908. }
  4909. void CGameHandler::commitPackage( CPackForClient *pack )
  4910. {
  4911. sendAndApply(pack);
  4912. }
  4913. void CGameHandler::spawnWanderingMonsters(CreatureID creatureID)
  4914. {
  4915. std::vector<int3>::iterator tile;
  4916. std::vector<int3> tiles;
  4917. getFreeTiles(tiles);
  4918. ui32 amount = tiles.size() / 200; //Chance is 0.5% for each tile
  4919. std::random_shuffle(tiles.begin(), tiles.end());
  4920. logGlobal->traceStream() << "Spawning wandering monsters. Found " << tiles.size() << " free tiles. Creature type: " << creatureID;
  4921. const CCreature *cre = VLC->creh->creatures.at(creatureID);
  4922. for (int i = 0; i < amount; ++i)
  4923. {
  4924. tile = tiles.begin();
  4925. logGlobal->traceStream() << "\tSpawning monster at " << *tile;
  4926. putNewMonster(creatureID, cre->getRandomAmount(std::rand), *tile);
  4927. tiles.erase(tile); //not use it again
  4928. }
  4929. }
  4930. void CGameHandler::removeObstacle(const CObstacleInstance &obstacle)
  4931. {
  4932. ObstaclesRemoved obsRem;
  4933. obsRem.obstacles.insert(obstacle.uniqueID);
  4934. sendAndApply(&obsRem);
  4935. }
  4936. void CGameHandler::synchronizeArtifactHandlerLists()
  4937. {
  4938. UpdateArtHandlerLists uahl;
  4939. uahl.treasures = VLC->arth->treasures;
  4940. uahl.minors = VLC->arth->minors;
  4941. uahl.majors = VLC->arth->majors;
  4942. uahl.relics = VLC->arth->relics;
  4943. sendAndApply(&uahl);
  4944. }
  4945. bool CGameHandler::isValidObject(const CGObjectInstance *obj) const
  4946. {
  4947. return vstd::contains(gs->map->objects, obj);
  4948. }
  4949. bool CGameHandler::isBlockedByQueries(const CPack *pack, PlayerColor player)
  4950. {
  4951. if(!strcmp(typeid(*pack).name(), typeid(PlayerMessage).name()))
  4952. return false;
  4953. auto query = queries.topQuery(player);
  4954. if(query && query->blocksPack(pack))
  4955. {
  4956. complain(boost::str(boost::format("Player %s has to answer queries before attempting any further actions. Top query is %s!") % player % query->toString()));
  4957. return true;
  4958. }
  4959. return false;
  4960. }
  4961. void CGameHandler::removeAfterVisit(const CGObjectInstance *object)
  4962. {
  4963. //If the object is being visited, there must be a matching query
  4964. for(const auto &query : queries.allQueries())
  4965. {
  4966. if(auto someVistQuery = std::dynamic_pointer_cast<CObjectVisitQuery>(query))
  4967. {
  4968. if(someVistQuery->visitedObject == object)
  4969. {
  4970. someVistQuery->removeObjectAfterVisit = true;
  4971. return;
  4972. }
  4973. }
  4974. };
  4975. //If we haven't returned so far, there is no query and no visit, call was wrong
  4976. assert("This function needs to be called during the object visit!");
  4977. }
  4978. void CGameHandler::changeFogOfWar(int3 center, ui32 radius, PlayerColor player, bool hide)
  4979. {
  4980. std::unordered_set<int3, ShashInt3> tiles;
  4981. getTilesInRange(tiles, center, radius, player, hide? -1 : 1);
  4982. if (hide)
  4983. {
  4984. std::unordered_set<int3, ShashInt3> observedTiles; //do not hide tiles observed by heroes. May lead to disastrous AI problems
  4985. auto p = gs->getPlayer(player);
  4986. for (auto h : p->heroes)
  4987. {
  4988. getTilesInRange(observedTiles, h->getSightCenter(), h->getSightRadious(), h->tempOwner, -1);
  4989. }
  4990. for (auto t : p->towns)
  4991. {
  4992. getTilesInRange(observedTiles, t->getSightCenter(), t->getSightRadious(), t->tempOwner, -1);
  4993. }
  4994. for (auto tile : observedTiles)
  4995. vstd::erase_if_present (tiles, tile);
  4996. }
  4997. changeFogOfWar(tiles, player, hide);
  4998. }
  4999. void CGameHandler::changeFogOfWar(std::unordered_set<int3, ShashInt3> &tiles, PlayerColor player, bool hide)
  5000. {
  5001. FoWChange fow;
  5002. fow.tiles = tiles;
  5003. fow.player = player;
  5004. fow.mode = hide? 0 : 1;
  5005. sendAndApply(&fow);
  5006. }
  5007. bool CGameHandler::isVisitCoveredByAnotherQuery(const CGObjectInstance *obj, const CGHeroInstance *hero)
  5008. {
  5009. if(auto topQuery = queries.topQuery(hero->getOwner()))
  5010. if(auto visit = std::dynamic_pointer_cast<const CObjectVisitQuery>(topQuery))
  5011. return !(visit->visitedObject == obj && visit->visitingHero == hero);
  5012. return true;
  5013. }
  5014. void CGameHandler::duelFinished()
  5015. {
  5016. auto si = getStartInfo();
  5017. auto getName = [&](int i){ return si->getIthPlayersSettings(gs->curB->sides.at(i).color).name; };
  5018. int casualtiesPoints = 0;
  5019. logGlobal->debugStream() << boost::format("Winner side %d\nWinner casualties:")
  5020. % (int)battleResult.data->winner;
  5021. for(auto & elem : battleResult.data->casualties[battleResult.data->winner])
  5022. {
  5023. const CCreature *c = VLC->creh->creatures[elem.first];
  5024. logGlobal->debugStream() << boost::format("\t* %d of %s") % elem.second % c->namePl;
  5025. casualtiesPoints += c->AIValue * elem.second;
  5026. }
  5027. logGlobal->debugStream() << boost::format("Total casualties points: %d") % casualtiesPoints;
  5028. time_t timeNow;
  5029. time(&timeNow);
  5030. std::ofstream out(cmdLineOptions["resultsFile"].as<std::string>(), std::ios::app);
  5031. if(out)
  5032. {
  5033. out << boost::format("%s\t%s\t%s\t%d\t%d\t%d\t%s\n") % si->mapname % getName(0) % getName(1)
  5034. % battleResult.data->winner % battleResult.data->result % casualtiesPoints
  5035. % asctime(localtime(&timeNow));
  5036. }
  5037. else
  5038. {
  5039. logGlobal->errorStream() << "Cannot open to write " << cmdLineOptions["resultsFile"].as<std::string>();
  5040. }
  5041. CSaveFile resultFile("result.vdrst");
  5042. resultFile << *battleResult.data;
  5043. BattleResultsApplied resultsApplied;
  5044. resultsApplied.player1 = finishingBattle->victor;
  5045. resultsApplied.player2 = finishingBattle->loser;
  5046. sendAndApply(&resultsApplied);
  5047. return;
  5048. }
  5049. CasualtiesAfterBattle::CasualtiesAfterBattle(const CArmedInstance *army, BattleInfo *bat)
  5050. {
  5051. heroWithDeadCommander = ObjectInstanceID();
  5052. PlayerColor color = army->tempOwner;
  5053. if(color == PlayerColor::UNFLAGGABLE)
  5054. color = PlayerColor::NEUTRAL;
  5055. for(CStack *st : bat->stacks)
  5056. {
  5057. if(vstd::contains(st->state, EBattleStackState::SUMMONED)) //don't take into account summoned stacks
  5058. continue;
  5059. if (st->owner != color) //remove only our stacks
  5060. continue;
  5061. //FIXME: this info is also used in BattleInfo::calculateCasualties, refactor
  5062. st->count = std::max (0, st->count - st->resurrected);
  5063. if (!st->count && !st->base) //we can imagine stacks of war mahcines that are not spawned by artifacts?
  5064. {
  5065. auto warMachine = VLC->arth->creatureToMachineID(st->type->idNumber);
  5066. //catapult artifact remain even if "creature" killed in siege
  5067. if(warMachine != ArtifactID::NONE && warMachine != ArtifactID::CATAPULT)
  5068. {
  5069. auto hero = dynamic_ptr_cast<CGHeroInstance> (army);
  5070. if (hero)
  5071. removedWarMachines.push_back (ArtifactLocation(hero, hero->getArtPos(warMachine, true)));
  5072. }
  5073. }
  5074. if(!army->slotEmpty(st->slot) && st->count < army->getStackCount(st->slot))
  5075. {
  5076. StackLocation sl(army, st->slot);
  5077. if(st->alive())
  5078. newStackCounts.push_back(std::pair<StackLocation, int>(sl, st->count));
  5079. else
  5080. newStackCounts.push_back(std::pair<StackLocation, int>(sl, 0));
  5081. }
  5082. if (st->base && !st->count)
  5083. {
  5084. auto c = dynamic_cast <const CCommanderInstance *>(st->base);
  5085. if (c) //switch commander status to dead
  5086. {
  5087. auto h = dynamic_cast <const CGHeroInstance *>(army);
  5088. if (h && h->commander == c)
  5089. heroWithDeadCommander = army->id; //TODO: unify commander handling
  5090. }
  5091. }
  5092. }
  5093. }
  5094. void CasualtiesAfterBattle::takeFromArmy(CGameHandler *gh)
  5095. {
  5096. for(TStackAndItsNewCount &ncount : newStackCounts)
  5097. {
  5098. if(ncount.second > 0)
  5099. gh->changeStackCount(ncount.first, ncount.second, true);
  5100. else
  5101. gh->eraseStack(ncount.first, true);
  5102. }
  5103. for (auto al : removedWarMachines)
  5104. {
  5105. gh->removeArtifact(al);
  5106. }
  5107. if (heroWithDeadCommander != ObjectInstanceID())
  5108. {
  5109. SetCommanderProperty scp;
  5110. scp.heroid = heroWithDeadCommander;
  5111. scp.which = SetCommanderProperty::ALIVE;
  5112. scp.amount = 0;
  5113. gh->sendAndApply (&scp);
  5114. }
  5115. }
  5116. CGameHandler::FinishingBattleHelper::FinishingBattleHelper(std::shared_ptr<const CBattleQuery> Query, bool Duel, int RemainingBattleQueriesCount)
  5117. {
  5118. assert(Query->result);
  5119. assert(Query->bi);
  5120. auto &result = *Query->result;
  5121. auto &info = *Query->bi;
  5122. winnerHero = result.winner != 0 ? info.sides[1].hero : info.sides[0].hero;
  5123. loserHero = result.winner != 0 ? info.sides[0].hero : info.sides[1].hero;
  5124. victor = info.sides[result.winner].color;
  5125. loser = info.sides[!result.winner].color;
  5126. duel = Duel;
  5127. remainingBattleQueriesCount = RemainingBattleQueriesCount;
  5128. }
  5129. CGameHandler::FinishingBattleHelper::FinishingBattleHelper()
  5130. {
  5131. winnerHero = loserHero = nullptr;
  5132. }
  5133. ///ServerSpellCastEnvironment
  5134. ServerSpellCastEnvironment::ServerSpellCastEnvironment(CGameHandler * gh): gh(gh)
  5135. {
  5136. }
  5137. void ServerSpellCastEnvironment::sendAndApply(CPackForClient * info) const
  5138. {
  5139. gh->sendAndApply(info);
  5140. }
  5141. CRandomGenerator & ServerSpellCastEnvironment::getRandomGenerator() const
  5142. {
  5143. return gh->gameState()->getRandomGenerator();
  5144. }
  5145. void ServerSpellCastEnvironment::complain(const std::string& problem) const
  5146. {
  5147. gh->complain(problem);
  5148. }
  5149. const CGameInfoCallback * ServerSpellCastEnvironment::getCb() const
  5150. {
  5151. return gh;
  5152. }
  5153. const CMap * ServerSpellCastEnvironment::getMap() const
  5154. {
  5155. return gh->gameState()->map;
  5156. }
  5157. bool ServerSpellCastEnvironment::moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, PlayerColor asker) const
  5158. {
  5159. return gh->moveHero(hid, dst, teleporting, false, asker);
  5160. }