CGameHandler.cpp 192 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; //TODO: scale with attack/defense
  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. COMPLAIN_RET_IF(!creatures.stacksCount(), "Strange, giveCreatures called without args!");
  1620. COMPLAIN_RET_IF(obj->stacksCount(), "Cannot give creatures from not-cleared object!");
  1621. COMPLAIN_RET_IF(creatures.stacksCount() > GameConstants::ARMY_SIZE, "Too many stacks to give!");
  1622. //first we move creatures to give to make them army of object-source
  1623. for (TSlots::const_iterator stack = creatures.Slots().begin(); stack != creatures.Slots().end(); stack++)
  1624. {
  1625. addToSlot(StackLocation(obj, obj->getSlotFor(stack->second->type)), stack->second->type, stack->second->count);
  1626. }
  1627. tryJoiningArmy(obj, h, remove, true);
  1628. }
  1629. void CGameHandler::takeCreatures(ObjectInstanceID objid, const std::vector<CStackBasicDescriptor> &creatures)
  1630. {
  1631. std::vector<CStackBasicDescriptor> cres = creatures;
  1632. if (cres.size() <= 0)
  1633. return;
  1634. const CArmedInstance* obj = static_cast<const CArmedInstance*>(getObj(objid));
  1635. BOOST_FOREACH(CStackBasicDescriptor &sbd, cres)
  1636. {
  1637. TQuantity collected = 0;
  1638. while(collected < sbd.count)
  1639. {
  1640. bool foundSth = false;
  1641. for(auto i = obj->Slots().begin(); i != obj->Slots().end(); i++)
  1642. {
  1643. if(i->second->type == sbd.type)
  1644. {
  1645. TQuantity take = std::min(sbd.count - collected, i->second->count); //collect as much cres as we can
  1646. changeStackCount(StackLocation(obj, i->first), -take, false);
  1647. collected += take;
  1648. foundSth = true;
  1649. break;
  1650. }
  1651. }
  1652. if(!foundSth) //we went through the whole loop and haven't found appropriate cres
  1653. {
  1654. complain("Unexpected failure during taking creatures!");
  1655. return;
  1656. }
  1657. }
  1658. }
  1659. }
  1660. void CGameHandler::showCompInfo(ShowInInfobox * comp)
  1661. {
  1662. sendToAllClients(comp);
  1663. }
  1664. void CGameHandler::heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  1665. {
  1666. HeroVisitCastle vc;
  1667. vc.hid = hero->id;
  1668. vc.tid = obj->id;
  1669. vc.flags |= 1;
  1670. sendAndApply(&vc);
  1671. vistiCastleObjects (obj, hero);
  1672. giveSpells (obj, hero);
  1673. if(gs->map->victoryCondition.condition == EVictoryConditionType::TRANSPORTITEM)
  1674. checkLossVictory(hero->tempOwner); //transported artifact?
  1675. }
  1676. void CGameHandler::vistiCastleObjects (const CGTownInstance *t, const CGHeroInstance *h)
  1677. {
  1678. std::vector<CGTownBuilding*>::const_iterator i;
  1679. for (i = t->bonusingBuildings.begin(); i != t->bonusingBuildings.end(); i++)
  1680. (*i)->onHeroVisit (h);
  1681. }
  1682. void CGameHandler::stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  1683. {
  1684. HeroVisitCastle vc;
  1685. vc.hid = hero->id;
  1686. vc.tid = obj->id;
  1687. sendAndApply(&vc);
  1688. }
  1689. void CGameHandler::removeArtifact(const ArtifactLocation &al)
  1690. {
  1691. assert(al.getArt());
  1692. EraseArtifact ea;
  1693. ea.al = al;
  1694. sendAndApply(&ea);
  1695. }
  1696. void CGameHandler::startBattlePrimary(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile,
  1697. const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank,
  1698. const CGTownInstance *town) //use hero=NULL for no hero
  1699. {
  1700. engageIntoBattle(army1->tempOwner);
  1701. engageIntoBattle(army2->tempOwner);
  1702. static const CArmedInstance *armies[2];
  1703. armies[0] = army1;
  1704. armies[1] = army2;
  1705. static const CGHeroInstance*heroes[2];
  1706. heroes[0] = hero1;
  1707. heroes[1] = hero2;
  1708. setupBattle(tile, armies, heroes, creatureBank, town); //initializes stacks, places creatures on battlefield, blocks and informs player interfaces
  1709. auto battleQuery = make_shared<CBattleQuery>(gs->curB);
  1710. queries.addQuery(battleQuery);
  1711. boost::thread(&CGameHandler::runBattle, this);
  1712. }
  1713. void CGameHandler::startBattleI( const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, bool creatureBank )
  1714. {
  1715. startBattlePrimary(army1, army2, tile,
  1716. army1->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army1) : NULL,
  1717. army2->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army2) : NULL,
  1718. creatureBank);
  1719. }
  1720. void CGameHandler::startBattleI( const CArmedInstance *army1, const CArmedInstance *army2, bool creatureBank)
  1721. {
  1722. startBattleI(army1, army2, army2->visitablePos(), creatureBank);
  1723. }
  1724. void CGameHandler::changeSpells( const CGHeroInstance * hero, bool give, const std::set<SpellID> &spells )
  1725. {
  1726. ChangeSpells cs;
  1727. cs.hid = hero->id;
  1728. cs.spells = spells;
  1729. cs.learn = give;
  1730. sendAndApply(&cs);
  1731. }
  1732. void CGameHandler::sendMessageTo( CConnection &c, const std::string &message )
  1733. {
  1734. SystemMessage sm;
  1735. sm.text = message;
  1736. boost::unique_lock<boost::mutex> lock(*c.wmx);
  1737. c << &sm;
  1738. }
  1739. void CGameHandler::giveHeroBonus( GiveBonus * bonus )
  1740. {
  1741. sendAndApply(bonus);
  1742. }
  1743. void CGameHandler::setMovePoints( SetMovePoints * smp )
  1744. {
  1745. sendAndApply(smp);
  1746. }
  1747. void CGameHandler::setManaPoints( ObjectInstanceID hid, int val )
  1748. {
  1749. SetMana sm;
  1750. sm.hid = hid;
  1751. sm.val = val;
  1752. sendAndApply(&sm);
  1753. }
  1754. void CGameHandler::giveHero( ObjectInstanceID id, PlayerColor player )
  1755. {
  1756. GiveHero gh;
  1757. gh.id = id;
  1758. gh.player = player;
  1759. sendAndApply(&gh);
  1760. }
  1761. void CGameHandler::changeObjPos( ObjectInstanceID objid, int3 newPos, ui8 flags )
  1762. {
  1763. ChangeObjPos cop;
  1764. cop.objid = objid;
  1765. cop.nPos = newPos;
  1766. cop.flags = flags;
  1767. sendAndApply(&cop);
  1768. }
  1769. void CGameHandler::useScholarSkill(ObjectInstanceID fromHero, ObjectInstanceID toHero)
  1770. {
  1771. const CGHeroInstance * h1 = getHero(fromHero);
  1772. const CGHeroInstance * h2 = getHero(toHero);
  1773. if ( h1->getSecSkillLevel(SecondarySkill::SCHOLAR) < h2->getSecSkillLevel(SecondarySkill::SCHOLAR) )
  1774. {
  1775. std::swap (h1,h2);//1st hero need to have higher scholar level for correct message
  1776. std::swap(fromHero, toHero);
  1777. }
  1778. int ScholarLevel = h1->getSecSkillLevel(SecondarySkill::SCHOLAR);//heroes can trade up to this level
  1779. if (!ScholarLevel || !h1->hasSpellbook() || !h2->hasSpellbook() )
  1780. return;//no scholar skill or no spellbook
  1781. int h1Lvl = std::min(ScholarLevel+1, h1->getSecSkillLevel(SecondarySkill::WISDOM)+2),
  1782. h2Lvl = std::min(ScholarLevel+1, h2->getSecSkillLevel(SecondarySkill::WISDOM)+2);//heroes can receive this levels
  1783. ChangeSpells cs1;
  1784. cs1.learn = true;
  1785. cs1.hid = toHero;//giving spells to first hero
  1786. BOOST_FOREACH(auto it, h1->spells)
  1787. if ( h2Lvl >= it.toSpell()->level && !vstd::contains(h2->spells, it))//hero can learn it and don't have it yet
  1788. cs1.spells.insert(it);//spell to learn
  1789. ChangeSpells cs2;
  1790. cs2.learn = true;
  1791. cs2.hid = fromHero;
  1792. BOOST_FOREACH(auto it, h2->spells)
  1793. if ( h1Lvl >= it.toSpell()->level && !vstd::contains(h1->spells, it))
  1794. cs2.spells.insert(it);
  1795. if (cs1.spells.size() || cs2.spells.size())//create a message
  1796. {
  1797. InfoWindow iw;
  1798. iw.player = h1->tempOwner;
  1799. iw.components.push_back(Component(Component::SEC_SKILL, 18, ScholarLevel, 0));
  1800. iw.text.addTxt(MetaString::GENERAL_TXT, 139);//"%s, who has studied magic extensively,
  1801. iw.text.addReplacement(h1->name);
  1802. if (cs2.spells.size())//if found new spell - apply
  1803. {
  1804. iw.text.addTxt(MetaString::GENERAL_TXT, 140);//learns
  1805. int size = cs2.spells.size();
  1806. BOOST_FOREACH(auto it, cs2.spells)
  1807. {
  1808. iw.components.push_back(Component(Component::SPELL, it, 1, 0));
  1809. iw.text.addTxt(MetaString::SPELL_NAME, it.toEnum());
  1810. switch (size--)
  1811. {
  1812. case 2: iw.text.addTxt(MetaString::GENERAL_TXT, 141);
  1813. case 1: break;
  1814. default: iw.text << ", ";
  1815. }
  1816. }
  1817. iw.text.addTxt(MetaString::GENERAL_TXT, 142);//from %s
  1818. iw.text.addReplacement(h2->name);
  1819. sendAndApply(&cs2);
  1820. }
  1821. if (cs1.spells.size() && cs2.spells.size() )
  1822. {
  1823. iw.text.addTxt(MetaString::GENERAL_TXT, 141);//and
  1824. }
  1825. if (cs1.spells.size())
  1826. {
  1827. iw.text.addTxt(MetaString::GENERAL_TXT, 147);//teaches
  1828. int size = cs1.spells.size();
  1829. BOOST_FOREACH(auto it, cs1.spells)
  1830. {
  1831. iw.components.push_back(Component(Component::SPELL, it, 1, 0));
  1832. iw.text.addTxt(MetaString::SPELL_NAME, it.toEnum());
  1833. switch (size--)
  1834. {
  1835. case 2: iw.text.addTxt(MetaString::GENERAL_TXT, 141);
  1836. case 1: break;
  1837. default: iw.text << ", ";
  1838. } }
  1839. iw.text.addTxt(MetaString::GENERAL_TXT, 148);//from %s
  1840. iw.text.addReplacement(h2->name);
  1841. sendAndApply(&cs1);
  1842. }
  1843. sendAndApply(&iw);
  1844. }
  1845. }
  1846. void CGameHandler::heroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)
  1847. {
  1848. auto h1 = getHero(hero1), h2 = getHero(hero2);
  1849. if( gameState()->getPlayerRelations(h1->getOwner(), h2->getOwner()))
  1850. {
  1851. auto exchange = make_shared<CGarrisonDialogQuery>(h1, h2);
  1852. ExchangeDialog hex;
  1853. hex.queryID = exchange->queryID;
  1854. hex.heroes[0] = getHero(hero1);
  1855. hex.heroes[1] = getHero(hero2);
  1856. sendAndApply(&hex);
  1857. useScholarSkill(hero1,hero2);
  1858. queries.addQuery(exchange);
  1859. }
  1860. }
  1861. void CGameHandler::sendToAllClients( CPackForClient * info )
  1862. {
  1863. logGlobal->traceStream() << "Sending to all clients a package of type " << typeid(*info).name();
  1864. for(std::set<CConnection*>::iterator i=conns.begin(); i!=conns.end();i++)
  1865. {
  1866. boost::unique_lock<boost::mutex> lock(*(*i)->wmx);
  1867. **i << info;
  1868. }
  1869. }
  1870. void CGameHandler::sendAndApply(CPackForClient * info)
  1871. {
  1872. sendToAllClients(info);
  1873. gs->apply(info);
  1874. }
  1875. void CGameHandler::applyAndSend(CPackForClient * info)
  1876. {
  1877. gs->apply(info);
  1878. sendToAllClients(info);
  1879. }
  1880. void CGameHandler::sendAndApply(CGarrisonOperationPack * info)
  1881. {
  1882. sendAndApply((CPackForClient*)info);
  1883. if(gs->map->victoryCondition.condition == EVictoryConditionType::GATHERTROOP)
  1884. winLoseHandle();
  1885. }
  1886. void CGameHandler::sendAndApply( SetResource * info )
  1887. {
  1888. sendAndApply((CPackForClient*)info);
  1889. if(gs->map->victoryCondition.condition == EVictoryConditionType::GATHERRESOURCE)
  1890. checkLossVictory(info->player);
  1891. }
  1892. void CGameHandler::sendAndApply( SetResources * info )
  1893. {
  1894. sendAndApply((CPackForClient*)info);
  1895. if(gs->map->victoryCondition.condition == EVictoryConditionType::GATHERRESOURCE)
  1896. checkLossVictory(info->player);
  1897. }
  1898. void CGameHandler::sendAndApply( NewStructures * info )
  1899. {
  1900. sendAndApply((CPackForClient*)info);
  1901. if(gs->map->victoryCondition.condition == EVictoryConditionType::BUILDCITY)
  1902. checkLossVictory(getTown(info->tid)->tempOwner);
  1903. }
  1904. void CGameHandler::save(const std::string & filename )
  1905. {
  1906. logGlobal->errorStream() << "Saving to " << filename;
  1907. CFileInfo info(filename);
  1908. //CResourceHandler::get()->createResource(info.getStem() + ".vlgm1");
  1909. CResourceHandler::get()->createResource(info.getStem() + ".vsgm1");
  1910. {
  1911. logGlobal->infoStream() << "Ordering clients to serialize...";
  1912. SaveGame sg(info.getStem() + ".vcgm1");
  1913. sendToAllClients(&sg);
  1914. }
  1915. try
  1916. {
  1917. // {
  1918. // logGlobal->infoStream() << "Serializing game info...";
  1919. // CSaveFile save(CResourceHandler::get()->getResourceName(ResourceID(info.getStem(), EResType::LIB_SAVEGAME)));
  1920. // // char hlp[8] = "VCMISVG";
  1921. // // save << hlp;
  1922. // saveCommonState(save);
  1923. // }
  1924. {
  1925. CSaveFile save(CResourceHandler::get()->getResourceName(ResourceID(info.getStem(), EResType::SERVER_SAVEGAME)));
  1926. saveCommonState(save);
  1927. logGlobal->infoStream() << "Saving server state";
  1928. save << *this;
  1929. }
  1930. logGlobal->infoStream() << "Game has been successfully saved!";
  1931. }
  1932. catch(std::exception &e)
  1933. {
  1934. logGlobal->errorStream() << "Failed to save game: " << e.what();
  1935. }
  1936. }
  1937. void CGameHandler::close()
  1938. {
  1939. logGlobal->infoStream() << "We have been requested to close.";
  1940. if(gs->initialOpts->mode == StartInfo::DUEL)
  1941. {
  1942. exit(0);
  1943. }
  1944. //BOOST_FOREACH(CConnection *cc, conns)
  1945. // if(cc && cc->socket && cc->socket->is_open())
  1946. // cc->socket->close();
  1947. //exit(0);
  1948. }
  1949. bool CGameHandler::arrangeStacks( ObjectInstanceID id1, ObjectInstanceID id2, ui8 what, SlotID p1, SlotID p2, si32 val, PlayerColor player )
  1950. {
  1951. const CArmedInstance *s1 = static_cast<CArmedInstance*>(gs->getObjInstance(id1)),
  1952. *s2 = static_cast<CArmedInstance*>(gs->getObjInstance(id2));
  1953. const CCreatureSet &S1 = *s1, &S2 = *s2;
  1954. StackLocation sl1(s1, p1), sl2(s2, p2);
  1955. if(!sl1.slot.validSlot() || !sl2.slot.validSlot())
  1956. {
  1957. complain("Invalid slot accessed!");
  1958. return false;
  1959. }
  1960. if(!isAllowedExchange(id1,id2))
  1961. {
  1962. complain("Cannot exchange stacks between these two objects!\n");
  1963. return false;
  1964. }
  1965. if(what==1) //swap
  1966. {
  1967. if ( ((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s1->getStackCount(p1)) //why 254??
  1968. || ((s2->tempOwner != player && s2->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)))
  1969. {
  1970. complain("Can't take troops from another player!");
  1971. return false;
  1972. }
  1973. swapStacks(sl1, sl2);
  1974. }
  1975. else if(what==2)//merge
  1976. {
  1977. if (( s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot merge different creatures stacks!"))
  1978. || (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)) && complain("Can't take troops from another player!")))
  1979. return false;
  1980. moveStack(sl1, sl2);
  1981. }
  1982. else if(what==3) //split
  1983. {
  1984. if ( (s1->tempOwner != player && s1->getStackCount(p1) < s1->getStackCount(p1) )
  1985. || (s2->tempOwner != player && s2->getStackCount(p2) < s2->getStackCount(p2) ) )
  1986. {
  1987. complain("Can't move troops of another player!");
  1988. return false;
  1989. }
  1990. //general conditions checking
  1991. if((!vstd::contains(S1.stacks,p1) && complain("no creatures to split"))
  1992. || (val<1 && complain("no creatures to split")) )
  1993. {
  1994. return false;
  1995. }
  1996. if(vstd::contains(S2.stacks,p2)) //dest. slot not free - it must be "rebalancing"...
  1997. {
  1998. int total = s1->getStackCount(p1) + s2->getStackCount(p2);
  1999. if( (total < val && complain("Cannot split that stack, not enough creatures!"))
  2000. || (s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot rebalance different creatures stacks!"))
  2001. )
  2002. {
  2003. return false;
  2004. }
  2005. moveStack(sl1, sl2, val - s2->getStackCount(p2));
  2006. //S2.slots[p2]->count = val;
  2007. //S1.slots[p1]->count = total - val;
  2008. }
  2009. else //split one stack to the two
  2010. {
  2011. if(s1->getStackCount(p1) < val)//not enough creatures
  2012. {
  2013. complain("Cannot split that stack, not enough creatures!");
  2014. return false;
  2015. }
  2016. moveStack(sl1, sl2, val);
  2017. }
  2018. }
  2019. return true;
  2020. }
  2021. PlayerColor CGameHandler::getPlayerAt( CConnection *c ) const
  2022. {
  2023. std::set<PlayerColor> all;
  2024. for(auto i=connections.cbegin(); i!=connections.cend(); i++)
  2025. if(i->second == c)
  2026. all.insert(i->first);
  2027. switch(all.size())
  2028. {
  2029. case 0:
  2030. return PlayerColor::NEUTRAL;
  2031. case 1:
  2032. return *all.begin();
  2033. default:
  2034. {
  2035. //if we have more than one player at this connection, try to pick active one
  2036. if(vstd::contains(all, gs->currentPlayer))
  2037. return gs->currentPlayer;
  2038. else
  2039. return PlayerColor::CANNOT_DETERMINE; //cannot say which player is it
  2040. }
  2041. }
  2042. }
  2043. bool CGameHandler::disbandCreature( ObjectInstanceID id, SlotID pos )
  2044. {
  2045. CArmedInstance *s1 = static_cast<CArmedInstance*>(gs->getObjInstance(id));
  2046. if(!vstd::contains(s1->stacks,pos))
  2047. {
  2048. complain("Illegal call to disbandCreature - no such stack in army!");
  2049. return false;
  2050. }
  2051. eraseStack(StackLocation(s1, pos));
  2052. return true;
  2053. }
  2054. bool CGameHandler::buildStructure( ObjectInstanceID tid, BuildingID requestedID, bool force /*=false*/ )
  2055. {
  2056. const CGTownInstance * t = getTown(tid);
  2057. if(!t)
  2058. COMPLAIN_RETF("No such town (ID=%s)!", tid);
  2059. if(!t->town->buildings.count(requestedID))
  2060. COMPLAIN_RETF("Town of faction %s does not have info about building ID=%s!", t->town->faction->name % tid);
  2061. const CBuilding * requestedBuilding = t->town->buildings[requestedID];
  2062. //Vector with future list of built building and buildings in auto-mode that are not yet built.
  2063. std::vector<const CBuilding*> buildingsThatWillBe, remainingAutoBuildings;
  2064. //Check validity of request
  2065. if(!force)
  2066. {
  2067. switch (requestedBuilding->mode)
  2068. {
  2069. case CBuilding::BUILD_NORMAL :
  2070. case CBuilding::BUILD_AUTO :
  2071. if (gs->canBuildStructure(t, requestedID) != EBuildingState::ALLOWED)
  2072. COMPLAIN_RET("Cannot build that building!");
  2073. break;
  2074. case CBuilding::BUILD_SPECIAL:
  2075. COMPLAIN_RET("This building can not be constructed!");
  2076. break;
  2077. case CBuilding::BUILD_GRAIL :
  2078. if(requestedBuilding->mode == CBuilding::BUILD_GRAIL) //needs grail
  2079. {
  2080. if(!t->visitingHero || !t->visitingHero->hasArt(ArtifactID::GRAIL))
  2081. COMPLAIN_RET("Cannot build this without grail!")
  2082. else
  2083. removeArtifact(ArtifactLocation(t->visitingHero, t->visitingHero->getArtPos(ArtifactID::GRAIL, false)));
  2084. }
  2085. break;
  2086. }
  2087. }
  2088. //Performs stuff that has to be done after new building is built
  2089. auto processBuiltStructure = [t, this](const BuildingID buildingID)
  2090. {
  2091. if(buildingID >= BuildingID::DWELL_FIRST) //dwelling
  2092. {
  2093. int level = (buildingID - BuildingID::DWELL_FIRST) % GameConstants::CREATURES_PER_TOWN;
  2094. int upgradeNumber = (buildingID - BuildingID::DWELL_FIRST) / GameConstants::CREATURES_PER_TOWN;
  2095. if (upgradeNumber >= t->town->creatures[level].size())
  2096. {
  2097. complain(boost::str(boost::format("Error ecountered when building dwelling (bid=%s):"
  2098. "no creature found (upgrade number %d, level %d!")
  2099. % buildingID % upgradeNumber % level));
  2100. return;
  2101. }
  2102. CCreature * crea = VLC->creh->creatures[t->town->creatures[level][upgradeNumber]];
  2103. SetAvailableCreatures ssi;
  2104. ssi.tid = t->id;
  2105. ssi.creatures = t->creatures;
  2106. if (buildingID <= BuildingID::DWELL_LAST)
  2107. ssi.creatures[level].first = crea->growth;
  2108. ssi.creatures[level].second.push_back(crea->idNumber);
  2109. sendAndApply(&ssi);
  2110. }
  2111. else if ( t->subID == ETownType::DUNGEON && buildingID == BuildingID::PORTAL_OF_SUMMON )
  2112. {
  2113. setPortalDwelling(t);
  2114. }
  2115. if(buildingID <= BuildingID::MAGES_GUILD_5) //it's mage guild
  2116. {
  2117. if(t->visitingHero)
  2118. giveSpells(t,t->visitingHero);
  2119. if(t->garrisonHero)
  2120. giveSpells(t,t->garrisonHero);
  2121. }
  2122. };
  2123. //Checks if all requirements will be met with expected building list "buildingsThatWillBe"
  2124. auto allRequirementsFullfilled = [&buildingsThatWillBe, t](const CBuilding *b)
  2125. {
  2126. BOOST_FOREACH(auto requirementID, b->requirements)
  2127. if(!vstd::contains(buildingsThatWillBe, t->town->buildings[requirementID]))
  2128. return false;
  2129. return true;
  2130. };
  2131. //Init the vectors
  2132. BOOST_FOREACH(auto & build, t->town->buildings)
  2133. {
  2134. if(t->hasBuilt(build.first))
  2135. buildingsThatWillBe.push_back(build.second);
  2136. else if(build.second->mode == CBuilding::BUILD_AUTO) //not built auto building
  2137. remainingAutoBuildings.push_back(build.second);
  2138. }
  2139. //Prepare structure (list of building ids will be filled later)
  2140. NewStructures ns;
  2141. ns.tid = tid;
  2142. ns.builded = force ? t->builded : (t->builded+1);
  2143. std::queue<const CBuilding*> buildingsToAdd;
  2144. buildingsToAdd.push(requestedBuilding);
  2145. while(buildingsToAdd.size())
  2146. {
  2147. auto b = buildingsToAdd.front();
  2148. buildingsToAdd.pop();
  2149. ns.bid.insert(b->bid);
  2150. buildingsThatWillBe.push_back(b);
  2151. remainingAutoBuildings -= b;
  2152. BOOST_FOREACH(auto autoBuilding, remainingAutoBuildings)
  2153. {
  2154. if(allRequirementsFullfilled(autoBuilding))
  2155. buildingsToAdd.push(autoBuilding);
  2156. }
  2157. }
  2158. //We know what has been built, appluy changes
  2159. sendAndApply(&ns);
  2160. //reveal ground for lookout tower
  2161. FoWChange fw;
  2162. fw.player = t->tempOwner;
  2163. fw.mode = 1;
  2164. t->getSightTiles(fw.tiles);
  2165. sendAndApply(&fw);
  2166. //Other post-built events
  2167. BOOST_FOREACH(auto builtID, ns.bid)
  2168. processBuiltStructure(builtID);
  2169. //Take cost
  2170. if (!force)
  2171. {
  2172. SetResources sr;
  2173. sr.player = t->tempOwner;
  2174. sr.res = gs->getPlayer(t->tempOwner)->resources - requestedBuilding->resources;
  2175. sendAndApply(&sr);
  2176. }
  2177. if(t->visitingHero)
  2178. vistiCastleObjects (t, t->visitingHero);
  2179. if(t->garrisonHero)
  2180. vistiCastleObjects (t, t->garrisonHero);
  2181. checkLossVictory(t->tempOwner);
  2182. return true;
  2183. }
  2184. bool CGameHandler::razeStructure (ObjectInstanceID tid, BuildingID bid)
  2185. {
  2186. ///incomplete, simply erases target building
  2187. const CGTownInstance * t = getTown(tid);
  2188. if (!vstd::contains(t->builtBuildings, bid))
  2189. return false;
  2190. RazeStructures rs;
  2191. rs.tid = tid;
  2192. rs.bid.insert(bid);
  2193. rs.destroyed = t->destroyed + 1;
  2194. sendAndApply(&rs);
  2195. //TODO: Remove dwellers
  2196. // if (t->subID == 4 && bid == 17) //Veil of Darkness
  2197. // {
  2198. // RemoveBonus rb(RemoveBonus::TOWN);
  2199. // rb.whoID = t->id;
  2200. // rb.source = Bonus::TOWN_STRUCTURE;
  2201. // rb.id = 17;
  2202. // sendAndApply(&rb);
  2203. // }
  2204. return true;
  2205. }
  2206. void CGameHandler::sendMessageToAll( const std::string &message )
  2207. {
  2208. SystemMessage sm;
  2209. sm.text = message;
  2210. sendToAllClients(&sm);
  2211. }
  2212. bool CGameHandler::recruitCreatures( ObjectInstanceID objid, CreatureID crid, ui32 cram, si32 fromLvl )
  2213. {
  2214. const CGDwelling *dw = static_cast<const CGDwelling*>(gs->getObj(objid));
  2215. const CArmedInstance *dst = NULL;
  2216. const CCreature *c = VLC->creh->creatures[crid];
  2217. bool warMachine = c->hasBonusOfType(Bonus::SIEGE_WEAPON);
  2218. //TODO: test for owning
  2219. if(dw->ID == Obj::TOWN)
  2220. dst = (static_cast<const CGTownInstance *>(dw))->getUpperArmy();
  2221. else if(dw->ID == Obj::CREATURE_GENERATOR1 || dw->ID == Obj::CREATURE_GENERATOR4
  2222. || dw->ID == Obj::REFUGEE_CAMP) //advmap dwelling
  2223. dst = getHero(gs->getPlayer(dw->tempOwner)->currentSelection); //TODO: check if current hero is really visiting dwelling
  2224. else if(dw->ID == Obj::WAR_MACHINE_FACTORY)
  2225. dst = dynamic_cast<const CGHeroInstance *>(getTile(dw->visitablePos())->visitableObjects.back());
  2226. assert(dw && dst);
  2227. //verify
  2228. bool found = false;
  2229. int level = 0;
  2230. typedef std::pair<const int,int> Parka;
  2231. for(; level < dw->creatures.size(); level++) //iterate through all levels
  2232. {
  2233. if ( (fromLvl != -1) && ( level !=fromLvl ) )
  2234. continue;
  2235. const auto &cur = dw->creatures[level]; //current level info <amount, list of cr. ids>
  2236. int i = 0;
  2237. for(; i < cur.second.size(); i++) //look for crid among available creatures list on current level
  2238. if(cur.second[i] == crid)
  2239. break;
  2240. if(i < cur.second.size())
  2241. {
  2242. found = true;
  2243. cram = std::min(cram, cur.first); //reduce recruited amount up to available amount
  2244. break;
  2245. }
  2246. }
  2247. SlotID slot = dst->getSlotFor(crid);
  2248. if( (!found && complain("Cannot recruit: no such creatures!"))
  2249. || (cram > VLC->creh->creatures[crid]->maxAmount(gs->getPlayer(dst->tempOwner)->resources) && complain("Cannot recruit: lack of resources!"))
  2250. || (cram<=0 && complain("Cannot recruit: cram <= 0!"))
  2251. || (!slot.validSlot() && !warMachine && complain("Cannot recruit: no available slot!")))
  2252. {
  2253. return false;
  2254. }
  2255. //recruit
  2256. SetResources sr;
  2257. sr.player = dst->tempOwner;
  2258. sr.res = gs->getPlayer(dst->tempOwner)->resources - (c->cost * cram);
  2259. SetAvailableCreatures sac;
  2260. sac.tid = objid;
  2261. sac.creatures = dw->creatures;
  2262. sac.creatures[level].first -= cram;
  2263. sendAndApply(&sr);
  2264. sendAndApply(&sac);
  2265. if(warMachine)
  2266. {
  2267. const CGHeroInstance *h = dynamic_cast<const CGHeroInstance*>(dst);
  2268. if(!h)
  2269. COMPLAIN_RET("Only hero can buy war machines");
  2270. switch(crid)
  2271. {
  2272. case 146:
  2273. giveHeroNewArtifact(h, VLC->arth->artifacts[4], ArtifactPosition::MACH1);
  2274. break;
  2275. case 147:
  2276. giveHeroNewArtifact(h, VLC->arth->artifacts[6], ArtifactPosition::MACH3);
  2277. break;
  2278. case 148:
  2279. giveHeroNewArtifact(h, VLC->arth->artifacts[5], ArtifactPosition::MACH2);
  2280. break;
  2281. default:
  2282. complain("This war machine cannot be recruited!");
  2283. return false;
  2284. }
  2285. }
  2286. else
  2287. {
  2288. addToSlot(StackLocation(dst, slot), c, cram);
  2289. }
  2290. return true;
  2291. }
  2292. bool CGameHandler::upgradeCreature( ObjectInstanceID objid, SlotID pos, CreatureID upgID )
  2293. {
  2294. CArmedInstance *obj = static_cast<CArmedInstance*>(gs->getObjInstance(objid));
  2295. assert(obj->hasStackAtSlot(pos));
  2296. UpgradeInfo ui = gs->getUpgradeInfo(obj->getStack(pos));
  2297. PlayerColor player = obj->tempOwner;
  2298. const PlayerState *p = getPlayer(player);
  2299. int crQuantity = obj->stacks[pos]->count;
  2300. int newIDpos= vstd::find_pos(ui.newID, upgID);//get position of new id in UpgradeInfo
  2301. //check if upgrade is possible
  2302. if( (ui.oldID<0 || newIDpos == -1 ) && complain("That upgrade is not possible!"))
  2303. {
  2304. return false;
  2305. }
  2306. TResources totalCost = ui.cost[newIDpos] * crQuantity;
  2307. //check if player has enough resources
  2308. if(!p->resources.canAfford(totalCost))
  2309. COMPLAIN_RET("Cannot upgrade, not enough resources!");
  2310. //take resources
  2311. SetResources sr;
  2312. sr.player = player;
  2313. sr.res = p->resources - totalCost;
  2314. sendAndApply(&sr);
  2315. //upgrade creature
  2316. changeStackType(StackLocation(obj, pos), VLC->creh->creatures[upgID]);
  2317. return true;
  2318. }
  2319. bool CGameHandler::changeStackType(const StackLocation &sl, CCreature *c)
  2320. {
  2321. if(!sl.army->hasStackAtSlot(sl.slot))
  2322. COMPLAIN_RET("Cannot find a stack to change type");
  2323. SetStackType sst;
  2324. sst.sl = sl;
  2325. sst.type = c;
  2326. sendAndApply(&sst);
  2327. return true;
  2328. }
  2329. void CGameHandler::moveArmy(const CArmedInstance *src, const CArmedInstance *dst, bool allowMerging)
  2330. {
  2331. assert(src->canBeMergedWith(*dst, allowMerging));
  2332. while(src->stacksCount())//while there are unmoved creatures
  2333. {
  2334. TSlots::const_iterator i = src->Slots().begin(); //iterator to stack to move
  2335. StackLocation sl(src, i->first); //location of stack to move
  2336. SlotID pos = dst->getSlotFor(i->second->type);
  2337. if(!pos.validSlot())
  2338. {
  2339. //try to merge two other stacks to make place
  2340. std::pair<SlotID, SlotID> toMerge;
  2341. if(dst->mergableStacks(toMerge, i->first) && allowMerging)
  2342. {
  2343. moveStack(StackLocation(dst, toMerge.first), StackLocation(dst, toMerge.second)); //merge toMerge.first into toMerge.second
  2344. assert(!dst->hasStackAtSlot(toMerge.first)); //we have now a new free slot
  2345. moveStack(sl, StackLocation(dst, toMerge.first)); //move stack to freed slot
  2346. }
  2347. else
  2348. {
  2349. complain("Unexpected failure during an attempt to move army from " + src->nodeName() + " to " + dst->nodeName() + "!");
  2350. return;
  2351. }
  2352. }
  2353. else
  2354. {
  2355. moveStack(sl, StackLocation(dst, pos));
  2356. }
  2357. }
  2358. }
  2359. bool CGameHandler::garrisonSwap( ObjectInstanceID tid )
  2360. {
  2361. CGTownInstance *town = gs->getTown(tid);
  2362. if(!town->garrisonHero && town->visitingHero) //visiting => garrison, merge armies: town army => hero army
  2363. {
  2364. if(!town->visitingHero->canBeMergedWith(*town))
  2365. {
  2366. complain("Cannot make garrison swap, not enough free slots!");
  2367. return false;
  2368. }
  2369. moveArmy(town, town->visitingHero, true);
  2370. SetHeroesInTown intown;
  2371. intown.tid = tid;
  2372. intown.visiting = ObjectInstanceID();
  2373. intown.garrison = town->visitingHero->id;
  2374. sendAndApply(&intown);
  2375. return true;
  2376. }
  2377. else if (town->garrisonHero && !town->visitingHero) //move hero out of the garrison
  2378. {
  2379. //check if moving hero out of town will break 8 wandering heroes limit
  2380. if(getHeroCount(town->garrisonHero->tempOwner,false) >= 8)
  2381. {
  2382. complain("Cannot move hero out of the garrison, there are already 8 wandering heroes!");
  2383. return false;
  2384. }
  2385. SetHeroesInTown intown;
  2386. intown.tid = tid;
  2387. intown.garrison = ObjectInstanceID();
  2388. intown.visiting = town->garrisonHero->id;
  2389. sendAndApply(&intown);
  2390. return true;
  2391. }
  2392. else if(!!town->garrisonHero && town->visitingHero) //swap visiting and garrison hero
  2393. {
  2394. SetHeroesInTown intown;
  2395. intown.tid = tid;
  2396. intown.garrison = town->visitingHero->id;
  2397. intown.visiting = town->garrisonHero->id;
  2398. sendAndApply(&intown);
  2399. return true;
  2400. }
  2401. else
  2402. {
  2403. complain("Cannot swap garrison hero!");
  2404. return false;
  2405. }
  2406. }
  2407. // With the amount of changes done to the function, it's more like transferArtifacts.
  2408. // 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.
  2409. bool CGameHandler::moveArtifact(const ArtifactLocation &al1, const ArtifactLocation &al2)
  2410. {
  2411. ArtifactLocation src = al1, dst = al2;
  2412. const PlayerColor srcPlayer = src.owningPlayer(), dstPlayer = dst.owningPlayer();
  2413. const CArmedInstance *srcObj = src.relatedObj(), *dstObj = dst.relatedObj();
  2414. // Make sure exchange is even possible between the two heroes.
  2415. if(!isAllowedExchange(srcObj->id, dstObj->id))
  2416. COMPLAIN_RET("That heroes cannot make any exchange!");
  2417. const CArtifactInstance *srcArtifact = src.getArt();
  2418. const CArtifactInstance *destArtifact = dst.getArt();
  2419. if (srcArtifact == NULL)
  2420. COMPLAIN_RET("No artifact to move!");
  2421. if (destArtifact && srcPlayer != dstPlayer)
  2422. COMPLAIN_RET("Can't touch artifact on hero of another player!");
  2423. // Check if src/dest slots are appropriate for the artifacts exchanged.
  2424. // Moving to the backpack is always allowed.
  2425. if ((!srcArtifact || dst.slot < GameConstants::BACKPACK_START)
  2426. && srcArtifact && !srcArtifact->canBePutAt(dst, true))
  2427. COMPLAIN_RET("Cannot move artifact!");
  2428. if ((srcArtifact && srcArtifact->artType->id == ArtifactID::ART_LOCK) || (destArtifact && destArtifact->artType->id == ArtifactID::ART_LOCK))
  2429. COMPLAIN_RET("Cannot move artifact locks.");
  2430. if (dst.slot >= GameConstants::BACKPACK_START && srcArtifact->artType->isBig())
  2431. COMPLAIN_RET("Cannot put big artifacts in backpack!");
  2432. if (src.slot == ArtifactPosition::MACH4 || dst.slot == ArtifactPosition::MACH4)
  2433. COMPLAIN_RET("Cannot move catapult!");
  2434. if(dst.slot >= GameConstants::BACKPACK_START)
  2435. vstd::amin(dst.slot, ArtifactPosition(GameConstants::BACKPACK_START + dst.getHolderArtSet()->artifactsInBackpack.size()));
  2436. if (src.slot == dst.slot && src.artHolder == dst.artHolder)
  2437. COMPLAIN_RET("Won't move artifact: Dest same as source!");
  2438. if(dst.slot < GameConstants::BACKPACK_START && destArtifact) //moving art to another slot
  2439. {
  2440. //old artifact must be removed first
  2441. moveArtifact(dst, ArtifactLocation(dst.artHolder, ArtifactPosition(
  2442. dst.getHolderArtSet()->artifactsInBackpack.size() + GameConstants::BACKPACK_START)));
  2443. }
  2444. MoveArtifact ma;
  2445. ma.src = src;
  2446. ma.dst = dst;
  2447. sendAndApply(&ma);
  2448. return true;
  2449. }
  2450. /**
  2451. * Assembles or disassembles a combination artifact.
  2452. * @param heroID ID of hero holding the artifact(s).
  2453. * @param artifactSlot The worn slot ID of the combination- or constituent artifact.
  2454. * @param assemble True for assembly operation, false for disassembly.
  2455. * @param assembleTo If assemble is true, this represents the artifact ID of the combination
  2456. * artifact to assemble to. Otherwise it's not used.
  2457. */
  2458. bool CGameHandler::assembleArtifacts (ObjectInstanceID heroID, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo)
  2459. {
  2460. CGHeroInstance *hero = gs->getHero(heroID);
  2461. const CArtifactInstance *destArtifact = hero->getArt(artifactSlot);
  2462. if(!destArtifact)
  2463. COMPLAIN_RET("assembleArtifacts: there is no such artifact instance!");
  2464. if(assemble)
  2465. {
  2466. CArtifact *combinedArt = VLC->arth->artifacts[assembleTo];
  2467. if(!combinedArt->constituents)
  2468. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to assemble is not a combined artifacts!");
  2469. if(!vstd::contains(destArtifact->assemblyPossibilities(hero), combinedArt))
  2470. COMPLAIN_RET("assembleArtifacts: It's impossible to assemble requested artifact!");
  2471. AssembledArtifact aa;
  2472. aa.al = ArtifactLocation(hero, artifactSlot);
  2473. aa.builtArt = combinedArt;
  2474. sendAndApply(&aa);
  2475. }
  2476. else
  2477. {
  2478. if(!destArtifact->artType->constituents)
  2479. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble is not a combined artifact!");
  2480. DisassembledArtifact da;
  2481. da.al = ArtifactLocation(hero, artifactSlot);
  2482. sendAndApply(&da);
  2483. }
  2484. return false;
  2485. }
  2486. bool CGameHandler::buyArtifact( ObjectInstanceID hid, ArtifactID aid )
  2487. {
  2488. CGHeroInstance *hero = gs->getHero(hid);
  2489. CGTownInstance *town = hero->visitedTown;
  2490. if(aid==ArtifactID::SPELLBOOK)
  2491. {
  2492. if((!town->hasBuilt(BuildingID::MAGES_GUILD_1) && complain("Cannot buy a spellbook, no mage guild in the town!"))
  2493. || (getResource(hero->getOwner(), Res::GOLD) < GameConstants::SPELLBOOK_GOLD_COST && complain("Cannot buy a spellbook, not enough gold!") )
  2494. || (hero->getArt(ArtifactPosition::SPELLBOOK) && complain("Cannot buy a spellbook, hero already has a one!"))
  2495. )
  2496. return false;
  2497. giveResource(hero->getOwner(),Res::GOLD,-GameConstants::SPELLBOOK_GOLD_COST);
  2498. giveHeroNewArtifact(hero, VLC->arth->artifacts[0], ArtifactPosition::SPELLBOOK);
  2499. assert(hero->getArt(ArtifactPosition::SPELLBOOK));
  2500. giveSpells(town,hero);
  2501. return true;
  2502. }
  2503. else if(aid < 7 && aid > 3) //war machine
  2504. {
  2505. int price = VLC->arth->artifacts[aid]->price;
  2506. if(( hero->getArt(ArtifactPosition(9+aid)) && complain("Hero already has this machine!"))
  2507. || (gs->getPlayer(hero->getOwner())->resources[Res::GOLD] < price && complain("Not enough gold!")))
  2508. {
  2509. return false;
  2510. }
  2511. if ((town->hasBuilt(BuildingID::BLACKSMITH) && town->town->warMachine == aid )
  2512. || ((town->hasBuilt(BuildingID::BALLISTA_YARD, ETownType::STRONGHOLD)) && aid == ArtifactID::BALLISTA))
  2513. {
  2514. giveResource(hero->getOwner(),Res::GOLD,-price);
  2515. giveHeroNewArtifact(hero, VLC->arth->artifacts[aid], ArtifactPosition(9+aid));
  2516. return true;
  2517. }
  2518. else
  2519. COMPLAIN_RET("This machine is unavailable here!");
  2520. }
  2521. return false;
  2522. }
  2523. bool CGameHandler::buyArtifact(const IMarket *m, const CGHeroInstance *h, Res::ERes rid, ArtifactID aid)
  2524. {
  2525. if(!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_ARTIFACT), aid))
  2526. COMPLAIN_RET("That artifact is unavailable!");
  2527. int b1, b2;
  2528. m->getOffer(rid, aid, b1, b2, EMarketMode::RESOURCE_ARTIFACT);
  2529. if(getResource(h->tempOwner, rid) < b1)
  2530. COMPLAIN_RET("You can't afford to buy this artifact!");
  2531. SetResource sr;
  2532. sr.player = h->tempOwner;
  2533. sr.resid = rid;
  2534. sr.val = getResource(h->tempOwner, rid) - b1;
  2535. sendAndApply(&sr);
  2536. SetAvailableArtifacts saa;
  2537. if(m->o->ID == Obj::TOWN)
  2538. {
  2539. saa.id = -1;
  2540. saa.arts = CGTownInstance::merchantArtifacts;
  2541. }
  2542. else if(const CGBlackMarket *bm = dynamic_cast<const CGBlackMarket *>(m->o)) //black market
  2543. {
  2544. saa.id = bm->id.getNum();
  2545. saa.arts = bm->artifacts;
  2546. }
  2547. else
  2548. COMPLAIN_RET("Wrong marktet...");
  2549. bool found = false;
  2550. BOOST_FOREACH(const CArtifact *&art, saa.arts)
  2551. {
  2552. if(art && art->id == aid)
  2553. {
  2554. art = NULL;
  2555. found = true;
  2556. break;
  2557. }
  2558. }
  2559. if(!found)
  2560. COMPLAIN_RET("Cannot find selected artifact on the list");
  2561. sendAndApply(&saa);
  2562. giveHeroNewArtifact(h, VLC->arth->artifacts[aid], ArtifactPosition::FIRST_AVAILABLE);
  2563. return true;
  2564. }
  2565. bool CGameHandler::sellArtifact( const IMarket *m, const CGHeroInstance *h, ArtifactInstanceID aid, Res::ERes rid )
  2566. {
  2567. const CArtifactInstance *art = h->getArtByInstanceId(aid);
  2568. if(!art)
  2569. COMPLAIN_RET("There is no artifact to sell!");
  2570. if(art->artType->id < 7)
  2571. COMPLAIN_RET("Cannot sell a war machine or spellbook!");
  2572. int resVal = 0, dump = 1;
  2573. m->getOffer(art->artType->id, rid, dump, resVal, EMarketMode::ARTIFACT_RESOURCE);
  2574. removeArtifact(ArtifactLocation(h, h->getArtPos(art)));
  2575. giveResource(h->tempOwner, rid, resVal);
  2576. return true;
  2577. }
  2578. //void CGameHandler::lootArtifacts (TArtHolder source, TArtHolder dest, std::vector<ui32> &arts)
  2579. //{
  2580. // //const CGHeroInstance * h1 = dynamic_cast<CGHeroInstance *> source;
  2581. // //auto s = boost::apply_visitor(GetArtifactSetPtr(), source);
  2582. // {
  2583. // }
  2584. //}
  2585. bool CGameHandler::buySecSkill( const IMarket *m, const CGHeroInstance *h, SecondarySkill skill)
  2586. {
  2587. if (!h)
  2588. COMPLAIN_RET("You need hero to buy a skill!");
  2589. if (h->getSecSkillLevel(SecondarySkill(skill)))
  2590. COMPLAIN_RET("Hero already know this skill");
  2591. if (!h->canLearnSkill())
  2592. COMPLAIN_RET("Hero can't learn any more skills");
  2593. if (h->type->heroClass->secSkillProbability[skill]==0)//can't learn this skill (like necromancy for most of non-necros)
  2594. COMPLAIN_RET("The hero can't learn this skill!");
  2595. if(!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_SKILL), skill))
  2596. COMPLAIN_RET("That skill is unavailable!");
  2597. if(getResource(h->tempOwner, Res::GOLD) < 2000)//TODO: remove hardcoded resource\summ?
  2598. COMPLAIN_RET("You can't afford to buy this skill");
  2599. SetResource sr;
  2600. sr.player = h->tempOwner;
  2601. sr.resid = Res::GOLD;
  2602. sr.val = getResource(h->tempOwner, Res::GOLD) - 2000;
  2603. sendAndApply(&sr);
  2604. changeSecSkill(h, skill, 1, true);
  2605. return true;
  2606. }
  2607. bool CGameHandler::tradeResources(const IMarket *market, ui32 val, PlayerColor player, ui32 id1, ui32 id2)
  2608. {
  2609. int r1 = gs->getPlayer(player)->resources[id1],
  2610. r2 = gs->getPlayer(player)->resources[id2];
  2611. vstd::amin(val, r1); //can't trade more resources than have
  2612. int b1, b2; //base quantities for trade
  2613. market->getOffer(id1, id2, b1, b2, EMarketMode::RESOURCE_RESOURCE);
  2614. int units = val / b1; //how many base quantities we trade
  2615. if(val%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  2616. {
  2617. //TODO: complain?
  2618. assert(0);
  2619. }
  2620. SetResource sr;
  2621. sr.player = player;
  2622. sr.resid = static_cast<Res::ERes>(id1);
  2623. sr.val = r1 - b1 * units;
  2624. sendAndApply(&sr);
  2625. sr.resid = static_cast<Res::ERes>(id2);
  2626. sr.val = r2 + b2 * units;
  2627. sendAndApply(&sr);
  2628. return true;
  2629. }
  2630. bool CGameHandler::sellCreatures(ui32 count, const IMarket *market, const CGHeroInstance * hero, SlotID slot, Res::ERes resourceID)
  2631. {
  2632. if(!vstd::contains(hero->Slots(), slot))
  2633. COMPLAIN_RET("Hero doesn't have any creature in that slot!");
  2634. const CStackInstance &s = hero->getStack(slot);
  2635. if( s.count < count //can't sell more creatures than have
  2636. || (hero->Slots().size() == 1 && hero->needsLastStack() && s.count == count)) //can't sell last stack
  2637. {
  2638. COMPLAIN_RET("Not enough creatures in army!");
  2639. }
  2640. int b1, b2; //base quantities for trade
  2641. market->getOffer(s.type->idNumber, resourceID, b1, b2, EMarketMode::CREATURE_RESOURCE);
  2642. int units = count / b1; //how many base quantities we trade
  2643. if(count%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  2644. {
  2645. //TODO: complain?
  2646. assert(0);
  2647. }
  2648. changeStackCount(StackLocation(hero, slot), -count);
  2649. SetResource sr;
  2650. sr.player = hero->tempOwner;
  2651. sr.resid = resourceID;
  2652. sr.val = getResource(hero->tempOwner, resourceID) + b2 * units;
  2653. sendAndApply(&sr);
  2654. return true;
  2655. }
  2656. bool CGameHandler::transformInUndead(const IMarket *market, const CGHeroInstance * hero, SlotID slot)
  2657. {
  2658. const CArmedInstance *army = NULL;
  2659. if (hero)
  2660. army = hero;
  2661. else
  2662. army = dynamic_cast<const CGTownInstance *>(market->o);
  2663. if (!army)
  2664. COMPLAIN_RET("Incorrect call to transform in undead!");
  2665. if(!army->hasStackAtSlot(slot))
  2666. COMPLAIN_RET("Army doesn't have any creature in that slot!");
  2667. const CStackInstance &s = army->getStack(slot);
  2668. int resCreature;//resulting creature - bone dragons or skeletons
  2669. if (s.hasBonusOfType(Bonus::DRAGON_NATURE))
  2670. resCreature = 68;
  2671. else
  2672. resCreature = 56;
  2673. changeStackType(StackLocation(army, slot), VLC->creh->creatures[resCreature]);
  2674. return true;
  2675. }
  2676. bool CGameHandler::sendResources(ui32 val, PlayerColor player, Res::ERes r1, PlayerColor r2)
  2677. {
  2678. const PlayerState *p2 = gs->getPlayer(r2, false);
  2679. if(!p2 || p2->status != EPlayerStatus::INGAME)
  2680. {
  2681. complain("Dest player must be in game!");
  2682. return false;
  2683. }
  2684. si32 curRes1 = gs->getPlayer(player)->resources[r1], curRes2 = gs->getPlayer(r2)->resources[r1];
  2685. val = std::min(si32(val),curRes1);
  2686. SetResource sr;
  2687. sr.player = player;
  2688. sr.resid = r1;
  2689. sr.val = curRes1 - val;
  2690. sendAndApply(&sr);
  2691. sr.player = r2;
  2692. sr.val = curRes2 + val;
  2693. sendAndApply(&sr);
  2694. return true;
  2695. }
  2696. bool CGameHandler::setFormation( ObjectInstanceID hid, ui8 formation )
  2697. {
  2698. gs->getHero(hid)-> formation = formation;
  2699. return true;
  2700. }
  2701. bool CGameHandler::hireHero(const CGObjectInstance *obj, ui8 hid, PlayerColor player)
  2702. {
  2703. const PlayerState *p = gs->getPlayer(player);
  2704. const CGTownInstance *t = gs->getTown(obj->id);
  2705. static const int GOLD_NEEDED = 2500;
  2706. //common preconditions
  2707. if( (p->resources[Res::GOLD]<GOLD_NEEDED && complain("Not enough gold for buying hero!"))
  2708. || (getHeroCount(player, false) >= GameConstants::MAX_HEROES_PER_PLAYER && complain("Cannot hire hero, only 8 wandering heroes are allowed!")))
  2709. return false;
  2710. if(t) //tavern in town
  2711. {
  2712. if( (!t->hasBuilt(BuildingID::TAVERN) && complain("No tavern!"))
  2713. || (t->visitingHero && complain("There is visiting hero - no place!")))
  2714. return false;
  2715. }
  2716. else if(obj->ID == Obj::TAVERN)
  2717. {
  2718. if(getTile(obj->visitablePos())->visitableObjects.back() != obj && complain("Tavern entry must be unoccupied!"))
  2719. return false;
  2720. }
  2721. const CGHeroInstance *nh = p->availableHeroes[hid];
  2722. if (!nh)
  2723. {
  2724. complain ("Hero is not available for hiring!");
  2725. return false;
  2726. }
  2727. HeroRecruited hr;
  2728. hr.tid = obj->id;
  2729. hr.hid = nh->subID;
  2730. hr.player = player;
  2731. hr.tile = obj->visitablePos() + nh->getVisitableOffset();
  2732. sendAndApply(&hr);
  2733. bmap<ui32, ConstTransitivePtr<CGHeroInstance> > pool = gs->unusedHeroesFromPool();
  2734. const CGHeroInstance *theOtherHero = p->availableHeroes[!hid];
  2735. const CGHeroInstance *newHero = NULL;
  2736. if (theOtherHero) //on XXL maps all heroes can be imprisoned :(
  2737. newHero = gs->hpool.pickHeroFor(false, player, getNativeTown(player), pool, theOtherHero->type->heroClass);
  2738. SetAvailableHeroes sah;
  2739. sah.player = player;
  2740. if(newHero)
  2741. {
  2742. sah.hid[hid] = newHero->subID;
  2743. sah.army[hid].clear();
  2744. sah.army[hid].setCreature(SlotID(0), newHero->type->initialArmy[0].creature, 1);
  2745. }
  2746. else
  2747. sah.hid[hid] = -1;
  2748. sah.hid[!hid] = theOtherHero ? theOtherHero->subID : -1;
  2749. sendAndApply(&sah);
  2750. SetResource sr;
  2751. sr.player = player;
  2752. sr.resid = Res::GOLD;
  2753. sr.val = p->resources[Res::GOLD] - GOLD_NEEDED;
  2754. sendAndApply(&sr);
  2755. if(t)
  2756. {
  2757. vistiCastleObjects (t, nh);
  2758. giveSpells (t,nh);
  2759. }
  2760. return true;
  2761. }
  2762. bool CGameHandler::queryReply(QueryID qid, ui32 answer, PlayerColor player)
  2763. {
  2764. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  2765. logGlobal->traceStream() << boost::format("Player %s attempts answering query %d with answer %d") % player % qid % answer;
  2766. auto topQuery = queries.topQuery(player);
  2767. COMPLAIN_RET_FALSE_IF(!topQuery, "This player doesn't have any queries!");
  2768. COMPLAIN_RET_FALSE_IF(topQuery->queryID != qid, "This player top query has different ID!");
  2769. COMPLAIN_RET_FALSE_IF(!topQuery->endsByPlayerAnswer(), "This query cannot be ended by player's answer!");
  2770. if(auto dialogQuery = std::dynamic_pointer_cast<CDialogQuery>(topQuery))
  2771. dialogQuery->answer = answer;
  2772. queries.popQuery(topQuery);
  2773. return true;
  2774. }
  2775. static EndAction end_action;
  2776. bool CGameHandler::makeBattleAction( BattleAction &ba )
  2777. {
  2778. logGlobal->errorStream() << "\tMaking action of type " << ba.actionType;
  2779. bool ok = true;
  2780. const CStack *stack = battleGetStackByID(ba.stackNumber); //may be nullptr if action is not about stack
  2781. const bool isAboutActiveStack = stack && (stack == battleActiveStack());
  2782. switch(ba.actionType)
  2783. {
  2784. case Battle::WALK: //walk
  2785. case Battle::DEFEND: //defend
  2786. case Battle::WAIT: //wait
  2787. case Battle::WALK_AND_ATTACK: //walk or attack
  2788. case Battle::SHOOT: //shoot
  2789. case Battle::CATAPULT: //catapult
  2790. case Battle::STACK_HEAL: //healing with First Aid Tent
  2791. case Battle::DAEMON_SUMMONING:
  2792. case Battle::MONSTER_SPELL:
  2793. if(!stack)
  2794. {
  2795. complain("No such stack!");
  2796. return false;
  2797. }
  2798. if(!stack->alive())
  2799. {
  2800. complain("This stack is dead: " + stack->nodeName());
  2801. return false;
  2802. }
  2803. if(battleTacticDist())
  2804. {
  2805. if(stack && !stack->attackerOwned != battleGetTacticsSide())
  2806. {
  2807. complain("This is not a stack of side that has tactics!");
  2808. return false;
  2809. }
  2810. }
  2811. else if(!isAboutActiveStack)
  2812. {
  2813. complain("Action has to be about active stack!");
  2814. return false;
  2815. }
  2816. }
  2817. switch(ba.actionType)
  2818. {
  2819. case Battle::END_TACTIC_PHASE: //wait
  2820. case Battle::BAD_MORALE:
  2821. case Battle::NO_ACTION:
  2822. {
  2823. StartAction start_action(ba);
  2824. sendAndApply(&start_action);
  2825. sendAndApply(&end_action);
  2826. break;
  2827. }
  2828. case Battle::WALK:
  2829. {
  2830. StartAction start_action(ba);
  2831. sendAndApply(&start_action); //start movement
  2832. int walkedTiles = moveStack(ba.stackNumber,ba.destinationTile); //move
  2833. if(!walkedTiles)
  2834. complain("Stack failed movement!");
  2835. sendAndApply(&end_action);
  2836. break;
  2837. }
  2838. case Battle::DEFEND:
  2839. {
  2840. //defensive stance //TODO: remove this bonus when stack becomes active
  2841. SetStackEffect sse;
  2842. sse.effect.push_back( Bonus(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, 20, -1, PrimarySkill::DEFENSE, Bonus::PERCENT_TO_ALL) );
  2843. sse.effect.push_back( Bonus(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, gs->curB->stacks[ba.stackNumber]->valOfBonuses(Bonus::DEFENSIVE_STANCE),
  2844. -1, PrimarySkill::DEFENSE, Bonus::ADDITIVE_VALUE));
  2845. sse.stacks.push_back(ba.stackNumber);
  2846. sendAndApply(&sse);
  2847. //don't break - we share code with next case
  2848. }
  2849. case Battle::WAIT:
  2850. {
  2851. StartAction start_action(ba);
  2852. sendAndApply(&start_action);
  2853. sendAndApply(&end_action);
  2854. break;
  2855. }
  2856. case Battle::RETREAT: //retreat/flee
  2857. {
  2858. if(!gs->curB->battleCanFlee(gs->curB->sides[ba.side]))
  2859. complain("Cannot retreat!");
  2860. else
  2861. setBattleResult(BattleResult::ESCAPE, !ba.side); //surrendering side loses
  2862. break;
  2863. }
  2864. case Battle::SURRENDER:
  2865. {
  2866. PlayerColor player = gs->curB->sides[ba.side];
  2867. int cost = gs->curB->battleGetSurrenderCost(player);
  2868. if(cost < 0)
  2869. complain("Cannot surrender!");
  2870. else if(getResource(player, Res::GOLD) < cost)
  2871. complain("Not enough gold to surrender!");
  2872. else
  2873. {
  2874. giveResource(player, Res::GOLD, -cost);
  2875. setBattleResult(BattleResult::SURRENDER, !ba.side); //surrendering side loses
  2876. }
  2877. break;
  2878. }
  2879. break;
  2880. case Battle::WALK_AND_ATTACK: //walk or attack
  2881. {
  2882. StartAction start_action(ba);
  2883. sendAndApply(&start_action); //start movement and attack
  2884. const CStack *stackAtEnd = gs->curB->battleGetStackByPos(ba.additionalInfo);
  2885. if(!stack || !stackAtEnd)
  2886. {
  2887. sendAndApply(&end_action);
  2888. break;
  2889. }
  2890. BattleHex startingPos = stack->position;
  2891. int distance = moveStack(ba.stackNumber, ba.destinationTile);
  2892. logGlobal->traceStream() << stack->nodeName() << " will attack " << stackAtEnd->nodeName();
  2893. if(stack->position != ba.destinationTile //we wasn't able to reach destination tile
  2894. && !(stack->doubleWide()
  2895. && ( stack->position == ba.destinationTile + (stack->attackerOwned ? +1 : -1 ) )
  2896. ) //nor occupy specified hex
  2897. )
  2898. {
  2899. std::string problem = "We cannot move this stack to its destination " + stack->getCreature()->namePl;
  2900. logGlobal->warnStream() << problem;
  2901. complain(problem);
  2902. ok = false;
  2903. sendAndApply(&end_action);
  2904. break;
  2905. }
  2906. if(stackAtEnd && stack->ID == stackAtEnd->ID) //we should just move, it will be handled by following check
  2907. {
  2908. stackAtEnd = NULL;
  2909. }
  2910. if(!stackAtEnd)
  2911. {
  2912. complain(boost::str(boost::format("walk and attack error: no stack at additionalInfo tile (%d)!\n") % ba.additionalInfo));
  2913. ok = false;
  2914. sendAndApply(&end_action);
  2915. break;
  2916. }
  2917. if( !CStack::isMeleeAttackPossible(stack, stackAtEnd) )
  2918. {
  2919. complain("Attack cannot be performed!");
  2920. sendAndApply(&end_action);
  2921. ok = false;
  2922. break;
  2923. }
  2924. //attack
  2925. int totalAttacks = 1 + stack->getBonuses(Selector::type (Bonus::ADDITIONAL_ATTACK),
  2926. (Selector::effectRange (Bonus::NO_LIMIT) || Selector::effectRange(Bonus::ONLY_MELEE_FIGHT)))->totalValue(); //all unspicified attacks + melee attacks
  2927. for (int i = 0; i < totalAttacks; ++i)
  2928. {
  2929. if (stack &&
  2930. stack->alive() && //move can cause death, eg. by walking into the moat
  2931. stackAtEnd->alive())
  2932. {
  2933. BattleAttack bat;
  2934. prepareAttack(bat, stack, stackAtEnd, (i ? 0 : distance), ba.additionalInfo); //no distance travelled on second attack
  2935. //prepareAttack(bat, stack, stackAtEnd, 0, ba.additionalInfo);
  2936. handleAttackBeforeCasting(bat); //only before first attack
  2937. sendAndApply(&bat);
  2938. handleAfterAttackCasting(bat);
  2939. }
  2940. //counterattack
  2941. if (!stack->hasBonusOfType(Bonus::BLOCKS_RETALIATION)
  2942. && stackAtEnd->ableToRetaliate()
  2943. && stack->alive()) //attacker may have died (fire shield)
  2944. {
  2945. BattleAttack bat;
  2946. prepareAttack(bat, stackAtEnd, stack, 0, stack->position);
  2947. bat.flags |= BattleAttack::COUNTER;
  2948. sendAndApply(&bat);
  2949. handleAfterAttackCasting(bat);
  2950. }
  2951. }
  2952. //return
  2953. if(stack->hasBonusOfType(Bonus::RETURN_AFTER_STRIKE) && startingPos != stack->position && stack->alive())
  2954. {
  2955. moveStack(ba.stackNumber, startingPos);
  2956. //NOTE: curStack->ID == ba.stackNumber (rev 1431)
  2957. }
  2958. sendAndApply(&end_action);
  2959. break;
  2960. }
  2961. case Battle::SHOOT:
  2962. {
  2963. const CStack *destStack= gs->curB->battleGetStackByPos(ba.destinationTile);
  2964. if( !gs->curB->battleCanShoot(stack, ba.destinationTile) )
  2965. {
  2966. complain("Cannot shoot!");
  2967. break;
  2968. }
  2969. StartAction start_action(ba);
  2970. sendAndApply(&start_action); //start shooting
  2971. {
  2972. BattleAttack bat;
  2973. bat.flags |= BattleAttack::SHOT;
  2974. prepareAttack(bat, stack, destStack, 0, ba.destinationTile);
  2975. handleAttackBeforeCasting(bat);
  2976. sendAndApply(&bat);
  2977. handleAfterAttackCasting(bat);
  2978. }
  2979. //ballista & artillery handling
  2980. if(destStack->alive() && stack->getCreature()->idNumber == CreatureID::BALLISTA)
  2981. {
  2982. BattleAttack bat2;
  2983. bat2.flags |= BattleAttack::SHOT;
  2984. prepareAttack(bat2, stack, destStack, 0, ba.destinationTile);
  2985. sendAndApply(&bat2);
  2986. }
  2987. //allow more than one additional attack
  2988. int additionalAttacks = stack->getBonuses(Selector::type (Bonus::ADDITIONAL_ATTACK),
  2989. (Selector::effectRange (Bonus::NO_LIMIT) || Selector::effectRange(Bonus::ONLY_DISTANCE_FIGHT)))->totalValue();
  2990. for (int i = 0; i < additionalAttacks; ++i)
  2991. {
  2992. if(
  2993. stack->alive()
  2994. && destStack->alive()
  2995. && stack->shots
  2996. )
  2997. {
  2998. BattleAttack bat;
  2999. bat.flags |= BattleAttack::SHOT;
  3000. prepareAttack(bat, stack, destStack, 0, ba.destinationTile);
  3001. sendAndApply(&bat);
  3002. handleAfterAttackCasting(bat);
  3003. }
  3004. }
  3005. sendAndApply(&end_action);
  3006. break;
  3007. }
  3008. case Battle::CATAPULT:
  3009. {
  3010. StartAction start_action(ba);
  3011. sendAndApply(&start_action);
  3012. const CGHeroInstance * attackingHero = gs->curB->heroes[ba.side];
  3013. CHeroHandler::SBallisticsLevelInfo sbi = VLC->heroh->ballistics[attackingHero->getSecSkillLevel(SecondarySkill::BALLISTICS)];
  3014. EWallParts::EWallParts attackedPart = gs->curB->battleHexToWallPart(ba.destinationTile);
  3015. if(attackedPart < 0)
  3016. {
  3017. complain("catapult tried to attack non-catapultable hex!");
  3018. break;
  3019. }
  3020. int wallInitHP = gs->curB->si.wallState[attackedPart];
  3021. int dmgAlreadyDealt = 0; //in successive iterations damage is dealt but not yet subtracted from wall's HPs
  3022. for(int g=0; g<sbi.shots; ++g)
  3023. {
  3024. if(wallInitHP + dmgAlreadyDealt == 3) //it's not destroyed
  3025. continue;
  3026. CatapultAttack ca; //package for clients
  3027. std::pair< std::pair< ui8, si16 >, ui8> attack; //<< attackedPart , destination tile >, damageDealt >
  3028. attack.first.first = attackedPart;
  3029. attack.first.second = ba.destinationTile;
  3030. attack.second = 0;
  3031. int chanceForHit = 0;
  3032. int dmgChance[] = { sbi.noDmg, sbi.oneDmg, sbi.twoDmg }; //dmgChance[i] - chance for doing i dmg when hit is successful
  3033. switch(attackedPart)
  3034. {
  3035. case EWallParts::KEEP:
  3036. chanceForHit = sbi.keep;
  3037. break;
  3038. case EWallParts::BOTTOM_TOWER:
  3039. case EWallParts::UPPER_TOWER:
  3040. chanceForHit = sbi.tower;
  3041. break;
  3042. case EWallParts::BOTTOM_WALL:
  3043. case EWallParts::BELOW_GATE:
  3044. case EWallParts::OVER_GATE:
  3045. case EWallParts::UPPER_WAL:
  3046. chanceForHit = sbi.wall;
  3047. break;
  3048. case EWallParts::GATE:
  3049. chanceForHit = sbi.gate;
  3050. break;
  3051. }
  3052. if(rand()%100 <= chanceForHit) //hit is successful
  3053. {
  3054. int dmgRand = rand()%100;
  3055. //accumulating dmgChance
  3056. dmgChance[1] += dmgChance[0];
  3057. dmgChance[2] += dmgChance[1];
  3058. //calculating dealt damage
  3059. for(int v = 0; v < ARRAY_COUNT(dmgChance); ++v)
  3060. {
  3061. if(dmgRand <= dmgChance[v])
  3062. {
  3063. attack.second = std::min(3 - dmgAlreadyDealt - wallInitHP, v);
  3064. dmgAlreadyDealt += attack.second;
  3065. break;
  3066. }
  3067. }
  3068. //removing creatures in turrets / keep if one is destroyed
  3069. if(attack.second > 0 && (attackedPart == EWallParts::KEEP ||
  3070. attackedPart == EWallParts::BOTTOM_TOWER || attackedPart == EWallParts::UPPER_TOWER))
  3071. {
  3072. int posRemove = -1;
  3073. switch(attackedPart)
  3074. {
  3075. case EWallParts::KEEP:
  3076. posRemove = -2;
  3077. break;
  3078. case EWallParts::BOTTOM_TOWER:
  3079. posRemove = -3;
  3080. break;
  3081. case EWallParts::UPPER_TOWER:
  3082. posRemove = -4;
  3083. break;
  3084. }
  3085. BattleStacksRemoved bsr;
  3086. for(int g=0; g<gs->curB->stacks.size(); ++g)
  3087. {
  3088. if(gs->curB->stacks[g]->position == posRemove)
  3089. {
  3090. bsr.stackIDs.insert( gs->curB->stacks[g]->ID );
  3091. break;
  3092. }
  3093. }
  3094. sendAndApply(&bsr);
  3095. }
  3096. }
  3097. ca.attacker = ba.stackNumber;
  3098. ca.attackedParts.insert(attack);
  3099. sendAndApply(&ca);
  3100. }
  3101. sendAndApply(&end_action);
  3102. break;
  3103. }
  3104. case Battle::STACK_HEAL: //healing with First Aid Tent
  3105. {
  3106. StartAction start_action(ba);
  3107. sendAndApply(&start_action);
  3108. const CGHeroInstance * attackingHero = gs->curB->heroes[ba.side];
  3109. const CStack *healer = gs->curB->battleGetStackByID(ba.stackNumber),
  3110. *destStack = gs->curB->battleGetStackByPos(ba.destinationTile);
  3111. if(healer == NULL || destStack == NULL || !healer->hasBonusOfType(Bonus::HEALER))
  3112. {
  3113. complain("There is either no healer, no destination, or healer cannot heal :P");
  3114. }
  3115. int maxHealable = destStack->MaxHealth() - destStack->firstHPleft;
  3116. int maxiumHeal = healer->count * std::max(10, attackingHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::FIRST_AID));
  3117. int healed = std::min(maxHealable, maxiumHeal);
  3118. if(healed == 0)
  3119. {
  3120. //nothing to heal.. should we complain?
  3121. }
  3122. else
  3123. {
  3124. StacksHealedOrResurrected shr;
  3125. shr.lifeDrain = false;
  3126. shr.tentHealing = true;
  3127. shr.drainedFrom = ba.stackNumber;
  3128. StacksHealedOrResurrected::HealInfo hi;
  3129. hi.healedHP = healed;
  3130. hi.lowLevelResurrection = 0;
  3131. hi.stackID = destStack->ID;
  3132. shr.healedStacks.push_back(hi);
  3133. sendAndApply(&shr);
  3134. }
  3135. sendAndApply(&end_action);
  3136. break;
  3137. }
  3138. case Battle::DAEMON_SUMMONING:
  3139. //TODO: From Strategija:
  3140. //Summon Demon is a level 2 spell.
  3141. {
  3142. StartAction start_action(ba);
  3143. sendAndApply(&start_action);
  3144. const CStack *summoner = gs->curB->battleGetStackByID(ba.stackNumber),
  3145. *destStack = gs->curB->battleGetStackByPos(ba.destinationTile, false);
  3146. BattleStackAdded bsa;
  3147. bsa.attacker = summoner->attackerOwned;
  3148. bsa.creID = CreatureID(summoner->getBonusLocalFirst(Selector::type(Bonus::DAEMON_SUMMONING))->subtype); //in case summoner can summon more than one type of monsters... scream!
  3149. ui64 risedHp = summoner->count * summoner->valOfBonuses(Bonus::DAEMON_SUMMONING, bsa.creID.toEnum());
  3150. bsa.amount = std::min ((ui32)(risedHp / VLC->creh->creatures[bsa.creID]->MaxHealth()), destStack->baseAmount);
  3151. bsa.pos = gs->curB->getAvaliableHex(bsa.creID, bsa.attacker, destStack->position);
  3152. bsa.summoned = false;
  3153. if (bsa.amount) //there's rare possibility single creature cannot rise desired type
  3154. {
  3155. BattleStacksRemoved bsr; //remove body
  3156. bsr.stackIDs.insert(destStack->ID);
  3157. sendAndApply(&bsr);
  3158. sendAndApply(&bsa);
  3159. BattleSetStackProperty ssp;
  3160. ssp.stackID = ba.stackNumber;
  3161. ssp.which = BattleSetStackProperty::CASTS; //reduce number of casts
  3162. ssp.val = -1;
  3163. ssp.absolute = false;
  3164. sendAndApply(&ssp);
  3165. }
  3166. sendAndApply(&end_action);
  3167. break;
  3168. }
  3169. case Battle::MONSTER_SPELL:
  3170. {
  3171. StartAction start_action(ba);
  3172. sendAndApply(&start_action);
  3173. const CStack * stack = gs->curB->battleGetStackByID(ba.stackNumber);
  3174. SpellID spellID = SpellID(ba.additionalInfo);
  3175. BattleHex destination(ba.destinationTile);
  3176. const Bonus *randSpellcaster = stack->getBonusLocalFirst(Selector::type(Bonus::RANDOM_SPELLCASTER));
  3177. const Bonus * spellcaster = stack->getBonusLocalFirst(Selector::typeSubtype(Bonus::SPELLCASTER, spellID));
  3178. //TODO special bonus for genies ability
  3179. if(randSpellcaster && battleGetRandomStackSpell(stack, CBattleInfoCallback::RANDOM_AIMED) < 0)
  3180. spellID = battleGetRandomStackSpell(stack, CBattleInfoCallback::RANDOM_GENIE);
  3181. if(spellID < 0)
  3182. complain("That stack can't cast spells!");
  3183. else
  3184. {
  3185. int spellLvl = 0;
  3186. if (spellcaster)
  3187. vstd::amax(spellLvl, spellcaster->val);
  3188. if (randSpellcaster)
  3189. vstd::amax(spellLvl, randSpellcaster->val);
  3190. vstd::amin (spellLvl, 3);
  3191. int casterSide = gs->curB->whatSide(stack->owner);
  3192. const CGHeroInstance * secHero = gs->curB->getHero(gs->curB->theOtherPlayer(stack->owner));
  3193. handleSpellCasting(spellID, spellLvl, destination, casterSide, stack->owner, NULL, secHero, 0, ECastingMode::CREATURE_ACTIVE_CASTING, stack);
  3194. }
  3195. sendAndApply(&end_action);
  3196. break;
  3197. }
  3198. }
  3199. if(ba.stackNumber == gs->curB->activeStack || battleResult.get()) //active stack has moved or battle has finished
  3200. battleMadeAction.setn(true);
  3201. return ok;
  3202. }
  3203. void CGameHandler::playerMessage( PlayerColor player, const std::string &message )
  3204. {
  3205. bool cheated=true;
  3206. PlayerMessage temp_message(player, message);
  3207. sendAndApply(&temp_message);
  3208. if(message == "vcmiistari") //give all spells and 999 mana
  3209. {
  3210. SetMana sm;
  3211. ChangeSpells cs;
  3212. CGHeroInstance *h = gs->getHero(gs->getPlayer(player)->currentSelection);
  3213. if(!h && complain("Cannot realize cheat, no hero selected!")) return;
  3214. sm.hid = cs.hid = h->id;
  3215. //give all spells
  3216. cs.learn = 1;
  3217. BOOST_FOREACH(auto spell, VLC->spellh->spells)
  3218. {
  3219. if(!spell->creatureAbility)
  3220. cs.spells.insert(spell->id);
  3221. }
  3222. //give mana
  3223. sm.val = 999;
  3224. if(!h->hasSpellbook()) //hero doesn't have spellbook
  3225. giveHeroNewArtifact(h, VLC->arth->artifacts[0], ArtifactPosition::SPELLBOOK); //give spellbook
  3226. sendAndApply(&cs);
  3227. sendAndApply(&sm);
  3228. }
  3229. else if (message == "vcmiarmenelos") //build all buildings in selected town
  3230. {
  3231. CGTownInstance *town = gs->getTown(gs->getPlayer(player)->currentSelection);
  3232. if (town)
  3233. {
  3234. BOOST_FOREACH (auto & build, town->town->buildings)
  3235. {
  3236. if (!town->hasBuilt(build.first) && !build.second->Name().empty())
  3237. {
  3238. buildStructure(town->id, build.first, true);
  3239. }
  3240. }
  3241. }
  3242. }
  3243. else if(message == "vcmiainur") //gives 5 archangels into each slot
  3244. {
  3245. CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
  3246. const CCreature *archangel = VLC->creh->creatures[13];
  3247. if(!hero) return;
  3248. for(int i = 0; i < GameConstants::ARMY_SIZE; i++)
  3249. if(!hero->hasStackAtSlot(SlotID(i)))
  3250. insertNewStack(StackLocation(hero, SlotID(i)), archangel, 5);
  3251. }
  3252. else if(message == "vcmiangband") //gives 10 black knight into each slot
  3253. {
  3254. CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
  3255. const CCreature *blackKnight = VLC->creh->creatures[66];
  3256. if(!hero) return;
  3257. for(int i = 0; i < GameConstants::ARMY_SIZE; i++)
  3258. if(!hero->hasStackAtSlot(SlotID(i)))
  3259. insertNewStack(StackLocation(hero, SlotID(i)), blackKnight, 10);
  3260. }
  3261. else if(message == "vcminoldor") //all war machines
  3262. {
  3263. CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
  3264. if(!hero) return;
  3265. if(!hero->getArt(ArtifactPosition::MACH1))
  3266. giveHeroNewArtifact(hero, VLC->arth->artifacts[4], ArtifactPosition::MACH1);
  3267. if(!hero->getArt(ArtifactPosition::MACH2))
  3268. giveHeroNewArtifact(hero, VLC->arth->artifacts[5], ArtifactPosition::MACH2);
  3269. if(!hero->getArt(ArtifactPosition::MACH3))
  3270. giveHeroNewArtifact(hero, VLC->arth->artifacts[6], ArtifactPosition::MACH3);
  3271. }
  3272. else if(message == "vcminahar") //1000000 movement points
  3273. {
  3274. CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
  3275. if(!hero) return;
  3276. SetMovePoints smp;
  3277. smp.hid = hero->id;
  3278. smp.val = 1000000;
  3279. sendAndApply(&smp);
  3280. }
  3281. else if(message == "vcmiformenos") //give resources
  3282. {
  3283. SetResources sr;
  3284. sr.player = player;
  3285. sr.res = gs->getPlayer(player)->resources;
  3286. for(int i=0;i<Res::GOLD;i++)
  3287. sr.res[i] += 100;
  3288. sr.res[Res::GOLD] += 100000; //100k
  3289. sendAndApply(&sr);
  3290. }
  3291. else if(message == "vcmieagles") //reveal FoW
  3292. {
  3293. FoWChange fc;
  3294. fc.mode = 1;
  3295. fc.player = player;
  3296. int3 * hlp_tab = new int3[gs->map->width * gs->map->height * (gs->map->twoLevel ? 2 : 1)];
  3297. int lastUnc = 0;
  3298. for(int i=0;i<gs->map->width;i++)
  3299. for(int j=0;j<gs->map->height;j++)
  3300. for(int k = 0; k < (gs->map->twoLevel ? 2 : 1); k++)
  3301. if(!gs->getPlayerTeam(fc.player)->fogOfWarMap[i][j][k])
  3302. hlp_tab[lastUnc++] = int3(i,j,k);
  3303. fc.tiles.insert(hlp_tab, hlp_tab + lastUnc);
  3304. delete [] hlp_tab;
  3305. sendAndApply(&fc);
  3306. }
  3307. else if(message == "vcmiglorfindel") //selected hero gains a new level
  3308. {
  3309. CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
  3310. changePrimSkill(hero, PrimarySkill::EXPERIENCE, VLC->heroh->reqExp(hero->level+1) - VLC->heroh->reqExp(hero->level));
  3311. }
  3312. else if(message == "vcmisilmaril") //player wins
  3313. {
  3314. gs->getPlayer(player)->enteredWinningCheatCode = 1;
  3315. }
  3316. else if(message == "vcmimelkor") //player looses
  3317. {
  3318. gs->getPlayer(player)->enteredLosingCheatCode = 1;
  3319. }
  3320. else if (message == "vcmiforgeofnoldorking") //hero gets all artifacts except war machines, spell scrolls and spell book
  3321. {
  3322. CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
  3323. if(!hero) return;
  3324. for (int g = 7; g < VLC->arth->artifacts.size(); ++g) //including artifacts from mods
  3325. giveHeroNewArtifact(hero, VLC->arth->artifacts[g], ArtifactPosition::PRE_FIRST);
  3326. }
  3327. else
  3328. cheated = false;
  3329. if(cheated)
  3330. {
  3331. SystemMessage temp_message(VLC->generaltexth->allTexts[260]);
  3332. sendAndApply(&temp_message);
  3333. checkLossVictory(player);//Player enter win code or got required art\creature
  3334. }
  3335. }
  3336. void CGameHandler::handleSpellCasting( SpellID spellID, int spellLvl, BattleHex destination, ui8 casterSide, PlayerColor casterColor, const CGHeroInstance * caster, const CGHeroInstance * secHero,
  3337. int usedSpellPower, ECastingMode::ECastingMode mode, const CStack * stack, si32 selectedStack)
  3338. {
  3339. const CSpell *spell = SpellID(spellID).toSpell();
  3340. //Helper local function that creates obstacle on given position. Obstacle type is inferred from spell type.
  3341. //It creates, sends and applies needed package.
  3342. auto placeObstacle = [&](BattleHex pos)
  3343. {
  3344. static int obstacleIdToGive = gs->curB->obstacles.size()
  3345. ? (gs->curB->obstacles.back()->uniqueID+1)
  3346. : 0;
  3347. auto obstacle = make_shared<SpellCreatedObstacle>();
  3348. switch(spellID.toEnum()) // :/
  3349. {
  3350. case SpellID::QUICKSAND:
  3351. obstacle->obstacleType = CObstacleInstance::QUICKSAND;
  3352. obstacle->turnsRemaining = -1;
  3353. obstacle->visibleForAnotherSide = false;
  3354. break;
  3355. case SpellID::LAND_MINE:
  3356. obstacle->obstacleType = CObstacleInstance::LAND_MINE;
  3357. obstacle->turnsRemaining = -1;
  3358. obstacle->visibleForAnotherSide = false;
  3359. break;
  3360. case SpellID::FIRE_WALL:
  3361. obstacle->obstacleType = CObstacleInstance::FIRE_WALL;
  3362. obstacle->turnsRemaining = 2;
  3363. obstacle->visibleForAnotherSide = true;
  3364. break;
  3365. case SpellID::FORCE_FIELD:
  3366. obstacle->obstacleType = CObstacleInstance::FORCE_FIELD;
  3367. obstacle->turnsRemaining = 2;
  3368. obstacle->visibleForAnotherSide = true;
  3369. break;
  3370. default:
  3371. //this function cannot be used with spells that do not create obstacles
  3372. assert(0);
  3373. }
  3374. obstacle->pos = pos;
  3375. obstacle->casterSide = casterSide;
  3376. obstacle->ID = spellID;
  3377. obstacle->spellLevel = spellLvl;
  3378. obstacle->casterSpellPower = usedSpellPower;
  3379. obstacle->uniqueID = obstacleIdToGive++;
  3380. BattleObstaclePlaced bop;
  3381. bop.obstacle = obstacle;
  3382. sendAndApply(&bop);
  3383. };
  3384. BattleSpellCast sc;
  3385. sc.side = casterSide;
  3386. sc.id = spellID;
  3387. sc.skill = spellLvl;
  3388. sc.tile = destination;
  3389. sc.dmgToDisplay = 0;
  3390. sc.castedByHero = (bool)caster;
  3391. sc.attackerType = (stack ? stack->type->idNumber : CreatureID(CreatureID::NONE));
  3392. sc.manaGained = 0;
  3393. sc.spellCost = 0;
  3394. if (caster) //calculate spell cost
  3395. {
  3396. sc.spellCost = gs->curB->battleGetSpellCost(SpellID(spellID).toSpell(), caster);
  3397. if (secHero && mode == ECastingMode::HERO_CASTING) //handle mana channel
  3398. {
  3399. int manaChannel = 0;
  3400. BOOST_FOREACH(CStack * stack, gs->curB->stacks) //TODO: shouldn't bonus system handle it somehow?
  3401. {
  3402. if (stack->owner == secHero->tempOwner)
  3403. {
  3404. vstd::amax(manaChannel, stack->valOfBonuses(Bonus::MANA_CHANNELING));
  3405. }
  3406. }
  3407. sc.manaGained = (manaChannel * sc.spellCost) / 100;
  3408. }
  3409. }
  3410. //calculating affected creatures for all spells
  3411. std::set<const CStack*> attackedCres; //what is that and what is sc.afectedCres?
  3412. if (mode != ECastingMode::ENCHANTER_CASTING)
  3413. {
  3414. attackedCres = gs->curB->getAffectedCreatures(spell, spellLvl, casterColor, destination);
  3415. }
  3416. else //enchanter - hit all possible stacks
  3417. {
  3418. BOOST_FOREACH (const CStack * stack, gs->curB->stacks)
  3419. {
  3420. /*if it's non negative spell and our unit or non positive spell and hostile unit */
  3421. if((!spell->isNegative() && stack->owner == casterColor)
  3422. || (!spell->isPositive() && stack->owner != casterColor))
  3423. {
  3424. if(stack->isValidTarget()) //TODO: allow dead targets somewhere in the future
  3425. {
  3426. attackedCres.insert(stack);
  3427. }
  3428. }
  3429. }
  3430. }
  3431. BOOST_FOREACH (auto cre, attackedCres)
  3432. {
  3433. sc.affectedCres.insert (cre->ID);
  3434. }
  3435. //checking if creatures resist
  3436. sc.resisted = gs->curB->calculateResistedStacks(spell, caster, secHero, attackedCres, casterColor, mode, usedSpellPower, spellLvl);
  3437. //calculating dmg to display
  3438. if (spellID == SpellID::DEATH_STARE || spellID == SpellID::ACID_BREATH_DAMAGE)
  3439. {
  3440. sc.dmgToDisplay = usedSpellPower;
  3441. if (spellID == SpellID::DEATH_STARE)
  3442. vstd::amin(sc.dmgToDisplay, (*attackedCres.begin())->count); //stack is already reduced after attack
  3443. }
  3444. StacksInjured si;
  3445. //applying effects
  3446. if (spell->isOffensiveSpell())
  3447. {
  3448. int spellDamage = 0;
  3449. if (stack && mode != ECastingMode::MAGIC_MIRROR)
  3450. {
  3451. int unitSpellPower = stack->valOfBonuses(Bonus::SPECIFIC_SPELL_POWER, spellID.toEnum());
  3452. if (unitSpellPower)
  3453. sc.dmgToDisplay = spellDamage = stack->count * unitSpellPower; //TODO: handle immunities
  3454. else //Faerie Dragon
  3455. {
  3456. usedSpellPower = stack->valOfBonuses(Bonus::CREATURE_SPELL_POWER) * stack->count / 100;
  3457. sc.dmgToDisplay = 0;
  3458. }
  3459. }
  3460. int chainLightningModifier = 0;
  3461. for(auto it = attackedCres.begin(); it != attackedCres.end(); ++it)
  3462. {
  3463. if(vstd::contains(sc.resisted, (*it)->ID)) //this creature resisted the spell
  3464. continue;
  3465. BattleStackAttacked bsa;
  3466. if ((destination > -1 && (*it)->coversPos(destination)) || (spell->range[spellLvl] == "X" || mode == ECastingMode::ENCHANTER_CASTING))
  3467. //display effect only upon primary target of area spell
  3468. //FIXME: if no stack is attacked, ther eis no animation and interface freezes
  3469. {
  3470. bsa.flags |= BattleStackAttacked::EFFECT;
  3471. bsa.effect = spell->mainEffectAnim;
  3472. }
  3473. if (spellDamage)
  3474. bsa.damageAmount = spellDamage >> chainLightningModifier;
  3475. else
  3476. bsa.damageAmount = gs->curB->calculateSpellDmg(spell, caster, *it, spellLvl, usedSpellPower) >> chainLightningModifier;
  3477. sc.dmgToDisplay += bsa.damageAmount;
  3478. bsa.stackAttacked = (*it)->ID;
  3479. if (mode == ECastingMode::ENCHANTER_CASTING) //multiple damage spells cast
  3480. bsa.attackerID = stack->ID;
  3481. else
  3482. bsa.attackerID = -1;
  3483. (*it)->prepareAttacked(bsa);
  3484. si.stacks.push_back(bsa);
  3485. if (spellID == SpellID::CHAIN_LIGHTNING)
  3486. ++chainLightningModifier;
  3487. }
  3488. }
  3489. else if (spell->hasEffects())
  3490. {
  3491. int stackSpellPower = 0;
  3492. if (stack && mode != ECastingMode::MAGIC_MIRROR)
  3493. {
  3494. stackSpellPower = stack->valOfBonuses(Bonus::CREATURE_ENCHANT_POWER);
  3495. }
  3496. SetStackEffect sse;
  3497. Bonus pseudoBonus;
  3498. pseudoBonus.sid = spellID;
  3499. pseudoBonus.val = spellLvl;
  3500. pseudoBonus.turnsRemain = gs->curB->calculateSpellDuration(spell, caster, stackSpellPower ? stackSpellPower : usedSpellPower);
  3501. CStack::stackEffectToFeature(sse.effect, pseudoBonus);
  3502. if (spellID == SpellID::SHIELD || spellID == SpellID::AIR_SHIELD)
  3503. {
  3504. sse.effect.back().val = (100 - sse.effect.back().val); //fix to original config: shiled should display damage reduction
  3505. }
  3506. if (spellID == SpellID::BIND && stack)//bind
  3507. {
  3508. sse.effect.back().additionalInfo = stack->ID; //we need to know who casted Bind
  3509. }
  3510. const Bonus * bonus = NULL;
  3511. if (caster)
  3512. bonus = caster->getBonusLocalFirst(Selector::typeSubtype(Bonus::SPECIAL_PECULIAR_ENCHANT, spellID));
  3513. //TODO does hero specialty should affects his stack casting spells?
  3514. si32 power = 0;
  3515. BOOST_FOREACH(const CStack *affected, attackedCres)
  3516. {
  3517. if(vstd::contains(sc.resisted, affected->ID)) //this creature resisted the spell
  3518. continue;
  3519. sse.stacks.push_back(affected->ID);
  3520. //Apply hero specials - peculiar enchants
  3521. const ui8 tier = std::max((ui8)1, affected->getCreature()->level); //don't divide by 0 for certain creatures (commanders, war machines)
  3522. if (bonus)
  3523. {
  3524. switch(bonus->additionalInfo)
  3525. {
  3526. case 0: //normal
  3527. {
  3528. switch(tier)
  3529. {
  3530. case 1: case 2:
  3531. power = 3;
  3532. break;
  3533. case 3: case 4:
  3534. power = 2;
  3535. break;
  3536. case 5: case 6:
  3537. power = 1;
  3538. break;
  3539. }
  3540. Bonus specialBonus(sse.effect.back());
  3541. specialBonus.val = power; //it doesn't necessarily make sense for some spells, use it wisely
  3542. sse.uniqueBonuses.push_back (std::pair<ui32,Bonus> (affected->ID, specialBonus)); //additional premy to given effect
  3543. }
  3544. break;
  3545. case 1: //only Coronius as yet
  3546. {
  3547. power = std::max(5 - tier, 0);
  3548. Bonus specialBonus = CStack::featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK, power, pseudoBonus.turnsRemain);
  3549. specialBonus.sid = spellID;
  3550. sse.uniqueBonuses.push_back (std::pair<ui32,Bonus> (affected->ID, specialBonus)); //additional attack to Slayer effect
  3551. }
  3552. break;
  3553. }
  3554. }
  3555. if (caster && caster->hasBonusOfType(Bonus::SPECIAL_BLESS_DAMAGE, spellID)) //TODO: better handling of bonus percentages
  3556. {
  3557. int damagePercent = caster->level * caster->valOfBonuses(Bonus::SPECIAL_BLESS_DAMAGE, spellID.toEnum()) / tier;
  3558. Bonus specialBonus = CStack::featureGenerator(Bonus::CREATURE_DAMAGE, 0, damagePercent, pseudoBonus.turnsRemain);
  3559. specialBonus.valType = Bonus::PERCENT_TO_ALL;
  3560. specialBonus.sid = spellID;
  3561. sse.uniqueBonuses.push_back (std::pair<ui32,Bonus> (affected->ID, specialBonus));
  3562. }
  3563. }
  3564. if(!sse.stacks.empty())
  3565. sendAndApply(&sse);
  3566. }
  3567. else if (spell->isRisingSpell() || spell->id == SpellID::CURE)
  3568. {
  3569. int hpGained = 0;
  3570. if (stack)
  3571. {
  3572. int unitSpellPower = stack->valOfBonuses(Bonus::SPECIFIC_SPELL_POWER, spellID.toEnum());
  3573. if (unitSpellPower)
  3574. hpGained = stack->count * unitSpellPower; //Archangel
  3575. else //Faerie Dragon-like effect - unused fo far
  3576. usedSpellPower = stack->valOfBonuses(Bonus::CREATURE_SPELL_POWER) * stack->count / 100;
  3577. }
  3578. StacksHealedOrResurrected shr;
  3579. shr.lifeDrain = (ui8)false;
  3580. shr.tentHealing = (ui8)false;
  3581. for(auto it = attackedCres.begin(); it != attackedCres.end(); ++it)
  3582. {
  3583. if(vstd::contains(sc.resisted, (*it)->ID) //this creature resisted the spell
  3584. || (spellID == SpellID::ANIMATE_DEAD && !(*it)->hasBonusOfType(Bonus::UNDEAD)) //we try to cast animate dead on living stack, TODO: showuld be not affected earlier
  3585. )
  3586. continue;
  3587. StacksHealedOrResurrected::HealInfo hi;
  3588. hi.stackID = (*it)->ID;
  3589. if (stack) //casted by creature
  3590. {
  3591. if (hpGained)
  3592. {
  3593. hi.healedHP = gs->curB->calculateHealedHP(hpGained, spell, *it); //archangel
  3594. }
  3595. else
  3596. hi.healedHP = gs->curB->calculateHealedHP(spell, usedSpellPower, spellLvl, *it); //any typical spell (commander's cure or animate dead)
  3597. }
  3598. else
  3599. hi.healedHP = gs->curB->calculateHealedHP(caster, spell, *it, gs->curB->battleGetStackByID(selectedStack)); //Casted by hero
  3600. hi.lowLevelResurrection = spellLvl <= 1;
  3601. shr.healedStacks.push_back(hi);
  3602. }
  3603. if(!shr.healedStacks.empty())
  3604. sendAndApply(&shr);
  3605. if (spellID == SpellID::SACRIFICE) //remove victim
  3606. {
  3607. BattleStacksRemoved bsr;
  3608. bsr.stackIDs.insert (selectedStack); //somehow it works for teleport?
  3609. sendAndApply(&bsr);
  3610. }
  3611. }
  3612. else
  3613. switch (spellID)
  3614. {
  3615. case SpellID::QUICKSAND:
  3616. case SpellID::LAND_MINE:
  3617. {
  3618. std::vector<BattleHex> availableTiles;
  3619. for(int i = 0; i < GameConstants::BFIELD_SIZE; i += 1)
  3620. {
  3621. BattleHex hex = i;
  3622. if(hex.getX() > 2 && hex.getX() < 14 && !battleGetStackByPos(hex, false) & !battleGetObstacleOnPos(hex, false))
  3623. availableTiles.push_back(hex);
  3624. }
  3625. boost::range::random_shuffle(availableTiles);
  3626. const int patchesForSkill[] = {4, 4, 6, 8};
  3627. const int patchesToPut = std::min<int>(patchesForSkill[spellLvl], availableTiles.size());
  3628. //land mines or quicksand patches are handled as spell created obstacles
  3629. for (int i = 0; i < patchesToPut; i++)
  3630. placeObstacle(availableTiles[i]);
  3631. }
  3632. break;
  3633. case SpellID::FORCE_FIELD:
  3634. placeObstacle(destination);
  3635. break;
  3636. case SpellID::FIRE_WALL:
  3637. {
  3638. //fire wall is build from multiple obstacles - one fire piece for each affected hex
  3639. auto affectedHexes = spell->rangeInHexes(destination, spellLvl, casterSide);
  3640. BOOST_FOREACH(BattleHex hex, affectedHexes)
  3641. placeObstacle(hex);
  3642. }
  3643. break;
  3644. case SpellID::TELEPORT:
  3645. {
  3646. BattleStackMoved bsm;
  3647. bsm.distance = -1;
  3648. bsm.stack = selectedStack;
  3649. std::vector<BattleHex> tiles;
  3650. tiles.push_back(destination);
  3651. bsm.tilesToMove = tiles;
  3652. bsm.teleporting = true;
  3653. sendAndApply(&bsm);
  3654. break;
  3655. }
  3656. case SpellID::SUMMON_FIRE_ELEMENTAL:
  3657. case SpellID::SUMMON_EARTH_ELEMENTAL:
  3658. case SpellID::SUMMON_WATER_ELEMENTAL:
  3659. case SpellID::SUMMON_AIR_ELEMENTAL:
  3660. { //elemental summoning
  3661. CreatureID creID;
  3662. switch(spellID)
  3663. {
  3664. case SpellID::SUMMON_FIRE_ELEMENTAL:
  3665. creID = CreatureID::FIRE_ELEMENTAL;
  3666. break;
  3667. case SpellID::SUMMON_EARTH_ELEMENTAL:
  3668. creID = CreatureID::EARTH_ELEMENTAL;
  3669. break;
  3670. case SpellID::SUMMON_WATER_ELEMENTAL:
  3671. creID = CreatureID::WATER_ELEMENTAL;
  3672. break;
  3673. case SpellID::SUMMON_AIR_ELEMENTAL:
  3674. creID = CreatureID::AIR_ELEMENTAL;
  3675. break;
  3676. }
  3677. BattleStackAdded bsa;
  3678. bsa.creID = creID;
  3679. bsa.attacker = !(bool)casterSide;
  3680. bsa.summoned = true;
  3681. bsa.pos = gs->curB->getAvaliableHex(creID, !(bool)casterSide); //TODO: unify it
  3682. //TODO stack casting -> probably power will be zero; set the proper number of creatures manually
  3683. int percentBonus = caster ? caster->valOfBonuses(Bonus::SPECIFIC_SPELL_DAMAGE, spellID.toEnum()) : 0;
  3684. bsa.amount = usedSpellPower
  3685. * SpellID(spellID).toSpell()->powers[spellLvl]
  3686. * (100 + percentBonus) / 100.0; //new feature - percentage bonus
  3687. if(bsa.amount)
  3688. sendAndApply(&bsa);
  3689. else
  3690. complain("Summoning elementals didn't summon any!");
  3691. }
  3692. break;
  3693. case SpellID::CLONE:
  3694. {
  3695. const CStack * clonedStack = NULL;
  3696. if (attackedCres.size())
  3697. clonedStack = *attackedCres.begin();
  3698. if (!clonedStack)
  3699. {
  3700. complain ("No target stack to clone!");
  3701. return;
  3702. }
  3703. BattleStackAdded bsa;
  3704. bsa.creID = clonedStack->type->idNumber;
  3705. bsa.attacker = !(bool)casterSide;
  3706. bsa.summoned = true;
  3707. bsa.pos = gs->curB->getAvaliableHex(bsa.creID, !(bool)casterSide); //TODO: unify it
  3708. bsa.amount = clonedStack->count;
  3709. sendAndApply (&bsa);
  3710. BattleSetStackProperty ssp;
  3711. ssp.stackID = gs->curB->stacks.back()->ID; //how to get recent stack?
  3712. ssp.which = BattleSetStackProperty::CLONED; //using enum values
  3713. ssp.val = 0;
  3714. ssp.absolute = 1;
  3715. sendAndApply(&ssp);
  3716. }
  3717. break;
  3718. case SpellID::REMOVE_OBSTACLE:
  3719. {
  3720. ObstaclesRemoved obr;
  3721. BOOST_FOREACH(auto &obstacle, battleGetAllObstacles())
  3722. {
  3723. if(vstd::contains(obstacle->getBlockedTiles(), destination))
  3724. obr.obstacles.insert(obstacle->uniqueID);
  3725. }
  3726. if(!obr.obstacles.empty())
  3727. sendAndApply(&obr);
  3728. else
  3729. complain("There's no obstacle to remove!");
  3730. break;
  3731. }
  3732. break;
  3733. case SpellID::DEATH_STARE: //handled in a bit different way
  3734. {
  3735. for(auto it = attackedCres.begin(); it != attackedCres.end(); ++it)
  3736. {
  3737. if((*it)->hasBonusOfType(Bonus::UNDEAD) || (*it)->hasBonusOfType(Bonus::NON_LIVING)) //this creature is immune
  3738. {
  3739. sc.dmgToDisplay = 0; //TODO: handle Death Stare for multiple targets (?)
  3740. continue;
  3741. }
  3742. BattleStackAttacked bsa;
  3743. bsa.flags |= BattleStackAttacked::EFFECT;
  3744. bsa.effect = spell->mainEffectAnim; //from config\spell-Info.txt
  3745. bsa.damageAmount = usedSpellPower * (*it)->valOfBonuses(Bonus::STACK_HEALTH);
  3746. bsa.stackAttacked = (*it)->ID;
  3747. bsa.attackerID = -1;
  3748. (*it)->prepareAttacked(bsa);
  3749. si.stacks.push_back(bsa);
  3750. }
  3751. }
  3752. break;
  3753. case SpellID::ACID_BREATH_DAMAGE: //new effect, separate from acid breath defense reduction
  3754. {
  3755. for(auto it = attackedCres.begin(); it != attackedCres.end(); ++it) //no immunities
  3756. {
  3757. BattleStackAttacked bsa;
  3758. bsa.flags |= BattleStackAttacked::EFFECT;
  3759. bsa.effect = spell->mainEffectAnim;
  3760. bsa.damageAmount = usedSpellPower; //damage times the number of attackers
  3761. bsa.stackAttacked = (*it)->ID;
  3762. bsa.attackerID = -1;
  3763. (*it)->prepareAttacked(bsa);
  3764. si.stacks.push_back(bsa);
  3765. }
  3766. }
  3767. break;
  3768. }
  3769. sendAndApply(&sc);
  3770. if(!si.stacks.empty()) //after spellcast info shows
  3771. sendAndApply(&si);
  3772. if (mode == ECastingMode::CREATURE_ACTIVE_CASTING || mode == ECastingMode::ENCHANTER_CASTING) //reduce number of casts remaining
  3773. {
  3774. BattleSetStackProperty ssp;
  3775. ssp.stackID = stack->ID;
  3776. ssp.which = BattleSetStackProperty::CASTS;
  3777. ssp.val = -1;
  3778. ssp.absolute = false;
  3779. sendAndApply(&ssp);
  3780. }
  3781. //Magic Mirror effect
  3782. 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
  3783. {
  3784. for(auto it = attackedCres.begin(); it != attackedCres.end(); ++it)
  3785. {
  3786. int mirrorChance = (*it)->valOfBonuses(Bonus::MAGIC_MIRROR);
  3787. if(mirrorChance > rand()%100)
  3788. {
  3789. std::vector<CStack *> mirrorTargets;
  3790. std::vector<CStack *> & battleStacks = gs->curB->stacks;
  3791. for (size_t j = 0; j < battleStacks.size(); ++j)
  3792. {
  3793. if(battleStacks[j]->owner == gs->curB->sides[casterSide]) //get enemy stacks which can be affected by this spell
  3794. {
  3795. if (!gs->curB->battleIsImmune(NULL, spell, ECastingMode::MAGIC_MIRROR, battleStacks[j]->position))
  3796. mirrorTargets.push_back(battleStacks[j]);
  3797. }
  3798. }
  3799. if (mirrorTargets.size())
  3800. {
  3801. int targetHex = mirrorTargets[rand() % mirrorTargets.size()]->position;
  3802. handleSpellCasting(spellID, 0, targetHex, 1 - casterSide, (*it)->owner, NULL, (caster ? caster : NULL), usedSpellPower, ECastingMode::MAGIC_MIRROR, (*it));
  3803. }
  3804. }
  3805. }
  3806. }
  3807. }
  3808. bool CGameHandler::makeCustomAction( BattleAction &ba )
  3809. {
  3810. switch(ba.actionType)
  3811. {
  3812. case Battle::HERO_SPELL:
  3813. {
  3814. const CGHeroInstance *h = gs->curB->heroes[ba.side];
  3815. const CGHeroInstance *secondHero = gs->curB->heroes[!ba.side];
  3816. if(!h)
  3817. {
  3818. logGlobal->warnStream() << "Wrong caster!";
  3819. return false;
  3820. }
  3821. if(ba.additionalInfo >= VLC->spellh->spells.size())
  3822. {
  3823. logGlobal->warnStream() << "Wrong spell id (" << ba.additionalInfo << ")!";
  3824. return false;
  3825. }
  3826. const CSpell *s = SpellID(ba.additionalInfo).toSpell();
  3827. if (s->mainEffectAnim > -1 || (s->id >= 66 || s->id <= 69) || s->id == SpellID::CLONE) //allow summon elementals
  3828. //TODO: special effects, like Clone
  3829. {
  3830. ui8 skill = h->getSpellSchoolLevel(s); //skill level
  3831. ESpellCastProblem::ESpellCastProblem escp = gs->curB->battleCanCastThisSpell(h->tempOwner, s, ECastingMode::HERO_CASTING);
  3832. if(escp != ESpellCastProblem::OK)
  3833. {
  3834. logGlobal->warnStream() << "Spell cannot be cast!";
  3835. logGlobal->warnStream() << "Problem : " << escp;
  3836. return false;
  3837. }
  3838. StartAction start_action(ba);
  3839. sendAndApply(&start_action); //start spell casting
  3840. handleSpellCasting (SpellID(ba.additionalInfo), skill, ba.destinationTile, ba.side, h->tempOwner,
  3841. h, secondHero, h->getPrimSkillLevel(PrimarySkill::SPELL_POWER),
  3842. ECastingMode::HERO_CASTING, NULL, ba.selectedStack);
  3843. sendAndApply(&end_action);
  3844. if( !gs->curB->battleGetStackByID(gs->curB->activeStack, false)->alive() )
  3845. {
  3846. battleMadeAction.setn(true);
  3847. }
  3848. checkForBattleEnd();
  3849. if(battleResult.get())
  3850. {
  3851. battleMadeAction.setn(true);
  3852. //battle will be ended by startBattle function
  3853. //endBattle(gs->curB->tile, gs->curB->heroes[0], gs->curB->heroes[1]);
  3854. }
  3855. return true;
  3856. }
  3857. else
  3858. {
  3859. logGlobal->warnStream() << "Spell " << s->name << " is not yet supported!";
  3860. return false;
  3861. }
  3862. }
  3863. }
  3864. return false;
  3865. }
  3866. void CGameHandler::stackTurnTrigger(const CStack * st)
  3867. {
  3868. BattleTriggerEffect bte;
  3869. bte.stackID = st->ID;
  3870. bte.effect = -1;
  3871. bte.val = 0;
  3872. bte.additionalInfo = 0;
  3873. if (st->alive())
  3874. {
  3875. //unbind
  3876. if (st->getEffect (SpellID::BIND))
  3877. {
  3878. bool unbind = true;
  3879. BonusList bl = *(st->getBonuses(Selector::type(Bonus::BIND_EFFECT)));
  3880. std::set<const CStack*> stacks = gs->curB-> batteAdjacentCreatures(st);
  3881. BOOST_FOREACH(Bonus * b, bl)
  3882. {
  3883. const CStack * stack = gs->curB->battleGetStackByID(b->additionalInfo); //binding stack must be alive and adjacent
  3884. if (stack)
  3885. {
  3886. if (vstd::contains(stacks, stack)) //binding stack is still present
  3887. {
  3888. unbind = false;
  3889. }
  3890. }
  3891. }
  3892. if (unbind)
  3893. {
  3894. BattleSetStackProperty ssp;
  3895. ssp.which = BattleSetStackProperty::UNBIND;
  3896. ssp.stackID = st->ID;
  3897. sendAndApply(&ssp);
  3898. }
  3899. }
  3900. //regeneration
  3901. if(st->hasBonusOfType(Bonus::HP_REGENERATION))
  3902. {
  3903. bte.effect = Bonus::HP_REGENERATION;
  3904. bte.val = std::min((int)(st->MaxHealth() - st->firstHPleft), st->valOfBonuses(Bonus::HP_REGENERATION));
  3905. }
  3906. if(st->hasBonusOfType(Bonus::FULL_HP_REGENERATION))
  3907. {
  3908. bte.effect = Bonus::HP_REGENERATION;
  3909. bte.val = st->MaxHealth() - st->firstHPleft;
  3910. }
  3911. if (bte.val) //anything to heal
  3912. sendAndApply(&bte);
  3913. if(st->hasBonusOfType(Bonus::POISON))
  3914. {
  3915. const Bonus * b = st->getBonusLocalFirst(Selector::source(Bonus::SPELL_EFFECT, SpellID::POISON) && Selector::type(Bonus::STACK_HEALTH));
  3916. if (b) //TODO: what if not?...
  3917. {
  3918. bte.val = std::max (b->val - 10, -(st->valOfBonuses(Bonus::POISON)));
  3919. if (bte.val < b->val) //(negative) poison effect increases - update it
  3920. {
  3921. bte.effect = Bonus::POISON;
  3922. sendAndApply(&bte);
  3923. }
  3924. }
  3925. }
  3926. if (st->hasBonusOfType(Bonus::MANA_DRAIN) && !vstd::contains(st->state, EBattleStackState::DRAINED_MANA))
  3927. {
  3928. const CGHeroInstance * enemy = gs->curB->getHero(gs->curB->theOtherPlayer(st->owner));
  3929. if (enemy)
  3930. {
  3931. ui32 manaDrained = st->valOfBonuses(Bonus::MANA_DRAIN);
  3932. vstd::amin (manaDrained, gs->curB->heroes[0]->mana);
  3933. if (manaDrained)
  3934. {
  3935. bte.effect = Bonus::MANA_DRAIN;
  3936. bte.val = manaDrained;
  3937. bte.additionalInfo = enemy->id.getNum(); //for sanity
  3938. sendAndApply(&bte);
  3939. }
  3940. }
  3941. }
  3942. if (!st->hasBonusOfType(Bonus::FEARLESS))
  3943. {
  3944. bool fearsomeCreature = false;
  3945. BOOST_FOREACH(CStack * stack, gs->curB->stacks)
  3946. {
  3947. if (stack->owner != st->owner && stack->hasBonusOfType(Bonus::FEAR))
  3948. {
  3949. fearsomeCreature = true;
  3950. break;
  3951. }
  3952. }
  3953. if (fearsomeCreature)
  3954. {
  3955. if (rand() % 100 < 10) //fixed 10%
  3956. {
  3957. bte.effect = Bonus::FEAR;
  3958. sendAndApply(&bte);
  3959. }
  3960. }
  3961. }
  3962. BonusList bl = *(st->getBonuses(Selector::type(Bonus::ENCHANTER)));
  3963. int side = gs->curB->whatSide(st->owner);
  3964. if (bl.size() && st->casts && !gs->curB->enchanterCounter[side])
  3965. {
  3966. int index = rand() % bl.size();
  3967. SpellID spellID = SpellID(bl[index]->subtype);
  3968. if (gs->curB->battleCanCastThisSpell(st->owner, SpellID(spellID).toSpell(), ECastingMode::ENCHANTER_CASTING) == ESpellCastProblem::OK) //TODO: select another available?
  3969. {
  3970. int spellLeveL = bl[index]->val; //spell level
  3971. const CGHeroInstance * enemyHero = gs->curB->getHero(gs->curB->theOtherPlayer(st->owner));
  3972. handleSpellCasting(spellID, spellLeveL, -1, side, st->owner, NULL, enemyHero, 0, ECastingMode::ENCHANTER_CASTING, st);
  3973. BattleSetStackProperty ssp;
  3974. ssp.which = BattleSetStackProperty::ENCHANTER_COUNTER;
  3975. ssp.absolute = false;
  3976. ssp.val = bl[index]->additionalInfo; //increase cooldown counter
  3977. ssp.stackID = st->ID;
  3978. sendAndApply(&ssp);
  3979. }
  3980. }
  3981. bl = *(st->getBonuses(Selector::type(Bonus::ENCHANTED)));
  3982. BOOST_FOREACH (auto b, bl)
  3983. {
  3984. SetStackEffect sse;
  3985. int val = bl.valOfBonuses (Selector::typeSubtype(b->type, b->subtype));
  3986. if (val > 3)
  3987. {
  3988. BOOST_FOREACH (auto s, gs->curB->battleGetAllStacks())
  3989. {
  3990. if (st->owner == s->owner && s->isValidTarget()) //all allied
  3991. sse.stacks.push_back (s->ID);
  3992. }
  3993. }
  3994. else
  3995. sse.stacks.push_back (st->ID);
  3996. Bonus pseudoBonus;
  3997. pseudoBonus.sid = b->subtype;
  3998. pseudoBonus.val = ((val > 3) ? (val - 3) : val);
  3999. pseudoBonus.turnsRemain = 50;
  4000. st->stackEffectToFeature (sse.effect, pseudoBonus);
  4001. if (sse.effect.size())
  4002. sendAndApply (&sse);
  4003. }
  4004. }
  4005. }
  4006. void CGameHandler::handleDamageFromObstacle(const CObstacleInstance &obstacle, const CStack * curStack)
  4007. {
  4008. //we want to determine following vars depending on obstacle type
  4009. int damage = -1;
  4010. int effect = -1;
  4011. bool oneTimeObstacle = false;
  4012. //helper info
  4013. const SpellCreatedObstacle *spellObstacle = dynamic_cast<const SpellCreatedObstacle*>(&obstacle); //not nice but we may need spell params
  4014. const ui8 side = curStack->attackerOwned; //if enemy is defending (false = 0), side of our hero is also 0 (attacker)
  4015. const CGHeroInstance *hero = gs->curB->heroes[side];
  4016. if(obstacle.obstacleType == CObstacleInstance::MOAT)
  4017. {
  4018. damage = battleGetMoatDmg();
  4019. }
  4020. else if(obstacle.obstacleType == CObstacleInstance::LAND_MINE)
  4021. {
  4022. //You don't get hit by a Mine you can see.
  4023. if(gs->curB->battleIsObstacleVisibleForSide(obstacle, (BattlePerspective::BattlePerspective)side))
  4024. return;
  4025. oneTimeObstacle = true;
  4026. effect = 82; //makes
  4027. damage = gs->curB->calculateSpellDmg(SpellID(SpellID::LAND_MINE).toSpell(), hero, curStack,
  4028. spellObstacle->spellLevel, spellObstacle->casterSpellPower);
  4029. //TODO even if obstacle wasn't created by hero (Tower "moat") it should deal dmg as if casted by hero,
  4030. //if it is bigger than default dmg. Or is it just irrelevant H3 implementation quirk
  4031. }
  4032. else if(obstacle.obstacleType == CObstacleInstance::FIRE_WALL)
  4033. {
  4034. damage = gs->curB->calculateSpellDmg(SpellID(SpellID::FIRE_WALL).toSpell(), hero, curStack,
  4035. spellObstacle->spellLevel, spellObstacle->casterSpellPower);
  4036. }
  4037. else
  4038. {
  4039. //no other obstacle does damage to stack
  4040. return;
  4041. }
  4042. BattleStackAttacked bsa;
  4043. if(effect >= 0)
  4044. {
  4045. bsa.flags |= BattleStackAttacked::EFFECT;
  4046. bsa.effect = effect; //makes POOF
  4047. }
  4048. bsa.damageAmount = damage;
  4049. bsa.stackAttacked = curStack->ID;
  4050. bsa.attackerID = -1;
  4051. curStack->prepareAttacked(bsa);
  4052. StacksInjured si;
  4053. si.stacks.push_back(bsa);
  4054. sendAndApply(&si);
  4055. if(oneTimeObstacle)
  4056. removeObstacle(obstacle);
  4057. }
  4058. void CGameHandler::handleTimeEvents()
  4059. {
  4060. gs->map->events.sort(evntCmp);
  4061. while(gs->map->events.size() && gs->map->events.front().firstOccurence+1 == gs->day)
  4062. {
  4063. CMapEvent ev = gs->map->events.front();
  4064. for(int player = 0; player < PlayerColor::PLAYER_LIMIT_I; player++)
  4065. {
  4066. PlayerState *pinfo = gs->getPlayer(PlayerColor(player));
  4067. if( pinfo //player exists
  4068. && (ev.players & 1<<player) //event is enabled to this player
  4069. && ((ev.computerAffected && !pinfo->human)
  4070. || (ev.humanAffected && pinfo->human)
  4071. )
  4072. )
  4073. {
  4074. //give resources
  4075. SetResources sr;
  4076. sr.player = PlayerColor(player);
  4077. sr.res = pinfo->resources + ev.resources;
  4078. //prepare dialog
  4079. InfoWindow iw;
  4080. iw.player = PlayerColor(player);
  4081. iw.text << ev.message;
  4082. for (int i=0; i<ev.resources.size(); i++)
  4083. {
  4084. if(ev.resources[i]) //if resource is changed, we add it to the dialog
  4085. iw.components.push_back(Component(Component::RESOURCE,i,ev.resources[i],0));
  4086. }
  4087. if (iw.components.size())
  4088. {
  4089. sr.res.amax(0); // If removing too much resources, adjust the amount so the total doesn't become negative.
  4090. sendAndApply(&sr); //update player resources if changed
  4091. }
  4092. sendAndApply(&iw); //show dialog
  4093. }
  4094. } //PLAYERS LOOP
  4095. if(ev.nextOccurence)
  4096. {
  4097. gs->map->events.pop_front();
  4098. ev.firstOccurence += ev.nextOccurence;
  4099. auto it = gs->map->events.begin();
  4100. while ( it !=gs->map->events.end() && it->earlierThanOrEqual(ev))
  4101. it++;
  4102. gs->map->events.insert(it, ev);
  4103. }
  4104. else
  4105. {
  4106. gs->map->events.pop_front();
  4107. }
  4108. }
  4109. //TODO send only if changed
  4110. UpdateMapEvents ume;
  4111. ume.events = gs->map->events;
  4112. sendAndApply(&ume);
  4113. }
  4114. void CGameHandler::handleTownEvents(CGTownInstance * town, NewTurn &n)
  4115. {
  4116. town->events.sort(evntCmp);
  4117. while(town->events.size() && town->events.front().firstOccurence == gs->day)
  4118. {
  4119. PlayerColor player = town->tempOwner;
  4120. CCastleEvent ev = town->events.front();
  4121. PlayerState *pinfo = gs->getPlayer(player);
  4122. if( pinfo //player exists
  4123. && (ev.players & 1<<player.getNum()) //event is enabled to this player
  4124. && ((ev.computerAffected && !pinfo->human)
  4125. || (ev.humanAffected && pinfo->human) ) )
  4126. {
  4127. // dialog
  4128. InfoWindow iw;
  4129. iw.player = player;
  4130. iw.text << ev.message;
  4131. if(ev.resources.nonZero())
  4132. {
  4133. TResources was = n.res[player];
  4134. n.res[player] += ev.resources;
  4135. n.res[player].amax(0);
  4136. for (int i=0; i<ev.resources.size(); i++)
  4137. if(ev.resources[i] && pinfo->resources[i] != n.res[player][i]) //if resource had changed, we add it to the dialog
  4138. iw.components.push_back(Component(Component::RESOURCE,i,n.res[player][i]-was[i],0));
  4139. }
  4140. BOOST_FOREACH(auto & i, ev.buildings)
  4141. {
  4142. if ( town->hasBuilt(i))
  4143. {
  4144. buildStructure(town->id, i, true);
  4145. iw.components.push_back(Component(Component::BUILDING, town->subID, i, 0));
  4146. }
  4147. }
  4148. if (!ev.creatures.empty() && !vstd::contains(n.cres, town->id))
  4149. {
  4150. n.cres[town->id].tid = town->id;
  4151. n.cres[town->id].creatures = town->creatures;
  4152. }
  4153. auto & sac = n.cres[town->id];
  4154. for(si32 i=0;i<ev.creatures.size();i++) //creature growths
  4155. {
  4156. if(town->creatureDwellingLevel(i) >= 0 && ev.creatures[i])//there is dwelling
  4157. {
  4158. sac.creatures[i].first += ev.creatures[i];
  4159. iw.components.push_back(Component(Component::CREATURE,
  4160. town->creatures[i].second.back(), ev.creatures[i], 0));
  4161. }
  4162. }
  4163. sendAndApply(&iw); //show dialog
  4164. }
  4165. if(ev.nextOccurence)
  4166. {
  4167. town->events.pop_front();
  4168. ev.firstOccurence += ev.nextOccurence;
  4169. auto it = town->events.begin();
  4170. while ( it != town->events.end() && it->earlierThanOrEqual(ev))
  4171. it++;
  4172. town->events.insert(it, ev);
  4173. }
  4174. else
  4175. {
  4176. town->events.pop_front();
  4177. }
  4178. }
  4179. //TODO send only if changed
  4180. UpdateCastleEvents uce;
  4181. uce.town = town->id;
  4182. uce.events = town->events;
  4183. sendAndApply(&uce);
  4184. }
  4185. bool CGameHandler::complain( const std::string &problem )
  4186. {
  4187. sendMessageToAll("Server encountered a problem: " + problem);
  4188. logGlobal->errorStream() << problem;
  4189. return true;
  4190. }
  4191. void CGameHandler::showGarrisonDialog( ObjectInstanceID upobj, ObjectInstanceID hid, bool removableUnits)
  4192. {
  4193. //PlayerColor player = getOwner(hid);
  4194. auto upperArmy = dynamic_cast<const CArmedInstance*>(getObj(upobj));
  4195. auto lowerArmy = dynamic_cast<const CArmedInstance*>(getObj(hid));
  4196. assert(lowerArmy);
  4197. assert(upperArmy);
  4198. auto garrisonQuery = make_shared<CGarrisonDialogQuery>(upperArmy, lowerArmy);
  4199. queries.addQuery(garrisonQuery);
  4200. GarrisonDialog gd;
  4201. gd.hid = hid;
  4202. gd.objid = upobj;
  4203. gd.removableUnits = removableUnits;
  4204. gd.queryID = garrisonQuery->queryID;
  4205. sendAndApply(&gd);
  4206. }
  4207. void CGameHandler::showThievesGuildWindow(PlayerColor player, ObjectInstanceID requestingObjId)
  4208. {
  4209. OpenWindow ow;
  4210. ow.window = OpenWindow::THIEVES_GUILD;
  4211. ow.id1 = player.getNum();
  4212. ow.id2 = requestingObjId.getNum();
  4213. sendAndApply(&ow);
  4214. }
  4215. bool CGameHandler::isAllowedExchange( ObjectInstanceID id1, ObjectInstanceID id2 )
  4216. {
  4217. if(id1 == id2)
  4218. return true;
  4219. const CGObjectInstance *o1 = getObj(id1), *o2 = getObj(id2);
  4220. if(!o1 || !o2)
  4221. return true; //arranging stacks within an object should be always allowed
  4222. if (o1 && o2)
  4223. {
  4224. if(o1->ID == Obj::TOWN)
  4225. {
  4226. const CGTownInstance *t = static_cast<const CGTownInstance*>(o1);
  4227. if(t->visitingHero == o2 || t->garrisonHero == o2)
  4228. return true;
  4229. }
  4230. if(o2->ID == Obj::TOWN)
  4231. {
  4232. const CGTownInstance *t = static_cast<const CGTownInstance*>(o2);
  4233. if(t->visitingHero == o1 || t->garrisonHero == o1)
  4234. return true;
  4235. }
  4236. if (o1->ID == Obj::HERO && o2->ID == Obj::HERO)
  4237. {
  4238. const CGHeroInstance *h1 = static_cast<const CGHeroInstance*>(o1);
  4239. const CGHeroInstance *h2 = static_cast<const CGHeroInstance*>(o2);
  4240. // two heroes in same town (garrisoned and visiting)
  4241. if (h1->visitedTown != nullptr && h2->visitedTown != nullptr && h1->visitedTown == h2->visitedTown)
  4242. return true;
  4243. }
  4244. //Ongoing garrison exchange
  4245. if(auto dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries.topQuery(o1->tempOwner)))
  4246. {
  4247. if(dialog->exchangingArmies[0] == o1 && dialog->exchangingArmies[1] == o2)
  4248. return true;
  4249. if(dialog->exchangingArmies[1] == o1 && dialog->exchangingArmies[0] == o2)
  4250. return true;
  4251. }
  4252. }
  4253. return false;
  4254. }
  4255. void CGameHandler::objectVisited( const CGObjectInstance * obj, const CGHeroInstance * h )
  4256. {
  4257. logGlobal->traceStream() << h->nodeName() << " visits " << obj->getHoverText();
  4258. auto visitQuery = make_shared<CObjectVisitQuery>(obj, h, obj->visitablePos());
  4259. queries.addQuery(visitQuery); //TODO real visit pos
  4260. HeroVisit hv;
  4261. hv.obj = obj;
  4262. hv.hero = h;
  4263. hv.starting = true;
  4264. sendAndApply(&hv);
  4265. obj->onHeroVisit(h);
  4266. queries.popIfTop(visitQuery); //visit ends here if no queries were created
  4267. }
  4268. void CGameHandler::objectVisitEnded(const CObjectVisitQuery &query)
  4269. {
  4270. logGlobal->traceStream() << query.visitingHero->nodeName() << " visit ends.\n";
  4271. HeroVisit hv;
  4272. hv.obj = nullptr; //not necessary, moreover may have been deleted in the meantime
  4273. hv.hero = query.visitingHero;
  4274. assert(hv.hero);
  4275. hv.starting = false;
  4276. sendAndApply(&hv);
  4277. }
  4278. bool CGameHandler::buildBoat( ObjectInstanceID objid )
  4279. {
  4280. const IShipyard *obj = IShipyard::castFrom(getObj(objid));
  4281. if(obj->state() != IBoatGenerator::GOOD)
  4282. {
  4283. complain("Cannot build boat in this shipyard!");
  4284. return false;
  4285. }
  4286. else if(obj->o->ID == Obj::TOWN
  4287. && !static_cast<const CGTownInstance*>(obj)->hasBuilt(BuildingID::SHIPYARD))
  4288. {
  4289. complain("Cannot build boat in the town - no shipyard!");
  4290. return false;
  4291. }
  4292. const PlayerColor playerID = obj->o->tempOwner;
  4293. TResources boatCost;
  4294. obj->getBoatCost(boatCost);
  4295. TResources aviable = gs->getPlayer(playerID)->resources;
  4296. if (!aviable.canAfford(boatCost))
  4297. {
  4298. complain("Not enough resources to build a boat!");
  4299. return false;
  4300. }
  4301. int3 tile = obj->bestLocation();
  4302. if(!gs->map->isInTheMap(tile))
  4303. {
  4304. complain("Cannot find appropriate tile for a boat!");
  4305. return false;
  4306. }
  4307. //take boat cost
  4308. SetResources sr;
  4309. sr.player = playerID;
  4310. sr.res = (aviable - boatCost);
  4311. sendAndApply(&sr);
  4312. //create boat
  4313. NewObject no;
  4314. no.ID = Obj::BOAT;
  4315. no.subID = obj->getBoatType();
  4316. no.pos = tile + int3(1,0,0);
  4317. sendAndApply(&no);
  4318. return true;
  4319. }
  4320. void CGameHandler::engageIntoBattle( PlayerColor player )
  4321. {
  4322. //notify interfaces
  4323. PlayerBlocked pb;
  4324. pb.player = player;
  4325. pb.reason = PlayerBlocked::UPCOMING_BATTLE;
  4326. sendAndApply(&pb);
  4327. }
  4328. void CGameHandler::winLoseHandle(ui8 players )
  4329. {
  4330. for(size_t i = 0; i < PlayerColor::PLAYER_LIMIT_I; i++)
  4331. {
  4332. if(players & 1<<i && gs->getPlayer(PlayerColor(i)))
  4333. {
  4334. checkLossVictory(PlayerColor(i));
  4335. }
  4336. }
  4337. }
  4338. void CGameHandler::checkLossVictory( PlayerColor player )
  4339. {
  4340. const PlayerState *p = gs->getPlayer(player);
  4341. if(p->status) //player already won / lost
  4342. return;
  4343. int loss = gs->lossCheck(player);
  4344. int vic = gs->victoryCheck(player);
  4345. if(!loss && !vic)
  4346. return;
  4347. InfoWindow iw;
  4348. getLossVicMessage(player, vic ? vic : loss , vic, iw);
  4349. sendAndApply(&iw);
  4350. PlayerEndsGame peg;
  4351. peg.player = player;
  4352. peg.victory = vic;
  4353. sendAndApply(&peg);
  4354. if(vic) //one player won -> all enemies lost
  4355. {
  4356. iw.text.localStrings.front().second++; //message about losing because enemy won first is just after victory message
  4357. for (auto i = gs->players.cbegin(); i!=gs->players.cend(); i++)
  4358. {
  4359. if(i->first < PlayerColor::PLAYER_LIMIT && i->first != player)//FIXME: skip already eliminated players?
  4360. {
  4361. iw.player = i->first;
  4362. sendAndApply(&iw);
  4363. peg.player = i->first;
  4364. peg.victory = gameState()->getPlayerRelations(player, i->first) == PlayerRelations::ALLIES; // ally of winner
  4365. sendAndApply(&peg);
  4366. }
  4367. }
  4368. }
  4369. else //player lost -> all his objects become unflagged (neutral)
  4370. {
  4371. auto hlp = p->heroes;
  4372. for (auto i = hlp.cbegin(); i != hlp.cend(); i++) //eliminate heroes
  4373. removeObject(*i);
  4374. for (auto i = gs->map->objects.cbegin(); i != gs->map->objects.cend(); i++) //unflag objs
  4375. {
  4376. if(*i && (*i)->tempOwner == player)
  4377. setOwner(*i,PlayerColor::NEUTRAL);
  4378. }
  4379. //eliminating one player may cause victory of another:
  4380. winLoseHandle(GameConstants::ALL_PLAYERS & ~(1<<player.getNum()));
  4381. }
  4382. if(vic && p->human)
  4383. {
  4384. end2 = true;
  4385. if(gs->scenarioOps->campState)
  4386. {
  4387. std::vector<CGHeroInstance *> hes;
  4388. BOOST_FOREACH(CGHeroInstance * ghi, gs->map->heroesOnMap)
  4389. {
  4390. if (ghi->tempOwner == player)
  4391. {
  4392. hes.push_back(ghi);
  4393. }
  4394. }
  4395. gs->scenarioOps->campState->mapConquered(hes);
  4396. //Request clients to change connection mode
  4397. PrepareForAdvancingCampaign pfac;
  4398. sendAndApply(&pfac);
  4399. //Change connection mode
  4400. if(getPlayer(player)->human && getStartInfo()->campState)
  4401. {
  4402. BOOST_FOREACH(auto connection, conns)
  4403. connection->prepareForSendingHeroes();
  4404. }
  4405. UpdateCampaignState ucs;
  4406. ucs.camp = gs->scenarioOps->campState;
  4407. sendAndApply(&ucs);
  4408. }
  4409. }
  4410. }
  4411. void CGameHandler::getLossVicMessage( PlayerColor player, si8 standard, bool victory, InfoWindow &out ) const
  4412. {
  4413. // const PlayerState *p = gs->getPlayer(player);
  4414. // if(!p->human)
  4415. // return; //AI doesn't need text info of loss
  4416. out.player = player;
  4417. if(victory)
  4418. {
  4419. if(standard > 0) //not std loss
  4420. {
  4421. switch(gs->map->victoryCondition.condition)
  4422. {
  4423. case EVictoryConditionType::ARTIFACT:
  4424. out.text.addTxt(MetaString::GENERAL_TXT, 280); //Congratulations! You have found the %s, and can claim victory!
  4425. out.text.addReplacement(MetaString::ART_NAMES,gs->map->victoryCondition.objectId); //artifact name
  4426. break;
  4427. case EVictoryConditionType::GATHERTROOP:
  4428. 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!
  4429. out.text.addReplacement(gs->map->victoryCondition.count);
  4430. out.text.addReplacement(MetaString::CRE_PL_NAMES, gs->map->victoryCondition.objectId);
  4431. break;
  4432. case EVictoryConditionType::GATHERRESOURCE:
  4433. out.text.addTxt(MetaString::GENERAL_TXT, 278); //Congratulations! You have collected over %d %s in your treasury. Victory is yours!
  4434. out.text.addReplacement(gs->map->victoryCondition.count);
  4435. out.text.addReplacement(MetaString::RES_NAMES, gs->map->victoryCondition.objectId);
  4436. break;
  4437. case EVictoryConditionType::BUILDCITY:
  4438. out.text.addTxt(MetaString::GENERAL_TXT, 282); //Congratulations! You have successfully upgraded your town, and can claim victory!
  4439. break;
  4440. case EVictoryConditionType::BUILDGRAIL:
  4441. out.text.addTxt(MetaString::GENERAL_TXT, 284); //Congratulations! You have constructed a permanent home for the Grail, and can claim victory!
  4442. break;
  4443. case EVictoryConditionType::BEATHERO:
  4444. {
  4445. out.text.addTxt(MetaString::GENERAL_TXT, 252); //Congratulations! You have completed your quest to defeat the enemy hero %s. Victory is yours!
  4446. const CGHeroInstance *h = dynamic_cast<const CGHeroInstance*>(gs->map->victoryCondition.obj);
  4447. assert(h);
  4448. out.text.addReplacement(h->name);
  4449. }
  4450. break;
  4451. case EVictoryConditionType::CAPTURECITY:
  4452. {
  4453. out.text.addTxt(MetaString::GENERAL_TXT, 249); //Congratulations! You captured %s, and are victorious!
  4454. const CGTownInstance *t = dynamic_cast<const CGTownInstance*>(gs->map->victoryCondition.obj);
  4455. assert(t);
  4456. out.text.addReplacement(t->name);
  4457. }
  4458. break;
  4459. case EVictoryConditionType::BEATMONSTER:
  4460. out.text.addTxt(MetaString::GENERAL_TXT, 286); //Congratulations! You have completed your quest to kill the fearsome beast, and can claim victory!
  4461. break;
  4462. case EVictoryConditionType::TAKEDWELLINGS:
  4463. out.text.addTxt(MetaString::GENERAL_TXT, 288); //Congratulations! Your flag flies on the dwelling of every creature. Victory is yours!
  4464. break;
  4465. case EVictoryConditionType::TAKEMINES:
  4466. out.text.addTxt(MetaString::GENERAL_TXT, 290); //Congratulations! Your flag flies on every mine. Victory is yours!
  4467. break;
  4468. case EVictoryConditionType::TRANSPORTITEM:
  4469. out.text.addTxt(MetaString::GENERAL_TXT, 292); //Congratulations! You have reached your destination, precious cargo intact, and can claim victory!
  4470. break;
  4471. }
  4472. }
  4473. else
  4474. {
  4475. out.text.addTxt(MetaString::GENERAL_TXT, 659); //Congratulations! You have reached your destination, precious cargo intact, and can claim victory!
  4476. }
  4477. }
  4478. else
  4479. {
  4480. if(standard > 0) //not std loss
  4481. {
  4482. switch(gs->map->lossCondition.typeOfLossCon)
  4483. {
  4484. case ELossConditionType::LOSSCASTLE:
  4485. {
  4486. out.text.addTxt(MetaString::GENERAL_TXT, 251); //The town of %s has fallen - all is lost!
  4487. const CGTownInstance *t = dynamic_cast<const CGTownInstance*>(gs->map->lossCondition.obj);
  4488. assert(t);
  4489. out.text.addReplacement(t->name);
  4490. }
  4491. break;
  4492. case ELossConditionType::LOSSHERO:
  4493. {
  4494. out.text.addTxt(MetaString::GENERAL_TXT, 253); //The hero, %s, has suffered defeat - your quest is over!
  4495. const CGHeroInstance *h = dynamic_cast<const CGHeroInstance*>(gs->map->lossCondition.obj);
  4496. assert(h);
  4497. out.text.addReplacement(h->name);
  4498. }
  4499. break;
  4500. case ELossConditionType::TIMEEXPIRES:
  4501. out.text.addTxt(MetaString::GENERAL_TXT, 254); //Alas, time has run out on your quest. All is lost.
  4502. break;
  4503. }
  4504. }
  4505. else if(standard == 2)
  4506. {
  4507. out.text.addTxt(MetaString::GENERAL_TXT, 7);//%s, your heroes abandon you, and you are banished from this land.
  4508. out.text.addReplacement(MetaString::COLOR, player.getNum());
  4509. out.components.push_back(Component(Component::FLAG, player.getNum(), 0, 0));
  4510. }
  4511. else //lost all towns and heroes
  4512. {
  4513. out.text.addTxt(MetaString::GENERAL_TXT, 660); //All your forces have been defeated, and you are banished from this land!
  4514. }
  4515. }
  4516. }
  4517. bool CGameHandler::dig( const CGHeroInstance *h )
  4518. {
  4519. for (auto i = gs->map->objects.cbegin(); i != gs->map->objects.cend(); i++) //unflag objs
  4520. {
  4521. if(*i && (*i)->ID == Obj::HOLE && (*i)->pos == h->getPosition())
  4522. {
  4523. complain("Cannot dig - there is already a hole under the hero!");
  4524. return false;
  4525. }
  4526. }
  4527. if(h->diggingStatus() != CGHeroInstance::CAN_DIG) //checks for terrain and movement
  4528. COMPLAIN_RETF("Hero cannot dig (error code %d)!", h->diggingStatus());
  4529. //create a hole
  4530. NewObject no;
  4531. no.ID = Obj::HOLE;
  4532. no.pos = h->getPosition();
  4533. no.subID = getTile(no.pos)->terType;
  4534. sendAndApply(&no);
  4535. //take MPs
  4536. SetMovePoints smp;
  4537. smp.hid = h->id;
  4538. smp.val = 0;
  4539. sendAndApply(&smp);
  4540. InfoWindow iw;
  4541. iw.player = h->tempOwner;
  4542. if(gs->map->grailPos == h->getPosition())
  4543. {
  4544. iw.text.addTxt(MetaString::GENERAL_TXT, 58); //"Congratulations! After spending many hours digging here, your hero has uncovered the "
  4545. iw.text.addTxt(MetaString::ART_NAMES, 2);
  4546. iw.soundID = soundBase::ULTIMATEARTIFACT;
  4547. giveHeroNewArtifact(h, VLC->arth->artifacts[2], ArtifactPosition::PRE_FIRST); //give grail
  4548. sendAndApply(&iw);
  4549. iw.soundID = soundBase::invalid;
  4550. iw.text.clear();
  4551. iw.text.addTxt(MetaString::ART_DESCR, 2);
  4552. sendAndApply(&iw);
  4553. }
  4554. else
  4555. {
  4556. iw.text.addTxt(MetaString::GENERAL_TXT, 59); //"Nothing here. \n Where could it be?"
  4557. iw.soundID = soundBase::Dig;
  4558. sendAndApply(&iw);
  4559. }
  4560. return true;
  4561. }
  4562. void CGameHandler::attackCasting(const BattleAttack & bat, Bonus::BonusType attackMode, const CStack * attacker)
  4563. {
  4564. if(attacker->hasBonusOfType(attackMode))
  4565. {
  4566. std::set<SpellID> spellsToCast;
  4567. TBonusListPtr spells = attacker->getBonuses(Selector::type(attackMode));
  4568. BOOST_FOREACH(const Bonus *sf, *spells)
  4569. {
  4570. spellsToCast.insert (SpellID(sf->subtype));
  4571. }
  4572. BOOST_FOREACH(SpellID spellID, spellsToCast)
  4573. {
  4574. const CStack * oneOfAttacked = NULL;
  4575. for (int g=0; g<bat.bsa.size(); ++g)
  4576. {
  4577. if (bat.bsa[g].newAmount > 0 && !bat.bsa[g].isSecondary()) //apply effects only to first target stack if it's alive
  4578. {
  4579. oneOfAttacked = gs->curB->battleGetStackByID(bat.bsa[g].stackAttacked);
  4580. break;
  4581. }
  4582. }
  4583. bool castMe = false;
  4584. int meleeRanged;
  4585. if(oneOfAttacked == NULL) //all attacked creatures have been killed
  4586. return;
  4587. int spellLevel = 0;
  4588. TBonusListPtr spellsByType = attacker->getBonuses(Selector::typeSubtype(attackMode, spellID));
  4589. BOOST_FOREACH(const Bonus *sf, *spellsByType)
  4590. {
  4591. vstd::amax(spellLevel, sf->additionalInfo % 1000); //pick highest level
  4592. meleeRanged = sf->additionalInfo / 1000;
  4593. if (meleeRanged == 0 || (meleeRanged == 1 && bat.shot()) || (meleeRanged == 2 && !bat.shot()))
  4594. castMe = true;
  4595. }
  4596. int chance = attacker->valOfBonuses((Selector::typeSubtype(attackMode, spellID)));
  4597. vstd::amin (chance, 100);
  4598. int destination = oneOfAttacked->position;
  4599. const CSpell * spell = SpellID(spellID).toSpell();
  4600. if(gs->curB->battleCanCastThisSpellHere(attacker->owner, spell, ECastingMode::AFTER_ATTACK_CASTING, oneOfAttacked->position) != ESpellCastProblem::OK)
  4601. continue;
  4602. //check if spell should be casted (probability handling)
  4603. if(rand()%100 >= chance)
  4604. continue;
  4605. //casting //TODO: check if spell can be blocked or target is immune
  4606. if (castMe) //stacks use 0 spell power. If needed, default = 3 or custom value is used
  4607. handleSpellCasting(spellID, spellLevel, destination, !attacker->attackerOwned, attacker->owner, NULL, NULL, 0, ECastingMode::AFTER_ATTACK_CASTING, attacker);
  4608. }
  4609. }
  4610. }
  4611. void CGameHandler::handleAttackBeforeCasting (const BattleAttack & bat)
  4612. {
  4613. const CStack * attacker = gs->curB->battleGetStackByID(bat.stackAttacking);
  4614. attackCasting(bat, Bonus::SPELL_BEFORE_ATTACK, attacker); //no detah stare / acid bretah needed?
  4615. }
  4616. void CGameHandler::handleAfterAttackCasting( const BattleAttack & bat )
  4617. {
  4618. const CStack * attacker = gs->curB->battleGetStackByID(bat.stackAttacking);
  4619. if (!attacker) //could be already dead
  4620. return;
  4621. attackCasting(bat, Bonus::SPELL_AFTER_ATTACK, attacker);
  4622. if(bat.bsa[0].newAmount <= 0)
  4623. {
  4624. //don't try death stare or acid breath on dead stack (crash!)
  4625. return;
  4626. }
  4627. if (attacker->hasBonusOfType(Bonus::DEATH_STARE) && bat.bsa.size())
  4628. {
  4629. // mechanics of Death Stare as in H3:
  4630. // each gorgon have 10% chance to kill (counted separately in H3) -> binomial distribution
  4631. // maximum amount that can be killed is ( gorgons_count / 10 ), rounded up
  4632. double chanceToKill = double(attacker->count * attacker->valOfBonuses(Bonus::DEATH_STARE, 0)) / 100;
  4633. vstd::amin(chanceToKill, 1); //cap at 100%
  4634. boost::binomial_distribution<> distr(attacker->count, chanceToKill);
  4635. boost::mt19937 rng(rand());
  4636. boost::variate_generator<boost::mt19937&, boost::binomial_distribution<> > dice (rng, distr);
  4637. int staredCreatures = dice();
  4638. int maxToKill = (attacker->count * chanceToKill + 99) / 100;
  4639. vstd::amin(staredCreatures, maxToKill);
  4640. staredCreatures += (attacker->level() * attacker->valOfBonuses(Bonus::DEATH_STARE, 1)) / gs->curB->battleGetStackByID(bat.bsa[0].stackAttacked)->level();
  4641. if (staredCreatures)
  4642. {
  4643. if (bat.bsa[0].newAmount > 0) //TODO: death stare was not originally available for multiple-hex attacks, but...
  4644. handleSpellCasting(SpellID::DEATH_STARE, 0, gs->curB->battleGetStackByID(bat.bsa[0].stackAttacked)->position,
  4645. !attacker->attackerOwned, attacker->owner, NULL, NULL, staredCreatures, ECastingMode::AFTER_ATTACK_CASTING, attacker);
  4646. }
  4647. }
  4648. int acidDamage = 0;
  4649. TBonusListPtr acidBreath = attacker->getBonuses(Selector::type(Bonus::ACID_BREATH));
  4650. BOOST_FOREACH(const Bonus *b, *acidBreath)
  4651. {
  4652. if (b->additionalInfo > rand()%100)
  4653. acidDamage += b->val;
  4654. }
  4655. if (acidDamage)
  4656. {
  4657. handleSpellCasting(SpellID::ACID_BREATH_DAMAGE, 0, gs->curB->battleGetStackByID(bat.bsa[0].stackAttacked)->position,
  4658. !attacker->attackerOwned, attacker->owner, NULL, NULL,
  4659. acidDamage * attacker->count, ECastingMode::AFTER_ATTACK_CASTING, attacker);
  4660. }
  4661. }
  4662. bool CGameHandler::castSpell(const CGHeroInstance *h, SpellID spellID, const int3 &pos)
  4663. {
  4664. const CSpell *s = spellID.toSpell();
  4665. int cost = h->getSpellCost(s);
  4666. int schoolLevel = h->getSpellSchoolLevel(s);
  4667. if(!h->canCastThisSpell(s))
  4668. COMPLAIN_RET("Hero cannot cast this spell!");
  4669. if(h->mana < cost)
  4670. COMPLAIN_RET("Hero doesn't have enough spell points to cast this spell!");
  4671. if(s->combatSpell)
  4672. COMPLAIN_RET("This function can be used only for adventure map spells!");
  4673. AdvmapSpellCast asc;
  4674. asc.caster = h;
  4675. asc.spellID = spellID;
  4676. sendAndApply(&asc);
  4677. switch(spellID)
  4678. {
  4679. case SpellID::SUMMON_BOAT:
  4680. {
  4681. //check if spell works at all
  4682. if(rand() % 100 >= s->powers[schoolLevel]) //power is % chance of success
  4683. {
  4684. InfoWindow iw;
  4685. iw.player = h->tempOwner;
  4686. iw.text.addTxt(MetaString::GENERAL_TXT, 336); //%s tried to summon a boat, but failed.
  4687. iw.text.addReplacement(h->name);
  4688. sendAndApply(&iw);
  4689. break;
  4690. }
  4691. //try to find unoccupied boat to summon
  4692. const CGBoat *nearest = NULL;
  4693. double dist = 0;
  4694. int3 summonPos = h->bestLocation();
  4695. if(summonPos.x < 0)
  4696. COMPLAIN_RET("There is no water tile available!");
  4697. BOOST_FOREACH(const CGObjectInstance *obj, gs->map->objects)
  4698. {
  4699. if(obj && obj->ID == Obj::BOAT)
  4700. {
  4701. const CGBoat *b = static_cast<const CGBoat*>(obj);
  4702. if(b->hero) continue; //we're looking for unoccupied boat
  4703. double nDist = distance(b->pos, h->getPosition());
  4704. if(!nearest || nDist < dist) //it's first boat or closer than previous
  4705. {
  4706. nearest = b;
  4707. dist = nDist;
  4708. }
  4709. }
  4710. }
  4711. if(nearest) //we found boat to summon
  4712. {
  4713. ChangeObjPos cop;
  4714. cop.objid = nearest->id;
  4715. cop.nPos = summonPos + int3(1,0,0);;
  4716. cop.flags = 1;
  4717. sendAndApply(&cop);
  4718. }
  4719. else if(schoolLevel < 2) //none or basic level -> cannot create boat :(
  4720. {
  4721. InfoWindow iw;
  4722. iw.player = h->tempOwner;
  4723. iw.text.addTxt(MetaString::GENERAL_TXT, 335); //There are no boats to summon.
  4724. sendAndApply(&iw);
  4725. }
  4726. else //create boat
  4727. {
  4728. NewObject no;
  4729. no.ID = Obj::BOAT;
  4730. no.subID = h->getBoatType();
  4731. no.pos = summonPos + int3(1,0,0);;
  4732. sendAndApply(&no);
  4733. }
  4734. break;
  4735. }
  4736. case SpellID::SCUTTLE_BOAT:
  4737. {
  4738. //check if spell works at all
  4739. if(rand() % 100 >= s->powers[schoolLevel]) //power is % chance of success
  4740. {
  4741. InfoWindow iw;
  4742. iw.player = h->tempOwner;
  4743. iw.text.addTxt(MetaString::GENERAL_TXT, 337); //%s tried to scuttle the boat, but failed
  4744. iw.text.addReplacement(h->name);
  4745. sendAndApply(&iw);
  4746. break;
  4747. }
  4748. if(!gs->map->isInTheMap(pos))
  4749. COMPLAIN_RET("Invalid dst tile for scuttle!");
  4750. //TODO: test range, visibility
  4751. const TerrainTile *t = &gs->map->getTile(pos);
  4752. if(!t->visitableObjects.size() || t->visitableObjects.back()->ID != Obj::BOAT)
  4753. COMPLAIN_RET("There is no boat to scuttle!");
  4754. RemoveObject ro;
  4755. ro.id = t->visitableObjects.back()->id;
  4756. sendAndApply(&ro);
  4757. break;
  4758. }
  4759. case SpellID::DIMENSION_DOOR:
  4760. {
  4761. const TerrainTile *dest = getTile(pos);
  4762. const TerrainTile *curr = getTile(h->getSightCenter());
  4763. if(!dest)
  4764. COMPLAIN_RET("Destination tile doesn't exist!");
  4765. if(!h->movement)
  4766. COMPLAIN_RET("Hero needs movement points to cast Dimension Door!");
  4767. if(h->getBonusesCount(Bonus::SPELL_EFFECT, SpellID::DIMENSION_DOOR) >= s->powers[schoolLevel]) //limit casts per turn
  4768. {
  4769. InfoWindow iw;
  4770. iw.player = h->tempOwner;
  4771. iw.text.addTxt(MetaString::GENERAL_TXT, 338); //%s is not skilled enough to cast this spell again today.
  4772. iw.text.addReplacement(h->name);
  4773. sendAndApply(&iw);
  4774. break;
  4775. }
  4776. GiveBonus gb;
  4777. gb.id = h->id.getNum();
  4778. gb.bonus = Bonus(Bonus::ONE_DAY, Bonus::NONE, Bonus::SPELL_EFFECT, 0, SpellID::DIMENSION_DOOR);
  4779. sendAndApply(&gb);
  4780. if(!dest->isClear(curr)) //wrong dest tile
  4781. {
  4782. InfoWindow iw;
  4783. iw.player = h->tempOwner;
  4784. iw.text.addTxt(MetaString::GENERAL_TXT, 70); //Dimension Door failed!
  4785. sendAndApply(&iw);
  4786. break;
  4787. }
  4788. if (moveHero(h->id, pos + h->getVisitableOffset(), true))
  4789. {
  4790. SetMovePoints smp;
  4791. smp.hid = h->id;
  4792. smp.val = std::max<ui32>(0, h->movement - 300);
  4793. sendAndApply(&smp);
  4794. }
  4795. }
  4796. break;
  4797. case SpellID::FLY:
  4798. {
  4799. int subtype = schoolLevel >= 2 ? 1 : 2; //adv or expert
  4800. GiveBonus gb;
  4801. gb.id = h->id.getNum();
  4802. gb.bonus = Bonus(Bonus::ONE_DAY, Bonus::FLYING_MOVEMENT, Bonus::SPELL_EFFECT, 0, SpellID::FLY, subtype);
  4803. sendAndApply(&gb);
  4804. }
  4805. break;
  4806. case SpellID::WATER_WALK:
  4807. {
  4808. int subtype = schoolLevel >= 2 ? 1 : 2; //adv or expert
  4809. GiveBonus gb;
  4810. gb.id = h->id.getNum();
  4811. gb.bonus = Bonus(Bonus::ONE_DAY, Bonus::WATER_WALKING, Bonus::SPELL_EFFECT, 0, SpellID::WATER_WALK, subtype);
  4812. sendAndApply(&gb);
  4813. }
  4814. break;
  4815. case SpellID::TOWN_PORTAL:
  4816. {
  4817. if (!gs->map->isInTheMap(pos))
  4818. COMPLAIN_RET("Destination tile not present!")
  4819. TerrainTile tile = gs->map->getTile(pos);
  4820. if (tile.visitableObjects.empty() || tile.visitableObjects.back()->ID != Obj::TOWN )
  4821. COMPLAIN_RET("Town not found for Town Portal!");
  4822. CGTownInstance * town = static_cast<CGTownInstance*>(tile.visitableObjects.back());
  4823. if (town->tempOwner != h->tempOwner)
  4824. COMPLAIN_RET("Can't teleport to another player!");
  4825. if (town->visitingHero)
  4826. COMPLAIN_RET("Can't teleport to occupied town!");
  4827. if (h->getSpellSchoolLevel(s) < 2)
  4828. {
  4829. double dist = town->pos.dist2d(h->pos);
  4830. ObjectInstanceID nearest = town->id; //nearest town's ID
  4831. BOOST_FOREACH(const CGTownInstance * currTown, gs->getPlayer(h->tempOwner)->towns)
  4832. {
  4833. double curDist = currTown->pos.dist2d(h->pos);
  4834. if (nearest == ObjectInstanceID() || curDist < dist)
  4835. {
  4836. nearest = town->id;
  4837. dist = curDist;
  4838. }
  4839. }
  4840. if (town->id != nearest)
  4841. COMPLAIN_RET("This hero can only teleport to nearest town!")
  4842. }
  4843. moveHero(h->id, town->visitablePos() + h->getVisitableOffset() ,1);
  4844. }
  4845. break;
  4846. case SpellID::VISIONS:
  4847. case SpellID::VIEW_EARTH:
  4848. case SpellID::DISGUISE:
  4849. case SpellID::VIEW_AIR:
  4850. default:
  4851. COMPLAIN_RET("This spell is not implemented yet!");
  4852. break;
  4853. }
  4854. SetMana sm;
  4855. sm.hid = h->id;
  4856. sm.val = h->mana - cost;
  4857. sendAndApply(&sm);
  4858. return true;
  4859. }
  4860. void CGameHandler::visitObjectOnTile(const TerrainTile &t, const CGHeroInstance * h)
  4861. {
  4862. if (!t.visitableObjects.empty())
  4863. {
  4864. //to prevent self-visiting heroes on space press
  4865. if(t.visitableObjects.back() != h)
  4866. objectVisited(t.visitableObjects.back(), h);
  4867. else if(t.visitableObjects.size() > 1)
  4868. objectVisited(*(t.visitableObjects.end()-2),h);
  4869. }
  4870. }
  4871. bool CGameHandler::sacrificeCreatures(const IMarket *market, const CGHeroInstance *hero, SlotID slot, ui32 count)
  4872. {
  4873. int oldCount = hero->getStackCount(slot);
  4874. if(oldCount < count)
  4875. COMPLAIN_RET("Not enough creatures to sacrifice!")
  4876. else if(oldCount == count && hero->Slots().size() == 1 && hero->needsLastStack())
  4877. COMPLAIN_RET("Cannot sacrifice last creature!");
  4878. int crid = hero->getStack(slot).type->idNumber;
  4879. changeStackCount(StackLocation(hero, slot), -count);
  4880. int dump, exp;
  4881. market->getOffer(crid, 0, dump, exp, EMarketMode::CREATURE_EXP);
  4882. exp *= count;
  4883. changePrimSkill(hero, PrimarySkill::EXPERIENCE, hero->calculateXp(exp));
  4884. return true;
  4885. }
  4886. bool CGameHandler::sacrificeArtifact(const IMarket * m, const CGHeroInstance * hero, ArtifactPosition slot)
  4887. {
  4888. ArtifactLocation al(hero, slot);
  4889. const CArtifactInstance *a = al.getArt();
  4890. if(!a)
  4891. COMPLAIN_RET("Cannot find artifact to sacrifice!");
  4892. int dmp, expToGive;
  4893. m->getOffer(hero->getArtTypeId(slot), 0, dmp, expToGive, EMarketMode::ARTIFACT_EXP);
  4894. removeArtifact(al);
  4895. changePrimSkill(hero, PrimarySkill::EXPERIENCE, expToGive);
  4896. return true;
  4897. }
  4898. void CGameHandler::makeStackDoNothing(const CStack * next)
  4899. {
  4900. BattleAction doNothing;
  4901. doNothing.actionType = Battle::NO_ACTION;
  4902. doNothing.additionalInfo = 0;
  4903. doNothing.destinationTile = -1;
  4904. doNothing.side = !next->attackerOwned;
  4905. doNothing.stackNumber = next->ID;
  4906. makeAutomaticAction(next, doNothing);
  4907. }
  4908. bool CGameHandler::insertNewStack(const StackLocation &sl, const CCreature *c, TQuantity count)
  4909. {
  4910. if(sl.army->hasStackAtSlot(sl.slot))
  4911. COMPLAIN_RET("Slot is already taken!");
  4912. if(!sl.slot.validSlot())
  4913. COMPLAIN_RET("Cannot insert stack to that slot!");
  4914. InsertNewStack ins;
  4915. ins.sl = sl;
  4916. ins.stack = CStackBasicDescriptor(c, count);
  4917. sendAndApply(&ins);
  4918. return true;
  4919. }
  4920. bool CGameHandler::eraseStack(const StackLocation &sl, bool forceRemoval/* = false*/)
  4921. {
  4922. if(!sl.army->hasStackAtSlot(sl.slot))
  4923. COMPLAIN_RET("Cannot find a stack to erase");
  4924. if(sl.army->Slots().size() == 1 //from the last stack
  4925. && sl.army->needsLastStack() //that must be left
  4926. && !forceRemoval) //ignore above conditions if we are forcing removal
  4927. {
  4928. COMPLAIN_RET("Cannot erase the last stack!");
  4929. }
  4930. EraseStack es;
  4931. es.sl = sl;
  4932. sendAndApply(&es);
  4933. return true;
  4934. }
  4935. bool CGameHandler::changeStackCount(const StackLocation &sl, TQuantity count, bool absoluteValue /*= false*/)
  4936. {
  4937. TQuantity currentCount = sl.army->getStackCount(sl.slot);
  4938. if((absoluteValue && count < 0)
  4939. || (!absoluteValue && -count > currentCount))
  4940. {
  4941. COMPLAIN_RET("Cannot take more stacks than present!");
  4942. }
  4943. if((currentCount == -count && !absoluteValue)
  4944. || (!count && absoluteValue))
  4945. {
  4946. eraseStack(sl);
  4947. }
  4948. else
  4949. {
  4950. ChangeStackCount csc;
  4951. csc.sl = sl;
  4952. csc.count = count;
  4953. csc.absoluteValue = absoluteValue;
  4954. sendAndApply(&csc);
  4955. }
  4956. return true;
  4957. }
  4958. bool CGameHandler::addToSlot(const StackLocation &sl, const CCreature *c, TQuantity count)
  4959. {
  4960. const CCreature *slotC = sl.army->getCreature(sl.slot);
  4961. if(!slotC) //slot is empty
  4962. insertNewStack(sl, c, count);
  4963. else if(c == slotC)
  4964. changeStackCount(sl, count);
  4965. else
  4966. {
  4967. COMPLAIN_RET("Cannot add " + c->namePl + " to slot " + boost::lexical_cast<std::string>(sl.slot) + "!");
  4968. }
  4969. return true;
  4970. }
  4971. void CGameHandler::tryJoiningArmy(const CArmedInstance *src, const CArmedInstance *dst, bool removeObjWhenFinished, bool allowMerging)
  4972. {
  4973. if(removeObjWhenFinished)
  4974. removeAfterVisit(src);
  4975. if(!src->canBeMergedWith(*dst, allowMerging))
  4976. {
  4977. if (allowMerging) //do that, add all matching creatures.
  4978. {
  4979. bool cont = true;
  4980. while (cont)
  4981. {
  4982. for(TSlots::const_iterator i = src->stacks.begin(); i != src->stacks.end(); i++)//while there are unmoved creatures
  4983. {
  4984. SlotID pos = dst->getSlotFor(i->second->type);
  4985. if(pos.validSlot())
  4986. {
  4987. moveStack(StackLocation(src, i->first), StackLocation(dst, pos));
  4988. cont = true;
  4989. break; //or iterator crashes
  4990. }
  4991. cont = false;
  4992. }
  4993. }
  4994. }
  4995. showGarrisonDialog(src->id, dst->id, true); //show garrison window and optionally remove ourselves from map when player ends
  4996. }
  4997. else //merge
  4998. {
  4999. moveArmy(src, dst, allowMerging);
  5000. }
  5001. }
  5002. bool CGameHandler::moveStack(const StackLocation &src, const StackLocation &dst, TQuantity count)
  5003. {
  5004. if(!src.army->hasStackAtSlot(src.slot))
  5005. COMPLAIN_RET("No stack to move!");
  5006. if(dst.army->hasStackAtSlot(dst.slot) && dst.army->getCreature(dst.slot) != src.army->getCreature(src.slot))
  5007. COMPLAIN_RET("Cannot move: stack of different type at destination pos!");
  5008. if(!dst.slot.validSlot())
  5009. COMPLAIN_RET("Cannot move stack to that slot!");
  5010. if(count == -1)
  5011. {
  5012. count = src.army->getStackCount(src.slot);
  5013. }
  5014. if(src.army != dst.army //moving away
  5015. && count == src.army->getStackCount(src.slot) //all creatures
  5016. && src.army->Slots().size() == 1 //from the last stack
  5017. && src.army->needsLastStack()) //that must be left
  5018. {
  5019. COMPLAIN_RET("Cannot move away the last creature!");
  5020. }
  5021. RebalanceStacks rs;
  5022. rs.src = src;
  5023. rs.dst = dst;
  5024. rs.count = count;
  5025. sendAndApply(&rs);
  5026. return true;
  5027. }
  5028. bool CGameHandler::swapStacks(const StackLocation &sl1, const StackLocation &sl2)
  5029. {
  5030. if(!sl1.army->hasStackAtSlot(sl1.slot))
  5031. return moveStack(sl2, sl1);
  5032. else if(!sl2.army->hasStackAtSlot(sl2.slot))
  5033. return moveStack(sl1, sl2);
  5034. else
  5035. {
  5036. SwapStacks ss;
  5037. ss.sl1 = sl1;
  5038. ss.sl2 = sl2;
  5039. sendAndApply(&ss);
  5040. return true;
  5041. }
  5042. }
  5043. void CGameHandler::runBattle()
  5044. {
  5045. setBattle(gs->curB);
  5046. assert(gs->curB);
  5047. //TODO: pre-tactic stuff, call scripts etc.
  5048. //tactic round
  5049. {
  5050. while(gs->curB->tacticDistance && !battleResult.get())
  5051. boost::this_thread::sleep(boost::posix_time::milliseconds(50));
  5052. }
  5053. //spells opening battle
  5054. for(int i=0; i<ARRAY_COUNT(gs->curB->heroes); ++i)
  5055. {
  5056. if(gs->curB->heroes[i] && gs->curB->heroes[i]->hasBonusOfType(Bonus::OPENING_BATTLE_SPELL))
  5057. {
  5058. TBonusListPtr bl = gs->curB->heroes[i]->getBonuses(Selector::type(Bonus::OPENING_BATTLE_SPELL));
  5059. BOOST_FOREACH (Bonus *b, *bl)
  5060. {
  5061. handleSpellCasting(SpellID(b->subtype), 3, -1, 0, gs->curB->heroes[i]->tempOwner, NULL, gs->curB->heroes[1-i], b->val, ECastingMode::HERO_CASTING, NULL);
  5062. }
  5063. }
  5064. }
  5065. //main loop
  5066. while(!battleResult.get()) //till the end of the battle ;]
  5067. {
  5068. NEW_ROUND;
  5069. auto obstacles = gs->curB->obstacles; //we copy container, because we're going to modify it
  5070. BOOST_FOREACH(auto &obstPtr, obstacles)
  5071. {
  5072. if(const SpellCreatedObstacle *sco = dynamic_cast<const SpellCreatedObstacle *>(obstPtr.get()))
  5073. if(sco->turnsRemaining == 0)
  5074. removeObstacle(*obstPtr);
  5075. }
  5076. const BattleInfo & curB = *gs->curB;
  5077. //stack loop
  5078. const CStack *next;
  5079. while(!battleResult.get() && (next = curB.getNextStack()) && next->willMove())
  5080. {
  5081. //check for bad morale => freeze
  5082. int nextStackMorale = next->MoraleVal();
  5083. if( nextStackMorale < 0 &&
  5084. !(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)
  5085. )
  5086. {
  5087. if( rand()%24 < -2 * nextStackMorale)
  5088. {
  5089. //unit loses its turn - empty freeze action
  5090. BattleAction ba;
  5091. ba.actionType = Battle::BAD_MORALE;
  5092. ba.additionalInfo = 1;
  5093. ba.side = !next->attackerOwned;
  5094. ba.stackNumber = next->ID;
  5095. makeAutomaticAction(next, ba);
  5096. continue;
  5097. }
  5098. }
  5099. if(next->hasBonusOfType(Bonus::ATTACKS_NEAREST_CREATURE)) //while in berserk
  5100. { //fixme: stack should not attack itself
  5101. std::pair<const CStack *, int> attackInfo = curB.getNearestStack(next, boost::logic::indeterminate);
  5102. if(attackInfo.first != NULL)
  5103. {
  5104. BattleAction attack;
  5105. attack.actionType = Battle::WALK_AND_ATTACK;
  5106. attack.side = !next->attackerOwned;
  5107. attack.stackNumber = next->ID;
  5108. attack.additionalInfo = attackInfo.first->position;
  5109. attack.destinationTile = attackInfo.second;
  5110. makeAutomaticAction(next, attack);
  5111. }
  5112. else
  5113. {
  5114. makeStackDoNothing(next);
  5115. }
  5116. continue;
  5117. }
  5118. const CGHeroInstance * curOwner = gs->curB->battleGetOwner(next);
  5119. if( (next->position < 0 || next->getCreature()->idNumber == CreatureID::BALLISTA) //arrow turret or ballista
  5120. && (!curOwner || curOwner->getSecSkillLevel(SecondarySkill::ARTILLERY) == 0)) //hero has no artillery
  5121. {
  5122. BattleAction attack;
  5123. attack.actionType = Battle::SHOOT;
  5124. attack.side = !next->attackerOwned;
  5125. attack.stackNumber = next->ID;
  5126. for(int g=0; g<gs->curB->stacks.size(); ++g)
  5127. {
  5128. if(gs->curB->stacks[g]->owner != next->owner && gs->curB->stacks[g]->isValidTarget())
  5129. {
  5130. attack.destinationTile = gs->curB->stacks[g]->position;
  5131. break;
  5132. }
  5133. }
  5134. makeAutomaticAction(next, attack);
  5135. continue;
  5136. }
  5137. if(next->getCreature()->idNumber == CreatureID::CATAPULT && (!curOwner || curOwner->getSecSkillLevel(SecondarySkill::BALLISTICS) == 0)) //catapult, hero has no ballistics
  5138. {
  5139. BattleAction attack;
  5140. static const int wallHexes[] = {50, 183, 182, 130, 62, 29, 12, 95};
  5141. attack.destinationTile = wallHexes[ rand()%ARRAY_COUNT(wallHexes) ];
  5142. attack.actionType = Battle::CATAPULT;
  5143. attack.additionalInfo = 0;
  5144. attack.side = !next->attackerOwned;
  5145. attack.stackNumber = next->ID;
  5146. makeAutomaticAction(next, attack);
  5147. continue;
  5148. }
  5149. if(next->getCreature()->idNumber == CreatureID::FIRST_AID_TENT)
  5150. {
  5151. std::vector< const CStack * > possibleStacks;
  5152. //is there any clean algorithm for that? (boost.range seems to lack copy_if) -> remove_copy_if?
  5153. BOOST_FOREACH(const CStack *s, battleGetAllStacks())
  5154. if(s->owner == next->owner && s->canBeHealed())
  5155. possibleStacks.push_back(s);
  5156. if(!possibleStacks.size())
  5157. {
  5158. makeStackDoNothing(next);
  5159. continue;
  5160. }
  5161. if(!curOwner || curOwner->getSecSkillLevel(SecondarySkill::FIRST_AID) == 0) //no hero or hero has no first aid
  5162. {
  5163. range::random_shuffle(possibleStacks);
  5164. const CStack * toBeHealed = possibleStacks.front();
  5165. BattleAction heal;
  5166. heal.actionType = Battle::STACK_HEAL;
  5167. heal.additionalInfo = 0;
  5168. heal.destinationTile = toBeHealed->position;
  5169. heal.side = !next->attackerOwned;
  5170. heal.stackNumber = next->ID;
  5171. makeAutomaticAction(next, heal);
  5172. continue;
  5173. }
  5174. }
  5175. int numberOfAsks = 1;
  5176. bool breakOuter = false;
  5177. do
  5178. {//ask interface and wait for answer
  5179. if(!battleResult.get())
  5180. {
  5181. stackTurnTrigger(next); //various effects
  5182. if (vstd::contains(next->state, EBattleStackState::FEAR))
  5183. {
  5184. makeStackDoNothing(next); //end immediately if stack was affected by fear
  5185. }
  5186. else
  5187. {
  5188. logGlobal->traceStream() << "Activating " << next->nodeName();
  5189. BattleSetActiveStack sas;
  5190. sas.stack = next->ID;
  5191. sendAndApply(&sas);
  5192. boost::unique_lock<boost::mutex> lock(battleMadeAction.mx);
  5193. battleMadeAction.data = false;
  5194. while (next->alive() &&
  5195. (!battleMadeAction.data && !battleResult.get())) //active stack hasn't made its action and battle is still going
  5196. battleMadeAction.cond.wait(lock);
  5197. }
  5198. }
  5199. if(battleResult.get()) //don't touch it, battle could be finished while waiting got action
  5200. {
  5201. breakOuter = true;
  5202. break;
  5203. }
  5204. //we're after action, all results applied
  5205. checkForBattleEnd(); //check if this action ended the battle
  5206. //check for good morale
  5207. nextStackMorale = next->MoraleVal();
  5208. if(!vstd::contains(next->state,EBattleStackState::HAD_MORALE) //only one extra move per turn possible
  5209. && !vstd::contains(next->state,EBattleStackState::DEFENDING)
  5210. && !next->waited()
  5211. && !vstd::contains(next->state, EBattleStackState::FEAR)
  5212. && next->alive()
  5213. && nextStackMorale > 0
  5214. && !(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
  5215. )
  5216. {
  5217. if(rand()%24 < nextStackMorale) //this stack hasn't got morale this turn
  5218. {
  5219. BattleTriggerEffect bte;
  5220. bte.stackID = next->ID;
  5221. bte.effect = Bonus::MORALE;
  5222. bte.val = 1;
  5223. bte.additionalInfo = 0;
  5224. sendAndApply(&bte); //play animation
  5225. ++numberOfAsks; //move this stack once more
  5226. }
  5227. }
  5228. --numberOfAsks;
  5229. } while (numberOfAsks > 0);
  5230. if (breakOuter)
  5231. {
  5232. break;
  5233. }
  5234. }
  5235. }
  5236. endBattle(gs->curB->tile, gs->curB->heroes[0], gs->curB->heroes[1]);
  5237. }
  5238. bool CGameHandler::makeAutomaticAction(const CStack *stack, BattleAction &ba)
  5239. {
  5240. BattleSetActiveStack bsa;
  5241. bsa.stack = stack->ID;
  5242. bsa.askPlayerInterface = false;
  5243. sendAndApply(&bsa);
  5244. bool ret = makeBattleAction(ba);
  5245. checkForBattleEnd();
  5246. return ret;
  5247. }
  5248. void CGameHandler::giveHeroArtifact(const CGHeroInstance *h, const CArtifactInstance *a, ArtifactPosition pos)
  5249. {
  5250. assert(a->artType);
  5251. ArtifactLocation al;
  5252. al.artHolder = const_cast<CGHeroInstance*>(h);
  5253. ArtifactPosition slot = ArtifactPosition::PRE_FIRST;
  5254. if(pos < 0)
  5255. {
  5256. if(pos == ArtifactPosition::FIRST_AVAILABLE)
  5257. slot = a->firstAvailableSlot(h);
  5258. else
  5259. slot = a->firstBackpackSlot(h);
  5260. }
  5261. else
  5262. {
  5263. slot = pos;
  5264. }
  5265. al.slot = slot;
  5266. if(slot < 0 || !a->canBePutAt(al))
  5267. {
  5268. complain("Cannot put artifact in that slot!");
  5269. return;
  5270. }
  5271. putArtifact(al, a);
  5272. }
  5273. void CGameHandler::putArtifact(const ArtifactLocation &al, const CArtifactInstance *a)
  5274. {
  5275. PutArtifact pa;
  5276. pa.art = a;
  5277. pa.al = al;
  5278. sendAndApply(&pa);
  5279. }
  5280. void CGameHandler::giveHeroNewArtifact(const CGHeroInstance *h, const CArtifact *artType, ArtifactPosition pos)
  5281. {
  5282. CArtifactInstance *a = NULL;
  5283. if(!artType->constituents)
  5284. {
  5285. a = new CArtifactInstance();
  5286. }
  5287. else
  5288. {
  5289. a = new CCombinedArtifactInstance();
  5290. }
  5291. a->artType = artType; //*NOT* via settype -> all bonus-related stuff must be done by NewArtifact apply
  5292. NewArtifact na;
  5293. na.art = a;
  5294. sendAndApply(&na); // -> updates a!!!, will create a on other machines
  5295. giveHeroArtifact(h, a, pos);
  5296. }
  5297. void CGameHandler::setBattleResult(BattleResult::EResult resultType, int victoriusSide)
  5298. {
  5299. if(battleResult.get())
  5300. {
  5301. complain("There is already set result?");
  5302. return;
  5303. }
  5304. BattleResult *br = new BattleResult;
  5305. br->result = resultType;
  5306. br->winner = victoriusSide; //surrendering side loses
  5307. gs->curB->calculateCasualties(br->casualties);
  5308. battleResult.set(br);
  5309. }
  5310. void CGameHandler::commitPackage( CPackForClient *pack )
  5311. {
  5312. sendAndApply(pack);
  5313. }
  5314. void CGameHandler::spawnWanderingMonsters(CreatureID creatureID)
  5315. {
  5316. std::vector<int3>::iterator tile;
  5317. std::vector<int3> tiles;
  5318. getFreeTiles(tiles);
  5319. ui32 amount = tiles.size() / 200; //Chance is 0.5% for each tile
  5320. std::random_shuffle(tiles.begin(), tiles.end());
  5321. logGlobal->traceStream() << "Spawning wandering monsters. Found " << tiles.size() << " free tiles. Creature type: " << creatureID;
  5322. const CCreature *cre = VLC->creh->creatures[creatureID];
  5323. for (int i = 0; i < amount; ++i)
  5324. {
  5325. tile = tiles.begin();
  5326. logGlobal->traceStream() << "\tSpawning monster at " << *tile;
  5327. putNewMonster(creatureID, cre->getRandomAmount(std::rand), *tile);
  5328. tiles.erase(tile); //not use it again
  5329. }
  5330. }
  5331. void CGameHandler::removeObstacle(const CObstacleInstance &obstacle)
  5332. {
  5333. ObstaclesRemoved obsRem;
  5334. obsRem.obstacles.insert(obstacle.uniqueID);
  5335. sendAndApply(&obsRem);
  5336. }
  5337. void CGameHandler::synchronizeArtifactHandlerLists()
  5338. {
  5339. UpdateArtHandlerLists uahl;
  5340. uahl.treasures = VLC->arth->treasures;
  5341. uahl.minors = VLC->arth->minors;
  5342. uahl.majors = VLC->arth->majors;
  5343. uahl.relics = VLC->arth->relics;
  5344. sendAndApply(&uahl);
  5345. }
  5346. bool CGameHandler::isValidObject(const CGObjectInstance *obj) const
  5347. {
  5348. return vstd::contains(gs->map->objects, obj);
  5349. }
  5350. bool CGameHandler::isBlockedByQueries(const CPack *pack, PlayerColor player)
  5351. {
  5352. if(dynamic_cast<const PlayerMessage*>(pack))
  5353. return false;
  5354. auto query = queries.topQuery(player);
  5355. if(query && query->blocksPack(pack))
  5356. {
  5357. complain(boost::str(boost::format("Player %s has to answer queries before attempting any further actions. Top query is %s!") % player % query->toString()));
  5358. return true;
  5359. }
  5360. return false;
  5361. }
  5362. void CGameHandler::removeAfterVisit(const CGObjectInstance *object)
  5363. {
  5364. //If the object is being visited, there must be a matching query
  5365. BOOST_FOREACH(const auto &query, queries.allQueries())
  5366. {
  5367. if(auto someVistQuery = std::dynamic_pointer_cast<CObjectVisitQuery>(query))
  5368. {
  5369. if(someVistQuery->visitedObject == object)
  5370. {
  5371. someVistQuery->removeObjectAfterVisit = true;
  5372. return;
  5373. }
  5374. }
  5375. };
  5376. //If we haven't returned so far, there is no query and no visit, call was wrong
  5377. assert("This function needs to be called during the object visit!");
  5378. }
  5379. bool CGameHandler::isVisitCoveredByAnotherQuery(const CGObjectInstance *obj, const CGHeroInstance *hero)
  5380. {
  5381. if(auto topQuery = queries.topQuery(hero->getOwner()))
  5382. if(auto visit = std::dynamic_pointer_cast<const CObjectVisitQuery>(topQuery))
  5383. return !(visit->visitedObject == obj && visit->visitingHero == hero);
  5384. return true;
  5385. }
  5386. CasualtiesAfterBattle::CasualtiesAfterBattle(const CArmedInstance *army, BattleInfo *bat)
  5387. {
  5388. heroWithDeadCommander = ObjectInstanceID();
  5389. PlayerColor color = army->tempOwner;
  5390. if(color == PlayerColor::UNFLAGGABLE)
  5391. color = PlayerColor::NEUTRAL;
  5392. BOOST_FOREACH(CStack *st, bat->stacks)
  5393. {
  5394. if(vstd::contains(st->state, EBattleStackState::SUMMONED)) //don't take into account summoned stacks
  5395. continue;
  5396. if(st->owner==color && !army->slotEmpty(st->slot) && st->count < army->getStackCount(st->slot))
  5397. {
  5398. StackLocation sl(army, st->slot);
  5399. if(st->alive())
  5400. newStackCounts.push_back(std::pair<StackLocation, int>(sl, st->count));
  5401. else
  5402. newStackCounts.push_back(std::pair<StackLocation, int>(sl, 0));
  5403. }
  5404. if (st->base && !st->count)
  5405. {
  5406. auto c = dynamic_cast <const CCommanderInstance *>(st->base);
  5407. if (c) //switch commander status to dead
  5408. {
  5409. auto h = dynamic_cast <const CGHeroInstance *>(army);
  5410. if (h && h->commander == c)
  5411. heroWithDeadCommander = army->id; //TODO: unify commander handling
  5412. }
  5413. }
  5414. }
  5415. }
  5416. void CasualtiesAfterBattle::takeFromArmy(CGameHandler *gh)
  5417. {
  5418. BOOST_FOREACH(TStackAndItsNewCount &ncount, newStackCounts)
  5419. {
  5420. if(ncount.second > 0)
  5421. gh->changeStackCount(ncount.first, ncount.second, true);
  5422. else
  5423. gh->eraseStack(ncount.first, true);
  5424. }
  5425. if (heroWithDeadCommander != ObjectInstanceID())
  5426. {
  5427. SetCommanderProperty scp;
  5428. scp.heroid = heroWithDeadCommander;
  5429. scp.which = SetCommanderProperty::ALIVE;
  5430. scp.amount = 0;
  5431. gh->sendAndApply (&scp);
  5432. }
  5433. }
  5434. CGameHandler::FinishingBattleHelper::FinishingBattleHelper(shared_ptr<const CBattleQuery> Query, bool Duel, int RemainingBattleQueriesCount)
  5435. {
  5436. assert(Query->result);
  5437. assert(Query->bi);
  5438. auto &result = *Query->result;
  5439. auto &info = *Query->bi;
  5440. winnerHero = result.winner != 0 ? info.heroes[1] : info.heroes[0];
  5441. loserHero = result.winner != 0 ? info.heroes[0] : info.heroes[1];
  5442. victor = info.sides[result.winner];
  5443. loser = info.sides[!result.winner];
  5444. duel = Duel;
  5445. remainingBattleQueriesCount = RemainingBattleQueriesCount;
  5446. }
  5447. CGameHandler::FinishingBattleHelper::FinishingBattleHelper()
  5448. {
  5449. winnerHero = loserHero = nullptr;
  5450. }