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- #include "StdInc.h"
- #include "../lib/filesystem/Filesystem.h"
- #include "../lib/filesystem/FileInfo.h"
- #include "../lib/int3.h"
- #include "../lib/mapping/CCampaignHandler.h"
- #include "../lib/StartInfo.h"
- #include "../lib/CModHandler.h"
- #include "../lib/CArtHandler.h"
- #include "../lib/CBuildingHandler.h"
- #include "../lib/CHeroHandler.h"
- #include "../lib/spells/CSpellHandler.h"
- #include "../lib/spells/ISpellMechanics.h"
- #include "../lib/CGeneralTextHandler.h"
- #include "../lib/CTownHandler.h"
- #include "../lib/CCreatureHandler.h"
- #include "../lib/CGameState.h"
- #include "../lib/BattleState.h"
- #include "../lib/CondSh.h"
- #include "../lib/NetPacks.h"
- #include "../lib/VCMI_Lib.h"
- #include "../lib/mapping/CMap.h"
- #include "../lib/VCMIDirs.h"
- #include "../lib/ScopeGuard.h"
- #include "../lib/CSoundBase.h"
- #include "CGameHandler.h"
- #include "CVCMIServer.h"
- #include "../lib/CCreatureSet.h"
- #include "../lib/CThreadHelper.h"
- #include "../lib/GameConstants.h"
- #include "../lib/registerTypes/RegisterTypes.h"
- /*
- * CGameHandler.cpp, part of VCMI engine
- *
- * Authors: listed in file AUTHORS in main folder
- *
- * License: GNU General Public License v2.0 or later
- * Full text of license available in license.txt file, in main folder
- *
- */
- #ifndef _MSC_VER
- #include <boost/thread/xtime.hpp>
- #endif
- extern bool end2;
- #ifdef min
- #undef min
- #endif
- #ifdef max
- #undef max
- #endif
- #define COMPLAIN_RET_IF(cond, txt) do {if(cond){complain(txt); return;}} while(0)
- #define COMPLAIN_RET_FALSE_IF(cond, txt) do {if(cond){complain(txt); return false;}} while(0)
- #define COMPLAIN_RET(txt) {complain(txt); return false;}
- #define COMPLAIN_RETF(txt, FORMAT) {complain(boost::str(boost::format(txt) % FORMAT)); return false;}
- #define NEW_ROUND BattleNextRound bnr;\
- bnr.round = gs->curB->round + 1;\
- sendAndApply(&bnr);
- class ServerSpellCastEnvironment: public SpellCastEnvironment
- {
- public:
- ServerSpellCastEnvironment(CGameHandler * gh);
- ~ServerSpellCastEnvironment(){};
- void sendAndApply(CPackForClient * info) const override;
- CRandomGenerator & getRandomGenerator() const override;
- void complain(const std::string & problem) const override;
- const CMap * getMap() const override;
- const CGameInfoCallback * getCb() const override;
- bool moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, PlayerColor asker = PlayerColor::NEUTRAL) const override;
- private:
- mutable CGameHandler * gh;
- };
- CondSh<bool> battleMadeAction;
- CondSh<BattleResult *> battleResult(nullptr);
- template <typename T> class CApplyOnGH;
- class CBaseForGHApply
- {
- public:
- virtual bool applyOnGH(CGameHandler *gh, CConnection *c, void *pack, PlayerColor player) const =0;
- virtual ~CBaseForGHApply(){}
- template<typename U> static CBaseForGHApply *getApplier(const U * t=nullptr)
- {
- return new CApplyOnGH<U>;
- }
- };
- template <typename T> class CApplyOnGH : public CBaseForGHApply
- {
- public:
- bool applyOnGH(CGameHandler *gh, CConnection *c, void *pack, PlayerColor player) const
- {
- T *ptr = static_cast<T*>(pack);
- ptr->c = c;
- ptr->player = player;
- return ptr->applyGh(gh);
- }
- };
- template <>
- class CApplyOnGH<CPack> : public CBaseForGHApply
- {
- public:
- bool applyOnGH(CGameHandler *gh, CConnection *c, void *pack, PlayerColor player) const
- {
- logGlobal->errorStream() << "Cannot apply on GH plain CPack!";
- assert(0);
- return false;
- }
- };
- static CApplier<CBaseForGHApply> *applier = nullptr;
- CMP_stack cmpst ;
- static inline double distance(int3 a, int3 b)
- {
- return std::sqrt( (double)(a.x-b.x)*(a.x-b.x) + (a.y-b.y)*(a.y-b.y) );
- }
- static void giveExp(BattleResult &r)
- {
- if(r.winner > 1)
- {
- // draw
- return;
- }
- r.exp[0] = 0;
- r.exp[1] = 0;
- for(auto i = r.casualties[!r.winner].begin(); i!=r.casualties[!r.winner].end(); i++)
- {
- r.exp[r.winner] += VLC->creh->creatures.at(i->first)->valOfBonuses(Bonus::STACK_HEALTH) * i->second;
- }
- }
- PlayerStatus PlayerStatuses::operator[](PlayerColor player)
- {
- boost::unique_lock<boost::mutex> l(mx);
- if(players.find(player) != players.end())
- {
- return players.at(player);
- }
- else
- {
- throw std::runtime_error("No such player!");
- }
- }
- void PlayerStatuses::addPlayer(PlayerColor player)
- {
- boost::unique_lock<boost::mutex> l(mx);
- players[player];
- }
- bool PlayerStatuses::checkFlag(PlayerColor player, bool PlayerStatus::*flag)
- {
- boost::unique_lock<boost::mutex> l(mx);
- if(players.find(player) != players.end())
- {
- return players[player].*flag;
- }
- else
- {
- throw std::runtime_error("No such player!");
- }
- }
- void PlayerStatuses::setFlag(PlayerColor player, bool PlayerStatus::*flag, bool val)
- {
- boost::unique_lock<boost::mutex> l(mx);
- if(players.find(player) != players.end())
- {
- players[player].*flag = val;
- }
- else
- {
- throw std::runtime_error("No such player!");
- }
- cv.notify_all();
- }
- template <typename T>
- void callWith(std::vector<T> args, std::function<void(T)> fun, ui32 which)
- {
- fun(args[which]);
- }
- void CGameHandler::levelUpHero(const CGHeroInstance * hero, SecondarySkill skill)
- {
- changeSecSkill(hero, skill, 1, 0);
- expGiven(hero);
- }
- void CGameHandler::levelUpHero(const CGHeroInstance * hero)
- {
- // required exp for at least 1 lvl-up hasn't been reached
- if(!hero->gainsLevel())
- {
- return;
- }
- // give primary skill
- logGlobal->traceStream() << hero->name << " got level "<< hero->level;
- auto primarySkill = hero->nextPrimarySkill();
- SetPrimSkill sps;
- sps.id = hero->id;
- sps.which = primarySkill;
- sps.abs = false;
- sps.val = 1;
- sendAndApply(&sps);
- HeroLevelUp hlu;
- hlu.hero = hero;
- hlu.primskill = primarySkill;
- hlu.skills = hero->getLevelUpProposedSecondarySkills();
- if(hlu.skills.size() == 0)
- {
- sendAndApply(&hlu);
- levelUpHero(hero);
- }
- else if(hlu.skills.size() == 1 || hero->tempOwner == PlayerColor::NEUTRAL) //choose skill automatically
- {
- sendAndApply(&hlu);
- levelUpHero(hero, *RandomGeneratorUtil::nextItem(hlu.skills, hero->skillsInfo.rand));
- }
- else if(hlu.skills.size() > 1)
- {
- auto levelUpQuery = std::make_shared<CHeroLevelUpDialogQuery>(hlu);
- hlu.queryID = levelUpQuery->queryID;
- queries.addQuery(levelUpQuery);
- sendAndApply(&hlu);
- //level up will be called on query reply
- }
- }
- void CGameHandler::levelUpCommander (const CCommanderInstance * c, int skill)
- {
- SetCommanderProperty scp;
- auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
- if (hero)
- scp.heroid = hero->id;
- else
- {
- complain ("Commander is not led by hero!");
- return;
- }
- scp.accumulatedBonus.subtype = 0;
- scp.accumulatedBonus.additionalInfo = 0;
- scp.accumulatedBonus.duration = Bonus::PERMANENT;
- scp.accumulatedBonus.turnsRemain = 0;
- scp.accumulatedBonus.source = Bonus::COMMANDER;
- scp.accumulatedBonus.valType = Bonus::BASE_NUMBER;
- if (skill <= ECommander::SPELL_POWER)
- {
- scp.which = SetCommanderProperty::BONUS;
- auto difference = [](std::vector< std::vector <ui8> > skillLevels, std::vector <ui8> secondarySkills, int skill)->int
- {
- int s = std::min (skill, (int)ECommander::SPELL_POWER); //spell power level controls also casts and resistance
- return skillLevels.at(skill).at(secondarySkills.at(s)) - (secondarySkills.at(s) ? skillLevels.at(skill).at(secondarySkills.at(s)-1) : 0);
- };
- switch (skill)
- {
- case ECommander::ATTACK:
- scp.accumulatedBonus.type = Bonus::PRIMARY_SKILL;
- scp.accumulatedBonus.subtype = PrimarySkill::ATTACK;
- break;
- case ECommander::DEFENSE:
- scp.accumulatedBonus.type = Bonus::PRIMARY_SKILL;
- scp.accumulatedBonus.subtype = PrimarySkill::DEFENSE;
- break;
- case ECommander::HEALTH:
- scp.accumulatedBonus.type = Bonus::STACK_HEALTH;
- scp.accumulatedBonus.valType = Bonus::PERCENT_TO_BASE;
- break;
- case ECommander::DAMAGE:
- scp.accumulatedBonus.type = Bonus::CREATURE_DAMAGE;
- scp.accumulatedBonus.subtype = 0;
- scp.accumulatedBonus.valType = Bonus::PERCENT_TO_BASE;
- break;
- case ECommander::SPEED:
- scp.accumulatedBonus.type = Bonus::STACKS_SPEED;
- break;
- case ECommander::SPELL_POWER:
- scp.accumulatedBonus.type = Bonus::MAGIC_RESISTANCE;
- scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::RESISTANCE);
- sendAndApply (&scp); //additional pack
- scp.accumulatedBonus.type = Bonus::CREATURE_SPELL_POWER;
- scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::SPELL_POWER) * 100; //like hero with spellpower = ability level
- sendAndApply (&scp); //additional pack
- scp.accumulatedBonus.type = Bonus::CASTS;
- scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::CASTS);
- sendAndApply (&scp); //additional pack
- scp.accumulatedBonus.type = Bonus::CREATURE_ENCHANT_POWER; //send normally
- break;
- }
- scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, skill);
- sendAndApply (&scp);
- scp.which = SetCommanderProperty::SECONDARY_SKILL;
- scp.additionalInfo = skill;
- scp.amount = c->secondarySkills.at(skill) + 1;
- sendAndApply (&scp);
- }
- else if (skill >= 100)
- {
- scp.which = SetCommanderProperty::SPECIAL_SKILL;
- scp.accumulatedBonus = *VLC->creh->skillRequirements.at(skill-100).first;
- scp.additionalInfo = skill; //unnormalized
- sendAndApply (&scp);
- }
- expGiven(hero);
- }
- void CGameHandler::levelUpCommander(const CCommanderInstance * c)
- {
- if (!c->gainsLevel())
- {
- return;
- }
- CommanderLevelUp clu;
- auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
- if (hero)
- clu.hero = hero;
- else
- {
- complain ("Commander is not led by hero!");
- return;
- }
- //picking sec. skills for choice
- for (int i = 0; i <= ECommander::SPELL_POWER; ++i)
- {
- if (c->secondarySkills.at(i) < ECommander::MAX_SKILL_LEVEL)
- clu.skills.push_back(i);
- }
- int i = 100;
- for (auto specialSkill : VLC->creh->skillRequirements)
- {
- if (c->secondarySkills.at(specialSkill.second.first) == ECommander::MAX_SKILL_LEVEL
- && c->secondarySkills.at(specialSkill.second.second) == ECommander::MAX_SKILL_LEVEL
- && !vstd::contains (c->specialSKills, i))
- clu.skills.push_back (i);
- ++i;
- }
- int skillAmount = clu.skills.size();
- if(!skillAmount)
- {
- sendAndApply(&clu);
- levelUpCommander(c);
- }
- else if(skillAmount == 1 || hero->tempOwner == PlayerColor::NEUTRAL) //choose skill automatically
- {
- sendAndApply(&clu);
- levelUpCommander(c, *RandomGeneratorUtil::nextItem(clu.skills, gs->getRandomGenerator()));
- }
- else if(skillAmount > 1) //apply and ask for secondary skill
- {
- auto commanderLevelUp = std::make_shared<CCommanderLevelUpDialogQuery>(clu);
- clu.queryID = commanderLevelUp->queryID;
- queries.addQuery(commanderLevelUp);
- sendAndApply(&clu);
- }
- }
- void CGameHandler::expGiven(const CGHeroInstance *hero)
- {
- if(hero->gainsLevel())
- levelUpHero(hero);
- else if(hero->commander && hero->commander->gainsLevel())
- levelUpCommander(hero->commander);
- //if(hero->commander && hero->level > hero->commander->level && hero->commander->gainsLevel())
- // levelUpCommander(hero->commander);
- // else
- // levelUpHero(hero);
- }
- void CGameHandler::changePrimSkill(const CGHeroInstance * hero, PrimarySkill::PrimarySkill which, si64 val, bool abs)
- {
- if (which == PrimarySkill::EXPERIENCE) // Check if scenario limit reached
- {
- if (gs->map->levelLimit != 0)
- {
- TExpType expLimit = VLC->heroh->reqExp(gs->map->levelLimit);
- TExpType resultingExp = abs ? val : hero->exp + val;
- if (resultingExp > expLimit)
- {
- // set given experience to max possible, but don't decrease if hero already over top
- abs = true;
- val = std::max(expLimit, hero->exp);
- InfoWindow iw;
- iw.player = hero->tempOwner;
- iw.text.addTxt(MetaString::GENERAL_TXT, 1); //can gain no more XP
- iw.text.addReplacement(hero->name);
- sendAndApply(&iw);
- }
- }
- }
- SetPrimSkill sps;
- sps.id = hero->id;
- sps.which = which;
- sps.abs = abs;
- sps.val = val;
- sendAndApply(&sps);
- //only for exp - hero may level up
- if (which == PrimarySkill::EXPERIENCE)
- {
- if(hero->commander && hero->commander->alive)
- {
- //FIXME: trim experience according to map limit?
- SetCommanderProperty scp;
- scp.heroid = hero->id;
- scp.which = SetCommanderProperty::EXPERIENCE;
- scp.amount = val;
- sendAndApply (&scp);
- CBonusSystemNode::treeHasChanged();
- }
- expGiven(hero);
- }
- }
- void CGameHandler::changeSecSkill( const CGHeroInstance * hero, SecondarySkill which, int val, bool abs/*=false*/ )
- {
- SetSecSkill sss;
- sss.id = hero->id;
- sss.which = which;
- sss.val = val;
- sss.abs = abs;
- sendAndApply(&sss);
- if(which == SecondarySkill::WISDOM)
- {
- if(hero && hero->visitedTown)
- giveSpells(hero->visitedTown, hero);
- }
- }
- void CGameHandler::endBattle(int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2)
- {
- LOG_TRACE(logGlobal);
- //Fill BattleResult structure with exp info
- giveExp(*battleResult.data);
- if (battleResult.get()->result == BattleResult::NORMAL) // give 500 exp for defeating hero, unless he escaped
- {
- if (hero1)
- battleResult.data->exp[1] += 500;
- if (hero2)
- battleResult.data->exp[0] += 500;
- }
- if (hero1)
- battleResult.data->exp[0] = hero1->calculateXp(battleResult.data->exp[0]);//scholar skill
- if (hero2)
- battleResult.data->exp[1] = hero2->calculateXp(battleResult.data->exp[1]);
- const CArmedInstance *bEndArmy1 = gs->curB->sides.at(0).armyObject;
- const CArmedInstance *bEndArmy2 = gs->curB->sides.at(1).armyObject;
- const BattleResult::EResult result = battleResult.get()->result;
- auto findBattleQuery = [this]() -> std::shared_ptr<CBattleQuery>
- {
- for(auto &q : queries.allQueries())
- {
- if(auto bq = std::dynamic_pointer_cast<CBattleQuery>(q))
- if(bq->bi == gs->curB)
- return bq;
- }
- return std::shared_ptr<CBattleQuery>();
- };
- auto battleQuery = findBattleQuery();
- if(!battleQuery)
- {
- logGlobal->errorStream() << "Cannot find battle query!";
- if(gs->initialOpts->mode == StartInfo::DUEL)
- {
- battleQuery = std::make_shared<CBattleQuery>(gs->curB);
- }
- }
- if(battleQuery != queries.topQuery(gs->curB->sides[0].color))
- complain("Player " + boost::lexical_cast<std::string>(gs->curB->sides[0].color) + " although in battle has no battle query at the top!");
- battleQuery->result = *battleResult.data;
- //Check how many battle queries were created (number of players blocked by battle)
- const int queriedPlayers = battleQuery ? boost::count(queries.allQueries(), battleQuery) : 0;
- finishingBattle = make_unique<FinishingBattleHelper>(battleQuery, gs->initialOpts->mode == StartInfo::DUEL, queriedPlayers);
- CasualtiesAfterBattle cab1(bEndArmy1, gs->curB), cab2(bEndArmy2, gs->curB); //calculate casualties before deleting battle
- if(finishingBattle->duel)
- {
- duelFinished();
- sendAndApply(battleResult.data); //after this point casualties objects are destroyed
- return;
- }
- ChangeSpells cs; //for Eagle Eye
- if(finishingBattle->winnerHero)
- {
- if(int eagleEyeLevel = finishingBattle->winnerHero->getSecSkillLevel(SecondarySkill::EAGLE_EYE))
- {
- int maxLevel = eagleEyeLevel + 1;
- double eagleEyeChance = finishingBattle->winnerHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::EAGLE_EYE);
- for(const CSpell *sp : gs->curB->sides.at(!battleResult.data->winner).usedSpellsHistory)
- if(sp->level <= maxLevel && !vstd::contains(finishingBattle->winnerHero->spells, sp->id) && gs->getRandomGenerator().nextInt(99) < eagleEyeChance)
- cs.spells.insert(sp->id);
- }
- }
- std::vector<const CArtifactInstance *> arts; //display them in window
- if(result == BattleResult::NORMAL && finishingBattle->winnerHero)
- {
- auto sendMoveArtifact = [&](const CArtifactInstance *art, MoveArtifact *ma)
- {
- arts.push_back(art);
- ma->dst = ArtifactLocation(finishingBattle->winnerHero, art->firstAvailableSlot(finishingBattle->winnerHero));
- sendAndApply(ma);
- };
- if(finishingBattle->loserHero)
- {
- //TODO: wrap it into a function, somehow (boost::variant -_-)
- auto artifactsWorn = finishingBattle->loserHero->artifactsWorn;
- for (auto artSlot : artifactsWorn)
- {
- MoveArtifact ma;
- ma.src = ArtifactLocation(finishingBattle->loserHero, artSlot.first);
- const CArtifactInstance * art = ma.src.getArt();
- if(art && !art->artType->isBig() &&
- art->artType->id != ArtifactID::SPELLBOOK)
- // don't move war machines or locked arts (spellbook)
- {
- sendMoveArtifact(art, &ma);
- }
- }
- while(!finishingBattle->loserHero->artifactsInBackpack.empty())
- {
- //we assume that no big artifacts can be found
- MoveArtifact ma;
- ma.src = ArtifactLocation(finishingBattle->loserHero,
- ArtifactPosition(GameConstants::BACKPACK_START)); //backpack automatically shifts arts to beginning
- const CArtifactInstance * art = ma.src.getArt();
- if(art->artType->id != ArtifactID::GRAIL) //grail may not be won
- {
- sendMoveArtifact(art, &ma);
- }
- }
- if(finishingBattle->loserHero->commander) //TODO: what if commanders belong to no hero?
- {
- artifactsWorn = finishingBattle->loserHero->commander->artifactsWorn;
- for(auto artSlot : artifactsWorn)
- {
- MoveArtifact ma;
- ma.src = ArtifactLocation(finishingBattle->loserHero->commander.get(), artSlot.first);
- const CArtifactInstance * art = ma.src.getArt();
- if (art && !art->artType->isBig())
- {
- sendMoveArtifact(art, &ma);
- }
- }
- }
- }
- for(auto armySlot : gs->curB->battleGetArmyObject(!battleResult.data->winner)->stacks)
- {
- auto artifactsWorn = armySlot.second->artifactsWorn;
- for (auto artSlot : artifactsWorn)
- {
- MoveArtifact ma;
- ma.src = ArtifactLocation(armySlot.second, artSlot.first);
- const CArtifactInstance * art = ma.src.getArt();
- if (art && !art->artType->isBig())
- {
- sendMoveArtifact(art, &ma);
- }
- }
- }
- }
- sendAndApply(battleResult.data); //after this point casualties objects are destroyed
- if(arts.size()) //display loot
- {
- InfoWindow iw;
- iw.player = finishingBattle->winnerHero->tempOwner;
- iw.text.addTxt (MetaString::GENERAL_TXT, 30); //You have captured enemy artifact
- for(auto art : arts) //TODO; separate function to display loot for various ojects?
- {
- iw.components.push_back(Component(
- Component::ARTIFACT, art->artType->id,
- art->artType->id == ArtifactID::SPELL_SCROLL? art->getGivenSpellID() : 0, 0));
- if(iw.components.size() >= 14)
- {
- sendAndApply(&iw);
- iw.components.clear();
- }
- }
- if(iw.components.size())
- {
- sendAndApply(&iw);
- }
- }
- //Eagle Eye secondary skill handling
- if(!cs.spells.empty())
- {
- cs.learn = 1;
- cs.hid = finishingBattle->winnerHero->id;
- InfoWindow iw;
- iw.player = finishingBattle->winnerHero->tempOwner;
- iw.text.addTxt(MetaString::GENERAL_TXT, 221); //Through eagle-eyed observation, %s is able to learn %s
- iw.text.addReplacement(finishingBattle->winnerHero->name);
- std::ostringstream names;
- for(int i = 0; i < cs.spells.size(); i++)
- {
- names << "%s";
- if(i < cs.spells.size() - 2)
- names << ", ";
- else if(i < cs.spells.size() - 1)
- names << "%s";
- }
- names << ".";
- iw.text.addReplacement(names.str());
- auto it = cs.spells.begin();
- for(int i = 0; i < cs.spells.size(); i++, it++)
- {
- iw.text.addReplacement(MetaString::SPELL_NAME, it->toEnum());
- if(i == cs.spells.size() - 2) //we just added pre-last name
- iw.text.addReplacement(MetaString::GENERAL_TXT, 141); // " and "
- iw.components.push_back(Component(Component::SPELL, *it, 0, 0));
- }
- sendAndApply(&iw);
- sendAndApply(&cs);
- }
- cab1.updateArmy(this);
- cab2.updateArmy(this); //take casualties after battle is deleted
- //if one hero has lost we will erase him
- if(battleResult.data->winner!=0 && hero1)
- {
- RemoveObject ro(hero1->id);
- sendAndApply(&ro);
- }
- if(battleResult.data->winner!=1 && hero2)
- {
- RemoveObject ro(hero2->id);
- sendAndApply(&ro);
- }
- //give exp
- if (battleResult.data->exp[0] && hero1 && battleResult.get()->winner == 0)
- changePrimSkill(hero1, PrimarySkill::EXPERIENCE, battleResult.data->exp[0]);
- else if (battleResult.data->exp[1] && hero2 && battleResult.get()->winner == 1)
- changePrimSkill(hero2, PrimarySkill::EXPERIENCE, battleResult.data->exp[1]);
- queries.popIfTop(battleQuery);
- //--> continuation (battleAfterLevelUp) occurs after level-up queries are handled or on removing query (above)
- }
- void CGameHandler::battleAfterLevelUp( const BattleResult &result )
- {
- LOG_TRACE(logGlobal);
- finishingBattle->remainingBattleQueriesCount--;
- logGlobal->traceStream() << "Decremented queries count to " << finishingBattle->remainingBattleQueriesCount;
- if(finishingBattle->remainingBattleQueriesCount > 0)
- //Battle results will be handled when all battle queries are closed
- return;
- //TODO consider if we really want it to work like above. ATM each player as unblocked as soon as possible
- // but the battle consequences are applied after final player is unblocked. Hard to abuse...
- // Still, it looks like a hole.
- // Necromancy if applicable.
- const CStackBasicDescriptor raisedStack = finishingBattle->winnerHero ? finishingBattle->winnerHero->calculateNecromancy(*battleResult.data) : CStackBasicDescriptor();
- // Give raised units to winner and show dialog, if any were raised,
- // units will be given after casualties are taken
- const SlotID necroSlot = raisedStack.type ? finishingBattle->winnerHero->getSlotFor(raisedStack.type) : SlotID();
- if (necroSlot != SlotID())
- {
- finishingBattle->winnerHero->showNecromancyDialog(raisedStack);
- addToSlot(StackLocation(finishingBattle->winnerHero, necroSlot), raisedStack.type, raisedStack.count);
- }
- BattleResultsApplied resultsApplied;
- resultsApplied.player1 = finishingBattle->victor;
- resultsApplied.player2 = finishingBattle->loser;
- sendAndApply(&resultsApplied);
- setBattle(nullptr);
- if(visitObjectAfterVictory && result.winner==0 && !finishingBattle->winnerHero->stacks.empty())
- {
- logGlobal->traceStream() << "post-victory visit";
- visitObjectOnTile(*getTile(finishingBattle->winnerHero->getPosition()), finishingBattle->winnerHero);
- }
- visitObjectAfterVictory = false;
- //handle victory/loss of engaged players
- std::set<PlayerColor> playerColors = {finishingBattle->loser, finishingBattle->victor};
- checkVictoryLossConditions(playerColors);
- if(result.result == BattleResult::SURRENDER || result.result == BattleResult::ESCAPE) //loser has escaped or surrendered
- {
- SetAvailableHeroes sah;
- sah.player = finishingBattle->loser;
- sah.hid[0] = finishingBattle->loserHero->subID;
- if(result.result == BattleResult::ESCAPE) //retreat
- {
- sah.army[0].clear();
- sah.army[0].setCreature(SlotID(0), finishingBattle->loserHero->type->initialArmy.at(0).creature, 1);
- }
- if(const CGHeroInstance *another = getPlayer(finishingBattle->loser)->availableHeroes.at(0))
- sah.hid[1] = another->subID;
- else
- sah.hid[1] = -1;
- sendAndApply(&sah);
- }
- if(result.winner != 2 && finishingBattle->winnerHero && finishingBattle->winnerHero->stacks.empty())
- {
- RemoveObject ro(finishingBattle->winnerHero->id);
- sendAndApply(&ro);
- if (VLC->modh->settings.WINNING_HERO_WITH_NO_TROOPS_RETREATS)
- {
- SetAvailableHeroes sah;
- sah.player = finishingBattle->victor;
- sah.hid[0] = finishingBattle->winnerHero->subID;
- sah.army[0].clear();
- sah.army[0].setCreature(SlotID(0), finishingBattle->winnerHero->type->initialArmy.at(0).creature, 1);
- if(const CGHeroInstance *another = getPlayer(finishingBattle->victor)->availableHeroes.at(0))
- sah.hid[1] = another->subID;
- else
- sah.hid[1] = -1;
- sendAndApply(&sah);
- }
- }
- }
- void CGameHandler::prepareAttack(BattleAttack &bat, const CStack *att, const CStack *def, int distance, int targetHex)
- {
- bat.bsa.clear();
- bat.stackAttacking = att->ID;
- const int attackerLuck = att->LuckVal();
- auto sideHeroBlocksLuck = [](const SideInBattle &side){ return NBonus::hasOfType(side.hero, Bonus::BLOCK_LUCK); };
- if(!vstd::contains_if(gs->curB->sides, sideHeroBlocksLuck))
- {
- if(attackerLuck > 0 && gs->getRandomGenerator().nextInt(23) < attackerLuck)
- {
- bat.flags |= BattleAttack::LUCKY;
- }
- if (VLC->modh->settings.data["hardcodedFeatures"]["NEGATIVE_LUCK"].Bool()) // negative luck enabled
- {
- if (attackerLuck < 0 && gs->getRandomGenerator().nextInt(23) < abs(attackerLuck))
- {
- bat.flags |= BattleAttack::UNLUCKY;
- }
- }
- }
- if(gs->getRandomGenerator().nextInt(99) < att->valOfBonuses(Bonus::DOUBLE_DAMAGE_CHANCE))
- {
- bat.flags |= BattleAttack::DEATH_BLOW;
- }
- if(att->getCreature()->idNumber == CreatureID::BALLISTA)
- {
- static const int artilleryLvlToChance[] = {0, 50, 75, 100};
- const CGHeroInstance * owner = gs->curB->getHero(att->owner);
- int chance = artilleryLvlToChance[owner->getSecSkillLevel(SecondarySkill::ARTILLERY)];
- if(chance > gs->getRandomGenerator().nextInt(99))
- {
- bat.flags |= BattleAttack::BALLISTA_DOUBLE_DMG;
- }
- }
- // only primary target
- applyBattleEffects(bat, att, def, distance, false);
- if (!bat.shot()) //multiple-hex attack - only in meele
- {
- std::set<const CStack*> attackedCreatures = gs->curB->getAttackedCreatures(att, targetHex); //creatures other than primary target
- for(const CStack * stack : attackedCreatures)
- {
- if (stack != def) //do not hit same stack twice
- {
- applyBattleEffects(bat, att, stack, distance, true);
- }
- }
- }
- const Bonus * bonus = att->getBonusLocalFirst(Selector::type(Bonus::SPELL_LIKE_ATTACK));
- if (bonus && (bat.shot())) //TODO: make it work in melee?
- {
- //this is need for displaying hit animation
- bat.flags |= BattleAttack::SPELL_LIKE;
- bat.spellID = SpellID(bonus->subtype);
- //TODO: should spell override creature`s projectile?
- std::set<const CStack*> attackedCreatures = SpellID(bonus->subtype).toSpell()->getAffectedStacks(gs->curB, ECastingMode::SPELL_LIKE_ATTACK, att->owner, bonus->val, targetHex, att);
- //TODO: get exact attacked hex for defender
- for(const CStack * stack : attackedCreatures)
- {
- if (stack != def) //do not hit same stack twice
- {
- applyBattleEffects(bat, att, stack, distance, true);
- }
- }
- //now add effect info for all attacked stacks
- for(BattleStackAttacked & bsa : bat.bsa)
- {
- if(bsa.attackerID == att->ID) //this is our attack and not f.e. fire shield
- {
- //this is need for displaying affect animation
- bsa.flags |= BattleStackAttacked::SPELL_EFFECT;
- bsa.spellID = SpellID(bonus->subtype);
- }
- }
- }
- }
- void CGameHandler::applyBattleEffects(BattleAttack &bat, const CStack *att, const CStack *def, int distance, bool secondary) //helper function for prepareAttack
- {
- BattleStackAttacked bsa;
- if (secondary)
- bsa.flags |= BattleStackAttacked::SECONDARY; //all other targets do not suffer from spells & spell-like abilities
- bsa.attackerID = att->ID;
- bsa.stackAttacked = def->ID;
- 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(), gs->getRandomGenerator());
- def->prepareAttacked(bsa, gs->getRandomGenerator()); //calculate casualties
- //life drain handling
- if (att->hasBonusOfType(Bonus::LIFE_DRAIN) && def->isLiving())
- {
- StacksHealedOrResurrected shi;
- shi.lifeDrain = true;
- shi.tentHealing = false;
- shi.drainedFrom = def->ID;
- StacksHealedOrResurrected::HealInfo hi;
- hi.stackID = att->ID;
- hi.healedHP = att->calculateHealedHealthPoints(bsa.damageAmount * att->valOfBonuses (Bonus::LIFE_DRAIN) / 100, true);
- hi.lowLevelResurrection = false;
- shi.healedStacks.push_back(hi);
- if (hi.healedHP > 0)
- {
- bsa.healedStacks.push_back(shi);
- }
- }
- bat.bsa.push_back(bsa); //add this stack to the list of victims after drain life has been calculated
- //fire shield handling
- if(!bat.shot() && def->hasBonusOfType(Bonus::FIRE_SHIELD) && !att->hasBonusOfType (Bonus::FIRE_IMMUNITY))
- {
- BattleStackAttacked bsa2;
- bsa2.stackAttacked = att->ID; //invert
- bsa2.attackerID = def->ID;
- bsa2.flags |= BattleStackAttacked::EFFECT; //FIXME: play animation upon efreet and not attacker
- bsa2.effect = 11;
- bsa2.damageAmount = (bsa.damageAmount * def->valOfBonuses(Bonus::FIRE_SHIELD)) / 100; //TODO: scale with attack/defense
- att->prepareAttacked(bsa2, gameState()->getRandomGenerator());
- bat.bsa.push_back(bsa2);
- }
- }
- void CGameHandler::handleConnection(std::set<PlayerColor> players, CConnection &c)
- {
- setThreadName("CGameHandler::handleConnection");
- try
- {
- while(1)//server should never shut connection first //was: while(!end2)
- {
- CPack *pack = nullptr;
- PlayerColor player = PlayerColor::NEUTRAL;
- si32 requestID = -999;
- int packType = 0;
- {
- boost::unique_lock<boost::mutex> lock(*c.rmx);
- c >> player >> requestID >> pack; //get the package
- if(!pack)
- {
- logGlobal ->errorStream() << boost::format("Received a null package marked as request %d from player %d") % requestID % player;
- }
- packType = typeList.getTypeID(pack); //get the id of type
- logGlobal->traceStream() << boost::format("Received client message (request %d by player %d) of type with ID=%d (%s).\n")
- % requestID % player.getNum() % packType % typeid(*pack).name();
- }
- //prepare struct informing that action was applied
- auto sendPackageResponse = [&](bool succesfullyApplied)
- {
- PackageApplied applied;
- applied.player = player;
- applied.result = succesfullyApplied;
- applied.packType = packType;
- applied.requestID = requestID;
- boost::unique_lock<boost::mutex> lock(*c.wmx);
- c << &applied;
- };
- CBaseForGHApply *apply = applier->apps[packType]; //and appropriate applier object
- if(isBlockedByQueries(pack, player))
- {
- sendPackageResponse(false);
- }
- else if(apply)
- {
- const bool result = apply->applyOnGH(this,&c,pack, player);
- if(!result)
- {
- complain((boost::format("Got false in applying %s... that request must have been fishy!")
- % typeid(*pack).name()).str());
- }
- logGlobal->traceStream() << "Message successfully applied (result=" << result << ")!";
- sendPackageResponse(true);
- }
- else
- {
- logGlobal->errorStream() << "Message cannot be applied, cannot find applier (unregistered type)!";
- sendPackageResponse(false);
- }
- vstd::clear_pointer(pack);
- }
- }
- catch(boost::system::system_error &e) //for boost errors just log, not crash - probably client shut down connection
- {
- assert(!c.connected); //make sure that connection has been marked as broken
- logGlobal->errorStream() << e.what();
- end2 = true;
- }
- catch(...)
- {
- end2 = true;
- handleException();
- throw;
- }
- logGlobal->errorStream() << "Ended handling connection";
- }
- int CGameHandler::moveStack(int stack, BattleHex dest)
- {
- int ret = 0;
- const CStack *curStack = gs->curB->battleGetStackByID(stack),
- *stackAtEnd = gs->curB->battleGetStackByPos(dest);
- assert(curStack);
- assert(dest < GameConstants::BFIELD_SIZE);
- if (gs->curB->tacticDistance)
- {
- assert(gs->curB->isInTacticRange(dest));
- }
- if(curStack->position == dest)
- return 0;
- //initing necessary tables
- auto accessibility = getAccesibility(curStack);
- //shifting destination (if we have double wide stack and we can occupy dest but not be exactly there)
- if(!stackAtEnd && curStack->doubleWide() && !accessibility.accessible(dest, curStack))
- {
- if(curStack->attackerOwned)
- {
- if(accessibility.accessible(dest+1, curStack))
- dest += BattleHex::RIGHT;
- }
- else
- {
- if(accessibility.accessible(dest-1, curStack))
- dest += BattleHex::LEFT;
- }
- }
- if((stackAtEnd && stackAtEnd!=curStack && stackAtEnd->alive()) || !accessibility.accessible(dest, curStack))
- {
- complain("Given destination is not accessible!");
- return 0;
- }
- std::pair< std::vector<BattleHex>, int > path = gs->curB->getPath(curStack->position, dest, curStack);
- ret = path.second;
- int creSpeed = gs->curB->tacticDistance ? GameConstants::BFIELD_SIZE : curStack->Speed();
- if(curStack->hasBonusOfType(Bonus::FLYING))
- {
- if(path.second <= creSpeed && path.first.size() > 0)
- {
- //inform clients about move
- BattleStackMoved sm;
- sm.stack = curStack->ID;
- std::vector<BattleHex> tiles;
- tiles.push_back(path.first[0]);
- sm.tilesToMove = tiles;
- sm.distance = path.second;
- sm.teleporting = false;
- sendAndApply(&sm);
- }
- }
- else //for non-flying creatures
- {
- std::shared_ptr<const CObstacleInstance> obstacle, obstacle2; //obstacle that interrupted movement
- std::vector<BattleHex> tiles;
- const int tilesToMove = std::max((int)(path.first.size() - creSpeed), 0);
- int v = path.first.size()-1;
- bool stackIsMoving = true;
- while(stackIsMoving)
- {
- if(v<tilesToMove)
- {
- logGlobal->error("Movement terminated abnormally");
- break;
- }
- for(bool obstacleHit = false; (!obstacleHit) && (v >= tilesToMove); --v)
- {
- BattleHex hex = path.first[v];
- tiles.push_back(hex);
- //if we walked onto something, finalize this portion of stack movement check into obstacle
- if((obstacle = battleGetObstacleOnPos(hex, false)))
- obstacleHit = true;
- if(curStack->doubleWide())
- {
- BattleHex otherHex = curStack->occupiedHex(hex);
- //two hex creature hit obstacle by backside
- if(otherHex.isValid() && ((obstacle2 = battleGetObstacleOnPos(otherHex, false))))
- obstacleHit = true;
- }
- }
- if(tiles.size() > 0)
- {
- //commit movement
- BattleStackMoved sm;
- sm.stack = curStack->ID;
- sm.distance = path.second;
- sm.teleporting = false;
- sm.tilesToMove = tiles;
- sendAndApply(&sm);
- tiles.clear();
- }
- //we don't handle obstacle at the destination tile -> it's handled separately in the if at the end
- if(curStack->position != dest)
- {
- auto processObstacle = [&](std::shared_ptr<const CObstacleInstance> & obs)
- {
- if(obs)
- {
- handleDamageFromObstacle(*obs, curStack);
- //if stack die in explosion or interrupted by obstacle, abort movement
- if(obs->stopsMovement() || !curStack->alive())
- stackIsMoving = false;
- obs.reset();
- }
- };
- processObstacle(obstacle);
- if(curStack->alive())
- processObstacle(obstacle2);
- }
- else
- //movement finished normally: we reached destination
- stackIsMoving = false;
- }
- }
- //handling obstacle on the final field (separate, because it affects both flying and walking stacks)
- if(curStack->alive())
- {
- if(auto theLastObstacle = battleGetObstacleOnPos(curStack->position, false))
- {
- handleDamageFromObstacle(*theLastObstacle, curStack);
- }
- }
- if(curStack->alive() && curStack->doubleWide())
- {
- BattleHex otherHex = curStack->occupiedHex(curStack->position);
- if(otherHex.isValid())
- if(auto theLastObstacle = battleGetObstacleOnPos(otherHex, false))
- {
- //two hex creature hit obstacle by backside
- handleDamageFromObstacle(*theLastObstacle, curStack);
- }
- }
- return ret;
- }
- CGameHandler::CGameHandler(void)
- {
- QID = 1;
- //gs = nullptr;
- IObjectInterface::cb = this;
- applier = new CApplier<CBaseForGHApply>;
- registerTypesServerPacks(*applier);
- visitObjectAfterVictory = false;
- queries.gh = this;
- spellEnv = new ServerSpellCastEnvironment(this);
- }
- CGameHandler::~CGameHandler(void)
- {
- delete spellEnv;
- delete applier;
- applier = nullptr;
- delete gs;
- }
- void CGameHandler::init(StartInfo *si)
- {
- if(si->seedToBeUsed == 0)
- {
- si->seedToBeUsed = std::time(nullptr);
- }
- gs = new CGameState();
- logGlobal->infoStream() << "Gamestate created!";
- gs->init(si);
- logGlobal->infoStream() << "Gamestate initialized!";
- // reset seed, so that clients can't predict any following random values
- gs->getRandomGenerator().resetSeed();
- for(auto & elem : gs->players)
- {
- states.addPlayer(elem.first);
- }
- }
- static bool evntCmp(const CMapEvent &a, const CMapEvent &b)
- {
- return a.earlierThan(b);
- }
- void CGameHandler::setPortalDwelling(const CGTownInstance * town, bool forced=false, bool clear = false)
- {// bool forced = true - if creature should be replaced, if false - only if no creature was set
- const PlayerState *p = gs->getPlayer(town->tempOwner);
- if(!p)
- {
- logGlobal->warnStream() << "There is no player owner of town " << town->name << " at " << town->pos;
- return;
- }
- if (forced || town->creatures.at(GameConstants::CREATURES_PER_TOWN).second.empty())//we need to change creature
- {
- SetAvailableCreatures ssi;
- ssi.tid = town->id;
- ssi.creatures = town->creatures;
- ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.clear();//remove old one
- const std::vector<ConstTransitivePtr<CGDwelling> > &dwellings = p->dwellings;
- if (dwellings.empty())//no dwellings - just remove
- {
- sendAndApply(&ssi);
- return;
- }
- auto dwelling = *RandomGeneratorUtil::nextItem(dwellings, gs->getRandomGenerator());
- // for multi-creature dwellings like Golem Factory
- auto creatureId = RandomGeneratorUtil::nextItem(dwelling->creatures, gs->getRandomGenerator())->second[0];
- if(clear)
- {
- ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = std::max((ui32)1, (VLC->creh->creatures.at(creatureId)->growth)/2);
- }
- else
- {
- ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = VLC->creh->creatures.at(creatureId)->growth;
- }
- ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.push_back(creatureId);
- sendAndApply(&ssi);
- }
- }
- void CGameHandler::newTurn()
- {
- logGlobal->traceStream() << "Turn " << gs->day+1;
- NewTurn n;
- n.specialWeek = NewTurn::NO_ACTION;
- n.creatureid = CreatureID::NONE;
- n.day = gs->day + 1;
- bool firstTurn = !getDate(Date::DAY);
- bool newWeek = getDate(Date::DAY_OF_WEEK) == 7; //day numbers are confusing, as day was not yet switched
- bool newMonth = getDate(Date::DAY_OF_MONTH) == 28;
- std::map<PlayerColor, si32> hadGold;//starting gold - for buildings like dwarven treasury
- if (firstTurn)
- {
- for (auto obj : gs->map->objects)
- {
- if (obj && obj->ID == Obj::PRISON) //give imprisoned hero 0 exp to level him up. easiest to do at this point
- {
- changePrimSkill (getHero(obj->id), PrimarySkill::EXPERIENCE, 0);
- }
- }
- }
- if (newWeek && !firstTurn)
- {
- n.specialWeek = NewTurn::NORMAL;
- bool deityOfFireBuilt = false;
- for(const CGTownInstance *t : gs->map->towns)
- {
- if(t->hasBuilt(BuildingID::GRAIL, ETownType::INFERNO))
- {
- deityOfFireBuilt = true;
- break;
- }
- }
- if(deityOfFireBuilt)
- {
- n.specialWeek = NewTurn::DEITYOFFIRE;
- n.creatureid = CreatureID::IMP;
- }
- else
- {
- int monthType = gs->getRandomGenerator().nextInt(99);
- if(newMonth) //new month
- {
- if (monthType < 40) //double growth
- {
- n.specialWeek = NewTurn::DOUBLE_GROWTH;
- if (VLC->modh->settings.ALL_CREATURES_GET_DOUBLE_MONTHS)
- {
- std::pair<int, CreatureID> newMonster(54, VLC->creh->pickRandomMonster(gs->getRandomGenerator()));
- n.creatureid = newMonster.second;
- }
- else if(VLC->creh->doubledCreatures.size())
- {
- const std::vector<CreatureID> doubledCreatures (VLC->creh->doubledCreatures.begin(), VLC->creh->doubledCreatures.end());
- n.creatureid = *RandomGeneratorUtil::nextItem(doubledCreatures, gs->getRandomGenerator());
- }
- else
- {
- complain("Cannot find creature that can be spawned!");
- n.specialWeek = NewTurn::NORMAL;
- }
- }
- else if (monthType < 50)
- n.specialWeek = NewTurn::PLAGUE;
- }
- else //it's a week, but not full month
- {
- if (monthType < 25)
- {
- n.specialWeek = NewTurn::BONUS_GROWTH; //+5
- std::pair<int, CreatureID> newMonster(54, VLC->creh->pickRandomMonster(gs->getRandomGenerator()));
- //TODO do not pick neutrals
- n.creatureid = newMonster.second;
- }
- }
- }
- }
- std::map<ui32, ConstTransitivePtr<CGHeroInstance> > pool = gs->hpool.heroesPool;
- for(auto& hp : pool)
- {
- auto hero = hp.second;
- if(hero->isInitialized() && hero->stacks.size())
- {
- // reset retreated or surrendered heroes
- auto maxmove = hero->maxMovePoints(true);
- // if movement is greater than maxmove, we should decrease it
- if(hero->movement != maxmove || hero->mana < hero->manaLimit())
- {
- NewTurn::Hero hth;
- hth.id = hero->id;
- hth.move = maxmove;
- hth.mana = hero->getManaNewTurn();
- n.heroes.insert(hth);
- }
- }
- }
- for (auto & elem : gs->players)
- {
- if(elem.first == PlayerColor::NEUTRAL)
- continue;
- else if(elem.first >= PlayerColor::PLAYER_LIMIT)
- assert(0); //illegal player number!
- std::pair<PlayerColor, si32> playerGold(elem.first, elem.second.resources.at(Res::GOLD));
- hadGold.insert(playerGold);
- if(newWeek) //new heroes in tavern
- {
- SetAvailableHeroes sah;
- sah.player = elem.first;
- //pick heroes and their armies
- CHeroClass *banned = nullptr;
- for (int j = 0; j < GameConstants::AVAILABLE_HEROES_PER_PLAYER; j++)
- {
- //first hero - native if possible, second hero -> any other class
- if(CGHeroInstance *h = gs->hpool.pickHeroFor(j == 0, elem.first, getNativeTown(elem.first), pool, gs->getRandomGenerator(), banned))
- {
- sah.hid[j] = h->subID;
- h->initArmy(&sah.army[j]);
- banned = h->type->heroClass;
- }
- else
- {
- sah.hid[j] = -1;
- }
- }
- sendAndApply(&sah);
- }
- n.res[elem.first] = elem.second.resources;
- for(CGHeroInstance *h : (elem).second.heroes)
- {
- if(h->visitedTown)
- giveSpells(h->visitedTown, h);
- NewTurn::Hero hth;
- hth.id = h->id;
- // TODO: this code executed when bonuses of previous day not yet updated (this happen in NewTurn::applyGs). See issue 2356
- hth.move = h->maxMovePoints(gs->map->getTile(h->getPosition(false)).terType != ETerrainType::WATER, new TurnInfo(h, 1));
- hth.mana = h->getManaNewTurn();
- n.heroes.insert(hth);
- if(!firstTurn) //not first day
- {
- n.res[elem.first][Res::GOLD] += h->valOfBonuses(Selector::typeSubtype(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::ESTATES)); //estates
- for (int k = 0; k < GameConstants::RESOURCE_QUANTITY; k++)
- {
- n.res[elem.first][k] += h->valOfBonuses(Bonus::GENERATE_RESOURCE, k);
- }
- }
- }
- }
- for(CGTownInstance *t : gs->map->towns)
- {
- PlayerColor player = t->tempOwner;
- handleTownEvents(t, n);
- if(newWeek) //first day of week
- {
- if(t->hasBuilt(BuildingID::PORTAL_OF_SUMMON, ETownType::DUNGEON))
- setPortalDwelling(t, true, (n.specialWeek == NewTurn::PLAGUE ? true : false)); //set creatures for Portal of Summoning
- if(!firstTurn)
- if (t->hasBuilt(BuildingID::TREASURY, ETownType::RAMPART) && player < PlayerColor::PLAYER_LIMIT)
- n.res[player][Res::GOLD] += hadGold.at(player)/10; //give 10% of starting gold
- if (!vstd::contains(n.cres, t->id))
- {
- n.cres[t->id].tid = t->id;
- n.cres[t->id].creatures = t->creatures;
- }
- auto & sac = n.cres.at(t->id);
- for (int k=0; k < GameConstants::CREATURES_PER_TOWN; k++) //creature growths
- {
- if (!t->creatures.at(k).second.empty()) // there are creatures at this level
- {
- ui32 &availableCount = sac.creatures.at(k).first;
- const CCreature *cre = VLC->creh->creatures.at(t->creatures.at(k).second.back());
- if (n.specialWeek == NewTurn::PLAGUE)
- availableCount = t->creatures.at(k).first / 2; //halve their number, no growth
- else
- {
- if(firstTurn) //first day of game: use only basic growths
- availableCount = cre->growth;
- else
- availableCount += t->creatureGrowth(k);
- //Deity of fire week - upgrade both imps and upgrades
- if (n.specialWeek == NewTurn::DEITYOFFIRE && vstd::contains(t->creatures.at(k).second, n.creatureid))
- availableCount += 15;
- if( cre->idNumber == n.creatureid ) //bonus week, effect applies only to identical creatures
- {
- if(n.specialWeek == NewTurn::DOUBLE_GROWTH)
- availableCount *= 2;
- else if(n.specialWeek == NewTurn::BONUS_GROWTH)
- availableCount += 5;
- }
- }
- }
- }
- }
- if(!firstTurn && player < PlayerColor::PLAYER_LIMIT)//not the first day and town not neutral
- {
- n.res[player] = n.res[player] + t->dailyIncome();
- }
- if(t->hasBuilt(BuildingID::GRAIL, ETownType::TOWER))
- {
- // Skyship, probably easier to handle same as Veil of darkness
- //do it every new day after veils apply
- if (player != PlayerColor::NEUTRAL) //do not reveal fow for neutral player
- {
- FoWChange fw;
- fw.mode = 1;
- fw.player = player;
- // find all hidden tiles
- const auto & fow = gs->getPlayerTeam(player)->fogOfWarMap;
- for (size_t i=0; i<fow.size(); i++)
- for (size_t j=0; j<fow.at(i).size(); j++)
- for (size_t k=0; k<fow.at(i).at(j).size(); k++)
- if (!fow.at(i).at(j).at(k))
- fw.tiles.insert(int3(i,j,k));
- sendAndApply (&fw);
- }
- }
- if (t->hasBonusOfType (Bonus::DARKNESS))
- {
- for (auto & player : gameState()->players)
- {
- if (getPlayerStatus(player.first) == EPlayerStatus::INGAME &&
- getPlayerRelations(player.first, t->tempOwner) == PlayerRelations::ENEMIES)
- changeFogOfWar(t->visitablePos(), t->getBonusLocalFirst(Selector::type(Bonus::DARKNESS))->val, player.first, true);
- }
- }
- }
- if(newMonth)
- {
- SetAvailableArtifacts saa;
- saa.id = -1;
- pickAllowedArtsSet(saa.arts);
- sendAndApply(&saa);
- }
- sendAndApply(&n);
- if(newWeek)
- {
- //spawn wandering monsters
- if (newMonth && (n.specialWeek == NewTurn::DOUBLE_GROWTH || n.specialWeek == NewTurn::DEITYOFFIRE))
- {
- spawnWanderingMonsters(n.creatureid);
- }
- //new week info popup
- if(!firstTurn)
- {
- InfoWindow iw;
- switch (n.specialWeek)
- {
- case NewTurn::DOUBLE_GROWTH:
- iw.text.addTxt(MetaString::ARRAY_TXT, 131);
- iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
- iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
- break;
- case NewTurn::PLAGUE:
- iw.text.addTxt(MetaString::ARRAY_TXT, 132);
- break;
- case NewTurn::BONUS_GROWTH:
- iw.text.addTxt(MetaString::ARRAY_TXT, 134);
- iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
- iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
- break;
- case NewTurn::DEITYOFFIRE:
- iw.text.addTxt(MetaString::ARRAY_TXT, 135);
- iw.text.addReplacement(MetaString::CRE_SING_NAMES, 42); //%s imp
- iw.text.addReplacement(MetaString::CRE_SING_NAMES, 42); //%s imp
- iw.text.addReplacement2(15); //%+d 15
- iw.text.addReplacement(MetaString::CRE_SING_NAMES, 43); //%s familiar
- iw.text.addReplacement2(15); //%+d 15
- break;
- default:
- if (newMonth)
- {
- iw.text.addTxt(MetaString::ARRAY_TXT, (130));
- iw.text.addReplacement(MetaString::ARRAY_TXT, gs->getRandomGenerator().nextInt(32, 41));
- }
- else
- {
- iw.text.addTxt(MetaString::ARRAY_TXT, (133));
- iw.text.addReplacement(MetaString::ARRAY_TXT, gs->getRandomGenerator().nextInt(43, 57));
- }
- }
- for (auto & elem : gs->players)
- {
- iw.player = elem.first;
- sendAndApply(&iw);
- }
- }
- }
- logGlobal->traceStream() << "Info about turn " << n.day << "has been sent!";
- handleTimeEvents();
- //call objects
- for(auto & elem : gs->map->objects)
- {
- if(elem)
- elem->newTurn();
- }
- //count days without town for all players, regardless of their turn order
- for (auto &p : gs->players)
- {
- PlayerState & playerState = p.second;
- if (playerState.status == EPlayerStatus::INGAME)
- {
- if (playerState.towns.empty())
- {
- if (playerState.daysWithoutCastle)
- ++(*playerState.daysWithoutCastle);
- else playerState.daysWithoutCastle = 0;
- }
- else
- {
- playerState.daysWithoutCastle = boost::none;
- }
- }
- }
- synchronizeArtifactHandlerLists(); //new day events may have changed them. TODO better of managing that
- }
- void CGameHandler::run(bool resume)
- {
- LOG_TRACE_PARAMS(logGlobal, "resume=%d", resume);
- using namespace boost::posix_time;
- for(CConnection *cc : conns)
- {
- if(!resume)
- {
- (*cc) << gs->initialOpts; // gs->scenarioOps
- }
- std::set<PlayerColor> players;
- (*cc) >> players; //how many players will be handled at that client
- std::stringstream sbuffer;
- sbuffer << "Connection " << cc->connectionID << " will handle " << players.size() << " player: ";
- for(PlayerColor color : players)
- {
- sbuffer << color << " ";
- {
- boost::unique_lock<boost::recursive_mutex> lock(gsm);
- connections[color] = cc;
- }
- }
- logGlobal->infoStream() << sbuffer.str();
- cc->addStdVecItems(gs);
- cc->enableStackSendingByID();
- cc->disableSmartPointerSerialization();
- }
- for(auto & elem : conns)
- {
- std::set<PlayerColor> pom;
- for(auto j = connections.cbegin(); j!=connections.cend();j++)
- if(j->second == elem)
- pom.insert(j->first);
- boost::thread(std::bind(&CGameHandler::handleConnection,this,pom,std::ref(*elem)));
- }
- if(gs->scenarioOps->mode == StartInfo::DUEL)
- {
- runBattle();
- end2 = true;
- while(conns.size() && (*conns.begin())->isOpen())
- boost::this_thread::sleep(boost::posix_time::milliseconds(5)); //give time client to close socket
- return;
- }
- auto playerTurnOrder = generatePlayerTurnOrder();
- while(!end2)
- {
- if(!resume) newTurn();
- std::list<PlayerColor>::iterator it;
- if(resume)
- {
- it = std::find(playerTurnOrder.begin(), playerTurnOrder.end(), gs->currentPlayer);
- }
- else
- {
- it = playerTurnOrder.begin();
- }
- resume = false;
- for (; it != playerTurnOrder.end(); it++)
- {
- auto playerColor = *it;
- PlayerState * playerState = &gs->players[playerColor]; //can't copy CBonusSystemNode by value
- if (playerState->status == EPlayerStatus::INGAME)
- {
- //if player runs out of time, he shouldn't get the turn (especially AI)
- checkVictoryLossConditionsForAll();
- if (gs->players[playerColor].status != EPlayerStatus::INGAME)
- { //player lost at the beginning of his turn
- continue;
- }
- else //give normal turn
- {
- states.setFlag(playerColor, &PlayerStatus::makingTurn, true);
- YourTurn yt;
- yt.player = playerColor;
- //Change local daysWithoutCastle counter for local interface message //TODO: needed?
- yt.daysWithoutCastle = playerState->daysWithoutCastle;
- applyAndSend(&yt);
- //wait till turn is done
- boost::unique_lock<boost::mutex> lock(states.mx);
- while (states.players.at(playerColor).makingTurn && !end2)
- {
- static time_duration p = milliseconds(100);
- states.cv.timed_wait(lock, p);
- }
- }
- }
- }
- //additional check that game is not finished
- bool activePlayer = false;
- for(auto player : playerTurnOrder)
- {
- if(gs->players[player].status == EPlayerStatus::INGAME)
- activePlayer = true;
- }
- if(!activePlayer)
- end2 = true;
- }
- while(conns.size() && (*conns.begin())->isOpen())
- boost::this_thread::sleep(boost::posix_time::milliseconds(5)); //give time client to close socket
- }
- std::list<PlayerColor> CGameHandler::generatePlayerTurnOrder() const
- {
- // Generate player turn order
- std::list<PlayerColor> playerTurnOrder;
- for(const auto & player : gs->players) // add human players first
- {
- if(player.second.human)
- playerTurnOrder.push_back(player.first);
- }
- for(const auto & player : gs->players) // then add non-human players
- {
- if(!player.second.human)
- playerTurnOrder.push_back(player.first);
- }
- return playerTurnOrder;
- }
- void CGameHandler::setupBattle( int3 tile, const CArmedInstance *armies[2], const CGHeroInstance *heroes[2], bool creatureBank, const CGTownInstance *town )
- {
- battleResult.set(nullptr);
- //send info about battles
- BattleStart bs;
- bs.info = gs->setupBattle(tile, armies, heroes, creatureBank, town);
- sendAndApply(&bs);
- }
- void CGameHandler::checkForBattleEnd()
- {
- if(auto result = battleIsFinished())
- {
- setBattleResult(BattleResult::NORMAL, *result);
- }
- }
- void CGameHandler::giveSpells( const CGTownInstance *t, const CGHeroInstance *h )
- {
- if(!h->hasSpellbook())
- return; //hero hasn't spellbook
- ChangeSpells cs;
- cs.hid = h->id;
- cs.learn = true;
- for(int i=0; i<std::min(t->mageGuildLevel(),h->getSecSkillLevel(SecondarySkill::WISDOM)+2);i++)
- {
- if (t->hasBuilt(BuildingID::GRAIL, ETownType::CONFLUX)) //Aurora Borealis
- {
- std::vector<SpellID> spells;
- getAllowedSpells(spells, i);
- for (auto & spell : spells)
- cs.spells.insert(spell);
- }
- else
- {
- for(int j=0; j<t->spellsAtLevel(i+1,true) && j<t->spells.at(i).size(); j++)
- {
- if(!vstd::contains(h->spells,t->spells.at(i).at(j)))
- cs.spells.insert(t->spells.at(i).at(j));
- }
- }
- }
- if(!cs.spells.empty())
- sendAndApply(&cs);
- }
- void CGameHandler::setBlockVis(ObjectInstanceID objid, bool bv)
- {
- SetObjectProperty sop(objid,2,bv);
- sendAndApply(&sop);
- }
- bool CGameHandler::removeObject( const CGObjectInstance * obj )
- {
- if(!obj || !getObj(obj->id))
- {
- logGlobal->errorStream() << "Something wrong, that object already has been removed or hasn't existed!";
- return false;
- }
- RemoveObject ro;
- ro.id = obj->id;
- sendAndApply(&ro);
- checkVictoryLossConditionsForAll(); //eg if monster escaped (removing objs after battle is done dircetly by endBattle, not this function)
- return true;
- }
- void CGameHandler::setAmount(ObjectInstanceID objid, ui32 val)
- {
- SetObjectProperty sop(objid,3,val);
- sendAndApply(&sop);
- }
- bool CGameHandler::moveHero( ObjectInstanceID hid, int3 dst, ui8 teleporting, bool transit, PlayerColor asker /*= 255*/ )
- {
- const CGHeroInstance *h = getHero(hid);
- 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)
- )
- {
- logGlobal->errorStream() << "Illegal call to move hero!";
- return false;
- }
- logGlobal->traceStream() << "Player " << asker << " wants to move hero "<< hid.getNum() << " from "<< h->pos << " to " << dst;
- const int3 hmpos = CGHeroInstance::convertPosition(dst, false);
- if(!gs->map->isInTheMap(hmpos))
- {
- logGlobal->errorStream() << "Destination tile is outside the map!";
- return false;
- }
- const TerrainTile t = *gs->getTile(hmpos);
- const int3 guardPos = gs->guardingCreaturePosition(hmpos);
- const bool embarking = !h->boat && !t.visitableObjects.empty() && t.visitableObjects.back()->ID == Obj::BOAT;
- const bool disembarking = h->boat && t.terType != ETerrainType::WATER && !t.blocked;
- //result structure for start - movement failed, no move points used
- TryMoveHero tmh;
- tmh.id = hid;
- tmh.start = h->pos;
- tmh.end = dst;
- tmh.result = TryMoveHero::FAILED;
- tmh.movePoints = h->movement;
- //check if destination tile is available
- auto ti = new TurnInfo(h);
- const bool canFly = ti->hasBonusOfType(Bonus::FLYING_MOVEMENT);
- const bool canWalkOnSea = ti->hasBonusOfType(Bonus::WATER_WALKING);
- const int cost = CPathfinderHelper::getMovementCost(h, h->getPosition(), hmpos, nullptr, nullptr, h->movement, ti);
- //it's a rock or blocked and not visitable tile
- //OR hero is on land and dest is water and (there is not present only one object - boat)
- if(((t.terType == ETerrainType::ROCK || (t.blocked && !t.visitable && !canFly))
- && complain("Cannot move hero, destination tile is blocked!"))
- || ((!h->boat && !canWalkOnSea && !canFly && t.terType == ETerrainType::WATER && (t.visitableObjects.size() < 1 || (t.visitableObjects.back()->ID != Obj::BOAT && t.visitableObjects.back()->ID != Obj::HERO))) //hero is not on boat/water walking and dst water tile doesn't contain boat/hero (objs visitable from land) -> we test back cause boat may be on top of another object (#276)
- && complain("Cannot move hero, destination tile is on water!"))
- || ((h->boat && t.terType != ETerrainType::WATER && t.blocked)
- && complain("Cannot disembark hero, tile is blocked!"))
- || ( (distance(h->pos, dst) >= 1.5 && !teleporting)
- && complain("Tiles are not neighboring!"))
- || ( (h->inTownGarrison)
- && complain("Can not move garrisoned hero!"))
- || ((h->movement < cost && dst != h->pos && !teleporting)
- && complain("Hero doesn't have any movement points left!"))
- || ((transit && !canFly && !CGTeleport::isTeleport(t.topVisitableObj()))
- && complain("Hero cannot transit over this tile!"))
- /*|| (states.checkFlag(h->tempOwner, &PlayerStatus::engagedIntoBattle)
- && complain("Cannot move hero during the battle"))*/)
- {
- //send info about movement failure
- sendAndApply(&tmh);
- return false;
- }
- //several generic blocks of code
- // should be called if hero changes tile but before applying TryMoveHero package
- auto leaveTile = [&]()
- {
- for(CGObjectInstance *obj : gs->map->getTile(int3(h->pos.x-1, h->pos.y, h->pos.z)).visitableObjects)
- {
- obj->onHeroLeave(h);
- }
- this->getTilesInRange(tmh.fowRevealed, h->getSightCenter()+(tmh.end-tmh.start), h->getSightRadius(), h->tempOwner, 1);
- };
- auto doMove = [&](TryMoveHero::EResult result, EGuardLook lookForGuards,
- EVisitDest visitDest, ELEaveTile leavingTile) -> bool
- {
- LOG_TRACE_PARAMS(logGlobal, "Hero %s starts movement from %s to %s", h->name % tmh.start % tmh.end);
- auto moveQuery = std::make_shared<CHeroMovementQuery>(tmh, h);
- queries.addQuery(moveQuery);
- if(leavingTile == LEAVING_TILE)
- leaveTile();
- tmh.result = result;
- sendAndApply(&tmh);
- if (visitDest == VISIT_DEST && t.topVisitableObj() && t.topVisitableObj()->id == h->id)
- { // Hero should be always able to visit any object he staying on even if there guards around
- visitObjectOnTile(t, h);
- }
- else if(lookForGuards == CHECK_FOR_GUARDS && this->isInTheMap(guardPos))
- {
- tmh.attackedFrom = guardPos;
- const TerrainTile &guardTile = *gs->getTile(guardPos);
- objectVisited(guardTile.visitableObjects.back(), h);
- moveQuery->visitDestAfterVictory = visitDest==VISIT_DEST;
- }
- else if(visitDest == VISIT_DEST)
- {
- visitObjectOnTile(t, h);
- }
- queries.popIfTop(moveQuery);
- logGlobal->traceStream() << "Hero " << h->name << " ends movement";
- return result != TryMoveHero::FAILED;
- };
- //interaction with blocking object (like resources)
- auto blockingVisit = [&]() -> bool
- {
- for(CGObjectInstance *obj : t.visitableObjects)
- {
- if(obj != h && obj->blockVisit && !obj->passableFor(h->tempOwner))
- {
- return doMove(TryMoveHero::BLOCKING_VISIT, this->IGNORE_GUARDS, VISIT_DEST, REMAINING_ON_TILE);
- //this-> is needed for MVS2010 to recognize scope (?)
- }
- }
- return false;
- };
- if(!transit && embarking)
- {
- tmh.movePoints = h->movementPointsAfterEmbark(h->movement, cost, false, ti);
- return doMove(TryMoveHero::EMBARK, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
- // In H3 embark ignore guards
- }
- if(disembarking)
- {
- tmh.movePoints = h->movementPointsAfterEmbark(h->movement, cost, true, ti);
- return doMove(TryMoveHero::DISEMBARK, CHECK_FOR_GUARDS, VISIT_DEST, LEAVING_TILE);
- }
- if(teleporting)
- {
- if(blockingVisit()) // e.g. hero on the other side of teleporter
- return true;
- doMove(TryMoveHero::TELEPORTATION, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
- // visit town for town portal \ castle gates
- // do not use generic visitObjectOnTile to avoid double-teleporting
- // if this moveHero call was triggered by teleporter
- if (!t.visitableObjects.empty())
- {
- if (CGTownInstance * town = dynamic_cast<CGTownInstance *>(t.visitableObjects.back()))
- town->onHeroVisit(h);
- }
- return true;
- }
- //still here? it is standard movement!
- {
- tmh.movePoints = h->movement >= cost
- ? h->movement - cost
- : 0;
- EGuardLook lookForGuards = CHECK_FOR_GUARDS;
- EVisitDest visitDest = VISIT_DEST;
- if(transit)
- {
- if(CGTeleport::isTeleport(t.topVisitableObj()))
- visitDest = DONT_VISIT_DEST;
- if(canFly)
- {
- lookForGuards = IGNORE_GUARDS;
- visitDest = DONT_VISIT_DEST;
- }
- }
- else if(blockingVisit())
- return true;
- doMove(TryMoveHero::SUCCESS, lookForGuards, visitDest, LEAVING_TILE);
- return true;
- }
- }
- bool CGameHandler::teleportHero(ObjectInstanceID hid, ObjectInstanceID dstid, ui8 source, PlayerColor asker/* = 255*/)
- {
- const CGHeroInstance *h = getHero(hid);
- const CGTownInstance *t = getTown(dstid);
- if ( !h || !t || h->getOwner() != gs->currentPlayer )
- logGlobal->errorStream()<<"Invalid call to teleportHero!";
- const CGTownInstance *from = h->visitedTown;
- if(((h->getOwner() != t->getOwner())
- && complain("Cannot teleport hero to another player"))
- || ((!from || !from->hasBuilt(BuildingID::CASTLE_GATE, ETownType::INFERNO))
- && complain("Hero must be in town with Castle gate for teleporting"))
- || (!t->hasBuilt(BuildingID::CASTLE_GATE, ETownType::INFERNO)
- && complain("Cannot teleport hero to town without Castle gate in it")))
- return false;
- int3 pos = t->visitablePos();
- pos += h->getVisitableOffset();
- moveHero(hid,pos,1);
- return true;
- }
- void CGameHandler::setOwner(const CGObjectInstance * obj, PlayerColor owner)
- {
- PlayerColor oldOwner = getOwner(obj->id);
- SetObjectProperty sop(obj->id, 1, owner.getNum());
- sendAndApply(&sop);
- std::set<PlayerColor> playerColors = {owner, oldOwner};
- checkVictoryLossConditions(playerColors);
- if(dynamic_cast<const CGTownInstance *>(obj)) //town captured
- {
- if (owner < PlayerColor::PLAYER_LIMIT) //new owner is real player
- {
- const CGTownInstance * town = dynamic_cast<const CGTownInstance *>(obj);
- if (town->hasBuilt(BuildingID::PORTAL_OF_SUMMON, ETownType::DUNGEON))
- setPortalDwelling(town, true, false);
- gs->getPlayer(owner)->daysWithoutCastle = boost::none; // reset counter
- }
- if (oldOwner < PlayerColor::PLAYER_LIMIT) //old owner is real player
- {
- if (gs->getPlayer(oldOwner)->towns.empty())//previous player lost last last town
- {
- InfoWindow iw;
- iw.player = oldOwner;
- 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.
- iw.text.addReplacement(MetaString::COLOR, oldOwner.getNum());
- sendAndApply(&iw);
- }
- }
- }
- const PlayerState * p = gs->getPlayer(owner);
- if((obj->ID == Obj::CREATURE_GENERATOR1 || obj->ID == Obj::CREATURE_GENERATOR4 ) && p && p->dwellings.size()==1)//first dwelling captured
- {
- for(const CGTownInstance *t : gs->getPlayer(owner)->towns)
- {
- if (t->hasBuilt(BuildingID::PORTAL_OF_SUMMON, ETownType::DUNGEON))
- setPortalDwelling(t);//set initial creatures for all portals of summoning
- }
- }
- }
- void CGameHandler::showBlockingDialog( BlockingDialog *iw )
- {
- auto dialogQuery = std::make_shared<CBlockingDialogQuery>(*iw);
- queries.addQuery(dialogQuery);
- iw->queryID = dialogQuery->queryID;
- sendToAllClients(iw);
- }
- void CGameHandler::showTeleportDialog( TeleportDialog *iw )
- {
- auto dialogQuery = std::make_shared<CTeleportDialogQuery>(*iw);
- queries.addQuery(dialogQuery);
- iw->queryID = dialogQuery->queryID;
- sendToAllClients(iw);
- }
- void CGameHandler::giveResource(PlayerColor player, Res::ERes which, int val) //TODO: cap according to Bersy's suggestion
- {
- if(!val) return; //don't waste time on empty call
- SetResource sr;
- sr.player = player;
- sr.resid = which;
- sr.val = gs->players.find(player)->second.resources.at(which) + val;
- sendAndApply(&sr);
- }
- void CGameHandler::giveResources(PlayerColor player, TResources resources)
- {
- for(TResources::nziterator i(resources); i.valid(); i++)
- giveResource(player, i->resType, i->resVal);
- }
- void CGameHandler::giveCreatures(const CArmedInstance *obj, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove)
- {
- COMPLAIN_RET_IF(!creatures.stacksCount(), "Strange, giveCreatures called without args!");
- COMPLAIN_RET_IF(obj->stacksCount(), "Cannot give creatures from not-cleared object!");
- COMPLAIN_RET_IF(creatures.stacksCount() > GameConstants::ARMY_SIZE, "Too many stacks to give!");
- //first we move creatures to give to make them army of object-source
- for (auto & elem : creatures.Slots())
- {
- addToSlot(StackLocation(obj, obj->getSlotFor(elem.second->type)), elem.second->type, elem.second->count);
- }
- tryJoiningArmy(obj, h, remove, true);
- }
- void CGameHandler::takeCreatures(ObjectInstanceID objid, const std::vector<CStackBasicDescriptor> &creatures)
- {
- std::vector<CStackBasicDescriptor> cres = creatures;
- if (cres.size() <= 0)
- return;
- const CArmedInstance* obj = static_cast<const CArmedInstance*>(getObj(objid));
- for(CStackBasicDescriptor &sbd : cres)
- {
- TQuantity collected = 0;
- while(collected < sbd.count)
- {
- bool foundSth = false;
- for(auto i = obj->Slots().begin(); i != obj->Slots().end(); i++)
- {
- if(i->second->type == sbd.type)
- {
- TQuantity take = std::min(sbd.count - collected, i->second->count); //collect as much cres as we can
- changeStackCount(StackLocation(obj, i->first), -take, false);
- collected += take;
- foundSth = true;
- break;
- }
- }
- if(!foundSth) //we went through the whole loop and haven't found appropriate cres
- {
- complain("Unexpected failure during taking creatures!");
- return;
- }
- }
- }
- }
- void CGameHandler::showCompInfo(ShowInInfobox * comp)
- {
- sendToAllClients(comp);
- }
- void CGameHandler::heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
- {
- HeroVisitCastle vc;
- vc.hid = hero->id;
- vc.tid = obj->id;
- vc.flags |= 1;
- sendAndApply(&vc);
- vistiCastleObjects (obj, hero);
- giveSpells (obj, hero);
- checkVictoryLossConditionsForPlayer(hero->tempOwner); //transported artifact?
- }
- void CGameHandler::vistiCastleObjects (const CGTownInstance *t, const CGHeroInstance *h)
- {
- std::vector<CGTownBuilding*>::const_iterator i;
- for (i = t->bonusingBuildings.begin(); i != t->bonusingBuildings.end(); i++)
- (*i)->onHeroVisit (h);
- }
- void CGameHandler::stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
- {
- HeroVisitCastle vc;
- vc.hid = hero->id;
- vc.tid = obj->id;
- sendAndApply(&vc);
- }
- void CGameHandler::removeArtifact(const ArtifactLocation &al)
- {
- EraseArtifact ea;
- ea.al = al;
- sendAndApply(&ea);
- }
- void CGameHandler::startBattlePrimary(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile,
- const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank,
- const CGTownInstance *town) //use hero=nullptr for no hero
- {
- engageIntoBattle(army1->tempOwner);
- engageIntoBattle(army2->tempOwner);
- static const CArmedInstance *armies[2];
- armies[0] = army1;
- armies[1] = army2;
- static const CGHeroInstance*heroes[2];
- heroes[0] = hero1;
- heroes[1] = hero2;
- setupBattle(tile, armies, heroes, creatureBank, town); //initializes stacks, places creatures on battlefield, blocks and informs player interfaces
- auto battleQuery = std::make_shared<CBattleQuery>(gs->curB);
- queries.addQuery(battleQuery);
- boost::thread(&CGameHandler::runBattle, this);
- }
- void CGameHandler::startBattleI( const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, bool creatureBank )
- {
- startBattlePrimary(army1, army2, tile,
- army1->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army1) : nullptr,
- army2->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army2) : nullptr,
- creatureBank);
- }
- void CGameHandler::startBattleI( const CArmedInstance *army1, const CArmedInstance *army2, bool creatureBank)
- {
- startBattleI(army1, army2, army2->visitablePos(), creatureBank);
- }
- void CGameHandler::changeSpells( const CGHeroInstance * hero, bool give, const std::set<SpellID> &spells )
- {
- ChangeSpells cs;
- cs.hid = hero->id;
- cs.spells = spells;
- cs.learn = give;
- sendAndApply(&cs);
- }
- void CGameHandler::sendMessageTo( CConnection &c, const std::string &message )
- {
- SystemMessage sm;
- sm.text = message;
- boost::unique_lock<boost::mutex> lock(*c.wmx);
- c << &sm;
- }
- void CGameHandler::giveHeroBonus( GiveBonus * bonus )
- {
- sendAndApply(bonus);
- }
- void CGameHandler::setMovePoints( SetMovePoints * smp )
- {
- sendAndApply(smp);
- }
- void CGameHandler::setManaPoints( ObjectInstanceID hid, int val )
- {
- SetMana sm;
- sm.hid = hid;
- sm.val = val;
- sm.absolute = true;
- sendAndApply(&sm);
- }
- void CGameHandler::giveHero( ObjectInstanceID id, PlayerColor player )
- {
- GiveHero gh;
- gh.id = id;
- gh.player = player;
- sendAndApply(&gh);
- }
- void CGameHandler::changeObjPos( ObjectInstanceID objid, int3 newPos, ui8 flags )
- {
- ChangeObjPos cop;
- cop.objid = objid;
- cop.nPos = newPos;
- cop.flags = flags;
- sendAndApply(&cop);
- }
- void CGameHandler::useScholarSkill(ObjectInstanceID fromHero, ObjectInstanceID toHero)
- {
- const CGHeroInstance * h1 = getHero(fromHero);
- const CGHeroInstance * h2 = getHero(toHero);
- if ( h1->getSecSkillLevel(SecondarySkill::SCHOLAR) < h2->getSecSkillLevel(SecondarySkill::SCHOLAR) )
- {
- std::swap (h1,h2);//1st hero need to have higher scholar level for correct message
- std::swap(fromHero, toHero);
- }
- int ScholarLevel = h1->getSecSkillLevel(SecondarySkill::SCHOLAR);//heroes can trade up to this level
- if (!ScholarLevel || !h1->hasSpellbook() || !h2->hasSpellbook() )
- return;//no scholar skill or no spellbook
- int h1Lvl = std::min(ScholarLevel+1, h1->getSecSkillLevel(SecondarySkill::WISDOM)+2),
- h2Lvl = std::min(ScholarLevel+1, h2->getSecSkillLevel(SecondarySkill::WISDOM)+2);//heroes can receive this levels
- ChangeSpells cs1;
- cs1.learn = true;
- cs1.hid = toHero;//giving spells to first hero
- for(auto it : h1->spells)
- if ( h2Lvl >= it.toSpell()->level && !vstd::contains(h2->spells, it))//hero can learn it and don't have it yet
- cs1.spells.insert(it);//spell to learn
- ChangeSpells cs2;
- cs2.learn = true;
- cs2.hid = fromHero;
- for(auto it : h2->spells)
- if ( h1Lvl >= it.toSpell()->level && !vstd::contains(h1->spells, it))
- cs2.spells.insert(it);
- if (!cs1.spells.empty() || !cs2.spells.empty())//create a message
- {
- InfoWindow iw;
- iw.player = h1->tempOwner;
- iw.components.push_back(Component(Component::SEC_SKILL, 18, ScholarLevel, 0));
- iw.text.addTxt(MetaString::GENERAL_TXT, 139);//"%s, who has studied magic extensively,
- iw.text.addReplacement(h1->name);
- if (!cs2.spells.empty())//if found new spell - apply
- {
- iw.text.addTxt(MetaString::GENERAL_TXT, 140);//learns
- int size = cs2.spells.size();
- for(auto it : cs2.spells)
- {
- iw.components.push_back(Component(Component::SPELL, it, 1, 0));
- iw.text.addTxt(MetaString::SPELL_NAME, it.toEnum());
- switch (size--)
- {
- case 2: iw.text.addTxt(MetaString::GENERAL_TXT, 141);
- case 1: break;
- default: iw.text << ", ";
- }
- }
- iw.text.addTxt(MetaString::GENERAL_TXT, 142);//from %s
- iw.text.addReplacement(h2->name);
- sendAndApply(&cs2);
- }
- if (!cs1.spells.empty() && !cs2.spells.empty() )
- {
- iw.text.addTxt(MetaString::GENERAL_TXT, 141);//and
- }
- if (!cs1.spells.empty())
- {
- iw.text.addTxt(MetaString::GENERAL_TXT, 147);//teaches
- int size = cs1.spells.size();
- for(auto it : cs1.spells)
- {
- iw.components.push_back(Component(Component::SPELL, it, 1, 0));
- iw.text.addTxt(MetaString::SPELL_NAME, it.toEnum());
- switch (size--)
- {
- case 2: iw.text.addTxt(MetaString::GENERAL_TXT, 141);
- case 1: break;
- default: iw.text << ", ";
- } }
- iw.text.addTxt(MetaString::GENERAL_TXT, 148);//from %s
- iw.text.addReplacement(h2->name);
- sendAndApply(&cs1);
- }
- sendAndApply(&iw);
- }
- }
- void CGameHandler::heroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)
- {
- auto h1 = getHero(hero1), h2 = getHero(hero2);
- if( gameState()->getPlayerRelations(h1->getOwner(), h2->getOwner()))
- {
- auto exchange = std::make_shared<CGarrisonDialogQuery>(h1, h2);
- ExchangeDialog hex;
- hex.queryID = exchange->queryID;
- hex.heroes[0] = getHero(hero1);
- hex.heroes[1] = getHero(hero2);
- sendAndApply(&hex);
- useScholarSkill(hero1,hero2);
- queries.addQuery(exchange);
- }
- }
- void CGameHandler::sendToAllClients( CPackForClient * info )
- {
- logGlobal->traceStream() << "Sending to all clients a package of type " << typeid(*info).name();
- for(auto & elem : conns)
- {
- boost::unique_lock<boost::mutex> lock(*(elem)->wmx);
- *elem << info;
- }
- }
- void CGameHandler::sendAndApply(CPackForClient * info)
- {
- sendToAllClients(info);
- gs->apply(info);
- }
- void CGameHandler::applyAndSend(CPackForClient * info)
- {
- gs->apply(info);
- sendToAllClients(info);
- }
- void CGameHandler::sendAndApply(CGarrisonOperationPack * info)
- {
- sendAndApply(static_cast<CPackForClient*>(info));
- checkVictoryLossConditionsForAll();
- }
- void CGameHandler::sendAndApply( SetResource * info )
- {
- sendAndApply(static_cast<CPackForClient*>(info));
- checkVictoryLossConditionsForPlayer(info->player);
- }
- void CGameHandler::sendAndApply( SetResources * info )
- {
- sendAndApply(static_cast<CPackForClient*>(info));
- checkVictoryLossConditionsForPlayer(info->player);
- }
- void CGameHandler::sendAndApply( NewStructures * info )
- {
- sendAndApply(static_cast<CPackForClient*>(info));
- checkVictoryLossConditionsForPlayer(getTown(info->tid)->tempOwner);
- }
- void CGameHandler::save(const std::string & filename )
- {
- logGlobal->infoStream() << "Saving to " << filename;
- const auto stem = FileInfo::GetPathStem(filename);
- const auto savefname = stem.to_string() + ".vsgm1";
- CResourceHandler::get("local")->createResource(savefname);
- {
- logGlobal->infoStream() << "Ordering clients to serialize...";
- SaveGame sg(savefname);
- sendToAllClients(&sg);
- }
- try
- {
- // {
- // logGlobal->infoStream() << "Serializing game info...";
- // CSaveFile save(CResourceHandler::get("local")->getResourceName(ResourceID(info.getStem(), EResType::LIB_SAVEGAME)));
- // // char hlp[8] = "VCMISVG";
- // // save << hlp;
- // saveCommonState(save);
- // }
- {
- CSaveFile save(*CResourceHandler::get("local")->getResourceName(ResourceID(stem.to_string(), EResType::SERVER_SAVEGAME)));
- saveCommonState(save);
- logGlobal->infoStream() << "Saving server state";
- save << *this;
- }
- logGlobal->infoStream() << "Game has been successfully saved!";
- }
- catch(std::exception &e)
- {
- logGlobal->errorStream() << "Failed to save game: " << e.what();
- }
- }
- void CGameHandler::close()
- {
- logGlobal->infoStream() << "We have been requested to close.";
- if(gs->initialOpts->mode == StartInfo::DUEL)
- {
- exit(0);
- }
- //for(CConnection *cc : conns)
- // if(cc && cc->socket && cc->socket->is_open())
- // cc->socket->close();
- //exit(0);
- }
- bool CGameHandler::arrangeStacks( ObjectInstanceID id1, ObjectInstanceID id2, ui8 what, SlotID p1, SlotID p2, si32 val, PlayerColor player )
- {
- const CArmedInstance *s1 = static_cast<CArmedInstance*>(gs->getObjInstance(id1)),
- *s2 = static_cast<CArmedInstance*>(gs->getObjInstance(id2));
- const CCreatureSet &S1 = *s1, &S2 = *s2;
- StackLocation sl1(s1, p1), sl2(s2, p2);
- if(!sl1.slot.validSlot() || !sl2.slot.validSlot())
- {
- complain("Invalid slot accessed!");
- return false;
- }
- if(!isAllowedExchange(id1,id2))
- {
- complain("Cannot exchange stacks between these two objects!\n");
- return false;
- }
- if(what==1) //swap
- {
- if ( ((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s1->getStackCount(p1))
- || ((s2->tempOwner != player && s2->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)))
- {
- complain("Can't take troops from another player!");
- return false;
- }
- if (sl1.army == sl2.army && sl1.slot == sl2.slot)
- {
- complain("Cannot swap stacks - slots are the same!");
- return false;
- }
- swapStacks(sl1, sl2);
- }
- else if(what==2)//merge
- {
- if (( s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot merge different creatures stacks!"))
- || (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)) && complain("Can't take troops from another player!")))
- return false;
- moveStack(sl1, sl2);
- }
- else if(what==3) //split
- {
- const int countToMove = val - s2->getStackCount(p2);
- const int countLeftOnSrc = s1->getStackCount(p1) - countToMove;
- if ( (s1->tempOwner != player && countLeftOnSrc < s1->getStackCount(p1) )
- || (s2->tempOwner != player && val < s2->getStackCount(p2) ) )
- {
- complain("Can't move troops of another player!");
- return false;
- }
- //general conditions checking
- if((!vstd::contains(S1.stacks,p1) && complain("no creatures to split"))
- || (val<1 && complain("no creatures to split")) )
- {
- return false;
- }
- if(vstd::contains(S2.stacks,p2)) //dest. slot not free - it must be "rebalancing"...
- {
- int total = s1->getStackCount(p1) + s2->getStackCount(p2);
- if( (total < val && complain("Cannot split that stack, not enough creatures!"))
- || (s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot rebalance different creatures stacks!"))
- )
- {
- return false;
- }
- moveStack(sl1, sl2, countToMove);
- //S2.slots[p2]->count = val;
- //S1.slots[p1]->count = total - val;
- }
- else //split one stack to the two
- {
- if(s1->getStackCount(p1) < val)//not enough creatures
- {
- complain("Cannot split that stack, not enough creatures!");
- return false;
- }
- moveStack(sl1, sl2, val);
- }
- }
- return true;
- }
- PlayerColor CGameHandler::getPlayerAt( CConnection *c ) const
- {
- std::set<PlayerColor> all;
- for(auto i=connections.cbegin(); i!=connections.cend(); i++)
- if(i->second == c)
- all.insert(i->first);
- switch(all.size())
- {
- case 0:
- return PlayerColor::NEUTRAL;
- case 1:
- return *all.begin();
- default:
- {
- //if we have more than one player at this connection, try to pick active one
- if(vstd::contains(all, gs->currentPlayer))
- return gs->currentPlayer;
- else
- return PlayerColor::CANNOT_DETERMINE; //cannot say which player is it
- }
- }
- }
- bool CGameHandler::disbandCreature( ObjectInstanceID id, SlotID pos )
- {
- CArmedInstance *s1 = static_cast<CArmedInstance*>(gs->getObjInstance(id));
- if(!vstd::contains(s1->stacks,pos))
- {
- complain("Illegal call to disbandCreature - no such stack in army!");
- return false;
- }
- eraseStack(StackLocation(s1, pos));
- return true;
- }
- bool CGameHandler::buildStructure( ObjectInstanceID tid, BuildingID requestedID, bool force /*=false*/ )
- {
- const CGTownInstance * t = getTown(tid);
- if(!t)
- COMPLAIN_RETF("No such town (ID=%s)!", tid);
- if(!t->town->buildings.count(requestedID))
- COMPLAIN_RETF("Town of faction %s does not have info about building ID=%s!", t->town->faction->name % tid);
- if (t->hasBuilt(requestedID))
- COMPLAIN_RETF("Building %s is already built in %s", t->town->buildings.at(requestedID)->Name() % t->name);
- const CBuilding * requestedBuilding = t->town->buildings.at(requestedID);
- //Vector with future list of built building and buildings in auto-mode that are not yet built.
- std::vector<const CBuilding*> remainingAutoBuildings;
- std::set<BuildingID> buildingsThatWillBe;
- //Check validity of request
- if(!force)
- {
- switch (requestedBuilding->mode)
- {
- case CBuilding::BUILD_NORMAL :
- if (gs->canBuildStructure(t, requestedID) != EBuildingState::ALLOWED)
- COMPLAIN_RET("Cannot build that building!");
- break;
- case CBuilding::BUILD_AUTO :
- case CBuilding::BUILD_SPECIAL:
- COMPLAIN_RET("This building can not be constructed normally!");
- case CBuilding::BUILD_GRAIL :
- if(requestedBuilding->mode == CBuilding::BUILD_GRAIL) //needs grail
- {
- if(!t->visitingHero || !t->visitingHero->hasArt(ArtifactID::GRAIL))
- COMPLAIN_RET("Cannot build this without grail!")
- else
- removeArtifact(ArtifactLocation(t->visitingHero, t->visitingHero->getArtPos(ArtifactID::GRAIL, false)));
- }
- break;
- }
- }
- //Performs stuff that has to be done after new building is built
- auto processBuiltStructure = [t, this](const BuildingID buildingID)
- {
- if(buildingID >= BuildingID::DWELL_FIRST) //dwelling
- {
- int level = (buildingID - BuildingID::DWELL_FIRST) % GameConstants::CREATURES_PER_TOWN;
- int upgradeNumber = (buildingID - BuildingID::DWELL_FIRST) / GameConstants::CREATURES_PER_TOWN;
- if (upgradeNumber >= t->town->creatures.at(level).size())
- {
- complain(boost::str(boost::format("Error ecountered when building dwelling (bid=%s):"
- "no creature found (upgrade number %d, level %d!")
- % buildingID % upgradeNumber % level));
- return;
- }
- CCreature * crea = VLC->creh->creatures.at(t->town->creatures.at(level).at(upgradeNumber));
- SetAvailableCreatures ssi;
- ssi.tid = t->id;
- ssi.creatures = t->creatures;
- if (ssi.creatures[level].second.empty()) // first creature in a dwelling
- ssi.creatures[level].first = crea->growth;
- ssi.creatures[level].second.push_back(crea->idNumber);
- sendAndApply(&ssi);
- }
- if ( t->subID == ETownType::DUNGEON && buildingID == BuildingID::PORTAL_OF_SUMMON )
- {
- setPortalDwelling(t);
- }
- if(buildingID <= BuildingID::MAGES_GUILD_5) //it's mage guild
- {
- if(t->visitingHero)
- giveSpells(t,t->visitingHero);
- if(t->garrisonHero)
- giveSpells(t,t->garrisonHero);
- }
- };
- //Checks if all requirements will be met with expected building list "buildingsThatWillBe"
- auto areRequirementsFullfilled = [&](const BuildingID & buildID)
- {
- return buildingsThatWillBe.count(buildID);
- };
- //Init the vectors
- for(auto & build : t->town->buildings)
- {
- if(t->hasBuilt(build.first))
- buildingsThatWillBe.insert(build.first);
- else
- {
- if(build.second->mode == CBuilding::BUILD_AUTO) //not built auto building
- remainingAutoBuildings.push_back(build.second);
- }
- }
- //Prepare structure (list of building ids will be filled later)
- NewStructures ns;
- ns.tid = tid;
- ns.builded = force ? t->builded : (t->builded+1);
- std::queue<const CBuilding*> buildingsToAdd;
- buildingsToAdd.push(requestedBuilding);
- while(!buildingsToAdd.empty())
- {
- auto b = buildingsToAdd.front();
- buildingsToAdd.pop();
- ns.bid.insert(b->bid);
- buildingsThatWillBe.insert(b->bid);
- remainingAutoBuildings -= b;
- for(auto autoBuilding : remainingAutoBuildings)
- {
- if (autoBuilding->requirements.test(areRequirementsFullfilled))
- buildingsToAdd.push(autoBuilding);
- }
- }
- //Other post-built events
- for(auto builtID : ns.bid)
- processBuiltStructure(builtID);
- //Take cost
- if (!force)
- {
- SetResources sr;
- sr.player = t->tempOwner;
- sr.res = gs->getPlayer(t->tempOwner)->resources - requestedBuilding->resources;
- sendAndApply(&sr);
- }
- //We know what has been built, appluy changes. Do this as final step to properly update town window
- sendAndApply(&ns);
- // now when everything is built - reveal tiles for lookout tower
- FoWChange fw;
- fw.player = t->tempOwner;
- fw.mode = 1;
- getTilesInRange(fw.tiles, t->getSightCenter(), t->getSightRadius(), t->tempOwner, 1);
- sendAndApply(&fw);
- if(t->visitingHero)
- vistiCastleObjects (t, t->visitingHero);
- if(t->garrisonHero)
- vistiCastleObjects (t, t->garrisonHero);
- checkVictoryLossConditionsForPlayer(t->tempOwner);
- return true;
- }
- bool CGameHandler::razeStructure (ObjectInstanceID tid, BuildingID bid)
- {
- ///incomplete, simply erases target building
- const CGTownInstance * t = getTown(tid);
- if (!vstd::contains(t->builtBuildings, bid))
- return false;
- RazeStructures rs;
- rs.tid = tid;
- rs.bid.insert(bid);
- rs.destroyed = t->destroyed + 1;
- sendAndApply(&rs);
- //TODO: Remove dwellers
- // if (t->subID == 4 && bid == 17) //Veil of Darkness
- // {
- // RemoveBonus rb(RemoveBonus::TOWN);
- // rb.whoID = t->id;
- // rb.source = Bonus::TOWN_STRUCTURE;
- // rb.id = 17;
- // sendAndApply(&rb);
- // }
- return true;
- }
- void CGameHandler::sendMessageToAll( const std::string &message )
- {
- SystemMessage sm;
- sm.text = message;
- sendToAllClients(&sm);
- }
- bool CGameHandler::recruitCreatures(ObjectInstanceID objid, ObjectInstanceID dstid, CreatureID crid, ui32 cram, si32 fromLvl )
- {
- const CGDwelling *dw = static_cast<const CGDwelling*>(gs->getObj(objid));
- const CArmedInstance *dst = nullptr;
- const CCreature *c = VLC->creh->creatures.at(crid);
- bool warMachine = c->hasBonusOfType(Bonus::SIEGE_WEAPON);
- //TODO: test for owning
- //TODO: check if dst can recruit objects (e.g. hero is actually visiting object, town and source are same, etc)
- dst = dynamic_cast<const CArmedInstance*>(getObj(dstid));
- assert(dw && dst);
- //verify
- bool found = false;
- int level = 0;
- for(; level < dw->creatures.size(); level++) //iterate through all levels
- {
- if ( (fromLvl != -1) && ( level !=fromLvl ) )
- continue;
- const auto &cur = dw->creatures.at(level); //current level info <amount, list of cr. ids>
- int i = 0;
- for(; i < cur.second.size(); i++) //look for crid among available creatures list on current level
- if(cur.second.at(i) == crid)
- break;
- if(i < cur.second.size())
- {
- found = true;
- cram = std::min(cram, cur.first); //reduce recruited amount up to available amount
- break;
- }
- }
- SlotID slot = dst->getSlotFor(crid);
- if( (!found && complain("Cannot recruit: no such creatures!"))
- || (cram > VLC->creh->creatures.at(crid)->maxAmount(gs->getPlayer(dst->tempOwner)->resources) && complain("Cannot recruit: lack of resources!"))
- || (cram<=0 && complain("Cannot recruit: cram <= 0!"))
- || (!slot.validSlot() && !warMachine && complain("Cannot recruit: no available slot!")))
- {
- return false;
- }
- //recruit
- SetResources sr;
- sr.player = dst->tempOwner;
- sr.res = gs->getPlayer(dst->tempOwner)->resources - (c->cost * cram);
- SetAvailableCreatures sac;
- sac.tid = objid;
- sac.creatures = dw->creatures;
- sac.creatures[level].first -= cram;
- sendAndApply(&sr);
- sendAndApply(&sac);
- if(warMachine)
- {
- const CGHeroInstance *h = dynamic_cast<const CGHeroInstance*>(dst);
- if(!h)
- COMPLAIN_RET("Only hero can buy war machines");
- switch(crid)
- {
- case CreatureID::BALLISTA:
- giveHeroNewArtifact(h, VLC->arth->artifacts[ArtifactID::BALLISTA], ArtifactPosition::MACH1);
- break;
- case CreatureID::FIRST_AID_TENT:
- giveHeroNewArtifact(h, VLC->arth->artifacts[ArtifactID::FIRST_AID_TENT], ArtifactPosition::MACH3);
- break;
- case CreatureID::AMMO_CART:
- giveHeroNewArtifact(h, VLC->arth->artifacts[ArtifactID::AMMO_CART], ArtifactPosition::MACH2);
- break;
- default:
- complain("This war machine cannot be recruited!");
- return false;
- }
- }
- else
- {
- addToSlot(StackLocation(dst, slot), c, cram);
- }
- return true;
- }
- bool CGameHandler::upgradeCreature( ObjectInstanceID objid, SlotID pos, CreatureID upgID )
- {
- CArmedInstance *obj = static_cast<CArmedInstance*>(gs->getObjInstance(objid));
- if (!obj->hasStackAtSlot(pos))
- {
- COMPLAIN_RET("Cannot upgrade, no stack at slot " + boost::to_string(pos));
- }
- UpgradeInfo ui = gs->getUpgradeInfo(obj->getStack(pos));
- PlayerColor player = obj->tempOwner;
- const PlayerState *p = getPlayer(player);
- int crQuantity = obj->stacks.at(pos)->count;
- int newIDpos= vstd::find_pos(ui.newID, upgID);//get position of new id in UpgradeInfo
- //check if upgrade is possible
- if( (ui.oldID<0 || newIDpos == -1 ) && complain("That upgrade is not possible!"))
- {
- return false;
- }
- TResources totalCost = ui.cost.at(newIDpos) * crQuantity;
- //check if player has enough resources
- if(!p->resources.canAfford(totalCost))
- COMPLAIN_RET("Cannot upgrade, not enough resources!");
- //take resources
- SetResources sr;
- sr.player = player;
- sr.res = p->resources - totalCost;
- sendAndApply(&sr);
- //upgrade creature
- changeStackType(StackLocation(obj, pos), VLC->creh->creatures.at(upgID));
- return true;
- }
- bool CGameHandler::changeStackType(const StackLocation &sl, const CCreature *c)
- {
- if(!sl.army->hasStackAtSlot(sl.slot))
- COMPLAIN_RET("Cannot find a stack to change type");
- SetStackType sst;
- sst.sl = sl;
- sst.type = c;
- sendAndApply(&sst);
- return true;
- }
- void CGameHandler::moveArmy(const CArmedInstance *src, const CArmedInstance *dst, bool allowMerging)
- {
- assert(src->canBeMergedWith(*dst, allowMerging));
- while(src->stacksCount())//while there are unmoved creatures
- {
- auto i = src->Slots().begin(); //iterator to stack to move
- StackLocation sl(src, i->first); //location of stack to move
- SlotID pos = dst->getSlotFor(i->second->type);
- if(!pos.validSlot())
- {
- //try to merge two other stacks to make place
- std::pair<SlotID, SlotID> toMerge;
- if(dst->mergableStacks(toMerge, i->first) && allowMerging)
- {
- moveStack(StackLocation(dst, toMerge.first), StackLocation(dst, toMerge.second)); //merge toMerge.first into toMerge.second
- assert(!dst->hasStackAtSlot(toMerge.first)); //we have now a new free slot
- moveStack(sl, StackLocation(dst, toMerge.first)); //move stack to freed slot
- }
- else
- {
- complain("Unexpected failure during an attempt to move army from " + src->nodeName() + " to " + dst->nodeName() + "!");
- return;
- }
- }
- else
- {
- moveStack(sl, StackLocation(dst, pos));
- }
- }
- }
- bool CGameHandler::garrisonSwap( ObjectInstanceID tid )
- {
- CGTownInstance *town = gs->getTown(tid);
- if(!town->garrisonHero && town->visitingHero) //visiting => garrison, merge armies: town army => hero army
- {
- if(!town->visitingHero->canBeMergedWith(*town))
- {
- complain("Cannot make garrison swap, not enough free slots!");
- return false;
- }
- moveArmy(town, town->visitingHero, true);
- SetHeroesInTown intown;
- intown.tid = tid;
- intown.visiting = ObjectInstanceID();
- intown.garrison = town->visitingHero->id;
- sendAndApply(&intown);
- return true;
- }
- else if (town->garrisonHero && !town->visitingHero) //move hero out of the garrison
- {
- //check if moving hero out of town will break 8 wandering heroes limit
- if(getHeroCount(town->garrisonHero->tempOwner,false) >= 8)
- {
- complain("Cannot move hero out of the garrison, there are already 8 wandering heroes!");
- return false;
- }
- SetHeroesInTown intown;
- intown.tid = tid;
- intown.garrison = ObjectInstanceID();
- intown.visiting = town->garrisonHero->id;
- sendAndApply(&intown);
- return true;
- }
- else if(!!town->garrisonHero && town->visitingHero) //swap visiting and garrison hero
- {
- SetHeroesInTown intown;
- intown.tid = tid;
- intown.garrison = town->visitingHero->id;
- intown.visiting = town->garrisonHero->id;
- sendAndApply(&intown);
- return true;
- }
- else
- {
- complain("Cannot swap garrison hero!");
- return false;
- }
- }
- // With the amount of changes done to the function, it's more like transferArtifacts.
- // 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.
- bool CGameHandler::moveArtifact(const ArtifactLocation &al1, const ArtifactLocation &al2)
- {
- ArtifactLocation src = al1, dst = al2;
- const PlayerColor srcPlayer = src.owningPlayer(), dstPlayer = dst.owningPlayer();
- const CArmedInstance *srcObj = src.relatedObj(), *dstObj = dst.relatedObj();
- // Make sure exchange is even possible between the two heroes.
- if(!isAllowedExchange(srcObj->id, dstObj->id))
- COMPLAIN_RET("That heroes cannot make any exchange!");
- const CArtifactInstance *srcArtifact = src.getArt();
- const CArtifactInstance *destArtifact = dst.getArt();
- if (srcArtifact == nullptr)
- COMPLAIN_RET("No artifact to move!");
- if (destArtifact && srcPlayer != dstPlayer)
- COMPLAIN_RET("Can't touch artifact on hero of another player!");
- // Check if src/dest slots are appropriate for the artifacts exchanged.
- // Moving to the backpack is always allowed.
- if ((!srcArtifact || dst.slot < GameConstants::BACKPACK_START)
- && srcArtifact && !srcArtifact->canBePutAt(dst, true))
- COMPLAIN_RET("Cannot move artifact!");
- if ((srcArtifact && srcArtifact->artType->id == ArtifactID::ART_LOCK) || (destArtifact && destArtifact->artType->id == ArtifactID::ART_LOCK))
- COMPLAIN_RET("Cannot move artifact locks.");
- if (dst.slot >= GameConstants::BACKPACK_START && srcArtifact->artType->isBig())
- COMPLAIN_RET("Cannot put big artifacts in backpack!");
- if (src.slot == ArtifactPosition::MACH4 || dst.slot == ArtifactPosition::MACH4)
- COMPLAIN_RET("Cannot move catapult!");
- if(dst.slot >= GameConstants::BACKPACK_START)
- vstd::amin(dst.slot, ArtifactPosition(GameConstants::BACKPACK_START + dst.getHolderArtSet()->artifactsInBackpack.size()));
- if (src.slot == dst.slot && src.artHolder == dst.artHolder)
- COMPLAIN_RET("Won't move artifact: Dest same as source!");
- if(dst.slot < GameConstants::BACKPACK_START && destArtifact) //moving art to another slot
- {
- //old artifact must be removed first
- moveArtifact(dst, ArtifactLocation(dst.artHolder, ArtifactPosition(
- dst.getHolderArtSet()->artifactsInBackpack.size() + GameConstants::BACKPACK_START)));
- }
- MoveArtifact ma;
- ma.src = src;
- ma.dst = dst;
- sendAndApply(&ma);
- return true;
- }
- /**
- * Assembles or disassembles a combination artifact.
- * @param heroID ID of hero holding the artifact(s).
- * @param artifactSlot The worn slot ID of the combination- or constituent artifact.
- * @param assemble True for assembly operation, false for disassembly.
- * @param assembleTo If assemble is true, this represents the artifact ID of the combination
- * artifact to assemble to. Otherwise it's not used.
- */
- bool CGameHandler::assembleArtifacts (ObjectInstanceID heroID, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo)
- {
- CGHeroInstance *hero = gs->getHero(heroID);
- const CArtifactInstance *destArtifact = hero->getArt(artifactSlot);
- if(!destArtifact)
- COMPLAIN_RET("assembleArtifacts: there is no such artifact instance!");
- if(assemble)
- {
- CArtifact *combinedArt = VLC->arth->artifacts[assembleTo];
- if(!combinedArt->constituents)
- COMPLAIN_RET("assembleArtifacts: Artifact being attempted to assemble is not a combined artifacts!");
- if(!vstd::contains(destArtifact->assemblyPossibilities(hero), combinedArt))
- COMPLAIN_RET("assembleArtifacts: It's impossible to assemble requested artifact!");
- AssembledArtifact aa;
- aa.al = ArtifactLocation(hero, artifactSlot);
- aa.builtArt = combinedArt;
- sendAndApply(&aa);
- }
- else
- {
- if(!destArtifact->artType->constituents)
- COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble is not a combined artifact!");
- DisassembledArtifact da;
- da.al = ArtifactLocation(hero, artifactSlot);
- sendAndApply(&da);
- }
- return true;
- }
- bool CGameHandler::buyArtifact( ObjectInstanceID hid, ArtifactID aid )
- {
- CGHeroInstance *hero = gs->getHero(hid);
- CGTownInstance *town = hero->visitedTown;
- if(aid==ArtifactID::SPELLBOOK)
- {
- if((!town->hasBuilt(BuildingID::MAGES_GUILD_1) && complain("Cannot buy a spellbook, no mage guild in the town!"))
- || (getResource(hero->getOwner(), Res::GOLD) < GameConstants::SPELLBOOK_GOLD_COST && complain("Cannot buy a spellbook, not enough gold!") )
- || (hero->getArt(ArtifactPosition::SPELLBOOK) && complain("Cannot buy a spellbook, hero already has a one!"))
- )
- return false;
- giveResource(hero->getOwner(),Res::GOLD,-GameConstants::SPELLBOOK_GOLD_COST);
- giveHeroNewArtifact(hero, VLC->arth->artifacts[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
- assert(hero->getArt(ArtifactPosition::SPELLBOOK));
- giveSpells(town,hero);
- return true;
- }
- else if(aid < 7 && aid > 3) //war machine
- {
- int price = VLC->arth->artifacts[aid]->price;
- if(( hero->getArt(ArtifactPosition(9+aid)) && complain("Hero already has this machine!"))
- || (gs->getPlayer(hero->getOwner())->resources.at(Res::GOLD) < price && complain("Not enough gold!")))
- {
- return false;
- }
- if ((town->hasBuilt(BuildingID::BLACKSMITH) && town->town->warMachine == aid )
- || ((town->hasBuilt(BuildingID::BALLISTA_YARD, ETownType::STRONGHOLD)) && aid == ArtifactID::BALLISTA))
- {
- giveResource(hero->getOwner(),Res::GOLD,-price);
- giveHeroNewArtifact(hero, VLC->arth->artifacts[aid], ArtifactPosition(9+aid));
- return true;
- }
- else
- COMPLAIN_RET("This machine is unavailable here!");
- }
- return false;
- }
- bool CGameHandler::buyArtifact(const IMarket *m, const CGHeroInstance *h, Res::ERes rid, ArtifactID aid)
- {
- if(!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_ARTIFACT), aid))
- COMPLAIN_RET("That artifact is unavailable!");
- int b1, b2;
- m->getOffer(rid, aid, b1, b2, EMarketMode::RESOURCE_ARTIFACT);
- if(getResource(h->tempOwner, rid) < b1)
- COMPLAIN_RET("You can't afford to buy this artifact!");
- SetResource sr;
- sr.player = h->tempOwner;
- sr.resid = rid;
- sr.val = getResource(h->tempOwner, rid) - b1;
- sendAndApply(&sr);
- SetAvailableArtifacts saa;
- if(m->o->ID == Obj::TOWN)
- {
- saa.id = -1;
- saa.arts = CGTownInstance::merchantArtifacts;
- }
- else if(const CGBlackMarket *bm = dynamic_cast<const CGBlackMarket *>(m->o)) //black market
- {
- saa.id = bm->id.getNum();
- saa.arts = bm->artifacts;
- }
- else
- COMPLAIN_RET("Wrong marktet...");
- bool found = false;
- for(const CArtifact *&art : saa.arts)
- {
- if(art && art->id == aid)
- {
- art = nullptr;
- found = true;
- break;
- }
- }
- if(!found)
- COMPLAIN_RET("Cannot find selected artifact on the list");
- sendAndApply(&saa);
- giveHeroNewArtifact(h, VLC->arth->artifacts[aid], ArtifactPosition::FIRST_AVAILABLE);
- return true;
- }
- bool CGameHandler::sellArtifact( const IMarket *m, const CGHeroInstance *h, ArtifactInstanceID aid, Res::ERes rid )
- {
- const CArtifactInstance *art = h->getArtByInstanceId(aid);
- if(!art)
- COMPLAIN_RET("There is no artifact to sell!");
- if(!art->artType->isTradable())
- COMPLAIN_RET("Cannot sell a war machine or spellbook!");
- int resVal = 0, dump = 1;
- m->getOffer(art->artType->id, rid, dump, resVal, EMarketMode::ARTIFACT_RESOURCE);
- removeArtifact(ArtifactLocation(h, h->getArtPos(art)));
- giveResource(h->tempOwner, rid, resVal);
- return true;
- }
- //void CGameHandler::lootArtifacts (TArtHolder source, TArtHolder dest, std::vector<ui32> &arts)
- //{
- // //const CGHeroInstance * h1 = dynamic_cast<CGHeroInstance *> source;
- // //auto s = boost::apply_visitor(GetArtifactSetPtr(), source);
- // {
- // }
- //}
- bool CGameHandler::buySecSkill( const IMarket *m, const CGHeroInstance *h, SecondarySkill skill)
- {
- if (!h)
- COMPLAIN_RET("You need hero to buy a skill!");
- if (h->getSecSkillLevel(SecondarySkill(skill)))
- COMPLAIN_RET("Hero already know this skill");
- if (!h->canLearnSkill())
- COMPLAIN_RET("Hero can't learn any more skills");
- if (h->type->heroClass->secSkillProbability.at(skill)==0)//can't learn this skill (like necromancy for most of non-necros)
- COMPLAIN_RET("The hero can't learn this skill!");
- if(!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_SKILL), skill))
- COMPLAIN_RET("That skill is unavailable!");
- if(getResource(h->tempOwner, Res::GOLD) < 2000)//TODO: remove hardcoded resource\summ?
- COMPLAIN_RET("You can't afford to buy this skill");
- SetResource sr;
- sr.player = h->tempOwner;
- sr.resid = Res::GOLD;
- sr.val = getResource(h->tempOwner, Res::GOLD) - 2000;
- sendAndApply(&sr);
- changeSecSkill(h, skill, 1, true);
- return true;
- }
- bool CGameHandler::tradeResources(const IMarket *market, ui32 val, PlayerColor player, ui32 id1, ui32 id2)
- {
- int r1 = gs->getPlayer(player)->resources.at(id1),
- r2 = gs->getPlayer(player)->resources.at(id2);
- vstd::amin(val, r1); //can't trade more resources than have
- int b1, b2; //base quantities for trade
- market->getOffer(id1, id2, b1, b2, EMarketMode::RESOURCE_RESOURCE);
- int units = val / b1; //how many base quantities we trade
- if(val%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
- {
- //TODO: complain?
- assert(0);
- }
- SetResource sr;
- sr.player = player;
- sr.resid = static_cast<Res::ERes>(id1);
- sr.val = r1 - b1 * units;
- sendAndApply(&sr);
- sr.resid = static_cast<Res::ERes>(id2);
- sr.val = r2 + b2 * units;
- sendAndApply(&sr);
- return true;
- }
- bool CGameHandler::sellCreatures(ui32 count, const IMarket *market, const CGHeroInstance * hero, SlotID slot, Res::ERes resourceID)
- {
- if(!vstd::contains(hero->Slots(), slot))
- COMPLAIN_RET("Hero doesn't have any creature in that slot!");
- const CStackInstance &s = hero->getStack(slot);
- if( s.count < count //can't sell more creatures than have
- || (hero->stacksCount() == 1 && hero->needsLastStack() && s.count == count)) //can't sell last stack
- {
- COMPLAIN_RET("Not enough creatures in army!");
- }
- int b1, b2; //base quantities for trade
- market->getOffer(s.type->idNumber, resourceID, b1, b2, EMarketMode::CREATURE_RESOURCE);
- int units = count / b1; //how many base quantities we trade
- if(count%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
- {
- //TODO: complain?
- assert(0);
- }
- changeStackCount(StackLocation(hero, slot), -count);
- SetResource sr;
- sr.player = hero->tempOwner;
- sr.resid = resourceID;
- sr.val = getResource(hero->tempOwner, resourceID) + b2 * units;
- sendAndApply(&sr);
- return true;
- }
- bool CGameHandler::transformInUndead(const IMarket *market, const CGHeroInstance * hero, SlotID slot)
- {
- const CArmedInstance *army = nullptr;
- if (hero)
- army = hero;
- else
- army = dynamic_cast<const CGTownInstance *>(market->o);
- if (!army)
- COMPLAIN_RET("Incorrect call to transform in undead!");
- if(!army->hasStackAtSlot(slot))
- COMPLAIN_RET("Army doesn't have any creature in that slot!");
- const CStackInstance &s = army->getStack(slot);
- //resulting creature - bone dragons or skeletons
- CreatureID resCreature = CreatureID::SKELETON;
- if(s.hasBonusOfType(Bonus::DRAGON_NATURE)
- || (s.getCreatureID() == CreatureID::HYDRA)
- || (s.getCreatureID() == CreatureID::CHAOS_HYDRA))
- resCreature = CreatureID::BONE_DRAGON;
- changeStackType(StackLocation(army, slot), resCreature.toCreature());
- return true;
- }
- bool CGameHandler::sendResources(ui32 val, PlayerColor player, Res::ERes r1, PlayerColor r2)
- {
- const PlayerState *p2 = gs->getPlayer(r2, false);
- if(!p2 || p2->status != EPlayerStatus::INGAME)
- {
- complain("Dest player must be in game!");
- return false;
- }
- si32 curRes1 = gs->getPlayer(player)->resources.at(r1),
- curRes2 = gs->getPlayer(r2)->resources.at(r1);
- val = std::min(si32(val),curRes1);
- SetResource sr;
- sr.player = player;
- sr.resid = r1;
- sr.val = curRes1 - val;
- sendAndApply(&sr);
- sr.player = r2;
- sr.val = curRes2 + val;
- sendAndApply(&sr);
- return true;
- }
- bool CGameHandler::setFormation( ObjectInstanceID hid, ui8 formation )
- {
- gs->getHero(hid)-> formation = formation;
- return true;
- }
- bool CGameHandler::hireHero(const CGObjectInstance *obj, ui8 hid, PlayerColor player)
- {
- const PlayerState *p = gs->getPlayer(player);
- const CGTownInstance *t = gs->getTown(obj->id);
- //common preconditions
- // if( (p->resources.at(Res::GOLD)<GOLD_NEEDED && complain("Not enough gold for buying hero!"))
- // || (getHeroCount(player, false) >= GameConstants::MAX_HEROES_PER_PLAYER && complain("Cannot hire hero, only 8 wandering heroes are allowed!")))
- if((p->resources.at(Res::GOLD) < GameConstants::HERO_GOLD_COST && complain("Not enough gold for buying hero!"))
- || ((!t) && (getHeroCount(player, false) >= VLC->modh->settings.MAX_HEROES_ON_MAP_PER_PLAYER && complain("Cannot hire hero, too many wandering heroes already!")))
- || ((t) && (getHeroCount(player, true) >= VLC->modh->settings.MAX_HEROES_AVAILABLE_PER_PLAYER && complain("Cannot hire hero, too many heroes garrizoned and wandering already!"))) )
- {
- return false;
- }
- if(t) //tavern in town
- {
- if((!t->hasBuilt(BuildingID::TAVERN) && complain("No tavern!"))
- || (t->visitingHero && complain("There is visiting hero - no place!")))
- {
- return false;
- }
- }
- else if(obj->ID == Obj::TAVERN)
- {
- if(getTile(obj->visitablePos())->visitableObjects.back() != obj && complain("Tavern entry must be unoccupied!"))
- {
- return false;
- }
- }
- const CGHeroInstance *nh = p->availableHeroes.at(hid);
- if (!nh)
- {
- complain ("Hero is not available for hiring!");
- return false;
- }
- HeroRecruited hr;
- hr.tid = obj->id;
- hr.hid = nh->subID;
- hr.player = player;
- hr.tile = obj->visitablePos() + nh->getVisitableOffset();
- sendAndApply(&hr);
- std::map<ui32, ConstTransitivePtr<CGHeroInstance> > pool = gs->unusedHeroesFromPool();
- const CGHeroInstance *theOtherHero = p->availableHeroes.at(!hid);
- const CGHeroInstance *newHero = nullptr;
- if (theOtherHero) //on XXL maps all heroes can be imprisoned :(
- {
- newHero = gs->hpool.pickHeroFor(false, player, getNativeTown(player), pool, gs->getRandomGenerator(), theOtherHero->type->heroClass);
- }
- SetAvailableHeroes sah;
- sah.player = player;
- if(newHero)
- {
- sah.hid[hid] = newHero->subID;
- sah.army[hid].clear();
- sah.army[hid].setCreature(SlotID(0), newHero->type->initialArmy[0].creature, 1);
- }
- else
- {
- sah.hid[hid] = -1;
- }
- sah.hid[!hid] = theOtherHero ? theOtherHero->subID : -1;
- sendAndApply(&sah);
- SetResource sr;
- sr.player = player;
- sr.resid = Res::GOLD;
- sr.val = p->resources.at(Res::GOLD) - GameConstants::HERO_GOLD_COST;
- sendAndApply(&sr);
- if(t)
- {
- vistiCastleObjects (t, nh);
- giveSpells (t,nh);
- }
- return true;
- }
- bool CGameHandler::queryReply(QueryID qid, ui32 answer, PlayerColor player)
- {
- boost::unique_lock<boost::recursive_mutex> lock(gsm);
- logGlobal->traceStream() << boost::format("Player %s attempts answering query %d with answer %d") % player % qid % answer;
- auto topQuery = queries.topQuery(player);
- COMPLAIN_RET_FALSE_IF(!topQuery, "This player doesn't have any queries!");
- COMPLAIN_RET_FALSE_IF(topQuery->queryID != qid, "This player top query has different ID!");
- COMPLAIN_RET_FALSE_IF(!topQuery->endsByPlayerAnswer(), "This query cannot be ended by player's answer!");
- if(auto dialogQuery = std::dynamic_pointer_cast<CDialogQuery>(topQuery))
- dialogQuery->answer = answer;
- queries.popQuery(topQuery);
- return true;
- }
- static EndAction end_action;
- bool CGameHandler::makeBattleAction( BattleAction &ba )
- {
- bool ok = true;
- const CStack *stack = battleGetStackByID(ba.stackNumber); //may be nullptr if action is not about stack
- const CStack *destinationStack = ba.actionType == Battle::WALK_AND_ATTACK ? gs->curB->battleGetStackByPos(ba.additionalInfo)
- : ba.actionType == Battle::SHOOT ? gs->curB->battleGetStackByPos(ba.destinationTile)
- : nullptr;
- const bool isAboutActiveStack = stack && (stack == battleActiveStack());
- logGlobal->traceStream() << boost::format(
- "Making action: type=%d; side=%d; stack=%s; dst=%s; additionalInfo=%d; stackAtDst=%s")
- % ba.actionType % (int)ba.side % (stack ? stack->getName() : std::string("none"))
- % ba.destinationTile % ba.additionalInfo % (destinationStack ? destinationStack->getName() : std::string("none"));
- switch(ba.actionType)
- {
- case Battle::WALK: //walk
- case Battle::DEFEND: //defend
- case Battle::WAIT: //wait
- case Battle::WALK_AND_ATTACK: //walk or attack
- case Battle::SHOOT: //shoot
- case Battle::CATAPULT: //catapult
- case Battle::STACK_HEAL: //healing with First Aid Tent
- case Battle::DAEMON_SUMMONING:
- case Battle::MONSTER_SPELL:
- if(!stack)
- {
- complain("No such stack!");
- return false;
- }
- if(!stack->alive())
- {
- complain("This stack is dead: " + stack->nodeName());
- return false;
- }
- if(battleTacticDist())
- {
- if(stack && !stack->attackerOwned != battleGetTacticsSide())
- {
- complain("This is not a stack of side that has tactics!");
- return false;
- }
- }
- else if(!isAboutActiveStack)
- {
- complain("Action has to be about active stack!");
- return false;
- }
- }
- switch(ba.actionType)
- {
- case Battle::END_TACTIC_PHASE: //wait
- case Battle::BAD_MORALE:
- case Battle::NO_ACTION:
- {
- StartAction start_action(ba);
- sendAndApply(&start_action);
- sendAndApply(&end_action);
- break;
- }
- case Battle::WALK:
- {
- StartAction start_action(ba);
- sendAndApply(&start_action); //start movement
- int walkedTiles = moveStack(ba.stackNumber,ba.destinationTile); //move
- if(!walkedTiles)
- complain("Stack failed movement!");
- sendAndApply(&end_action);
- break;
- }
- case Battle::DEFEND:
- {
- //defensive stance //TODO: remove this bonus when stack becomes active
- SetStackEffect sse;
- sse.effect.push_back( Bonus(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, 20, -1, PrimarySkill::DEFENSE, Bonus::PERCENT_TO_ALL) );
- sse.effect.push_back( Bonus(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, gs->curB->battleGetStackByID(ba.stackNumber)->valOfBonuses(Bonus::DEFENSIVE_STANCE),
- -1, PrimarySkill::DEFENSE, Bonus::ADDITIVE_VALUE));
- sse.stacks.push_back(ba.stackNumber);
- sendAndApply(&sse);
- //don't break - we share code with next case
- }
- case Battle::WAIT:
- {
- StartAction start_action(ba);
- sendAndApply(&start_action);
- sendAndApply(&end_action);
- break;
- }
- case Battle::RETREAT: //retreat/flee
- {
- if(!gs->curB->battleCanFlee(gs->curB->sides.at(ba.side).color))
- complain("Cannot retreat!");
- else
- setBattleResult(BattleResult::ESCAPE, !ba.side); //surrendering side loses
- break;
- }
- case Battle::SURRENDER:
- {
- PlayerColor player = gs->curB->sides.at(ba.side).color;
- int cost = gs->curB->battleGetSurrenderCost(player);
- if(cost < 0)
- complain("Cannot surrender!");
- else if(getResource(player, Res::GOLD) < cost)
- complain("Not enough gold to surrender!");
- else
- {
- giveResource(player, Res::GOLD, -cost);
- setBattleResult(BattleResult::SURRENDER, !ba.side); //surrendering side loses
- }
- break;
- }
- case Battle::WALK_AND_ATTACK: //walk or attack
- {
- StartAction start_action(ba);
- sendAndApply(&start_action); //start movement and attack
- if(!stack || !destinationStack)
- {
- sendAndApply(&end_action);
- break;
- }
- BattleHex startingPos = stack->position;
- int distance = moveStack(ba.stackNumber, ba.destinationTile);
- logGlobal->traceStream() << stack->nodeName() << " will attack " << destinationStack->nodeName();
- if(stack->position != ba.destinationTile //we wasn't able to reach destination tile
- && !(stack->doubleWide()
- && ( stack->position == ba.destinationTile + (stack->attackerOwned ? +1 : -1 ) )
- ) //nor occupy specified hex
- )
- {
- std::string problem = "We cannot move this stack to its destination " + stack->getCreature()->namePl;
- logGlobal->warnStream() << problem;
- complain(problem);
- ok = false;
- sendAndApply(&end_action);
- break;
- }
- if(destinationStack && stack && stack->ID == destinationStack->ID) //we should just move, it will be handled by following check
- {
- destinationStack = nullptr;
- }
- if(!destinationStack)
- {
- complain(boost::str(boost::format("walk and attack error: no stack at additionalInfo tile (%d)!\n") % ba.additionalInfo));
- ok = false;
- sendAndApply(&end_action);
- break;
- }
- if( !CStack::isMeleeAttackPossible(stack, destinationStack) )
- {
- complain("Attack cannot be performed!");
- sendAndApply(&end_action);
- ok = false;
- break;
- }
- //attack
- int totalAttacks = 1 + stack->getBonuses(Selector::type (Bonus::ADDITIONAL_ATTACK),
- (Selector::effectRange(Bonus::NO_LIMIT).Or(Selector::effectRange(Bonus::ONLY_MELEE_FIGHT))))->totalValue(); //all unspicified attacks + melee attacks
- for (int i = 0; i < totalAttacks; ++i)
- {
- if (stack &&
- stack->alive() && //move can cause death, eg. by walking into the moat
- destinationStack->alive())
- {
- BattleAttack bat;
- prepareAttack(bat, stack, destinationStack, (i ? 0 : distance), ba.additionalInfo); //no distance travelled on second attack
- //prepareAttack(bat, stack, stackAtEnd, 0, ba.additionalInfo);
- handleAttackBeforeCasting(bat); //only before first attack
- sendAndApply(&bat);
- handleAfterAttackCasting(bat);
- }
- //counterattack
- if (destinationStack
- && !stack->hasBonusOfType(Bonus::BLOCKS_RETALIATION)
- && destinationStack->ableToRetaliate()
- && stack->alive()) //attacker may have died (fire shield)
- {
- BattleAttack bat;
- prepareAttack(bat, destinationStack, stack, 0, stack->position);
- bat.flags |= BattleAttack::COUNTER;
- sendAndApply(&bat);
- handleAfterAttackCasting(bat);
- }
- }
- //return
- if(stack->hasBonusOfType(Bonus::RETURN_AFTER_STRIKE) && startingPos != stack->position && stack->alive())
- {
- moveStack(ba.stackNumber, startingPos);
- //NOTE: curStack->ID == ba.stackNumber (rev 1431)
- }
- sendAndApply(&end_action);
- break;
- }
- case Battle::SHOOT:
- {
- if( !gs->curB->battleCanShoot(stack, ba.destinationTile) )
- {
- complain("Cannot shoot!");
- break;
- }
- StartAction start_action(ba);
- sendAndApply(&start_action); //start shooting
- {
- BattleAttack bat;
- bat.flags |= BattleAttack::SHOT;
- prepareAttack(bat, stack, destinationStack, 0, ba.destinationTile);
- handleAttackBeforeCasting(bat);
- sendAndApply(&bat);
- handleAfterAttackCasting(bat);
- }
- //second shot for ballista, only if hero has advanced artillery
- const CGHeroInstance * attackingHero = gs->curB->battleGetFightingHero(ba.side);
- if( destinationStack->alive()
- && (stack->getCreature()->idNumber == CreatureID::BALLISTA)
- && (attackingHero->getSecSkillLevel(SecondarySkill::ARTILLERY) >= SecSkillLevel::ADVANCED)
- )
- {
- BattleAttack bat2;
- bat2.flags |= BattleAttack::SHOT;
- prepareAttack(bat2, stack, destinationStack, 0, ba.destinationTile);
- sendAndApply(&bat2);
- }
- //allow more than one additional attack
- int additionalAttacks = stack->getBonuses(Selector::type (Bonus::ADDITIONAL_ATTACK),
- (Selector::effectRange(Bonus::NO_LIMIT).Or(Selector::effectRange(Bonus::ONLY_DISTANCE_FIGHT))))->totalValue();
- for (int i = 0; i < additionalAttacks; ++i)
- {
- if(
- stack->alive()
- && destinationStack->alive()
- && stack->shots
- )
- {
- BattleAttack bat;
- bat.flags |= BattleAttack::SHOT;
- prepareAttack(bat, stack, destinationStack, 0, ba.destinationTile);
- sendAndApply(&bat);
- handleAfterAttackCasting(bat);
- }
- }
- sendAndApply(&end_action);
- break;
- }
- case Battle::CATAPULT:
- {
- auto getCatapultHitChance = [&](EWallPart::EWallPart part, const CHeroHandler::SBallisticsLevelInfo & sbi) -> int
- {
- switch(part)
- {
- case EWallPart::GATE:
- return sbi.gate;
- case EWallPart::KEEP:
- return sbi.keep;
- case EWallPart::BOTTOM_TOWER:
- case EWallPart::UPPER_TOWER:
- return sbi.tower;
- case EWallPart::BOTTOM_WALL:
- case EWallPart::BELOW_GATE:
- case EWallPart::OVER_GATE:
- case EWallPart::UPPER_WALL:
- return sbi.wall;
- default:
- return 0;
- }
- };
- StartAction start_action(ba);
- sendAndApply(&start_action);
- auto onExit = vstd::makeScopeGuard([&]{ sendAndApply(&end_action); }); //if we started than we have to finish
- const CGHeroInstance * attackingHero = gs->curB->battleGetFightingHero(ba.side);
- CHeroHandler::SBallisticsLevelInfo sbi = VLC->heroh->ballistics.at(attackingHero->getSecSkillLevel(SecondarySkill::BALLISTICS));
- auto wallPart = gs->curB->battleHexToWallPart(ba.destinationTile);
- if(!gs->curB->isWallPartPotentiallyAttackable(wallPart))
- {
- complain("catapult tried to attack non-catapultable hex!");
- break;
- }
- //in successive iterations damage is dealt but not yet subtracted from wall's HPs
- auto ¤tHP = gs->curB->si.wallState;
- if (currentHP.at(wallPart) == EWallState::DESTROYED || currentHP.at(wallPart) == EWallState::NONE)
- {
- complain("catapult tried to attack already destroyed wall part!");
- break;
- }
- for(int g=0; g<sbi.shots; ++g)
- {
- bool hitSuccessfull = false;
- auto attackedPart = wallPart;
- do // catapult has chance to attack desired target. Othervice - attacks randomly
- {
- if(currentHP.at(attackedPart) != EWallState::DESTROYED && // this part can be hit
- currentHP.at(attackedPart) != EWallState::NONE &&
- gs->getRandomGenerator().nextInt(99) < getCatapultHitChance(attackedPart, sbi))//hit is successful
- {
- hitSuccessfull = true;
- }
- else // select new target
- {
- std::vector<EWallPart::EWallPart> allowedTargets;
- for (size_t i=0; i< currentHP.size(); i++)
- {
- if (currentHP.at(i) != EWallState::DESTROYED &&
- currentHP.at(i) != EWallState::NONE)
- allowedTargets.push_back(EWallPart::EWallPart(i));
- }
- if (allowedTargets.empty())
- break;
- attackedPart = *RandomGeneratorUtil::nextItem(allowedTargets, gs->getRandomGenerator());
- }
- }
- while (!hitSuccessfull);
- if (!hitSuccessfull) // break triggered - no target to shoot at
- break;
- CatapultAttack ca; //package for clients
- CatapultAttack::AttackInfo attack;
- attack.attackedPart = attackedPart;
- attack.destinationTile = ba.destinationTile;
- attack.damageDealt = 0;
- int dmgChance[] = { sbi.noDmg, sbi.oneDmg, sbi.twoDmg }; //dmgChance[i] - chance for doing i dmg when hit is successful
- int dmgRand = gs->getRandomGenerator().nextInt(99);
- //accumulating dmgChance
- dmgChance[1] += dmgChance[0];
- dmgChance[2] += dmgChance[1];
- //calculating dealt damage
- for(int damage = 0; damage < ARRAY_COUNT(dmgChance); ++damage)
- {
- if(dmgRand <= dmgChance[damage])
- {
- attack.damageDealt = damage;
- break;
- }
- }
- // attacked tile may have changed - update destination
- attack.destinationTile = gs->curB->wallPartToBattleHex(EWallPart::EWallPart(attack.attackedPart));
- logGlobal->traceStream() << "Catapult attacks " << (int)attack.attackedPart
- << " dealing " << (int)attack.damageDealt << " damage";
- //removing creatures in turrets / keep if one is destroyed
- if(attack.damageDealt > 0 && (attackedPart == EWallPart::KEEP ||
- attackedPart == EWallPart::BOTTOM_TOWER || attackedPart == EWallPart::UPPER_TOWER))
- {
- int posRemove = -1;
- switch(attackedPart)
- {
- case EWallPart::KEEP:
- posRemove = -2;
- break;
- case EWallPart::BOTTOM_TOWER:
- posRemove = -3;
- break;
- case EWallPart::UPPER_TOWER:
- posRemove = -4;
- break;
- }
- BattleStacksRemoved bsr;
- for(auto & elem : gs->curB->stacks)
- {
- if(elem->position == posRemove)
- {
- bsr.stackIDs.insert( elem->ID );
- break;
- }
- }
- sendAndApply(&bsr);
- }
- ca.attacker = ba.stackNumber;
- ca.attackedParts.push_back(attack);
- sendAndApply(&ca);
- }
- //finish by scope guard
- break;
- }
- case Battle::STACK_HEAL: //healing with First Aid Tent
- {
- StartAction start_action(ba);
- sendAndApply(&start_action);
- const CGHeroInstance * attackingHero = gs->curB->battleGetFightingHero(ba.side);
- const CStack *healer = gs->curB->battleGetStackByID(ba.stackNumber),
- *destStack = gs->curB->battleGetStackByPos(ba.destinationTile);
- ui32 healed = 0;
- if(healer == nullptr || destStack == nullptr || !healer->hasBonusOfType(Bonus::HEALER))
- {
- complain("There is either no healer, no destination, or healer cannot heal :P");
- }
- else
- {
- ui32 maxiumHeal = healer->count * std::max(10, attackingHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::FIRST_AID));
- healed = destStack->calculateHealedHealthPoints(maxiumHeal, false);
- }
- if(healed == 0)
- {
- //nothing to heal.. should we complain?
- }
- else
- {
- StacksHealedOrResurrected shr;
- shr.lifeDrain = false;
- shr.tentHealing = true;
- shr.drainedFrom = ba.stackNumber;
- StacksHealedOrResurrected::HealInfo hi;
- hi.healedHP = healed;
- hi.lowLevelResurrection = false;
- hi.stackID = destStack->ID;
- shr.healedStacks.push_back(hi);
- sendAndApply(&shr);
- }
- sendAndApply(&end_action);
- break;
- }
- case Battle::DAEMON_SUMMONING:
- //TODO: From Strategija:
- //Summon Demon is a level 2 spell.
- {
- const CStack *summoner = gs->curB->battleGetStackByID(ba.stackNumber),
- *destStack = gs->curB->battleGetStackByPos(ba.destinationTile, false);
- CreatureID summonedType(summoner->getBonusLocalFirst(Selector::type(Bonus::DAEMON_SUMMONING))->subtype);//in case summoner can summon more than one type of monsters... scream!
- BattleStackAdded bsa;
- bsa.attacker = summoner->attackerOwned;
- bsa.creID = summonedType;
- ui64 risedHp = summoner->count * summoner->valOfBonuses(Bonus::DAEMON_SUMMONING, bsa.creID.toEnum());
- ui64 targetHealth = destStack->getCreature()->MaxHealth() * destStack->baseAmount;//todo: ignore AGE effect
- ui64 canRiseHp = std::min(targetHealth, risedHp);
- ui32 canRiseAmount = canRiseHp / VLC->creh->creatures.at(bsa.creID)->MaxHealth();
- bsa.amount = std::min(canRiseAmount, destStack->baseAmount);
- bsa.pos = gs->curB->getAvaliableHex(bsa.creID, bsa.attacker, destStack->position);
- bsa.summoned = false;
- if (bsa.amount) //there's rare possibility single creature cannot rise desired type
- {
- StartAction start_action(ba);
- sendAndApply(&start_action);
- BattleStacksRemoved bsr; //remove body
- bsr.stackIDs.insert(destStack->ID);
- sendAndApply(&bsr);
- sendAndApply(&bsa);
- BattleSetStackProperty ssp;
- ssp.stackID = ba.stackNumber;
- ssp.which = BattleSetStackProperty::CASTS; //reduce number of casts
- ssp.val = -1;
- ssp.absolute = false;
- sendAndApply(&ssp);
- sendAndApply(&end_action);
- }
- break;
- }
- case Battle::MONSTER_SPELL:
- {
- StartAction start_action(ba);
- sendAndApply(&start_action);
- const CStack * stack = gs->curB->battleGetStackByID(ba.stackNumber);
- SpellID spellID = SpellID(ba.additionalInfo);
- BattleHex destination(ba.destinationTile);
- const Bonus *randSpellcaster = stack->getBonusLocalFirst(Selector::type(Bonus::RANDOM_SPELLCASTER));
- const Bonus * spellcaster = stack->getBonusLocalFirst(Selector::typeSubtype(Bonus::SPELLCASTER, spellID));
- //TODO special bonus for genies ability
- if(randSpellcaster && battleGetRandomStackSpell(stack, CBattleInfoCallback::RANDOM_AIMED) < 0)
- spellID = battleGetRandomStackSpell(stack, CBattleInfoCallback::RANDOM_GENIE);
- if(spellID < 0)
- complain("That stack can't cast spells!");
- else
- {
- const CSpell * spell = SpellID(spellID).toSpell();
- BattleSpellCastParameters parameters(gs->curB, stack, spell);
- parameters.spellLvl = 0;
- if (spellcaster)
- vstd::amax(parameters.spellLvl, spellcaster->val);
- if (randSpellcaster)
- vstd::amax(parameters.spellLvl, randSpellcaster->val);
- vstd::amin (parameters.spellLvl, 3);
- parameters.effectLevel = parameters.spellLvl;
- parameters.mode = ECastingMode::CREATURE_ACTIVE_CASTING;
- parameters.aimToHex(destination);//todo: allow multiple destinations
- parameters.selectedStack = nullptr;
- spell->battleCast(spellEnv, parameters);
- }
- sendAndApply(&end_action);
- break;
- }
- }
- if(ba.stackNumber == gs->curB->activeStack || battleResult.get()) //active stack has moved or battle has finished
- battleMadeAction.setn(true);
- return ok;
- }
- void CGameHandler::playerMessage( PlayerColor player, const std::string &message, ObjectInstanceID currObj )
- {
- bool cheated=true;
- PlayerMessage temp_message(player, message, ObjectInstanceID(-1)); // don't inform other client on selected object
- sendAndApply(&temp_message);
- if(message == "vcmiistari") //give all spells and 999 mana
- {
- SetMana sm;
- GiveBonus giveBonus(GiveBonus::HERO);
- CGHeroInstance *h = gs->getHero(currObj);
- if(!h && complain("Cannot realize cheat, no hero selected!")) return;
- sm.hid = h->id;
- giveBonus.id = h->id.getNum();
- //give all spells with bonus (to allow banned spells)
- giveBonus.bonus = Bonus(Bonus::PERMANENT, Bonus::SPELLS_OF_LEVEL, Bonus::OTHER, 0, 0);
- //start with level 0 to skip abilities
- for(int level = 1; level <= GameConstants::SPELL_LEVELS; level++)
- {
- giveBonus.bonus.subtype = level;
- sendAndApply(&giveBonus);
- }
- //give mana
- sm.val = 999;
- sm.absolute = true;
- if(!h->hasSpellbook()) //hero doesn't have spellbook
- giveHeroNewArtifact(h, VLC->arth->artifacts[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK); //give spellbook
- sendAndApply(&sm);
- }
- else if (message == "vcmiarmenelos") //build all buildings in selected town
- {
- CGHeroInstance *hero = gs->getHero(currObj);
- CGTownInstance *town;
- if (hero)
- town = hero->visitedTown;
- else
- town = gs->getTown(currObj);
- if (town)
- {
- for (auto & build : town->town->buildings)
- {
- if (!town->hasBuilt(build.first)
- && !build.second->Name().empty()
- && build.first != BuildingID::SHIP)
- {
- buildStructure(town->id, build.first, true);
- }
- }
- }
- }
- else if(message == "vcmiainur") //gives 5 archangels into each slot
- {
- CGHeroInstance *hero = gs->getHero(currObj);
- const CCreature *archangel = VLC->creh->creatures.at(13);
- if(!hero) return;
- for(int i = 0; i < GameConstants::ARMY_SIZE; i++)
- if(!hero->hasStackAtSlot(SlotID(i)))
- insertNewStack(StackLocation(hero, SlotID(i)), archangel, 5);
- }
- else if(message == "vcmiangband") //gives 10 black knight into each slot
- {
- CGHeroInstance *hero = gs->getHero(currObj);
- const CCreature *blackKnight = VLC->creh->creatures.at(66);
- if(!hero) return;
- for(int i = 0; i < GameConstants::ARMY_SIZE; i++)
- if(!hero->hasStackAtSlot(SlotID(i)))
- insertNewStack(StackLocation(hero, SlotID(i)), blackKnight, 10);
- }
- else if(message == "vcmiglaurung") //gives 5000 crystal dragons into each slot
- {
- CGHeroInstance *hero = gs->getHero(currObj);
- const CCreature *crystalDragon = VLC->creh->creatures.at(133);
- if(!hero) return;
- for(int i = 0; i < GameConstants::ARMY_SIZE; i++)
- if(!hero->hasStackAtSlot(SlotID(i)))
- insertNewStack(StackLocation(hero, SlotID(i)), crystalDragon, 5000);
- }
- else if(message == "vcminoldor") //all war machines
- {
- CGHeroInstance *hero = gs->getHero(currObj);
- if(!hero) return;
- if(!hero->getArt(ArtifactPosition::MACH1))
- giveHeroNewArtifact(hero, VLC->arth->artifacts[ArtifactID::BALLISTA], ArtifactPosition::MACH1);
- if(!hero->getArt(ArtifactPosition::MACH2))
- giveHeroNewArtifact(hero, VLC->arth->artifacts[ArtifactID::AMMO_CART], ArtifactPosition::MACH2);
- if(!hero->getArt(ArtifactPosition::MACH3))
- giveHeroNewArtifact(hero, VLC->arth->artifacts[ArtifactID::FIRST_AID_TENT], ArtifactPosition::MACH3);
- }
- else if (message == "vcmiforgeofnoldorking") //hero gets all artifacts except war machines, spell scrolls and spell book
- {
- CGHeroInstance *hero = gs->getHero(currObj);
- if(!hero) return;
- for (int g = 7; g < VLC->arth->artifacts.size(); ++g) //including artifacts from mods
- giveHeroNewArtifact(hero, VLC->arth->artifacts[g], ArtifactPosition::PRE_FIRST);
- }
- else if(message == "vcmiglorfindel") //selected hero gains a new level
- {
- CGHeroInstance *hero = gs->getHero(currObj);
- changePrimSkill(hero, PrimarySkill::EXPERIENCE, VLC->heroh->reqExp(hero->level+1) - VLC->heroh->reqExp(hero->level));
- }
- else if(message == "vcminahar") //1000000 movement points
- {
- CGHeroInstance *hero = gs->getHero(currObj);
- if(!hero) return;
- SetMovePoints smp;
- smp.hid = hero->id;
- smp.val = 1000000;
- sendAndApply(&smp);
- }
- else if(message == "vcmiformenos") //give resources
- {
- SetResources sr;
- sr.player = player;
- sr.res = gs->getPlayer(player)->resources;
- for(int i=0;i<Res::GOLD;i++)
- sr.res[i] += 100;
- sr.res[Res::GOLD] += 100000; //100k
- sendAndApply(&sr);
- }
- else if(message == "vcmieagles") //reveal FoW
- {
- FoWChange fc;
- fc.mode = 1;
- fc.player = player;
- auto hlp_tab = new int3[gs->map->width * gs->map->height * (gs->map->twoLevel ? 2 : 1)];
- int lastUnc = 0;
- for(int i=0;i<gs->map->width;i++)
- for(int j=0;j<gs->map->height;j++)
- for(int k = 0; k < (gs->map->twoLevel ? 2 : 1); k++)
- if(!gs->getPlayerTeam(fc.player)->fogOfWarMap.at(i).at(j).at(k))
- hlp_tab[lastUnc++] = int3(i,j,k);
- fc.tiles.insert(hlp_tab, hlp_tab + lastUnc);
- delete [] hlp_tab;
- sendAndApply(&fc);
- }
- else if(message == "vcmisilmaril") //player wins
- {
- gs->getPlayer(player)->enteredWinningCheatCode = 1;
- }
- else if(message == "vcmimelkor") //player looses
- {
- gs->getPlayer(player)->enteredLosingCheatCode = 1;
- }
- else
- cheated = false;
- if(cheated)
- {
- SystemMessage temp_message(VLC->generaltexth->allTexts.at(260));
- sendAndApply(&temp_message);
- checkVictoryLossConditionsForPlayer(player);//Player enter win code or got required art\creature
- }
- }
- bool CGameHandler::makeCustomAction( BattleAction &ba )
- {
- switch(ba.actionType)
- {
- case Battle::HERO_SPELL:
- {
- COMPLAIN_RET_FALSE_IF(ba.side > 1, "Side must be 0 or 1!");
- const CGHeroInstance *h = gs->curB->battleGetFightingHero(ba.side);
- if(!h)
- {
- logGlobal->warnStream() << "Wrong caster!";
- return false;
- }
- if(ba.additionalInfo >= VLC->spellh->objects.size())
- {
- logGlobal->warnStream() << "Wrong spell id (" << ba.additionalInfo << ")!";
- return false;
- }
- const CSpell * s = SpellID(ba.additionalInfo).toSpell();
- BattleSpellCastParameters parameters(gs->curB, h, s);
- parameters.aimToHex(ba.destinationTile);//todo: allow multiple destinations
- parameters.mode = ECastingMode::HERO_CASTING;
- parameters.selectedStack = gs->curB->battleGetStackByID(ba.selectedStack, false);
- ESpellCastProblem::ESpellCastProblem escp = gs->curB->battleCanCastThisSpell(h, s, ECastingMode::HERO_CASTING);//todo: should we check aimed cast(battleCanCastThisSpellHere)?
- if(escp != ESpellCastProblem::OK)
- {
- logGlobal->warnStream() << "Spell cannot be cast!";
- logGlobal->warnStream() << "Problem : " << escp;
- return false;
- }
- StartAction start_action(ba);
- sendAndApply(&start_action); //start spell casting
- s->battleCast(spellEnv, parameters);
- sendAndApply(&end_action);
- if( !gs->curB->battleGetStackByID(gs->curB->activeStack, true))
- {
- battleMadeAction.setn(true);
- }
- checkForBattleEnd();
- if(battleResult.get())
- {
- battleMadeAction.setn(true);
- //battle will be ended by startBattle function
- //endBattle(gs->curB->tile, gs->curB->heroes[0], gs->curB->heroes[1]);
- }
- return true;
- }
- }
- return false;
- }
- void CGameHandler::stackTurnTrigger(const CStack * st)
- {
- BattleTriggerEffect bte;
- bte.stackID = st->ID;
- bte.effect = -1;
- bte.val = 0;
- bte.additionalInfo = 0;
- if (st->alive())
- {
- //unbind
- if (st->getEffect (SpellID::BIND))
- {
- bool unbind = true;
- BonusList bl = *(st->getBonuses(Selector::type(Bonus::BIND_EFFECT)));
- std::set<const CStack*> stacks = gs->curB-> batteAdjacentCreatures(st);
- for(Bonus * b : bl)
- {
- const CStack * stack = gs->curB->battleGetStackByID(b->additionalInfo); //binding stack must be alive and adjacent
- if (stack)
- {
- if (vstd::contains(stacks, stack)) //binding stack is still present
- {
- unbind = false;
- }
- }
- }
- if (unbind)
- {
- BattleSetStackProperty ssp;
- ssp.which = BattleSetStackProperty::UNBIND;
- ssp.stackID = st->ID;
- sendAndApply(&ssp);
- }
- }
- //regeneration
- if(st->hasBonusOfType(Bonus::HP_REGENERATION))
- {
- bte.effect = Bonus::HP_REGENERATION;
- bte.val = std::min((int)(st->MaxHealth() - st->firstHPleft), st->valOfBonuses(Bonus::HP_REGENERATION));
- }
- if(st->hasBonusOfType(Bonus::FULL_HP_REGENERATION))
- {
- bte.effect = Bonus::HP_REGENERATION;
- bte.val = st->MaxHealth() - st->firstHPleft;
- }
- if (bte.val) //anything to heal
- sendAndApply(&bte);
- if(st->hasBonusOfType(Bonus::POISON))
- {
- const Bonus * b = st->getBonusLocalFirst(Selector::source(Bonus::SPELL_EFFECT, SpellID::POISON).And(Selector::type(Bonus::STACK_HEALTH)));
- if (b) //TODO: what if not?...
- {
- bte.val = std::max (b->val - 10, -(st->valOfBonuses(Bonus::POISON)));
- if (bte.val < b->val) //(negative) poison effect increases - update it
- {
- bte.effect = Bonus::POISON;
- sendAndApply(&bte);
- }
- }
- }
- if (st->hasBonusOfType(Bonus::MANA_DRAIN) && !vstd::contains(st->state, EBattleStackState::DRAINED_MANA))
- {
- const PlayerColor opponent = gs->curB->theOtherPlayer(st->owner);
- const CGHeroInstance * opponentHero = gs->curB->getHero(opponent);
- if (opponentHero)
- {
- ui32 manaDrained = st->valOfBonuses(Bonus::MANA_DRAIN);
- vstd::amin(manaDrained, opponentHero->mana);
- if (manaDrained)
- {
- bte.effect = Bonus::MANA_DRAIN;
- bte.val = manaDrained;
- bte.additionalInfo = opponentHero->id.getNum(); //for sanity
- sendAndApply(&bte);
- }
- }
- }
- if (st->isLiving() && !st->hasBonusOfType(Bonus::FEARLESS))
- {
- bool fearsomeCreature = false;
- for(CStack * stack : gs->curB->stacks)
- {
- if (stack->owner != st->owner && stack->alive() && stack->hasBonusOfType(Bonus::FEAR))
- {
- fearsomeCreature = true;
- break;
- }
- }
- if (fearsomeCreature)
- {
- if (gs->getRandomGenerator().nextInt(99) < 10) //fixed 10%
- {
- bte.effect = Bonus::FEAR;
- sendAndApply(&bte);
- }
- }
- }
- BonusList bl = *(st->getBonuses(Selector::type(Bonus::ENCHANTER)));
- int side = gs->curB->whatSide(st->owner);
- if (st->casts && !gs->curB->sides.at(side).enchanterCounter)
- {
- bool cast = false;
- while (!bl.empty() && !cast)
- {
- auto bonus = *RandomGeneratorUtil::nextItem(bl, gs->getRandomGenerator());
- auto spellID = SpellID(bonus->subtype);
- const CSpell * spell = SpellID(spellID).toSpell();
- bl.remove_if([&bonus](Bonus * b){return b==bonus;});
- if (gs->curB->battleCanCastThisSpell(st, spell, ECastingMode::ENCHANTER_CASTING) == ESpellCastProblem::OK)
- {
- BattleSpellCastParameters parameters(gs->curB, st, spell);
- parameters.spellLvl = bonus->val;
- parameters.effectLevel = bonus->val;//todo: recheck
- parameters.aimToHex(BattleHex::INVALID);
- parameters.mode = ECastingMode::ENCHANTER_CASTING;
- parameters.selectedStack = nullptr;
- spell->battleCast(spellEnv, parameters);
- //todo: move to mechanics
- BattleSetStackProperty ssp;
- ssp.which = BattleSetStackProperty::ENCHANTER_COUNTER;
- ssp.absolute = false;
- ssp.val = bonus->additionalInfo; //increase cooldown counter
- ssp.stackID = st->ID;
- sendAndApply(&ssp);
- cast = true;
- }
- };
- }
- bl = *(st->getBonuses(Selector::type(Bonus::ENCHANTED)));
- for (auto b : bl)
- {
- SetStackEffect sse;
- int val = bl.valOfBonuses (Selector::typeSubtype(b->type, b->subtype));
- if (val > 3)
- {
- for (auto s : gs->curB->battleGetAllStacks())
- {
- if (st->owner == s->owner && s->isValidTarget()) //all allied
- sse.stacks.push_back (s->ID);
- }
- }
- else
- sse.stacks.push_back (st->ID);
- Bonus pseudoBonus;
- pseudoBonus.sid = b->subtype;
- pseudoBonus.val = ((val > 3) ? (val - 3) : val);
- pseudoBonus.turnsRemain = 50;
- st->stackEffectToFeature (sse.effect, pseudoBonus);
- if (sse.effect.size())
- sendAndApply (&sse);
- }
- }
- }
- void CGameHandler::handleDamageFromObstacle(const CObstacleInstance &obstacle, const CStack * curStack)
- {
- //we want to determine following vars depending on obstacle type
- int damage = -1;
- int effect = -1;
- bool oneTimeObstacle = false;
- //helper info
- const SpellCreatedObstacle *spellObstacle = dynamic_cast<const SpellCreatedObstacle*>(&obstacle); //not nice but we may need spell params
- const ui8 side = !curStack->attackerOwned; //if enemy is defending (false = 0), side of enemy hero is 1 (true)
- const CGHeroInstance *hero = gs->curB->battleGetFightingHero(side);//FIXME: there may be no hero - landmines in Tower
- if(obstacle.obstacleType == CObstacleInstance::MOAT)
- {
- damage = battleGetMoatDmg();
- }
- else if(obstacle.obstacleType == CObstacleInstance::LAND_MINE)
- {
- //You don't get hit by a Mine you can see.
- if(gs->curB->battleIsObstacleVisibleForSide(obstacle, (BattlePerspective::BattlePerspective)side))
- return;
- oneTimeObstacle = true;
- effect = 82; //makes
- const CSpell * sp = SpellID(SpellID::LAND_MINE).toSpell();
- if(sp->isImmuneByStack(hero, curStack))
- return;
- damage = sp->calculateDamage(hero, curStack,
- spellObstacle->spellLevel, spellObstacle->casterSpellPower);
- //TODO even if obstacle wasn't created by hero (Tower "moat") it should deal dmg as if cast by hero,
- //if it is bigger than default dmg. Or is it just irrelevant H3 implementation quirk
- }
- else if(obstacle.obstacleType == CObstacleInstance::FIRE_WALL)
- {
- const CSpell * sp = SpellID(SpellID::FIRE_WALL).toSpell();
- if(sp->isImmuneByStack(hero, curStack))
- return;
- damage = sp->calculateDamage(hero, curStack,
- spellObstacle->spellLevel, spellObstacle->casterSpellPower);
- }
- else
- {
- //no other obstacle does damage to stack
- return;
- }
- BattleStackAttacked bsa;
- if(effect >= 0)
- {
- bsa.flags |= BattleStackAttacked::EFFECT;
- bsa.effect = effect; //makes POOF
- }
- bsa.damageAmount = damage;
- bsa.stackAttacked = curStack->ID;
- bsa.attackerID = -1;
- curStack->prepareAttacked(bsa, gameState()->getRandomGenerator());
- StacksInjured si;
- si.stacks.push_back(bsa);
- sendAndApply(&si);
- if(oneTimeObstacle)
- removeObstacle(obstacle);
- }
- void CGameHandler::handleTimeEvents()
- {
- gs->map->events.sort(evntCmp);
- while(gs->map->events.size() && gs->map->events.front().firstOccurence+1 == gs->day)
- {
- CMapEvent ev = gs->map->events.front();
- for (int player = 0; player < PlayerColor::PLAYER_LIMIT_I; player++)
- {
- auto color = PlayerColor(player);
- PlayerState *pinfo = gs->getPlayer(color, false); //do not output error if player does not exist
- if( pinfo //player exists
- && (ev.players & 1<<player) //event is enabled to this player
- && ((ev.computerAffected && !pinfo->human)
- || (ev.humanAffected && pinfo->human)
- )
- )
- {
- //give resources
- SetResources sr;
- sr.player = color;
- sr.res = pinfo->resources + ev.resources;
- //prepare dialog
- InfoWindow iw;
- iw.player = color;
- iw.text << ev.message;
- for (int i=0; i<ev.resources.size(); i++)
- {
- if(ev.resources.at(i)) //if resource is changed, we add it to the dialog
- iw.components.push_back(Component(Component::RESOURCE,i,ev.resources.at(i),0));
- }
- if (iw.components.size())
- {
- sr.res.amax(0); // If removing too much resources, adjust the amount so the total doesn't become negative.
- sendAndApply(&sr); //update player resources if changed
- }
- sendAndApply(&iw); //show dialog
- }
- } //PLAYERS LOOP
- if(ev.nextOccurence)
- {
- gs->map->events.pop_front();
- ev.firstOccurence += ev.nextOccurence;
- auto it = gs->map->events.begin();
- while ( it !=gs->map->events.end() && it->earlierThanOrEqual(ev))
- it++;
- gs->map->events.insert(it, ev);
- }
- else
- {
- gs->map->events.pop_front();
- }
- }
- //TODO send only if changed
- UpdateMapEvents ume;
- ume.events = gs->map->events;
- sendAndApply(&ume);
- }
- void CGameHandler::handleTownEvents(CGTownInstance * town, NewTurn &n)
- {
- town->events.sort(evntCmp);
- while(town->events.size() && town->events.front().firstOccurence == gs->day)
- {
- PlayerColor player = town->tempOwner;
- CCastleEvent ev = town->events.front();
- PlayerState *pinfo = gs->getPlayer(player, false);
- if( pinfo //player exists
- && (ev.players & 1<<player.getNum()) //event is enabled to this player
- && ((ev.computerAffected && !pinfo->human)
- || (ev.humanAffected && pinfo->human) ) )
- {
- // dialog
- InfoWindow iw;
- iw.player = player;
- iw.text << ev.message;
- if(ev.resources.nonZero())
- {
- TResources was = n.res[player];
- n.res[player] += ev.resources;
- n.res[player].amax(0);
- for (int i=0; i<ev.resources.size(); i++)
- if(ev.resources.at(i) && pinfo->resources.at(i) != n.res.at(player).at(i)) //if resource had changed, we add it to the dialog
- iw.components.push_back(Component(Component::RESOURCE,i,n.res.at(player).at(i)-was.at(i),0));
- }
- for(auto & i : ev.buildings)
- {
- if(!town->hasBuilt(i))
- {
- buildStructure(town->id, i, true);
- iw.components.push_back(Component(Component::BUILDING, town->subID, i, 0));
- }
- }
- if (!ev.creatures.empty() && !vstd::contains(n.cres, town->id))
- {
- n.cres[town->id].tid = town->id;
- n.cres[town->id].creatures = town->creatures;
- }
- auto & sac = n.cres[town->id];
- for(si32 i=0;i<ev.creatures.size();i++) //creature growths
- {
- if(!town->creatures.at(i).second.empty() && ev.creatures.at(i) > 0)//there is dwelling
- {
- sac.creatures[i].first += ev.creatures.at(i);
- iw.components.push_back(Component(Component::CREATURE,
- town->creatures.at(i).second.back(), ev.creatures.at(i), 0));
- }
- }
- sendAndApply(&iw); //show dialog
- }
- if(ev.nextOccurence)
- {
- town->events.pop_front();
- ev.firstOccurence += ev.nextOccurence;
- auto it = town->events.begin();
- while ( it != town->events.end() && it->earlierThanOrEqual(ev))
- it++;
- town->events.insert(it, ev);
- }
- else
- {
- town->events.pop_front();
- }
- }
- //TODO send only if changed
- UpdateCastleEvents uce;
- uce.town = town->id;
- uce.events = town->events;
- sendAndApply(&uce);
- }
- bool CGameHandler::complain( const std::string &problem )
- {
- sendMessageToAll("Server encountered a problem: " + problem);
- logGlobal->errorStream() << problem;
- return true;
- }
- void CGameHandler::showGarrisonDialog( ObjectInstanceID upobj, ObjectInstanceID hid, bool removableUnits)
- {
- //PlayerColor player = getOwner(hid);
- auto upperArmy = dynamic_cast<const CArmedInstance*>(getObj(upobj));
- auto lowerArmy = dynamic_cast<const CArmedInstance*>(getObj(hid));
- assert(lowerArmy);
- assert(upperArmy);
- auto garrisonQuery = std::make_shared<CGarrisonDialogQuery>(upperArmy, lowerArmy);
- queries.addQuery(garrisonQuery);
- GarrisonDialog gd;
- gd.hid = hid;
- gd.objid = upobj;
- gd.removableUnits = removableUnits;
- gd.queryID = garrisonQuery->queryID;
- sendAndApply(&gd);
- }
- void CGameHandler::showThievesGuildWindow(PlayerColor player, ObjectInstanceID requestingObjId)
- {
- OpenWindow ow;
- ow.window = OpenWindow::THIEVES_GUILD;
- ow.id1 = player.getNum();
- ow.id2 = requestingObjId.getNum();
- sendAndApply(&ow);
- }
- bool CGameHandler::isAllowedExchange( ObjectInstanceID id1, ObjectInstanceID id2 )
- {
- if(id1 == id2)
- return true;
- const CGObjectInstance *o1 = getObj(id1), *o2 = getObj(id2);
- if(!o1 || !o2)
- return true; //arranging stacks within an object should be always allowed
- if (o1 && o2)
- {
- if(o1->ID == Obj::TOWN)
- {
- const CGTownInstance *t = static_cast<const CGTownInstance*>(o1);
- if(t->visitingHero == o2 || t->garrisonHero == o2)
- return true;
- }
- if(o2->ID == Obj::TOWN)
- {
- const CGTownInstance *t = static_cast<const CGTownInstance*>(o2);
- if(t->visitingHero == o1 || t->garrisonHero == o1)
- return true;
- }
- if (o1->ID == Obj::HERO && o2->ID == Obj::HERO)
- {
- const CGHeroInstance *h1 = static_cast<const CGHeroInstance*>(o1);
- const CGHeroInstance *h2 = static_cast<const CGHeroInstance*>(o2);
- // two heroes in same town (garrisoned and visiting)
- if (h1->visitedTown != nullptr && h2->visitedTown != nullptr && h1->visitedTown == h2->visitedTown)
- return true;
- }
- //Ongoing garrison exchange
- if(auto dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries.topQuery(o1->tempOwner)))
- {
- if(dialog->exchangingArmies.at(0) == o1 && dialog->exchangingArmies.at(1) == o2)
- return true;
- if(dialog->exchangingArmies.at(1) == o1 && dialog->exchangingArmies.at(0) == o2)
- return true;
- }
- }
- return false;
- }
- void CGameHandler::objectVisited( const CGObjectInstance * obj, const CGHeroInstance * h )
- {
- logGlobal->debugStream() << h->nodeName() << " visits " << obj->getObjectName() << "(" << obj->ID << ":" << obj->subID << ")";
- auto visitQuery = std::make_shared<CObjectVisitQuery>(obj, h, obj->visitablePos());
- queries.addQuery(visitQuery); //TODO real visit pos
- HeroVisit hv;
- hv.obj = obj;
- hv.hero = h;
- hv.player = h->tempOwner;
- hv.starting = true;
- sendAndApply(&hv);
- obj->onHeroVisit(h);
- queries.popIfTop(visitQuery); //visit ends here if no queries were created
- }
- void CGameHandler::objectVisitEnded(const CObjectVisitQuery &query)
- {
- logGlobal->traceStream() << query.visitingHero->nodeName() << " visit ends.\n";
- HeroVisit hv;
- hv.player = query.players.front();
- hv.obj = nullptr; //not necessary, moreover may have been deleted in the meantime
- hv.hero = query.visitingHero;
- assert(hv.hero);
- hv.starting = false;
- sendAndApply(&hv);
- }
- bool CGameHandler::buildBoat( ObjectInstanceID objid )
- {
- const IShipyard *obj = IShipyard::castFrom(getObj(objid));
- if(obj->shipyardStatus() != IBoatGenerator::GOOD)
- {
- complain("Cannot build boat in this shipyard!");
- return false;
- }
- else if(obj->o->ID == Obj::TOWN
- && !static_cast<const CGTownInstance*>(obj)->hasBuilt(BuildingID::SHIPYARD))
- {
- complain("Cannot build boat in the town - no shipyard!");
- return false;
- }
- const PlayerColor playerID = obj->o->tempOwner;
- TResources boatCost;
- obj->getBoatCost(boatCost);
- TResources aviable = gs->getPlayer(playerID)->resources;
- if (!aviable.canAfford(boatCost))
- {
- complain("Not enough resources to build a boat!");
- return false;
- }
- int3 tile = obj->bestLocation();
- if(!gs->map->isInTheMap(tile))
- {
- complain("Cannot find appropriate tile for a boat!");
- return false;
- }
- //take boat cost
- SetResources sr;
- sr.player = playerID;
- sr.res = (aviable - boatCost);
- sendAndApply(&sr);
- //create boat
- NewObject no;
- no.ID = Obj::BOAT;
- no.subID = obj->getBoatType();
- no.pos = tile + int3(1,0,0);
- sendAndApply(&no);
- return true;
- }
- void CGameHandler::engageIntoBattle( PlayerColor player )
- {
- //notify interfaces
- PlayerBlocked pb;
- pb.player = player;
- pb.reason = PlayerBlocked::UPCOMING_BATTLE;
- pb.startOrEnd = PlayerBlocked::BLOCKADE_STARTED;
- sendAndApply(&pb);
- }
- void CGameHandler::checkVictoryLossConditions(const std::set<PlayerColor> & playerColors)
- {
- for(auto playerColor : playerColors)
- {
- if(gs->getPlayer(playerColor, false))
- checkVictoryLossConditionsForPlayer(playerColor);
- }
- }
- void CGameHandler::checkVictoryLossConditionsForAll()
- {
- std::set<PlayerColor> playerColors;
- for(int i = 0; i < PlayerColor::PLAYER_LIMIT_I; ++i)
- {
- playerColors.insert(PlayerColor(i));
- }
- checkVictoryLossConditions(playerColors);
- }
- void CGameHandler::checkVictoryLossConditionsForPlayer(PlayerColor player)
- {
- const PlayerState *p = gs->getPlayer(player);
- if(p->status != EPlayerStatus::INGAME) return;
- auto victoryLossCheckResult = gs->checkForVictoryAndLoss(player);
- if(victoryLossCheckResult.victory() || victoryLossCheckResult.loss())
- {
- InfoWindow iw;
- getVictoryLossMessage(player, victoryLossCheckResult, iw);
- sendAndApply(&iw);
- PlayerEndsGame peg;
- peg.player = player;
- peg.victoryLossCheckResult = victoryLossCheckResult;
- sendAndApply(&peg);
- if(victoryLossCheckResult.victory())
- {
- //one player won -> all enemies lost
- for (auto i = gs->players.cbegin(); i!=gs->players.cend(); i++)
- {
- if(i->first != player && gs->getPlayer(i->first)->status == EPlayerStatus::INGAME)
- {
- peg.player = i->first;
- peg.victoryLossCheckResult = gameState()->getPlayerRelations(player, i->first) == PlayerRelations::ALLIES ?
- victoryLossCheckResult : victoryLossCheckResult.invert(); // ally of winner
- InfoWindow iw;
- getVictoryLossMessage(player, peg.victoryLossCheckResult, iw);
- iw.player = i->first;
- sendAndApply(&iw);
- sendAndApply(&peg);
- }
- }
- if(p->human)
- {
- end2 = true;
- if(gs->scenarioOps->campState)
- {
- std::vector<CGHeroInstance *> crossoverHeroes;
- for(CGHeroInstance * hero : gs->map->heroesOnMap)
- {
- if(hero->tempOwner == player)
- {
- // keep all heroes from the winning player
- crossoverHeroes.push_back(hero);
- }
- else if(vstd::contains(gs->scenarioOps->campState->getCurrentScenario().keepHeroes, HeroTypeID(hero->subID)))
- {
- // keep hero whether lost or won (like Xeron in AB campaign)
- crossoverHeroes.push_back(hero);
- }
- }
- // keep lost heroes which are in heroes pool
- for(auto & heroPair : gs->hpool.heroesPool)
- {
- if(vstd::contains(gs->scenarioOps->campState->getCurrentScenario().keepHeroes, HeroTypeID(heroPair.first)))
- {
- crossoverHeroes.push_back(heroPair.second.get());
- }
- }
- gs->scenarioOps->campState->setCurrentMapAsConquered(crossoverHeroes);
- //Request clients to change connection mode
- PrepareForAdvancingCampaign pfac;
- sendAndApply(&pfac);
- //Change connection mode
- if(getPlayer(player)->human && getStartInfo()->campState)
- {
- for(auto connection : conns)
- connection->prepareForSendingHeroes();
- }
- UpdateCampaignState ucs;
- ucs.camp = gs->scenarioOps->campState;
- sendAndApply(&ucs);
- }
- }
- }
- else
- {
- //copy heroes vector to avoid iterator invalidation as removal change PlayerState
- auto hlp = p->heroes;
- for(auto h : hlp) //eliminate heroes
- {
- if(h.get())
- removeObject(h);
- }
- //player lost -> all his objects become unflagged (neutral)
- for (auto obj : gs->map->objects) //unflag objs
- {
- if(obj.get() && obj->tempOwner == player)
- setOwner(obj, PlayerColor::NEUTRAL);
- }
- //eliminating one player may cause victory of another:
- std::set<PlayerColor> playerColors;
- //do not copy player state (CBonusSystemNode) by value
- for (auto &p : gs->players) //players may have different colors, iterate over players and not integers
- {
- if (p.first != player)
- playerColors.insert(p.first);
- }
- //notify all players
- for (auto pc : playerColors)
- {
- if (gs->getPlayer(pc)->status == EPlayerStatus::INGAME)
- {
- InfoWindow iw;
- getVictoryLossMessage(player, victoryLossCheckResult.invert(), iw);
- iw.player = pc;
- sendAndApply(&iw);
- }
- }
- checkVictoryLossConditions(playerColors);
- }
- auto playerInfo = gs->getPlayer(gs->currentPlayer, false);
- // If we are called before the actual game start, there might be no current player
- if (playerInfo && playerInfo->status != EPlayerStatus::INGAME)
- {
- // If player making turn has lost his turn must be over as well
- states.setFlag(gs->currentPlayer, &PlayerStatus::makingTurn, false);
- }
- }
- }
- void CGameHandler::getVictoryLossMessage(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult, InfoWindow & out) const
- {
- out.player = player;
- out.text.clear();
- out.text << victoryLossCheckResult.messageToSelf;
- // hackish, insert one player-specific string, if applicable
- if (victoryLossCheckResult.messageToSelf.find("%s") != std::string::npos)
- out.text.addReplacement(MetaString::COLOR, player.getNum());
- out.components.push_back(Component(Component::FLAG, player.getNum(), 0, 0));
- }
- bool CGameHandler::dig( const CGHeroInstance *h )
- {
- for (auto i = gs->map->objects.cbegin(); i != gs->map->objects.cend(); i++) //unflag objs
- {
- if(*i && (*i)->ID == Obj::HOLE && (*i)->pos == h->getPosition())
- {
- complain("Cannot dig - there is already a hole under the hero!");
- return false;
- }
- }
- if(h->diggingStatus() != EDiggingStatus::CAN_DIG) //checks for terrain and movement
- COMPLAIN_RETF("Hero cannot dig (error code %d)!", h->diggingStatus());
- //create a hole
- NewObject no;
- no.ID = Obj::HOLE;
- no.pos = h->getPosition();
- no.subID = 0;
- sendAndApply(&no);
- //take MPs
- SetMovePoints smp;
- smp.hid = h->id;
- smp.val = 0;
- sendAndApply(&smp);
- InfoWindow iw;
- iw.player = h->tempOwner;
- if(gs->map->grailPos == h->getPosition())
- {
- iw.text.addTxt(MetaString::GENERAL_TXT, 58); //"Congratulations! After spending many hours digging here, your hero has uncovered the "
- iw.text.addTxt(MetaString::ART_NAMES, ArtifactID::GRAIL);
- iw.soundID = soundBase::ULTIMATEARTIFACT;
- giveHeroNewArtifact(h, VLC->arth->artifacts[ArtifactID::GRAIL], ArtifactPosition::PRE_FIRST); //give grail
- sendAndApply(&iw);
- iw.soundID = soundBase::invalid;
- iw.text.clear();
- iw.text.addTxt(MetaString::ART_DESCR, ArtifactID::GRAIL);
- sendAndApply(&iw);
- }
- else
- {
- iw.text.addTxt(MetaString::GENERAL_TXT, 59); //"Nothing here. \n Where could it be?"
- iw.soundID = soundBase::Dig;
- sendAndApply(&iw);
- }
- return true;
- }
- void CGameHandler::attackCasting(const BattleAttack & bat, Bonus::BonusType attackMode, const CStack * attacker)
- {
- if(attacker->hasBonusOfType(attackMode))
- {
- std::set<SpellID> spellsToCast;
- TBonusListPtr spells = attacker->getBonuses(Selector::type(attackMode));
- for(const Bonus *sf : *spells)
- {
- spellsToCast.insert (SpellID(sf->subtype));
- }
- for(SpellID spellID : spellsToCast)
- {
- const CStack * oneOfAttacked = nullptr;
- for (auto & elem : bat.bsa)
- {
- if (elem.newAmount > 0 && !elem.isSecondary()) //apply effects only to first target stack if it's alive
- {
- oneOfAttacked = gs->curB->battleGetStackByID(elem.stackAttacked);
- break;
- }
- }
- bool castMe = false;
- if(oneOfAttacked == nullptr) //all attacked creatures have been killed
- return;
- int spellLevel = 0;
- TBonusListPtr spellsByType = attacker->getBonuses(Selector::typeSubtype(attackMode, spellID));
- for(const Bonus *sf : *spellsByType)
- {
- vstd::amax(spellLevel, sf->additionalInfo % 1000); //pick highest level
- int meleeRanged = sf->additionalInfo / 1000;
- if (meleeRanged == 0 || (meleeRanged == 1 && bat.shot()) || (meleeRanged == 2 && !bat.shot()))
- castMe = true;
- }
- int chance = attacker->valOfBonuses((Selector::typeSubtype(attackMode, spellID)));
- vstd::amin (chance, 100);
- const CSpell * spell = SpellID(spellID).toSpell();
- if(gs->curB->battleCanCastThisSpellHere(attacker, spell, ECastingMode::AFTER_ATTACK_CASTING, oneOfAttacked->position) != ESpellCastProblem::OK)
- continue;
- //check if spell should be cast (probability handling)
- if(gs->getRandomGenerator().nextInt(99) >= chance)
- continue;
- //casting
- if (castMe) //stacks use 0 spell power. If needed, default = 3 or custom value is used
- {
- BattleSpellCastParameters parameters(gs->curB, attacker, spell);
- parameters.spellLvl = spellLevel;
- parameters.effectLevel = spellLevel;
- parameters.aimToStack(oneOfAttacked);
- parameters.mode = ECastingMode::AFTER_ATTACK_CASTING;
- parameters.selectedStack = nullptr;
- spell->battleCast(spellEnv, parameters);
- }
- }
- }
- }
- void CGameHandler::handleAttackBeforeCasting (const BattleAttack & bat)
- {
- const CStack * attacker = gs->curB->battleGetStackByID(bat.stackAttacking);
- attackCasting(bat, Bonus::SPELL_BEFORE_ATTACK, attacker); //no death stare / acid breath needed?
- }
- void CGameHandler::handleAfterAttackCasting( const BattleAttack & bat )
- {
- const CStack * attacker = gs->curB->battleGetStackByID(bat.stackAttacking);
- if (!attacker) //could be already dead
- return;
- auto cast = [=](SpellID spellID, int power)
- {
- const CSpell * spell = SpellID(spellID).toSpell();
- BattleSpellCastParameters parameters(gs->curB, attacker, spell);
- parameters.spellLvl = 0;
- parameters.effectLevel = 0;
- parameters.aimToStack(gs->curB->battleGetStackByID(bat.bsa.at(0).stackAttacked));
- parameters.effectPower = power;
- parameters.mode = ECastingMode::AFTER_ATTACK_CASTING;
- parameters.selectedStack = nullptr;
- spell->battleCast(this->spellEnv, parameters);
- };
- attackCasting(bat, Bonus::SPELL_AFTER_ATTACK, attacker);
- if(bat.bsa.at(0).newAmount <= 0)
- {
- //don't try death stare or acid breath on dead stack (crash!)
- return;
- }
- if (attacker->hasBonusOfType(Bonus::DEATH_STARE) && bat.bsa.size())
- {
- // mechanics of Death Stare as in H3:
- // each gorgon have 10% chance to kill (counted separately in H3) -> binomial distribution
- //original formula x = min(x, (gorgons_count + 9)/10);
- double chanceToKill = attacker->valOfBonuses(Bonus::DEATH_STARE, 0) / 100.0f;
- vstd::amin(chanceToKill, 1); //cap at 100%
- std::binomial_distribution<> distribution(attacker->count, chanceToKill);
- std::mt19937 rng(std::time(nullptr));
- int staredCreatures = distribution(rng);
- double cap = 1 / std::max(chanceToKill, (double)(0.01));//don't divide by 0
- int maxToKill = (attacker->count + cap - 1) / cap; //not much more than chance * count
- vstd::amin(staredCreatures, maxToKill);
- staredCreatures += (attacker->level() * attacker->valOfBonuses(Bonus::DEATH_STARE, 1)) / gs->curB->battleGetStackByID(bat.bsa.at(0).stackAttacked)->level();
- if (staredCreatures)
- {
- if (bat.bsa.at(0).newAmount > 0) //TODO: death stare was not originally available for multiple-hex attacks, but...
- cast(SpellID::DEATH_STARE, staredCreatures);
- }
- }
- int acidDamage = 0;
- TBonusListPtr acidBreath = attacker->getBonuses(Selector::type(Bonus::ACID_BREATH));
- for(const Bonus *b : *acidBreath)
- {
- if (b->additionalInfo > gs->getRandomGenerator().nextInt(99))
- acidDamage += b->val;
- }
- if (acidDamage)
- {
- cast(SpellID::ACID_BREATH_DAMAGE, acidDamage * attacker->count);
- }
- }
- bool CGameHandler::castSpell(const CGHeroInstance *h, SpellID spellID, const int3 &pos)
- {
- const CSpell *s = spellID.toSpell();
- AdventureSpellCastParameters p;
- p.caster = h;
- p.pos = pos;
- return s->adventureCast(spellEnv, p);
- }
- void CGameHandler::visitObjectOnTile(const TerrainTile &t, const CGHeroInstance * h)
- {
- if (!t.visitableObjects.empty())
- {
- //to prevent self-visiting heroes on space press
- if(t.visitableObjects.back() != h)
- objectVisited(t.visitableObjects.back(), h);
- else if(t.visitableObjects.size() > 1)
- objectVisited(*(t.visitableObjects.end()-2),h);
- }
- }
- bool CGameHandler::sacrificeCreatures(const IMarket *market, const CGHeroInstance *hero, SlotID slot, ui32 count)
- {
- int oldCount = hero->getStackCount(slot);
- if(oldCount < count)
- COMPLAIN_RET("Not enough creatures to sacrifice!")
- else if(oldCount == count && hero->stacksCount() == 1 && hero->needsLastStack())
- COMPLAIN_RET("Cannot sacrifice last creature!");
- int crid = hero->getStack(slot).type->idNumber;
- changeStackCount(StackLocation(hero, slot), -count);
- int dump, exp;
- market->getOffer(crid, 0, dump, exp, EMarketMode::CREATURE_EXP);
- exp *= count;
- changePrimSkill(hero, PrimarySkill::EXPERIENCE, hero->calculateXp(exp));
- return true;
- }
- bool CGameHandler::sacrificeArtifact(const IMarket * m, const CGHeroInstance * hero, ArtifactPosition slot)
- {
- ArtifactLocation al(hero, slot);
- const CArtifactInstance *a = al.getArt();
- if(!a)
- COMPLAIN_RET("Cannot find artifact to sacrifice!");
- int dmp, expToGive;
- m->getOffer(hero->getArtTypeId(slot), 0, dmp, expToGive, EMarketMode::ARTIFACT_EXP);
- removeArtifact(al);
- changePrimSkill(hero, PrimarySkill::EXPERIENCE, expToGive);
- return true;
- }
- void CGameHandler::makeStackDoNothing(const CStack * next)
- {
- BattleAction doNothing;
- doNothing.actionType = Battle::NO_ACTION;
- doNothing.additionalInfo = 0;
- doNothing.destinationTile = -1;
- doNothing.side = !next->attackerOwned;
- doNothing.stackNumber = next->ID;
- makeAutomaticAction(next, doNothing);
- }
- bool CGameHandler::insertNewStack(const StackLocation &sl, const CCreature *c, TQuantity count)
- {
- if(sl.army->hasStackAtSlot(sl.slot))
- COMPLAIN_RET("Slot is already taken!");
- if(!sl.slot.validSlot())
- COMPLAIN_RET("Cannot insert stack to that slot!");
- InsertNewStack ins;
- ins.sl = sl;
- ins.stack = CStackBasicDescriptor(c, count);
- sendAndApply(&ins);
- return true;
- }
- bool CGameHandler::eraseStack(const StackLocation &sl, bool forceRemoval/* = false*/)
- {
- if(!sl.army->hasStackAtSlot(sl.slot))
- COMPLAIN_RET("Cannot find a stack to erase");
- if(sl.army->stacksCount() == 1 //from the last stack
- && sl.army->needsLastStack() //that must be left
- && !forceRemoval) //ignore above conditions if we are forcing removal
- {
- COMPLAIN_RET("Cannot erase the last stack!");
- }
- EraseStack es;
- es.sl = sl;
- sendAndApply(&es);
- return true;
- }
- bool CGameHandler::changeStackCount(const StackLocation &sl, TQuantity count, bool absoluteValue /*= false*/)
- {
- TQuantity currentCount = sl.army->getStackCount(sl.slot);
- if((absoluteValue && count < 0)
- || (!absoluteValue && -count > currentCount))
- {
- COMPLAIN_RET("Cannot take more stacks than present!");
- }
- if((currentCount == -count && !absoluteValue)
- || (!count && absoluteValue))
- {
- eraseStack(sl);
- }
- else
- {
- ChangeStackCount csc;
- csc.sl = sl;
- csc.count = count;
- csc.absoluteValue = absoluteValue;
- sendAndApply(&csc);
- }
- return true;
- }
- bool CGameHandler::addToSlot(const StackLocation &sl, const CCreature *c, TQuantity count)
- {
- const CCreature *slotC = sl.army->getCreature(sl.slot);
- if(!slotC) //slot is empty
- insertNewStack(sl, c, count);
- else if(c == slotC)
- changeStackCount(sl, count);
- else
- {
- COMPLAIN_RET("Cannot add " + c->namePl + " to slot " + boost::lexical_cast<std::string>(sl.slot) + "!");
- }
- return true;
- }
- void CGameHandler::tryJoiningArmy(const CArmedInstance *src, const CArmedInstance *dst, bool removeObjWhenFinished, bool allowMerging)
- {
- if(removeObjWhenFinished)
- removeAfterVisit(src);
- if(!src->canBeMergedWith(*dst, allowMerging))
- {
- if (allowMerging) //do that, add all matching creatures.
- {
- bool cont = true;
- while (cont)
- {
- for(auto i = src->stacks.begin(); i != src->stacks.end(); i++)//while there are unmoved creatures
- {
- SlotID pos = dst->getSlotFor(i->second->type);
- if(pos.validSlot())
- {
- moveStack(StackLocation(src, i->first), StackLocation(dst, pos));
- cont = true;
- break; //or iterator crashes
- }
- cont = false;
- }
- }
- }
- showGarrisonDialog(src->id, dst->id, true); //show garrison window and optionally remove ourselves from map when player ends
- }
- else //merge
- {
- moveArmy(src, dst, allowMerging);
- }
- }
- bool CGameHandler::moveStack(const StackLocation &src, const StackLocation &dst, TQuantity count)
- {
- if(!src.army->hasStackAtSlot(src.slot))
- COMPLAIN_RET("No stack to move!");
- if(dst.army->hasStackAtSlot(dst.slot) && dst.army->getCreature(dst.slot) != src.army->getCreature(src.slot))
- COMPLAIN_RET("Cannot move: stack of different type at destination pos!");
- if(!dst.slot.validSlot())
- COMPLAIN_RET("Cannot move stack to that slot!");
- if(count == -1)
- {
- count = src.army->getStackCount(src.slot);
- }
- if(src.army != dst.army //moving away
- && count == src.army->getStackCount(src.slot) //all creatures
- && src.army->stacksCount() == 1 //from the last stack
- && src.army->needsLastStack()) //that must be left
- {
- COMPLAIN_RET("Cannot move away the last creature!");
- }
- RebalanceStacks rs;
- rs.src = src;
- rs.dst = dst;
- rs.count = count;
- sendAndApply(&rs);
- return true;
- }
- bool CGameHandler::swapStacks(const StackLocation &sl1, const StackLocation &sl2)
- {
- if(!sl1.army->hasStackAtSlot(sl1.slot))
- return moveStack(sl2, sl1);
- else if(!sl2.army->hasStackAtSlot(sl2.slot))
- return moveStack(sl1, sl2);
- else
- {
- SwapStacks ss;
- ss.sl1 = sl1;
- ss.sl2 = sl2;
- sendAndApply(&ss);
- return true;
- }
- }
- void CGameHandler::runBattle()
- {
- setBattle(gs->curB);
- assert(gs->curB);
- //TODO: pre-tactic stuff, call scripts etc.
- //tactic round
- {
- while(gs->curB->tacticDistance && !battleResult.get())
- boost::this_thread::sleep(boost::posix_time::milliseconds(50));
- }
- //spells opening battle
- for(int i = 0; i < 2; ++i)
- {
- auto h = gs->curB->battleGetFightingHero(i);
- if(h && h->hasBonusOfType(Bonus::OPENING_BATTLE_SPELL))
- {
- TBonusListPtr bl = h->getBonuses(Selector::type(Bonus::OPENING_BATTLE_SPELL));
- for (Bonus *b : *bl)
- {
- const CSpell * spell = SpellID(b->subtype).toSpell();
- BattleSpellCastParameters parameters(gs->curB, h, spell);
- parameters.spellLvl = 3;
- parameters.effectLevel = 3;
- parameters.aimToHex(BattleHex::INVALID);
- parameters.mode = ECastingMode::PASSIVE_CASTING;
- parameters.selectedStack = nullptr;
- parameters.enchantPower = b->val;
- spell->battleCast(spellEnv, parameters);
- }
- }
- }
- //main loop
- while(!battleResult.get()) //till the end of the battle ;]
- {
- NEW_ROUND;
- auto obstacles = gs->curB->obstacles; //we copy container, because we're going to modify it
- for(auto &obstPtr : obstacles)
- {
- if(const SpellCreatedObstacle *sco = dynamic_cast<const SpellCreatedObstacle *>(obstPtr.get()))
- if(sco->turnsRemaining == 0)
- removeObstacle(*obstPtr);
- }
- const BattleInfo & curB = *gs->curB;
- //remove clones after all mechanics and animations are handled!
- std::set <const CStack*> stacksToRemove;
- for (auto stack : curB.stacks)
- {
- if (stack->idDeadClone())
- stacksToRemove.insert(stack);
- }
- for (auto stack : stacksToRemove)
- {
- BattleStacksRemoved bsr;
- bsr.stackIDs.insert(stack->ID);
- sendAndApply(&bsr);
- }
- //stack loop
- const CStack *next;
- while(!battleResult.get() && (next = curB.getNextStack()) && next->willMove())
- {
- //check for bad morale => freeze
- int nextStackMorale = next->MoraleVal();
- if( nextStackMorale < 0 &&
- !(NBonus::hasOfType(gs->curB->battleGetFightingHero(0), Bonus::BLOCK_MORALE)
- || NBonus::hasOfType(gs->curB->battleGetFightingHero(1), Bonus::BLOCK_MORALE)) //checking if gs->curB->heroes have (or don't have) morale blocking bonuses)
- )
- {
- if(gs->getRandomGenerator().nextInt(23) < -2 * nextStackMorale)
- {
- //unit loses its turn - empty freeze action
- BattleAction ba;
- ba.actionType = Battle::BAD_MORALE;
- ba.additionalInfo = 1;
- ba.side = !next->attackerOwned;
- ba.stackNumber = next->ID;
- makeAutomaticAction(next, ba);
- continue;
- }
- }
- if(next->hasBonusOfType(Bonus::ATTACKS_NEAREST_CREATURE)) //while in berserk
- { //fixme: stack should not attack itself
- std::pair<const CStack *, int> attackInfo = curB.getNearestStack(next, boost::logic::indeterminate);
- if(attackInfo.first != nullptr)
- {
- BattleAction attack;
- attack.actionType = Battle::WALK_AND_ATTACK;
- attack.side = !next->attackerOwned;
- attack.stackNumber = next->ID;
- attack.additionalInfo = attackInfo.first->position;
- attack.destinationTile = attackInfo.second;
- makeAutomaticAction(next, attack);
- }
- else
- {
- makeStackDoNothing(next);
- }
- continue;
- }
- const CGHeroInstance * curOwner = gs->curB->battleGetOwner(next);
- if( (next->position < 0 || next->getCreature()->idNumber == CreatureID::BALLISTA) //arrow turret or ballista
- && (!curOwner || curOwner->getSecSkillLevel(SecondarySkill::ARTILLERY) == 0)) //hero has no artillery
- {
- BattleAction attack;
- attack.actionType = Battle::SHOOT;
- attack.side = !next->attackerOwned;
- attack.stackNumber = next->ID;
- for(auto & elem : gs->curB->stacks)
- {
- if(elem->owner != next->owner && elem->isValidTarget())
- {
- attack.destinationTile = elem->position;
- break;
- }
- }
- makeAutomaticAction(next, attack);
- continue;
- }
- if(next->getCreature()->idNumber == CreatureID::CATAPULT)
- {
- const auto & attackableBattleHexes = curB.getAttackableBattleHexes();
- if(attackableBattleHexes.empty())
- {
- makeStackDoNothing(next);
- continue;
- }
- if(!curOwner || curOwner->getSecSkillLevel(SecondarySkill::BALLISTICS) == 0)
- {
- BattleAction attack;
- attack.destinationTile = *RandomGeneratorUtil::nextItem(attackableBattleHexes,
- gs->getRandomGenerator());
- attack.actionType = Battle::CATAPULT;
- attack.additionalInfo = 0;
- attack.side = !next->attackerOwned;
- attack.stackNumber = next->ID;
- makeAutomaticAction(next, attack);
- continue;
- }
- }
- if(next->getCreature()->idNumber == CreatureID::FIRST_AID_TENT)
- {
- TStacks possibleStacks = battleGetStacksIf([&](const CStack * s){
- return s->owner == next->owner && s->canBeHealed();
- });
- if(!possibleStacks.size())
- {
- makeStackDoNothing(next);
- continue;
- }
- if(!curOwner || curOwner->getSecSkillLevel(SecondarySkill::FIRST_AID) == 0) //no hero or hero has no first aid
- {
- range::random_shuffle(possibleStacks);
- const CStack * toBeHealed = possibleStacks.front();
- BattleAction heal;
- heal.actionType = Battle::STACK_HEAL;
- heal.additionalInfo = 0;
- heal.destinationTile = toBeHealed->position;
- heal.side = !next->attackerOwned;
- heal.stackNumber = next->ID;
- makeAutomaticAction(next, heal);
- continue;
- }
- }
- int numberOfAsks = 1;
- bool breakOuter = false;
- do
- {//ask interface and wait for answer
- if(!battleResult.get())
- {
- stackTurnTrigger(next); //various effects
- if (vstd::contains(next->state, EBattleStackState::FEAR))
- {
- makeStackDoNothing(next); //end immediately if stack was affected by fear
- }
- else
- {
- logGlobal->traceStream() << "Activating " << next->nodeName();
- auto nextId = next->ID;
- BattleSetActiveStack sas;
- sas.stack = nextId;
- sendAndApply(&sas);
- auto actionWasMade = [&]() -> bool
- {
- if(battleMadeAction.data)//active stack has made its action
- return true;
- if(battleResult.get())// battle is finished
- return true;
- if(next == nullptr)//active stack was been removed
- return true;
- return !next->alive();//active stack is dead
- };
- boost::unique_lock<boost::mutex> lock(battleMadeAction.mx);
- battleMadeAction.data = false;
- while(!actionWasMade())
- {
- battleMadeAction.cond.wait(lock);
- if(battleGetStackByID(nextId, false) != next)
- next = nullptr; //it may be removed, while we wait
- }
- }
- }
- if(battleResult.get()) //don't touch it, battle could be finished while waiting got action
- {
- breakOuter = true;
- break;
- }
- //we're after action, all results applied
- checkForBattleEnd(); //check if this action ended the battle
- if(next != nullptr)
- {
- //check for good morale
- nextStackMorale = next->MoraleVal();
- if(!vstd::contains(next->state,EBattleStackState::HAD_MORALE) //only one extra move per turn possible
- && !vstd::contains(next->state,EBattleStackState::DEFENDING)
- && !next->waited()
- && !vstd::contains(next->state, EBattleStackState::FEAR)
- && next->alive()
- && nextStackMorale > 0
- && !(NBonus::hasOfType(gs->curB->battleGetFightingHero(0), Bonus::BLOCK_MORALE)
- || NBonus::hasOfType(gs->curB->battleGetFightingHero(1), Bonus::BLOCK_MORALE)) //checking if gs->curB->heroes have (or don't have) morale blocking bonuses
- )
- {
- if(gs->getRandomGenerator().nextInt(23) < nextStackMorale) //this stack hasn't got morale this turn
- {
- BattleTriggerEffect bte;
- bte.stackID = next->ID;
- bte.effect = Bonus::MORALE;
- bte.val = 1;
- bte.additionalInfo = 0;
- sendAndApply(&bte); //play animation
- ++numberOfAsks; //move this stack once more
- }
- }
- }
- --numberOfAsks;
- } while (numberOfAsks > 0);
- if (breakOuter)
- {
- break;
- }
- }
- }
- endBattle(gs->curB->tile, gs->curB->battleGetFightingHero(0), gs->curB->battleGetFightingHero(1));
- }
- bool CGameHandler::makeAutomaticAction(const CStack *stack, BattleAction &ba)
- {
- BattleSetActiveStack bsa;
- bsa.stack = stack->ID;
- bsa.askPlayerInterface = false;
- sendAndApply(&bsa);
- bool ret = makeBattleAction(ba);
- checkForBattleEnd();
- return ret;
- }
- void CGameHandler::giveHeroArtifact(const CGHeroInstance *h, const CArtifactInstance *a, ArtifactPosition pos)
- {
- assert(a->artType);
- ArtifactLocation al;
- al.artHolder = const_cast<CGHeroInstance*>(h);
- ArtifactPosition slot = ArtifactPosition::PRE_FIRST;
- if(pos < 0)
- {
- if(pos == ArtifactPosition::FIRST_AVAILABLE)
- slot = a->firstAvailableSlot(h);
- else
- slot = a->firstBackpackSlot(h);
- }
- else
- {
- slot = pos;
- }
- al.slot = slot;
- if(slot < 0 || !a->canBePutAt(al))
- {
- complain("Cannot put artifact in that slot!");
- return;
- }
- putArtifact(al, a);
- }
- void CGameHandler::putArtifact(const ArtifactLocation &al, const CArtifactInstance *a)
- {
- PutArtifact pa;
- pa.art = a;
- pa.al = al;
- sendAndApply(&pa);
- }
- void CGameHandler::giveHeroNewArtifact(const CGHeroInstance *h, const CArtifact *artType, ArtifactPosition pos)
- {
- CArtifactInstance *a = nullptr;
- if(!artType->constituents)
- {
- a = new CArtifactInstance();
- }
- else
- {
- a = new CCombinedArtifactInstance();
- }
- a->artType = artType; //*NOT* via settype -> all bonus-related stuff must be done by NewArtifact apply
- NewArtifact na;
- na.art = a;
- sendAndApply(&na); // -> updates a!!!, will create a on other machines
- giveHeroArtifact(h, a, pos);
- }
- void CGameHandler::setBattleResult(BattleResult::EResult resultType, int victoriusSide)
- {
- boost::unique_lock<boost::mutex> guard(battleResult.mx);
- if(battleResult.data)
- {
- complain((boost::format("The battle result has been already set (to %d, asked to %d)")
- % battleResult.data->result % resultType).str());
- return;
- }
- auto br = new BattleResult;
- br->result = resultType;
- br->winner = victoriusSide; //surrendering side loses
- gs->curB->calculateCasualties(br->casualties);
- battleResult.data = br;
- }
- void CGameHandler::commitPackage( CPackForClient *pack )
- {
- sendAndApply(pack);
- }
- void CGameHandler::spawnWanderingMonsters(CreatureID creatureID)
- {
- std::vector<int3>::iterator tile;
- std::vector<int3> tiles;
- getFreeTiles(tiles);
- ui32 amount = tiles.size() / 200; //Chance is 0.5% for each tile
- std::random_shuffle(tiles.begin(), tiles.end());
- logGlobal->traceStream() << "Spawning wandering monsters. Found " << tiles.size() << " free tiles. Creature type: " << creatureID;
- const CCreature *cre = VLC->creh->creatures.at(creatureID);
- for (int i = 0; i < amount; ++i)
- {
- tile = tiles.begin();
- logGlobal->traceStream() << "\tSpawning monster at " << *tile;
- putNewMonster(creatureID, cre->getRandomAmount(std::rand), *tile);
- tiles.erase(tile); //not use it again
- }
- }
- void CGameHandler::removeObstacle(const CObstacleInstance &obstacle)
- {
- ObstaclesRemoved obsRem;
- obsRem.obstacles.insert(obstacle.uniqueID);
- sendAndApply(&obsRem);
- }
- void CGameHandler::synchronizeArtifactHandlerLists()
- {
- UpdateArtHandlerLists uahl;
- uahl.treasures = VLC->arth->treasures;
- uahl.minors = VLC->arth->minors;
- uahl.majors = VLC->arth->majors;
- uahl.relics = VLC->arth->relics;
- sendAndApply(&uahl);
- }
- bool CGameHandler::isValidObject(const CGObjectInstance *obj) const
- {
- return vstd::contains(gs->map->objects, obj);
- }
- bool CGameHandler::isBlockedByQueries(const CPack *pack, PlayerColor player)
- {
- if(!strcmp(typeid(*pack).name(), typeid(PlayerMessage).name()))
- return false;
- auto query = queries.topQuery(player);
- if(query && query->blocksPack(pack))
- {
- complain(boost::str(boost::format("Player %s has to answer queries before attempting any further actions. Top query is %s!") % player % query->toString()));
- return true;
- }
- return false;
- }
- void CGameHandler::removeAfterVisit(const CGObjectInstance *object)
- {
- //If the object is being visited, there must be a matching query
- for(const auto &query : queries.allQueries())
- {
- if(auto someVistQuery = std::dynamic_pointer_cast<CObjectVisitQuery>(query))
- {
- if(someVistQuery->visitedObject == object)
- {
- someVistQuery->removeObjectAfterVisit = true;
- return;
- }
- }
- };
- //If we haven't returned so far, there is no query and no visit, call was wrong
- assert("This function needs to be called during the object visit!");
- }
- void CGameHandler::changeFogOfWar(int3 center, ui32 radius, PlayerColor player, bool hide)
- {
- std::unordered_set<int3, ShashInt3> tiles;
- getTilesInRange(tiles, center, radius, player, hide? -1 : 1);
- if (hide)
- {
- std::unordered_set<int3, ShashInt3> observedTiles; //do not hide tiles observed by heroes. May lead to disastrous AI problems
- auto p = gs->getPlayer(player);
- for (auto h : p->heroes)
- {
- getTilesInRange(observedTiles, h->getSightCenter(), h->getSightRadius(), h->tempOwner, -1);
- }
- for (auto t : p->towns)
- {
- getTilesInRange(observedTiles, t->getSightCenter(), t->getSightRadius(), t->tempOwner, -1);
- }
- for (auto tile : observedTiles)
- vstd::erase_if_present (tiles, tile);
- }
- changeFogOfWar(tiles, player, hide);
- }
- void CGameHandler::changeFogOfWar(std::unordered_set<int3, ShashInt3> &tiles, PlayerColor player, bool hide)
- {
- FoWChange fow;
- fow.tiles = tiles;
- fow.player = player;
- fow.mode = hide? 0 : 1;
- sendAndApply(&fow);
- }
- bool CGameHandler::isVisitCoveredByAnotherQuery(const CGObjectInstance *obj, const CGHeroInstance *hero)
- {
- if(auto topQuery = queries.topQuery(hero->getOwner()))
- if(auto visit = std::dynamic_pointer_cast<const CObjectVisitQuery>(topQuery))
- return !(visit->visitedObject == obj && visit->visitingHero == hero);
- return true;
- }
- void CGameHandler::duelFinished()
- {
- auto si = getStartInfo();
- auto getName = [&](int i){ return si->getIthPlayersSettings(gs->curB->sides.at(i).color).name; };
- int casualtiesPoints = 0;
- logGlobal->debugStream() << boost::format("Winner side %d\nWinner casualties:")
- % (int)battleResult.data->winner;
- for(auto & elem : battleResult.data->casualties[battleResult.data->winner])
- {
- const CCreature *c = VLC->creh->creatures[elem.first];
- logGlobal->debugStream() << boost::format("\t* %d of %s") % elem.second % c->namePl;
- casualtiesPoints += c->AIValue * elem.second;
- }
- logGlobal->debugStream() << boost::format("Total casualties points: %d") % casualtiesPoints;
- time_t timeNow;
- time(&timeNow);
- std::ofstream out(cmdLineOptions["resultsFile"].as<std::string>(), std::ios::app);
- if(out)
- {
- out << boost::format("%s\t%s\t%s\t%d\t%d\t%d\t%s\n") % si->mapname % getName(0) % getName(1)
- % battleResult.data->winner % battleResult.data->result % casualtiesPoints
- % asctime(localtime(&timeNow));
- }
- else
- {
- logGlobal->errorStream() << "Cannot open to write " << cmdLineOptions["resultsFile"].as<std::string>();
- }
- CSaveFile resultFile("result.vdrst");
- resultFile << *battleResult.data;
- BattleResultsApplied resultsApplied;
- resultsApplied.player1 = finishingBattle->victor;
- resultsApplied.player2 = finishingBattle->loser;
- sendAndApply(&resultsApplied);
- return;
- }
- CasualtiesAfterBattle::CasualtiesAfterBattle(const CArmedInstance * _army, BattleInfo *bat):
- army(_army)
- {
- heroWithDeadCommander = ObjectInstanceID();
- PlayerColor color = army->tempOwner;
- if(color == PlayerColor::UNFLAGGABLE)
- color = PlayerColor::NEUTRAL;
- auto killStack = [&, this](const SlotID slot, const CStackInstance * instance)
- {
- StackLocation sl(army, slot);
- newStackCounts.push_back(TStackAndItsNewCount(sl, 0));
- if(nullptr == instance)
- return;
- auto c = dynamic_cast <const CCommanderInstance *>(instance);
- if (c) //switch commander status to dead
- {
- auto h = dynamic_cast <const CGHeroInstance *>(army);
- if (h && h->commander == c)
- heroWithDeadCommander = army->id; //TODO: unify commander handling
- }
- };
- //1. Find removed stacks.
- for(const auto & slotInfo : army->stacks)
- {
- const SlotID slot = slotInfo.first;
- const CStackInstance * instance = slotInfo.second;
- if(nullptr != instance)//just in case
- {
- bool found = false;
- for(const CStack * sta : bat->stacks)
- {
- if(sta->base == instance)
- {
- found = true;
- break;
- }
- }
- //stack in this slot was removed == it is dead
- if(!found)
- killStack(slot, instance);
- }
- }
- for(CStack *st : bat->stacks)
- {
- if(vstd::contains(st->state, EBattleStackState::SUMMONED)) //don't take into account temporary summoned stacks
- continue;
- if (st->owner != color) //remove only our stacks
- continue;
- logGlobal->debugStream() << "Calculating casualties for " << st->nodeName();
- //FIXME: this info is also used in BattleInfo::calculateCasualties, refactor
- st->count = std::max (0, st->count - st->resurrected);
- if(st->slot == SlotID::ARROW_TOWERS_SLOT)
- {
- //do nothing
- logGlobal->debugStream() << "Ignored arrow towers stack";
- }
- else if(st->slot == SlotID::WAR_MACHINES_SLOT)
- {
- auto warMachine = VLC->arth->creatureToMachineID(st->type->idNumber);
- if(warMachine == ArtifactID::NONE)
- {
- logGlobal->errorStream() << "Invalid creature in war machine virtual slot: " << st->nodeName();
- }
- //catapult artifact remain even if "creature" killed in siege
- else if(warMachine != ArtifactID::CATAPULT && !st->count)
- {
- logGlobal->debugStream() << "War machine has been destroyed";
- auto hero = dynamic_ptr_cast<CGHeroInstance> (army);
- if (hero)
- removedWarMachines.push_back (ArtifactLocation(hero, hero->getArtPos(warMachine, true)));
- else
- logGlobal->errorStream() << "War machine in army without hero";
- }
- }
- else if(st->slot == SlotID::SUMMONED_SLOT_PLACEHOLDER)
- {
- if(st->alive() && st->count > 0)
- {
- logGlobal->debugStream() << "Stack has been permanently summoned";
- //this stack was permanently summoned
- const CreatureID summonedType = st->type->idNumber;
- summoned[summonedType] += st->count;
- }
- }
- else if(st->base && !army->slotEmpty(st->slot))
- {
- if(st->count == 0 || !st->alive())
- {
- killStack(st->slot, st->base);
- logGlobal->debugStream() << "Stack has been destroyed";
- }
- else if(st->count < army->getStackCount(st->slot))
- {
- StackLocation sl(army, st->slot);
- newStackCounts.push_back(TStackAndItsNewCount(sl, st->count));
- }
- }
- else
- {
- logGlobal->warnStream() << "Unhandled stack " << st->nodeName();
- }
- }
- }
- void CasualtiesAfterBattle::updateArmy(CGameHandler *gh)
- {
- for(TStackAndItsNewCount &ncount : newStackCounts)
- {
- if(ncount.second > 0)
- gh->changeStackCount(ncount.first, ncount.second, true);
- else
- gh->eraseStack(ncount.first, true);
- }
- for(auto summoned_iter : summoned)
- {
- SlotID slot = army->getSlotFor(summoned_iter.first);
- if(slot.validSlot())
- {
- StackLocation location(army, slot);
- gh->addToSlot(location, summoned_iter.first.toCreature(), summoned_iter.second);
- }
- else
- {
- //even if it will be possible to summon anything permanently it should be checked for free slot
- //necromancy is handled separately
- gh->complain("No free slot to put summoned creature");
- }
- }
- for (auto al : removedWarMachines)
- {
- gh->removeArtifact(al);
- }
- if (heroWithDeadCommander != ObjectInstanceID())
- {
- SetCommanderProperty scp;
- scp.heroid = heroWithDeadCommander;
- scp.which = SetCommanderProperty::ALIVE;
- scp.amount = 0;
- gh->sendAndApply (&scp);
- }
- }
- CGameHandler::FinishingBattleHelper::FinishingBattleHelper(std::shared_ptr<const CBattleQuery> Query, bool Duel, int RemainingBattleQueriesCount)
- {
- assert(Query->result);
- assert(Query->bi);
- auto &result = *Query->result;
- auto &info = *Query->bi;
- winnerHero = result.winner != 0 ? info.sides[1].hero : info.sides[0].hero;
- loserHero = result.winner != 0 ? info.sides[0].hero : info.sides[1].hero;
- victor = info.sides[result.winner].color;
- loser = info.sides[!result.winner].color;
- duel = Duel;
- remainingBattleQueriesCount = RemainingBattleQueriesCount;
- }
- CGameHandler::FinishingBattleHelper::FinishingBattleHelper()
- {
- winnerHero = loserHero = nullptr;
- }
- ///ServerSpellCastEnvironment
- ServerSpellCastEnvironment::ServerSpellCastEnvironment(CGameHandler * gh): gh(gh)
- {
- }
- void ServerSpellCastEnvironment::sendAndApply(CPackForClient * info) const
- {
- gh->sendAndApply(info);
- }
- CRandomGenerator & ServerSpellCastEnvironment::getRandomGenerator() const
- {
- return gh->gameState()->getRandomGenerator();
- }
- void ServerSpellCastEnvironment::complain(const std::string& problem) const
- {
- gh->complain(problem);
- }
- const CGameInfoCallback * ServerSpellCastEnvironment::getCb() const
- {
- return gh;
- }
- const CMap * ServerSpellCastEnvironment::getMap() const
- {
- return gh->gameState()->map;
- }
- bool ServerSpellCastEnvironment::moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, PlayerColor asker) const
- {
- return gh->moveHero(hid, dst, teleporting, false, asker);
- }
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