CGameHandler.cpp 190 KB

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  1. #include "StdInc.h"
  2. #include "../lib/filesystem/CResourceLoader.h"
  3. #include "../lib/filesystem/CFileInfo.h"
  4. #include "../lib/int3.h"
  5. #include "../lib/mapping/CCampaignHandler.h"
  6. #include "../lib/StartInfo.h"
  7. #include "../lib/CModHandler.h"
  8. #include "../lib/CArtHandler.h"
  9. #include "../lib/CBuildingHandler.h"
  10. #include "../lib/CDefObjInfoHandler.h"
  11. #include "../lib/CHeroHandler.h"
  12. #include "../lib/CObjectHandler.h"
  13. #include "../lib/CSpellHandler.h"
  14. #include "../lib/CGeneralTextHandler.h"
  15. #include "../lib/CTownHandler.h"
  16. #include "../lib/CCreatureHandler.h"
  17. #include "../lib/CGameState.h"
  18. #include "../lib/BattleState.h"
  19. #include "../lib/CondSh.h"
  20. #include "../lib/NetPacks.h"
  21. #include "../lib/VCMI_Lib.h"
  22. #include "../lib/mapping/CMap.h"
  23. #include "../lib/VCMIDirs.h"
  24. #include "../client/CSoundBase.h"
  25. #include "CGameHandler.h"
  26. #include "../lib/CCreatureSet.h"
  27. #include "../lib/CThreadHelper.h"
  28. #include "../lib/GameConstants.h"
  29. #include "../lib/RegisterTypes.h"
  30. /*
  31. * CGameHandler.cpp, part of VCMI engine
  32. *
  33. * Authors: listed in file AUTHORS in main folder
  34. *
  35. * License: GNU General Public License v2.0 or later
  36. * Full text of license available in license.txt file, in main folder
  37. *
  38. */
  39. #ifndef _MSC_VER
  40. #include <boost/thread/xtime.hpp>
  41. #endif
  42. #include <boost/random/binomial_distribution.hpp>
  43. #include <boost/range/algorithm/random_shuffle.hpp>
  44. extern bool end2;
  45. #ifdef min
  46. #undef min
  47. #endif
  48. #ifdef max
  49. #undef max
  50. #endif
  51. #define COMPLAIN_RET_IF(cond, txt) do {if(cond){complain(txt); return;}} while(0)
  52. #define COMPLAIN_RET_FALSE_IF(cond, txt) do {if(cond){complain(txt); return false;}} while(0)
  53. #define COMPLAIN_RET(txt) {complain(txt); return false;}
  54. #define COMPLAIN_RETF(txt, FORMAT) {complain(boost::str(boost::format(txt) % FORMAT)); return false;}
  55. #define NEW_ROUND BattleNextRound bnr;\
  56. bnr.round = gs->curB->round + 1;\
  57. sendAndApply(&bnr);
  58. CondSh<bool> battleMadeAction;
  59. CondSh<BattleResult *> battleResult(NULL);
  60. template <typename T> class CApplyOnGH;
  61. class CBaseForGHApply
  62. {
  63. public:
  64. virtual bool applyOnGH(CGameHandler *gh, CConnection *c, void *pack, PlayerColor player) const =0;
  65. virtual ~CBaseForGHApply(){}
  66. template<typename U> static CBaseForGHApply *getApplier(const U * t=NULL)
  67. {
  68. return new CApplyOnGH<U>;
  69. }
  70. };
  71. template <typename T> class CApplyOnGH : public CBaseForGHApply
  72. {
  73. public:
  74. bool applyOnGH(CGameHandler *gh, CConnection *c, void *pack, PlayerColor player) const
  75. {
  76. T *ptr = static_cast<T*>(pack);
  77. ptr->c = c;
  78. ptr->player = player;
  79. return ptr->applyGh(gh);
  80. }
  81. };
  82. static CApplier<CBaseForGHApply> *applier = NULL;
  83. CMP_stack cmpst ;
  84. static inline double distance(int3 a, int3 b)
  85. {
  86. return std::sqrt( (double)(a.x-b.x)*(a.x-b.x) + (a.y-b.y)*(a.y-b.y) );
  87. }
  88. static void giveExp(BattleResult &r)
  89. {
  90. r.exp[0] = 0;
  91. r.exp[1] = 0;
  92. for(std::map<ui32,si32>::iterator i = r.casualties[!r.winner].begin(); i!=r.casualties[!r.winner].end(); i++)
  93. {
  94. r.exp[r.winner] += VLC->creh->creatures[i->first]->valOfBonuses(Bonus::STACK_HEALTH) * i->second;
  95. }
  96. }
  97. PlayerStatus PlayerStatuses::operator[](PlayerColor player)
  98. {
  99. boost::unique_lock<boost::mutex> l(mx);
  100. if(players.find(player) != players.end())
  101. {
  102. return players[player];
  103. }
  104. else
  105. {
  106. throw std::runtime_error("No such player!");
  107. }
  108. }
  109. void PlayerStatuses::addPlayer(PlayerColor player)
  110. {
  111. boost::unique_lock<boost::mutex> l(mx);
  112. players[player];
  113. }
  114. bool PlayerStatuses::checkFlag(PlayerColor player, bool PlayerStatus::*flag)
  115. {
  116. boost::unique_lock<boost::mutex> l(mx);
  117. if(players.find(player) != players.end())
  118. {
  119. return players[player].*flag;
  120. }
  121. else
  122. {
  123. throw std::runtime_error("No such player!");
  124. }
  125. }
  126. void PlayerStatuses::setFlag(PlayerColor player, bool PlayerStatus::*flag, bool val)
  127. {
  128. boost::unique_lock<boost::mutex> l(mx);
  129. if(players.find(player) != players.end())
  130. {
  131. players[player].*flag = val;
  132. }
  133. else
  134. {
  135. throw std::runtime_error("No such player!");
  136. }
  137. cv.notify_all();
  138. }
  139. template <typename T>
  140. void callWith(std::vector<T> args, boost::function<void(T)> fun, ui32 which)
  141. {
  142. fun(args[which]);
  143. }
  144. void CGameHandler::levelUpHero(const CGHeroInstance * hero, SecondarySkill skill)
  145. {
  146. changeSecSkill(hero, skill, 1, 0);
  147. expGiven(hero);
  148. }
  149. void CGameHandler::levelUpHero(const CGHeroInstance * hero)
  150. {
  151. // required exp for at least 1 lvl-up hasn't been reached
  152. if(!hero->gainsLevel())
  153. {
  154. return;
  155. }
  156. //give prim skill
  157. logGlobal->traceStream() << hero->name <<" got level "<<hero->level;
  158. int r = rand()%100, pom=0, x=0;
  159. auto & skillChances = (hero->level>9) ? hero->type->heroClass->primarySkillLowLevel : hero->type->heroClass->primarySkillHighLevel;
  160. for(;x<GameConstants::PRIMARY_SKILLS;x++)
  161. {
  162. pom += skillChances[x];
  163. if(r<pom)
  164. break;
  165. }
  166. logGlobal->traceStream() << "The hero gets the primary skill with the no. " << x << " with a probability of " << r << "%.";
  167. SetPrimSkill sps;
  168. sps.id = hero->id;
  169. sps.which = static_cast<PrimarySkill::PrimarySkill>(x);
  170. sps.abs = false;
  171. sps.val = 1;
  172. sendAndApply(&sps);
  173. HeroLevelUp hlu;
  174. hlu.hero = hero;
  175. hlu.primskill = static_cast<PrimarySkill::PrimarySkill>(x);
  176. hlu.level = hero->level+1;
  177. hlu.skills = hero->levelUpProposedSkills();
  178. if(hlu.skills.size() == 0)
  179. {
  180. sendAndApply(&hlu);
  181. levelUpHero(hero);
  182. }
  183. else if(hlu.skills.size() == 1 || hero->tempOwner == PlayerColor::NEUTRAL) //choose skill automatically
  184. {
  185. sendAndApply(&hlu);
  186. levelUpHero(hero, vstd::pickRandomElementOf (hlu.skills, rand));
  187. }
  188. else if(hlu.skills.size() > 1)
  189. {
  190. auto levelUpQuery = make_shared<CHeroLevelUpDialogQuery>(hlu);
  191. hlu.queryID = levelUpQuery->queryID;
  192. queries.addQuery(levelUpQuery);
  193. sendAndApply(&hlu);
  194. //level up will be called on query reply
  195. }
  196. }
  197. void CGameHandler::levelUpCommander (const CCommanderInstance * c, int skill)
  198. {
  199. SetCommanderProperty scp;
  200. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  201. if (hero)
  202. scp.heroid = hero->id;
  203. else
  204. {
  205. complain ("Commander is not led by hero!");
  206. return;
  207. }
  208. scp.accumulatedBonus.subtype = 0;
  209. scp.accumulatedBonus.additionalInfo = 0;
  210. scp.accumulatedBonus.duration = Bonus::PERMANENT;
  211. scp.accumulatedBonus.turnsRemain = 0;
  212. scp.accumulatedBonus.source = Bonus::COMMANDER;
  213. scp.accumulatedBonus.valType = Bonus::BASE_NUMBER;
  214. if (skill <= ECommander::SPELL_POWER)
  215. {
  216. scp.which = SetCommanderProperty::BONUS;
  217. auto difference = [](std::vector< std::vector <ui8> > skillLevels, std::vector <ui8> secondarySkills, int skill)->int
  218. {
  219. int s = std::min (skill, (int)ECommander::SPELL_POWER); //spell power level controls also casts and resistance
  220. return skillLevels[skill][secondarySkills[s]] - (secondarySkills[s] ? skillLevels[skill][secondarySkills[s]-1] : 0);
  221. };
  222. switch (skill)
  223. {
  224. case ECommander::ATTACK:
  225. scp.accumulatedBonus.type = Bonus::PRIMARY_SKILL;
  226. scp.accumulatedBonus.subtype = PrimarySkill::ATTACK;
  227. break;
  228. case ECommander::DEFENSE:
  229. scp.accumulatedBonus.type = Bonus::PRIMARY_SKILL;
  230. scp.accumulatedBonus.subtype = PrimarySkill::DEFENSE;
  231. break;
  232. case ECommander::HEALTH:
  233. scp.accumulatedBonus.type = Bonus::STACK_HEALTH;
  234. scp.accumulatedBonus.valType = Bonus::PERCENT_TO_BASE;
  235. break;
  236. case ECommander::DAMAGE:
  237. scp.accumulatedBonus.type = Bonus::CREATURE_DAMAGE;
  238. scp.accumulatedBonus.subtype = 0;
  239. scp.accumulatedBonus.valType = Bonus::PERCENT_TO_BASE;
  240. break;
  241. case ECommander::SPEED:
  242. scp.accumulatedBonus.type = Bonus::STACKS_SPEED;
  243. break;
  244. case ECommander::SPELL_POWER:
  245. scp.accumulatedBonus.type = Bonus::MAGIC_RESISTANCE;
  246. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::RESISTANCE);
  247. sendAndApply (&scp); //additional pack
  248. scp.accumulatedBonus.type = Bonus::CREATURE_SPELL_POWER;
  249. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::SPELL_POWER) * 100; //like hero with spellpower = ability level
  250. sendAndApply (&scp); //additional pack
  251. scp.accumulatedBonus.type = Bonus::CASTS;
  252. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::CASTS);
  253. sendAndApply (&scp); //additional pack
  254. scp.accumulatedBonus.type = Bonus::CREATURE_ENCHANT_POWER; //send normally
  255. break;
  256. }
  257. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, skill);
  258. sendAndApply (&scp);
  259. scp.which = SetCommanderProperty::SECONDARY_SKILL;
  260. scp.additionalInfo = skill;
  261. scp.amount = c->secondarySkills[skill] + 1;
  262. sendAndApply (&scp);
  263. }
  264. else if (skill >= 100)
  265. {
  266. scp.which = SetCommanderProperty::SPECIAL_SKILL;
  267. scp.accumulatedBonus = VLC->creh->skillRequirements[skill-100].first;
  268. scp.additionalInfo = skill; //unnormalized
  269. sendAndApply (&scp);
  270. }
  271. expGiven(hero);
  272. }
  273. void CGameHandler::levelUpCommander(const CCommanderInstance * c)
  274. {
  275. if (!c->gainsLevel())
  276. {
  277. return;
  278. }
  279. CommanderLevelUp clu;
  280. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  281. if (hero)
  282. clu.hero = hero;
  283. else
  284. {
  285. complain ("Commander is not led by hero!");
  286. return;
  287. }
  288. //picking sec. skills for choice
  289. for (int i = 0; i <= ECommander::SPELL_POWER; ++i)
  290. {
  291. if (c->secondarySkills[i] < ECommander::MAX_SKILL_LEVEL)
  292. clu.skills.push_back(i);
  293. }
  294. int i = 100;
  295. BOOST_FOREACH (auto specialSkill, VLC->creh->skillRequirements)
  296. {
  297. if (c->secondarySkills[specialSkill.second.first] == ECommander::MAX_SKILL_LEVEL
  298. && c->secondarySkills[specialSkill.second.second] == ECommander::MAX_SKILL_LEVEL
  299. && !vstd::contains (c->specialSKills, i))
  300. clu.skills.push_back (i);
  301. ++i;
  302. }
  303. int skillAmount = clu.skills.size();
  304. if(!skillAmount)
  305. {
  306. sendAndApply(&clu);
  307. levelUpCommander(c);
  308. }
  309. else if(skillAmount == 1 || hero->tempOwner == PlayerColor::NEUTRAL) //choose skill automatically
  310. {
  311. sendAndApply(&clu);
  312. levelUpCommander(c, vstd::pickRandomElementOf (clu.skills, rand));
  313. }
  314. else if(skillAmount > 1) //apply and ask for secondary skill
  315. {
  316. auto commanderLevelUp = make_shared<CCommanderLevelUpDialogQuery>(clu);
  317. clu.queryID = commanderLevelUp->queryID;
  318. queries.addQuery(commanderLevelUp);
  319. sendAndApply(&clu);
  320. }
  321. }
  322. void CGameHandler::expGiven(const CGHeroInstance *hero)
  323. {
  324. if(hero->gainsLevel())
  325. levelUpHero(hero);
  326. else if(hero->commander && hero->commander->gainsLevel())
  327. levelUpCommander(hero->commander);
  328. //if(hero->commander && hero->level > hero->commander->level && hero->commander->gainsLevel())
  329. // levelUpCommander(hero->commander);
  330. // else
  331. // levelUpHero(hero);
  332. }
  333. void CGameHandler::changePrimSkill(const CGHeroInstance * hero, PrimarySkill::PrimarySkill which, si64 val, bool abs)
  334. {
  335. SetPrimSkill sps;
  336. sps.id = hero->id;
  337. sps.which = which;
  338. sps.abs = abs;
  339. sps.val = val;
  340. sendAndApply(&sps);
  341. //only for exp - hero may level up
  342. if (which == PrimarySkill::EXPERIENCE)
  343. {
  344. if(hero->commander && hero->commander->alive)
  345. {
  346. SetCommanderProperty scp;
  347. scp.heroid = hero->id;
  348. scp.which = SetCommanderProperty::EXPERIENCE;
  349. scp.amount = val;
  350. sendAndApply (&scp);
  351. CBonusSystemNode::treeHasChanged();
  352. }
  353. expGiven(hero);
  354. }
  355. }
  356. void CGameHandler::changeSecSkill( const CGHeroInstance * hero, SecondarySkill which, int val, bool abs/*=false*/ )
  357. {
  358. SetSecSkill sss;
  359. sss.id = hero->id;
  360. sss.which = which;
  361. sss.val = val;
  362. sss.abs = abs;
  363. sendAndApply(&sss);
  364. if(which == SecondarySkill::WISDOM)
  365. {
  366. if(hero && hero->visitedTown)
  367. giveSpells(hero->visitedTown, hero);
  368. }
  369. }
  370. void CGameHandler::endBattle(int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2)
  371. {
  372. LOG_TRACE(logGlobal);
  373. //Fill BattleResult structure with exp info
  374. giveExp(*battleResult.data);
  375. if (hero1)
  376. battleResult.data->exp[0] = hero1->calculateXp(battleResult.data->exp[0]);//scholar skill
  377. if (hero2)
  378. battleResult.data->exp[1] = hero2->calculateXp(battleResult.data->exp[1]);
  379. const CArmedInstance *bEndArmy1 = gs->curB->belligerents[0];
  380. const CArmedInstance *bEndArmy2 = gs->curB->belligerents[1];
  381. const BattleResult::EResult result = battleResult.get()->result;
  382. auto findBattleQuery = [this] () -> shared_ptr<CBattleQuery>
  383. {
  384. BOOST_FOREACH(auto &q, queries.allQueries())
  385. {
  386. if(auto bq = std::dynamic_pointer_cast<CBattleQuery>(q))
  387. if(bq->bi == gs->curB)
  388. return bq;
  389. }
  390. return nullptr;
  391. };
  392. const auto battleQuery = findBattleQuery();
  393. if(!battleQuery)
  394. logGlobal->errorStream() << "Cannot find battle query!";
  395. if(battleQuery != queries.topQuery(gs->curB->sides[0]))
  396. complain("Player " + boost::lexical_cast<std::string>(gs->curB->sides[0]) + " although in battle has no battle query at the top!");
  397. battleQuery->result = *battleResult.data;
  398. //Check how many battle queries were created (number of players blocked by battle)
  399. const int queriedPlayers = boost::count(queries.allQueries(), battleQuery);
  400. finishingBattle = make_unique<FinishingBattleHelper>(battleQuery, gs->initialOpts->mode == StartInfo::DUEL, queriedPlayers);
  401. CasualtiesAfterBattle cab1(bEndArmy1, gs->curB), cab2(bEndArmy2, gs->curB); //calculate casualties before deleting battle
  402. ChangeSpells cs; //for Eagle Eye
  403. if(finishingBattle->winnerHero)
  404. {
  405. if(int eagleEyeLevel = finishingBattle->winnerHero->getSecSkillLevel(SecondarySkill::EAGLE_EYE))
  406. {
  407. int maxLevel = eagleEyeLevel + 1;
  408. double eagleEyeChance = finishingBattle->winnerHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::EAGLE_EYE);
  409. BOOST_FOREACH(const CSpell *sp, gs->curB->usedSpellsHistory[!battleResult.data->winner])
  410. if(sp->level <= maxLevel && !vstd::contains(finishingBattle->winnerHero->spells, sp->id) && rand() % 100 < eagleEyeChance)
  411. cs.spells.insert(sp->id);
  412. }
  413. }
  414. std::vector<ui32> arts; //display them in window
  415. if (result == BattleResult::NORMAL && finishingBattle->winnerHero)
  416. {
  417. if (finishingBattle->loserHero)
  418. {
  419. auto artifactsWorn = finishingBattle->loserHero->artifactsWorn; //TODO: wrap it into a function, somehow (boost::variant -_-)
  420. BOOST_FOREACH (auto artSlot, artifactsWorn)
  421. {
  422. MoveArtifact ma;
  423. ma.src = ArtifactLocation (finishingBattle->loserHero, artSlot.first);
  424. const CArtifactInstance * art = ma.src.getArt();
  425. if (art && !art->artType->isBig() && art->artType->id != 0) // don't move war machines or locked arts (spellbook)
  426. {
  427. arts.push_back (art->artType->id);
  428. ma.dst = ArtifactLocation (finishingBattle->winnerHero, art->firstAvailableSlot(finishingBattle->winnerHero));
  429. sendAndApply(&ma);
  430. }
  431. }
  432. while (!finishingBattle->loserHero->artifactsInBackpack.empty())
  433. {
  434. //we assume that no big artifacts can be found
  435. MoveArtifact ma;
  436. ma.src = ArtifactLocation (finishingBattle->loserHero,
  437. ArtifactPosition(GameConstants::BACKPACK_START)); //backpack automatically shifts arts to beginning
  438. const CArtifactInstance * art = ma.src.getArt();
  439. arts.push_back (art->artType->id);
  440. ma.dst = ArtifactLocation (finishingBattle->winnerHero, art->firstAvailableSlot(finishingBattle->winnerHero));
  441. sendAndApply(&ma);
  442. }
  443. if (finishingBattle->loserHero->commander) //TODO: what if commanders belong to no hero?
  444. {
  445. artifactsWorn = finishingBattle->loserHero->commander->artifactsWorn;
  446. BOOST_FOREACH (auto artSlot, artifactsWorn)
  447. {
  448. MoveArtifact ma;
  449. ma.src = ArtifactLocation (finishingBattle->loserHero->commander.get(), artSlot.first);
  450. const CArtifactInstance * art = ma.src.getArt();
  451. if (art && !art->artType->isBig())
  452. {
  453. arts.push_back (art->artType->id);
  454. ma.dst = ArtifactLocation (finishingBattle->winnerHero, art->firstAvailableSlot(finishingBattle->winnerHero));
  455. sendAndApply(&ma);
  456. }
  457. }
  458. }
  459. }
  460. BOOST_FOREACH (auto armySlot, gs->curB->belligerents[!battleResult.data->winner]->stacks)
  461. {
  462. auto artifactsWorn = armySlot.second->artifactsWorn;
  463. BOOST_FOREACH (auto artSlot, artifactsWorn)
  464. {
  465. MoveArtifact ma;
  466. ma.src = ArtifactLocation (armySlot.second, artSlot.first);
  467. const CArtifactInstance * art = ma.src.getArt();
  468. if (art && !art->artType->isBig())
  469. {
  470. arts.push_back (art->artType->id);
  471. ma.dst = ArtifactLocation (finishingBattle->winnerHero, art->firstAvailableSlot(finishingBattle->winnerHero));
  472. sendAndApply(&ma);
  473. }
  474. }
  475. }
  476. }
  477. sendAndApply(battleResult.data); //after this point casualties objects are destroyed
  478. if (arts.size()) //display loot
  479. {
  480. InfoWindow iw;
  481. iw.player = finishingBattle->winnerHero->tempOwner;
  482. iw.text.addTxt (MetaString::GENERAL_TXT, 30); //You have captured enemy artifact
  483. BOOST_FOREACH (auto id, arts) //TODO; separate function to display loot for various ojects?
  484. {
  485. iw.components.push_back (Component (Component::ARTIFACT, id, 0, 0));
  486. if(iw.components.size() >= 14)
  487. {
  488. sendAndApply(&iw);
  489. iw.components.clear();
  490. iw.text.addTxt (MetaString::GENERAL_TXT, 30); //repeat
  491. }
  492. }
  493. if (iw.components.size())
  494. {
  495. sendAndApply(&iw);
  496. }
  497. }
  498. //Eagle Eye secondary skill handling
  499. if(cs.spells.size())
  500. {
  501. cs.learn = 1;
  502. cs.hid = finishingBattle->winnerHero->id;
  503. InfoWindow iw;
  504. iw.player = finishingBattle->winnerHero->tempOwner;
  505. iw.text.addTxt(MetaString::GENERAL_TXT, 221); //Through eagle-eyed observation, %s is able to learn %s
  506. iw.text.addReplacement(finishingBattle->winnerHero->name);
  507. std::ostringstream names;
  508. for(int i = 0; i < cs.spells.size(); i++)
  509. {
  510. names << "%s";
  511. if(i < cs.spells.size() - 2)
  512. names << ", ";
  513. else if(i < cs.spells.size() - 1)
  514. names << "%s";
  515. }
  516. names << ".";
  517. iw.text.addReplacement(names.str());
  518. auto it = cs.spells.begin();
  519. for(int i = 0; i < cs.spells.size(); i++, it++)
  520. {
  521. iw.text.addReplacement(MetaString::SPELL_NAME, it->toEnum());
  522. if(i == cs.spells.size() - 2) //we just added pre-last name
  523. iw.text.addReplacement(MetaString::GENERAL_TXT, 141); // " and "
  524. iw.components.push_back(Component(Component::SPELL, *it, 0, 0));
  525. }
  526. sendAndApply(&iw);
  527. sendAndApply(&cs);
  528. }
  529. if(finishingBattle->duel)
  530. return;
  531. cab1.takeFromArmy(this); cab2.takeFromArmy(this); //take casualties after battle is deleted
  532. //if one hero has lost we will erase him
  533. if(battleResult.data->winner!=0 && hero1)
  534. {
  535. RemoveObject ro(hero1->id);
  536. sendAndApply(&ro);
  537. }
  538. if(battleResult.data->winner!=1 && hero2)
  539. {
  540. RemoveObject ro(hero2->id);
  541. sendAndApply(&ro);
  542. }
  543. //give exp
  544. if (battleResult.data->exp[0] && hero1)
  545. changePrimSkill(hero1, PrimarySkill::EXPERIENCE, battleResult.data->exp[0]);
  546. else if (battleResult.data->exp[1] && hero2)
  547. changePrimSkill(hero2, PrimarySkill::EXPERIENCE, battleResult.data->exp[1]);
  548. queries.popIfTop(battleQuery);
  549. //--> continuation (battleAfterLevelUp) occurs after level-up queries are handled or on removing query (above)
  550. }
  551. void CGameHandler::battleAfterLevelUp( const BattleResult &result )
  552. {
  553. LOG_TRACE(logGlobal);
  554. finishingBattle->remainingBattleQueriesCount--;
  555. logGlobal->traceStream() << "Decremented queries count to " << finishingBattle->remainingBattleQueriesCount;
  556. if(finishingBattle->remainingBattleQueriesCount > 0)
  557. //Battle results will be hndled when all battle queries are closed
  558. return;
  559. //TODO consider if we really want it to work like above. ATM each player as unblocked as soon as possible
  560. // but the battle consequences are applied after final player is unblocked. Hard to abuse...
  561. // Still, it looks like a hole.
  562. // Necromancy if applicable.
  563. const CStackBasicDescriptor raisedStack = finishingBattle->winnerHero ? finishingBattle->winnerHero->calculateNecromancy(*battleResult.data) : CStackBasicDescriptor();
  564. // Give raised units to winner and show dialog, if any were raised,
  565. // units will be given after casualities are taken
  566. const SlotID necroSlot = raisedStack.type ? finishingBattle->winnerHero->getSlotFor(raisedStack.type) : SlotID();
  567. if (necroSlot != SlotID())
  568. {
  569. finishingBattle->winnerHero->showNecromancyDialog(raisedStack);
  570. addToSlot(StackLocation(finishingBattle->winnerHero, necroSlot), raisedStack.type, raisedStack.count);
  571. }
  572. BattleResultsApplied resultsApplied;
  573. resultsApplied.player1 = finishingBattle->victor;
  574. resultsApplied.player2 = finishingBattle->loser;
  575. sendAndApply(&resultsApplied);
  576. setBattle(nullptr);
  577. if(finishingBattle->duel)
  578. {
  579. CSaveFile resultFile("result.vdrst");
  580. resultFile << *battleResult.data;
  581. return;
  582. }
  583. if(visitObjectAfterVictory && result.winner==0)
  584. {
  585. logGlobal->traceStream() << "post-victory visit";
  586. visitObjectOnTile(*getTile(finishingBattle->winnerHero->getPosition()), finishingBattle->winnerHero);
  587. }
  588. visitObjectAfterVictory = false;
  589. winLoseHandle(1<<finishingBattle->loser.getNum() | 1<<finishingBattle->victor.getNum()); //handle victory/loss of engaged players
  590. if(result.result == BattleResult::SURRENDER || result.result == BattleResult::ESCAPE) //loser has escaped or surrendered
  591. {
  592. SetAvailableHeroes sah;
  593. sah.player = finishingBattle->loser;
  594. sah.hid[0] = finishingBattle->loserHero->subID;
  595. if(result.result == BattleResult::ESCAPE) //retreat
  596. {
  597. sah.army[0].clear();
  598. sah.army[0].setCreature(SlotID(0), finishingBattle->loserHero->type->initialArmy[0].creature, 1);
  599. }
  600. if(const CGHeroInstance *another = getPlayer(finishingBattle->loser)->availableHeroes[1])
  601. sah.hid[1] = another->subID;
  602. else
  603. sah.hid[1] = -1;
  604. sendAndApply(&sah);
  605. }
  606. }
  607. void CGameHandler::prepareAttack(BattleAttack &bat, const CStack *att, const CStack *def, int distance, int targetHex)
  608. {
  609. bat.bsa.clear();
  610. bat.stackAttacking = att->ID;
  611. int attackerLuck = att->LuckVal();
  612. const CGHeroInstance * h0 = gs->curB->heroes[0],
  613. * h1 = gs->curB->heroes[1];
  614. if(!(h0 && NBonus::hasOfType(h0, Bonus::BLOCK_LUCK)) &&
  615. !(h1 && NBonus::hasOfType(h1, Bonus::BLOCK_LUCK)))
  616. {
  617. if(attackerLuck > 0 && rand()%24 < attackerLuck)
  618. {
  619. bat.flags |= BattleAttack::LUCKY;
  620. }
  621. if (VLC->modh->settings.data["hardcodedFeatures"]["NEGATIVE_LUCK"].Bool()) // negative luck enabled
  622. {
  623. if (attackerLuck < 0 && rand()%24 < abs(attackerLuck))
  624. {
  625. bat.flags |= BattleAttack::UNLUCKY;
  626. }
  627. }
  628. }
  629. if (rand()%100 < att->valOfBonuses(Bonus::DOUBLE_DAMAGE_CHANCE))
  630. {
  631. bat.flags |= BattleAttack::DEATH_BLOW;
  632. }
  633. if(att->getCreature()->idNumber == CreatureID::BALLISTA)
  634. {
  635. static const int artilleryLvlToChance[] = {0, 50, 75, 100};
  636. const CGHeroInstance * owner = gs->curB->getHero(att->owner);
  637. int chance = artilleryLvlToChance[owner->getSecSkillLevel(SecondarySkill::ARTILLERY)];
  638. if(chance > rand() % 100)
  639. {
  640. bat.flags |= BattleAttack::BALLISTA_DOUBLE_DMG;
  641. }
  642. }
  643. // only primary target
  644. applyBattleEffects(bat, att, def, distance, false);
  645. if (!bat.shot()) //multiple-hex attack - only in meele
  646. {
  647. std::set<const CStack*> attackedCreatures = gs->curB->getAttackedCreatures(att, targetHex); //creatures other than primary target
  648. BOOST_FOREACH(const CStack * stack, attackedCreatures)
  649. {
  650. if (stack != def) //do not hit same stack twice
  651. {
  652. applyBattleEffects(bat, att, stack, distance, true);
  653. }
  654. }
  655. }
  656. const Bonus * bonus = att->getBonusLocalFirst(Selector::type(Bonus::SPELL_LIKE_ATTACK));
  657. if (bonus && (bat.shot())) //TODO: make it work in meele?
  658. {
  659. bat.bsa.front().flags |= BattleStackAttacked::EFFECT;
  660. bat.bsa.front().effect = VLC->spellh->spells[bonus->subtype]->mainEffectAnim; //hopefully it does not interfere with any other effect?
  661. std::set<const CStack*> attackedCreatures = gs->curB->getAffectedCreatures(SpellID(bonus->subtype).toSpell(), bonus->val, att->owner, targetHex);
  662. //TODO: get exact attacked hex for defender
  663. BOOST_FOREACH(const CStack * stack, attackedCreatures)
  664. {
  665. if (stack != def) //do not hit same stack twice
  666. {
  667. applyBattleEffects(bat, att, stack, distance, true);
  668. }
  669. }
  670. }
  671. }
  672. void CGameHandler::applyBattleEffects(BattleAttack &bat, const CStack *att, const CStack *def, int distance, bool secondary) //helper function for prepareAttack
  673. {
  674. BattleStackAttacked bsa;
  675. if (secondary)
  676. bsa.flags |= BattleStackAttacked::SECONDARY; //all other targets do not suffer from spells & spell-like abilities
  677. bsa.attackerID = att->ID;
  678. bsa.stackAttacked = def->ID;
  679. bsa.damageAmount = gs->curB->calculateDmg(att, def, gs->curB->battleGetOwner(att), gs->curB->battleGetOwner(def), bat.shot(), distance, bat.lucky(), bat.unlucky(), bat.deathBlow(), bat.ballistaDoubleDmg());
  680. def->prepareAttacked(bsa); //calculate casualties
  681. //life drain handling
  682. if (att->hasBonusOfType(Bonus::LIFE_DRAIN) && def->isLiving())
  683. {
  684. StacksHealedOrResurrected shi;
  685. shi.lifeDrain = (ui8)true;
  686. shi.tentHealing = (ui8)false;
  687. shi.drainedFrom = def->ID;
  688. StacksHealedOrResurrected::HealInfo hi;
  689. hi.stackID = att->ID;
  690. hi.healedHP = std::min<int> (bsa.damageAmount * att->valOfBonuses (Bonus::LIFE_DRAIN) / 100,
  691. att->MaxHealth() - att->firstHPleft + att->MaxHealth() * (att->baseAmount - att->count) );
  692. hi.lowLevelResurrection = false;
  693. shi.healedStacks.push_back(hi);
  694. if (hi.healedHP > 0)
  695. {
  696. bsa.healedStacks.push_back(shi);
  697. }
  698. }
  699. bat.bsa.push_back(bsa); //add this stack to the list of victims after drain life has been calculated
  700. //fire shield handling
  701. if (!bat.shot() && def->hasBonusOfType(Bonus::FIRE_SHIELD) && !att->hasBonusOfType (Bonus::FIRE_IMMUNITY) && !bsa.killed() )
  702. {
  703. BattleStackAttacked bsa;
  704. bsa.stackAttacked = att->ID; //invert
  705. bsa.attackerID = def->ID;
  706. bsa.flags |= BattleStackAttacked::EFFECT;
  707. bsa.effect = 11;
  708. bsa.damageAmount = (bsa.damageAmount * def->valOfBonuses(Bonus::FIRE_SHIELD)) / 100;
  709. att->prepareAttacked(bsa);
  710. bat.bsa.push_back(bsa);
  711. }
  712. }
  713. void CGameHandler::handleConnection(std::set<PlayerColor> players, CConnection &c)
  714. {
  715. setThreadName("CGameHandler::handleConnection");
  716. srand(time(NULL));
  717. try
  718. {
  719. while(1)//server should never shut connection first //was: while(!end2)
  720. {
  721. CPack *pack = NULL;
  722. PlayerColor player = PlayerColor::NEUTRAL;
  723. si32 requestID = -999;
  724. int packType = 0;
  725. {
  726. boost::unique_lock<boost::mutex> lock(*c.rmx);
  727. c >> player >> requestID >> pack; //get the package
  728. packType = typeList.getTypeID(pack); //get the id of type
  729. logGlobal->traceStream() << boost::format("Received client message (request %d by player %d) of type with ID=%d (%s).\n")
  730. % requestID % player.getNum() % packType % typeid(*pack).name();
  731. }
  732. //prepare struct informing that action was applied
  733. auto sendPackageResponse = [&](bool succesfullyApplied)
  734. {
  735. PackageApplied applied;
  736. applied.player = player;
  737. applied.result = succesfullyApplied;
  738. applied.packType = packType;
  739. applied.requestID = requestID;
  740. boost::unique_lock<boost::mutex> lock(*c.wmx);
  741. c << &applied;
  742. };
  743. CBaseForGHApply *apply = applier->apps[packType]; //and appropriae applier object
  744. if(isBlockedByQueries(pack, player))
  745. {
  746. sendPackageResponse(false);
  747. }
  748. else if(apply)
  749. {
  750. const bool result = apply->applyOnGH(this,&c,pack, player);
  751. if(!result)
  752. complain("Got false in applying... that request must have been fishy!");
  753. logGlobal->traceStream() << "Message successfully applied (result=" << result << ")!";
  754. sendPackageResponse(true);
  755. }
  756. else
  757. {
  758. logGlobal->errorStream() << "Message cannot be applied, cannot find applier (unregistered type)!";
  759. sendPackageResponse(false);
  760. }
  761. vstd::clear_pointer(pack);
  762. }
  763. }
  764. catch(boost::system::system_error &e) //for boost errors just log, not crash - probably client shut down connection
  765. {
  766. assert(!c.connected); //make sure that connection has been marked as broken
  767. logGlobal->errorStream() << e.what();
  768. end2 = true;
  769. }
  770. HANDLE_EXCEPTION(end2 = true);
  771. logGlobal->errorStream() << "Ended handling connection";
  772. }
  773. int CGameHandler::moveStack(int stack, BattleHex dest)
  774. {
  775. int ret = 0;
  776. const CStack *curStack = gs->curB->battleGetStackByID(stack),
  777. *stackAtEnd = gs->curB->battleGetStackByPos(dest);
  778. assert(curStack);
  779. assert(dest < GameConstants::BFIELD_SIZE);
  780. if (gs->curB->tacticDistance)
  781. {
  782. assert(gs->curB->isInTacticRange(dest));
  783. }
  784. if(curStack->position == dest)
  785. return 0;
  786. //initing necessary tables
  787. auto accessibility = getAccesibility(curStack);
  788. //shifting destination (if we have double wide stack and we can occupy dest but not be exactly there)
  789. if(!stackAtEnd && curStack->doubleWide() && !accessibility.accessible(dest, curStack))
  790. {
  791. if(curStack->attackerOwned)
  792. {
  793. if(accessibility.accessible(dest+1, curStack))
  794. dest += BattleHex::RIGHT;
  795. }
  796. else
  797. {
  798. if(accessibility.accessible(dest-1, curStack))
  799. dest += BattleHex::LEFT;
  800. }
  801. }
  802. if((stackAtEnd && stackAtEnd!=curStack && stackAtEnd->alive()) || !accessibility.accessible(dest, curStack))
  803. {
  804. complain("Given destination is not accessible!");
  805. return 0;
  806. }
  807. std::pair< std::vector<BattleHex>, int > path = gs->curB->getPath(curStack->position, dest, curStack);
  808. ret = path.second;
  809. int creSpeed = gs->curB->tacticDistance ? GameConstants::BFIELD_SIZE : curStack->Speed();
  810. if(curStack->hasBonusOfType(Bonus::FLYING))
  811. {
  812. if(path.second <= creSpeed && path.first.size() > 0)
  813. {
  814. //inform clients about move
  815. BattleStackMoved sm;
  816. sm.stack = curStack->ID;
  817. std::vector<BattleHex> tiles;
  818. tiles.push_back(path.first[0]);
  819. sm.tilesToMove = tiles;
  820. sm.distance = path.second;
  821. sm.teleporting = false;
  822. sendAndApply(&sm);
  823. }
  824. }
  825. else //for non-flying creatures
  826. {
  827. // send one package with the creature path information
  828. shared_ptr<const CObstacleInstance> obstacle; //obstacle that interrupted movement
  829. std::vector<BattleHex> tiles;
  830. int tilesToMove = std::max((int)(path.first.size() - creSpeed), 0);
  831. int v = path.first.size()-1;
  832. startWalking:
  833. for(; v >= tilesToMove; --v)
  834. {
  835. BattleHex hex = path.first[v];
  836. tiles.push_back(hex);
  837. if((obstacle = battleGetObstacleOnPos(hex, false)))
  838. {
  839. //we walked onto something, so we finalize this portion of stack movement check into obstacle
  840. break;
  841. }
  842. }
  843. if (tiles.size() > 0)
  844. {
  845. //commit movement
  846. BattleStackMoved sm;
  847. sm.stack = curStack->ID;
  848. sm.distance = path.second;
  849. sm.teleporting = false;
  850. sm.tilesToMove = tiles;
  851. sendAndApply(&sm);
  852. }
  853. //we don't handle obstacle at the destination tile -> it's handled separately in the if at the end
  854. if(obstacle && curStack->position != dest)
  855. {
  856. handleDamageFromObstacle(*obstacle, curStack);
  857. //if stack didn't die in explosion, continue movement
  858. if(!obstacle->stopsMovement() && curStack->alive())
  859. {
  860. obstacle.reset();
  861. tiles.clear();
  862. v--;
  863. goto startWalking; //TODO it's so evil
  864. }
  865. }
  866. }
  867. //handling obstacle on the final field (separate, because it affects both flying and walking stacks)
  868. if(curStack->alive())
  869. {
  870. if(auto theLastObstacle = battleGetObstacleOnPos(curStack->position, false))
  871. {
  872. handleDamageFromObstacle(*theLastObstacle, curStack);
  873. }
  874. }
  875. return ret;
  876. }
  877. CGameHandler::CGameHandler(void)
  878. {
  879. QID = 1;
  880. //gs = NULL;
  881. IObjectInterface::cb = this;
  882. applier = new CApplier<CBaseForGHApply>;
  883. registerTypes3(*applier);
  884. visitObjectAfterVictory = false;
  885. queries.gh = this;
  886. }
  887. CGameHandler::~CGameHandler(void)
  888. {
  889. delete applier;
  890. applier = NULL;
  891. delete gs;
  892. }
  893. void CGameHandler::init(StartInfo *si)
  894. {
  895. //extern DLL_LINKAGE boost::rand48 ran;
  896. if(!si->seedToBeUsed)
  897. si->seedToBeUsed = std::time(NULL);
  898. gs = new CGameState();
  899. logGlobal->infoStream() << "Gamestate created!";
  900. gs->init(si);
  901. logGlobal->infoStream() << "Gamestate initialized!";
  902. for(auto i = gs->players.begin(); i != gs->players.end(); i++)
  903. states.addPlayer(i->first);
  904. }
  905. static bool evntCmp(const CMapEvent &a, const CMapEvent &b)
  906. {
  907. return a.earlierThan(b);
  908. }
  909. void CGameHandler::setPortalDwelling(const CGTownInstance * town, bool forced=false, bool clear = false)
  910. {// bool forced = true - if creature should be replaced, if false - only if no creature was set
  911. const PlayerState *p = gs->getPlayer(town->tempOwner);
  912. if(!p)
  913. {
  914. logGlobal->warnStream() << "There is no player owner of town " << town->name << " at " << town->pos;
  915. return;
  916. }
  917. if (forced || town->creatures[GameConstants::CREATURES_PER_TOWN].second.empty())//we need to change creature
  918. {
  919. SetAvailableCreatures ssi;
  920. ssi.tid = town->id;
  921. ssi.creatures = town->creatures;
  922. ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.clear();//remove old one
  923. const std::vector<ConstTransitivePtr<CGDwelling> > &dwellings = p->dwellings;
  924. if (dwellings.empty())//no dwellings - just remove
  925. {
  926. sendAndApply(&ssi);
  927. return;
  928. }
  929. ui32 dwellpos = rand()%dwellings.size();//take random dwelling
  930. ui32 creapos = rand()%dwellings[dwellpos]->creatures.size();//for multi-creature dwellings like Golem Factory
  931. CreatureID creature = dwellings[dwellpos]->creatures[creapos].second[0];
  932. if (clear)
  933. ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = std::max((ui32)1, (VLC->creh->creatures[creature]->growth)/2);
  934. else
  935. ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = VLC->creh->creatures[creature]->growth;
  936. ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.push_back(creature);
  937. sendAndApply(&ssi);
  938. }
  939. }
  940. void CGameHandler::newTurn()
  941. {
  942. logGlobal->traceStream() << "Turn " << gs->day+1;
  943. NewTurn n;
  944. n.specialWeek = NewTurn::NO_ACTION;
  945. n.creatureid = CreatureID::NONE;
  946. n.day = gs->day + 1;
  947. bool firstTurn = !getDate(Date::DAY);
  948. bool newWeek = getDate(Date::DAY_OF_WEEK) == 7; //day numbers are confusing, as day was not yet switched
  949. bool newMonth = getDate(Date::DAY_OF_MONTH) == 28;
  950. std::map<PlayerColor, si32> hadGold;//starting gold - for buildings like dwarven treasury
  951. srand(time(NULL));
  952. if (firstTurn)
  953. {
  954. BOOST_FOREACH (auto obj, gs->map->objects)
  955. {
  956. if (obj && obj->ID == Obj::PRISON) //give imprisoned hero 0 exp to level him up. easiest to do at this point
  957. {
  958. changePrimSkill (getHero(obj->id), PrimarySkill::EXPERIENCE, 0);
  959. }
  960. }
  961. }
  962. if (newWeek && !firstTurn)
  963. {
  964. n.specialWeek = NewTurn::NORMAL;
  965. bool deityOfFireBuilt = false;
  966. BOOST_FOREACH(const CGTownInstance *t, gs->map->towns)
  967. {
  968. if(t->hasBuilt(BuildingID::GRAIL, ETownType::INFERNO))
  969. {
  970. deityOfFireBuilt = true;
  971. break;
  972. }
  973. }
  974. if(deityOfFireBuilt)
  975. {
  976. n.specialWeek = NewTurn::DEITYOFFIRE;
  977. n.creatureid = CreatureID::IMP;
  978. }
  979. else
  980. {
  981. int monthType = rand()%100;
  982. if(newMonth) //new month
  983. {
  984. if (monthType < 40) //double growth
  985. {
  986. n.specialWeek = NewTurn::DOUBLE_GROWTH;
  987. if (VLC->modh->settings.ALL_CREATURES_GET_DOUBLE_MONTHS)
  988. {
  989. std::pair<int,CreatureID> newMonster(54, VLC->creh->pickRandomMonster(boost::ref(rand)));
  990. n.creatureid = newMonster.second;
  991. }
  992. else if(VLC->creh->doubledCreatures.size())
  993. {
  994. const std::vector<CreatureID> doubledCreatures (VLC->creh->doubledCreatures.begin(), VLC->creh->doubledCreatures.end());
  995. n.creatureid = vstd::pickRandomElementOf (doubledCreatures, boost::ref(rand));
  996. }
  997. else
  998. {
  999. complain("Cannot find creature that can be spawned!");
  1000. n.specialWeek = NewTurn::NORMAL;
  1001. }
  1002. }
  1003. else if (monthType < 50)
  1004. n.specialWeek = NewTurn::PLAGUE;
  1005. }
  1006. else //it's a week, but not full month
  1007. {
  1008. if (monthType < 25)
  1009. {
  1010. n.specialWeek = NewTurn::BONUS_GROWTH; //+5
  1011. std::pair<int, CreatureID> newMonster (54, VLC->creh->pickRandomMonster(boost::ref(rand)));
  1012. //TODO do not pick neutrals
  1013. n.creatureid = newMonster.second;
  1014. }
  1015. }
  1016. }
  1017. }
  1018. bmap<ui32, ConstTransitivePtr<CGHeroInstance> > pool = gs->hpool.heroesPool;
  1019. for ( auto i=gs->players.begin() ; i!=gs->players.end();i++)
  1020. {
  1021. if(i->first == PlayerColor::NEUTRAL)
  1022. continue;
  1023. else if(i->first >= PlayerColor::PLAYER_LIMIT)
  1024. assert(0); //illegal player number!
  1025. std::pair<PlayerColor, si32> playerGold(i->first, i->second.resources[Res::GOLD]);
  1026. hadGold.insert(playerGold);
  1027. if(newWeek) //new heroes in tavern
  1028. {
  1029. SetAvailableHeroes sah;
  1030. sah.player = i->first;
  1031. //pick heroes and their armies
  1032. CHeroClass *banned = NULL;
  1033. for (int j = 0; j < GameConstants::AVAILABLE_HEROES_PER_PLAYER; j++)
  1034. {
  1035. if(CGHeroInstance *h = gs->hpool.pickHeroFor(j == 0, i->first, getNativeTown(i->first), pool, banned)) //first hero - native if possible, second hero -> any other class
  1036. {
  1037. sah.hid[j] = h->subID;
  1038. h->initArmy(&sah.army[j]);
  1039. banned = h->type->heroClass;
  1040. }
  1041. else
  1042. sah.hid[j] = -1;
  1043. }
  1044. sendAndApply(&sah);
  1045. }
  1046. n.res[i->first] = i->second.resources;
  1047. BOOST_FOREACH(CGHeroInstance *h, (*i).second.heroes)
  1048. {
  1049. if(h->visitedTown)
  1050. giveSpells(h->visitedTown, h);
  1051. NewTurn::Hero hth;
  1052. hth.id = h->id;
  1053. hth.move = h->maxMovePoints(gs->map->getTile(h->getPosition(false)).terType != ETerrainType::WATER);
  1054. if(h->visitedTown && h->visitedTown->hasBuilt(BuildingID::MAGES_GUILD_1)) //if hero starts turn in town with mage guild
  1055. hth.mana = std::max(h->mana, h->manaLimit()); //restore all mana
  1056. else
  1057. hth.mana = std::max((si32)(0), std::max(h->mana, std::min((si32)(h->mana + h->manaRegain()), h->manaLimit())));
  1058. n.heroes.insert(hth);
  1059. if(!firstTurn) //not first day
  1060. {
  1061. n.res[i->first][Res::GOLD] += h->valOfBonuses(Selector::typeSubtype(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::ESTATES)); //estates
  1062. for (int k = 0; k < GameConstants::RESOURCE_QUANTITY; k++)
  1063. {
  1064. n.res[i->first][k] += h->valOfBonuses(Bonus::GENERATE_RESOURCE, k);
  1065. }
  1066. }
  1067. }
  1068. }
  1069. BOOST_FOREACH(CGTownInstance *t, gs->map->towns)
  1070. {
  1071. PlayerColor player = t->tempOwner;
  1072. handleTownEvents(t, n);
  1073. if(newWeek) //first day of week
  1074. {
  1075. if(t->hasBuilt(BuildingID::PORTAL_OF_SUMMON, ETownType::DUNGEON))
  1076. setPortalDwelling(t, true, (n.specialWeek == NewTurn::PLAGUE ? true : false)); //set creatures for Portal of Summoning
  1077. if(!firstTurn)
  1078. if (t->hasBuilt(BuildingID::TREASURY, ETownType::RAMPART) && player < PlayerColor::PLAYER_LIMIT)
  1079. n.res[player][Res::GOLD] += hadGold[player]/10; //give 10% of starting gold
  1080. if (!vstd::contains(n.cres, t->id))
  1081. {
  1082. n.cres[t->id].tid = t->id;
  1083. n.cres[t->id].creatures = t->creatures;
  1084. }
  1085. auto & sac = n.cres[t->id];
  1086. for (int k=0; k < GameConstants::CREATURES_PER_TOWN; k++) //creature growths
  1087. {
  1088. if(t->creatureDwellingLevel(k) >= 0)//there is dwelling (k-level)
  1089. {
  1090. ui32 &availableCount = sac.creatures[k].first;
  1091. const CCreature *cre = VLC->creh->creatures[t->creatures[k].second.back()];
  1092. if (n.specialWeek == NewTurn::PLAGUE)
  1093. availableCount = t->creatures[k].first / 2; //halve their number, no growth
  1094. else
  1095. {
  1096. if(firstTurn) //first day of game: use only basic growths
  1097. availableCount = cre->growth;
  1098. else
  1099. availableCount += t->creatureGrowth(k);
  1100. //Deity of fire week - upgrade both imps and upgrades
  1101. if (n.specialWeek == NewTurn::DEITYOFFIRE && vstd::contains(t->creatures[k].second, n.creatureid))
  1102. availableCount += 15;
  1103. if( cre->idNumber == n.creatureid ) //bonus week, effect applies only to identical creatures
  1104. {
  1105. if(n.specialWeek == NewTurn::DOUBLE_GROWTH)
  1106. availableCount *= 2;
  1107. else if(n.specialWeek == NewTurn::BONUS_GROWTH)
  1108. availableCount += 5;
  1109. }
  1110. }
  1111. }
  1112. }
  1113. }
  1114. if(!firstTurn && player < PlayerColor::PLAYER_LIMIT)//not the first day and town not neutral
  1115. {
  1116. if(t->hasBuilt(BuildingID::RESOURCE_SILO)) //there is resource silo
  1117. {
  1118. if(t->town->primaryRes == Res::WOOD_AND_ORE) //we'll give wood and ore
  1119. {
  1120. n.res[player][Res::WOOD] ++;
  1121. n.res[player][Res::ORE] ++;
  1122. }
  1123. else
  1124. {
  1125. n.res[player][t->town->primaryRes] ++;
  1126. }
  1127. }
  1128. n.res[player][Res::GOLD] += t->dailyIncome();
  1129. }
  1130. if(t->hasBuilt(BuildingID::GRAIL, ETownType::TOWER))
  1131. {
  1132. // Skyship, probably easier to handle same as Veil of darkness
  1133. //do it every new day after veils apply
  1134. if (player != PlayerColor::NEUTRAL) //do not reveal fow for neutral player
  1135. {
  1136. FoWChange fw;
  1137. fw.mode = 1;
  1138. fw.player = player;
  1139. // find all hidden tiles
  1140. auto & fow = gs->getPlayerTeam(player)->fogOfWarMap;
  1141. for (size_t i=0; i<fow.size(); i++)
  1142. for (size_t j=0; j<fow[i].size(); j++)
  1143. for (size_t k=0; k<fow[i][j].size(); k++)
  1144. if (!fow[i][j][k])
  1145. fw.tiles.insert(int3(i,j,k));
  1146. sendAndApply (&fw);
  1147. }
  1148. }
  1149. if (t->hasBonusOfType (Bonus::DARKNESS))
  1150. {
  1151. t->hideTiles(t->getOwner(), t->getBonusLocalFirst(Selector::type(Bonus::DARKNESS))->val);
  1152. }
  1153. //unhiding what shouldn't be hidden? //that's handled in netpacks client
  1154. }
  1155. if(newMonth)
  1156. {
  1157. SetAvailableArtifacts saa;
  1158. saa.id = -1;
  1159. pickAllowedArtsSet(saa.arts);
  1160. sendAndApply(&saa);
  1161. }
  1162. sendAndApply(&n);
  1163. if(newWeek)
  1164. {
  1165. //spawn wandering monsters
  1166. if (newMonth && (n.specialWeek == NewTurn::DOUBLE_GROWTH || n.specialWeek == NewTurn::DEITYOFFIRE))
  1167. {
  1168. spawnWanderingMonsters(n.creatureid);
  1169. }
  1170. //new week info popup
  1171. if(!firstTurn)
  1172. {
  1173. InfoWindow iw;
  1174. switch (n.specialWeek)
  1175. {
  1176. case NewTurn::DOUBLE_GROWTH:
  1177. iw.text.addTxt(MetaString::ARRAY_TXT, 131);
  1178. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1179. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1180. break;
  1181. case NewTurn::PLAGUE:
  1182. iw.text.addTxt(MetaString::ARRAY_TXT, 132);
  1183. break;
  1184. case NewTurn::BONUS_GROWTH:
  1185. iw.text.addTxt(MetaString::ARRAY_TXT, 134);
  1186. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1187. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1188. break;
  1189. case NewTurn::DEITYOFFIRE:
  1190. iw.text.addTxt(MetaString::ARRAY_TXT, 135);
  1191. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 42); //%s imp
  1192. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 42); //%s imp
  1193. iw.text.addReplacement2(15); //%+d 15
  1194. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 43); //%s familiar
  1195. iw.text.addReplacement2(15); //%+d 15
  1196. break;
  1197. default:
  1198. if (newMonth)
  1199. {
  1200. iw.text.addTxt(MetaString::ARRAY_TXT, (130));
  1201. iw.text.addReplacement(MetaString::ARRAY_TXT, 32 + rand()%10);
  1202. }
  1203. else
  1204. {
  1205. iw.text.addTxt(MetaString::ARRAY_TXT, (133));
  1206. iw.text.addReplacement(MetaString::ARRAY_TXT, 43 + rand()%15);
  1207. }
  1208. }
  1209. for (auto i=gs->players.begin() ; i!=gs->players.end(); i++)
  1210. {
  1211. iw.player = i->first;
  1212. sendAndApply(&iw);
  1213. }
  1214. }
  1215. }
  1216. logGlobal->traceStream() << "Info about turn " << n.day << "has been sent!";
  1217. handleTimeEvents();
  1218. //call objects
  1219. for(size_t i = 0; i<gs->map->objects.size(); i++)
  1220. {
  1221. if(gs->map->objects[i])
  1222. gs->map->objects[i]->newTurn();
  1223. }
  1224. winLoseHandle(0xff);
  1225. //warn players without town
  1226. if(gs->day)
  1227. {
  1228. for (auto i=gs->players.cbegin() ; i!=gs->players.cend();i++)
  1229. {
  1230. if(i->second.status || i->second.towns.size() || i->second.color >= PlayerColor::PLAYER_LIMIT)
  1231. continue;
  1232. InfoWindow iw;
  1233. iw.player = i->first;
  1234. iw.components.push_back(Component(Component::FLAG, i->first.getNum(), 0, 0));
  1235. if(!i->second.daysWithoutCastle)
  1236. {
  1237. 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.
  1238. iw.text.addReplacement(MetaString::COLOR, i->first.getNum());
  1239. }
  1240. else if(i->second.daysWithoutCastle == 6)
  1241. {
  1242. iw.text.addTxt(MetaString::ARRAY_TXT,129); //%s, this is your last day to capture a town or you will be banished from this land.
  1243. iw.text.addReplacement(MetaString::COLOR, i->first.getNum());
  1244. }
  1245. else
  1246. {
  1247. iw.text.addTxt(MetaString::ARRAY_TXT,128); //%s, you only have %d days left to capture a town or you will be banished from this land.
  1248. iw.text.addReplacement(MetaString::COLOR, i->first.getNum());
  1249. iw.text.addReplacement(7 - i->second.daysWithoutCastle);
  1250. }
  1251. sendAndApply(&iw);
  1252. }
  1253. }
  1254. synchronizeArtifactHandlerLists(); //new day events may have changed them. TODO better of managing that
  1255. }
  1256. void CGameHandler::run(bool resume)
  1257. {
  1258. using namespace boost::posix_time;
  1259. BOOST_FOREACH(CConnection *cc, conns)
  1260. {
  1261. if(!resume)
  1262. {
  1263. (*cc) << gs->initialOpts; // gs->scenarioOps
  1264. }
  1265. std::set<PlayerColor> players;
  1266. (*cc) >> players; //how many players will be handled at that client
  1267. std::stringstream sbuffer;
  1268. sbuffer << "Connection " << cc->connectionID << " will handle " << players.size() << " player: ";
  1269. BOOST_FOREACH(PlayerColor color, players)
  1270. {
  1271. sbuffer << color << " ";
  1272. {
  1273. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  1274. connections[color] = cc;
  1275. }
  1276. }
  1277. logGlobal->infoStream() << sbuffer.str();
  1278. cc->addStdVecItems(gs);
  1279. cc->enableStackSendingByID();
  1280. cc->disableSmartPointerSerialization();
  1281. }
  1282. for(std::set<CConnection*>::iterator i = conns.begin(); i!=conns.end();i++)
  1283. {
  1284. std::set<PlayerColor> pom;
  1285. for(auto j = connections.cbegin(); j!=connections.cend();j++)
  1286. if(j->second == *i)
  1287. pom.insert(j->first);
  1288. boost::thread(boost::bind(&CGameHandler::handleConnection,this,pom,boost::ref(**i)));
  1289. }
  1290. if(gs->scenarioOps->mode == StartInfo::DUEL)
  1291. {
  1292. runBattle();
  1293. return;
  1294. }
  1295. while (!end2)
  1296. {
  1297. if(!resume)
  1298. newTurn();
  1299. std::map<PlayerColor,PlayerState>::iterator i;
  1300. if(!resume)
  1301. i = gs->players.begin();
  1302. else
  1303. i = gs->players.find(gs->currentPlayer);
  1304. resume = false;
  1305. for(; i != gs->players.end(); i++)
  1306. {
  1307. if((i->second.towns.size()==0 && i->second.heroes.size()==0)
  1308. || i->first>=PlayerColor::PLAYER_LIMIT
  1309. || i->second.status)
  1310. {
  1311. continue;
  1312. }
  1313. states.setFlag(i->first,&PlayerStatus::makingTurn,true);
  1314. {
  1315. YourTurn yt;
  1316. yt.player = i->first;
  1317. applyAndSend(&yt);
  1318. }
  1319. //wait till turn is done
  1320. boost::unique_lock<boost::mutex> lock(states.mx);
  1321. while(states.players[i->first].makingTurn && !end2)
  1322. {
  1323. static time_duration p = milliseconds(200);
  1324. states.cv.timed_wait(lock,p);
  1325. }
  1326. }
  1327. }
  1328. while(conns.size() && (*conns.begin())->isOpen())
  1329. boost::this_thread::sleep(boost::posix_time::milliseconds(5)); //give time client to close socket
  1330. }
  1331. void CGameHandler::setupBattle( int3 tile, const CArmedInstance *armies[2], const CGHeroInstance *heroes[2], bool creatureBank, const CGTownInstance *town )
  1332. {
  1333. battleResult.set(NULL);
  1334. //send info about battles
  1335. BattleStart bs;
  1336. bs.info = gs->setupBattle(tile, armies, heroes, creatureBank, town);
  1337. sendAndApply(&bs);
  1338. }
  1339. void CGameHandler::checkForBattleEnd()
  1340. {
  1341. auto &stacks = gs->curB->stacks;
  1342. //checking winning condition
  1343. bool hasStack[2]; //hasStack[0] - true if attacker has a living stack; defender similarly
  1344. hasStack[0] = hasStack[1] = false;
  1345. for(int b = 0; b<stacks.size(); ++b)
  1346. {
  1347. if(stacks[b]->alive() && !stacks[b]->hasBonusOfType(Bonus::SIEGE_WEAPON))
  1348. {
  1349. hasStack[1-stacks[b]->attackerOwned] = true;
  1350. }
  1351. }
  1352. if(!hasStack[0] || !hasStack[1]) //somebody has won
  1353. {
  1354. setBattleResult(BattleResult::NORMAL, hasStack[1]);
  1355. }
  1356. }
  1357. void CGameHandler::giveSpells( const CGTownInstance *t, const CGHeroInstance *h )
  1358. {
  1359. if(!h->hasSpellbook())
  1360. return; //hero hasn't spellbook
  1361. ChangeSpells cs;
  1362. cs.hid = h->id;
  1363. cs.learn = true;
  1364. for(int i=0; i<std::min(t->mageGuildLevel(),h->getSecSkillLevel(SecondarySkill::WISDOM)+2);i++)
  1365. {
  1366. if (t->hasBuilt(BuildingID::GRAIL, ETownType::CONFLUX)) //Aurora Borealis
  1367. {
  1368. std::vector<SpellID> spells;
  1369. getAllowedSpells(spells, i);
  1370. for (int j = 0; j < spells.size(); ++j)
  1371. cs.spells.insert(spells[j]);
  1372. }
  1373. else
  1374. {
  1375. for(int j=0; j<t->spellsAtLevel(i+1,true) && j<t->spells[i].size(); j++)
  1376. {
  1377. if(!vstd::contains(h->spells,t->spells[i][j]))
  1378. cs.spells.insert(t->spells[i][j]);
  1379. }
  1380. }
  1381. }
  1382. if(cs.spells.size())
  1383. sendAndApply(&cs);
  1384. }
  1385. void CGameHandler::setBlockVis(ObjectInstanceID objid, bool bv)
  1386. {
  1387. SetObjectProperty sop(objid,2,bv);
  1388. sendAndApply(&sop);
  1389. }
  1390. bool CGameHandler::removeObject( const CGObjectInstance * obj )
  1391. {
  1392. if(!obj || !getObj(obj->id))
  1393. {
  1394. logGlobal->errorStream() << "Something wrong, that object already has been removed or hasn't existed!";
  1395. return false;
  1396. }
  1397. RemoveObject ro;
  1398. ro.id = obj->id;
  1399. sendAndApply(&ro);
  1400. winLoseHandle(255); //eg if monster escaped (removing objs after battle is done dircetly by endBattle, not this function)
  1401. return true;
  1402. }
  1403. void CGameHandler::setAmount(ObjectInstanceID objid, ui32 val)
  1404. {
  1405. SetObjectProperty sop(objid,3,val);
  1406. sendAndApply(&sop);
  1407. }
  1408. bool CGameHandler::moveHero( ObjectInstanceID hid, int3 dst, ui8 teleporting, PlayerColor asker /*= 255*/ )
  1409. {
  1410. const CGHeroInstance *h = getHero(hid);
  1411. 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)
  1412. )
  1413. {
  1414. logGlobal->errorStream() << "Illegal call to move hero!";
  1415. return false;
  1416. }
  1417. logGlobal->traceStream() << "Player " << asker << " wants to move hero "<< hid.getNum() << " from "<< h->pos << " to " << dst;
  1418. const int3 hmpos = dst + int3(-1,0,0);
  1419. if(!gs->map->isInTheMap(hmpos))
  1420. {
  1421. logGlobal->errorStream() << "Destination tile is outside the map!";
  1422. return false;
  1423. }
  1424. const TerrainTile t = *gs->getTile(hmpos);
  1425. const int cost = gs->getMovementCost(h, h->getPosition(false), hmpos, h->movement);
  1426. const int3 guardPos = gs->guardingCreaturePosition(hmpos);
  1427. const bool embarking = !h->boat && !t.visitableObjects.empty() && t.visitableObjects.back()->ID == Obj::BOAT;
  1428. const bool disembarking = h->boat && t.terType != ETerrainType::WATER && !t.blocked;
  1429. //result structure for start - movement failed, no move points used
  1430. TryMoveHero tmh;
  1431. tmh.id = hid;
  1432. tmh.start = h->pos;
  1433. tmh.end = dst;
  1434. tmh.result = TryMoveHero::FAILED;
  1435. tmh.movePoints = h->movement;
  1436. //check if destination tile is available
  1437. //it's a rock or blocked and not visitable tile
  1438. //OR hero is on land and dest is water and (there is not present only one object - boat)
  1439. if(((t.terType == ETerrainType::ROCK || (t.blocked && !t.visitable && !h->hasBonusOfType(Bonus::FLYING_MOVEMENT) ))
  1440. && complain("Cannot move hero, destination tile is blocked!"))
  1441. || ((!h->boat && !h->canWalkOnSea() && t.terType == ETerrainType::WATER && (t.visitableObjects.size() < 1 || (t.visitableObjects.back()->ID != Obj::BOAT && t.visitableObjects.back()->ID != Obj::HERO))) //hero is not on boat/water walking and dst water tile doesn't contain boat/hero (objs visitable from land) -> we test back cause boat may be on top of another object (#276)
  1442. && complain("Cannot move hero, destination tile is on water!"))
  1443. || ((h->boat && t.terType != ETerrainType::WATER && t.blocked)
  1444. && complain("Cannot disembark hero, tile is blocked!"))
  1445. || ( (distance(h->pos, dst) >= 1.5 && !teleporting)
  1446. && complain("Tiles are not neighboring!"))
  1447. || ( (h->inTownGarrison)
  1448. && complain("Can not move garrisoned hero!"))
  1449. || ((h->movement < cost && dst != h->pos && !teleporting)
  1450. && complain("Hero doesn't have any movement points left!"))
  1451. /*|| (states.checkFlag(h->tempOwner, &PlayerStatus::engagedIntoBattle)
  1452. && complain("Cannot move hero during the battle"))*/)
  1453. {
  1454. //send info about movement failure
  1455. sendAndApply(&tmh);
  1456. return false;
  1457. }
  1458. //several generic blocks of code
  1459. // should be called if hero changes tile but before applying TryMoveHero package
  1460. auto leaveTile = [&]()
  1461. {
  1462. BOOST_FOREACH(CGObjectInstance *obj, gs->map->getTile(int3(h->pos.x-1, h->pos.y, h->pos.z)).visitableObjects)
  1463. {
  1464. obj->onHeroLeave(h);
  1465. }
  1466. this->getTilesInRange(tmh.fowRevealed, h->getSightCenter()+(tmh.end-tmh.start), h->getSightRadious(), h->tempOwner, 1);
  1467. };
  1468. auto doMove = [&](TryMoveHero::EResult result, EGuardLook lookForGuards,
  1469. EVisitDest visitDest, ELEaveTile leavingTile) -> bool
  1470. {
  1471. LOG_TRACE_PARAMS(logGlobal, "Hero %s starts movement from %s to %s", h->name % tmh.start % tmh.end);
  1472. auto moveQuery = make_shared<CHeroMovementQuery>(tmh, h);
  1473. queries.addQuery(moveQuery);
  1474. if(leavingTile == LEAVING_TILE)
  1475. leaveTile();
  1476. tmh.result = result;
  1477. sendAndApply(&tmh);
  1478. if(lookForGuards == CHECK_FOR_GUARDS && isInTheMap(guardPos))
  1479. {
  1480. tmh.attackedFrom = guardPos;
  1481. const TerrainTile &guardTile = *gs->getTile(guardPos);
  1482. objectVisited(guardTile.visitableObjects.back(), h);
  1483. moveQuery->visitDestAfterVictory = visitDest==VISIT_DEST;
  1484. }
  1485. else if(visitDest == VISIT_DEST)
  1486. {
  1487. visitObjectOnTile(t, h);
  1488. }
  1489. queries.popIfTop(moveQuery);
  1490. logGlobal->traceStream() << "Hero " << h->name << " ends movement";
  1491. return result != TryMoveHero::FAILED;
  1492. };
  1493. //interaction with blocking object (like resources)
  1494. auto blockingVisit = [&]() -> bool
  1495. {
  1496. BOOST_FOREACH(CGObjectInstance *obj, t.visitableObjects)
  1497. {
  1498. if(obj != h && obj->blockVisit && !obj->passableFor(h->tempOwner))
  1499. {
  1500. return doMove(TryMoveHero::BLOCKING_VISIT, this->IGNORE_GUARDS, VISIT_DEST, REMAINING_ON_TILE);
  1501. //this-> is needed for MVS2010 to recognize scope (?)
  1502. }
  1503. }
  1504. return false;
  1505. };
  1506. if(embarking)
  1507. {
  1508. tmh.movePoints = h->movementPointsAfterEmbark(h->movement, cost, false);
  1509. return doMove(TryMoveHero::EMBARK, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
  1510. //attack guards on embarking? In H3 creatures on water had no zone of control at all
  1511. }
  1512. if(disembarking)
  1513. {
  1514. tmh.movePoints = h->movementPointsAfterEmbark(h->movement, cost, true);
  1515. return doMove(TryMoveHero::DISEMBARK, CHECK_FOR_GUARDS, VISIT_DEST, LEAVING_TILE);
  1516. }
  1517. if(teleporting)
  1518. {
  1519. if(blockingVisit()) // e.g. hero on the other side of teleporter
  1520. return true;
  1521. doMove(TryMoveHero::TELEPORTATION, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
  1522. // visit town for town portal \ castle gates
  1523. // do not use generic visitObjectOnTile to avoid double-teleporting
  1524. // if this moveHero call was triggered by teleporter
  1525. if (!t.visitableObjects.empty())
  1526. {
  1527. if (CGTownInstance * town = dynamic_cast<CGTownInstance *>(t.visitableObjects.back()))
  1528. town->onHeroVisit(h);
  1529. }
  1530. return true;
  1531. }
  1532. //still here? it is standard movement!
  1533. {
  1534. tmh.movePoints = h->movement >= cost
  1535. ? h->movement - cost
  1536. : 0;
  1537. if(blockingVisit())
  1538. return true;
  1539. doMove(TryMoveHero::SUCCESS, CHECK_FOR_GUARDS, VISIT_DEST, LEAVING_TILE);
  1540. return true;
  1541. }
  1542. }
  1543. bool CGameHandler::teleportHero(ObjectInstanceID hid, ObjectInstanceID dstid, ui8 source, PlayerColor asker/* = 255*/)
  1544. {
  1545. const CGHeroInstance *h = getHero(hid);
  1546. const CGTownInstance *t = getTown(dstid);
  1547. if ( !h || !t || h->getOwner() != gs->currentPlayer )
  1548. logGlobal->errorStream()<<"Invalid call to teleportHero!";
  1549. const CGTownInstance *from = h->visitedTown;
  1550. if(((h->getOwner() != t->getOwner())
  1551. && complain("Cannot teleport hero to another player"))
  1552. || ((!from || from->hasBuilt(BuildingID::CASTLE_GATE, ETownType::INFERNO))
  1553. && complain("Hero must be in town with Castle gate for teleporting"))
  1554. || (t->hasBuilt(BuildingID::CASTLE_GATE, ETownType::INFERNO)
  1555. && complain("Cannot teleport hero to town without Castle gate in it")))
  1556. return false;
  1557. int3 pos = t->visitablePos();
  1558. pos += h->getVisitableOffset();
  1559. moveHero(hid,pos,1);
  1560. return true;
  1561. }
  1562. void CGameHandler::setOwner(const CGObjectInstance * obj, PlayerColor owner)
  1563. {
  1564. PlayerColor oldOwner = getOwner(obj->id);
  1565. SetObjectProperty sop(obj->id, 1, owner.getNum());
  1566. sendAndApply(&sop);
  1567. winLoseHandle(1<<owner.getNum() | 1<<oldOwner.getNum());
  1568. if(owner < PlayerColor::PLAYER_LIMIT && dynamic_cast<const CGTownInstance *>(obj)) //town captured
  1569. {
  1570. const CGTownInstance * town = dynamic_cast<const CGTownInstance *>(obj);
  1571. if (town->hasBuilt(BuildingID::PORTAL_OF_SUMMON, ETownType::DUNGEON))
  1572. setPortalDwelling(town, true, false);
  1573. if (!gs->getPlayer(owner)->towns.size())//player lost last town
  1574. {
  1575. InfoWindow iw;
  1576. iw.player = oldOwner;
  1577. 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.
  1578. sendAndApply(&iw);
  1579. }
  1580. }
  1581. const PlayerState * p = gs->getPlayer(owner);
  1582. if((obj->ID == Obj::CREATURE_GENERATOR1 || obj->ID == Obj::CREATURE_GENERATOR4 ) && p && p->dwellings.size()==1)//first dwelling captured
  1583. {
  1584. BOOST_FOREACH(const CGTownInstance *t, gs->getPlayer(owner)->towns)
  1585. {
  1586. if (t->hasBuilt(BuildingID::PORTAL_OF_SUMMON, ETownType::DUNGEON))
  1587. setPortalDwelling(t);//set initial creatures for all portals of summoning
  1588. }
  1589. }
  1590. }
  1591. void CGameHandler::setHoverName(const CGObjectInstance * obj, MetaString* name)
  1592. {
  1593. SetHoverName shn(obj->id, *name);
  1594. sendAndApply(&shn);
  1595. }
  1596. void CGameHandler::showBlockingDialog( BlockingDialog *iw )
  1597. {
  1598. auto dialogQuery = make_shared<CBlockingDialogQuery>(*iw);
  1599. queries.addQuery(dialogQuery);
  1600. iw->queryID = dialogQuery->queryID;
  1601. sendToAllClients(iw);
  1602. }
  1603. void CGameHandler::giveResource(PlayerColor player, Res::ERes which, int val) //TODO: cap according to Bersy's suggestion
  1604. {
  1605. if(!val) return; //don't waste time on empty call
  1606. SetResource sr;
  1607. sr.player = player;
  1608. sr.resid = which;
  1609. sr.val = gs->players.find(player)->second.resources[which] + val;
  1610. sendAndApply(&sr);
  1611. }
  1612. void CGameHandler::giveResources(PlayerColor player, TResources resources)
  1613. {
  1614. for(TResources::nziterator i(resources); i.valid(); i++)
  1615. giveResource(player, i->resType, i->resVal);
  1616. }
  1617. void CGameHandler::giveCreatures(const CArmedInstance *obj, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove)
  1618. {
  1619. boost::function<void()> removeOrNot = 0;
  1620. if(remove)
  1621. removeOrNot = boost::bind(&CGameHandler::removeObject, this, obj);
  1622. COMPLAIN_RET_IF(!creatures.stacksCount(), "Strange, giveCreatures called without args!");
  1623. COMPLAIN_RET_IF(obj->stacksCount(), "Cannot give creatures from not-cleared object!");
  1624. COMPLAIN_RET_IF(creatures.stacksCount() > GameConstants::ARMY_SIZE, "Too many stacks to give!");
  1625. //first we move creatures to give to make them army of object-source
  1626. for (TSlots::const_iterator stack = creatures.Slots().begin(); stack != creatures.Slots().end(); stack++)
  1627. {
  1628. addToSlot(StackLocation(obj, obj->getSlotFor(stack->second->type)), stack->second->type, stack->second->count);
  1629. }
  1630. tryJoiningArmy(obj, h, remove, true);
  1631. }
  1632. void CGameHandler::takeCreatures(ObjectInstanceID objid, const std::vector<CStackBasicDescriptor> &creatures)
  1633. {
  1634. std::vector<CStackBasicDescriptor> cres = creatures;
  1635. if (cres.size() <= 0)
  1636. return;
  1637. const CArmedInstance* obj = static_cast<const CArmedInstance*>(getObj(objid));
  1638. BOOST_FOREACH(CStackBasicDescriptor &sbd, cres)
  1639. {
  1640. TQuantity collected = 0;
  1641. while(collected < sbd.count)
  1642. {
  1643. bool foundSth = false;
  1644. for(auto i = obj->Slots().begin(); i != obj->Slots().end(); i++)
  1645. {
  1646. if(i->second->type == sbd.type)
  1647. {
  1648. TQuantity take = std::min(sbd.count - collected, i->second->count); //collect as much cres as we can
  1649. changeStackCount(StackLocation(obj, i->first), -take, false);
  1650. collected += take;
  1651. foundSth = true;
  1652. break;
  1653. }
  1654. }
  1655. if(!foundSth) //we went through the whole loop and haven't found appropriate cres
  1656. {
  1657. complain("Unexpected failure during taking creatures!");
  1658. return;
  1659. }
  1660. }
  1661. }
  1662. }
  1663. void CGameHandler::showCompInfo(ShowInInfobox * comp)
  1664. {
  1665. sendToAllClients(comp);
  1666. }
  1667. void CGameHandler::heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  1668. {
  1669. HeroVisitCastle vc;
  1670. vc.hid = hero->id;
  1671. vc.tid = obj->id;
  1672. vc.flags |= 1;
  1673. sendAndApply(&vc);
  1674. vistiCastleObjects (obj, hero);
  1675. giveSpells (obj, hero);
  1676. if(gs->map->victoryCondition.condition == EVictoryConditionType::TRANSPORTITEM)
  1677. checkLossVictory(hero->tempOwner); //transported artifact?
  1678. }
  1679. void CGameHandler::vistiCastleObjects (const CGTownInstance *t, const CGHeroInstance *h)
  1680. {
  1681. std::vector<CGTownBuilding*>::const_iterator i;
  1682. for (i = t->bonusingBuildings.begin(); i != t->bonusingBuildings.end(); i++)
  1683. (*i)->onHeroVisit (h);
  1684. }
  1685. void CGameHandler::stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  1686. {
  1687. HeroVisitCastle vc;
  1688. vc.hid = hero->id;
  1689. vc.tid = obj->id;
  1690. sendAndApply(&vc);
  1691. }
  1692. void CGameHandler::removeArtifact(const ArtifactLocation &al)
  1693. {
  1694. assert(al.getArt());
  1695. EraseArtifact ea;
  1696. ea.al = al;
  1697. sendAndApply(&ea);
  1698. }
  1699. void CGameHandler::startBattlePrimary(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile,
  1700. const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank,
  1701. const CGTownInstance *town) //use hero=NULL for no hero
  1702. {
  1703. engageIntoBattle(army1->tempOwner);
  1704. engageIntoBattle(army2->tempOwner);
  1705. static const CArmedInstance *armies[2];
  1706. armies[0] = army1;
  1707. armies[1] = army2;
  1708. static const CGHeroInstance*heroes[2];
  1709. heroes[0] = hero1;
  1710. heroes[1] = hero2;
  1711. setupBattle(tile, armies, heroes, creatureBank, town); //initializes stacks, places creatures on battlefield, blocks and informs player interfaces
  1712. auto battleQuery = make_shared<CBattleQuery>(gs->curB);
  1713. queries.addQuery(battleQuery);
  1714. boost::thread(&CGameHandler::runBattle, this);
  1715. }
  1716. void CGameHandler::startBattleI( const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, bool creatureBank )
  1717. {
  1718. startBattlePrimary(army1, army2, tile,
  1719. army1->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army1) : NULL,
  1720. army2->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army2) : NULL,
  1721. creatureBank);
  1722. }
  1723. void CGameHandler::startBattleI( const CArmedInstance *army1, const CArmedInstance *army2, bool creatureBank)
  1724. {
  1725. startBattleI(army1, army2, army2->visitablePos(), creatureBank);
  1726. }
  1727. void CGameHandler::changeSpells( const CGHeroInstance * hero, bool give, const std::set<SpellID> &spells )
  1728. {
  1729. ChangeSpells cs;
  1730. cs.hid = hero->id;
  1731. cs.spells = spells;
  1732. cs.learn = give;
  1733. sendAndApply(&cs);
  1734. }
  1735. void CGameHandler::sendMessageTo( CConnection &c, const std::string &message )
  1736. {
  1737. SystemMessage sm;
  1738. sm.text = message;
  1739. boost::unique_lock<boost::mutex> lock(*c.wmx);
  1740. c << &sm;
  1741. }
  1742. void CGameHandler::giveHeroBonus( GiveBonus * bonus )
  1743. {
  1744. sendAndApply(bonus);
  1745. }
  1746. void CGameHandler::setMovePoints( SetMovePoints * smp )
  1747. {
  1748. sendAndApply(smp);
  1749. }
  1750. void CGameHandler::setManaPoints( ObjectInstanceID hid, int val )
  1751. {
  1752. SetMana sm;
  1753. sm.hid = hid;
  1754. sm.val = val;
  1755. sendAndApply(&sm);
  1756. }
  1757. void CGameHandler::giveHero( ObjectInstanceID id, PlayerColor player )
  1758. {
  1759. GiveHero gh;
  1760. gh.id = id;
  1761. gh.player = player;
  1762. sendAndApply(&gh);
  1763. }
  1764. void CGameHandler::changeObjPos( ObjectInstanceID objid, int3 newPos, ui8 flags )
  1765. {
  1766. ChangeObjPos cop;
  1767. cop.objid = objid;
  1768. cop.nPos = newPos;
  1769. cop.flags = flags;
  1770. sendAndApply(&cop);
  1771. }
  1772. void CGameHandler::useScholarSkill(ObjectInstanceID fromHero, ObjectInstanceID toHero)
  1773. {
  1774. const CGHeroInstance * h1 = getHero(fromHero);
  1775. const CGHeroInstance * h2 = getHero(toHero);
  1776. if ( h1->getSecSkillLevel(SecondarySkill::SCHOLAR) < h2->getSecSkillLevel(SecondarySkill::SCHOLAR) )
  1777. {
  1778. std::swap (h1,h2);//1st hero need to have higher scholar level for correct message
  1779. std::swap(fromHero, toHero);
  1780. }
  1781. int ScholarLevel = h1->getSecSkillLevel(SecondarySkill::SCHOLAR);//heroes can trade up to this level
  1782. if (!ScholarLevel || !h1->hasSpellbook() || !h2->hasSpellbook() )
  1783. return;//no scholar skill or no spellbook
  1784. int h1Lvl = std::min(ScholarLevel+1, h1->getSecSkillLevel(SecondarySkill::WISDOM)+2),
  1785. h2Lvl = std::min(ScholarLevel+1, h2->getSecSkillLevel(SecondarySkill::WISDOM)+2);//heroes can receive this levels
  1786. ChangeSpells cs1;
  1787. cs1.learn = true;
  1788. cs1.hid = toHero;//giving spells to first hero
  1789. BOOST_FOREACH(auto it, h1->spells)
  1790. if ( h2Lvl >= it.toSpell()->level && !vstd::contains(h2->spells, it))//hero can learn it and don't have it yet
  1791. cs1.spells.insert(it);//spell to learn
  1792. ChangeSpells cs2;
  1793. cs2.learn = true;
  1794. cs2.hid = fromHero;
  1795. BOOST_FOREACH(auto it, h2->spells)
  1796. if ( h1Lvl >= it.toSpell()->level && !vstd::contains(h1->spells, it))
  1797. cs2.spells.insert(it);
  1798. if (cs1.spells.size() || cs2.spells.size())//create a message
  1799. {
  1800. InfoWindow iw;
  1801. iw.player = h1->tempOwner;
  1802. iw.components.push_back(Component(Component::SEC_SKILL, 18, ScholarLevel, 0));
  1803. iw.text.addTxt(MetaString::GENERAL_TXT, 139);//"%s, who has studied magic extensively,
  1804. iw.text.addReplacement(h1->name);
  1805. if (cs2.spells.size())//if found new spell - apply
  1806. {
  1807. iw.text.addTxt(MetaString::GENERAL_TXT, 140);//learns
  1808. int size = cs2.spells.size();
  1809. BOOST_FOREACH(auto it, cs2.spells)
  1810. {
  1811. iw.components.push_back(Component(Component::SPELL, it, 1, 0));
  1812. iw.text.addTxt(MetaString::SPELL_NAME, it.toEnum());
  1813. switch (size--)
  1814. {
  1815. case 2: iw.text.addTxt(MetaString::GENERAL_TXT, 141);
  1816. case 1: break;
  1817. default: iw.text << ", ";
  1818. }
  1819. }
  1820. iw.text.addTxt(MetaString::GENERAL_TXT, 142);//from %s
  1821. iw.text.addReplacement(h2->name);
  1822. sendAndApply(&cs2);
  1823. }
  1824. if (cs1.spells.size() && cs2.spells.size() )
  1825. {
  1826. iw.text.addTxt(MetaString::GENERAL_TXT, 141);//and
  1827. }
  1828. if (cs1.spells.size())
  1829. {
  1830. iw.text.addTxt(MetaString::GENERAL_TXT, 147);//teaches
  1831. int size = cs1.spells.size();
  1832. BOOST_FOREACH(auto it, cs1.spells)
  1833. {
  1834. iw.components.push_back(Component(Component::SPELL, it, 1, 0));
  1835. iw.text.addTxt(MetaString::SPELL_NAME, it.toEnum());
  1836. switch (size--)
  1837. {
  1838. case 2: iw.text.addTxt(MetaString::GENERAL_TXT, 141);
  1839. case 1: break;
  1840. default: iw.text << ", ";
  1841. } }
  1842. iw.text.addTxt(MetaString::GENERAL_TXT, 148);//from %s
  1843. iw.text.addReplacement(h2->name);
  1844. sendAndApply(&cs1);
  1845. }
  1846. sendAndApply(&iw);
  1847. }
  1848. }
  1849. void CGameHandler::heroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)
  1850. {
  1851. PlayerColor player1 = getHero(hero1)->tempOwner;
  1852. PlayerColor player2 = getHero(hero2)->tempOwner;
  1853. if( gameState()->getPlayerRelations( player1, player2))
  1854. {
  1855. OpenWindow hex;
  1856. hex.window = OpenWindow::EXCHANGE_WINDOW;
  1857. hex.id1 = hero1.getNum();
  1858. hex.id2 = hero2.getNum();
  1859. sendAndApply(&hex);
  1860. useScholarSkill(hero1,hero2);
  1861. }
  1862. }
  1863. void CGameHandler::sendToAllClients( CPackForClient * info )
  1864. {
  1865. logGlobal->traceStream() << "Sending to all clients a package of type " << typeid(*info).name();
  1866. for(std::set<CConnection*>::iterator i=conns.begin(); i!=conns.end();i++)
  1867. {
  1868. boost::unique_lock<boost::mutex> lock(*(*i)->wmx);
  1869. **i << info;
  1870. }
  1871. }
  1872. void CGameHandler::sendAndApply(CPackForClient * info)
  1873. {
  1874. sendToAllClients(info);
  1875. gs->apply(info);
  1876. }
  1877. void CGameHandler::applyAndSend(CPackForClient * info)
  1878. {
  1879. gs->apply(info);
  1880. sendToAllClients(info);
  1881. }
  1882. void CGameHandler::sendAndApply(CGarrisonOperationPack * info)
  1883. {
  1884. sendAndApply((CPackForClient*)info);
  1885. if(gs->map->victoryCondition.condition == EVictoryConditionType::GATHERTROOP)
  1886. winLoseHandle();
  1887. }
  1888. void CGameHandler::sendAndApply( SetResource * info )
  1889. {
  1890. sendAndApply((CPackForClient*)info);
  1891. if(gs->map->victoryCondition.condition == EVictoryConditionType::GATHERRESOURCE)
  1892. checkLossVictory(info->player);
  1893. }
  1894. void CGameHandler::sendAndApply( SetResources * info )
  1895. {
  1896. sendAndApply((CPackForClient*)info);
  1897. if(gs->map->victoryCondition.condition == EVictoryConditionType::GATHERRESOURCE)
  1898. checkLossVictory(info->player);
  1899. }
  1900. void CGameHandler::sendAndApply( NewStructures * info )
  1901. {
  1902. sendAndApply((CPackForClient*)info);
  1903. if(gs->map->victoryCondition.condition == EVictoryConditionType::BUILDCITY)
  1904. checkLossVictory(getTown(info->tid)->tempOwner);
  1905. }
  1906. void CGameHandler::save(const std::string & filename )
  1907. {
  1908. logGlobal->errorStream() << "Saving to " << filename;
  1909. CFileInfo info(filename);
  1910. //CResourceHandler::get()->createResource(info.getStem() + ".vlgm1");
  1911. CResourceHandler::get()->createResource(info.getStem() + ".vsgm1");
  1912. {
  1913. logGlobal->infoStream() << "Ordering clients to serialize...";
  1914. SaveGame sg(info.getStem() + ".vcgm1");
  1915. sendToAllClients(&sg);
  1916. }
  1917. try
  1918. {
  1919. // {
  1920. // logGlobal->infoStream() << "Serializing game info...";
  1921. // CSaveFile save(CResourceHandler::get()->getResourceName(ResourceID(info.getStem(), EResType::LIB_SAVEGAME)));
  1922. // // char hlp[8] = "VCMISVG";
  1923. // // save << hlp;
  1924. // saveCommonState(save);
  1925. // }
  1926. {
  1927. CSaveFile save(CResourceHandler::get()->getResourceName(ResourceID(info.getStem(), EResType::SERVER_SAVEGAME)));
  1928. saveCommonState(save);
  1929. logGlobal->infoStream() << "Saving server state";
  1930. save << *this;
  1931. }
  1932. logGlobal->infoStream() << "Game has been successfully saved!";
  1933. }
  1934. catch(std::exception &e)
  1935. {
  1936. logGlobal->errorStream() << "Failed to save game: " << e.what();
  1937. }
  1938. }
  1939. void CGameHandler::close()
  1940. {
  1941. logGlobal->infoStream() << "We have been requested to close.";
  1942. if(gs->initialOpts->mode == StartInfo::DUEL)
  1943. {
  1944. exit(0);
  1945. }
  1946. //BOOST_FOREACH(CConnection *cc, conns)
  1947. // if(cc && cc->socket && cc->socket->is_open())
  1948. // cc->socket->close();
  1949. //exit(0);
  1950. }
  1951. bool CGameHandler::arrangeStacks( ObjectInstanceID id1, ObjectInstanceID id2, ui8 what, SlotID p1, SlotID p2, si32 val, PlayerColor player )
  1952. {
  1953. const CArmedInstance *s1 = static_cast<CArmedInstance*>(gs->getObjInstance(id1)),
  1954. *s2 = static_cast<CArmedInstance*>(gs->getObjInstance(id2));
  1955. const CCreatureSet &S1 = *s1, &S2 = *s2;
  1956. StackLocation sl1(s1, p1), sl2(s2, p2);
  1957. if(!sl1.slot.validSlot() || !sl2.slot.validSlot())
  1958. {
  1959. complain("Invalid slot accessed!");
  1960. return false;
  1961. }
  1962. if(!isAllowedExchange(id1,id2))
  1963. {
  1964. complain("Cannot exchange stacks between these two objects!\n");
  1965. return false;
  1966. }
  1967. if(what==1) //swap
  1968. {
  1969. if ( ((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s1->getStackCount(p1)) //why 254??
  1970. || ((s2->tempOwner != player && s2->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)))
  1971. {
  1972. complain("Can't take troops from another player!");
  1973. return false;
  1974. }
  1975. swapStacks(sl1, sl2);
  1976. }
  1977. else if(what==2)//merge
  1978. {
  1979. if (( s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot merge different creatures stacks!"))
  1980. || (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)) && complain("Can't take troops from another player!")))
  1981. return false;
  1982. moveStack(sl1, sl2);
  1983. }
  1984. else if(what==3) //split
  1985. {
  1986. if ( (s1->tempOwner != player && s1->getStackCount(p1) < s1->getStackCount(p1) )
  1987. || (s2->tempOwner != player && s2->getStackCount(p2) < s2->getStackCount(p2) ) )
  1988. {
  1989. complain("Can't move troops of another player!");
  1990. return false;
  1991. }
  1992. //general conditions checking
  1993. if((!vstd::contains(S1.stacks,p1) && complain("no creatures to split"))
  1994. || (val<1 && complain("no creatures to split")) )
  1995. {
  1996. return false;
  1997. }
  1998. if(vstd::contains(S2.stacks,p2)) //dest. slot not free - it must be "rebalancing"...
  1999. {
  2000. int total = s1->getStackCount(p1) + s2->getStackCount(p2);
  2001. if( (total < val && complain("Cannot split that stack, not enough creatures!"))
  2002. || (s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot rebalance different creatures stacks!"))
  2003. )
  2004. {
  2005. return false;
  2006. }
  2007. moveStack(sl1, sl2, val - s2->getStackCount(p2));
  2008. //S2.slots[p2]->count = val;
  2009. //S1.slots[p1]->count = total - val;
  2010. }
  2011. else //split one stack to the two
  2012. {
  2013. if(s1->getStackCount(p1) < val)//not enough creatures
  2014. {
  2015. complain("Cannot split that stack, not enough creatures!");
  2016. return false;
  2017. }
  2018. moveStack(sl1, sl2, val);
  2019. }
  2020. }
  2021. return true;
  2022. }
  2023. PlayerColor CGameHandler::getPlayerAt( CConnection *c ) const
  2024. {
  2025. std::set<PlayerColor> all;
  2026. for(auto i=connections.cbegin(); i!=connections.cend(); i++)
  2027. if(i->second == c)
  2028. all.insert(i->first);
  2029. switch(all.size())
  2030. {
  2031. case 0:
  2032. return PlayerColor::NEUTRAL;
  2033. case 1:
  2034. return *all.begin();
  2035. default:
  2036. {
  2037. //if we have more than one player at this connection, try to pick active one
  2038. if(vstd::contains(all, gs->currentPlayer))
  2039. return gs->currentPlayer;
  2040. else
  2041. return PlayerColor::CANNOT_DETERMINE; //cannot say which player is it
  2042. }
  2043. }
  2044. }
  2045. bool CGameHandler::disbandCreature( ObjectInstanceID id, SlotID pos )
  2046. {
  2047. CArmedInstance *s1 = static_cast<CArmedInstance*>(gs->getObjInstance(id));
  2048. if(!vstd::contains(s1->stacks,pos))
  2049. {
  2050. complain("Illegal call to disbandCreature - no such stack in army!");
  2051. return false;
  2052. }
  2053. eraseStack(StackLocation(s1, pos));
  2054. return true;
  2055. }
  2056. bool CGameHandler::buildStructure( ObjectInstanceID tid, BuildingID bid, bool force /*=false*/ )
  2057. {
  2058. CGTownInstance * t = gs->getTown(tid);
  2059. CBuilding * b = t->town->buildings[bid];
  2060. if(!force)
  2061. {
  2062. switch (b->mode)
  2063. {
  2064. case CBuilding::BUILD_NORMAL :
  2065. case CBuilding::BUILD_AUTO :
  2066. if (gs->canBuildStructure(t,bid) != EBuildingState::ALLOWED)
  2067. COMPLAIN_RET("Cannot build that building!");
  2068. break;
  2069. case CBuilding::BUILD_SPECIAL:
  2070. COMPLAIN_RET("This building can not be constructed!");
  2071. break;
  2072. case CBuilding::BUILD_GRAIL :
  2073. if(b->mode == CBuilding::BUILD_GRAIL) //needs grail
  2074. {
  2075. if(!t->visitingHero || !t->visitingHero->hasArt(2))
  2076. COMPLAIN_RET("Cannot build this without grail!")
  2077. else
  2078. removeArtifact(ArtifactLocation(t->visitingHero, t->visitingHero->getArtPos(2, false)));
  2079. }
  2080. break;
  2081. }
  2082. }
  2083. NewStructures ns;
  2084. ns.tid = tid;
  2085. if(bid >= BuildingID::DWELL_FIRST) //dwelling
  2086. {
  2087. int level = (bid - BuildingID::DWELL_FIRST) % GameConstants::CREATURES_PER_TOWN;
  2088. int upgradeNumber = (bid - BuildingID::DWELL_FIRST) / GameConstants::CREATURES_PER_TOWN;
  2089. if (upgradeNumber >= t->town->creatures[level].size())
  2090. COMPLAIN_RET("Cannot build dwelling: no creature found!");
  2091. CCreature * crea = VLC->creh->creatures[t->town->creatures[level][upgradeNumber]];
  2092. SetAvailableCreatures ssi;
  2093. ssi.tid = tid;
  2094. ssi.creatures = t->creatures;
  2095. if (bid <= BuildingID::DWELL_LAST)
  2096. ssi.creatures[level].first = crea->growth;
  2097. ssi.creatures[level].second.push_back(crea->idNumber);
  2098. sendAndApply(&ssi);
  2099. }
  2100. else if ( t->subID == ETownType::DUNGEON && bid == BuildingID::PORTAL_OF_SUMMON )
  2101. {
  2102. setPortalDwelling(t);
  2103. }
  2104. ns.bid.insert(bid);
  2105. ns.builded = force?t->builded:(t->builded+1);
  2106. BOOST_FOREACH(auto & build, t->town->buildings)
  2107. {
  2108. if (build.second->mode == CBuilding::BUILD_AUTO
  2109. && !vstd::contains(t->builtBuildings, build.second->bid))
  2110. {
  2111. bool canBuild = true;
  2112. BOOST_FOREACH(int requires, build.second->requirements)
  2113. {
  2114. if (!vstd::contains(t->builtBuildings, requires)
  2115. && !vstd::contains(ns.bid, requires))
  2116. {
  2117. canBuild = false;
  2118. break;
  2119. }
  2120. }
  2121. if (canBuild)
  2122. ns.bid.insert(build.second->bid);
  2123. }
  2124. }
  2125. sendAndApply(&ns);
  2126. //reveal ground for lookout tower
  2127. FoWChange fw;
  2128. fw.player = t->tempOwner;
  2129. fw.mode = 1;
  2130. t->getSightTiles(fw.tiles);
  2131. sendAndApply(&fw);
  2132. if (!force)
  2133. {
  2134. SetResources sr;
  2135. sr.player = t->tempOwner;
  2136. sr.res = gs->getPlayer(t->tempOwner)->resources - b->resources;
  2137. sendAndApply(&sr);
  2138. }
  2139. if(bid<5) //it's mage guild
  2140. {
  2141. if(t->visitingHero)
  2142. giveSpells(t,t->visitingHero);
  2143. if(t->garrisonHero)
  2144. giveSpells(t,t->garrisonHero);
  2145. }
  2146. if(t->visitingHero)
  2147. vistiCastleObjects (t, t->visitingHero);
  2148. if(t->garrisonHero)
  2149. vistiCastleObjects (t, t->garrisonHero);
  2150. checkLossVictory(t->tempOwner);
  2151. return true;
  2152. }
  2153. bool CGameHandler::razeStructure (ObjectInstanceID tid, BuildingID bid)
  2154. {
  2155. ///incomplete, simply erases target building
  2156. const CGTownInstance * t = getTown(tid);
  2157. if (!vstd::contains(t->builtBuildings, bid))
  2158. return false;
  2159. RazeStructures rs;
  2160. rs.tid = tid;
  2161. rs.bid.insert(bid);
  2162. rs.destroyed = t->destroyed + 1;
  2163. sendAndApply(&rs);
  2164. //TODO: Remove dwellers
  2165. // if (t->subID == 4 && bid == 17) //Veil of Darkness
  2166. // {
  2167. // RemoveBonus rb(RemoveBonus::TOWN);
  2168. // rb.whoID = t->id;
  2169. // rb.source = Bonus::TOWN_STRUCTURE;
  2170. // rb.id = 17;
  2171. // sendAndApply(&rb);
  2172. // }
  2173. return true;
  2174. }
  2175. void CGameHandler::sendMessageToAll( const std::string &message )
  2176. {
  2177. SystemMessage sm;
  2178. sm.text = message;
  2179. sendToAllClients(&sm);
  2180. }
  2181. bool CGameHandler::recruitCreatures( ObjectInstanceID objid, CreatureID crid, ui32 cram, si32 fromLvl )
  2182. {
  2183. const CGDwelling *dw = static_cast<const CGDwelling*>(gs->getObj(objid));
  2184. const CArmedInstance *dst = NULL;
  2185. const CCreature *c = VLC->creh->creatures[crid];
  2186. bool warMachine = c->hasBonusOfType(Bonus::SIEGE_WEAPON);
  2187. //TODO: test for owning
  2188. if(dw->ID == Obj::TOWN)
  2189. dst = (static_cast<const CGTownInstance *>(dw))->getUpperArmy();
  2190. else if(dw->ID == Obj::CREATURE_GENERATOR1 || dw->ID == Obj::CREATURE_GENERATOR4
  2191. || dw->ID == Obj::REFUGEE_CAMP) //advmap dwelling
  2192. dst = getHero(gs->getPlayer(dw->tempOwner)->currentSelection); //TODO: check if current hero is really visiting dwelling
  2193. else if(dw->ID == Obj::WAR_MACHINE_FACTORY)
  2194. dst = dynamic_cast<const CGHeroInstance *>(getTile(dw->visitablePos())->visitableObjects.back());
  2195. assert(dw && dst);
  2196. //verify
  2197. bool found = false;
  2198. int level = 0;
  2199. typedef std::pair<const int,int> Parka;
  2200. for(; level < dw->creatures.size(); level++) //iterate through all levels
  2201. {
  2202. if ( (fromLvl != -1) && ( level !=fromLvl ) )
  2203. continue;
  2204. const auto &cur = dw->creatures[level]; //current level info <amount, list of cr. ids>
  2205. int i = 0;
  2206. for(; i < cur.second.size(); i++) //look for crid among available creatures list on current level
  2207. if(cur.second[i] == crid)
  2208. break;
  2209. if(i < cur.second.size())
  2210. {
  2211. found = true;
  2212. cram = std::min(cram, cur.first); //reduce recruited amount up to available amount
  2213. break;
  2214. }
  2215. }
  2216. SlotID slot = dst->getSlotFor(crid);
  2217. if( (!found && complain("Cannot recruit: no such creatures!"))
  2218. || (cram > VLC->creh->creatures[crid]->maxAmount(gs->getPlayer(dst->tempOwner)->resources) && complain("Cannot recruit: lack of resources!"))
  2219. || (cram<=0 && complain("Cannot recruit: cram <= 0!"))
  2220. || (!slot.validSlot() && !warMachine && complain("Cannot recruit: no available slot!")))
  2221. {
  2222. return false;
  2223. }
  2224. //recruit
  2225. SetResources sr;
  2226. sr.player = dst->tempOwner;
  2227. sr.res = gs->getPlayer(dst->tempOwner)->resources - (c->cost * cram);
  2228. SetAvailableCreatures sac;
  2229. sac.tid = objid;
  2230. sac.creatures = dw->creatures;
  2231. sac.creatures[level].first -= cram;
  2232. sendAndApply(&sr);
  2233. sendAndApply(&sac);
  2234. if(warMachine)
  2235. {
  2236. const CGHeroInstance *h = dynamic_cast<const CGHeroInstance*>(dst);
  2237. if(!h)
  2238. COMPLAIN_RET("Only hero can buy war machines");
  2239. switch(crid)
  2240. {
  2241. case 146:
  2242. giveHeroNewArtifact(h, VLC->arth->artifacts[4], ArtifactPosition::MACH1);
  2243. break;
  2244. case 147:
  2245. giveHeroNewArtifact(h, VLC->arth->artifacts[6], ArtifactPosition::MACH3);
  2246. break;
  2247. case 148:
  2248. giveHeroNewArtifact(h, VLC->arth->artifacts[5], ArtifactPosition::MACH2);
  2249. break;
  2250. default:
  2251. complain("This war machine cannot be recruited!");
  2252. return false;
  2253. }
  2254. }
  2255. else
  2256. {
  2257. addToSlot(StackLocation(dst, slot), c, cram);
  2258. }
  2259. return true;
  2260. }
  2261. bool CGameHandler::upgradeCreature( ObjectInstanceID objid, SlotID pos, CreatureID upgID )
  2262. {
  2263. CArmedInstance *obj = static_cast<CArmedInstance*>(gs->getObjInstance(objid));
  2264. assert(obj->hasStackAtSlot(pos));
  2265. UpgradeInfo ui = gs->getUpgradeInfo(obj->getStack(pos));
  2266. PlayerColor player = obj->tempOwner;
  2267. const PlayerState *p = getPlayer(player);
  2268. int crQuantity = obj->stacks[pos]->count;
  2269. int newIDpos= vstd::find_pos(ui.newID, upgID);//get position of new id in UpgradeInfo
  2270. //check if upgrade is possible
  2271. if( (ui.oldID<0 || newIDpos == -1 ) && complain("That upgrade is not possible!"))
  2272. {
  2273. return false;
  2274. }
  2275. TResources totalCost = ui.cost[newIDpos] * crQuantity;
  2276. //check if player has enough resources
  2277. if(!p->resources.canAfford(totalCost))
  2278. COMPLAIN_RET("Cannot upgrade, not enough resources!");
  2279. //take resources
  2280. SetResources sr;
  2281. sr.player = player;
  2282. sr.res = p->resources - totalCost;
  2283. sendAndApply(&sr);
  2284. //upgrade creature
  2285. changeStackType(StackLocation(obj, pos), VLC->creh->creatures[upgID]);
  2286. return true;
  2287. }
  2288. bool CGameHandler::changeStackType(const StackLocation &sl, CCreature *c)
  2289. {
  2290. if(!sl.army->hasStackAtSlot(sl.slot))
  2291. COMPLAIN_RET("Cannot find a stack to change type");
  2292. SetStackType sst;
  2293. sst.sl = sl;
  2294. sst.type = c;
  2295. sendAndApply(&sst);
  2296. return true;
  2297. }
  2298. void CGameHandler::moveArmy(const CArmedInstance *src, const CArmedInstance *dst, bool allowMerging)
  2299. {
  2300. assert(src->canBeMergedWith(*dst, allowMerging));
  2301. while(src->stacksCount())//while there are unmoved creatures
  2302. {
  2303. TSlots::const_iterator i = src->Slots().begin(); //iterator to stack to move
  2304. StackLocation sl(src, i->first); //location of stack to move
  2305. SlotID pos = dst->getSlotFor(i->second->type);
  2306. if(!pos.validSlot())
  2307. {
  2308. //try to merge two other stacks to make place
  2309. std::pair<SlotID, SlotID> toMerge;
  2310. if(dst->mergableStacks(toMerge, i->first) && allowMerging)
  2311. {
  2312. moveStack(StackLocation(dst, toMerge.first), StackLocation(dst, toMerge.second)); //merge toMerge.first into toMerge.second
  2313. assert(!dst->hasStackAtSlot(toMerge.first)); //we have now a new free slot
  2314. moveStack(sl, StackLocation(dst, toMerge.first)); //move stack to freed slot
  2315. }
  2316. else
  2317. {
  2318. complain("Unexpected failure during an attempt to move army from " + src->nodeName() + " to " + dst->nodeName() + "!");
  2319. return;
  2320. }
  2321. }
  2322. else
  2323. {
  2324. moveStack(sl, StackLocation(dst, pos));
  2325. }
  2326. }
  2327. }
  2328. bool CGameHandler::garrisonSwap( ObjectInstanceID tid )
  2329. {
  2330. CGTownInstance *town = gs->getTown(tid);
  2331. if(!town->garrisonHero && town->visitingHero) //visiting => garrison, merge armies: town army => hero army
  2332. {
  2333. if(!town->visitingHero->canBeMergedWith(*town))
  2334. {
  2335. complain("Cannot make garrison swap, not enough free slots!");
  2336. return false;
  2337. }
  2338. moveArmy(town, town->visitingHero, true);
  2339. SetHeroesInTown intown;
  2340. intown.tid = tid;
  2341. intown.visiting = ObjectInstanceID();
  2342. intown.garrison = town->visitingHero->id;
  2343. sendAndApply(&intown);
  2344. return true;
  2345. }
  2346. else if (town->garrisonHero && !town->visitingHero) //move hero out of the garrison
  2347. {
  2348. //check if moving hero out of town will break 8 wandering heroes limit
  2349. if(getHeroCount(town->garrisonHero->tempOwner,false) >= 8)
  2350. {
  2351. complain("Cannot move hero out of the garrison, there are already 8 wandering heroes!");
  2352. return false;
  2353. }
  2354. SetHeroesInTown intown;
  2355. intown.tid = tid;
  2356. intown.garrison = ObjectInstanceID();
  2357. intown.visiting = town->garrisonHero->id;
  2358. sendAndApply(&intown);
  2359. return true;
  2360. }
  2361. else if(!!town->garrisonHero && town->visitingHero) //swap visiting and garrison hero
  2362. {
  2363. SetHeroesInTown intown;
  2364. intown.tid = tid;
  2365. intown.garrison = town->visitingHero->id;
  2366. intown.visiting = town->garrisonHero->id;
  2367. sendAndApply(&intown);
  2368. return true;
  2369. }
  2370. else
  2371. {
  2372. complain("Cannot swap garrison hero!");
  2373. return false;
  2374. }
  2375. }
  2376. // With the amount of changes done to the function, it's more like transferArtifacts.
  2377. // 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.
  2378. bool CGameHandler::moveArtifact(const ArtifactLocation &al1, const ArtifactLocation &al2)
  2379. {
  2380. ArtifactLocation src = al1, dst = al2;
  2381. const PlayerColor srcPlayer = src.owningPlayer(), dstPlayer = dst.owningPlayer();
  2382. const CArmedInstance *srcObj = src.relatedObj(), *dstObj = dst.relatedObj();
  2383. // Make sure exchange is even possible between the two heroes.
  2384. if(!isAllowedExchange(srcObj->id, dstObj->id))
  2385. COMPLAIN_RET("That heroes cannot make any exchange!");
  2386. const CArtifactInstance *srcArtifact = src.getArt();
  2387. const CArtifactInstance *destArtifact = dst.getArt();
  2388. if (srcArtifact == NULL)
  2389. COMPLAIN_RET("No artifact to move!");
  2390. if (destArtifact && srcPlayer != dstPlayer)
  2391. COMPLAIN_RET("Can't touch artifact on hero of another player!");
  2392. // Check if src/dest slots are appropriate for the artifacts exchanged.
  2393. // Moving to the backpack is always allowed.
  2394. if ((!srcArtifact || dst.slot < GameConstants::BACKPACK_START)
  2395. && srcArtifact && !srcArtifact->canBePutAt(dst, true))
  2396. COMPLAIN_RET("Cannot move artifact!");
  2397. if ((srcArtifact && srcArtifact->artType->id == ArtifactID::ART_LOCK) || (destArtifact && destArtifact->artType->id == ArtifactID::ART_LOCK))
  2398. COMPLAIN_RET("Cannot move artifact locks.");
  2399. if (dst.slot >= GameConstants::BACKPACK_START && srcArtifact->artType->isBig())
  2400. COMPLAIN_RET("Cannot put big artifacts in backpack!");
  2401. if (src.slot == ArtifactPosition::MACH4 || dst.slot == ArtifactPosition::MACH4)
  2402. COMPLAIN_RET("Cannot move catapult!");
  2403. if(dst.slot >= GameConstants::BACKPACK_START)
  2404. vstd::amin(dst.slot, ArtifactPosition(GameConstants::BACKPACK_START + dst.getHolderArtSet()->artifactsInBackpack.size()));
  2405. if (src.slot == dst.slot && src.artHolder == dst.artHolder)
  2406. COMPLAIN_RET("Won't move artifact: Dest same as source!");
  2407. if(dst.slot < GameConstants::BACKPACK_START && destArtifact) //moving art to another slot
  2408. {
  2409. //old artifact must be removed first
  2410. moveArtifact(dst, ArtifactLocation(dst.artHolder, ArtifactPosition(
  2411. dst.getHolderArtSet()->artifactsInBackpack.size() + GameConstants::BACKPACK_START)));
  2412. }
  2413. MoveArtifact ma;
  2414. ma.src = src;
  2415. ma.dst = dst;
  2416. sendAndApply(&ma);
  2417. return true;
  2418. }
  2419. /**
  2420. * Assembles or disassembles a combination artifact.
  2421. * @param heroID ID of hero holding the artifact(s).
  2422. * @param artifactSlot The worn slot ID of the combination- or constituent artifact.
  2423. * @param assemble True for assembly operation, false for disassembly.
  2424. * @param assembleTo If assemble is true, this represents the artifact ID of the combination
  2425. * artifact to assemble to. Otherwise it's not used.
  2426. */
  2427. bool CGameHandler::assembleArtifacts (ObjectInstanceID heroID, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo)
  2428. {
  2429. CGHeroInstance *hero = gs->getHero(heroID);
  2430. const CArtifactInstance *destArtifact = hero->getArt(artifactSlot);
  2431. if(!destArtifact)
  2432. COMPLAIN_RET("assembleArtifacts: there is no such artifact instance!");
  2433. if(assemble)
  2434. {
  2435. CArtifact *combinedArt = VLC->arth->artifacts[assembleTo];
  2436. if(!combinedArt->constituents)
  2437. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to assemble is not a combined artifacts!");
  2438. if(!vstd::contains(destArtifact->assemblyPossibilities(hero), combinedArt))
  2439. COMPLAIN_RET("assembleArtifacts: It's impossible to assemble requested artifact!");
  2440. AssembledArtifact aa;
  2441. aa.al = ArtifactLocation(hero, artifactSlot);
  2442. aa.builtArt = combinedArt;
  2443. sendAndApply(&aa);
  2444. }
  2445. else
  2446. {
  2447. if(!destArtifact->artType->constituents)
  2448. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble is not a combined artifact!");
  2449. DisassembledArtifact da;
  2450. da.al = ArtifactLocation(hero, artifactSlot);
  2451. sendAndApply(&da);
  2452. }
  2453. return false;
  2454. }
  2455. bool CGameHandler::buyArtifact( ObjectInstanceID hid, ArtifactID aid )
  2456. {
  2457. CGHeroInstance *hero = gs->getHero(hid);
  2458. CGTownInstance *town = hero->visitedTown;
  2459. if(aid==ArtifactID::SPELLBOOK)
  2460. {
  2461. if((!town->hasBuilt(BuildingID::MAGES_GUILD_1) && complain("Cannot buy a spellbook, no mage guild in the town!"))
  2462. || (getResource(hero->getOwner(), Res::GOLD) < GameConstants::SPELLBOOK_GOLD_COST && complain("Cannot buy a spellbook, not enough gold!") )
  2463. || (hero->getArt(ArtifactPosition::SPELLBOOK) && complain("Cannot buy a spellbook, hero already has a one!"))
  2464. )
  2465. return false;
  2466. giveResource(hero->getOwner(),Res::GOLD,-GameConstants::SPELLBOOK_GOLD_COST);
  2467. giveHeroNewArtifact(hero, VLC->arth->artifacts[0], ArtifactPosition::SPELLBOOK);
  2468. assert(hero->getArt(ArtifactPosition::SPELLBOOK));
  2469. giveSpells(town,hero);
  2470. return true;
  2471. }
  2472. else if(aid < 7 && aid > 3) //war machine
  2473. {
  2474. int price = VLC->arth->artifacts[aid]->price;
  2475. if(( hero->getArt(ArtifactPosition(9+aid)) && complain("Hero already has this machine!"))
  2476. || (gs->getPlayer(hero->getOwner())->resources[Res::GOLD] < price && complain("Not enough gold!")))
  2477. {
  2478. return false;
  2479. }
  2480. if ((town->hasBuilt(BuildingID::BLACKSMITH) && town->town->warMachine == aid )
  2481. || ((town->hasBuilt(BuildingID::BALLISTA_YARD, ETownType::STRONGHOLD)) && aid == ArtifactID::BALLISTA))
  2482. {
  2483. giveResource(hero->getOwner(),Res::GOLD,-price);
  2484. giveHeroNewArtifact(hero, VLC->arth->artifacts[aid], ArtifactPosition(9+aid));
  2485. return true;
  2486. }
  2487. else
  2488. COMPLAIN_RET("This machine is unavailable here!");
  2489. }
  2490. return false;
  2491. }
  2492. bool CGameHandler::buyArtifact(const IMarket *m, const CGHeroInstance *h, Res::ERes rid, ArtifactID aid)
  2493. {
  2494. if(!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_ARTIFACT), aid))
  2495. COMPLAIN_RET("That artifact is unavailable!");
  2496. int b1, b2;
  2497. m->getOffer(rid, aid, b1, b2, EMarketMode::RESOURCE_ARTIFACT);
  2498. if(getResource(h->tempOwner, rid) < b1)
  2499. COMPLAIN_RET("You can't afford to buy this artifact!");
  2500. SetResource sr;
  2501. sr.player = h->tempOwner;
  2502. sr.resid = rid;
  2503. sr.val = getResource(h->tempOwner, rid) - b1;
  2504. sendAndApply(&sr);
  2505. SetAvailableArtifacts saa;
  2506. if(m->o->ID == Obj::TOWN)
  2507. {
  2508. saa.id = -1;
  2509. saa.arts = CGTownInstance::merchantArtifacts;
  2510. }
  2511. else if(const CGBlackMarket *bm = dynamic_cast<const CGBlackMarket *>(m->o)) //black market
  2512. {
  2513. saa.id = bm->id.getNum();
  2514. saa.arts = bm->artifacts;
  2515. }
  2516. else
  2517. COMPLAIN_RET("Wrong marktet...");
  2518. bool found = false;
  2519. BOOST_FOREACH(const CArtifact *&art, saa.arts)
  2520. {
  2521. if(art && art->id == aid)
  2522. {
  2523. art = NULL;
  2524. found = true;
  2525. break;
  2526. }
  2527. }
  2528. if(!found)
  2529. COMPLAIN_RET("Cannot find selected artifact on the list");
  2530. sendAndApply(&saa);
  2531. giveHeroNewArtifact(h, VLC->arth->artifacts[aid], ArtifactPosition::FIRST_AVAILABLE);
  2532. return true;
  2533. }
  2534. bool CGameHandler::sellArtifact( const IMarket *m, const CGHeroInstance *h, ArtifactInstanceID aid, Res::ERes rid )
  2535. {
  2536. const CArtifactInstance *art = h->getArtByInstanceId(aid);
  2537. if(!art)
  2538. COMPLAIN_RET("There is no artifact to sell!");
  2539. if(art->artType->id < 7)
  2540. COMPLAIN_RET("Cannot sell a war machine or spellbook!");
  2541. int resVal = 0, dump = 1;
  2542. m->getOffer(art->artType->id, rid, dump, resVal, EMarketMode::ARTIFACT_RESOURCE);
  2543. removeArtifact(ArtifactLocation(h, h->getArtPos(art)));
  2544. giveResource(h->tempOwner, rid, resVal);
  2545. return true;
  2546. }
  2547. //void CGameHandler::lootArtifacts (TArtHolder source, TArtHolder dest, std::vector<ui32> &arts)
  2548. //{
  2549. // //const CGHeroInstance * h1 = dynamic_cast<CGHeroInstance *> source;
  2550. // //auto s = boost::apply_visitor(GetArtifactSetPtr(), source);
  2551. // {
  2552. // }
  2553. //}
  2554. bool CGameHandler::buySecSkill( const IMarket *m, const CGHeroInstance *h, SecondarySkill skill)
  2555. {
  2556. if (!h)
  2557. COMPLAIN_RET("You need hero to buy a skill!");
  2558. if (h->getSecSkillLevel(SecondarySkill(skill)))
  2559. COMPLAIN_RET("Hero already know this skill");
  2560. if (!h->canLearnSkill())
  2561. COMPLAIN_RET("Hero can't learn any more skills");
  2562. if (h->type->heroClass->secSkillProbability[skill]==0)//can't learn this skill (like necromancy for most of non-necros)
  2563. COMPLAIN_RET("The hero can't learn this skill!");
  2564. if(!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_SKILL), skill))
  2565. COMPLAIN_RET("That skill is unavailable!");
  2566. if(getResource(h->tempOwner, Res::GOLD) < 2000)//TODO: remove hardcoded resource\summ?
  2567. COMPLAIN_RET("You can't afford to buy this skill");
  2568. SetResource sr;
  2569. sr.player = h->tempOwner;
  2570. sr.resid = Res::GOLD;
  2571. sr.val = getResource(h->tempOwner, Res::GOLD) - 2000;
  2572. sendAndApply(&sr);
  2573. changeSecSkill(h, skill, 1, true);
  2574. return true;
  2575. }
  2576. bool CGameHandler::tradeResources(const IMarket *market, ui32 val, PlayerColor player, ui32 id1, ui32 id2)
  2577. {
  2578. int r1 = gs->getPlayer(player)->resources[id1],
  2579. r2 = gs->getPlayer(player)->resources[id2];
  2580. vstd::amin(val, r1); //can't trade more resources than have
  2581. int b1, b2; //base quantities for trade
  2582. market->getOffer(id1, id2, b1, b2, EMarketMode::RESOURCE_RESOURCE);
  2583. int units = val / b1; //how many base quantities we trade
  2584. if(val%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  2585. {
  2586. //TODO: complain?
  2587. assert(0);
  2588. }
  2589. SetResource sr;
  2590. sr.player = player;
  2591. sr.resid = static_cast<Res::ERes>(id1);
  2592. sr.val = r1 - b1 * units;
  2593. sendAndApply(&sr);
  2594. sr.resid = static_cast<Res::ERes>(id2);
  2595. sr.val = r2 + b2 * units;
  2596. sendAndApply(&sr);
  2597. return true;
  2598. }
  2599. bool CGameHandler::sellCreatures(ui32 count, const IMarket *market, const CGHeroInstance * hero, SlotID slot, Res::ERes resourceID)
  2600. {
  2601. if(!vstd::contains(hero->Slots(), slot))
  2602. COMPLAIN_RET("Hero doesn't have any creature in that slot!");
  2603. const CStackInstance &s = hero->getStack(slot);
  2604. if( s.count < count //can't sell more creatures than have
  2605. || (hero->Slots().size() == 1 && hero->needsLastStack() && s.count == count)) //can't sell last stack
  2606. {
  2607. COMPLAIN_RET("Not enough creatures in army!");
  2608. }
  2609. int b1, b2; //base quantities for trade
  2610. market->getOffer(s.type->idNumber, resourceID, b1, b2, EMarketMode::CREATURE_RESOURCE);
  2611. int units = count / b1; //how many base quantities we trade
  2612. if(count%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  2613. {
  2614. //TODO: complain?
  2615. assert(0);
  2616. }
  2617. changeStackCount(StackLocation(hero, slot), -count);
  2618. SetResource sr;
  2619. sr.player = hero->tempOwner;
  2620. sr.resid = resourceID;
  2621. sr.val = getResource(hero->tempOwner, resourceID) + b2 * units;
  2622. sendAndApply(&sr);
  2623. return true;
  2624. }
  2625. bool CGameHandler::transformInUndead(const IMarket *market, const CGHeroInstance * hero, SlotID slot)
  2626. {
  2627. const CArmedInstance *army = NULL;
  2628. if (hero)
  2629. army = hero;
  2630. else
  2631. army = dynamic_cast<const CGTownInstance *>(market->o);
  2632. if (!army)
  2633. COMPLAIN_RET("Incorrect call to transform in undead!");
  2634. if(!army->hasStackAtSlot(slot))
  2635. COMPLAIN_RET("Army doesn't have any creature in that slot!");
  2636. const CStackInstance &s = army->getStack(slot);
  2637. int resCreature;//resulting creature - bone dragons or skeletons
  2638. if (s.hasBonusOfType(Bonus::DRAGON_NATURE))
  2639. resCreature = 68;
  2640. else
  2641. resCreature = 56;
  2642. changeStackType(StackLocation(army, slot), VLC->creh->creatures[resCreature]);
  2643. return true;
  2644. }
  2645. bool CGameHandler::sendResources(ui32 val, PlayerColor player, Res::ERes r1, PlayerColor r2)
  2646. {
  2647. const PlayerState *p2 = gs->getPlayer(r2, false);
  2648. if(!p2 || p2->status != EPlayerStatus::INGAME)
  2649. {
  2650. complain("Dest player must be in game!");
  2651. return false;
  2652. }
  2653. si32 curRes1 = gs->getPlayer(player)->resources[r1], curRes2 = gs->getPlayer(r2)->resources[r1];
  2654. val = std::min(si32(val),curRes1);
  2655. SetResource sr;
  2656. sr.player = player;
  2657. sr.resid = r1;
  2658. sr.val = curRes1 - val;
  2659. sendAndApply(&sr);
  2660. sr.player = r2;
  2661. sr.val = curRes2 + val;
  2662. sendAndApply(&sr);
  2663. return true;
  2664. }
  2665. bool CGameHandler::setFormation( ObjectInstanceID hid, ui8 formation )
  2666. {
  2667. gs->getHero(hid)-> formation = formation;
  2668. return true;
  2669. }
  2670. bool CGameHandler::hireHero(const CGObjectInstance *obj, ui8 hid, PlayerColor player)
  2671. {
  2672. const PlayerState *p = gs->getPlayer(player);
  2673. const CGTownInstance *t = gs->getTown(obj->id);
  2674. static const int GOLD_NEEDED = 2500;
  2675. //common preconditions
  2676. if( (p->resources[Res::GOLD]<GOLD_NEEDED && complain("Not enough gold for buying hero!"))
  2677. || (getHeroCount(player, false) >= GameConstants::MAX_HEROES_PER_PLAYER && complain("Cannot hire hero, only 8 wandering heroes are allowed!")))
  2678. return false;
  2679. if(t) //tavern in town
  2680. {
  2681. if( (!t->hasBuilt(BuildingID::TAVERN) && complain("No tavern!"))
  2682. || (t->visitingHero && complain("There is visiting hero - no place!")))
  2683. return false;
  2684. }
  2685. else if(obj->ID == Obj::TAVERN)
  2686. {
  2687. if(getTile(obj->visitablePos())->visitableObjects.back() != obj && complain("Tavern entry must be unoccupied!"))
  2688. return false;
  2689. }
  2690. const CGHeroInstance *nh = p->availableHeroes[hid];
  2691. if (!nh)
  2692. {
  2693. complain ("Hero is not available for hiring!");
  2694. return false;
  2695. }
  2696. HeroRecruited hr;
  2697. hr.tid = obj->id;
  2698. hr.hid = nh->subID;
  2699. hr.player = player;
  2700. hr.tile = obj->visitablePos() + nh->getVisitableOffset();
  2701. sendAndApply(&hr);
  2702. bmap<ui32, ConstTransitivePtr<CGHeroInstance> > pool = gs->unusedHeroesFromPool();
  2703. const CGHeroInstance *theOtherHero = p->availableHeroes[!hid];
  2704. const CGHeroInstance *newHero = NULL;
  2705. if (theOtherHero) //on XXL maps all heroes can be imprisoned :(
  2706. newHero = gs->hpool.pickHeroFor(false, player, getNativeTown(player), pool, theOtherHero->type->heroClass);
  2707. SetAvailableHeroes sah;
  2708. sah.player = player;
  2709. if(newHero)
  2710. {
  2711. sah.hid[hid] = newHero->subID;
  2712. sah.army[hid].clear();
  2713. sah.army[hid].setCreature(SlotID(0), newHero->type->initialArmy[0].creature, 1);
  2714. }
  2715. else
  2716. sah.hid[hid] = -1;
  2717. sah.hid[!hid] = theOtherHero ? theOtherHero->subID : -1;
  2718. sendAndApply(&sah);
  2719. SetResource sr;
  2720. sr.player = player;
  2721. sr.resid = Res::GOLD;
  2722. sr.val = p->resources[Res::GOLD] - GOLD_NEEDED;
  2723. sendAndApply(&sr);
  2724. if(t)
  2725. {
  2726. vistiCastleObjects (t, nh);
  2727. giveSpells (t,nh);
  2728. }
  2729. return true;
  2730. }
  2731. bool CGameHandler::queryReply(ui32 qid, ui32 answer, PlayerColor player)
  2732. {
  2733. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  2734. logGlobal->traceStream() << boost::format("Player %s attempts answering query %d with answer %d") % player % qid % answer;
  2735. auto topQuery = queries.topQuery(player);
  2736. COMPLAIN_RET_FALSE_IF(!topQuery, "This player doesn't have any queries!");
  2737. COMPLAIN_RET_FALSE_IF(topQuery->queryID != qid, "This player top query has different ID!");
  2738. COMPLAIN_RET_FALSE_IF(!topQuery->endsByPlayerAnswer(), "This query cannot be ended by player's answer!");
  2739. if(auto dialogQuery = std::dynamic_pointer_cast<CDialogQuery>(topQuery))
  2740. dialogQuery->answer = answer;
  2741. queries.popQuery(topQuery);
  2742. return true;
  2743. }
  2744. static EndAction end_action;
  2745. bool CGameHandler::makeBattleAction( BattleAction &ba )
  2746. {
  2747. logGlobal->errorStream() << "\tMaking action of type " << ba.actionType;
  2748. bool ok = true;
  2749. const CStack *stack = battleGetStackByID(ba.stackNumber); //may be nullptr if action is not about stack
  2750. const bool isAboutActiveStack = stack && (stack == battleActiveStack());
  2751. switch(ba.actionType)
  2752. {
  2753. case Battle::WALK: //walk
  2754. case Battle::DEFEND: //defend
  2755. case Battle::WAIT: //wait
  2756. case Battle::WALK_AND_ATTACK: //walk or attack
  2757. case Battle::SHOOT: //shoot
  2758. case Battle::CATAPULT: //catapult
  2759. case Battle::STACK_HEAL: //healing with First Aid Tent
  2760. case Battle::DAEMON_SUMMONING:
  2761. case Battle::MONSTER_SPELL:
  2762. if(!stack)
  2763. {
  2764. complain("No such stack!");
  2765. return false;
  2766. }
  2767. if(!stack->alive())
  2768. {
  2769. complain("This stack is dead: " + stack->nodeName());
  2770. return false;
  2771. }
  2772. if(battleTacticDist())
  2773. {
  2774. if(stack && !stack->attackerOwned != battleGetTacticsSide())
  2775. {
  2776. complain("This is not a stack of side that has tactics!");
  2777. return false;
  2778. }
  2779. }
  2780. else if(!isAboutActiveStack)
  2781. {
  2782. complain("Action has to be about active stack!");
  2783. return false;
  2784. }
  2785. }
  2786. switch(ba.actionType)
  2787. {
  2788. case Battle::END_TACTIC_PHASE: //wait
  2789. case Battle::BAD_MORALE:
  2790. case Battle::NO_ACTION:
  2791. {
  2792. StartAction start_action(ba);
  2793. sendAndApply(&start_action);
  2794. sendAndApply(&end_action);
  2795. break;
  2796. }
  2797. case Battle::WALK:
  2798. {
  2799. StartAction start_action(ba);
  2800. sendAndApply(&start_action); //start movement
  2801. int walkedTiles = moveStack(ba.stackNumber,ba.destinationTile); //move
  2802. if(!walkedTiles)
  2803. complain("Stack failed movement!");
  2804. sendAndApply(&end_action);
  2805. break;
  2806. }
  2807. case Battle::DEFEND:
  2808. {
  2809. //defensive stance //TODO: remove this bonus when stack becomes active
  2810. SetStackEffect sse;
  2811. sse.effect.push_back( Bonus(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, 20, -1, PrimarySkill::DEFENSE, Bonus::PERCENT_TO_ALL) );
  2812. sse.effect.push_back( Bonus(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, gs->curB->stacks[ba.stackNumber]->valOfBonuses(Bonus::DEFENSIVE_STANCE),
  2813. -1, PrimarySkill::DEFENSE, Bonus::ADDITIVE_VALUE));
  2814. sse.stacks.push_back(ba.stackNumber);
  2815. sendAndApply(&sse);
  2816. //don't break - we share code with next case
  2817. }
  2818. case Battle::WAIT:
  2819. {
  2820. StartAction start_action(ba);
  2821. sendAndApply(&start_action);
  2822. sendAndApply(&end_action);
  2823. break;
  2824. }
  2825. case Battle::RETREAT: //retreat/flee
  2826. {
  2827. if(!gs->curB->battleCanFlee(gs->curB->sides[ba.side]))
  2828. complain("Cannot retreat!");
  2829. else
  2830. setBattleResult(BattleResult::ESCAPE, !ba.side); //surrendering side loses
  2831. break;
  2832. }
  2833. case Battle::SURRENDER:
  2834. {
  2835. PlayerColor player = gs->curB->sides[ba.side];
  2836. int cost = gs->curB->battleGetSurrenderCost(player);
  2837. if(cost < 0)
  2838. complain("Cannot surrender!");
  2839. else if(getResource(player, Res::GOLD) < cost)
  2840. complain("Not enough gold to surrender!");
  2841. else
  2842. {
  2843. giveResource(player, Res::GOLD, -cost);
  2844. setBattleResult(BattleResult::SURRENDER, !ba.side); //surrendering side loses
  2845. }
  2846. break;
  2847. }
  2848. break;
  2849. case Battle::WALK_AND_ATTACK: //walk or attack
  2850. {
  2851. StartAction start_action(ba);
  2852. sendAndApply(&start_action); //start movement and attack
  2853. const CStack *stackAtEnd = gs->curB->battleGetStackByPos(ba.additionalInfo);
  2854. if(!stack || !stackAtEnd)
  2855. {
  2856. sendAndApply(&end_action);
  2857. break;
  2858. }
  2859. BattleHex startingPos = stack->position;
  2860. int distance = moveStack(ba.stackNumber, ba.destinationTile);
  2861. logGlobal->traceStream() << stack->nodeName() << " will attack " << stackAtEnd->nodeName();
  2862. if(stack->position != ba.destinationTile //we wasn't able to reach destination tile
  2863. && !(stack->doubleWide()
  2864. && ( stack->position == ba.destinationTile + (stack->attackerOwned ? +1 : -1 ) )
  2865. ) //nor occupy specified hex
  2866. )
  2867. {
  2868. std::string problem = "We cannot move this stack to its destination " + stack->getCreature()->namePl;
  2869. logGlobal->warnStream() << problem;
  2870. complain(problem);
  2871. ok = false;
  2872. sendAndApply(&end_action);
  2873. break;
  2874. }
  2875. if(stackAtEnd && stack->ID == stackAtEnd->ID) //we should just move, it will be handled by following check
  2876. {
  2877. stackAtEnd = NULL;
  2878. }
  2879. if(!stackAtEnd)
  2880. {
  2881. complain(boost::str(boost::format("walk and attack error: no stack at additionalInfo tile (%d)!\n") % ba.additionalInfo));
  2882. ok = false;
  2883. sendAndApply(&end_action);
  2884. break;
  2885. }
  2886. if( !CStack::isMeleeAttackPossible(stack, stackAtEnd) )
  2887. {
  2888. complain("Attack cannot be performed!");
  2889. sendAndApply(&end_action);
  2890. ok = false;
  2891. break;
  2892. }
  2893. //attack
  2894. int totalAttacks = 1 + stack->getBonuses(Selector::type (Bonus::ADDITIONAL_ATTACK),
  2895. (Selector::effectRange (Bonus::NO_LIMIT) || Selector::effectRange(Bonus::ONLY_MELEE_FIGHT)))->totalValue(); //all unspicified attacks + melee attacks
  2896. for (int i = 0; i < totalAttacks; ++i)
  2897. {
  2898. if (stack &&
  2899. stack->alive() && //move can cause death, eg. by walking into the moat
  2900. stackAtEnd->alive())
  2901. {
  2902. BattleAttack bat;
  2903. prepareAttack(bat, stack, stackAtEnd, (i ? 0 : distance), ba.additionalInfo); //no distance travelled on second attack
  2904. //prepareAttack(bat, stack, stackAtEnd, 0, ba.additionalInfo);
  2905. handleAttackBeforeCasting(bat); //only before first attack
  2906. sendAndApply(&bat);
  2907. handleAfterAttackCasting(bat);
  2908. }
  2909. //counterattack
  2910. if (!stack->hasBonusOfType(Bonus::BLOCKS_RETALIATION)
  2911. && stackAtEnd->ableToRetaliate()
  2912. && stack->alive()) //attacker may have died (fire shield)
  2913. {
  2914. BattleAttack bat;
  2915. prepareAttack(bat, stackAtEnd, stack, 0, stack->position);
  2916. bat.flags |= BattleAttack::COUNTER;
  2917. sendAndApply(&bat);
  2918. handleAfterAttackCasting(bat);
  2919. }
  2920. }
  2921. //return
  2922. if(stack->hasBonusOfType(Bonus::RETURN_AFTER_STRIKE) && startingPos != stack->position && stack->alive())
  2923. {
  2924. moveStack(ba.stackNumber, startingPos);
  2925. //NOTE: curStack->ID == ba.stackNumber (rev 1431)
  2926. }
  2927. sendAndApply(&end_action);
  2928. break;
  2929. }
  2930. case Battle::SHOOT:
  2931. {
  2932. const CStack *destStack= gs->curB->battleGetStackByPos(ba.destinationTile);
  2933. if( !gs->curB->battleCanShoot(stack, ba.destinationTile) )
  2934. {
  2935. complain("Cannot shoot!");
  2936. break;
  2937. }
  2938. StartAction start_action(ba);
  2939. sendAndApply(&start_action); //start shooting
  2940. {
  2941. BattleAttack bat;
  2942. bat.flags |= BattleAttack::SHOT;
  2943. prepareAttack(bat, stack, destStack, 0, ba.destinationTile);
  2944. handleAttackBeforeCasting(bat);
  2945. sendAndApply(&bat);
  2946. handleAfterAttackCasting(bat);
  2947. }
  2948. //ballista & artillery handling
  2949. if(destStack->alive() && stack->getCreature()->idNumber == CreatureID::BALLISTA)
  2950. {
  2951. BattleAttack bat2;
  2952. bat2.flags |= BattleAttack::SHOT;
  2953. prepareAttack(bat2, stack, destStack, 0, ba.destinationTile);
  2954. sendAndApply(&bat2);
  2955. }
  2956. //allow more than one additional attack
  2957. int additionalAttacks = stack->getBonuses(Selector::type (Bonus::ADDITIONAL_ATTACK),
  2958. (Selector::effectRange (Bonus::NO_LIMIT) || Selector::effectRange(Bonus::ONLY_DISTANCE_FIGHT)))->totalValue();
  2959. for (int i = 0; i < additionalAttacks; ++i)
  2960. {
  2961. if(
  2962. stack->alive()
  2963. && destStack->alive()
  2964. && stack->shots
  2965. )
  2966. {
  2967. BattleAttack bat;
  2968. bat.flags |= BattleAttack::SHOT;
  2969. prepareAttack(bat, stack, destStack, 0, ba.destinationTile);
  2970. sendAndApply(&bat);
  2971. handleAfterAttackCasting(bat);
  2972. }
  2973. }
  2974. sendAndApply(&end_action);
  2975. break;
  2976. }
  2977. case Battle::CATAPULT:
  2978. {
  2979. StartAction start_action(ba);
  2980. sendAndApply(&start_action);
  2981. const CGHeroInstance * attackingHero = gs->curB->heroes[ba.side];
  2982. CHeroHandler::SBallisticsLevelInfo sbi = VLC->heroh->ballistics[attackingHero->getSecSkillLevel(SecondarySkill::BALLISTICS)];
  2983. EWallParts::EWallParts attackedPart = gs->curB->battleHexToWallPart(ba.destinationTile);
  2984. if(attackedPart < 0)
  2985. {
  2986. complain("catapult tried to attack non-catapultable hex!");
  2987. break;
  2988. }
  2989. int wallInitHP = gs->curB->si.wallState[attackedPart];
  2990. int dmgAlreadyDealt = 0; //in successive iterations damage is dealt but not yet subtracted from wall's HPs
  2991. for(int g=0; g<sbi.shots; ++g)
  2992. {
  2993. if(wallInitHP + dmgAlreadyDealt == 3) //it's not destroyed
  2994. continue;
  2995. CatapultAttack ca; //package for clients
  2996. std::pair< std::pair< ui8, si16 >, ui8> attack; //<< attackedPart , destination tile >, damageDealt >
  2997. attack.first.first = attackedPart;
  2998. attack.first.second = ba.destinationTile;
  2999. attack.second = 0;
  3000. int chanceForHit = 0;
  3001. int dmgChance[] = { sbi.noDmg, sbi.oneDmg, sbi.twoDmg }; //dmgChance[i] - chance for doing i dmg when hit is successful
  3002. switch(attackedPart)
  3003. {
  3004. case EWallParts::KEEP:
  3005. chanceForHit = sbi.keep;
  3006. break;
  3007. case EWallParts::BOTTOM_TOWER:
  3008. case EWallParts::UPPER_TOWER:
  3009. chanceForHit = sbi.tower;
  3010. break;
  3011. case EWallParts::BOTTOM_WALL:
  3012. case EWallParts::BELOW_GATE:
  3013. case EWallParts::OVER_GATE:
  3014. case EWallParts::UPPER_WAL:
  3015. chanceForHit = sbi.wall;
  3016. break;
  3017. case EWallParts::GATE:
  3018. chanceForHit = sbi.gate;
  3019. break;
  3020. }
  3021. if(rand()%100 <= chanceForHit) //hit is successful
  3022. {
  3023. int dmgRand = rand()%100;
  3024. //accumulating dmgChance
  3025. dmgChance[1] += dmgChance[0];
  3026. dmgChance[2] += dmgChance[1];
  3027. //calculating dealt damage
  3028. for(int v = 0; v < ARRAY_COUNT(dmgChance); ++v)
  3029. {
  3030. if(dmgRand <= dmgChance[v])
  3031. {
  3032. attack.second = std::min(3 - dmgAlreadyDealt - wallInitHP, v);
  3033. dmgAlreadyDealt += attack.second;
  3034. break;
  3035. }
  3036. }
  3037. //removing creatures in turrets / keep if one is destroyed
  3038. if(attack.second > 0 && (attackedPart == EWallParts::KEEP ||
  3039. attackedPart == EWallParts::BOTTOM_TOWER || attackedPart == EWallParts::UPPER_TOWER))
  3040. {
  3041. int posRemove = -1;
  3042. switch(attackedPart)
  3043. {
  3044. case EWallParts::KEEP:
  3045. posRemove = -2;
  3046. break;
  3047. case EWallParts::BOTTOM_TOWER:
  3048. posRemove = -3;
  3049. break;
  3050. case EWallParts::UPPER_TOWER:
  3051. posRemove = -4;
  3052. break;
  3053. }
  3054. BattleStacksRemoved bsr;
  3055. for(int g=0; g<gs->curB->stacks.size(); ++g)
  3056. {
  3057. if(gs->curB->stacks[g]->position == posRemove)
  3058. {
  3059. bsr.stackIDs.insert( gs->curB->stacks[g]->ID );
  3060. break;
  3061. }
  3062. }
  3063. sendAndApply(&bsr);
  3064. }
  3065. }
  3066. ca.attacker = ba.stackNumber;
  3067. ca.attackedParts.insert(attack);
  3068. sendAndApply(&ca);
  3069. }
  3070. sendAndApply(&end_action);
  3071. break;
  3072. }
  3073. case Battle::STACK_HEAL: //healing with First Aid Tent
  3074. {
  3075. StartAction start_action(ba);
  3076. sendAndApply(&start_action);
  3077. const CGHeroInstance * attackingHero = gs->curB->heroes[ba.side];
  3078. const CStack *healer = gs->curB->battleGetStackByID(ba.stackNumber),
  3079. *destStack = gs->curB->battleGetStackByPos(ba.destinationTile);
  3080. if(healer == NULL || destStack == NULL || !healer->hasBonusOfType(Bonus::HEALER))
  3081. {
  3082. complain("There is either no healer, no destination, or healer cannot heal :P");
  3083. }
  3084. int maxHealable = destStack->MaxHealth() - destStack->firstHPleft;
  3085. int maxiumHeal = healer->count * std::max(10, attackingHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::FIRST_AID));
  3086. int healed = std::min(maxHealable, maxiumHeal);
  3087. if(healed == 0)
  3088. {
  3089. //nothing to heal.. should we complain?
  3090. }
  3091. else
  3092. {
  3093. StacksHealedOrResurrected shr;
  3094. shr.lifeDrain = false;
  3095. shr.tentHealing = true;
  3096. shr.drainedFrom = ba.stackNumber;
  3097. StacksHealedOrResurrected::HealInfo hi;
  3098. hi.healedHP = healed;
  3099. hi.lowLevelResurrection = 0;
  3100. hi.stackID = destStack->ID;
  3101. shr.healedStacks.push_back(hi);
  3102. sendAndApply(&shr);
  3103. }
  3104. sendAndApply(&end_action);
  3105. break;
  3106. }
  3107. case Battle::DAEMON_SUMMONING:
  3108. //TODO: From Strategija:
  3109. //Summon Demon is a level 2 spell.
  3110. {
  3111. StartAction start_action(ba);
  3112. sendAndApply(&start_action);
  3113. const CStack *summoner = gs->curB->battleGetStackByID(ba.stackNumber),
  3114. *destStack = gs->curB->battleGetStackByPos(ba.destinationTile, false);
  3115. BattleStackAdded bsa;
  3116. bsa.attacker = summoner->attackerOwned;
  3117. bsa.creID = CreatureID(summoner->getBonusLocalFirst(Selector::type(Bonus::DAEMON_SUMMONING))->subtype); //in case summoner can summon more than one type of monsters... scream!
  3118. ui64 risedHp = summoner->count * summoner->valOfBonuses(Bonus::DAEMON_SUMMONING, bsa.creID.toEnum());
  3119. bsa.amount = std::min ((ui32)(risedHp / VLC->creh->creatures[bsa.creID]->MaxHealth()), destStack->baseAmount);
  3120. bsa.pos = gs->curB->getAvaliableHex(bsa.creID, bsa.attacker, destStack->position);
  3121. bsa.summoned = false;
  3122. if (bsa.amount) //there's rare possibility single creature cannot rise desired type
  3123. {
  3124. BattleStacksRemoved bsr; //remove body
  3125. bsr.stackIDs.insert(destStack->ID);
  3126. sendAndApply(&bsr);
  3127. sendAndApply(&bsa);
  3128. BattleSetStackProperty ssp;
  3129. ssp.stackID = ba.stackNumber;
  3130. ssp.which = BattleSetStackProperty::CASTS; //reduce number of casts
  3131. ssp.val = -1;
  3132. ssp.absolute = false;
  3133. sendAndApply(&ssp);
  3134. }
  3135. sendAndApply(&end_action);
  3136. break;
  3137. }
  3138. case Battle::MONSTER_SPELL:
  3139. {
  3140. StartAction start_action(ba);
  3141. sendAndApply(&start_action);
  3142. const CStack * stack = gs->curB->battleGetStackByID(ba.stackNumber);
  3143. SpellID spellID = SpellID(ba.additionalInfo);
  3144. BattleHex destination(ba.destinationTile);
  3145. const Bonus *randSpellcaster = stack->getBonusLocalFirst(Selector::type(Bonus::RANDOM_SPELLCASTER));
  3146. const Bonus * spellcaster = stack->getBonusLocalFirst(Selector::typeSubtype(Bonus::SPELLCASTER, spellID));
  3147. //TODO special bonus for genies ability
  3148. if(randSpellcaster && battleGetRandomStackSpell(stack, CBattleInfoCallback::RANDOM_AIMED) < 0)
  3149. spellID = battleGetRandomStackSpell(stack, CBattleInfoCallback::RANDOM_GENIE);
  3150. if(spellID < 0)
  3151. complain("That stack can't cast spells!");
  3152. else
  3153. {
  3154. int spellLvl = 0;
  3155. if (spellcaster)
  3156. vstd::amax(spellLvl, spellcaster->val);
  3157. if (randSpellcaster)
  3158. vstd::amax(spellLvl, randSpellcaster->val);
  3159. vstd::amin (spellLvl, 3);
  3160. int casterSide = gs->curB->whatSide(stack->owner);
  3161. const CGHeroInstance * secHero = gs->curB->getHero(gs->curB->theOtherPlayer(stack->owner));
  3162. handleSpellCasting(spellID, spellLvl, destination, casterSide, stack->owner, NULL, secHero, 0, ECastingMode::CREATURE_ACTIVE_CASTING, stack);
  3163. }
  3164. sendAndApply(&end_action);
  3165. break;
  3166. }
  3167. }
  3168. if(ba.stackNumber == gs->curB->activeStack || battleResult.get()) //active stack has moved or battle has finished
  3169. battleMadeAction.setn(true);
  3170. return ok;
  3171. }
  3172. void CGameHandler::playerMessage( PlayerColor player, const std::string &message )
  3173. {
  3174. bool cheated=true;
  3175. PlayerMessage temp_message(player, message);
  3176. sendAndApply(&temp_message);
  3177. if(message == "vcmiistari") //give all spells and 999 mana
  3178. {
  3179. SetMana sm;
  3180. ChangeSpells cs;
  3181. CGHeroInstance *h = gs->getHero(gs->getPlayer(player)->currentSelection);
  3182. if(!h && complain("Cannot realize cheat, no hero selected!")) return;
  3183. sm.hid = cs.hid = h->id;
  3184. //give all spells
  3185. cs.learn = 1;
  3186. BOOST_FOREACH(auto spell, VLC->spellh->spells)
  3187. {
  3188. if(!spell->creatureAbility)
  3189. cs.spells.insert(spell->id);
  3190. }
  3191. //give mana
  3192. sm.val = 999;
  3193. if(!h->hasSpellbook()) //hero doesn't have spellbook
  3194. giveHeroNewArtifact(h, VLC->arth->artifacts[0], ArtifactPosition::SPELLBOOK); //give spellbook
  3195. sendAndApply(&cs);
  3196. sendAndApply(&sm);
  3197. }
  3198. else if (message == "vcmiarmenelos") //build all buildings in selected town
  3199. {
  3200. CGTownInstance *town = gs->getTown(gs->getPlayer(player)->currentSelection);
  3201. if (town)
  3202. {
  3203. BOOST_FOREACH (auto & build, town->town->buildings)
  3204. {
  3205. if (!town->hasBuilt(build.first) && !build.second->Name().empty())
  3206. {
  3207. buildStructure(town->id, build.first, true);
  3208. }
  3209. }
  3210. }
  3211. }
  3212. else if(message == "vcmiainur") //gives 5 archangels into each slot
  3213. {
  3214. CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
  3215. const CCreature *archangel = VLC->creh->creatures[13];
  3216. if(!hero) return;
  3217. for(int i = 0; i < GameConstants::ARMY_SIZE; i++)
  3218. if(!hero->hasStackAtSlot(SlotID(i)))
  3219. insertNewStack(StackLocation(hero, SlotID(i)), archangel, 5);
  3220. }
  3221. else if(message == "vcmiangband") //gives 10 black knight into each slot
  3222. {
  3223. CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
  3224. const CCreature *blackKnight = VLC->creh->creatures[66];
  3225. if(!hero) return;
  3226. for(int i = 0; i < GameConstants::ARMY_SIZE; i++)
  3227. if(!hero->hasStackAtSlot(SlotID(i)))
  3228. insertNewStack(StackLocation(hero, SlotID(i)), blackKnight, 10);
  3229. }
  3230. else if(message == "vcminoldor") //all war machines
  3231. {
  3232. CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
  3233. if(!hero) return;
  3234. if(!hero->getArt(ArtifactPosition::MACH1))
  3235. giveHeroNewArtifact(hero, VLC->arth->artifacts[4], ArtifactPosition::MACH1);
  3236. if(!hero->getArt(ArtifactPosition::MACH2))
  3237. giveHeroNewArtifact(hero, VLC->arth->artifacts[5], ArtifactPosition::MACH2);
  3238. if(!hero->getArt(ArtifactPosition::MACH3))
  3239. giveHeroNewArtifact(hero, VLC->arth->artifacts[6], ArtifactPosition::MACH3);
  3240. }
  3241. else if(message == "vcminahar") //1000000 movement points
  3242. {
  3243. CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
  3244. if(!hero) return;
  3245. SetMovePoints smp;
  3246. smp.hid = hero->id;
  3247. smp.val = 1000000;
  3248. sendAndApply(&smp);
  3249. }
  3250. else if(message == "vcmiformenos") //give resources
  3251. {
  3252. SetResources sr;
  3253. sr.player = player;
  3254. sr.res = gs->getPlayer(player)->resources;
  3255. for(int i=0;i<Res::GOLD;i++)
  3256. sr.res[i] += 100;
  3257. sr.res[Res::GOLD] += 100000; //100k
  3258. sendAndApply(&sr);
  3259. }
  3260. else if(message == "vcmieagles") //reveal FoW
  3261. {
  3262. FoWChange fc;
  3263. fc.mode = 1;
  3264. fc.player = player;
  3265. int3 * hlp_tab = new int3[gs->map->width * gs->map->height * (gs->map->twoLevel ? 2 : 1)];
  3266. int lastUnc = 0;
  3267. for(int i=0;i<gs->map->width;i++)
  3268. for(int j=0;j<gs->map->height;j++)
  3269. for(int k = 0; k < (gs->map->twoLevel ? 2 : 1); k++)
  3270. if(!gs->getPlayerTeam(fc.player)->fogOfWarMap[i][j][k])
  3271. hlp_tab[lastUnc++] = int3(i,j,k);
  3272. fc.tiles.insert(hlp_tab, hlp_tab + lastUnc);
  3273. delete [] hlp_tab;
  3274. sendAndApply(&fc);
  3275. }
  3276. else if(message == "vcmiglorfindel") //selected hero gains a new level
  3277. {
  3278. CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
  3279. changePrimSkill(hero, PrimarySkill::EXPERIENCE, VLC->heroh->reqExp(hero->level+1) - VLC->heroh->reqExp(hero->level));
  3280. }
  3281. else if(message == "vcmisilmaril") //player wins
  3282. {
  3283. gs->getPlayer(player)->enteredWinningCheatCode = 1;
  3284. }
  3285. else if(message == "vcmimelkor") //player looses
  3286. {
  3287. gs->getPlayer(player)->enteredLosingCheatCode = 1;
  3288. }
  3289. else if (message == "vcmiforgeofnoldorking") //hero gets all artifacts except war machines, spell scrolls and spell book
  3290. {
  3291. CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
  3292. if(!hero) return;
  3293. for (int g=7; g<=140; ++g)
  3294. giveHeroNewArtifact(hero, VLC->arth->artifacts[g], ArtifactPosition::PRE_FIRST);
  3295. }
  3296. else
  3297. cheated = false;
  3298. if(cheated)
  3299. {
  3300. SystemMessage temp_message(VLC->generaltexth->allTexts[260]);
  3301. sendAndApply(&temp_message);
  3302. checkLossVictory(player);//Player enter win code or got required art\creature
  3303. }
  3304. }
  3305. void CGameHandler::handleSpellCasting( SpellID spellID, int spellLvl, BattleHex destination, ui8 casterSide, PlayerColor casterColor, const CGHeroInstance * caster, const CGHeroInstance * secHero,
  3306. int usedSpellPower, ECastingMode::ECastingMode mode, const CStack * stack, si32 selectedStack)
  3307. {
  3308. const CSpell *spell = SpellID(spellID).toSpell();
  3309. //Helper local function that creates obstacle on given position. Obstacle type is inferred from spell type.
  3310. //It creates, sends and applies needed package.
  3311. auto placeObstacle = [&](BattleHex pos)
  3312. {
  3313. static int obstacleIdToGive = gs->curB->obstacles.size()
  3314. ? (gs->curB->obstacles.back()->uniqueID+1)
  3315. : 0;
  3316. auto obstacle = make_shared<SpellCreatedObstacle>();
  3317. switch(spellID.toEnum()) // :/
  3318. {
  3319. case SpellID::QUICKSAND:
  3320. obstacle->obstacleType = CObstacleInstance::QUICKSAND;
  3321. obstacle->turnsRemaining = -1;
  3322. obstacle->visibleForAnotherSide = false;
  3323. break;
  3324. case SpellID::LAND_MINE:
  3325. obstacle->obstacleType = CObstacleInstance::LAND_MINE;
  3326. obstacle->turnsRemaining = -1;
  3327. obstacle->visibleForAnotherSide = false;
  3328. break;
  3329. case SpellID::FIRE_WALL:
  3330. obstacle->obstacleType = CObstacleInstance::FIRE_WALL;
  3331. obstacle->turnsRemaining = 2;
  3332. obstacle->visibleForAnotherSide = true;
  3333. break;
  3334. case SpellID::FORCE_FIELD:
  3335. obstacle->obstacleType = CObstacleInstance::FORCE_FIELD;
  3336. obstacle->turnsRemaining = 2;
  3337. obstacle->visibleForAnotherSide = true;
  3338. break;
  3339. default:
  3340. //this function cannot be used with spells that do not create obstacles
  3341. assert(0);
  3342. }
  3343. obstacle->pos = pos;
  3344. obstacle->casterSide = casterSide;
  3345. obstacle->ID = spellID;
  3346. obstacle->spellLevel = spellLvl;
  3347. obstacle->casterSpellPower = usedSpellPower;
  3348. obstacle->uniqueID = obstacleIdToGive++;
  3349. BattleObstaclePlaced bop;
  3350. bop.obstacle = obstacle;
  3351. sendAndApply(&bop);
  3352. };
  3353. BattleSpellCast sc;
  3354. sc.side = casterSide;
  3355. sc.id = spellID;
  3356. sc.skill = spellLvl;
  3357. sc.tile = destination;
  3358. sc.dmgToDisplay = 0;
  3359. sc.castedByHero = (bool)caster;
  3360. sc.attackerType = (stack ? stack->type->idNumber : CreatureID(CreatureID::NONE));
  3361. sc.manaGained = 0;
  3362. sc.spellCost = 0;
  3363. if (caster) //calculate spell cost
  3364. {
  3365. sc.spellCost = gs->curB->battleGetSpellCost(SpellID(spellID).toSpell(), caster);
  3366. if (secHero && mode == ECastingMode::HERO_CASTING) //handle mana channel
  3367. {
  3368. int manaChannel = 0;
  3369. BOOST_FOREACH(CStack * stack, gs->curB->stacks) //TODO: shouldn't bonus system handle it somehow?
  3370. {
  3371. if (stack->owner == secHero->tempOwner)
  3372. {
  3373. vstd::amax(manaChannel, stack->valOfBonuses(Bonus::MANA_CHANNELING));
  3374. }
  3375. }
  3376. sc.manaGained = (manaChannel * sc.spellCost) / 100;
  3377. }
  3378. }
  3379. //calculating affected creatures for all spells
  3380. std::set<const CStack*> attackedCres; //what is that and what is sc.afectedCres?
  3381. if (mode != ECastingMode::ENCHANTER_CASTING)
  3382. {
  3383. attackedCres = gs->curB->getAffectedCreatures(spell, spellLvl, casterColor, destination);
  3384. }
  3385. else //enchanter - hit all possible stacks
  3386. {
  3387. BOOST_FOREACH (const CStack * stack, gs->curB->stacks)
  3388. {
  3389. /*if it's non negative spell and our unit or non positive spell and hostile unit */
  3390. if((!spell->isNegative() && stack->owner == casterColor)
  3391. || (!spell->isPositive() && stack->owner != casterColor))
  3392. {
  3393. if(stack->isValidTarget()) //TODO: allow dead targets somewhere in the future
  3394. {
  3395. attackedCres.insert(stack);
  3396. }
  3397. }
  3398. }
  3399. }
  3400. BOOST_FOREACH (auto cre, attackedCres)
  3401. {
  3402. sc.affectedCres.insert (cre->ID);
  3403. }
  3404. //checking if creatures resist
  3405. sc.resisted = gs->curB->calculateResistedStacks(spell, caster, secHero, attackedCres, casterColor, mode, usedSpellPower, spellLvl);
  3406. //calculating dmg to display
  3407. if (spellID == SpellID::DEATH_STARE || spellID == SpellID::ACID_BREATH_DAMAGE)
  3408. {
  3409. sc.dmgToDisplay = usedSpellPower;
  3410. if (spellID == SpellID::DEATH_STARE)
  3411. vstd::amin(sc.dmgToDisplay, (*attackedCres.begin())->count); //stack is already reduced after attack
  3412. }
  3413. StacksInjured si;
  3414. //applying effects
  3415. if (spell->isOffensiveSpell())
  3416. {
  3417. int spellDamage = 0;
  3418. if (stack && mode != ECastingMode::MAGIC_MIRROR)
  3419. {
  3420. int unitSpellPower = stack->valOfBonuses(Bonus::SPECIFIC_SPELL_POWER, spellID.toEnum());
  3421. if (unitSpellPower)
  3422. sc.dmgToDisplay = spellDamage = stack->count * unitSpellPower; //TODO: handle immunities
  3423. else //Faerie Dragon
  3424. {
  3425. usedSpellPower = stack->valOfBonuses(Bonus::CREATURE_SPELL_POWER) * stack->count / 100;
  3426. sc.dmgToDisplay = 0;
  3427. }
  3428. }
  3429. int chainLightningModifier = 0;
  3430. for(auto it = attackedCres.begin(); it != attackedCres.end(); ++it)
  3431. {
  3432. if(vstd::contains(sc.resisted, (*it)->ID)) //this creature resisted the spell
  3433. continue;
  3434. BattleStackAttacked bsa;
  3435. if ((destination > -1 && (*it)->coversPos(destination)) || (spell->range[spellLvl] == "X" || mode == ECastingMode::ENCHANTER_CASTING))
  3436. //display effect only upon primary target of area spell
  3437. //FIXME: if no stack is attacked, ther eis no animation and interface freezes
  3438. {
  3439. bsa.flags |= BattleStackAttacked::EFFECT;
  3440. bsa.effect = spell->mainEffectAnim;
  3441. }
  3442. if (spellDamage)
  3443. bsa.damageAmount = spellDamage >> chainLightningModifier;
  3444. else
  3445. bsa.damageAmount = gs->curB->calculateSpellDmg(spell, caster, *it, spellLvl, usedSpellPower) >> chainLightningModifier;
  3446. sc.dmgToDisplay += bsa.damageAmount;
  3447. bsa.stackAttacked = (*it)->ID;
  3448. if (mode == ECastingMode::ENCHANTER_CASTING) //multiple damage spells cast
  3449. bsa.attackerID = stack->ID;
  3450. else
  3451. bsa.attackerID = -1;
  3452. (*it)->prepareAttacked(bsa);
  3453. si.stacks.push_back(bsa);
  3454. if (spellID == SpellID::CHAIN_LIGHTNING)
  3455. ++chainLightningModifier;
  3456. }
  3457. }
  3458. else if (spell->hasEffects())
  3459. {
  3460. int stackSpellPower = 0;
  3461. if (stack && mode != ECastingMode::MAGIC_MIRROR)
  3462. {
  3463. stackSpellPower = stack->valOfBonuses(Bonus::CREATURE_ENCHANT_POWER);
  3464. }
  3465. SetStackEffect sse;
  3466. Bonus pseudoBonus;
  3467. pseudoBonus.sid = spellID;
  3468. pseudoBonus.val = spellLvl;
  3469. pseudoBonus.turnsRemain = gs->curB->calculateSpellDuration(spell, caster, stackSpellPower ? stackSpellPower : usedSpellPower);
  3470. CStack::stackEffectToFeature(sse.effect, pseudoBonus);
  3471. if (spellID == SpellID::SHIELD || spellID == SpellID::AIR_SHIELD)
  3472. {
  3473. sse.effect.back().val = (100 - sse.effect.back().val); //fix to original config: shiled should display damage reduction
  3474. }
  3475. if (spellID == SpellID::BIND && stack)//bind
  3476. {
  3477. sse.effect.back().additionalInfo = stack->ID; //we need to know who casted Bind
  3478. }
  3479. const Bonus * bonus = NULL;
  3480. if (caster)
  3481. bonus = caster->getBonusLocalFirst(Selector::typeSubtype(Bonus::SPECIAL_PECULIAR_ENCHANT, spellID));
  3482. //TODO does hero specialty should affects his stack casting spells?
  3483. si32 power = 0;
  3484. BOOST_FOREACH(const CStack *affected, attackedCres)
  3485. {
  3486. if(vstd::contains(sc.resisted, affected->ID)) //this creature resisted the spell
  3487. continue;
  3488. sse.stacks.push_back(affected->ID);
  3489. //Apply hero specials - peculiar enchants
  3490. const ui8 tier = std::max((ui8)1, affected->getCreature()->level); //don't divide by 0 for certain creatures (commanders, war machines)
  3491. if (bonus)
  3492. {
  3493. switch(bonus->additionalInfo)
  3494. {
  3495. case 0: //normal
  3496. {
  3497. switch(tier)
  3498. {
  3499. case 1: case 2:
  3500. power = 3;
  3501. break;
  3502. case 3: case 4:
  3503. power = 2;
  3504. break;
  3505. case 5: case 6:
  3506. power = 1;
  3507. break;
  3508. }
  3509. Bonus specialBonus(sse.effect.back());
  3510. specialBonus.val = power; //it doesn't necessarily make sense for some spells, use it wisely
  3511. sse.uniqueBonuses.push_back (std::pair<ui32,Bonus> (affected->ID, specialBonus)); //additional premy to given effect
  3512. }
  3513. break;
  3514. case 1: //only Coronius as yet
  3515. {
  3516. power = std::max(5 - tier, 0);
  3517. Bonus specialBonus = CStack::featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK, power, pseudoBonus.turnsRemain);
  3518. specialBonus.sid = spellID;
  3519. sse.uniqueBonuses.push_back (std::pair<ui32,Bonus> (affected->ID, specialBonus)); //additional attack to Slayer effect
  3520. }
  3521. break;
  3522. }
  3523. }
  3524. if (caster && caster->hasBonusOfType(Bonus::SPECIAL_BLESS_DAMAGE, spellID)) //TODO: better handling of bonus percentages
  3525. {
  3526. int damagePercent = caster->level * caster->valOfBonuses(Bonus::SPECIAL_BLESS_DAMAGE, spellID.toEnum()) / tier;
  3527. Bonus specialBonus = CStack::featureGenerator(Bonus::CREATURE_DAMAGE, 0, damagePercent, pseudoBonus.turnsRemain);
  3528. specialBonus.valType = Bonus::PERCENT_TO_ALL;
  3529. specialBonus.sid = spellID;
  3530. sse.uniqueBonuses.push_back (std::pair<ui32,Bonus> (affected->ID, specialBonus));
  3531. }
  3532. }
  3533. if(!sse.stacks.empty())
  3534. sendAndApply(&sse);
  3535. }
  3536. else if (spell->isRisingSpell() || spell->id == SpellID::CURE)
  3537. {
  3538. int hpGained = 0;
  3539. if (stack)
  3540. {
  3541. int unitSpellPower = stack->valOfBonuses(Bonus::SPECIFIC_SPELL_POWER, spellID.toEnum());
  3542. if (unitSpellPower)
  3543. hpGained = stack->count * unitSpellPower; //Archangel
  3544. else //Faerie Dragon-like effect - unused fo far
  3545. usedSpellPower = stack->valOfBonuses(Bonus::CREATURE_SPELL_POWER) * stack->count / 100;
  3546. }
  3547. StacksHealedOrResurrected shr;
  3548. shr.lifeDrain = (ui8)false;
  3549. shr.tentHealing = (ui8)false;
  3550. for(auto it = attackedCres.begin(); it != attackedCres.end(); ++it)
  3551. {
  3552. if(vstd::contains(sc.resisted, (*it)->ID) //this creature resisted the spell
  3553. || (spellID == SpellID::ANIMATE_DEAD && !(*it)->hasBonusOfType(Bonus::UNDEAD)) //we try to cast animate dead on living stack, TODO: showuld be not affected earlier
  3554. )
  3555. continue;
  3556. StacksHealedOrResurrected::HealInfo hi;
  3557. hi.stackID = (*it)->ID;
  3558. if (stack) //casted by creature
  3559. {
  3560. if (hpGained)
  3561. {
  3562. hi.healedHP = gs->curB->calculateHealedHP(hpGained, spell, *it); //archangel
  3563. }
  3564. else
  3565. hi.healedHP = gs->curB->calculateHealedHP(spell, usedSpellPower, spellLvl, *it); //any typical spell (commander's cure or animate dead)
  3566. }
  3567. else
  3568. hi.healedHP = gs->curB->calculateHealedHP(caster, spell, *it, gs->curB->battleGetStackByID(selectedStack)); //Casted by hero
  3569. hi.lowLevelResurrection = spellLvl <= 1;
  3570. shr.healedStacks.push_back(hi);
  3571. }
  3572. if(!shr.healedStacks.empty())
  3573. sendAndApply(&shr);
  3574. if (spellID == SpellID::SACRIFICE) //remove victim
  3575. {
  3576. BattleStacksRemoved bsr;
  3577. bsr.stackIDs.insert (selectedStack); //somehow it works for teleport?
  3578. sendAndApply(&bsr);
  3579. }
  3580. }
  3581. else
  3582. switch (spellID)
  3583. {
  3584. case SpellID::QUICKSAND:
  3585. case SpellID::LAND_MINE:
  3586. {
  3587. std::vector<BattleHex> availableTiles;
  3588. for(int i = 0; i < GameConstants::BFIELD_SIZE; i += 1)
  3589. {
  3590. BattleHex hex = i;
  3591. if(hex.getX() > 2 && hex.getX() < 14 && !battleGetStackByPos(hex, false) & !battleGetObstacleOnPos(hex, false))
  3592. availableTiles.push_back(hex);
  3593. }
  3594. boost::range::random_shuffle(availableTiles);
  3595. const int patchesForSkill[] = {4, 4, 6, 8};
  3596. const int patchesToPut = std::min<int>(patchesForSkill[spellLvl], availableTiles.size());
  3597. //land mines or quicksand patches are handled as spell created obstacles
  3598. for (int i = 0; i < patchesToPut; i++)
  3599. placeObstacle(availableTiles[i]);
  3600. }
  3601. break;
  3602. case SpellID::FORCE_FIELD:
  3603. placeObstacle(destination);
  3604. break;
  3605. case SpellID::FIRE_WALL:
  3606. {
  3607. //fire wall is build from multiple obstacles - one fire piece for each affected hex
  3608. auto affectedHexes = spell->rangeInHexes(destination, spellLvl, casterSide);
  3609. BOOST_FOREACH(BattleHex hex, affectedHexes)
  3610. placeObstacle(hex);
  3611. }
  3612. break;
  3613. case SpellID::TELEPORT:
  3614. {
  3615. BattleStackMoved bsm;
  3616. bsm.distance = -1;
  3617. bsm.stack = selectedStack;
  3618. std::vector<BattleHex> tiles;
  3619. tiles.push_back(destination);
  3620. bsm.tilesToMove = tiles;
  3621. bsm.teleporting = true;
  3622. sendAndApply(&bsm);
  3623. break;
  3624. }
  3625. case SpellID::SUMMON_FIRE_ELEMENTAL:
  3626. case SpellID::SUMMON_EARTH_ELEMENTAL:
  3627. case SpellID::SUMMON_WATER_ELEMENTAL:
  3628. case SpellID::SUMMON_AIR_ELEMENTAL:
  3629. { //elemental summoning
  3630. CreatureID creID;
  3631. switch(spellID)
  3632. {
  3633. case SpellID::SUMMON_FIRE_ELEMENTAL:
  3634. creID = CreatureID::FIRE_ELEMENTAL;
  3635. break;
  3636. case SpellID::SUMMON_EARTH_ELEMENTAL:
  3637. creID = CreatureID::EARTH_ELEMENTAL;
  3638. break;
  3639. case SpellID::SUMMON_WATER_ELEMENTAL:
  3640. creID = CreatureID::WATER_ELEMENTAL;
  3641. break;
  3642. case SpellID::SUMMON_AIR_ELEMENTAL:
  3643. creID = CreatureID::AIR_ELEMENTAL;
  3644. break;
  3645. }
  3646. BattleStackAdded bsa;
  3647. bsa.creID = creID;
  3648. bsa.attacker = !(bool)casterSide;
  3649. bsa.summoned = true;
  3650. bsa.pos = gs->curB->getAvaliableHex(creID, !(bool)casterSide); //TODO: unify it
  3651. //TODO stack casting -> probably power will be zero; set the proper number of creatures manually
  3652. int percentBonus = caster ? caster->valOfBonuses(Bonus::SPECIFIC_SPELL_DAMAGE, spellID.toEnum()) : 0;
  3653. bsa.amount = usedSpellPower
  3654. * SpellID(spellID).toSpell()->powers[spellLvl]
  3655. * (100 + percentBonus) / 100.0; //new feature - percentage bonus
  3656. if(bsa.amount)
  3657. sendAndApply(&bsa);
  3658. else
  3659. complain("Summoning elementals didn't summon any!");
  3660. }
  3661. break;
  3662. case SpellID::CLONE:
  3663. {
  3664. const CStack * clonedStack = NULL;
  3665. if (attackedCres.size())
  3666. clonedStack = *attackedCres.begin();
  3667. if (!clonedStack)
  3668. {
  3669. complain ("No target stack to clone!");
  3670. return;
  3671. }
  3672. BattleStackAdded bsa;
  3673. bsa.creID = clonedStack->type->idNumber;
  3674. bsa.attacker = !(bool)casterSide;
  3675. bsa.summoned = true;
  3676. bsa.pos = gs->curB->getAvaliableHex(bsa.creID, !(bool)casterSide); //TODO: unify it
  3677. bsa.amount = clonedStack->count;
  3678. sendAndApply (&bsa);
  3679. BattleSetStackProperty ssp;
  3680. ssp.stackID = gs->curB->stacks.back()->ID; //how to get recent stack?
  3681. ssp.which = BattleSetStackProperty::CLONED; //using enum values
  3682. ssp.val = 0;
  3683. ssp.absolute = 1;
  3684. sendAndApply(&ssp);
  3685. }
  3686. break;
  3687. case SpellID::REMOVE_OBSTACLE:
  3688. {
  3689. ObstaclesRemoved obr;
  3690. BOOST_FOREACH(auto &obstacle, battleGetAllObstacles())
  3691. {
  3692. if(vstd::contains(obstacle->getBlockedTiles(), destination))
  3693. obr.obstacles.insert(obstacle->uniqueID);
  3694. }
  3695. if(!obr.obstacles.empty())
  3696. sendAndApply(&obr);
  3697. else
  3698. complain("There's no obstacle to remove!");
  3699. break;
  3700. }
  3701. break;
  3702. case SpellID::DEATH_STARE: //handled in a bit different way
  3703. {
  3704. for(auto it = attackedCres.begin(); it != attackedCres.end(); ++it)
  3705. {
  3706. if((*it)->hasBonusOfType(Bonus::UNDEAD) || (*it)->hasBonusOfType(Bonus::NON_LIVING)) //this creature is immune
  3707. {
  3708. sc.dmgToDisplay = 0; //TODO: handle Death Stare for multiple targets (?)
  3709. continue;
  3710. }
  3711. BattleStackAttacked bsa;
  3712. bsa.flags |= BattleStackAttacked::EFFECT;
  3713. bsa.effect = spell->mainEffectAnim; //from config\spell-Info.txt
  3714. bsa.damageAmount = usedSpellPower * (*it)->valOfBonuses(Bonus::STACK_HEALTH);
  3715. bsa.stackAttacked = (*it)->ID;
  3716. bsa.attackerID = -1;
  3717. (*it)->prepareAttacked(bsa);
  3718. si.stacks.push_back(bsa);
  3719. }
  3720. }
  3721. break;
  3722. case SpellID::ACID_BREATH_DAMAGE: //new effect, separate from acid breath defense reduction
  3723. {
  3724. for(auto it = attackedCres.begin(); it != attackedCres.end(); ++it) //no immunities
  3725. {
  3726. BattleStackAttacked bsa;
  3727. bsa.flags |= BattleStackAttacked::EFFECT;
  3728. bsa.effect = spell->mainEffectAnim;
  3729. bsa.damageAmount = usedSpellPower; //damage times the number of attackers
  3730. bsa.stackAttacked = (*it)->ID;
  3731. bsa.attackerID = -1;
  3732. (*it)->prepareAttacked(bsa);
  3733. si.stacks.push_back(bsa);
  3734. }
  3735. }
  3736. break;
  3737. }
  3738. sendAndApply(&sc);
  3739. if(!si.stacks.empty()) //after spellcast info shows
  3740. sendAndApply(&si);
  3741. if (mode == ECastingMode::CREATURE_ACTIVE_CASTING || mode == ECastingMode::ENCHANTER_CASTING) //reduce number of casts remaining
  3742. {
  3743. BattleSetStackProperty ssp;
  3744. ssp.stackID = stack->ID;
  3745. ssp.which = BattleSetStackProperty::CASTS;
  3746. ssp.val = -1;
  3747. ssp.absolute = false;
  3748. sendAndApply(&ssp);
  3749. }
  3750. //Magic Mirror effect
  3751. if (spell->isNegative() && mode != ECastingMode::MAGIC_MIRROR && spell->level && spell->range[0] == "0") //it is actual spell and can be reflected to single target, no recurrence
  3752. {
  3753. for(auto it = attackedCres.begin(); it != attackedCres.end(); ++it)
  3754. {
  3755. int mirrorChance = (*it)->valOfBonuses(Bonus::MAGIC_MIRROR);
  3756. if(mirrorChance > rand()%100)
  3757. {
  3758. std::vector<CStack *> mirrorTargets;
  3759. std::vector<CStack *> & battleStacks = gs->curB->stacks;
  3760. for (size_t j = 0; j < battleStacks.size(); ++j)
  3761. {
  3762. if(battleStacks[j]->owner == gs->curB->sides[casterSide]) //get enemy stacks which can be affected by this spell
  3763. {
  3764. if (!gs->curB->battleIsImmune(NULL, spell, ECastingMode::MAGIC_MIRROR, battleStacks[j]->position))
  3765. mirrorTargets.push_back(battleStacks[j]);
  3766. }
  3767. }
  3768. if (mirrorTargets.size())
  3769. {
  3770. int targetHex = mirrorTargets[rand() % mirrorTargets.size()]->position;
  3771. handleSpellCasting(spellID, 0, targetHex, 1 - casterSide, (*it)->owner, NULL, (caster ? caster : NULL), usedSpellPower, ECastingMode::MAGIC_MIRROR, (*it));
  3772. }
  3773. }
  3774. }
  3775. }
  3776. }
  3777. bool CGameHandler::makeCustomAction( BattleAction &ba )
  3778. {
  3779. switch(ba.actionType)
  3780. {
  3781. case Battle::HERO_SPELL:
  3782. {
  3783. const CGHeroInstance *h = gs->curB->heroes[ba.side];
  3784. const CGHeroInstance *secondHero = gs->curB->heroes[!ba.side];
  3785. if(!h)
  3786. {
  3787. logGlobal->warnStream() << "Wrong caster!";
  3788. return false;
  3789. }
  3790. if(ba.additionalInfo >= VLC->spellh->spells.size())
  3791. {
  3792. logGlobal->warnStream() << "Wrong spell id (" << ba.additionalInfo << ")!";
  3793. return false;
  3794. }
  3795. const CSpell *s = SpellID(ba.additionalInfo).toSpell();
  3796. if (s->mainEffectAnim > -1 || (s->id >= 66 || s->id <= 69) || s->id == SpellID::CLONE) //allow summon elementals
  3797. //TODO: special effects, like Clone
  3798. {
  3799. ui8 skill = h->getSpellSchoolLevel(s); //skill level
  3800. ESpellCastProblem::ESpellCastProblem escp = gs->curB->battleCanCastThisSpell(h->tempOwner, s, ECastingMode::HERO_CASTING);
  3801. if(escp != ESpellCastProblem::OK)
  3802. {
  3803. logGlobal->warnStream() << "Spell cannot be cast!";
  3804. logGlobal->warnStream() << "Problem : " << escp;
  3805. return false;
  3806. }
  3807. StartAction start_action(ba);
  3808. sendAndApply(&start_action); //start spell casting
  3809. handleSpellCasting (SpellID(ba.additionalInfo), skill, ba.destinationTile, ba.side, h->tempOwner,
  3810. h, secondHero, h->getPrimSkillLevel(PrimarySkill::SPELL_POWER),
  3811. ECastingMode::HERO_CASTING, NULL, ba.selectedStack);
  3812. sendAndApply(&end_action);
  3813. if( !gs->curB->battleGetStackByID(gs->curB->activeStack, false)->alive() )
  3814. {
  3815. battleMadeAction.setn(true);
  3816. }
  3817. checkForBattleEnd();
  3818. if(battleResult.get())
  3819. {
  3820. battleMadeAction.setn(true);
  3821. //battle will be ended by startBattle function
  3822. //endBattle(gs->curB->tile, gs->curB->heroes[0], gs->curB->heroes[1]);
  3823. }
  3824. return true;
  3825. }
  3826. else
  3827. {
  3828. logGlobal->warnStream() << "Spell " << s->name << " is not yet supported!";
  3829. return false;
  3830. }
  3831. }
  3832. }
  3833. return false;
  3834. }
  3835. void CGameHandler::stackTurnTrigger(const CStack * st)
  3836. {
  3837. BattleTriggerEffect bte;
  3838. bte.stackID = st->ID;
  3839. bte.effect = -1;
  3840. bte.val = 0;
  3841. bte.additionalInfo = 0;
  3842. if (st->alive())
  3843. {
  3844. //unbind
  3845. if (st->getEffect (SpellID::BIND))
  3846. {
  3847. bool unbind = true;
  3848. BonusList bl = *(st->getBonuses(Selector::type(Bonus::BIND_EFFECT)));
  3849. std::set<const CStack*> stacks = gs->curB-> batteAdjacentCreatures(st);
  3850. BOOST_FOREACH(Bonus * b, bl)
  3851. {
  3852. const CStack * stack = gs->curB->battleGetStackByID(b->additionalInfo); //binding stack must be alive and adjacent
  3853. if (stack)
  3854. {
  3855. if (vstd::contains(stacks, stack)) //binding stack is still present
  3856. {
  3857. unbind = false;
  3858. }
  3859. }
  3860. }
  3861. if (unbind)
  3862. {
  3863. BattleSetStackProperty ssp;
  3864. ssp.which = BattleSetStackProperty::UNBIND;
  3865. ssp.stackID = st->ID;
  3866. sendAndApply(&ssp);
  3867. }
  3868. }
  3869. //regeneration
  3870. if(st->hasBonusOfType(Bonus::HP_REGENERATION))
  3871. {
  3872. bte.effect = Bonus::HP_REGENERATION;
  3873. bte.val = std::min((int)(st->MaxHealth() - st->firstHPleft), st->valOfBonuses(Bonus::HP_REGENERATION));
  3874. }
  3875. if(st->hasBonusOfType(Bonus::FULL_HP_REGENERATION))
  3876. {
  3877. bte.effect = Bonus::HP_REGENERATION;
  3878. bte.val = st->MaxHealth() - st->firstHPleft;
  3879. }
  3880. if (bte.val) //anything to heal
  3881. sendAndApply(&bte);
  3882. if(st->hasBonusOfType(Bonus::POISON))
  3883. {
  3884. const Bonus * b = st->getBonusLocalFirst(Selector::source(Bonus::SPELL_EFFECT, SpellID::POISON) && Selector::type(Bonus::STACK_HEALTH));
  3885. if (b) //TODO: what if not?...
  3886. {
  3887. bte.val = std::max (b->val - 10, -(st->valOfBonuses(Bonus::POISON)));
  3888. if (bte.val < b->val) //(negative) poison effect increases - update it
  3889. {
  3890. bte.effect = Bonus::POISON;
  3891. sendAndApply(&bte);
  3892. }
  3893. }
  3894. }
  3895. if (st->hasBonusOfType(Bonus::MANA_DRAIN) && !vstd::contains(st->state, EBattleStackState::DRAINED_MANA))
  3896. {
  3897. const CGHeroInstance * enemy = gs->curB->getHero(gs->curB->theOtherPlayer(st->owner));
  3898. if (enemy)
  3899. {
  3900. ui32 manaDrained = st->valOfBonuses(Bonus::MANA_DRAIN);
  3901. vstd::amin (manaDrained, gs->curB->heroes[0]->mana);
  3902. if (manaDrained)
  3903. {
  3904. bte.effect = Bonus::MANA_DRAIN;
  3905. bte.val = manaDrained;
  3906. bte.additionalInfo = enemy->id.getNum(); //for sanity
  3907. sendAndApply(&bte);
  3908. }
  3909. }
  3910. }
  3911. if (!st->hasBonusOfType(Bonus::FEARLESS))
  3912. {
  3913. bool fearsomeCreature = false;
  3914. BOOST_FOREACH(CStack * stack, gs->curB->stacks)
  3915. {
  3916. if (stack->owner != st->owner && stack->hasBonusOfType(Bonus::FEAR))
  3917. {
  3918. fearsomeCreature = true;
  3919. break;
  3920. }
  3921. }
  3922. if (fearsomeCreature)
  3923. {
  3924. if (rand() % 100 < 10) //fixed 10%
  3925. {
  3926. bte.effect = Bonus::FEAR;
  3927. sendAndApply(&bte);
  3928. }
  3929. }
  3930. }
  3931. BonusList bl = *(st->getBonuses(Selector::type(Bonus::ENCHANTER)));
  3932. int side = gs->curB->whatSide(st->owner);
  3933. if (bl.size() && st->casts && !gs->curB->enchanterCounter[side])
  3934. {
  3935. int index = rand() % bl.size();
  3936. SpellID spellID = SpellID(bl[index]->subtype);
  3937. if (gs->curB->battleCanCastThisSpell(st->owner, SpellID(spellID).toSpell(), ECastingMode::ENCHANTER_CASTING) == ESpellCastProblem::OK) //TODO: select another available?
  3938. {
  3939. int spellLeveL = bl[index]->val; //spell level
  3940. const CGHeroInstance * enemyHero = gs->curB->getHero(gs->curB->theOtherPlayer(st->owner));
  3941. handleSpellCasting(spellID, spellLeveL, -1, side, st->owner, NULL, enemyHero, 0, ECastingMode::ENCHANTER_CASTING, st);
  3942. BattleSetStackProperty ssp;
  3943. ssp.which = BattleSetStackProperty::ENCHANTER_COUNTER;
  3944. ssp.absolute = false;
  3945. ssp.val = bl[index]->additionalInfo; //increase cooldown counter
  3946. ssp.stackID = st->ID;
  3947. sendAndApply(&ssp);
  3948. }
  3949. }
  3950. bl = *(st->getBonuses(Selector::type(Bonus::ENCHANTED)));
  3951. BOOST_FOREACH (auto b, bl)
  3952. {
  3953. SetStackEffect sse;
  3954. int val = bl.valOfBonuses (Selector::typeSubtype(b->type, b->subtype));
  3955. if (val > 3)
  3956. {
  3957. BOOST_FOREACH (auto s, gs->curB->battleGetAllStacks())
  3958. {
  3959. if (st->owner == s->owner && s->isValidTarget()) //all allied
  3960. sse.stacks.push_back (s->ID);
  3961. }
  3962. }
  3963. else
  3964. sse.stacks.push_back (st->ID);
  3965. Bonus pseudoBonus;
  3966. pseudoBonus.sid = b->subtype;
  3967. pseudoBonus.val = ((val > 3) ? (val - 3) : val);
  3968. pseudoBonus.turnsRemain = 50;
  3969. st->stackEffectToFeature (sse.effect, pseudoBonus);
  3970. if (sse.effect.size())
  3971. sendAndApply (&sse);
  3972. }
  3973. }
  3974. }
  3975. void CGameHandler::handleDamageFromObstacle(const CObstacleInstance &obstacle, const CStack * curStack)
  3976. {
  3977. //we want to determine following vars depending on obstacle type
  3978. int damage = -1;
  3979. int effect = -1;
  3980. bool oneTimeObstacle = false;
  3981. //helper info
  3982. const SpellCreatedObstacle *spellObstacle = dynamic_cast<const SpellCreatedObstacle*>(&obstacle); //not nice but we may need spell params
  3983. const ui8 side = curStack->attackerOwned; //if enemy is defending (false = 0), side of our hero is also 0 (attacker)
  3984. const CGHeroInstance *hero = gs->curB->heroes[side];
  3985. if(obstacle.obstacleType == CObstacleInstance::MOAT)
  3986. {
  3987. damage = battleGetMoatDmg();
  3988. }
  3989. else if(obstacle.obstacleType == CObstacleInstance::LAND_MINE)
  3990. {
  3991. //You don't get hit by a Mine you can see.
  3992. if(gs->curB->battleIsObstacleVisibleForSide(obstacle, (BattlePerspective::BattlePerspective)side))
  3993. return;
  3994. oneTimeObstacle = true;
  3995. effect = 82; //makes
  3996. damage = gs->curB->calculateSpellDmg(SpellID(SpellID::LAND_MINE).toSpell(), hero, curStack,
  3997. spellObstacle->spellLevel, spellObstacle->casterSpellPower);
  3998. //TODO even if obstacle wasn't created by hero (Tower "moat") it should deal dmg as if casted by hero,
  3999. //if it is bigger than default dmg. Or is it just irrelevant H3 implementation quirk
  4000. }
  4001. else if(obstacle.obstacleType == CObstacleInstance::FIRE_WALL)
  4002. {
  4003. damage = gs->curB->calculateSpellDmg(SpellID(SpellID::FIRE_WALL).toSpell(), hero, curStack,
  4004. spellObstacle->spellLevel, spellObstacle->casterSpellPower);
  4005. }
  4006. else
  4007. {
  4008. //no other obstacle does damage to stack
  4009. return;
  4010. }
  4011. BattleStackAttacked bsa;
  4012. if(effect >= 0)
  4013. {
  4014. bsa.flags |= BattleStackAttacked::EFFECT;
  4015. bsa.effect = effect; //makes POOF
  4016. }
  4017. bsa.damageAmount = damage;
  4018. bsa.stackAttacked = curStack->ID;
  4019. bsa.attackerID = -1;
  4020. curStack->prepareAttacked(bsa);
  4021. StacksInjured si;
  4022. si.stacks.push_back(bsa);
  4023. sendAndApply(&si);
  4024. if(oneTimeObstacle)
  4025. removeObstacle(obstacle);
  4026. }
  4027. void CGameHandler::handleTimeEvents()
  4028. {
  4029. gs->map->events.sort(evntCmp);
  4030. while(gs->map->events.size() && gs->map->events.front().firstOccurence+1 == gs->day)
  4031. {
  4032. CMapEvent ev = gs->map->events.front();
  4033. for(int player = 0; player < PlayerColor::PLAYER_LIMIT_I; player++)
  4034. {
  4035. PlayerState *pinfo = gs->getPlayer(PlayerColor(player));
  4036. if( pinfo //player exists
  4037. && (ev.players & 1<<player) //event is enabled to this player
  4038. && ((ev.computerAffected && !pinfo->human)
  4039. || (ev.humanAffected && pinfo->human)
  4040. )
  4041. )
  4042. {
  4043. //give resources
  4044. SetResources sr;
  4045. sr.player = PlayerColor(player);
  4046. sr.res = pinfo->resources + ev.resources;
  4047. //prepare dialog
  4048. InfoWindow iw;
  4049. iw.player = PlayerColor(player);
  4050. iw.text << ev.message;
  4051. for (int i=0; i<ev.resources.size(); i++)
  4052. {
  4053. if(ev.resources[i]) //if resource is changed, we add it to the dialog
  4054. iw.components.push_back(Component(Component::RESOURCE,i,ev.resources[i],0));
  4055. }
  4056. if (iw.components.size())
  4057. {
  4058. sr.res.amax(0); // If removing too much resources, adjust the amount so the total doesn't become negative.
  4059. sendAndApply(&sr); //update player resources if changed
  4060. }
  4061. sendAndApply(&iw); //show dialog
  4062. }
  4063. } //PLAYERS LOOP
  4064. if(ev.nextOccurence)
  4065. {
  4066. gs->map->events.pop_front();
  4067. ev.firstOccurence += ev.nextOccurence;
  4068. auto it = gs->map->events.begin();
  4069. while ( it !=gs->map->events.end() && it->earlierThanOrEqual(ev))
  4070. it++;
  4071. gs->map->events.insert(it, ev);
  4072. }
  4073. else
  4074. {
  4075. gs->map->events.pop_front();
  4076. }
  4077. }
  4078. //TODO send only if changed
  4079. UpdateMapEvents ume;
  4080. ume.events = gs->map->events;
  4081. sendAndApply(&ume);
  4082. }
  4083. void CGameHandler::handleTownEvents(CGTownInstance * town, NewTurn &n)
  4084. {
  4085. town->events.sort(evntCmp);
  4086. while(town->events.size() && town->events.front().firstOccurence == gs->day)
  4087. {
  4088. PlayerColor player = town->tempOwner;
  4089. CCastleEvent ev = town->events.front();
  4090. PlayerState *pinfo = gs->getPlayer(player);
  4091. if( pinfo //player exists
  4092. && (ev.players & 1<<player.getNum()) //event is enabled to this player
  4093. && ((ev.computerAffected && !pinfo->human)
  4094. || (ev.humanAffected && pinfo->human) ) )
  4095. {
  4096. // dialog
  4097. InfoWindow iw;
  4098. iw.player = player;
  4099. iw.text << ev.message;
  4100. if(ev.resources.nonZero())
  4101. {
  4102. TResources was = n.res[player];
  4103. n.res[player] += ev.resources;
  4104. n.res[player].amax(0);
  4105. for (int i=0; i<ev.resources.size(); i++)
  4106. if(ev.resources[i] && pinfo->resources[i] != n.res[player][i]) //if resource had changed, we add it to the dialog
  4107. iw.components.push_back(Component(Component::RESOURCE,i,n.res[player][i]-was[i],0));
  4108. }
  4109. BOOST_FOREACH(auto & i, ev.buildings)
  4110. {
  4111. if ( town->hasBuilt(i))
  4112. {
  4113. buildStructure(town->id, i, true);
  4114. iw.components.push_back(Component(Component::BUILDING, town->subID, i, 0));
  4115. }
  4116. }
  4117. if (!ev.creatures.empty() && !vstd::contains(n.cres, town->id))
  4118. {
  4119. n.cres[town->id].tid = town->id;
  4120. n.cres[town->id].creatures = town->creatures;
  4121. }
  4122. auto & sac = n.cres[town->id];
  4123. for(si32 i=0;i<ev.creatures.size();i++) //creature growths
  4124. {
  4125. if(town->creatureDwellingLevel(i) >= 0 && ev.creatures[i])//there is dwelling
  4126. {
  4127. sac.creatures[i].first += ev.creatures[i];
  4128. iw.components.push_back(Component(Component::CREATURE,
  4129. town->creatures[i].second.back(), ev.creatures[i], 0));
  4130. }
  4131. }
  4132. sendAndApply(&iw); //show dialog
  4133. }
  4134. if(ev.nextOccurence)
  4135. {
  4136. town->events.pop_front();
  4137. ev.firstOccurence += ev.nextOccurence;
  4138. auto it = town->events.begin();
  4139. while ( it != town->events.end() && it->earlierThanOrEqual(ev))
  4140. it++;
  4141. town->events.insert(it, ev);
  4142. }
  4143. else
  4144. {
  4145. town->events.pop_front();
  4146. }
  4147. }
  4148. //TODO send only if changed
  4149. UpdateCastleEvents uce;
  4150. uce.town = town->id;
  4151. uce.events = town->events;
  4152. sendAndApply(&uce);
  4153. }
  4154. bool CGameHandler::complain( const std::string &problem )
  4155. {
  4156. sendMessageToAll("Server encountered a problem: " + problem);
  4157. logGlobal->errorStream() << problem;
  4158. return true;
  4159. }
  4160. void CGameHandler::showGarrisonDialog( ObjectInstanceID upobj, ObjectInstanceID hid, bool removableUnits, const boost::function<void()> &cb )
  4161. {
  4162. //PlayerColor player = getOwner(hid);
  4163. auto upperArmy = dynamic_cast<const CArmedInstance*>(getObj(upobj));
  4164. auto lowerArmy = dynamic_cast<const CArmedInstance*>(getObj(hid));
  4165. assert(lowerArmy);
  4166. assert(upperArmy);
  4167. auto garrisonQuery = make_shared<CGarrisonDialogQuery>(upperArmy, lowerArmy);
  4168. queries.addQuery(garrisonQuery);
  4169. GarrisonDialog gd;
  4170. gd.hid = hid;
  4171. gd.objid = upobj;
  4172. gd.removableUnits = removableUnits;
  4173. gd.queryID = garrisonQuery->queryID;
  4174. sendAndApply(&gd);
  4175. }
  4176. void CGameHandler::showThievesGuildWindow(PlayerColor player, ObjectInstanceID requestingObjId)
  4177. {
  4178. OpenWindow ow;
  4179. ow.window = OpenWindow::THIEVES_GUILD;
  4180. ow.id1 = player.getNum();
  4181. ow.id2 = requestingObjId.getNum();
  4182. sendAndApply(&ow);
  4183. }
  4184. bool CGameHandler::isAllowedExchange( ObjectInstanceID id1, ObjectInstanceID id2 )
  4185. {
  4186. if(id1 == id2)
  4187. return true;
  4188. const CGObjectInstance *o1 = getObj(id1), *o2 = getObj(id2);
  4189. if(!o1 || !o2)
  4190. return true; //arranging stacks within an object should be always allowed
  4191. if (o1 && o2)
  4192. {
  4193. if(o1->ID == Obj::TOWN)
  4194. {
  4195. const CGTownInstance *t = static_cast<const CGTownInstance*>(o1);
  4196. if(t->visitingHero == o2 || t->garrisonHero == o2)
  4197. return true;
  4198. }
  4199. if(o2->ID == Obj::TOWN)
  4200. {
  4201. const CGTownInstance *t = static_cast<const CGTownInstance*>(o2);
  4202. if(t->visitingHero == o1 || t->garrisonHero == o1)
  4203. return true;
  4204. }
  4205. if (o1->ID == Obj::HERO && o2->ID == Obj::HERO)
  4206. {
  4207. const CGHeroInstance *h1 = static_cast<const CGHeroInstance*>(o1);
  4208. const CGHeroInstance *h2 = static_cast<const CGHeroInstance*>(o2);
  4209. // two heroes in same town (garrisoned and visiting)
  4210. if (h1->visitedTown != nullptr && h2->visitedTown != nullptr && h1->visitedTown == h2->visitedTown)
  4211. return true;
  4212. }
  4213. //Ongoing garrison exchange
  4214. if(auto dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries.topQuery(o1->tempOwner)))
  4215. {
  4216. if(dialog->exchangingArmies[0] == o1 && dialog->exchangingArmies[1] == o2)
  4217. return true;
  4218. if(dialog->exchangingArmies[1] == o1 && dialog->exchangingArmies[0] == o2)
  4219. return true;
  4220. }
  4221. }
  4222. return false;
  4223. }
  4224. void CGameHandler::objectVisited( const CGObjectInstance * obj, const CGHeroInstance * h )
  4225. {
  4226. logGlobal->traceStream() << h->nodeName() << " visits " << obj->getHoverText();
  4227. auto visitQuery = make_shared<CObjectVisitQuery>(obj, h, obj->visitablePos());
  4228. queries.addQuery(visitQuery); //TODO real visit pos
  4229. HeroVisit hv;
  4230. hv.obj = obj;
  4231. hv.hero = h;
  4232. hv.starting = true;
  4233. sendAndApply(&hv);
  4234. obj->onHeroVisit(h);
  4235. queries.popIfTop(visitQuery); //visit ends here if no queries were created
  4236. }
  4237. void CGameHandler::objectVisitEnded(const CObjectVisitQuery &query)
  4238. {
  4239. logGlobal->traceStream() << query.visitingHero->nodeName() << " visit ends.\n";
  4240. HeroVisit hv;
  4241. hv.obj = nullptr; //not necessary, moreover may have been deleted in the meantime
  4242. hv.hero = query.visitingHero;
  4243. hv.starting = false;
  4244. sendAndApply(&hv);
  4245. }
  4246. bool CGameHandler::buildBoat( ObjectInstanceID objid )
  4247. {
  4248. const IShipyard *obj = IShipyard::castFrom(getObj(objid));
  4249. if(obj->state() != IBoatGenerator::GOOD)
  4250. {
  4251. complain("Cannot build boat in this shipyard!");
  4252. return false;
  4253. }
  4254. else if(obj->o->ID == Obj::TOWN
  4255. && !static_cast<const CGTownInstance*>(obj)->hasBuilt(BuildingID::SHIPYARD))
  4256. {
  4257. complain("Cannot build boat in the town - no shipyard!");
  4258. return false;
  4259. }
  4260. const PlayerColor playerID = obj->o->tempOwner;
  4261. TResources boatCost;
  4262. obj->getBoatCost(boatCost);
  4263. TResources aviable = gs->getPlayer(playerID)->resources;
  4264. if (!aviable.canAfford(boatCost))
  4265. {
  4266. complain("Not enough resources to build a boat!");
  4267. return false;
  4268. }
  4269. int3 tile = obj->bestLocation();
  4270. if(!gs->map->isInTheMap(tile))
  4271. {
  4272. complain("Cannot find appropriate tile for a boat!");
  4273. return false;
  4274. }
  4275. //take boat cost
  4276. SetResources sr;
  4277. sr.player = playerID;
  4278. sr.res = (aviable - boatCost);
  4279. sendAndApply(&sr);
  4280. //create boat
  4281. NewObject no;
  4282. no.ID = Obj::BOAT;
  4283. no.subID = obj->getBoatType();
  4284. no.pos = tile + int3(1,0,0);
  4285. sendAndApply(&no);
  4286. return true;
  4287. }
  4288. void CGameHandler::engageIntoBattle( PlayerColor player )
  4289. {
  4290. //notify interfaces
  4291. PlayerBlocked pb;
  4292. pb.player = player;
  4293. pb.reason = PlayerBlocked::UPCOMING_BATTLE;
  4294. sendAndApply(&pb);
  4295. }
  4296. void CGameHandler::winLoseHandle(ui8 players )
  4297. {
  4298. for(size_t i = 0; i < PlayerColor::PLAYER_LIMIT_I; i++)
  4299. {
  4300. if(players & 1<<i && gs->getPlayer(PlayerColor(i)))
  4301. {
  4302. checkLossVictory(PlayerColor(i));
  4303. }
  4304. }
  4305. }
  4306. void CGameHandler::checkLossVictory( PlayerColor player )
  4307. {
  4308. const PlayerState *p = gs->getPlayer(player);
  4309. if(p->status) //player already won / lost
  4310. return;
  4311. int loss = gs->lossCheck(player);
  4312. int vic = gs->victoryCheck(player);
  4313. if(!loss && !vic)
  4314. return;
  4315. InfoWindow iw;
  4316. getLossVicMessage(player, vic ? vic : loss , vic, iw);
  4317. sendAndApply(&iw);
  4318. PlayerEndsGame peg;
  4319. peg.player = player;
  4320. peg.victory = vic;
  4321. sendAndApply(&peg);
  4322. if(vic) //one player won -> all enemies lost
  4323. {
  4324. iw.text.localStrings.front().second++; //message about losing because enemy won first is just after victory message
  4325. for (auto i = gs->players.cbegin(); i!=gs->players.cend(); i++)
  4326. {
  4327. if(i->first < PlayerColor::PLAYER_LIMIT && i->first != player)//FIXME: skip already eliminated players?
  4328. {
  4329. iw.player = i->first;
  4330. sendAndApply(&iw);
  4331. peg.player = i->first;
  4332. peg.victory = gameState()->getPlayerRelations(player, i->first) == PlayerRelations::ALLIES; // ally of winner
  4333. sendAndApply(&peg);
  4334. }
  4335. }
  4336. }
  4337. else //player lost -> all his objects become unflagged (neutral)
  4338. {
  4339. auto hlp = p->heroes;
  4340. for (auto i = hlp.cbegin(); i != hlp.cend(); i++) //eliminate heroes
  4341. removeObject(*i);
  4342. for (auto i = gs->map->objects.cbegin(); i != gs->map->objects.cend(); i++) //unflag objs
  4343. {
  4344. if(*i && (*i)->tempOwner == player)
  4345. setOwner(*i,PlayerColor::NEUTRAL);
  4346. }
  4347. //eliminating one player may cause victory of another:
  4348. winLoseHandle(GameConstants::ALL_PLAYERS & ~(1<<player.getNum()));
  4349. }
  4350. if(vic && p->human)
  4351. {
  4352. end2 = true;
  4353. if(gs->scenarioOps->campState)
  4354. {
  4355. std::vector<CGHeroInstance *> hes;
  4356. BOOST_FOREACH(CGHeroInstance * ghi, gs->map->heroes)
  4357. {
  4358. if (ghi->tempOwner == player)
  4359. {
  4360. hes.push_back(ghi);
  4361. }
  4362. }
  4363. gs->scenarioOps->campState->mapConquered(hes);
  4364. //Request clients to change connection mode
  4365. PrepareForAdvancingCampaign pfac;
  4366. sendAndApply(&pfac);
  4367. //Change connection mode
  4368. if(getPlayer(player)->human && getStartInfo()->campState)
  4369. {
  4370. BOOST_FOREACH(auto connection, conns)
  4371. connection->prepareForSendingHeroes();
  4372. }
  4373. UpdateCampaignState ucs;
  4374. ucs.camp = gs->scenarioOps->campState;
  4375. sendAndApply(&ucs);
  4376. }
  4377. }
  4378. }
  4379. void CGameHandler::getLossVicMessage( PlayerColor player, si8 standard, bool victory, InfoWindow &out ) const
  4380. {
  4381. // const PlayerState *p = gs->getPlayer(player);
  4382. // if(!p->human)
  4383. // return; //AI doesn't need text info of loss
  4384. out.player = player;
  4385. if(victory)
  4386. {
  4387. if(standard > 0) //not std loss
  4388. {
  4389. switch(gs->map->victoryCondition.condition)
  4390. {
  4391. case EVictoryConditionType::ARTIFACT:
  4392. out.text.addTxt(MetaString::GENERAL_TXT, 280); //Congratulations! You have found the %s, and can claim victory!
  4393. out.text.addReplacement(MetaString::ART_NAMES,gs->map->victoryCondition.objectId); //artifact name
  4394. break;
  4395. case EVictoryConditionType::GATHERTROOP:
  4396. out.text.addTxt(MetaString::GENERAL_TXT, 276); //Congratulations! You have over %d %s in your armies. Your enemies have no choice but to bow down before your power!
  4397. out.text.addReplacement(gs->map->victoryCondition.count);
  4398. out.text.addReplacement(MetaString::CRE_PL_NAMES, gs->map->victoryCondition.objectId);
  4399. break;
  4400. case EVictoryConditionType::GATHERRESOURCE:
  4401. out.text.addTxt(MetaString::GENERAL_TXT, 278); //Congratulations! You have collected over %d %s in your treasury. Victory is yours!
  4402. out.text.addReplacement(gs->map->victoryCondition.count);
  4403. out.text.addReplacement(MetaString::RES_NAMES, gs->map->victoryCondition.objectId);
  4404. break;
  4405. case EVictoryConditionType::BUILDCITY:
  4406. out.text.addTxt(MetaString::GENERAL_TXT, 282); //Congratulations! You have successfully upgraded your town, and can claim victory!
  4407. break;
  4408. case EVictoryConditionType::BUILDGRAIL:
  4409. out.text.addTxt(MetaString::GENERAL_TXT, 284); //Congratulations! You have constructed a permanent home for the Grail, and can claim victory!
  4410. break;
  4411. case EVictoryConditionType::BEATHERO:
  4412. {
  4413. out.text.addTxt(MetaString::GENERAL_TXT, 252); //Congratulations! You have completed your quest to defeat the enemy hero %s. Victory is yours!
  4414. const CGHeroInstance *h = dynamic_cast<const CGHeroInstance*>(gs->map->victoryCondition.obj);
  4415. assert(h);
  4416. out.text.addReplacement(h->name);
  4417. }
  4418. break;
  4419. case EVictoryConditionType::CAPTURECITY:
  4420. {
  4421. out.text.addTxt(MetaString::GENERAL_TXT, 249); //Congratulations! You captured %s, and are victorious!
  4422. const CGTownInstance *t = dynamic_cast<const CGTownInstance*>(gs->map->victoryCondition.obj);
  4423. assert(t);
  4424. out.text.addReplacement(t->name);
  4425. }
  4426. break;
  4427. case EVictoryConditionType::BEATMONSTER:
  4428. out.text.addTxt(MetaString::GENERAL_TXT, 286); //Congratulations! You have completed your quest to kill the fearsome beast, and can claim victory!
  4429. break;
  4430. case EVictoryConditionType::TAKEDWELLINGS:
  4431. out.text.addTxt(MetaString::GENERAL_TXT, 288); //Congratulations! Your flag flies on the dwelling of every creature. Victory is yours!
  4432. break;
  4433. case EVictoryConditionType::TAKEMINES:
  4434. out.text.addTxt(MetaString::GENERAL_TXT, 290); //Congratulations! Your flag flies on every mine. Victory is yours!
  4435. break;
  4436. case EVictoryConditionType::TRANSPORTITEM:
  4437. out.text.addTxt(MetaString::GENERAL_TXT, 292); //Congratulations! You have reached your destination, precious cargo intact, and can claim victory!
  4438. break;
  4439. }
  4440. }
  4441. else
  4442. {
  4443. out.text.addTxt(MetaString::GENERAL_TXT, 659); //Congratulations! You have reached your destination, precious cargo intact, and can claim victory!
  4444. }
  4445. }
  4446. else
  4447. {
  4448. if(standard > 0) //not std loss
  4449. {
  4450. switch(gs->map->lossCondition.typeOfLossCon)
  4451. {
  4452. case ELossConditionType::LOSSCASTLE:
  4453. {
  4454. out.text.addTxt(MetaString::GENERAL_TXT, 251); //The town of %s has fallen - all is lost!
  4455. const CGTownInstance *t = dynamic_cast<const CGTownInstance*>(gs->map->lossCondition.obj);
  4456. assert(t);
  4457. out.text.addReplacement(t->name);
  4458. }
  4459. break;
  4460. case ELossConditionType::LOSSHERO:
  4461. {
  4462. out.text.addTxt(MetaString::GENERAL_TXT, 253); //The hero, %s, has suffered defeat - your quest is over!
  4463. const CGHeroInstance *h = dynamic_cast<const CGHeroInstance*>(gs->map->lossCondition.obj);
  4464. assert(h);
  4465. out.text.addReplacement(h->name);
  4466. }
  4467. break;
  4468. case ELossConditionType::TIMEEXPIRES:
  4469. out.text.addTxt(MetaString::GENERAL_TXT, 254); //Alas, time has run out on your quest. All is lost.
  4470. break;
  4471. }
  4472. }
  4473. else if(standard == 2)
  4474. {
  4475. out.text.addTxt(MetaString::GENERAL_TXT, 7);//%s, your heroes abandon you, and you are banished from this land.
  4476. out.text.addReplacement(MetaString::COLOR, player.getNum());
  4477. out.components.push_back(Component(Component::FLAG, player.getNum(), 0, 0));
  4478. }
  4479. else //lost all towns and heroes
  4480. {
  4481. out.text.addTxt(MetaString::GENERAL_TXT, 660); //All your forces have been defeated, and you are banished from this land!
  4482. }
  4483. }
  4484. }
  4485. bool CGameHandler::dig( const CGHeroInstance *h )
  4486. {
  4487. for (auto i = gs->map->objects.cbegin(); i != gs->map->objects.cend(); i++) //unflag objs
  4488. {
  4489. if(*i && (*i)->ID == Obj::HOLE && (*i)->pos == h->getPosition())
  4490. {
  4491. complain("Cannot dig - there is already a hole under the hero!");
  4492. return false;
  4493. }
  4494. }
  4495. if(h->diggingStatus() != CGHeroInstance::CAN_DIG) //checks for terrain and movement
  4496. COMPLAIN_RETF("Hero cannot dig (error code %d)!", h->diggingStatus());
  4497. //create a hole
  4498. NewObject no;
  4499. no.ID = Obj::HOLE;
  4500. no.pos = h->getPosition();
  4501. no.subID = getTile(no.pos)->terType;
  4502. sendAndApply(&no);
  4503. //take MPs
  4504. SetMovePoints smp;
  4505. smp.hid = h->id;
  4506. smp.val = 0;
  4507. sendAndApply(&smp);
  4508. InfoWindow iw;
  4509. iw.player = h->tempOwner;
  4510. if(gs->map->grailPos == h->getPosition())
  4511. {
  4512. iw.text.addTxt(MetaString::GENERAL_TXT, 58); //"Congratulations! After spending many hours digging here, your hero has uncovered the "
  4513. iw.text.addTxt(MetaString::ART_NAMES, 2);
  4514. iw.soundID = soundBase::ULTIMATEARTIFACT;
  4515. giveHeroNewArtifact(h, VLC->arth->artifacts[2], ArtifactPosition::PRE_FIRST); //give grail
  4516. sendAndApply(&iw);
  4517. iw.soundID = soundBase::invalid;
  4518. iw.text.clear();
  4519. iw.text.addTxt(MetaString::ART_DESCR, 2);
  4520. sendAndApply(&iw);
  4521. }
  4522. else
  4523. {
  4524. iw.text.addTxt(MetaString::GENERAL_TXT, 59); //"Nothing here. \n Where could it be?"
  4525. iw.soundID = soundBase::Dig;
  4526. sendAndApply(&iw);
  4527. }
  4528. return true;
  4529. }
  4530. void CGameHandler::attackCasting(const BattleAttack & bat, Bonus::BonusType attackMode, const CStack * attacker)
  4531. {
  4532. if(attacker->hasBonusOfType(attackMode))
  4533. {
  4534. std::set<SpellID> spellsToCast;
  4535. TBonusListPtr spells = attacker->getBonuses(Selector::type(attackMode));
  4536. BOOST_FOREACH(const Bonus *sf, *spells)
  4537. {
  4538. spellsToCast.insert (SpellID(sf->subtype));
  4539. }
  4540. BOOST_FOREACH(SpellID spellID, spellsToCast)
  4541. {
  4542. const CStack * oneOfAttacked = NULL;
  4543. for (int g=0; g<bat.bsa.size(); ++g)
  4544. {
  4545. if (bat.bsa[g].newAmount > 0 && !bat.bsa[g].isSecondary()) //apply effects only to first target stack if it's alive
  4546. {
  4547. oneOfAttacked = gs->curB->battleGetStackByID(bat.bsa[g].stackAttacked);
  4548. break;
  4549. }
  4550. }
  4551. bool castMe = false;
  4552. int meleeRanged;
  4553. if(oneOfAttacked == NULL) //all attacked creatures have been killed
  4554. return;
  4555. int spellLevel = 0;
  4556. TBonusListPtr spellsByType = attacker->getBonuses(Selector::typeSubtype(attackMode, spellID));
  4557. BOOST_FOREACH(const Bonus *sf, *spellsByType)
  4558. {
  4559. vstd::amax(spellLevel, sf->additionalInfo % 1000); //pick highest level
  4560. meleeRanged = sf->additionalInfo / 1000;
  4561. if (meleeRanged == 0 || (meleeRanged == 1 && bat.shot()) || (meleeRanged == 2 && !bat.shot()))
  4562. castMe = true;
  4563. }
  4564. int chance = attacker->valOfBonuses((Selector::typeSubtype(attackMode, spellID)));
  4565. vstd::amin (chance, 100);
  4566. int destination = oneOfAttacked->position;
  4567. const CSpell * spell = SpellID(spellID).toSpell();
  4568. if(gs->curB->battleCanCastThisSpellHere(attacker->owner, spell, ECastingMode::AFTER_ATTACK_CASTING, oneOfAttacked->position) != ESpellCastProblem::OK)
  4569. continue;
  4570. //check if spell should be casted (probability handling)
  4571. if(rand()%100 >= chance)
  4572. continue;
  4573. //casting //TODO: check if spell can be blocked or target is immune
  4574. if (castMe) //stacks use 0 spell power. If needed, default = 3 or custom value is used
  4575. handleSpellCasting(spellID, spellLevel, destination, !attacker->attackerOwned, attacker->owner, NULL, NULL, 0, ECastingMode::AFTER_ATTACK_CASTING, attacker);
  4576. }
  4577. }
  4578. }
  4579. void CGameHandler::handleAttackBeforeCasting (const BattleAttack & bat)
  4580. {
  4581. const CStack * attacker = gs->curB->battleGetStackByID(bat.stackAttacking);
  4582. attackCasting(bat, Bonus::SPELL_BEFORE_ATTACK, attacker); //no detah stare / acid bretah needed?
  4583. }
  4584. void CGameHandler::handleAfterAttackCasting( const BattleAttack & bat )
  4585. {
  4586. const CStack * attacker = gs->curB->battleGetStackByID(bat.stackAttacking);
  4587. if (!attacker) //could be already dead
  4588. return;
  4589. attackCasting(bat, Bonus::SPELL_AFTER_ATTACK, attacker);
  4590. if(bat.bsa[0].newAmount <= 0)
  4591. {
  4592. //don't try death stare or acid breath on dead stack (crash!)
  4593. return;
  4594. }
  4595. if (attacker->hasBonusOfType(Bonus::DEATH_STARE) && bat.bsa.size())
  4596. {
  4597. // mechanics of Death Stare as in H3:
  4598. // each gorgon have 10% chance to kill (counted separately in H3) -> binomial distribution
  4599. // maximum amount that can be killed is ( gorgons_count / 10 ), rounded up
  4600. double chanceToKill = double(attacker->count * attacker->valOfBonuses(Bonus::DEATH_STARE, 0)) / 100;
  4601. vstd::amin(chanceToKill, 1); //cap at 100%
  4602. boost::binomial_distribution<> distr(attacker->count, chanceToKill);
  4603. boost::mt19937 rng(rand());
  4604. boost::variate_generator<boost::mt19937&, boost::binomial_distribution<> > dice (rng, distr);
  4605. int staredCreatures = dice();
  4606. int maxToKill = (attacker->count * chanceToKill + 99) / 100;
  4607. vstd::amin(staredCreatures, maxToKill);
  4608. staredCreatures += (attacker->level() * attacker->valOfBonuses(Bonus::DEATH_STARE, 1)) / gs->curB->battleGetStackByID(bat.bsa[0].stackAttacked)->level();
  4609. if (staredCreatures)
  4610. {
  4611. if (bat.bsa[0].newAmount > 0) //TODO: death stare was not originally available for multiple-hex attacks, but...
  4612. handleSpellCasting(SpellID::DEATH_STARE, 0, gs->curB->battleGetStackByID(bat.bsa[0].stackAttacked)->position,
  4613. !attacker->attackerOwned, attacker->owner, NULL, NULL, staredCreatures, ECastingMode::AFTER_ATTACK_CASTING, attacker);
  4614. }
  4615. }
  4616. int acidDamage = 0;
  4617. TBonusListPtr acidBreath = attacker->getBonuses(Selector::type(Bonus::ACID_BREATH));
  4618. BOOST_FOREACH(const Bonus *b, *acidBreath)
  4619. {
  4620. if (b->additionalInfo > rand()%100)
  4621. acidDamage += b->val;
  4622. }
  4623. if (acidDamage)
  4624. {
  4625. handleSpellCasting(SpellID::ACID_BREATH_DAMAGE, 0, gs->curB->battleGetStackByID(bat.bsa[0].stackAttacked)->position,
  4626. !attacker->attackerOwned, attacker->owner, NULL, NULL,
  4627. acidDamage * attacker->count, ECastingMode::AFTER_ATTACK_CASTING, attacker);
  4628. }
  4629. }
  4630. bool CGameHandler::castSpell(const CGHeroInstance *h, SpellID spellID, const int3 &pos)
  4631. {
  4632. const CSpell *s = spellID.toSpell();
  4633. int cost = h->getSpellCost(s);
  4634. int schoolLevel = h->getSpellSchoolLevel(s);
  4635. if(!h->canCastThisSpell(s))
  4636. COMPLAIN_RET("Hero cannot cast this spell!");
  4637. if(h->mana < cost)
  4638. COMPLAIN_RET("Hero doesn't have enough spell points to cast this spell!");
  4639. if(s->combatSpell)
  4640. COMPLAIN_RET("This function can be used only for adventure map spells!");
  4641. AdvmapSpellCast asc;
  4642. asc.caster = h;
  4643. asc.spellID = spellID;
  4644. sendAndApply(&asc);
  4645. switch(spellID)
  4646. {
  4647. case SpellID::SUMMON_BOAT:
  4648. {
  4649. //check if spell works at all
  4650. if(rand() % 100 >= s->powers[schoolLevel]) //power is % chance of success
  4651. {
  4652. InfoWindow iw;
  4653. iw.player = h->tempOwner;
  4654. iw.text.addTxt(MetaString::GENERAL_TXT, 336); //%s tried to summon a boat, but failed.
  4655. iw.text.addReplacement(h->name);
  4656. sendAndApply(&iw);
  4657. break;
  4658. }
  4659. //try to find unoccupied boat to summon
  4660. const CGBoat *nearest = NULL;
  4661. double dist = 0;
  4662. int3 summonPos = h->bestLocation();
  4663. if(summonPos.x < 0)
  4664. COMPLAIN_RET("There is no water tile available!");
  4665. BOOST_FOREACH(const CGObjectInstance *obj, gs->map->objects)
  4666. {
  4667. if(obj && obj->ID == Obj::BOAT)
  4668. {
  4669. const CGBoat *b = static_cast<const CGBoat*>(obj);
  4670. if(b->hero) continue; //we're looking for unoccupied boat
  4671. double nDist = distance(b->pos, h->getPosition());
  4672. if(!nearest || nDist < dist) //it's first boat or closer than previous
  4673. {
  4674. nearest = b;
  4675. dist = nDist;
  4676. }
  4677. }
  4678. }
  4679. if(nearest) //we found boat to summon
  4680. {
  4681. ChangeObjPos cop;
  4682. cop.objid = nearest->id;
  4683. cop.nPos = summonPos + int3(1,0,0);;
  4684. cop.flags = 1;
  4685. sendAndApply(&cop);
  4686. }
  4687. else if(schoolLevel < 2) //none or basic level -> cannot create boat :(
  4688. {
  4689. InfoWindow iw;
  4690. iw.player = h->tempOwner;
  4691. iw.text.addTxt(MetaString::GENERAL_TXT, 335); //There are no boats to summon.
  4692. sendAndApply(&iw);
  4693. }
  4694. else //create boat
  4695. {
  4696. NewObject no;
  4697. no.ID = Obj::BOAT;
  4698. no.subID = h->getBoatType();
  4699. no.pos = summonPos + int3(1,0,0);;
  4700. sendAndApply(&no);
  4701. }
  4702. break;
  4703. }
  4704. case SpellID::SCUTTLE_BOAT:
  4705. {
  4706. //check if spell works at all
  4707. if(rand() % 100 >= s->powers[schoolLevel]) //power is % chance of success
  4708. {
  4709. InfoWindow iw;
  4710. iw.player = h->tempOwner;
  4711. iw.text.addTxt(MetaString::GENERAL_TXT, 337); //%s tried to scuttle the boat, but failed
  4712. iw.text.addReplacement(h->name);
  4713. sendAndApply(&iw);
  4714. break;
  4715. }
  4716. if(!gs->map->isInTheMap(pos))
  4717. COMPLAIN_RET("Invalid dst tile for scuttle!");
  4718. //TODO: test range, visibility
  4719. const TerrainTile *t = &gs->map->getTile(pos);
  4720. if(!t->visitableObjects.size() || t->visitableObjects.back()->ID != Obj::BOAT)
  4721. COMPLAIN_RET("There is no boat to scuttle!");
  4722. RemoveObject ro;
  4723. ro.id = t->visitableObjects.back()->id;
  4724. sendAndApply(&ro);
  4725. break;
  4726. }
  4727. case SpellID::DIMENSION_DOOR:
  4728. {
  4729. const TerrainTile *dest = getTile(pos);
  4730. const TerrainTile *curr = getTile(h->getSightCenter());
  4731. if(!dest)
  4732. COMPLAIN_RET("Destination tile doesn't exist!");
  4733. if(!h->movement)
  4734. COMPLAIN_RET("Hero needs movement points to cast Dimension Door!");
  4735. if(h->getBonusesCount(Bonus::SPELL_EFFECT, SpellID::DIMENSION_DOOR) >= s->powers[schoolLevel]) //limit casts per turn
  4736. {
  4737. InfoWindow iw;
  4738. iw.player = h->tempOwner;
  4739. iw.text.addTxt(MetaString::GENERAL_TXT, 338); //%s is not skilled enough to cast this spell again today.
  4740. iw.text.addReplacement(h->name);
  4741. sendAndApply(&iw);
  4742. break;
  4743. }
  4744. GiveBonus gb;
  4745. gb.id = h->id.getNum();
  4746. gb.bonus = Bonus(Bonus::ONE_DAY, Bonus::NONE, Bonus::SPELL_EFFECT, 0, SpellID::DIMENSION_DOOR);
  4747. sendAndApply(&gb);
  4748. if(!dest->isClear(curr)) //wrong dest tile
  4749. {
  4750. InfoWindow iw;
  4751. iw.player = h->tempOwner;
  4752. iw.text.addTxt(MetaString::GENERAL_TXT, 70); //Dimension Door failed!
  4753. sendAndApply(&iw);
  4754. break;
  4755. }
  4756. if (moveHero(h->id, pos + h->getVisitableOffset(), true))
  4757. {
  4758. SetMovePoints smp;
  4759. smp.hid = h->id;
  4760. smp.val = std::max<ui32>(0, h->movement - 300);
  4761. sendAndApply(&smp);
  4762. }
  4763. }
  4764. break;
  4765. case SpellID::FLY:
  4766. {
  4767. int subtype = schoolLevel >= 2 ? 1 : 2; //adv or expert
  4768. GiveBonus gb;
  4769. gb.id = h->id.getNum();
  4770. gb.bonus = Bonus(Bonus::ONE_DAY, Bonus::FLYING_MOVEMENT, Bonus::SPELL_EFFECT, 0, SpellID::FLY, subtype);
  4771. sendAndApply(&gb);
  4772. }
  4773. break;
  4774. case SpellID::WATER_WALK:
  4775. {
  4776. int subtype = schoolLevel >= 2 ? 1 : 2; //adv or expert
  4777. GiveBonus gb;
  4778. gb.id = h->id.getNum();
  4779. gb.bonus = Bonus(Bonus::ONE_DAY, Bonus::WATER_WALKING, Bonus::SPELL_EFFECT, 0, SpellID::WATER_WALK, subtype);
  4780. sendAndApply(&gb);
  4781. }
  4782. break;
  4783. case SpellID::TOWN_PORTAL:
  4784. {
  4785. if (!gs->map->isInTheMap(pos))
  4786. COMPLAIN_RET("Destination tile not present!")
  4787. TerrainTile tile = gs->map->getTile(pos);
  4788. if (tile.visitableObjects.empty() || tile.visitableObjects.back()->ID != Obj::TOWN )
  4789. COMPLAIN_RET("Town not found for Town Portal!");
  4790. CGTownInstance * town = static_cast<CGTownInstance*>(tile.visitableObjects.back());
  4791. if (town->tempOwner != h->tempOwner)
  4792. COMPLAIN_RET("Can't teleport to another player!");
  4793. if (town->visitingHero)
  4794. COMPLAIN_RET("Can't teleport to occupied town!");
  4795. if (h->getSpellSchoolLevel(s) < 2)
  4796. {
  4797. double dist = town->pos.dist2d(h->pos);
  4798. ObjectInstanceID nearest = town->id; //nearest town's ID
  4799. BOOST_FOREACH(const CGTownInstance * currTown, gs->getPlayer(h->tempOwner)->towns)
  4800. {
  4801. double curDist = currTown->pos.dist2d(h->pos);
  4802. if (nearest == ObjectInstanceID() || curDist < dist)
  4803. {
  4804. nearest = town->id;
  4805. dist = curDist;
  4806. }
  4807. }
  4808. if (town->id != nearest)
  4809. COMPLAIN_RET("This hero can only teleport to nearest town!")
  4810. }
  4811. moveHero(h->id, town->visitablePos() + h->getVisitableOffset() ,1);
  4812. }
  4813. break;
  4814. case SpellID::VISIONS:
  4815. case SpellID::VIEW_EARTH:
  4816. case SpellID::DISGUISE:
  4817. case SpellID::VIEW_AIR:
  4818. default:
  4819. COMPLAIN_RET("This spell is not implemented yet!");
  4820. break;
  4821. }
  4822. SetMana sm;
  4823. sm.hid = h->id;
  4824. sm.val = h->mana - cost;
  4825. sendAndApply(&sm);
  4826. return true;
  4827. }
  4828. void CGameHandler::visitObjectOnTile(const TerrainTile &t, const CGHeroInstance * h)
  4829. {
  4830. if (!t.visitableObjects.empty())
  4831. {
  4832. //to prevent self-visiting heroes on space press
  4833. if(t.visitableObjects.back() != h)
  4834. objectVisited(t.visitableObjects.back(), h);
  4835. else if(t.visitableObjects.size() > 1)
  4836. objectVisited(*(t.visitableObjects.end()-2),h);
  4837. }
  4838. }
  4839. bool CGameHandler::sacrificeCreatures(const IMarket *market, const CGHeroInstance *hero, SlotID slot, ui32 count)
  4840. {
  4841. int oldCount = hero->getStackCount(slot);
  4842. if(oldCount < count)
  4843. COMPLAIN_RET("Not enough creatures to sacrifice!")
  4844. else if(oldCount == count && hero->Slots().size() == 1 && hero->needsLastStack())
  4845. COMPLAIN_RET("Cannot sacrifice last creature!");
  4846. int crid = hero->getStack(slot).type->idNumber;
  4847. changeStackCount(StackLocation(hero, slot), -count);
  4848. int dump, exp;
  4849. market->getOffer(crid, 0, dump, exp, EMarketMode::CREATURE_EXP);
  4850. exp *= count;
  4851. changePrimSkill(hero, PrimarySkill::EXPERIENCE, hero->calculateXp(exp));
  4852. return true;
  4853. }
  4854. bool CGameHandler::sacrificeArtifact(const IMarket * m, const CGHeroInstance * hero, ArtifactPosition slot)
  4855. {
  4856. ArtifactLocation al(hero, slot);
  4857. const CArtifactInstance *a = al.getArt();
  4858. if(!a)
  4859. COMPLAIN_RET("Cannot find artifact to sacrifice!");
  4860. int dmp, expToGive;
  4861. m->getOffer(hero->getArtTypeId(slot), 0, dmp, expToGive, EMarketMode::ARTIFACT_EXP);
  4862. removeArtifact(al);
  4863. changePrimSkill(hero, PrimarySkill::EXPERIENCE, expToGive);
  4864. return true;
  4865. }
  4866. void CGameHandler::makeStackDoNothing(const CStack * next)
  4867. {
  4868. BattleAction doNothing;
  4869. doNothing.actionType = Battle::NO_ACTION;
  4870. doNothing.additionalInfo = 0;
  4871. doNothing.destinationTile = -1;
  4872. doNothing.side = !next->attackerOwned;
  4873. doNothing.stackNumber = next->ID;
  4874. makeAutomaticAction(next, doNothing);
  4875. }
  4876. bool CGameHandler::insertNewStack(const StackLocation &sl, const CCreature *c, TQuantity count)
  4877. {
  4878. if(sl.army->hasStackAtSlot(sl.slot))
  4879. COMPLAIN_RET("Slot is already taken!");
  4880. if(!sl.slot.validSlot())
  4881. COMPLAIN_RET("Cannot insert stack to that slot!");
  4882. InsertNewStack ins;
  4883. ins.sl = sl;
  4884. ins.stack = CStackBasicDescriptor(c, count);
  4885. sendAndApply(&ins);
  4886. return true;
  4887. }
  4888. bool CGameHandler::eraseStack(const StackLocation &sl, bool forceRemoval/* = false*/)
  4889. {
  4890. if(!sl.army->hasStackAtSlot(sl.slot))
  4891. COMPLAIN_RET("Cannot find a stack to erase");
  4892. if(sl.army->Slots().size() == 1 //from the last stack
  4893. && sl.army->needsLastStack() //that must be left
  4894. && !forceRemoval) //ignore above conditions if we are forcing removal
  4895. {
  4896. COMPLAIN_RET("Cannot erase the last stack!");
  4897. }
  4898. EraseStack es;
  4899. es.sl = sl;
  4900. sendAndApply(&es);
  4901. return true;
  4902. }
  4903. bool CGameHandler::changeStackCount(const StackLocation &sl, TQuantity count, bool absoluteValue /*= false*/)
  4904. {
  4905. TQuantity currentCount = sl.army->getStackCount(sl.slot);
  4906. if((absoluteValue && count < 0)
  4907. || (!absoluteValue && -count > currentCount))
  4908. {
  4909. COMPLAIN_RET("Cannot take more stacks than present!");
  4910. }
  4911. if((currentCount == -count && !absoluteValue)
  4912. || (!count && absoluteValue))
  4913. {
  4914. eraseStack(sl);
  4915. }
  4916. else
  4917. {
  4918. ChangeStackCount csc;
  4919. csc.sl = sl;
  4920. csc.count = count;
  4921. csc.absoluteValue = absoluteValue;
  4922. sendAndApply(&csc);
  4923. }
  4924. return true;
  4925. }
  4926. bool CGameHandler::addToSlot(const StackLocation &sl, const CCreature *c, TQuantity count)
  4927. {
  4928. const CCreature *slotC = sl.army->getCreature(sl.slot);
  4929. if(!slotC) //slot is empty
  4930. insertNewStack(sl, c, count);
  4931. else if(c == slotC)
  4932. changeStackCount(sl, count);
  4933. else
  4934. {
  4935. COMPLAIN_RET("Cannot add " + c->namePl + " to slot " + boost::lexical_cast<std::string>(sl.slot) + "!");
  4936. }
  4937. return true;
  4938. }
  4939. void CGameHandler::tryJoiningArmy(const CArmedInstance *src, const CArmedInstance *dst, bool removeObjWhenFinished, bool allowMerging)
  4940. {
  4941. if(!src->canBeMergedWith(*dst, allowMerging))
  4942. {
  4943. if (allowMerging) //do that, add all matching creatures.
  4944. {
  4945. bool cont = true;
  4946. while (cont)
  4947. {
  4948. for(TSlots::const_iterator i = src->stacks.begin(); i != src->stacks.end(); i++)//while there are unmoved creatures
  4949. {
  4950. SlotID pos = dst->getSlotFor(i->second->type);
  4951. if(pos.validSlot())
  4952. {
  4953. moveStack(StackLocation(src, i->first), StackLocation(dst, pos));
  4954. cont = true;
  4955. break; //or iterator crashes
  4956. }
  4957. cont = false;
  4958. }
  4959. }
  4960. }
  4961. boost::function<void()> removeOrNot = 0;
  4962. if(removeObjWhenFinished)
  4963. removeOrNot = boost::bind(&IGameCallback::removeObject,this,src);
  4964. showGarrisonDialog(src->id, dst->id, true, removeOrNot); //show garrison window and optionally remove ourselves from map when player ends
  4965. }
  4966. else //merge
  4967. {
  4968. moveArmy(src, dst, allowMerging);
  4969. if(removeObjWhenFinished)
  4970. removeObject(src);
  4971. }
  4972. }
  4973. bool CGameHandler::moveStack(const StackLocation &src, const StackLocation &dst, TQuantity count)
  4974. {
  4975. if(!src.army->hasStackAtSlot(src.slot))
  4976. COMPLAIN_RET("No stack to move!");
  4977. if(dst.army->hasStackAtSlot(dst.slot) && dst.army->getCreature(dst.slot) != src.army->getCreature(src.slot))
  4978. COMPLAIN_RET("Cannot move: stack of different type at destination pos!");
  4979. if(!dst.slot.validSlot())
  4980. COMPLAIN_RET("Cannot move stack to that slot!");
  4981. if(count == -1)
  4982. {
  4983. count = src.army->getStackCount(src.slot);
  4984. }
  4985. if(src.army != dst.army //moving away
  4986. && count == src.army->getStackCount(src.slot) //all creatures
  4987. && src.army->Slots().size() == 1 //from the last stack
  4988. && src.army->needsLastStack()) //that must be left
  4989. {
  4990. COMPLAIN_RET("Cannot move away the last creature!");
  4991. }
  4992. RebalanceStacks rs;
  4993. rs.src = src;
  4994. rs.dst = dst;
  4995. rs.count = count;
  4996. sendAndApply(&rs);
  4997. return true;
  4998. }
  4999. bool CGameHandler::swapStacks(const StackLocation &sl1, const StackLocation &sl2)
  5000. {
  5001. if(!sl1.army->hasStackAtSlot(sl1.slot))
  5002. return moveStack(sl2, sl1);
  5003. else if(!sl2.army->hasStackAtSlot(sl2.slot))
  5004. return moveStack(sl1, sl2);
  5005. else
  5006. {
  5007. SwapStacks ss;
  5008. ss.sl1 = sl1;
  5009. ss.sl2 = sl2;
  5010. sendAndApply(&ss);
  5011. return true;
  5012. }
  5013. }
  5014. void CGameHandler::runBattle()
  5015. {
  5016. setBattle(gs->curB);
  5017. assert(gs->curB);
  5018. //TODO: pre-tactic stuff, call scripts etc.
  5019. //tactic round
  5020. {
  5021. while(gs->curB->tacticDistance && !battleResult.get())
  5022. boost::this_thread::sleep(boost::posix_time::milliseconds(50));
  5023. }
  5024. //spells opening battle
  5025. for(int i=0; i<ARRAY_COUNT(gs->curB->heroes); ++i)
  5026. {
  5027. if(gs->curB->heroes[i] && gs->curB->heroes[i]->hasBonusOfType(Bonus::OPENING_BATTLE_SPELL))
  5028. {
  5029. TBonusListPtr bl = gs->curB->heroes[i]->getBonuses(Selector::type(Bonus::OPENING_BATTLE_SPELL));
  5030. BOOST_FOREACH (Bonus *b, *bl)
  5031. {
  5032. handleSpellCasting(SpellID(b->subtype), 3, -1, 0, gs->curB->heroes[i]->tempOwner, NULL, gs->curB->heroes[1-i], b->val, ECastingMode::HERO_CASTING, NULL);
  5033. }
  5034. }
  5035. }
  5036. //main loop
  5037. while(!battleResult.get()) //till the end of the battle ;]
  5038. {
  5039. NEW_ROUND;
  5040. auto obstacles = gs->curB->obstacles; //we copy container, because we're going to modify it
  5041. BOOST_FOREACH(auto &obstPtr, obstacles)
  5042. {
  5043. if(const SpellCreatedObstacle *sco = dynamic_cast<const SpellCreatedObstacle *>(obstPtr.get()))
  5044. if(sco->turnsRemaining == 0)
  5045. removeObstacle(*obstPtr);
  5046. }
  5047. const BattleInfo & curB = *gs->curB;
  5048. //stack loop
  5049. const CStack *next;
  5050. while(!battleResult.get() && (next = curB.getNextStack()) && next->willMove())
  5051. {
  5052. //check for bad morale => freeze
  5053. int nextStackMorale = next->MoraleVal();
  5054. if( nextStackMorale < 0 &&
  5055. !(NBonus::hasOfType(gs->curB->heroes[0], Bonus::BLOCK_MORALE) || NBonus::hasOfType(gs->curB->heroes[1], Bonus::BLOCK_MORALE)) //checking if gs->curB->heroes have (or don't have) morale blocking bonuses)
  5056. )
  5057. {
  5058. if( rand()%24 < -2 * nextStackMorale)
  5059. {
  5060. //unit loses its turn - empty freeze action
  5061. BattleAction ba;
  5062. ba.actionType = Battle::BAD_MORALE;
  5063. ba.additionalInfo = 1;
  5064. ba.side = !next->attackerOwned;
  5065. ba.stackNumber = next->ID;
  5066. makeAutomaticAction(next, ba);
  5067. continue;
  5068. }
  5069. }
  5070. if(next->hasBonusOfType(Bonus::ATTACKS_NEAREST_CREATURE)) //while in berserk
  5071. { //fixme: stack should not attack itself
  5072. std::pair<const CStack *, int> attackInfo = curB.getNearestStack(next, boost::logic::indeterminate, true);
  5073. if(attackInfo.first != NULL)
  5074. {
  5075. BattleAction attack;
  5076. attack.actionType = Battle::WALK_AND_ATTACK;
  5077. attack.side = !next->attackerOwned;
  5078. attack.stackNumber = next->ID;
  5079. attack.additionalInfo = attackInfo.first->position;
  5080. attack.destinationTile = attackInfo.second;
  5081. makeAutomaticAction(next, attack);
  5082. }
  5083. else
  5084. {
  5085. makeStackDoNothing(next);
  5086. }
  5087. continue;
  5088. }
  5089. const CGHeroInstance * curOwner = gs->curB->battleGetOwner(next);
  5090. if( (next->position < 0 || next->getCreature()->idNumber == CreatureID::BALLISTA) //arrow turret or ballista
  5091. && (!curOwner || curOwner->getSecSkillLevel(SecondarySkill::ARTILLERY) == 0)) //hero has no artillery
  5092. {
  5093. BattleAction attack;
  5094. attack.actionType = Battle::SHOOT;
  5095. attack.side = !next->attackerOwned;
  5096. attack.stackNumber = next->ID;
  5097. for(int g=0; g<gs->curB->stacks.size(); ++g)
  5098. {
  5099. if(gs->curB->stacks[g]->owner != next->owner && gs->curB->stacks[g]->isValidTarget())
  5100. {
  5101. attack.destinationTile = gs->curB->stacks[g]->position;
  5102. break;
  5103. }
  5104. }
  5105. makeAutomaticAction(next, attack);
  5106. continue;
  5107. }
  5108. if(next->getCreature()->idNumber == CreatureID::CATAPULT && (!curOwner || curOwner->getSecSkillLevel(SecondarySkill::BALLISTICS) == 0)) //catapult, hero has no ballistics
  5109. {
  5110. BattleAction attack;
  5111. static const int wallHexes[] = {50, 183, 182, 130, 62, 29, 12, 95};
  5112. attack.destinationTile = wallHexes[ rand()%ARRAY_COUNT(wallHexes) ];
  5113. attack.actionType = Battle::CATAPULT;
  5114. attack.additionalInfo = 0;
  5115. attack.side = !next->attackerOwned;
  5116. attack.stackNumber = next->ID;
  5117. makeAutomaticAction(next, attack);
  5118. continue;
  5119. }
  5120. if(next->getCreature()->idNumber == CreatureID::FIRST_AID_TENT)
  5121. {
  5122. std::vector< const CStack * > possibleStacks;
  5123. //is there any clean algorithm for that? (boost.range seems to lack copy_if) -> remove_copy_if?
  5124. BOOST_FOREACH(const CStack *s, battleGetAllStacks())
  5125. if(s->owner == next->owner && s->canBeHealed())
  5126. possibleStacks.push_back(s);
  5127. if(!possibleStacks.size())
  5128. {
  5129. makeStackDoNothing(next);
  5130. continue;
  5131. }
  5132. if(!curOwner || curOwner->getSecSkillLevel(SecondarySkill::FIRST_AID) == 0) //no hero or hero has no first aid
  5133. {
  5134. range::random_shuffle(possibleStacks);
  5135. const CStack * toBeHealed = possibleStacks.front();
  5136. BattleAction heal;
  5137. heal.actionType = Battle::STACK_HEAL;
  5138. heal.additionalInfo = 0;
  5139. heal.destinationTile = toBeHealed->position;
  5140. heal.side = !next->attackerOwned;
  5141. heal.stackNumber = next->ID;
  5142. makeAutomaticAction(next, heal);
  5143. continue;
  5144. }
  5145. }
  5146. int numberOfAsks = 1;
  5147. bool breakOuter = false;
  5148. do
  5149. {//ask interface and wait for answer
  5150. if(!battleResult.get())
  5151. {
  5152. stackTurnTrigger(next); //various effects
  5153. if (vstd::contains(next->state, EBattleStackState::FEAR))
  5154. {
  5155. makeStackDoNothing(next); //end immediately if stack was affected by fear
  5156. }
  5157. else
  5158. {
  5159. logGlobal->traceStream() << "Activating " << next->nodeName();
  5160. BattleSetActiveStack sas;
  5161. sas.stack = next->ID;
  5162. sendAndApply(&sas);
  5163. boost::unique_lock<boost::mutex> lock(battleMadeAction.mx);
  5164. battleMadeAction.data = false;
  5165. while (next->alive() &&
  5166. (!battleMadeAction.data && !battleResult.get())) //active stack hasn't made its action and battle is still going
  5167. battleMadeAction.cond.wait(lock);
  5168. }
  5169. }
  5170. if(battleResult.get()) //don't touch it, battle could be finished while waiting got action
  5171. {
  5172. breakOuter = true;
  5173. break;
  5174. }
  5175. //we're after action, all results applied
  5176. checkForBattleEnd(); //check if this action ended the battle
  5177. //check for good morale
  5178. nextStackMorale = next->MoraleVal();
  5179. if(!vstd::contains(next->state,EBattleStackState::HAD_MORALE) //only one extra move per turn possible
  5180. && !vstd::contains(next->state,EBattleStackState::DEFENDING)
  5181. && !next->waited()
  5182. && !vstd::contains(next->state, EBattleStackState::FEAR)
  5183. && next->alive()
  5184. && nextStackMorale > 0
  5185. && !(NBonus::hasOfType(gs->curB->heroes[0], Bonus::BLOCK_MORALE) || NBonus::hasOfType(gs->curB->heroes[1], Bonus::BLOCK_MORALE)) //checking if gs->curB->heroes have (or don't have) morale blocking bonuses
  5186. )
  5187. {
  5188. if(rand()%24 < nextStackMorale) //this stack hasn't got morale this turn
  5189. {
  5190. BattleTriggerEffect bte;
  5191. bte.stackID = next->ID;
  5192. bte.effect = Bonus::MORALE;
  5193. bte.val = 1;
  5194. bte.additionalInfo = 0;
  5195. sendAndApply(&bte); //play animation
  5196. ++numberOfAsks; //move this stack once more
  5197. }
  5198. }
  5199. --numberOfAsks;
  5200. } while (numberOfAsks > 0);
  5201. if (breakOuter)
  5202. {
  5203. break;
  5204. }
  5205. }
  5206. }
  5207. endBattle(gs->curB->tile, gs->curB->heroes[0], gs->curB->heroes[1]);
  5208. }
  5209. bool CGameHandler::makeAutomaticAction(const CStack *stack, BattleAction &ba)
  5210. {
  5211. BattleSetActiveStack bsa;
  5212. bsa.stack = stack->ID;
  5213. bsa.askPlayerInterface = false;
  5214. sendAndApply(&bsa);
  5215. bool ret = makeBattleAction(ba);
  5216. checkForBattleEnd();
  5217. return ret;
  5218. }
  5219. void CGameHandler::giveHeroArtifact(const CGHeroInstance *h, const CArtifactInstance *a, ArtifactPosition pos)
  5220. {
  5221. assert(a->artType);
  5222. ArtifactLocation al;
  5223. al.artHolder = const_cast<CGHeroInstance*>(h);
  5224. ArtifactPosition slot = ArtifactPosition::PRE_FIRST;
  5225. if(pos < 0)
  5226. {
  5227. if(pos == ArtifactPosition::FIRST_AVAILABLE)
  5228. slot = a->firstAvailableSlot(h);
  5229. else
  5230. slot = a->firstBackpackSlot(h);
  5231. }
  5232. else
  5233. {
  5234. slot = pos;
  5235. }
  5236. al.slot = slot;
  5237. if(slot < 0 || !a->canBePutAt(al))
  5238. {
  5239. complain("Cannot put artifact in that slot!");
  5240. return;
  5241. }
  5242. putArtifact(al, a);
  5243. }
  5244. void CGameHandler::putArtifact(const ArtifactLocation &al, const CArtifactInstance *a)
  5245. {
  5246. PutArtifact pa;
  5247. pa.art = a;
  5248. pa.al = al;
  5249. sendAndApply(&pa);
  5250. }
  5251. void CGameHandler::giveHeroNewArtifact(const CGHeroInstance *h, const CArtifact *artType, ArtifactPosition pos)
  5252. {
  5253. CArtifactInstance *a = NULL;
  5254. if(!artType->constituents)
  5255. {
  5256. a = new CArtifactInstance();
  5257. }
  5258. else
  5259. {
  5260. a = new CCombinedArtifactInstance();
  5261. }
  5262. a->artType = artType; //*NOT* via settype -> all bonus-related stuff must be done by NewArtifact apply
  5263. NewArtifact na;
  5264. na.art = a;
  5265. sendAndApply(&na); // -> updates a!!!, will create a on other machines
  5266. giveHeroArtifact(h, a, pos);
  5267. }
  5268. void CGameHandler::setBattleResult(BattleResult::EResult resultType, int victoriusSide)
  5269. {
  5270. if(battleResult.get())
  5271. {
  5272. complain("There is already set result?");
  5273. return;
  5274. }
  5275. BattleResult *br = new BattleResult;
  5276. br->result = resultType;
  5277. br->winner = victoriusSide; //surrendering side loses
  5278. gs->curB->calculateCasualties(br->casualties);
  5279. battleResult.set(br);
  5280. }
  5281. void CGameHandler::commitPackage( CPackForClient *pack )
  5282. {
  5283. sendAndApply(pack);
  5284. }
  5285. void CGameHandler::spawnWanderingMonsters(CreatureID creatureID)
  5286. {
  5287. std::vector<int3>::iterator tile;
  5288. std::vector<int3> tiles;
  5289. getFreeTiles(tiles);
  5290. ui32 amount = tiles.size() / 200; //Chance is 0.5% for each tile
  5291. std::random_shuffle(tiles.begin(), tiles.end());
  5292. logGlobal->traceStream() << "Spawning wandering monsters. Found " << tiles.size() << " free tiles. Creature type: " << creatureID;
  5293. const CCreature *cre = VLC->creh->creatures[creatureID];
  5294. for (int i = 0; i < amount; ++i)
  5295. {
  5296. tile = tiles.begin();
  5297. logGlobal->traceStream() << "\tSpawning monster at " << *tile;
  5298. putNewMonster(creatureID, cre->getRandomAmount(std::rand), *tile);
  5299. tiles.erase(tile); //not use it again
  5300. }
  5301. }
  5302. void CGameHandler::removeObstacle(const CObstacleInstance &obstacle)
  5303. {
  5304. ObstaclesRemoved obsRem;
  5305. obsRem.obstacles.insert(obstacle.uniqueID);
  5306. sendAndApply(&obsRem);
  5307. }
  5308. void CGameHandler::synchronizeArtifactHandlerLists()
  5309. {
  5310. UpdateArtHandlerLists uahl;
  5311. uahl.treasures = VLC->arth->treasures;
  5312. uahl.minors = VLC->arth->minors;
  5313. uahl.majors = VLC->arth->majors;
  5314. uahl.relics = VLC->arth->relics;
  5315. sendAndApply(&uahl);
  5316. }
  5317. bool CGameHandler::isValidObject(const CGObjectInstance *obj) const
  5318. {
  5319. return vstd::contains(gs->map->objects, obj);
  5320. }
  5321. bool CGameHandler::isBlockedByQueries(const CPack *pack, PlayerColor player)
  5322. {
  5323. if(dynamic_cast<const PlayerMessage*>(pack))
  5324. return false;
  5325. auto query = queries.topQuery(player);
  5326. if(query && query->blocksPack(pack))
  5327. {
  5328. complain(boost::str(boost::format("Player %s has to answer queries before attempting any further actions. Top query is %s!") % player % query->toString()));
  5329. return true;
  5330. }
  5331. return false;
  5332. }
  5333. CasualtiesAfterBattle::CasualtiesAfterBattle(const CArmedInstance *army, BattleInfo *bat)
  5334. {
  5335. heroWithDeadCommander = ObjectInstanceID();
  5336. PlayerColor color = army->tempOwner;
  5337. if(color == PlayerColor::UNFLAGGABLE)
  5338. color = PlayerColor::NEUTRAL;
  5339. BOOST_FOREACH(CStack *st, bat->stacks)
  5340. {
  5341. if(vstd::contains(st->state, EBattleStackState::SUMMONED)) //don't take into account summoned stacks
  5342. continue;
  5343. if(st->owner==color && !army->slotEmpty(st->slot) && st->count < army->getStackCount(st->slot))
  5344. {
  5345. StackLocation sl(army, st->slot);
  5346. if(st->alive())
  5347. newStackCounts.push_back(std::pair<StackLocation, int>(sl, st->count));
  5348. else
  5349. newStackCounts.push_back(std::pair<StackLocation, int>(sl, 0));
  5350. }
  5351. if (st->base && !st->count)
  5352. {
  5353. auto c = dynamic_cast <const CCommanderInstance *>(st->base);
  5354. if (c) //switch commander status to dead
  5355. {
  5356. auto h = dynamic_cast <const CGHeroInstance *>(army);
  5357. if (h && h->commander == c)
  5358. heroWithDeadCommander = army->id; //TODO: unify commander handling
  5359. }
  5360. }
  5361. }
  5362. }
  5363. void CasualtiesAfterBattle::takeFromArmy(CGameHandler *gh)
  5364. {
  5365. BOOST_FOREACH(TStackAndItsNewCount &ncount, newStackCounts)
  5366. {
  5367. if(ncount.second > 0)
  5368. gh->changeStackCount(ncount.first, ncount.second, true);
  5369. else
  5370. gh->eraseStack(ncount.first, true);
  5371. }
  5372. if (heroWithDeadCommander != ObjectInstanceID())
  5373. {
  5374. SetCommanderProperty scp;
  5375. scp.heroid = heroWithDeadCommander;
  5376. scp.which = SetCommanderProperty::ALIVE;
  5377. scp.amount = 0;
  5378. gh->sendAndApply (&scp);
  5379. }
  5380. }
  5381. CGameHandler::FinishingBattleHelper::FinishingBattleHelper(shared_ptr<const CBattleQuery> Query, bool Duel, int RemainingBattleQueriesCount)
  5382. {
  5383. assert(Query->result);
  5384. assert(Query->bi);
  5385. auto &result = *Query->result;
  5386. auto &info = *Query->bi;
  5387. winnerHero = result.winner != 0 ? info.heroes[1] : info.heroes[0];
  5388. loserHero = result.winner != 0 ? info.heroes[0] : info.heroes[1];
  5389. victor = info.sides[result.winner];
  5390. loser = info.sides[!result.winner];
  5391. duel = Duel;
  5392. remainingBattleQueriesCount = RemainingBattleQueriesCount;
  5393. }
  5394. CGameHandler::FinishingBattleHelper::FinishingBattleHelper()
  5395. {
  5396. winnerHero = loserHero = nullptr;
  5397. }