CGameHandler.cpp 174 KB

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  1. #include "StdInc.h"
  2. #include "../lib/filesystem/Filesystem.h"
  3. #include "../lib/filesystem/CFileInfo.h"
  4. #include "../lib/int3.h"
  5. #include "../lib/mapping/CCampaignHandler.h"
  6. #include "../lib/StartInfo.h"
  7. #include "../lib/CModHandler.h"
  8. #include "../lib/CArtHandler.h"
  9. #include "../lib/CBuildingHandler.h"
  10. #include "../lib/CHeroHandler.h"
  11. #include "../lib/spells/CSpellHandler.h"
  12. #include "../lib/CGeneralTextHandler.h"
  13. #include "../lib/CTownHandler.h"
  14. #include "../lib/CCreatureHandler.h"
  15. #include "../lib/CGameState.h"
  16. #include "../lib/BattleState.h"
  17. #include "../lib/CondSh.h"
  18. #include "../lib/NetPacks.h"
  19. #include "../lib/VCMI_Lib.h"
  20. #include "../lib/mapping/CMap.h"
  21. #include "../lib/VCMIDirs.h"
  22. #include "../lib/ScopeGuard.h"
  23. #include "../lib/CSoundBase.h"
  24. #include "CGameHandler.h"
  25. #include "CVCMIServer.h"
  26. #include "../lib/CCreatureSet.h"
  27. #include "../lib/CThreadHelper.h"
  28. #include "../lib/GameConstants.h"
  29. #include "../lib/registerTypes/RegisterTypes.h"
  30. /*
  31. * CGameHandler.cpp, part of VCMI engine
  32. *
  33. * Authors: listed in file AUTHORS in main folder
  34. *
  35. * License: GNU General Public License v2.0 or later
  36. * Full text of license available in license.txt file, in main folder
  37. *
  38. */
  39. #ifndef _MSC_VER
  40. #include <boost/thread/xtime.hpp>
  41. #endif
  42. extern bool end2;
  43. #ifdef min
  44. #undef min
  45. #endif
  46. #ifdef max
  47. #undef max
  48. #endif
  49. #define COMPLAIN_RET_IF(cond, txt) do {if(cond){complain(txt); return;}} while(0)
  50. #define COMPLAIN_RET_FALSE_IF(cond, txt) do {if(cond){complain(txt); return false;}} while(0)
  51. #define COMPLAIN_RET(txt) {complain(txt); return false;}
  52. #define COMPLAIN_RETF(txt, FORMAT) {complain(boost::str(boost::format(txt) % FORMAT)); return false;}
  53. #define NEW_ROUND BattleNextRound bnr;\
  54. bnr.round = gs->curB->round + 1;\
  55. sendAndApply(&bnr);
  56. class ServerSpellCastEnvironment: public SpellCastEnvironment
  57. {
  58. public:
  59. ServerSpellCastEnvironment(CGameHandler * gh);
  60. ~ServerSpellCastEnvironment(){};
  61. void sendAndApply(CPackForClient * info) const override;
  62. CRandomGenerator & getRandomGenerator() const override;
  63. void complain(const std::string & problem) const override;
  64. const CMap * getMap() const override;
  65. const CGameInfoCallback * getCb() const override;
  66. bool moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, PlayerColor asker = PlayerColor::NEUTRAL) const override;
  67. private:
  68. mutable CGameHandler * gh;
  69. };
  70. CondSh<bool> battleMadeAction;
  71. CondSh<BattleResult *> battleResult(nullptr);
  72. template <typename T> class CApplyOnGH;
  73. class CBaseForGHApply
  74. {
  75. public:
  76. virtual bool applyOnGH(CGameHandler *gh, CConnection *c, void *pack, PlayerColor player) const =0;
  77. virtual ~CBaseForGHApply(){}
  78. template<typename U> static CBaseForGHApply *getApplier(const U * t=nullptr)
  79. {
  80. return new CApplyOnGH<U>;
  81. }
  82. };
  83. template <typename T> class CApplyOnGH : public CBaseForGHApply
  84. {
  85. public:
  86. bool applyOnGH(CGameHandler *gh, CConnection *c, void *pack, PlayerColor player) const
  87. {
  88. T *ptr = static_cast<T*>(pack);
  89. ptr->c = c;
  90. ptr->player = player;
  91. return ptr->applyGh(gh);
  92. }
  93. };
  94. template <>
  95. class CApplyOnGH<CPack> : public CBaseForGHApply
  96. {
  97. public:
  98. bool applyOnGH(CGameHandler *gh, CConnection *c, void *pack, PlayerColor player) const
  99. {
  100. logGlobal->errorStream() << "Cannot apply on GH plain CPack!";
  101. assert(0);
  102. return false;
  103. }
  104. };
  105. static CApplier<CBaseForGHApply> *applier = nullptr;
  106. CMP_stack cmpst ;
  107. static inline double distance(int3 a, int3 b)
  108. {
  109. return std::sqrt( (double)(a.x-b.x)*(a.x-b.x) + (a.y-b.y)*(a.y-b.y) );
  110. }
  111. static void giveExp(BattleResult &r)
  112. {
  113. r.exp[0] = 0;
  114. r.exp[1] = 0;
  115. for(auto i = r.casualties[!r.winner].begin(); i!=r.casualties[!r.winner].end(); i++)
  116. {
  117. r.exp[r.winner] += VLC->creh->creatures.at(i->first)->valOfBonuses(Bonus::STACK_HEALTH) * i->second;
  118. }
  119. }
  120. PlayerStatus PlayerStatuses::operator[](PlayerColor player)
  121. {
  122. boost::unique_lock<boost::mutex> l(mx);
  123. if(players.find(player) != players.end())
  124. {
  125. return players.at(player);
  126. }
  127. else
  128. {
  129. throw std::runtime_error("No such player!");
  130. }
  131. }
  132. void PlayerStatuses::addPlayer(PlayerColor player)
  133. {
  134. boost::unique_lock<boost::mutex> l(mx);
  135. players[player];
  136. }
  137. bool PlayerStatuses::checkFlag(PlayerColor player, bool PlayerStatus::*flag)
  138. {
  139. boost::unique_lock<boost::mutex> l(mx);
  140. if(players.find(player) != players.end())
  141. {
  142. return players[player].*flag;
  143. }
  144. else
  145. {
  146. throw std::runtime_error("No such player!");
  147. }
  148. }
  149. void PlayerStatuses::setFlag(PlayerColor player, bool PlayerStatus::*flag, bool val)
  150. {
  151. boost::unique_lock<boost::mutex> l(mx);
  152. if(players.find(player) != players.end())
  153. {
  154. players[player].*flag = val;
  155. }
  156. else
  157. {
  158. throw std::runtime_error("No such player!");
  159. }
  160. cv.notify_all();
  161. }
  162. template <typename T>
  163. void callWith(std::vector<T> args, std::function<void(T)> fun, ui32 which)
  164. {
  165. fun(args[which]);
  166. }
  167. void CGameHandler::levelUpHero(const CGHeroInstance * hero, SecondarySkill skill)
  168. {
  169. changeSecSkill(hero, skill, 1, 0);
  170. expGiven(hero);
  171. }
  172. void CGameHandler::levelUpHero(const CGHeroInstance * hero)
  173. {
  174. // required exp for at least 1 lvl-up hasn't been reached
  175. if(!hero->gainsLevel())
  176. {
  177. return;
  178. }
  179. // give primary skill
  180. logGlobal->traceStream() << hero->name << " got level "<< hero->level;
  181. auto primarySkill = hero->nextPrimarySkill();
  182. SetPrimSkill sps;
  183. sps.id = hero->id;
  184. sps.which = primarySkill;
  185. sps.abs = false;
  186. sps.val = 1;
  187. sendAndApply(&sps);
  188. HeroLevelUp hlu;
  189. hlu.hero = hero;
  190. hlu.primskill = primarySkill;
  191. hlu.skills = hero->getLevelUpProposedSecondarySkills();
  192. if(hlu.skills.size() == 0)
  193. {
  194. sendAndApply(&hlu);
  195. levelUpHero(hero);
  196. }
  197. else if(hlu.skills.size() == 1 || hero->tempOwner == PlayerColor::NEUTRAL) //choose skill automatically
  198. {
  199. sendAndApply(&hlu);
  200. levelUpHero(hero, *RandomGeneratorUtil::nextItem(hlu.skills, hero->skillsInfo.rand));
  201. }
  202. else if(hlu.skills.size() > 1)
  203. {
  204. auto levelUpQuery = make_shared<CHeroLevelUpDialogQuery>(hlu);
  205. hlu.queryID = levelUpQuery->queryID;
  206. queries.addQuery(levelUpQuery);
  207. sendAndApply(&hlu);
  208. //level up will be called on query reply
  209. }
  210. }
  211. void CGameHandler::levelUpCommander (const CCommanderInstance * c, int skill)
  212. {
  213. SetCommanderProperty scp;
  214. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  215. if (hero)
  216. scp.heroid = hero->id;
  217. else
  218. {
  219. complain ("Commander is not led by hero!");
  220. return;
  221. }
  222. scp.accumulatedBonus.subtype = 0;
  223. scp.accumulatedBonus.additionalInfo = 0;
  224. scp.accumulatedBonus.duration = Bonus::PERMANENT;
  225. scp.accumulatedBonus.turnsRemain = 0;
  226. scp.accumulatedBonus.source = Bonus::COMMANDER;
  227. scp.accumulatedBonus.valType = Bonus::BASE_NUMBER;
  228. if (skill <= ECommander::SPELL_POWER)
  229. {
  230. scp.which = SetCommanderProperty::BONUS;
  231. auto difference = [](std::vector< std::vector <ui8> > skillLevels, std::vector <ui8> secondarySkills, int skill)->int
  232. {
  233. int s = std::min (skill, (int)ECommander::SPELL_POWER); //spell power level controls also casts and resistance
  234. return skillLevels.at(skill).at(secondarySkills.at(s)) - (secondarySkills.at(s) ? skillLevels.at(skill).at(secondarySkills.at(s)-1) : 0);
  235. };
  236. switch (skill)
  237. {
  238. case ECommander::ATTACK:
  239. scp.accumulatedBonus.type = Bonus::PRIMARY_SKILL;
  240. scp.accumulatedBonus.subtype = PrimarySkill::ATTACK;
  241. break;
  242. case ECommander::DEFENSE:
  243. scp.accumulatedBonus.type = Bonus::PRIMARY_SKILL;
  244. scp.accumulatedBonus.subtype = PrimarySkill::DEFENSE;
  245. break;
  246. case ECommander::HEALTH:
  247. scp.accumulatedBonus.type = Bonus::STACK_HEALTH;
  248. scp.accumulatedBonus.valType = Bonus::PERCENT_TO_BASE;
  249. break;
  250. case ECommander::DAMAGE:
  251. scp.accumulatedBonus.type = Bonus::CREATURE_DAMAGE;
  252. scp.accumulatedBonus.subtype = 0;
  253. scp.accumulatedBonus.valType = Bonus::PERCENT_TO_BASE;
  254. break;
  255. case ECommander::SPEED:
  256. scp.accumulatedBonus.type = Bonus::STACKS_SPEED;
  257. break;
  258. case ECommander::SPELL_POWER:
  259. scp.accumulatedBonus.type = Bonus::MAGIC_RESISTANCE;
  260. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::RESISTANCE);
  261. sendAndApply (&scp); //additional pack
  262. scp.accumulatedBonus.type = Bonus::CREATURE_SPELL_POWER;
  263. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::SPELL_POWER) * 100; //like hero with spellpower = ability level
  264. sendAndApply (&scp); //additional pack
  265. scp.accumulatedBonus.type = Bonus::CASTS;
  266. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::CASTS);
  267. sendAndApply (&scp); //additional pack
  268. scp.accumulatedBonus.type = Bonus::CREATURE_ENCHANT_POWER; //send normally
  269. break;
  270. }
  271. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, skill);
  272. sendAndApply (&scp);
  273. scp.which = SetCommanderProperty::SECONDARY_SKILL;
  274. scp.additionalInfo = skill;
  275. scp.amount = c->secondarySkills.at(skill) + 1;
  276. sendAndApply (&scp);
  277. }
  278. else if (skill >= 100)
  279. {
  280. scp.which = SetCommanderProperty::SPECIAL_SKILL;
  281. scp.accumulatedBonus = *VLC->creh->skillRequirements.at(skill-100).first;
  282. scp.additionalInfo = skill; //unnormalized
  283. sendAndApply (&scp);
  284. }
  285. expGiven(hero);
  286. }
  287. void CGameHandler::levelUpCommander(const CCommanderInstance * c)
  288. {
  289. if (!c->gainsLevel())
  290. {
  291. return;
  292. }
  293. CommanderLevelUp clu;
  294. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  295. if (hero)
  296. clu.hero = hero;
  297. else
  298. {
  299. complain ("Commander is not led by hero!");
  300. return;
  301. }
  302. //picking sec. skills for choice
  303. for (int i = 0; i <= ECommander::SPELL_POWER; ++i)
  304. {
  305. if (c->secondarySkills.at(i) < ECommander::MAX_SKILL_LEVEL)
  306. clu.skills.push_back(i);
  307. }
  308. int i = 100;
  309. for (auto specialSkill : VLC->creh->skillRequirements)
  310. {
  311. if (c->secondarySkills.at(specialSkill.second.first) == ECommander::MAX_SKILL_LEVEL
  312. && c->secondarySkills.at(specialSkill.second.second) == ECommander::MAX_SKILL_LEVEL
  313. && !vstd::contains (c->specialSKills, i))
  314. clu.skills.push_back (i);
  315. ++i;
  316. }
  317. int skillAmount = clu.skills.size();
  318. if(!skillAmount)
  319. {
  320. sendAndApply(&clu);
  321. levelUpCommander(c);
  322. }
  323. else if(skillAmount == 1 || hero->tempOwner == PlayerColor::NEUTRAL) //choose skill automatically
  324. {
  325. sendAndApply(&clu);
  326. levelUpCommander(c, *RandomGeneratorUtil::nextItem(clu.skills, gs->getRandomGenerator()));
  327. }
  328. else if(skillAmount > 1) //apply and ask for secondary skill
  329. {
  330. auto commanderLevelUp = make_shared<CCommanderLevelUpDialogQuery>(clu);
  331. clu.queryID = commanderLevelUp->queryID;
  332. queries.addQuery(commanderLevelUp);
  333. sendAndApply(&clu);
  334. }
  335. }
  336. void CGameHandler::expGiven(const CGHeroInstance *hero)
  337. {
  338. if(hero->gainsLevel())
  339. levelUpHero(hero);
  340. else if(hero->commander && hero->commander->gainsLevel())
  341. levelUpCommander(hero->commander);
  342. //if(hero->commander && hero->level > hero->commander->level && hero->commander->gainsLevel())
  343. // levelUpCommander(hero->commander);
  344. // else
  345. // levelUpHero(hero);
  346. }
  347. void CGameHandler::changePrimSkill(const CGHeroInstance * hero, PrimarySkill::PrimarySkill which, si64 val, bool abs)
  348. {
  349. if (which == PrimarySkill::EXPERIENCE) // Check if scenario limit reached
  350. {
  351. if (gs->map->levelLimit != 0)
  352. {
  353. TExpType expLimit = VLC->heroh->reqExp(gs->map->levelLimit);
  354. TExpType resultingExp = abs ? val : hero->exp + val;
  355. if (resultingExp > expLimit)
  356. {
  357. // set given experience to max possible, but don't decrease if hero already over top
  358. abs = true;
  359. val = std::max(expLimit, hero->exp);
  360. InfoWindow iw;
  361. iw.player = hero->tempOwner;
  362. iw.text.addTxt(MetaString::GENERAL_TXT, 1); //can gain no more XP
  363. iw.text.addReplacement(hero->name);
  364. sendAndApply(&iw);
  365. }
  366. }
  367. }
  368. SetPrimSkill sps;
  369. sps.id = hero->id;
  370. sps.which = which;
  371. sps.abs = abs;
  372. sps.val = val;
  373. sendAndApply(&sps);
  374. //only for exp - hero may level up
  375. if (which == PrimarySkill::EXPERIENCE)
  376. {
  377. if(hero->commander && hero->commander->alive)
  378. {
  379. //FIXME: trim experience according to map limit?
  380. SetCommanderProperty scp;
  381. scp.heroid = hero->id;
  382. scp.which = SetCommanderProperty::EXPERIENCE;
  383. scp.amount = val;
  384. sendAndApply (&scp);
  385. CBonusSystemNode::treeHasChanged();
  386. }
  387. expGiven(hero);
  388. }
  389. }
  390. void CGameHandler::changeSecSkill( const CGHeroInstance * hero, SecondarySkill which, int val, bool abs/*=false*/ )
  391. {
  392. SetSecSkill sss;
  393. sss.id = hero->id;
  394. sss.which = which;
  395. sss.val = val;
  396. sss.abs = abs;
  397. sendAndApply(&sss);
  398. if(which == SecondarySkill::WISDOM)
  399. {
  400. if(hero && hero->visitedTown)
  401. giveSpells(hero->visitedTown, hero);
  402. }
  403. }
  404. void CGameHandler::endBattle(int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2)
  405. {
  406. LOG_TRACE(logGlobal);
  407. //Fill BattleResult structure with exp info
  408. giveExp(*battleResult.data);
  409. if (battleResult.get()->result == BattleResult::NORMAL) // give 500 exp for defeating hero, unless he escaped
  410. {
  411. if (hero1)
  412. battleResult.data->exp[1] += 500;
  413. if (hero2)
  414. battleResult.data->exp[0] += 500;
  415. }
  416. if (hero1)
  417. battleResult.data->exp[0] = hero1->calculateXp(battleResult.data->exp[0]);//scholar skill
  418. if (hero2)
  419. battleResult.data->exp[1] = hero2->calculateXp(battleResult.data->exp[1]);
  420. const CArmedInstance *bEndArmy1 = gs->curB->sides.at(0).armyObject;
  421. const CArmedInstance *bEndArmy2 = gs->curB->sides.at(1).armyObject;
  422. const BattleResult::EResult result = battleResult.get()->result;
  423. auto findBattleQuery = [this] () -> shared_ptr<CBattleQuery>
  424. {
  425. for(auto &q : queries.allQueries())
  426. {
  427. if(auto bq = std::dynamic_pointer_cast<CBattleQuery>(q))
  428. if(bq->bi == gs->curB)
  429. return bq;
  430. }
  431. return shared_ptr<CBattleQuery>();
  432. };
  433. auto battleQuery = findBattleQuery();
  434. if(!battleQuery)
  435. {
  436. logGlobal->errorStream() << "Cannot find battle query!";
  437. if(gs->initialOpts->mode == StartInfo::DUEL)
  438. {
  439. battleQuery = make_shared<CBattleQuery>(gs->curB);
  440. }
  441. }
  442. if(battleQuery != queries.topQuery(gs->curB->sides[0].color))
  443. complain("Player " + boost::lexical_cast<std::string>(gs->curB->sides[0].color) + " although in battle has no battle query at the top!");
  444. battleQuery->result = *battleResult.data;
  445. //Check how many battle queries were created (number of players blocked by battle)
  446. const int queriedPlayers = battleQuery ? boost::count(queries.allQueries(), battleQuery) : 0;
  447. finishingBattle = make_unique<FinishingBattleHelper>(battleQuery, gs->initialOpts->mode == StartInfo::DUEL, queriedPlayers);
  448. CasualtiesAfterBattle cab1(bEndArmy1, gs->curB), cab2(bEndArmy2, gs->curB); //calculate casualties before deleting battle
  449. if(finishingBattle->duel)
  450. {
  451. duelFinished();
  452. sendAndApply(battleResult.data); //after this point casualties objects are destroyed
  453. return;
  454. }
  455. ChangeSpells cs; //for Eagle Eye
  456. if(finishingBattle->winnerHero)
  457. {
  458. if(int eagleEyeLevel = finishingBattle->winnerHero->getSecSkillLevel(SecondarySkill::EAGLE_EYE))
  459. {
  460. int maxLevel = eagleEyeLevel + 1;
  461. double eagleEyeChance = finishingBattle->winnerHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::EAGLE_EYE);
  462. for(const CSpell *sp : gs->curB->sides.at(!battleResult.data->winner).usedSpellsHistory)
  463. if(sp->level <= maxLevel && !vstd::contains(finishingBattle->winnerHero->spells, sp->id) && gs->getRandomGenerator().nextInt(99) < eagleEyeChance)
  464. cs.spells.insert(sp->id);
  465. }
  466. }
  467. std::vector<ui32> arts; //display them in window
  468. if (result == BattleResult::NORMAL && finishingBattle->winnerHero)
  469. {
  470. if (finishingBattle->loserHero)
  471. {
  472. auto artifactsWorn = finishingBattle->loserHero->artifactsWorn; //TODO: wrap it into a function, somehow (boost::variant -_-)
  473. for (auto artSlot : artifactsWorn)
  474. {
  475. MoveArtifact ma;
  476. ma.src = ArtifactLocation (finishingBattle->loserHero, artSlot.first);
  477. const CArtifactInstance * art = ma.src.getArt();
  478. if (art && !art->artType->isBig() && art->artType->id != ArtifactID::SPELLBOOK) // don't move war machines or locked arts (spellbook)
  479. {
  480. arts.push_back (art->artType->id);
  481. ma.dst = ArtifactLocation (finishingBattle->winnerHero, art->firstAvailableSlot(finishingBattle->winnerHero));
  482. sendAndApply(&ma);
  483. }
  484. }
  485. while (!finishingBattle->loserHero->artifactsInBackpack.empty())
  486. {
  487. //we assume that no big artifacts can be found
  488. MoveArtifact ma;
  489. ma.src = ArtifactLocation (finishingBattle->loserHero,
  490. ArtifactPosition(GameConstants::BACKPACK_START)); //backpack automatically shifts arts to beginning
  491. const CArtifactInstance * art = ma.src.getArt();
  492. arts.push_back (art->artType->id);
  493. ma.dst = ArtifactLocation (finishingBattle->winnerHero, art->firstAvailableSlot(finishingBattle->winnerHero));
  494. sendAndApply(&ma);
  495. }
  496. if (finishingBattle->loserHero->commander) //TODO: what if commanders belong to no hero?
  497. {
  498. artifactsWorn = finishingBattle->loserHero->commander->artifactsWorn;
  499. for (auto artSlot : artifactsWorn)
  500. {
  501. MoveArtifact ma;
  502. ma.src = ArtifactLocation (finishingBattle->loserHero->commander.get(), artSlot.first);
  503. const CArtifactInstance * art = ma.src.getArt();
  504. if (art && !art->artType->isBig())
  505. {
  506. arts.push_back (art->artType->id);
  507. ma.dst = ArtifactLocation (finishingBattle->winnerHero, art->firstAvailableSlot(finishingBattle->winnerHero));
  508. sendAndApply(&ma);
  509. }
  510. }
  511. }
  512. }
  513. for (auto armySlot : gs->curB->battleGetArmyObject(!battleResult.data->winner)->stacks)
  514. {
  515. auto artifactsWorn = armySlot.second->artifactsWorn;
  516. for (auto artSlot : artifactsWorn)
  517. {
  518. MoveArtifact ma;
  519. ma.src = ArtifactLocation (armySlot.second, artSlot.first);
  520. const CArtifactInstance * art = ma.src.getArt();
  521. if (art && !art->artType->isBig())
  522. {
  523. arts.push_back (art->artType->id);
  524. ma.dst = ArtifactLocation (finishingBattle->winnerHero, art->firstAvailableSlot(finishingBattle->winnerHero));
  525. sendAndApply(&ma);
  526. }
  527. }
  528. }
  529. }
  530. sendAndApply(battleResult.data); //after this point casualties objects are destroyed
  531. if (arts.size()) //display loot
  532. {
  533. InfoWindow iw;
  534. iw.player = finishingBattle->winnerHero->tempOwner;
  535. iw.text.addTxt (MetaString::GENERAL_TXT, 30); //You have captured enemy artifact
  536. for (auto id : arts) //TODO; separate function to display loot for various ojects?
  537. {
  538. iw.components.push_back (Component (Component::ARTIFACT, id, 0, 0));
  539. if(iw.components.size() >= 14)
  540. {
  541. sendAndApply(&iw);
  542. iw.components.clear();
  543. }
  544. }
  545. if (iw.components.size())
  546. {
  547. sendAndApply(&iw);
  548. }
  549. }
  550. //Eagle Eye secondary skill handling
  551. if(!cs.spells.empty())
  552. {
  553. cs.learn = 1;
  554. cs.hid = finishingBattle->winnerHero->id;
  555. InfoWindow iw;
  556. iw.player = finishingBattle->winnerHero->tempOwner;
  557. iw.text.addTxt(MetaString::GENERAL_TXT, 221); //Through eagle-eyed observation, %s is able to learn %s
  558. iw.text.addReplacement(finishingBattle->winnerHero->name);
  559. std::ostringstream names;
  560. for(int i = 0; i < cs.spells.size(); i++)
  561. {
  562. names << "%s";
  563. if(i < cs.spells.size() - 2)
  564. names << ", ";
  565. else if(i < cs.spells.size() - 1)
  566. names << "%s";
  567. }
  568. names << ".";
  569. iw.text.addReplacement(names.str());
  570. auto it = cs.spells.begin();
  571. for(int i = 0; i < cs.spells.size(); i++, it++)
  572. {
  573. iw.text.addReplacement(MetaString::SPELL_NAME, it->toEnum());
  574. if(i == cs.spells.size() - 2) //we just added pre-last name
  575. iw.text.addReplacement(MetaString::GENERAL_TXT, 141); // " and "
  576. iw.components.push_back(Component(Component::SPELL, *it, 0, 0));
  577. }
  578. sendAndApply(&iw);
  579. sendAndApply(&cs);
  580. }
  581. cab1.takeFromArmy(this);
  582. cab2.takeFromArmy(this); //take casualties after battle is deleted
  583. //if one hero has lost we will erase him
  584. if(battleResult.data->winner!=0 && hero1)
  585. {
  586. RemoveObject ro(hero1->id);
  587. sendAndApply(&ro);
  588. }
  589. if(battleResult.data->winner!=1 && hero2)
  590. {
  591. RemoveObject ro(hero2->id);
  592. sendAndApply(&ro);
  593. }
  594. //give exp
  595. if (battleResult.data->exp[0] && hero1 && battleResult.get()->winner == 0)
  596. changePrimSkill(hero1, PrimarySkill::EXPERIENCE, battleResult.data->exp[0]);
  597. else if (battleResult.data->exp[1] && hero2 && battleResult.get()->winner == 1)
  598. changePrimSkill(hero2, PrimarySkill::EXPERIENCE, battleResult.data->exp[1]);
  599. queries.popIfTop(battleQuery);
  600. //--> continuation (battleAfterLevelUp) occurs after level-up queries are handled or on removing query (above)
  601. }
  602. void CGameHandler::battleAfterLevelUp( const BattleResult &result )
  603. {
  604. LOG_TRACE(logGlobal);
  605. finishingBattle->remainingBattleQueriesCount--;
  606. logGlobal->traceStream() << "Decremented queries count to " << finishingBattle->remainingBattleQueriesCount;
  607. if(finishingBattle->remainingBattleQueriesCount > 0)
  608. //Battle results will be handled when all battle queries are closed
  609. return;
  610. //TODO consider if we really want it to work like above. ATM each player as unblocked as soon as possible
  611. // but the battle consequences are applied after final player is unblocked. Hard to abuse...
  612. // Still, it looks like a hole.
  613. // Necromancy if applicable.
  614. const CStackBasicDescriptor raisedStack = finishingBattle->winnerHero ? finishingBattle->winnerHero->calculateNecromancy(*battleResult.data) : CStackBasicDescriptor();
  615. // Give raised units to winner and show dialog, if any were raised,
  616. // units will be given after casualties are taken
  617. const SlotID necroSlot = raisedStack.type ? finishingBattle->winnerHero->getSlotFor(raisedStack.type) : SlotID();
  618. if (necroSlot != SlotID())
  619. {
  620. finishingBattle->winnerHero->showNecromancyDialog(raisedStack);
  621. addToSlot(StackLocation(finishingBattle->winnerHero, necroSlot), raisedStack.type, raisedStack.count);
  622. }
  623. BattleResultsApplied resultsApplied;
  624. resultsApplied.player1 = finishingBattle->victor;
  625. resultsApplied.player2 = finishingBattle->loser;
  626. sendAndApply(&resultsApplied);
  627. setBattle(nullptr);
  628. if(visitObjectAfterVictory && result.winner==0)
  629. {
  630. logGlobal->traceStream() << "post-victory visit";
  631. visitObjectOnTile(*getTile(finishingBattle->winnerHero->getPosition()), finishingBattle->winnerHero);
  632. }
  633. visitObjectAfterVictory = false;
  634. //handle victory/loss of engaged players
  635. std::set<PlayerColor> playerColors = {finishingBattle->loser, finishingBattle->victor};
  636. checkVictoryLossConditions(playerColors);
  637. if(result.result == BattleResult::SURRENDER || result.result == BattleResult::ESCAPE) //loser has escaped or surrendered
  638. {
  639. SetAvailableHeroes sah;
  640. sah.player = finishingBattle->loser;
  641. sah.hid[0] = finishingBattle->loserHero->subID;
  642. if(result.result == BattleResult::ESCAPE) //retreat
  643. {
  644. sah.army[0].clear();
  645. sah.army[0].setCreature(SlotID(0), finishingBattle->loserHero->type->initialArmy.at(0).creature, 1);
  646. }
  647. if(const CGHeroInstance *another = getPlayer(finishingBattle->loser)->availableHeroes.at(1))
  648. sah.hid[1] = another->subID;
  649. else
  650. sah.hid[1] = -1;
  651. sendAndApply(&sah);
  652. }
  653. }
  654. void CGameHandler::prepareAttack(BattleAttack &bat, const CStack *att, const CStack *def, int distance, int targetHex)
  655. {
  656. bat.bsa.clear();
  657. bat.stackAttacking = att->ID;
  658. const int attackerLuck = att->LuckVal();
  659. auto sideHeroBlocksLuck = [](const SideInBattle &side){ return NBonus::hasOfType(side.hero, Bonus::BLOCK_LUCK); };
  660. if(!vstd::contains_if(gs->curB->sides, sideHeroBlocksLuck))
  661. {
  662. if(attackerLuck > 0 && gs->getRandomGenerator().nextInt(23) < attackerLuck)
  663. {
  664. bat.flags |= BattleAttack::LUCKY;
  665. }
  666. if (VLC->modh->settings.data["hardcodedFeatures"]["NEGATIVE_LUCK"].Bool()) // negative luck enabled
  667. {
  668. if (attackerLuck < 0 && gs->getRandomGenerator().nextInt(23) < abs(attackerLuck))
  669. {
  670. bat.flags |= BattleAttack::UNLUCKY;
  671. }
  672. }
  673. }
  674. if(gs->getRandomGenerator().nextInt(99) < att->valOfBonuses(Bonus::DOUBLE_DAMAGE_CHANCE))
  675. {
  676. bat.flags |= BattleAttack::DEATH_BLOW;
  677. }
  678. if(att->getCreature()->idNumber == CreatureID::BALLISTA)
  679. {
  680. static const int artilleryLvlToChance[] = {0, 50, 75, 100};
  681. const CGHeroInstance * owner = gs->curB->getHero(att->owner);
  682. int chance = artilleryLvlToChance[owner->getSecSkillLevel(SecondarySkill::ARTILLERY)];
  683. if(chance > gs->getRandomGenerator().nextInt(99))
  684. {
  685. bat.flags |= BattleAttack::BALLISTA_DOUBLE_DMG;
  686. }
  687. }
  688. // only primary target
  689. applyBattleEffects(bat, att, def, distance, false);
  690. if (!bat.shot()) //multiple-hex attack - only in meele
  691. {
  692. std::set<const CStack*> attackedCreatures = gs->curB->getAttackedCreatures(att, targetHex); //creatures other than primary target
  693. for(const CStack * stack : attackedCreatures)
  694. {
  695. if (stack != def) //do not hit same stack twice
  696. {
  697. applyBattleEffects(bat, att, stack, distance, true);
  698. }
  699. }
  700. }
  701. const Bonus * bonus = att->getBonusLocalFirst(Selector::type(Bonus::SPELL_LIKE_ATTACK));
  702. if (bonus && (bat.shot())) //TODO: make it work in melee?
  703. {
  704. //this is need for displaying hit animation
  705. bat.flags |= BattleAttack::SPELL_LIKE;
  706. bat.spellID = SpellID(bonus->subtype);
  707. //TODO: should spell override creature`s projectile?
  708. std::set<const CStack*> attackedCreatures = SpellID(bonus->subtype).toSpell()->getAffectedStacks(gs->curB, ECastingMode::SPELL_LIKE_ATTACK, att->owner, bonus->val, targetHex);
  709. //TODO: get exact attacked hex for defender
  710. for(const CStack * stack : attackedCreatures)
  711. {
  712. if (stack != def) //do not hit same stack twice
  713. {
  714. applyBattleEffects(bat, att, stack, distance, true);
  715. }
  716. }
  717. //now add effect info for all attacked stacks
  718. for(BattleStackAttacked & bsa : bat.bsa)
  719. {
  720. if(bsa.attackerID == att->ID) //this is our attack and not f.e. fire shield
  721. {
  722. //this is need for displaying affect animation
  723. bsa.flags |= BattleStackAttacked::SPELL_EFFECT;
  724. bsa.spellID = SpellID(bonus->subtype);
  725. }
  726. }
  727. }
  728. }
  729. void CGameHandler::applyBattleEffects(BattleAttack &bat, const CStack *att, const CStack *def, int distance, bool secondary) //helper function for prepareAttack
  730. {
  731. BattleStackAttacked bsa;
  732. if (secondary)
  733. bsa.flags |= BattleStackAttacked::SECONDARY; //all other targets do not suffer from spells & spell-like abilities
  734. bsa.attackerID = att->ID;
  735. bsa.stackAttacked = def->ID;
  736. bsa.damageAmount = gs->curB->calculateDmg(att, def, gs->curB->battleGetOwner(att), gs->curB->battleGetOwner(def),
  737. bat.shot(), distance, bat.lucky(), bat.unlucky(), bat.deathBlow(), bat.ballistaDoubleDmg(), gs->getRandomGenerator());
  738. def->prepareAttacked(bsa, gs->getRandomGenerator()); //calculate casualties
  739. //life drain handling
  740. if (att->hasBonusOfType(Bonus::LIFE_DRAIN) && def->isLiving())
  741. {
  742. StacksHealedOrResurrected shi;
  743. shi.lifeDrain = true;
  744. shi.tentHealing = false;
  745. shi.drainedFrom = def->ID;
  746. StacksHealedOrResurrected::HealInfo hi;
  747. hi.stackID = att->ID;
  748. hi.healedHP = att->calculateHealedHealthPoints(bsa.damageAmount * att->valOfBonuses (Bonus::LIFE_DRAIN) / 100, true);
  749. hi.lowLevelResurrection = false;
  750. shi.healedStacks.push_back(hi);
  751. if (hi.healedHP > 0)
  752. {
  753. bsa.healedStacks.push_back(shi);
  754. }
  755. }
  756. bat.bsa.push_back(bsa); //add this stack to the list of victims after drain life has been calculated
  757. //fire shield handling
  758. if(!bat.shot() && def->hasBonusOfType(Bonus::FIRE_SHIELD) && !att->hasBonusOfType (Bonus::FIRE_IMMUNITY))
  759. {
  760. BattleStackAttacked bsa2;
  761. bsa2.stackAttacked = att->ID; //invert
  762. bsa2.attackerID = def->ID;
  763. bsa2.flags |= BattleStackAttacked::EFFECT; //FIXME: play animation upon efreet and not attacker
  764. bsa2.effect = 11;
  765. bsa2.damageAmount = (bsa.damageAmount * def->valOfBonuses(Bonus::FIRE_SHIELD)) / 100; //TODO: scale with attack/defense
  766. att->prepareAttacked(bsa2, gameState()->getRandomGenerator());
  767. bat.bsa.push_back(bsa2);
  768. }
  769. }
  770. void CGameHandler::handleConnection(std::set<PlayerColor> players, CConnection &c)
  771. {
  772. setThreadName("CGameHandler::handleConnection");
  773. try
  774. {
  775. while(1)//server should never shut connection first //was: while(!end2)
  776. {
  777. CPack *pack = nullptr;
  778. PlayerColor player = PlayerColor::NEUTRAL;
  779. si32 requestID = -999;
  780. int packType = 0;
  781. {
  782. boost::unique_lock<boost::mutex> lock(*c.rmx);
  783. c >> player >> requestID >> pack; //get the package
  784. if(!pack)
  785. {
  786. logGlobal ->errorStream() << boost::format("Received a null package marked as request %d from player %d") % requestID % player;
  787. }
  788. packType = typeList.getTypeID(pack); //get the id of type
  789. logGlobal->traceStream() << boost::format("Received client message (request %d by player %d) of type with ID=%d (%s).\n")
  790. % requestID % player.getNum() % packType % typeid(*pack).name();
  791. }
  792. //prepare struct informing that action was applied
  793. auto sendPackageResponse = [&](bool succesfullyApplied)
  794. {
  795. PackageApplied applied;
  796. applied.player = player;
  797. applied.result = succesfullyApplied;
  798. applied.packType = packType;
  799. applied.requestID = requestID;
  800. boost::unique_lock<boost::mutex> lock(*c.wmx);
  801. c << &applied;
  802. };
  803. CBaseForGHApply *apply = applier->apps[packType]; //and appropriae applier object
  804. if(isBlockedByQueries(pack, player))
  805. {
  806. sendPackageResponse(false);
  807. }
  808. else if(apply)
  809. {
  810. const bool result = apply->applyOnGH(this,&c,pack, player);
  811. if(!result)
  812. complain("Got false in applying... that request must have been fishy!");
  813. logGlobal->traceStream() << "Message successfully applied (result=" << result << ")!";
  814. sendPackageResponse(true);
  815. }
  816. else
  817. {
  818. logGlobal->errorStream() << "Message cannot be applied, cannot find applier (unregistered type)!";
  819. sendPackageResponse(false);
  820. }
  821. vstd::clear_pointer(pack);
  822. }
  823. }
  824. catch(boost::system::system_error &e) //for boost errors just log, not crash - probably client shut down connection
  825. {
  826. assert(!c.connected); //make sure that connection has been marked as broken
  827. logGlobal->errorStream() << e.what();
  828. end2 = true;
  829. }
  830. catch(...)
  831. {
  832. end2 = true;
  833. handleException();
  834. throw;
  835. }
  836. logGlobal->errorStream() << "Ended handling connection";
  837. }
  838. int CGameHandler::moveStack(int stack, BattleHex dest)
  839. {
  840. int ret = 0;
  841. const CStack *curStack = gs->curB->battleGetStackByID(stack),
  842. *stackAtEnd = gs->curB->battleGetStackByPos(dest);
  843. assert(curStack);
  844. assert(dest < GameConstants::BFIELD_SIZE);
  845. if (gs->curB->tacticDistance)
  846. {
  847. assert(gs->curB->isInTacticRange(dest));
  848. }
  849. if(curStack->position == dest)
  850. return 0;
  851. //initing necessary tables
  852. auto accessibility = getAccesibility(curStack);
  853. //shifting destination (if we have double wide stack and we can occupy dest but not be exactly there)
  854. if(!stackAtEnd && curStack->doubleWide() && !accessibility.accessible(dest, curStack))
  855. {
  856. if(curStack->attackerOwned)
  857. {
  858. if(accessibility.accessible(dest+1, curStack))
  859. dest += BattleHex::RIGHT;
  860. }
  861. else
  862. {
  863. if(accessibility.accessible(dest-1, curStack))
  864. dest += BattleHex::LEFT;
  865. }
  866. }
  867. if((stackAtEnd && stackAtEnd!=curStack && stackAtEnd->alive()) || !accessibility.accessible(dest, curStack))
  868. {
  869. complain("Given destination is not accessible!");
  870. return 0;
  871. }
  872. std::pair< std::vector<BattleHex>, int > path = gs->curB->getPath(curStack->position, dest, curStack);
  873. ret = path.second;
  874. int creSpeed = gs->curB->tacticDistance ? GameConstants::BFIELD_SIZE : curStack->Speed();
  875. if(curStack->hasBonusOfType(Bonus::FLYING))
  876. {
  877. if(path.second <= creSpeed && path.first.size() > 0)
  878. {
  879. //inform clients about move
  880. BattleStackMoved sm;
  881. sm.stack = curStack->ID;
  882. std::vector<BattleHex> tiles;
  883. tiles.push_back(path.first[0]);
  884. sm.tilesToMove = tiles;
  885. sm.distance = path.second;
  886. sm.teleporting = false;
  887. sendAndApply(&sm);
  888. }
  889. }
  890. else //for non-flying creatures
  891. {
  892. shared_ptr<const CObstacleInstance> obstacle, obstacle2; //obstacle that interrupted movement
  893. std::vector<BattleHex> tiles;
  894. const int tilesToMove = std::max((int)(path.first.size() - creSpeed), 0);
  895. int v = path.first.size()-1;
  896. bool stackIsMoving = true;
  897. while(stackIsMoving)
  898. {
  899. if(v<tilesToMove)
  900. {
  901. logGlobal->error("Movement terminated abnormally");
  902. break;
  903. }
  904. for(bool obstacleHit = false; (!obstacleHit) && (v >= tilesToMove); --v)
  905. {
  906. BattleHex hex = path.first[v];
  907. tiles.push_back(hex);
  908. //if we walked onto something, finalize this portion of stack movement check into obstacle
  909. if((obstacle = battleGetObstacleOnPos(hex, false)))
  910. obstacleHit = true;
  911. if(curStack->doubleWide())
  912. {
  913. BattleHex otherHex = curStack->occupiedHex(hex);
  914. //two hex creature hit obstacle by backside
  915. if(otherHex.isValid() && ((obstacle2 = battleGetObstacleOnPos(otherHex, false))))
  916. obstacleHit = true;
  917. }
  918. }
  919. if(tiles.size() > 0)
  920. {
  921. //commit movement
  922. BattleStackMoved sm;
  923. sm.stack = curStack->ID;
  924. sm.distance = path.second;
  925. sm.teleporting = false;
  926. sm.tilesToMove = tiles;
  927. sendAndApply(&sm);
  928. tiles.clear();
  929. }
  930. //we don't handle obstacle at the destination tile -> it's handled separately in the if at the end
  931. if(curStack->position != dest)
  932. {
  933. auto processObstacle = [&](shared_ptr<const CObstacleInstance> & obs)
  934. {
  935. if(obs)
  936. {
  937. handleDamageFromObstacle(*obs, curStack);
  938. //if stack die in explosion or interrupted by obstacle, abort movement
  939. if(obs->stopsMovement() || !curStack->alive())
  940. stackIsMoving = false;
  941. obs.reset();
  942. }
  943. };
  944. processObstacle(obstacle);
  945. if(curStack->alive())
  946. processObstacle(obstacle2);
  947. }
  948. else
  949. //movement finished normally: we reached destination
  950. stackIsMoving = false;
  951. }
  952. }
  953. //handling obstacle on the final field (separate, because it affects both flying and walking stacks)
  954. if(curStack->alive())
  955. {
  956. if(auto theLastObstacle = battleGetObstacleOnPos(curStack->position, false))
  957. {
  958. handleDamageFromObstacle(*theLastObstacle, curStack);
  959. }
  960. }
  961. if(curStack->alive() && curStack->doubleWide())
  962. {
  963. BattleHex otherHex = curStack->occupiedHex(curStack->position);
  964. if(otherHex.isValid())
  965. if(auto theLastObstacle = battleGetObstacleOnPos(otherHex, false))
  966. {
  967. //two hex creature hit obstacle by backside
  968. handleDamageFromObstacle(*theLastObstacle, curStack);
  969. }
  970. }
  971. return ret;
  972. }
  973. CGameHandler::CGameHandler(void)
  974. {
  975. QID = 1;
  976. //gs = nullptr;
  977. IObjectInterface::cb = this;
  978. applier = new CApplier<CBaseForGHApply>;
  979. registerTypesServerPacks(*applier);
  980. visitObjectAfterVictory = false;
  981. queries.gh = this;
  982. spellEnv = new ServerSpellCastEnvironment(this);
  983. }
  984. CGameHandler::~CGameHandler(void)
  985. {
  986. delete spellEnv;
  987. delete applier;
  988. applier = nullptr;
  989. delete gs;
  990. }
  991. void CGameHandler::init(StartInfo *si)
  992. {
  993. if(si->seedToBeUsed == 0)
  994. {
  995. si->seedToBeUsed = std::time(nullptr);
  996. }
  997. gs = new CGameState();
  998. logGlobal->infoStream() << "Gamestate created!";
  999. gs->init(si);
  1000. logGlobal->infoStream() << "Gamestate initialized!";
  1001. // reset seed, so that clients can't predict any following random values
  1002. gs->getRandomGenerator().resetSeed();
  1003. for(auto & elem : gs->players)
  1004. {
  1005. states.addPlayer(elem.first);
  1006. }
  1007. }
  1008. static bool evntCmp(const CMapEvent &a, const CMapEvent &b)
  1009. {
  1010. return a.earlierThan(b);
  1011. }
  1012. void CGameHandler::setPortalDwelling(const CGTownInstance * town, bool forced=false, bool clear = false)
  1013. {// bool forced = true - if creature should be replaced, if false - only if no creature was set
  1014. const PlayerState *p = gs->getPlayer(town->tempOwner);
  1015. if(!p)
  1016. {
  1017. logGlobal->warnStream() << "There is no player owner of town " << town->name << " at " << town->pos;
  1018. return;
  1019. }
  1020. if (forced || town->creatures.at(GameConstants::CREATURES_PER_TOWN).second.empty())//we need to change creature
  1021. {
  1022. SetAvailableCreatures ssi;
  1023. ssi.tid = town->id;
  1024. ssi.creatures = town->creatures;
  1025. ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.clear();//remove old one
  1026. const std::vector<ConstTransitivePtr<CGDwelling> > &dwellings = p->dwellings;
  1027. if (dwellings.empty())//no dwellings - just remove
  1028. {
  1029. sendAndApply(&ssi);
  1030. return;
  1031. }
  1032. auto dwelling = *RandomGeneratorUtil::nextItem(dwellings, gs->getRandomGenerator());
  1033. // for multi-creature dwellings like Golem Factory
  1034. auto creatureId = RandomGeneratorUtil::nextItem(dwelling->creatures, gs->getRandomGenerator())->second[0];
  1035. if(clear)
  1036. {
  1037. ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = std::max((ui32)1, (VLC->creh->creatures.at(creatureId)->growth)/2);
  1038. }
  1039. else
  1040. {
  1041. ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = VLC->creh->creatures.at(creatureId)->growth;
  1042. }
  1043. ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.push_back(creatureId);
  1044. sendAndApply(&ssi);
  1045. }
  1046. }
  1047. void CGameHandler::newTurn()
  1048. {
  1049. logGlobal->traceStream() << "Turn " << gs->day+1;
  1050. NewTurn n;
  1051. n.specialWeek = NewTurn::NO_ACTION;
  1052. n.creatureid = CreatureID::NONE;
  1053. n.day = gs->day + 1;
  1054. bool firstTurn = !getDate(Date::DAY);
  1055. bool newWeek = getDate(Date::DAY_OF_WEEK) == 7; //day numbers are confusing, as day was not yet switched
  1056. bool newMonth = getDate(Date::DAY_OF_MONTH) == 28;
  1057. std::map<PlayerColor, si32> hadGold;//starting gold - for buildings like dwarven treasury
  1058. if (firstTurn)
  1059. {
  1060. for (auto obj : gs->map->objects)
  1061. {
  1062. if (obj && obj->ID == Obj::PRISON) //give imprisoned hero 0 exp to level him up. easiest to do at this point
  1063. {
  1064. changePrimSkill (getHero(obj->id), PrimarySkill::EXPERIENCE, 0);
  1065. }
  1066. }
  1067. }
  1068. if (newWeek && !firstTurn)
  1069. {
  1070. n.specialWeek = NewTurn::NORMAL;
  1071. bool deityOfFireBuilt = false;
  1072. for(const CGTownInstance *t : gs->map->towns)
  1073. {
  1074. if(t->hasBuilt(BuildingID::GRAIL, ETownType::INFERNO))
  1075. {
  1076. deityOfFireBuilt = true;
  1077. break;
  1078. }
  1079. }
  1080. if(deityOfFireBuilt)
  1081. {
  1082. n.specialWeek = NewTurn::DEITYOFFIRE;
  1083. n.creatureid = CreatureID::IMP;
  1084. }
  1085. else
  1086. {
  1087. int monthType = gs->getRandomGenerator().nextInt(99);
  1088. if(newMonth) //new month
  1089. {
  1090. if (monthType < 40) //double growth
  1091. {
  1092. n.specialWeek = NewTurn::DOUBLE_GROWTH;
  1093. if (VLC->modh->settings.ALL_CREATURES_GET_DOUBLE_MONTHS)
  1094. {
  1095. std::pair<int, CreatureID> newMonster(54, VLC->creh->pickRandomMonster(gs->getRandomGenerator()));
  1096. n.creatureid = newMonster.second;
  1097. }
  1098. else if(VLC->creh->doubledCreatures.size())
  1099. {
  1100. const std::vector<CreatureID> doubledCreatures (VLC->creh->doubledCreatures.begin(), VLC->creh->doubledCreatures.end());
  1101. n.creatureid = *RandomGeneratorUtil::nextItem(doubledCreatures, gs->getRandomGenerator());
  1102. }
  1103. else
  1104. {
  1105. complain("Cannot find creature that can be spawned!");
  1106. n.specialWeek = NewTurn::NORMAL;
  1107. }
  1108. }
  1109. else if (monthType < 50)
  1110. n.specialWeek = NewTurn::PLAGUE;
  1111. }
  1112. else //it's a week, but not full month
  1113. {
  1114. if (monthType < 25)
  1115. {
  1116. n.specialWeek = NewTurn::BONUS_GROWTH; //+5
  1117. std::pair<int, CreatureID> newMonster(54, VLC->creh->pickRandomMonster(gs->getRandomGenerator()));
  1118. //TODO do not pick neutrals
  1119. n.creatureid = newMonster.second;
  1120. }
  1121. }
  1122. }
  1123. }
  1124. std::map<ui32, ConstTransitivePtr<CGHeroInstance> > pool = gs->hpool.heroesPool;
  1125. for (auto & elem : gs->players)
  1126. {
  1127. if(elem.first == PlayerColor::NEUTRAL)
  1128. continue;
  1129. else if(elem.first >= PlayerColor::PLAYER_LIMIT)
  1130. assert(0); //illegal player number!
  1131. std::pair<PlayerColor, si32> playerGold(elem.first, elem.second.resources.at(Res::GOLD));
  1132. hadGold.insert(playerGold);
  1133. if(newWeek) //new heroes in tavern
  1134. {
  1135. SetAvailableHeroes sah;
  1136. sah.player = elem.first;
  1137. //pick heroes and their armies
  1138. CHeroClass *banned = nullptr;
  1139. for (int j = 0; j < GameConstants::AVAILABLE_HEROES_PER_PLAYER; j++)
  1140. {
  1141. //first hero - native if possible, second hero -> any other class
  1142. if(CGHeroInstance *h = gs->hpool.pickHeroFor(j == 0, elem.first, getNativeTown(elem.first), pool, gs->getRandomGenerator(), banned))
  1143. {
  1144. sah.hid[j] = h->subID;
  1145. h->initArmy(&sah.army[j]);
  1146. banned = h->type->heroClass;
  1147. }
  1148. else
  1149. sah.hid[j] = -1;
  1150. }
  1151. sendAndApply(&sah);
  1152. }
  1153. n.res[elem.first] = elem.second.resources;
  1154. for(CGHeroInstance *h : (elem).second.heroes)
  1155. {
  1156. if(h->visitedTown)
  1157. giveSpells(h->visitedTown, h);
  1158. NewTurn::Hero hth;
  1159. hth.id = h->id;
  1160. hth.move = h->maxMovePoints(gs->map->getTile(h->getPosition(false)).terType != ETerrainType::WATER);
  1161. if(h->visitedTown && h->visitedTown->hasBuilt(BuildingID::MAGES_GUILD_1)) //if hero starts turn in town with mage guild
  1162. hth.mana = std::max(h->mana, h->manaLimit()); //restore all mana
  1163. else
  1164. hth.mana = std::max((si32)(0), std::max(h->mana, std::min((si32)(h->mana + h->manaRegain()), h->manaLimit())));
  1165. n.heroes.insert(hth);
  1166. if(!firstTurn) //not first day
  1167. {
  1168. n.res[elem.first][Res::GOLD] += h->valOfBonuses(Selector::typeSubtype(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::ESTATES)); //estates
  1169. for (int k = 0; k < GameConstants::RESOURCE_QUANTITY; k++)
  1170. {
  1171. n.res[elem.first][k] += h->valOfBonuses(Bonus::GENERATE_RESOURCE, k);
  1172. }
  1173. }
  1174. }
  1175. }
  1176. for(CGTownInstance *t : gs->map->towns)
  1177. {
  1178. PlayerColor player = t->tempOwner;
  1179. handleTownEvents(t, n);
  1180. if(newWeek) //first day of week
  1181. {
  1182. if(t->hasBuilt(BuildingID::PORTAL_OF_SUMMON, ETownType::DUNGEON))
  1183. setPortalDwelling(t, true, (n.specialWeek == NewTurn::PLAGUE ? true : false)); //set creatures for Portal of Summoning
  1184. if(!firstTurn)
  1185. if (t->hasBuilt(BuildingID::TREASURY, ETownType::RAMPART) && player < PlayerColor::PLAYER_LIMIT)
  1186. n.res[player][Res::GOLD] += hadGold.at(player)/10; //give 10% of starting gold
  1187. if (!vstd::contains(n.cres, t->id))
  1188. {
  1189. n.cres[t->id].tid = t->id;
  1190. n.cres[t->id].creatures = t->creatures;
  1191. }
  1192. auto & sac = n.cres.at(t->id);
  1193. for (int k=0; k < GameConstants::CREATURES_PER_TOWN; k++) //creature growths
  1194. {
  1195. if (!t->creatures.at(k).second.empty()) // there are creatures at this level
  1196. {
  1197. ui32 &availableCount = sac.creatures.at(k).first;
  1198. const CCreature *cre = VLC->creh->creatures.at(t->creatures.at(k).second.back());
  1199. if (n.specialWeek == NewTurn::PLAGUE)
  1200. availableCount = t->creatures.at(k).first / 2; //halve their number, no growth
  1201. else
  1202. {
  1203. if(firstTurn) //first day of game: use only basic growths
  1204. availableCount = cre->growth;
  1205. else
  1206. availableCount += t->creatureGrowth(k);
  1207. //Deity of fire week - upgrade both imps and upgrades
  1208. if (n.specialWeek == NewTurn::DEITYOFFIRE && vstd::contains(t->creatures.at(k).second, n.creatureid))
  1209. availableCount += 15;
  1210. if( cre->idNumber == n.creatureid ) //bonus week, effect applies only to identical creatures
  1211. {
  1212. if(n.specialWeek == NewTurn::DOUBLE_GROWTH)
  1213. availableCount *= 2;
  1214. else if(n.specialWeek == NewTurn::BONUS_GROWTH)
  1215. availableCount += 5;
  1216. }
  1217. }
  1218. }
  1219. }
  1220. }
  1221. if(!firstTurn && player < PlayerColor::PLAYER_LIMIT)//not the first day and town not neutral
  1222. {
  1223. n.res[player] = n.res[player] + t->dailyIncome();
  1224. }
  1225. if(t->hasBuilt(BuildingID::GRAIL, ETownType::TOWER))
  1226. {
  1227. // Skyship, probably easier to handle same as Veil of darkness
  1228. //do it every new day after veils apply
  1229. if (player != PlayerColor::NEUTRAL) //do not reveal fow for neutral player
  1230. {
  1231. FoWChange fw;
  1232. fw.mode = 1;
  1233. fw.player = player;
  1234. // find all hidden tiles
  1235. const auto & fow = gs->getPlayerTeam(player)->fogOfWarMap;
  1236. for (size_t i=0; i<fow.size(); i++)
  1237. for (size_t j=0; j<fow.at(i).size(); j++)
  1238. for (size_t k=0; k<fow.at(i).at(j).size(); k++)
  1239. if (!fow.at(i).at(j).at(k))
  1240. fw.tiles.insert(int3(i,j,k));
  1241. sendAndApply (&fw);
  1242. }
  1243. }
  1244. if (t->hasBonusOfType (Bonus::DARKNESS))
  1245. {
  1246. for (auto & player : gameState()->players)
  1247. {
  1248. if (getPlayerStatus(player.first) == EPlayerStatus::INGAME &&
  1249. getPlayerRelations(player.first, t->tempOwner) == PlayerRelations::ENEMIES)
  1250. changeFogOfWar(t->visitablePos(), t->getBonusLocalFirst(Selector::type(Bonus::DARKNESS))->val, player.first, true);
  1251. }
  1252. }
  1253. }
  1254. if(newMonth)
  1255. {
  1256. SetAvailableArtifacts saa;
  1257. saa.id = -1;
  1258. pickAllowedArtsSet(saa.arts);
  1259. sendAndApply(&saa);
  1260. }
  1261. sendAndApply(&n);
  1262. if(newWeek)
  1263. {
  1264. //spawn wandering monsters
  1265. if (newMonth && (n.specialWeek == NewTurn::DOUBLE_GROWTH || n.specialWeek == NewTurn::DEITYOFFIRE))
  1266. {
  1267. spawnWanderingMonsters(n.creatureid);
  1268. }
  1269. //new week info popup
  1270. if(!firstTurn)
  1271. {
  1272. InfoWindow iw;
  1273. switch (n.specialWeek)
  1274. {
  1275. case NewTurn::DOUBLE_GROWTH:
  1276. iw.text.addTxt(MetaString::ARRAY_TXT, 131);
  1277. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1278. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1279. break;
  1280. case NewTurn::PLAGUE:
  1281. iw.text.addTxt(MetaString::ARRAY_TXT, 132);
  1282. break;
  1283. case NewTurn::BONUS_GROWTH:
  1284. iw.text.addTxt(MetaString::ARRAY_TXT, 134);
  1285. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1286. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1287. break;
  1288. case NewTurn::DEITYOFFIRE:
  1289. iw.text.addTxt(MetaString::ARRAY_TXT, 135);
  1290. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 42); //%s imp
  1291. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 42); //%s imp
  1292. iw.text.addReplacement2(15); //%+d 15
  1293. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 43); //%s familiar
  1294. iw.text.addReplacement2(15); //%+d 15
  1295. break;
  1296. default:
  1297. if (newMonth)
  1298. {
  1299. iw.text.addTxt(MetaString::ARRAY_TXT, (130));
  1300. iw.text.addReplacement(MetaString::ARRAY_TXT, gs->getRandomGenerator().nextInt(32, 41));
  1301. }
  1302. else
  1303. {
  1304. iw.text.addTxt(MetaString::ARRAY_TXT, (133));
  1305. iw.text.addReplacement(MetaString::ARRAY_TXT, gs->getRandomGenerator().nextInt(43, 57));
  1306. }
  1307. }
  1308. for (auto & elem : gs->players)
  1309. {
  1310. iw.player = elem.first;
  1311. sendAndApply(&iw);
  1312. }
  1313. }
  1314. }
  1315. logGlobal->traceStream() << "Info about turn " << n.day << "has been sent!";
  1316. handleTimeEvents();
  1317. //call objects
  1318. for(auto & elem : gs->map->objects)
  1319. {
  1320. if(elem)
  1321. elem->newTurn();
  1322. }
  1323. synchronizeArtifactHandlerLists(); //new day events may have changed them. TODO better of managing that
  1324. }
  1325. void CGameHandler::run(bool resume)
  1326. {
  1327. LOG_TRACE_PARAMS(logGlobal, "resume=%d", resume);
  1328. using namespace boost::posix_time;
  1329. for(CConnection *cc : conns)
  1330. {
  1331. if(!resume)
  1332. {
  1333. (*cc) << gs->initialOpts; // gs->scenarioOps
  1334. }
  1335. std::set<PlayerColor> players;
  1336. (*cc) >> players; //how many players will be handled at that client
  1337. std::stringstream sbuffer;
  1338. sbuffer << "Connection " << cc->connectionID << " will handle " << players.size() << " player: ";
  1339. for(PlayerColor color : players)
  1340. {
  1341. sbuffer << color << " ";
  1342. {
  1343. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  1344. connections[color] = cc;
  1345. }
  1346. }
  1347. logGlobal->infoStream() << sbuffer.str();
  1348. cc->addStdVecItems(gs);
  1349. cc->enableStackSendingByID();
  1350. cc->disableSmartPointerSerialization();
  1351. }
  1352. for(auto & elem : conns)
  1353. {
  1354. std::set<PlayerColor> pom;
  1355. for(auto j = connections.cbegin(); j!=connections.cend();j++)
  1356. if(j->second == elem)
  1357. pom.insert(j->first);
  1358. boost::thread(std::bind(&CGameHandler::handleConnection,this,pom,std::ref(*elem)));
  1359. }
  1360. if(gs->scenarioOps->mode == StartInfo::DUEL)
  1361. {
  1362. runBattle();
  1363. end2 = true;
  1364. while(conns.size() && (*conns.begin())->isOpen())
  1365. boost::this_thread::sleep(boost::posix_time::milliseconds(5)); //give time client to close socket
  1366. return;
  1367. }
  1368. auto playerTurnOrder = generatePlayerTurnOrder();
  1369. while(!end2)
  1370. {
  1371. if(!resume) newTurn();
  1372. std::list<PlayerColor>::iterator it;
  1373. if(resume)
  1374. {
  1375. it = std::find(playerTurnOrder.begin(), playerTurnOrder.end(), gs->currentPlayer);
  1376. }
  1377. else
  1378. {
  1379. it = playerTurnOrder.begin();
  1380. }
  1381. resume = false;
  1382. for(; it != playerTurnOrder.end(); it++)
  1383. {
  1384. auto playerColor = *it;
  1385. if(gs->players[playerColor].status == EPlayerStatus::INGAME)
  1386. {
  1387. states.setFlag(playerColor, &PlayerStatus::makingTurn, true);
  1388. YourTurn yt;
  1389. yt.player = playerColor;
  1390. applyAndSend(&yt);
  1391. checkVictoryLossConditionsForAll();
  1392. //wait till turn is done
  1393. boost::unique_lock<boost::mutex> lock(states.mx);
  1394. while(states.players.at(playerColor).makingTurn && !end2)
  1395. {
  1396. static time_duration p = milliseconds(200);
  1397. states.cv.timed_wait(lock,p);
  1398. }
  1399. }
  1400. }
  1401. //additional check that game is not finished
  1402. bool activePlayer = false;
  1403. for(auto player : playerTurnOrder)
  1404. {
  1405. if(gs->players[player].status == EPlayerStatus::INGAME)
  1406. activePlayer = true;
  1407. }
  1408. if(!activePlayer)
  1409. end2 = true;
  1410. }
  1411. while(conns.size() && (*conns.begin())->isOpen())
  1412. boost::this_thread::sleep(boost::posix_time::milliseconds(5)); //give time client to close socket
  1413. }
  1414. std::list<PlayerColor> CGameHandler::generatePlayerTurnOrder() const
  1415. {
  1416. // Generate player turn order
  1417. std::list<PlayerColor> playerTurnOrder;
  1418. for(const auto & player : gs->players) // add human players first
  1419. {
  1420. if(player.second.human)
  1421. playerTurnOrder.push_back(player.first);
  1422. }
  1423. for(const auto & player : gs->players) // then add non-human players
  1424. {
  1425. if(!player.second.human)
  1426. playerTurnOrder.push_back(player.first);
  1427. }
  1428. return std::move(playerTurnOrder);
  1429. }
  1430. void CGameHandler::setupBattle( int3 tile, const CArmedInstance *armies[2], const CGHeroInstance *heroes[2], bool creatureBank, const CGTownInstance *town )
  1431. {
  1432. battleResult.set(nullptr);
  1433. //send info about battles
  1434. BattleStart bs;
  1435. bs.info = gs->setupBattle(tile, armies, heroes, creatureBank, town);
  1436. sendAndApply(&bs);
  1437. }
  1438. void CGameHandler::checkForBattleEnd()
  1439. {
  1440. if(auto result = battleIsFinished())
  1441. {
  1442. setBattleResult(BattleResult::NORMAL, *result);
  1443. }
  1444. }
  1445. void CGameHandler::giveSpells( const CGTownInstance *t, const CGHeroInstance *h )
  1446. {
  1447. if(!h->hasSpellbook())
  1448. return; //hero hasn't spellbook
  1449. ChangeSpells cs;
  1450. cs.hid = h->id;
  1451. cs.learn = true;
  1452. for(int i=0; i<std::min(t->mageGuildLevel(),h->getSecSkillLevel(SecondarySkill::WISDOM)+2);i++)
  1453. {
  1454. if (t->hasBuilt(BuildingID::GRAIL, ETownType::CONFLUX)) //Aurora Borealis
  1455. {
  1456. std::vector<SpellID> spells;
  1457. getAllowedSpells(spells, i);
  1458. for (auto & spell : spells)
  1459. cs.spells.insert(spell);
  1460. }
  1461. else
  1462. {
  1463. for(int j=0; j<t->spellsAtLevel(i+1,true) && j<t->spells.at(i).size(); j++)
  1464. {
  1465. if(!vstd::contains(h->spells,t->spells.at(i).at(j)))
  1466. cs.spells.insert(t->spells.at(i).at(j));
  1467. }
  1468. }
  1469. }
  1470. if(!cs.spells.empty())
  1471. sendAndApply(&cs);
  1472. }
  1473. void CGameHandler::setBlockVis(ObjectInstanceID objid, bool bv)
  1474. {
  1475. SetObjectProperty sop(objid,2,bv);
  1476. sendAndApply(&sop);
  1477. }
  1478. bool CGameHandler::removeObject( const CGObjectInstance * obj )
  1479. {
  1480. if(!obj || !getObj(obj->id))
  1481. {
  1482. logGlobal->errorStream() << "Something wrong, that object already has been removed or hasn't existed!";
  1483. return false;
  1484. }
  1485. RemoveObject ro;
  1486. ro.id = obj->id;
  1487. sendAndApply(&ro);
  1488. checkVictoryLossConditionsForAll(); //eg if monster escaped (removing objs after battle is done dircetly by endBattle, not this function)
  1489. return true;
  1490. }
  1491. void CGameHandler::setAmount(ObjectInstanceID objid, ui32 val)
  1492. {
  1493. SetObjectProperty sop(objid,3,val);
  1494. sendAndApply(&sop);
  1495. }
  1496. bool CGameHandler::moveHero( ObjectInstanceID hid, int3 dst, ui8 teleporting, bool transit, PlayerColor asker /*= 255*/ )
  1497. {
  1498. const CGHeroInstance *h = getHero(hid);
  1499. 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)
  1500. )
  1501. {
  1502. logGlobal->errorStream() << "Illegal call to move hero!";
  1503. return false;
  1504. }
  1505. logGlobal->traceStream() << "Player " << asker << " wants to move hero "<< hid.getNum() << " from "<< h->pos << " to " << dst;
  1506. const int3 hmpos = dst + int3(-1,0,0);
  1507. if(!gs->map->isInTheMap(hmpos))
  1508. {
  1509. logGlobal->errorStream() << "Destination tile is outside the map!";
  1510. return false;
  1511. }
  1512. const TerrainTile t = *gs->getTile(hmpos);
  1513. const int cost = gs->getMovementCost(h, h->getPosition(), hmpos, h->hasBonusOfType(Bonus::FLYING_MOVEMENT), h->movement);
  1514. const int3 guardPos = gs->guardingCreaturePosition(hmpos);
  1515. const bool embarking = !h->boat && !t.visitableObjects.empty() && t.visitableObjects.back()->ID == Obj::BOAT;
  1516. const bool disembarking = h->boat && t.terType != ETerrainType::WATER && !t.blocked;
  1517. //result structure for start - movement failed, no move points used
  1518. TryMoveHero tmh;
  1519. tmh.id = hid;
  1520. tmh.start = h->pos;
  1521. tmh.end = dst;
  1522. tmh.result = TryMoveHero::FAILED;
  1523. tmh.movePoints = h->movement;
  1524. //check if destination tile is available
  1525. //it's a rock or blocked and not visitable tile
  1526. //OR hero is on land and dest is water and (there is not present only one object - boat)
  1527. if(((t.terType == ETerrainType::ROCK || (t.blocked && !t.visitable && !h->hasBonusOfType(Bonus::FLYING_MOVEMENT) ))
  1528. && complain("Cannot move hero, destination tile is blocked!"))
  1529. || ((!h->boat && !h->canWalkOnSea() && t.terType == ETerrainType::WATER && (t.visitableObjects.size() < 1 || (t.visitableObjects.back()->ID != Obj::BOAT && t.visitableObjects.back()->ID != Obj::HERO))) //hero is not on boat/water walking and dst water tile doesn't contain boat/hero (objs visitable from land) -> we test back cause boat may be on top of another object (#276)
  1530. && complain("Cannot move hero, destination tile is on water!"))
  1531. || ((h->boat && t.terType != ETerrainType::WATER && t.blocked)
  1532. && complain("Cannot disembark hero, tile is blocked!"))
  1533. || ( (distance(h->pos, dst) >= 1.5 && !teleporting)
  1534. && complain("Tiles are not neighboring!"))
  1535. || ( (h->inTownGarrison)
  1536. && complain("Can not move garrisoned hero!"))
  1537. || ((h->movement < cost && dst != h->pos && !teleporting)
  1538. && complain("Hero doesn't have any movement points left!"))
  1539. /*|| (states.checkFlag(h->tempOwner, &PlayerStatus::engagedIntoBattle)
  1540. && complain("Cannot move hero during the battle"))*/)
  1541. {
  1542. //send info about movement failure
  1543. sendAndApply(&tmh);
  1544. return false;
  1545. }
  1546. //several generic blocks of code
  1547. // should be called if hero changes tile but before applying TryMoveHero package
  1548. auto leaveTile = [&]()
  1549. {
  1550. for(CGObjectInstance *obj : gs->map->getTile(int3(h->pos.x-1, h->pos.y, h->pos.z)).visitableObjects)
  1551. {
  1552. obj->onHeroLeave(h);
  1553. }
  1554. this->getTilesInRange(tmh.fowRevealed, h->getSightCenter()+(tmh.end-tmh.start), h->getSightRadious(), h->tempOwner, 1);
  1555. };
  1556. auto doMove = [&](TryMoveHero::EResult result, EGuardLook lookForGuards,
  1557. EVisitDest visitDest, ELEaveTile leavingTile) -> bool
  1558. {
  1559. LOG_TRACE_PARAMS(logGlobal, "Hero %s starts movement from %s to %s", h->name % tmh.start % tmh.end);
  1560. auto moveQuery = make_shared<CHeroMovementQuery>(tmh, h);
  1561. queries.addQuery(moveQuery);
  1562. if(leavingTile == LEAVING_TILE)
  1563. leaveTile();
  1564. tmh.result = result;
  1565. sendAndApply(&tmh);
  1566. if (visitDest == VISIT_DEST && t.topVisitableObj() && t.topVisitableObj()->id == h->id)
  1567. { // Hero should be always able to visit any object he staying on even if there guards around
  1568. visitObjectOnTile(t, h);
  1569. }
  1570. else if(lookForGuards == CHECK_FOR_GUARDS && this->isInTheMap(guardPos))
  1571. {
  1572. tmh.attackedFrom = guardPos;
  1573. const TerrainTile &guardTile = *gs->getTile(guardPos);
  1574. objectVisited(guardTile.visitableObjects.back(), h);
  1575. moveQuery->visitDestAfterVictory = visitDest==VISIT_DEST;
  1576. }
  1577. else if(visitDest == VISIT_DEST)
  1578. {
  1579. if(!transit || !CGTeleport::isTeleport(t.topVisitableObj()))
  1580. visitObjectOnTile(t, h);
  1581. }
  1582. queries.popIfTop(moveQuery);
  1583. logGlobal->traceStream() << "Hero " << h->name << " ends movement";
  1584. return result != TryMoveHero::FAILED;
  1585. };
  1586. //interaction with blocking object (like resources)
  1587. auto blockingVisit = [&]() -> bool
  1588. {
  1589. for(CGObjectInstance *obj : t.visitableObjects)
  1590. {
  1591. if(obj != h && obj->blockVisit && !obj->passableFor(h->tempOwner))
  1592. {
  1593. return doMove(TryMoveHero::BLOCKING_VISIT, this->IGNORE_GUARDS, VISIT_DEST, REMAINING_ON_TILE);
  1594. //this-> is needed for MVS2010 to recognize scope (?)
  1595. }
  1596. }
  1597. return false;
  1598. };
  1599. if(embarking)
  1600. {
  1601. tmh.movePoints = h->movementPointsAfterEmbark(h->movement, cost, false);
  1602. return doMove(TryMoveHero::EMBARK, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
  1603. //attack guards on embarking? In H3 creatures on water had no zone of control at all
  1604. }
  1605. if(disembarking)
  1606. {
  1607. tmh.movePoints = h->movementPointsAfterEmbark(h->movement, cost, true);
  1608. return doMove(TryMoveHero::DISEMBARK, CHECK_FOR_GUARDS, VISIT_DEST, LEAVING_TILE);
  1609. }
  1610. if(teleporting)
  1611. {
  1612. if(blockingVisit()) // e.g. hero on the other side of teleporter
  1613. return true;
  1614. doMove(TryMoveHero::TELEPORTATION, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
  1615. // visit town for town portal \ castle gates
  1616. // do not use generic visitObjectOnTile to avoid double-teleporting
  1617. // if this moveHero call was triggered by teleporter
  1618. if (!t.visitableObjects.empty())
  1619. {
  1620. if (CGTownInstance * town = dynamic_cast<CGTownInstance *>(t.visitableObjects.back()))
  1621. town->onHeroVisit(h);
  1622. }
  1623. return true;
  1624. }
  1625. //still here? it is standard movement!
  1626. {
  1627. tmh.movePoints = h->movement >= cost
  1628. ? h->movement - cost
  1629. : 0;
  1630. if(blockingVisit())
  1631. return true;
  1632. doMove(TryMoveHero::SUCCESS, CHECK_FOR_GUARDS, VISIT_DEST, LEAVING_TILE);
  1633. return true;
  1634. }
  1635. }
  1636. bool CGameHandler::teleportHero(ObjectInstanceID hid, ObjectInstanceID dstid, ui8 source, PlayerColor asker/* = 255*/)
  1637. {
  1638. const CGHeroInstance *h = getHero(hid);
  1639. const CGTownInstance *t = getTown(dstid);
  1640. if ( !h || !t || h->getOwner() != gs->currentPlayer )
  1641. logGlobal->errorStream()<<"Invalid call to teleportHero!";
  1642. const CGTownInstance *from = h->visitedTown;
  1643. if(((h->getOwner() != t->getOwner())
  1644. && complain("Cannot teleport hero to another player"))
  1645. || ((!from || !from->hasBuilt(BuildingID::CASTLE_GATE, ETownType::INFERNO))
  1646. && complain("Hero must be in town with Castle gate for teleporting"))
  1647. || (!t->hasBuilt(BuildingID::CASTLE_GATE, ETownType::INFERNO)
  1648. && complain("Cannot teleport hero to town without Castle gate in it")))
  1649. return false;
  1650. int3 pos = t->visitablePos();
  1651. pos += h->getVisitableOffset();
  1652. moveHero(hid,pos,1);
  1653. return true;
  1654. }
  1655. void CGameHandler::setOwner(const CGObjectInstance * obj, PlayerColor owner)
  1656. {
  1657. PlayerColor oldOwner = getOwner(obj->id);
  1658. SetObjectProperty sop(obj->id, 1, owner.getNum());
  1659. sendAndApply(&sop);
  1660. std::set<PlayerColor> playerColors = {owner, oldOwner};
  1661. checkVictoryLossConditions(playerColors);
  1662. if(owner < PlayerColor::PLAYER_LIMIT && dynamic_cast<const CGTownInstance *>(obj)) //town captured
  1663. {
  1664. const CGTownInstance * town = dynamic_cast<const CGTownInstance *>(obj);
  1665. if (town->hasBuilt(BuildingID::PORTAL_OF_SUMMON, ETownType::DUNGEON))
  1666. setPortalDwelling(town, true, false);
  1667. if (!gs->getPlayer(owner)->towns.size())//player lost last town
  1668. {
  1669. InfoWindow iw;
  1670. iw.player = oldOwner;
  1671. 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.
  1672. sendAndApply(&iw);
  1673. }
  1674. }
  1675. const PlayerState * p = gs->getPlayer(owner);
  1676. if((obj->ID == Obj::CREATURE_GENERATOR1 || obj->ID == Obj::CREATURE_GENERATOR4 ) && p && p->dwellings.size()==1)//first dwelling captured
  1677. {
  1678. for(const CGTownInstance *t : gs->getPlayer(owner)->towns)
  1679. {
  1680. if (t->hasBuilt(BuildingID::PORTAL_OF_SUMMON, ETownType::DUNGEON))
  1681. setPortalDwelling(t);//set initial creatures for all portals of summoning
  1682. }
  1683. }
  1684. }
  1685. void CGameHandler::showBlockingDialog( BlockingDialog *iw )
  1686. {
  1687. auto dialogQuery = make_shared<CBlockingDialogQuery>(*iw);
  1688. queries.addQuery(dialogQuery);
  1689. iw->queryID = dialogQuery->queryID;
  1690. sendToAllClients(iw);
  1691. }
  1692. void CGameHandler::showTeleportDialog( TeleportDialog *iw )
  1693. {
  1694. auto dialogQuery = make_shared<CTeleportDialogQuery>(*iw);
  1695. queries.addQuery(dialogQuery);
  1696. iw->queryID = dialogQuery->queryID;
  1697. sendToAllClients(iw);
  1698. }
  1699. void CGameHandler::giveResource(PlayerColor player, Res::ERes which, int val) //TODO: cap according to Bersy's suggestion
  1700. {
  1701. if(!val) return; //don't waste time on empty call
  1702. SetResource sr;
  1703. sr.player = player;
  1704. sr.resid = which;
  1705. sr.val = gs->players.find(player)->second.resources.at(which) + val;
  1706. sendAndApply(&sr);
  1707. }
  1708. void CGameHandler::giveResources(PlayerColor player, TResources resources)
  1709. {
  1710. for(TResources::nziterator i(resources); i.valid(); i++)
  1711. giveResource(player, i->resType, i->resVal);
  1712. }
  1713. void CGameHandler::giveCreatures(const CArmedInstance *obj, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove)
  1714. {
  1715. COMPLAIN_RET_IF(!creatures.stacksCount(), "Strange, giveCreatures called without args!");
  1716. COMPLAIN_RET_IF(obj->stacksCount(), "Cannot give creatures from not-cleared object!");
  1717. COMPLAIN_RET_IF(creatures.stacksCount() > GameConstants::ARMY_SIZE, "Too many stacks to give!");
  1718. //first we move creatures to give to make them army of object-source
  1719. for (auto & elem : creatures.Slots())
  1720. {
  1721. addToSlot(StackLocation(obj, obj->getSlotFor(elem.second->type)), elem.second->type, elem.second->count);
  1722. }
  1723. tryJoiningArmy(obj, h, remove, true);
  1724. }
  1725. void CGameHandler::takeCreatures(ObjectInstanceID objid, const std::vector<CStackBasicDescriptor> &creatures)
  1726. {
  1727. std::vector<CStackBasicDescriptor> cres = creatures;
  1728. if (cres.size() <= 0)
  1729. return;
  1730. const CArmedInstance* obj = static_cast<const CArmedInstance*>(getObj(objid));
  1731. for(CStackBasicDescriptor &sbd : cres)
  1732. {
  1733. TQuantity collected = 0;
  1734. while(collected < sbd.count)
  1735. {
  1736. bool foundSth = false;
  1737. for(auto i = obj->Slots().begin(); i != obj->Slots().end(); i++)
  1738. {
  1739. if(i->second->type == sbd.type)
  1740. {
  1741. TQuantity take = std::min(sbd.count - collected, i->second->count); //collect as much cres as we can
  1742. changeStackCount(StackLocation(obj, i->first), -take, false);
  1743. collected += take;
  1744. foundSth = true;
  1745. break;
  1746. }
  1747. }
  1748. if(!foundSth) //we went through the whole loop and haven't found appropriate cres
  1749. {
  1750. complain("Unexpected failure during taking creatures!");
  1751. return;
  1752. }
  1753. }
  1754. }
  1755. }
  1756. void CGameHandler::showCompInfo(ShowInInfobox * comp)
  1757. {
  1758. sendToAllClients(comp);
  1759. }
  1760. void CGameHandler::heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  1761. {
  1762. HeroVisitCastle vc;
  1763. vc.hid = hero->id;
  1764. vc.tid = obj->id;
  1765. vc.flags |= 1;
  1766. sendAndApply(&vc);
  1767. vistiCastleObjects (obj, hero);
  1768. giveSpells (obj, hero);
  1769. checkVictoryLossConditionsForPlayer(hero->tempOwner); //transported artifact?
  1770. }
  1771. void CGameHandler::vistiCastleObjects (const CGTownInstance *t, const CGHeroInstance *h)
  1772. {
  1773. std::vector<CGTownBuilding*>::const_iterator i;
  1774. for (i = t->bonusingBuildings.begin(); i != t->bonusingBuildings.end(); i++)
  1775. (*i)->onHeroVisit (h);
  1776. }
  1777. void CGameHandler::stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  1778. {
  1779. HeroVisitCastle vc;
  1780. vc.hid = hero->id;
  1781. vc.tid = obj->id;
  1782. sendAndApply(&vc);
  1783. }
  1784. void CGameHandler::removeArtifact(const ArtifactLocation &al)
  1785. {
  1786. assert(al.getArt());
  1787. EraseArtifact ea;
  1788. ea.al = al;
  1789. sendAndApply(&ea);
  1790. }
  1791. void CGameHandler::startBattlePrimary(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile,
  1792. const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank,
  1793. const CGTownInstance *town) //use hero=nullptr for no hero
  1794. {
  1795. engageIntoBattle(army1->tempOwner);
  1796. engageIntoBattle(army2->tempOwner);
  1797. static const CArmedInstance *armies[2];
  1798. armies[0] = army1;
  1799. armies[1] = army2;
  1800. static const CGHeroInstance*heroes[2];
  1801. heroes[0] = hero1;
  1802. heroes[1] = hero2;
  1803. setupBattle(tile, armies, heroes, creatureBank, town); //initializes stacks, places creatures on battlefield, blocks and informs player interfaces
  1804. auto battleQuery = make_shared<CBattleQuery>(gs->curB);
  1805. queries.addQuery(battleQuery);
  1806. boost::thread(&CGameHandler::runBattle, this);
  1807. }
  1808. void CGameHandler::startBattleI( const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, bool creatureBank )
  1809. {
  1810. startBattlePrimary(army1, army2, tile,
  1811. army1->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army1) : nullptr,
  1812. army2->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army2) : nullptr,
  1813. creatureBank);
  1814. }
  1815. void CGameHandler::startBattleI( const CArmedInstance *army1, const CArmedInstance *army2, bool creatureBank)
  1816. {
  1817. startBattleI(army1, army2, army2->visitablePos(), creatureBank);
  1818. }
  1819. void CGameHandler::changeSpells( const CGHeroInstance * hero, bool give, const std::set<SpellID> &spells )
  1820. {
  1821. ChangeSpells cs;
  1822. cs.hid = hero->id;
  1823. cs.spells = spells;
  1824. cs.learn = give;
  1825. sendAndApply(&cs);
  1826. }
  1827. void CGameHandler::sendMessageTo( CConnection &c, const std::string &message )
  1828. {
  1829. SystemMessage sm;
  1830. sm.text = message;
  1831. boost::unique_lock<boost::mutex> lock(*c.wmx);
  1832. c << &sm;
  1833. }
  1834. void CGameHandler::giveHeroBonus( GiveBonus * bonus )
  1835. {
  1836. sendAndApply(bonus);
  1837. }
  1838. void CGameHandler::setMovePoints( SetMovePoints * smp )
  1839. {
  1840. sendAndApply(smp);
  1841. }
  1842. void CGameHandler::setManaPoints( ObjectInstanceID hid, int val )
  1843. {
  1844. SetMana sm;
  1845. sm.hid = hid;
  1846. sm.val = val;
  1847. sm.absolute = true;
  1848. sendAndApply(&sm);
  1849. }
  1850. void CGameHandler::giveHero( ObjectInstanceID id, PlayerColor player )
  1851. {
  1852. GiveHero gh;
  1853. gh.id = id;
  1854. gh.player = player;
  1855. sendAndApply(&gh);
  1856. }
  1857. void CGameHandler::changeObjPos( ObjectInstanceID objid, int3 newPos, ui8 flags )
  1858. {
  1859. ChangeObjPos cop;
  1860. cop.objid = objid;
  1861. cop.nPos = newPos;
  1862. cop.flags = flags;
  1863. sendAndApply(&cop);
  1864. }
  1865. void CGameHandler::useScholarSkill(ObjectInstanceID fromHero, ObjectInstanceID toHero)
  1866. {
  1867. const CGHeroInstance * h1 = getHero(fromHero);
  1868. const CGHeroInstance * h2 = getHero(toHero);
  1869. if ( h1->getSecSkillLevel(SecondarySkill::SCHOLAR) < h2->getSecSkillLevel(SecondarySkill::SCHOLAR) )
  1870. {
  1871. std::swap (h1,h2);//1st hero need to have higher scholar level for correct message
  1872. std::swap(fromHero, toHero);
  1873. }
  1874. int ScholarLevel = h1->getSecSkillLevel(SecondarySkill::SCHOLAR);//heroes can trade up to this level
  1875. if (!ScholarLevel || !h1->hasSpellbook() || !h2->hasSpellbook() )
  1876. return;//no scholar skill or no spellbook
  1877. int h1Lvl = std::min(ScholarLevel+1, h1->getSecSkillLevel(SecondarySkill::WISDOM)+2),
  1878. h2Lvl = std::min(ScholarLevel+1, h2->getSecSkillLevel(SecondarySkill::WISDOM)+2);//heroes can receive this levels
  1879. ChangeSpells cs1;
  1880. cs1.learn = true;
  1881. cs1.hid = toHero;//giving spells to first hero
  1882. for(auto it : h1->spells)
  1883. if ( h2Lvl >= it.toSpell()->level && !vstd::contains(h2->spells, it))//hero can learn it and don't have it yet
  1884. cs1.spells.insert(it);//spell to learn
  1885. ChangeSpells cs2;
  1886. cs2.learn = true;
  1887. cs2.hid = fromHero;
  1888. for(auto it : h2->spells)
  1889. if ( h1Lvl >= it.toSpell()->level && !vstd::contains(h1->spells, it))
  1890. cs2.spells.insert(it);
  1891. if (!cs1.spells.empty() || !cs2.spells.empty())//create a message
  1892. {
  1893. InfoWindow iw;
  1894. iw.player = h1->tempOwner;
  1895. iw.components.push_back(Component(Component::SEC_SKILL, 18, ScholarLevel, 0));
  1896. iw.text.addTxt(MetaString::GENERAL_TXT, 139);//"%s, who has studied magic extensively,
  1897. iw.text.addReplacement(h1->name);
  1898. if (!cs2.spells.empty())//if found new spell - apply
  1899. {
  1900. iw.text.addTxt(MetaString::GENERAL_TXT, 140);//learns
  1901. int size = cs2.spells.size();
  1902. for(auto it : cs2.spells)
  1903. {
  1904. iw.components.push_back(Component(Component::SPELL, it, 1, 0));
  1905. iw.text.addTxt(MetaString::SPELL_NAME, it.toEnum());
  1906. switch (size--)
  1907. {
  1908. case 2: iw.text.addTxt(MetaString::GENERAL_TXT, 141);
  1909. case 1: break;
  1910. default: iw.text << ", ";
  1911. }
  1912. }
  1913. iw.text.addTxt(MetaString::GENERAL_TXT, 142);//from %s
  1914. iw.text.addReplacement(h2->name);
  1915. sendAndApply(&cs2);
  1916. }
  1917. if (!cs1.spells.empty() && !cs2.spells.empty() )
  1918. {
  1919. iw.text.addTxt(MetaString::GENERAL_TXT, 141);//and
  1920. }
  1921. if (!cs1.spells.empty())
  1922. {
  1923. iw.text.addTxt(MetaString::GENERAL_TXT, 147);//teaches
  1924. int size = cs1.spells.size();
  1925. for(auto it : cs1.spells)
  1926. {
  1927. iw.components.push_back(Component(Component::SPELL, it, 1, 0));
  1928. iw.text.addTxt(MetaString::SPELL_NAME, it.toEnum());
  1929. switch (size--)
  1930. {
  1931. case 2: iw.text.addTxt(MetaString::GENERAL_TXT, 141);
  1932. case 1: break;
  1933. default: iw.text << ", ";
  1934. } }
  1935. iw.text.addTxt(MetaString::GENERAL_TXT, 148);//from %s
  1936. iw.text.addReplacement(h2->name);
  1937. sendAndApply(&cs1);
  1938. }
  1939. sendAndApply(&iw);
  1940. }
  1941. }
  1942. void CGameHandler::heroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)
  1943. {
  1944. auto h1 = getHero(hero1), h2 = getHero(hero2);
  1945. if( gameState()->getPlayerRelations(h1->getOwner(), h2->getOwner()))
  1946. {
  1947. auto exchange = make_shared<CGarrisonDialogQuery>(h1, h2);
  1948. ExchangeDialog hex;
  1949. hex.queryID = exchange->queryID;
  1950. hex.heroes[0] = getHero(hero1);
  1951. hex.heroes[1] = getHero(hero2);
  1952. sendAndApply(&hex);
  1953. useScholarSkill(hero1,hero2);
  1954. queries.addQuery(exchange);
  1955. }
  1956. }
  1957. void CGameHandler::sendToAllClients( CPackForClient * info )
  1958. {
  1959. logGlobal->traceStream() << "Sending to all clients a package of type " << typeid(*info).name();
  1960. for(auto & elem : conns)
  1961. {
  1962. boost::unique_lock<boost::mutex> lock(*(elem)->wmx);
  1963. *elem << info;
  1964. }
  1965. }
  1966. void CGameHandler::sendAndApply(CPackForClient * info)
  1967. {
  1968. sendToAllClients(info);
  1969. gs->apply(info);
  1970. }
  1971. void CGameHandler::applyAndSend(CPackForClient * info)
  1972. {
  1973. gs->apply(info);
  1974. sendToAllClients(info);
  1975. }
  1976. void CGameHandler::sendAndApply(CGarrisonOperationPack * info)
  1977. {
  1978. sendAndApply(static_cast<CPackForClient*>(info));
  1979. checkVictoryLossConditionsForAll();
  1980. }
  1981. void CGameHandler::sendAndApply( SetResource * info )
  1982. {
  1983. sendAndApply(static_cast<CPackForClient*>(info));
  1984. checkVictoryLossConditionsForPlayer(info->player);
  1985. }
  1986. void CGameHandler::sendAndApply( SetResources * info )
  1987. {
  1988. sendAndApply(static_cast<CPackForClient*>(info));
  1989. checkVictoryLossConditionsForPlayer(info->player);
  1990. }
  1991. void CGameHandler::sendAndApply( NewStructures * info )
  1992. {
  1993. sendAndApply(static_cast<CPackForClient*>(info));
  1994. checkVictoryLossConditionsForPlayer(getTown(info->tid)->tempOwner);
  1995. }
  1996. void CGameHandler::save(const std::string & filename )
  1997. {
  1998. logGlobal->infoStream() << "Saving to " << filename;
  1999. CFileInfo info(filename);
  2000. //CResourceHandler::get("local")->createResource(info.getStem() + ".vlgm1");
  2001. CResourceHandler::get("local")->createResource(info.getStem() + ".vsgm1");
  2002. {
  2003. logGlobal->infoStream() << "Ordering clients to serialize...";
  2004. SaveGame sg(info.getStem() + ".vcgm1");
  2005. sendToAllClients(&sg);
  2006. }
  2007. try
  2008. {
  2009. // {
  2010. // logGlobal->infoStream() << "Serializing game info...";
  2011. // CSaveFile save(CResourceHandler::get("local")->getResourceName(ResourceID(info.getStem(), EResType::LIB_SAVEGAME)));
  2012. // // char hlp[8] = "VCMISVG";
  2013. // // save << hlp;
  2014. // saveCommonState(save);
  2015. // }
  2016. {
  2017. CSaveFile save(*CResourceHandler::get("local")->getResourceName(ResourceID(info.getStem(), EResType::SERVER_SAVEGAME)));
  2018. saveCommonState(save);
  2019. logGlobal->infoStream() << "Saving server state";
  2020. save << *this;
  2021. }
  2022. logGlobal->infoStream() << "Game has been successfully saved!";
  2023. }
  2024. catch(std::exception &e)
  2025. {
  2026. logGlobal->errorStream() << "Failed to save game: " << e.what();
  2027. }
  2028. }
  2029. void CGameHandler::close()
  2030. {
  2031. logGlobal->infoStream() << "We have been requested to close.";
  2032. if(gs->initialOpts->mode == StartInfo::DUEL)
  2033. {
  2034. exit(0);
  2035. }
  2036. //for(CConnection *cc : conns)
  2037. // if(cc && cc->socket && cc->socket->is_open())
  2038. // cc->socket->close();
  2039. //exit(0);
  2040. }
  2041. bool CGameHandler::arrangeStacks( ObjectInstanceID id1, ObjectInstanceID id2, ui8 what, SlotID p1, SlotID p2, si32 val, PlayerColor player )
  2042. {
  2043. const CArmedInstance *s1 = static_cast<CArmedInstance*>(gs->getObjInstance(id1)),
  2044. *s2 = static_cast<CArmedInstance*>(gs->getObjInstance(id2));
  2045. const CCreatureSet &S1 = *s1, &S2 = *s2;
  2046. StackLocation sl1(s1, p1), sl2(s2, p2);
  2047. if(!sl1.slot.validSlot() || !sl2.slot.validSlot())
  2048. {
  2049. complain("Invalid slot accessed!");
  2050. return false;
  2051. }
  2052. if(!isAllowedExchange(id1,id2))
  2053. {
  2054. complain("Cannot exchange stacks between these two objects!\n");
  2055. return false;
  2056. }
  2057. if(what==1) //swap
  2058. {
  2059. if ( ((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s1->getStackCount(p1))
  2060. || ((s2->tempOwner != player && s2->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)))
  2061. {
  2062. complain("Can't take troops from another player!");
  2063. return false;
  2064. }
  2065. if (sl1.army == sl2.army && sl1.slot == sl2.slot)
  2066. {
  2067. complain("Cannot swap stacks - slots are the same!");
  2068. return false;
  2069. }
  2070. swapStacks(sl1, sl2);
  2071. }
  2072. else if(what==2)//merge
  2073. {
  2074. if (( s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot merge different creatures stacks!"))
  2075. || (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)) && complain("Can't take troops from another player!")))
  2076. return false;
  2077. moveStack(sl1, sl2);
  2078. }
  2079. else if(what==3) //split
  2080. {
  2081. const int countToMove = val - s2->getStackCount(p2);
  2082. const int countLeftOnSrc = s1->getStackCount(p1) - countToMove;
  2083. if ( (s1->tempOwner != player && countLeftOnSrc < s1->getStackCount(p1) )
  2084. || (s2->tempOwner != player && val < s2->getStackCount(p2) ) )
  2085. {
  2086. complain("Can't move troops of another player!");
  2087. return false;
  2088. }
  2089. //general conditions checking
  2090. if((!vstd::contains(S1.stacks,p1) && complain("no creatures to split"))
  2091. || (val<1 && complain("no creatures to split")) )
  2092. {
  2093. return false;
  2094. }
  2095. if(vstd::contains(S2.stacks,p2)) //dest. slot not free - it must be "rebalancing"...
  2096. {
  2097. int total = s1->getStackCount(p1) + s2->getStackCount(p2);
  2098. if( (total < val && complain("Cannot split that stack, not enough creatures!"))
  2099. || (s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot rebalance different creatures stacks!"))
  2100. )
  2101. {
  2102. return false;
  2103. }
  2104. moveStack(sl1, sl2, countToMove);
  2105. //S2.slots[p2]->count = val;
  2106. //S1.slots[p1]->count = total - val;
  2107. }
  2108. else //split one stack to the two
  2109. {
  2110. if(s1->getStackCount(p1) < val)//not enough creatures
  2111. {
  2112. complain("Cannot split that stack, not enough creatures!");
  2113. return false;
  2114. }
  2115. moveStack(sl1, sl2, val);
  2116. }
  2117. }
  2118. return true;
  2119. }
  2120. PlayerColor CGameHandler::getPlayerAt( CConnection *c ) const
  2121. {
  2122. std::set<PlayerColor> all;
  2123. for(auto i=connections.cbegin(); i!=connections.cend(); i++)
  2124. if(i->second == c)
  2125. all.insert(i->first);
  2126. switch(all.size())
  2127. {
  2128. case 0:
  2129. return PlayerColor::NEUTRAL;
  2130. case 1:
  2131. return *all.begin();
  2132. default:
  2133. {
  2134. //if we have more than one player at this connection, try to pick active one
  2135. if(vstd::contains(all, gs->currentPlayer))
  2136. return gs->currentPlayer;
  2137. else
  2138. return PlayerColor::CANNOT_DETERMINE; //cannot say which player is it
  2139. }
  2140. }
  2141. }
  2142. bool CGameHandler::disbandCreature( ObjectInstanceID id, SlotID pos )
  2143. {
  2144. CArmedInstance *s1 = static_cast<CArmedInstance*>(gs->getObjInstance(id));
  2145. if(!vstd::contains(s1->stacks,pos))
  2146. {
  2147. complain("Illegal call to disbandCreature - no such stack in army!");
  2148. return false;
  2149. }
  2150. eraseStack(StackLocation(s1, pos));
  2151. return true;
  2152. }
  2153. bool CGameHandler::buildStructure( ObjectInstanceID tid, BuildingID requestedID, bool force /*=false*/ )
  2154. {
  2155. const CGTownInstance * t = getTown(tid);
  2156. if(!t)
  2157. COMPLAIN_RETF("No such town (ID=%s)!", tid);
  2158. if(!t->town->buildings.count(requestedID))
  2159. COMPLAIN_RETF("Town of faction %s does not have info about building ID=%s!", t->town->faction->name % tid);
  2160. if (t->hasBuilt(requestedID))
  2161. COMPLAIN_RETF("Building %s is already built in %s", t->town->buildings.at(requestedID)->Name() % t->name);
  2162. const CBuilding * requestedBuilding = t->town->buildings.at(requestedID);
  2163. //Vector with future list of built building and buildings in auto-mode that are not yet built.
  2164. std::vector<const CBuilding*> remainingAutoBuildings;
  2165. std::set<BuildingID> buildingsThatWillBe;
  2166. //Check validity of request
  2167. if(!force)
  2168. {
  2169. switch (requestedBuilding->mode)
  2170. {
  2171. case CBuilding::BUILD_NORMAL :
  2172. if (gs->canBuildStructure(t, requestedID) != EBuildingState::ALLOWED)
  2173. COMPLAIN_RET("Cannot build that building!");
  2174. break;
  2175. case CBuilding::BUILD_AUTO :
  2176. case CBuilding::BUILD_SPECIAL:
  2177. COMPLAIN_RET("This building can not be constructed normally!");
  2178. case CBuilding::BUILD_GRAIL :
  2179. if(requestedBuilding->mode == CBuilding::BUILD_GRAIL) //needs grail
  2180. {
  2181. if(!t->visitingHero || !t->visitingHero->hasArt(ArtifactID::GRAIL))
  2182. COMPLAIN_RET("Cannot build this without grail!")
  2183. else
  2184. removeArtifact(ArtifactLocation(t->visitingHero, t->visitingHero->getArtPos(ArtifactID::GRAIL, false)));
  2185. }
  2186. break;
  2187. }
  2188. }
  2189. //Performs stuff that has to be done after new building is built
  2190. auto processBuiltStructure = [t, this](const BuildingID buildingID)
  2191. {
  2192. if(buildingID >= BuildingID::DWELL_FIRST) //dwelling
  2193. {
  2194. int level = (buildingID - BuildingID::DWELL_FIRST) % GameConstants::CREATURES_PER_TOWN;
  2195. int upgradeNumber = (buildingID - BuildingID::DWELL_FIRST) / GameConstants::CREATURES_PER_TOWN;
  2196. if (upgradeNumber >= t->town->creatures.at(level).size())
  2197. {
  2198. complain(boost::str(boost::format("Error ecountered when building dwelling (bid=%s):"
  2199. "no creature found (upgrade number %d, level %d!")
  2200. % buildingID % upgradeNumber % level));
  2201. return;
  2202. }
  2203. CCreature * crea = VLC->creh->creatures.at(t->town->creatures.at(level).at(upgradeNumber));
  2204. SetAvailableCreatures ssi;
  2205. ssi.tid = t->id;
  2206. ssi.creatures = t->creatures;
  2207. if (ssi.creatures[level].second.empty()) // first creature in a dwelling
  2208. ssi.creatures[level].first = crea->growth;
  2209. ssi.creatures[level].second.push_back(crea->idNumber);
  2210. sendAndApply(&ssi);
  2211. }
  2212. if ( t->subID == ETownType::DUNGEON && buildingID == BuildingID::PORTAL_OF_SUMMON )
  2213. {
  2214. setPortalDwelling(t);
  2215. }
  2216. if(buildingID <= BuildingID::MAGES_GUILD_5) //it's mage guild
  2217. {
  2218. if(t->visitingHero)
  2219. giveSpells(t,t->visitingHero);
  2220. if(t->garrisonHero)
  2221. giveSpells(t,t->garrisonHero);
  2222. }
  2223. };
  2224. //Checks if all requirements will be met with expected building list "buildingsThatWillBe"
  2225. auto areRequirementsFullfilled = [&](const BuildingID & buildID)
  2226. {
  2227. return buildingsThatWillBe.count(buildID);
  2228. };
  2229. //Init the vectors
  2230. for(auto & build : t->town->buildings)
  2231. {
  2232. if(t->hasBuilt(build.first))
  2233. buildingsThatWillBe.insert(build.first);
  2234. else
  2235. {
  2236. if(build.second->mode == CBuilding::BUILD_AUTO) //not built auto building
  2237. remainingAutoBuildings.push_back(build.second);
  2238. }
  2239. }
  2240. //Prepare structure (list of building ids will be filled later)
  2241. NewStructures ns;
  2242. ns.tid = tid;
  2243. ns.builded = force ? t->builded : (t->builded+1);
  2244. std::queue<const CBuilding*> buildingsToAdd;
  2245. buildingsToAdd.push(requestedBuilding);
  2246. while(!buildingsToAdd.empty())
  2247. {
  2248. auto b = buildingsToAdd.front();
  2249. buildingsToAdd.pop();
  2250. ns.bid.insert(b->bid);
  2251. buildingsThatWillBe.insert(b->bid);
  2252. remainingAutoBuildings -= b;
  2253. for(auto autoBuilding : remainingAutoBuildings)
  2254. {
  2255. if (autoBuilding->requirements.test(areRequirementsFullfilled))
  2256. buildingsToAdd.push(autoBuilding);
  2257. }
  2258. }
  2259. //Other post-built events
  2260. for(auto builtID : ns.bid)
  2261. processBuiltStructure(builtID);
  2262. //Take cost
  2263. if (!force)
  2264. {
  2265. SetResources sr;
  2266. sr.player = t->tempOwner;
  2267. sr.res = gs->getPlayer(t->tempOwner)->resources - requestedBuilding->resources;
  2268. sendAndApply(&sr);
  2269. }
  2270. //We know what has been built, appluy changes. Do this as final step to properly update town window
  2271. sendAndApply(&ns);
  2272. // now when everything is built - reveal tiles for lookout tower
  2273. FoWChange fw;
  2274. fw.player = t->tempOwner;
  2275. fw.mode = 1;
  2276. getTilesInRange(fw.tiles, t->getSightCenter(), t->getSightRadious(), t->tempOwner, 1);
  2277. sendAndApply(&fw);
  2278. if(t->visitingHero)
  2279. vistiCastleObjects (t, t->visitingHero);
  2280. if(t->garrisonHero)
  2281. vistiCastleObjects (t, t->garrisonHero);
  2282. checkVictoryLossConditionsForPlayer(t->tempOwner);
  2283. return true;
  2284. }
  2285. bool CGameHandler::razeStructure (ObjectInstanceID tid, BuildingID bid)
  2286. {
  2287. ///incomplete, simply erases target building
  2288. const CGTownInstance * t = getTown(tid);
  2289. if (!vstd::contains(t->builtBuildings, bid))
  2290. return false;
  2291. RazeStructures rs;
  2292. rs.tid = tid;
  2293. rs.bid.insert(bid);
  2294. rs.destroyed = t->destroyed + 1;
  2295. sendAndApply(&rs);
  2296. //TODO: Remove dwellers
  2297. // if (t->subID == 4 && bid == 17) //Veil of Darkness
  2298. // {
  2299. // RemoveBonus rb(RemoveBonus::TOWN);
  2300. // rb.whoID = t->id;
  2301. // rb.source = Bonus::TOWN_STRUCTURE;
  2302. // rb.id = 17;
  2303. // sendAndApply(&rb);
  2304. // }
  2305. return true;
  2306. }
  2307. void CGameHandler::sendMessageToAll( const std::string &message )
  2308. {
  2309. SystemMessage sm;
  2310. sm.text = message;
  2311. sendToAllClients(&sm);
  2312. }
  2313. bool CGameHandler::recruitCreatures(ObjectInstanceID objid, ObjectInstanceID dstid, CreatureID crid, ui32 cram, si32 fromLvl )
  2314. {
  2315. const CGDwelling *dw = static_cast<const CGDwelling*>(gs->getObj(objid));
  2316. const CArmedInstance *dst = nullptr;
  2317. const CCreature *c = VLC->creh->creatures.at(crid);
  2318. bool warMachine = c->hasBonusOfType(Bonus::SIEGE_WEAPON);
  2319. //TODO: test for owning
  2320. //TODO: check if dst can recruit objects (e.g. hero is actually visiting object, town and source are same, etc)
  2321. dst = dynamic_cast<const CArmedInstance*>(getObj(dstid));
  2322. assert(dw && dst);
  2323. //verify
  2324. bool found = false;
  2325. int level = 0;
  2326. for(; level < dw->creatures.size(); level++) //iterate through all levels
  2327. {
  2328. if ( (fromLvl != -1) && ( level !=fromLvl ) )
  2329. continue;
  2330. const auto &cur = dw->creatures.at(level); //current level info <amount, list of cr. ids>
  2331. int i = 0;
  2332. for(; i < cur.second.size(); i++) //look for crid among available creatures list on current level
  2333. if(cur.second.at(i) == crid)
  2334. break;
  2335. if(i < cur.second.size())
  2336. {
  2337. found = true;
  2338. cram = std::min(cram, cur.first); //reduce recruited amount up to available amount
  2339. break;
  2340. }
  2341. }
  2342. SlotID slot = dst->getSlotFor(crid);
  2343. if( (!found && complain("Cannot recruit: no such creatures!"))
  2344. || (cram > VLC->creh->creatures.at(crid)->maxAmount(gs->getPlayer(dst->tempOwner)->resources) && complain("Cannot recruit: lack of resources!"))
  2345. || (cram<=0 && complain("Cannot recruit: cram <= 0!"))
  2346. || (!slot.validSlot() && !warMachine && complain("Cannot recruit: no available slot!")))
  2347. {
  2348. return false;
  2349. }
  2350. //recruit
  2351. SetResources sr;
  2352. sr.player = dst->tempOwner;
  2353. sr.res = gs->getPlayer(dst->tempOwner)->resources - (c->cost * cram);
  2354. SetAvailableCreatures sac;
  2355. sac.tid = objid;
  2356. sac.creatures = dw->creatures;
  2357. sac.creatures[level].first -= cram;
  2358. sendAndApply(&sr);
  2359. sendAndApply(&sac);
  2360. if(warMachine)
  2361. {
  2362. const CGHeroInstance *h = dynamic_cast<const CGHeroInstance*>(dst);
  2363. if(!h)
  2364. COMPLAIN_RET("Only hero can buy war machines");
  2365. switch(crid)
  2366. {
  2367. case 146:
  2368. giveHeroNewArtifact(h, VLC->arth->artifacts[4], ArtifactPosition::MACH1);
  2369. break;
  2370. case 147:
  2371. giveHeroNewArtifact(h, VLC->arth->artifacts[6], ArtifactPosition::MACH3);
  2372. break;
  2373. case 148:
  2374. giveHeroNewArtifact(h, VLC->arth->artifacts[5], ArtifactPosition::MACH2);
  2375. break;
  2376. default:
  2377. complain("This war machine cannot be recruited!");
  2378. return false;
  2379. }
  2380. }
  2381. else
  2382. {
  2383. addToSlot(StackLocation(dst, slot), c, cram);
  2384. }
  2385. return true;
  2386. }
  2387. bool CGameHandler::upgradeCreature( ObjectInstanceID objid, SlotID pos, CreatureID upgID )
  2388. {
  2389. CArmedInstance *obj = static_cast<CArmedInstance*>(gs->getObjInstance(objid));
  2390. if (!obj->hasStackAtSlot(pos))
  2391. {
  2392. COMPLAIN_RET("Cannot upgrade, no stack at slot " + boost::to_string(pos));
  2393. }
  2394. UpgradeInfo ui = gs->getUpgradeInfo(obj->getStack(pos));
  2395. PlayerColor player = obj->tempOwner;
  2396. const PlayerState *p = getPlayer(player);
  2397. int crQuantity = obj->stacks.at(pos)->count;
  2398. int newIDpos= vstd::find_pos(ui.newID, upgID);//get position of new id in UpgradeInfo
  2399. //check if upgrade is possible
  2400. if( (ui.oldID<0 || newIDpos == -1 ) && complain("That upgrade is not possible!"))
  2401. {
  2402. return false;
  2403. }
  2404. TResources totalCost = ui.cost.at(newIDpos) * crQuantity;
  2405. //check if player has enough resources
  2406. if(!p->resources.canAfford(totalCost))
  2407. COMPLAIN_RET("Cannot upgrade, not enough resources!");
  2408. //take resources
  2409. SetResources sr;
  2410. sr.player = player;
  2411. sr.res = p->resources - totalCost;
  2412. sendAndApply(&sr);
  2413. //upgrade creature
  2414. changeStackType(StackLocation(obj, pos), VLC->creh->creatures.at(upgID));
  2415. return true;
  2416. }
  2417. bool CGameHandler::changeStackType(const StackLocation &sl, const CCreature *c)
  2418. {
  2419. if(!sl.army->hasStackAtSlot(sl.slot))
  2420. COMPLAIN_RET("Cannot find a stack to change type");
  2421. SetStackType sst;
  2422. sst.sl = sl;
  2423. sst.type = c;
  2424. sendAndApply(&sst);
  2425. return true;
  2426. }
  2427. void CGameHandler::moveArmy(const CArmedInstance *src, const CArmedInstance *dst, bool allowMerging)
  2428. {
  2429. assert(src->canBeMergedWith(*dst, allowMerging));
  2430. while(src->stacksCount())//while there are unmoved creatures
  2431. {
  2432. auto i = src->Slots().begin(); //iterator to stack to move
  2433. StackLocation sl(src, i->first); //location of stack to move
  2434. SlotID pos = dst->getSlotFor(i->second->type);
  2435. if(!pos.validSlot())
  2436. {
  2437. //try to merge two other stacks to make place
  2438. std::pair<SlotID, SlotID> toMerge;
  2439. if(dst->mergableStacks(toMerge, i->first) && allowMerging)
  2440. {
  2441. moveStack(StackLocation(dst, toMerge.first), StackLocation(dst, toMerge.second)); //merge toMerge.first into toMerge.second
  2442. assert(!dst->hasStackAtSlot(toMerge.first)); //we have now a new free slot
  2443. moveStack(sl, StackLocation(dst, toMerge.first)); //move stack to freed slot
  2444. }
  2445. else
  2446. {
  2447. complain("Unexpected failure during an attempt to move army from " + src->nodeName() + " to " + dst->nodeName() + "!");
  2448. return;
  2449. }
  2450. }
  2451. else
  2452. {
  2453. moveStack(sl, StackLocation(dst, pos));
  2454. }
  2455. }
  2456. }
  2457. bool CGameHandler::garrisonSwap( ObjectInstanceID tid )
  2458. {
  2459. CGTownInstance *town = gs->getTown(tid);
  2460. if(!town->garrisonHero && town->visitingHero) //visiting => garrison, merge armies: town army => hero army
  2461. {
  2462. if(!town->visitingHero->canBeMergedWith(*town))
  2463. {
  2464. complain("Cannot make garrison swap, not enough free slots!");
  2465. return false;
  2466. }
  2467. moveArmy(town, town->visitingHero, true);
  2468. SetHeroesInTown intown;
  2469. intown.tid = tid;
  2470. intown.visiting = ObjectInstanceID();
  2471. intown.garrison = town->visitingHero->id;
  2472. sendAndApply(&intown);
  2473. return true;
  2474. }
  2475. else if (town->garrisonHero && !town->visitingHero) //move hero out of the garrison
  2476. {
  2477. //check if moving hero out of town will break 8 wandering heroes limit
  2478. if(getHeroCount(town->garrisonHero->tempOwner,false) >= 8)
  2479. {
  2480. complain("Cannot move hero out of the garrison, there are already 8 wandering heroes!");
  2481. return false;
  2482. }
  2483. SetHeroesInTown intown;
  2484. intown.tid = tid;
  2485. intown.garrison = ObjectInstanceID();
  2486. intown.visiting = town->garrisonHero->id;
  2487. sendAndApply(&intown);
  2488. return true;
  2489. }
  2490. else if(!!town->garrisonHero && town->visitingHero) //swap visiting and garrison hero
  2491. {
  2492. SetHeroesInTown intown;
  2493. intown.tid = tid;
  2494. intown.garrison = town->visitingHero->id;
  2495. intown.visiting = town->garrisonHero->id;
  2496. sendAndApply(&intown);
  2497. return true;
  2498. }
  2499. else
  2500. {
  2501. complain("Cannot swap garrison hero!");
  2502. return false;
  2503. }
  2504. }
  2505. // With the amount of changes done to the function, it's more like transferArtifacts.
  2506. // 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.
  2507. bool CGameHandler::moveArtifact(const ArtifactLocation &al1, const ArtifactLocation &al2)
  2508. {
  2509. ArtifactLocation src = al1, dst = al2;
  2510. const PlayerColor srcPlayer = src.owningPlayer(), dstPlayer = dst.owningPlayer();
  2511. const CArmedInstance *srcObj = src.relatedObj(), *dstObj = dst.relatedObj();
  2512. // Make sure exchange is even possible between the two heroes.
  2513. if(!isAllowedExchange(srcObj->id, dstObj->id))
  2514. COMPLAIN_RET("That heroes cannot make any exchange!");
  2515. const CArtifactInstance *srcArtifact = src.getArt();
  2516. const CArtifactInstance *destArtifact = dst.getArt();
  2517. if (srcArtifact == nullptr)
  2518. COMPLAIN_RET("No artifact to move!");
  2519. if (destArtifact && srcPlayer != dstPlayer)
  2520. COMPLAIN_RET("Can't touch artifact on hero of another player!");
  2521. // Check if src/dest slots are appropriate for the artifacts exchanged.
  2522. // Moving to the backpack is always allowed.
  2523. if ((!srcArtifact || dst.slot < GameConstants::BACKPACK_START)
  2524. && srcArtifact && !srcArtifact->canBePutAt(dst, true))
  2525. COMPLAIN_RET("Cannot move artifact!");
  2526. if ((srcArtifact && srcArtifact->artType->id == ArtifactID::ART_LOCK) || (destArtifact && destArtifact->artType->id == ArtifactID::ART_LOCK))
  2527. COMPLAIN_RET("Cannot move artifact locks.");
  2528. if (dst.slot >= GameConstants::BACKPACK_START && srcArtifact->artType->isBig())
  2529. COMPLAIN_RET("Cannot put big artifacts in backpack!");
  2530. if (src.slot == ArtifactPosition::MACH4 || dst.slot == ArtifactPosition::MACH4)
  2531. COMPLAIN_RET("Cannot move catapult!");
  2532. if(dst.slot >= GameConstants::BACKPACK_START)
  2533. vstd::amin(dst.slot, ArtifactPosition(GameConstants::BACKPACK_START + dst.getHolderArtSet()->artifactsInBackpack.size()));
  2534. if (src.slot == dst.slot && src.artHolder == dst.artHolder)
  2535. COMPLAIN_RET("Won't move artifact: Dest same as source!");
  2536. if(dst.slot < GameConstants::BACKPACK_START && destArtifact) //moving art to another slot
  2537. {
  2538. //old artifact must be removed first
  2539. moveArtifact(dst, ArtifactLocation(dst.artHolder, ArtifactPosition(
  2540. dst.getHolderArtSet()->artifactsInBackpack.size() + GameConstants::BACKPACK_START)));
  2541. }
  2542. MoveArtifact ma;
  2543. ma.src = src;
  2544. ma.dst = dst;
  2545. sendAndApply(&ma);
  2546. return true;
  2547. }
  2548. /**
  2549. * Assembles or disassembles a combination artifact.
  2550. * @param heroID ID of hero holding the artifact(s).
  2551. * @param artifactSlot The worn slot ID of the combination- or constituent artifact.
  2552. * @param assemble True for assembly operation, false for disassembly.
  2553. * @param assembleTo If assemble is true, this represents the artifact ID of the combination
  2554. * artifact to assemble to. Otherwise it's not used.
  2555. */
  2556. bool CGameHandler::assembleArtifacts (ObjectInstanceID heroID, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo)
  2557. {
  2558. CGHeroInstance *hero = gs->getHero(heroID);
  2559. const CArtifactInstance *destArtifact = hero->getArt(artifactSlot);
  2560. if(!destArtifact)
  2561. COMPLAIN_RET("assembleArtifacts: there is no such artifact instance!");
  2562. if(assemble)
  2563. {
  2564. CArtifact *combinedArt = VLC->arth->artifacts.at(assembleTo);
  2565. if(!combinedArt->constituents)
  2566. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to assemble is not a combined artifacts!");
  2567. if(!vstd::contains(destArtifact->assemblyPossibilities(hero), combinedArt))
  2568. COMPLAIN_RET("assembleArtifacts: It's impossible to assemble requested artifact!");
  2569. AssembledArtifact aa;
  2570. aa.al = ArtifactLocation(hero, artifactSlot);
  2571. aa.builtArt = combinedArt;
  2572. sendAndApply(&aa);
  2573. }
  2574. else
  2575. {
  2576. if(!destArtifact->artType->constituents)
  2577. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble is not a combined artifact!");
  2578. DisassembledArtifact da;
  2579. da.al = ArtifactLocation(hero, artifactSlot);
  2580. sendAndApply(&da);
  2581. }
  2582. return false;
  2583. }
  2584. bool CGameHandler::buyArtifact( ObjectInstanceID hid, ArtifactID aid )
  2585. {
  2586. CGHeroInstance *hero = gs->getHero(hid);
  2587. CGTownInstance *town = hero->visitedTown;
  2588. if(aid==ArtifactID::SPELLBOOK)
  2589. {
  2590. if((!town->hasBuilt(BuildingID::MAGES_GUILD_1) && complain("Cannot buy a spellbook, no mage guild in the town!"))
  2591. || (getResource(hero->getOwner(), Res::GOLD) < GameConstants::SPELLBOOK_GOLD_COST && complain("Cannot buy a spellbook, not enough gold!") )
  2592. || (hero->getArt(ArtifactPosition::SPELLBOOK) && complain("Cannot buy a spellbook, hero already has a one!"))
  2593. )
  2594. return false;
  2595. giveResource(hero->getOwner(),Res::GOLD,-GameConstants::SPELLBOOK_GOLD_COST);
  2596. giveHeroNewArtifact(hero, VLC->arth->artifacts[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  2597. assert(hero->getArt(ArtifactPosition::SPELLBOOK));
  2598. giveSpells(town,hero);
  2599. return true;
  2600. }
  2601. else if(aid < 7 && aid > 3) //war machine
  2602. {
  2603. int price = VLC->arth->artifacts.at(aid)->price;
  2604. if(( hero->getArt(ArtifactPosition(9+aid)) && complain("Hero already has this machine!"))
  2605. || (gs->getPlayer(hero->getOwner())->resources.at(Res::GOLD) < price && complain("Not enough gold!")))
  2606. {
  2607. return false;
  2608. }
  2609. if ((town->hasBuilt(BuildingID::BLACKSMITH) && town->town->warMachine == aid )
  2610. || ((town->hasBuilt(BuildingID::BALLISTA_YARD, ETownType::STRONGHOLD)) && aid == ArtifactID::BALLISTA))
  2611. {
  2612. giveResource(hero->getOwner(),Res::GOLD,-price);
  2613. giveHeroNewArtifact(hero, VLC->arth->artifacts.at(aid), ArtifactPosition(9+aid));
  2614. return true;
  2615. }
  2616. else
  2617. COMPLAIN_RET("This machine is unavailable here!");
  2618. }
  2619. return false;
  2620. }
  2621. bool CGameHandler::buyArtifact(const IMarket *m, const CGHeroInstance *h, Res::ERes rid, ArtifactID aid)
  2622. {
  2623. if(!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_ARTIFACT), aid))
  2624. COMPLAIN_RET("That artifact is unavailable!");
  2625. int b1, b2;
  2626. m->getOffer(rid, aid, b1, b2, EMarketMode::RESOURCE_ARTIFACT);
  2627. if(getResource(h->tempOwner, rid) < b1)
  2628. COMPLAIN_RET("You can't afford to buy this artifact!");
  2629. SetResource sr;
  2630. sr.player = h->tempOwner;
  2631. sr.resid = rid;
  2632. sr.val = getResource(h->tempOwner, rid) - b1;
  2633. sendAndApply(&sr);
  2634. SetAvailableArtifacts saa;
  2635. if(m->o->ID == Obj::TOWN)
  2636. {
  2637. saa.id = -1;
  2638. saa.arts = CGTownInstance::merchantArtifacts;
  2639. }
  2640. else if(const CGBlackMarket *bm = dynamic_cast<const CGBlackMarket *>(m->o)) //black market
  2641. {
  2642. saa.id = bm->id.getNum();
  2643. saa.arts = bm->artifacts;
  2644. }
  2645. else
  2646. COMPLAIN_RET("Wrong marktet...");
  2647. bool found = false;
  2648. for(const CArtifact *&art : saa.arts)
  2649. {
  2650. if(art && art->id == aid)
  2651. {
  2652. art = nullptr;
  2653. found = true;
  2654. break;
  2655. }
  2656. }
  2657. if(!found)
  2658. COMPLAIN_RET("Cannot find selected artifact on the list");
  2659. sendAndApply(&saa);
  2660. giveHeroNewArtifact(h, VLC->arth->artifacts.at(aid), ArtifactPosition::FIRST_AVAILABLE);
  2661. return true;
  2662. }
  2663. bool CGameHandler::sellArtifact( const IMarket *m, const CGHeroInstance *h, ArtifactInstanceID aid, Res::ERes rid )
  2664. {
  2665. const CArtifactInstance *art = h->getArtByInstanceId(aid);
  2666. if(!art)
  2667. COMPLAIN_RET("There is no artifact to sell!");
  2668. if(!art->artType->isTradable())
  2669. COMPLAIN_RET("Cannot sell a war machine or spellbook!");
  2670. int resVal = 0, dump = 1;
  2671. m->getOffer(art->artType->id, rid, dump, resVal, EMarketMode::ARTIFACT_RESOURCE);
  2672. removeArtifact(ArtifactLocation(h, h->getArtPos(art)));
  2673. giveResource(h->tempOwner, rid, resVal);
  2674. return true;
  2675. }
  2676. //void CGameHandler::lootArtifacts (TArtHolder source, TArtHolder dest, std::vector<ui32> &arts)
  2677. //{
  2678. // //const CGHeroInstance * h1 = dynamic_cast<CGHeroInstance *> source;
  2679. // //auto s = boost::apply_visitor(GetArtifactSetPtr(), source);
  2680. // {
  2681. // }
  2682. //}
  2683. bool CGameHandler::buySecSkill( const IMarket *m, const CGHeroInstance *h, SecondarySkill skill)
  2684. {
  2685. if (!h)
  2686. COMPLAIN_RET("You need hero to buy a skill!");
  2687. if (h->getSecSkillLevel(SecondarySkill(skill)))
  2688. COMPLAIN_RET("Hero already know this skill");
  2689. if (!h->canLearnSkill())
  2690. COMPLAIN_RET("Hero can't learn any more skills");
  2691. if (h->type->heroClass->secSkillProbability.at(skill)==0)//can't learn this skill (like necromancy for most of non-necros)
  2692. COMPLAIN_RET("The hero can't learn this skill!");
  2693. if(!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_SKILL), skill))
  2694. COMPLAIN_RET("That skill is unavailable!");
  2695. if(getResource(h->tempOwner, Res::GOLD) < 2000)//TODO: remove hardcoded resource\summ?
  2696. COMPLAIN_RET("You can't afford to buy this skill");
  2697. SetResource sr;
  2698. sr.player = h->tempOwner;
  2699. sr.resid = Res::GOLD;
  2700. sr.val = getResource(h->tempOwner, Res::GOLD) - 2000;
  2701. sendAndApply(&sr);
  2702. changeSecSkill(h, skill, 1, true);
  2703. return true;
  2704. }
  2705. bool CGameHandler::tradeResources(const IMarket *market, ui32 val, PlayerColor player, ui32 id1, ui32 id2)
  2706. {
  2707. int r1 = gs->getPlayer(player)->resources.at(id1),
  2708. r2 = gs->getPlayer(player)->resources.at(id2);
  2709. vstd::amin(val, r1); //can't trade more resources than have
  2710. int b1, b2; //base quantities for trade
  2711. market->getOffer(id1, id2, b1, b2, EMarketMode::RESOURCE_RESOURCE);
  2712. int units = val / b1; //how many base quantities we trade
  2713. if(val%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  2714. {
  2715. //TODO: complain?
  2716. assert(0);
  2717. }
  2718. SetResource sr;
  2719. sr.player = player;
  2720. sr.resid = static_cast<Res::ERes>(id1);
  2721. sr.val = r1 - b1 * units;
  2722. sendAndApply(&sr);
  2723. sr.resid = static_cast<Res::ERes>(id2);
  2724. sr.val = r2 + b2 * units;
  2725. sendAndApply(&sr);
  2726. return true;
  2727. }
  2728. bool CGameHandler::sellCreatures(ui32 count, const IMarket *market, const CGHeroInstance * hero, SlotID slot, Res::ERes resourceID)
  2729. {
  2730. if(!vstd::contains(hero->Slots(), slot))
  2731. COMPLAIN_RET("Hero doesn't have any creature in that slot!");
  2732. const CStackInstance &s = hero->getStack(slot);
  2733. if( s.count < count //can't sell more creatures than have
  2734. || (hero->Slots().size() == 1 && hero->needsLastStack() && s.count == count)) //can't sell last stack
  2735. {
  2736. COMPLAIN_RET("Not enough creatures in army!");
  2737. }
  2738. int b1, b2; //base quantities for trade
  2739. market->getOffer(s.type->idNumber, resourceID, b1, b2, EMarketMode::CREATURE_RESOURCE);
  2740. int units = count / b1; //how many base quantities we trade
  2741. if(count%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  2742. {
  2743. //TODO: complain?
  2744. assert(0);
  2745. }
  2746. changeStackCount(StackLocation(hero, slot), -count);
  2747. SetResource sr;
  2748. sr.player = hero->tempOwner;
  2749. sr.resid = resourceID;
  2750. sr.val = getResource(hero->tempOwner, resourceID) + b2 * units;
  2751. sendAndApply(&sr);
  2752. return true;
  2753. }
  2754. bool CGameHandler::transformInUndead(const IMarket *market, const CGHeroInstance * hero, SlotID slot)
  2755. {
  2756. const CArmedInstance *army = nullptr;
  2757. if (hero)
  2758. army = hero;
  2759. else
  2760. army = dynamic_cast<const CGTownInstance *>(market->o);
  2761. if (!army)
  2762. COMPLAIN_RET("Incorrect call to transform in undead!");
  2763. if(!army->hasStackAtSlot(slot))
  2764. COMPLAIN_RET("Army doesn't have any creature in that slot!");
  2765. const CStackInstance &s = army->getStack(slot);
  2766. //resulting creature - bone dragons or skeletons
  2767. CreatureID resCreature = CreatureID::SKELETON;
  2768. if(s.hasBonusOfType(Bonus::DRAGON_NATURE)
  2769. || (s.getCreatureID() == CreatureID::HYDRA)
  2770. || (s.getCreatureID() == CreatureID::CHAOS_HYDRA))
  2771. resCreature = CreatureID::BONE_DRAGON;
  2772. changeStackType(StackLocation(army, slot), resCreature.toCreature());
  2773. return true;
  2774. }
  2775. bool CGameHandler::sendResources(ui32 val, PlayerColor player, Res::ERes r1, PlayerColor r2)
  2776. {
  2777. const PlayerState *p2 = gs->getPlayer(r2, false);
  2778. if(!p2 || p2->status != EPlayerStatus::INGAME)
  2779. {
  2780. complain("Dest player must be in game!");
  2781. return false;
  2782. }
  2783. si32 curRes1 = gs->getPlayer(player)->resources.at(r1),
  2784. curRes2 = gs->getPlayer(r2)->resources.at(r1);
  2785. val = std::min(si32(val),curRes1);
  2786. SetResource sr;
  2787. sr.player = player;
  2788. sr.resid = r1;
  2789. sr.val = curRes1 - val;
  2790. sendAndApply(&sr);
  2791. sr.player = r2;
  2792. sr.val = curRes2 + val;
  2793. sendAndApply(&sr);
  2794. return true;
  2795. }
  2796. bool CGameHandler::setFormation( ObjectInstanceID hid, ui8 formation )
  2797. {
  2798. gs->getHero(hid)-> formation = formation;
  2799. return true;
  2800. }
  2801. bool CGameHandler::hireHero(const CGObjectInstance *obj, ui8 hid, PlayerColor player)
  2802. {
  2803. const PlayerState *p = gs->getPlayer(player);
  2804. const CGTownInstance *t = gs->getTown(obj->id);
  2805. static const int GOLD_NEEDED = 2500;
  2806. //common preconditions
  2807. // if( (p->resources.at(Res::GOLD)<GOLD_NEEDED && complain("Not enough gold for buying hero!"))
  2808. // || (getHeroCount(player, false) >= GameConstants::MAX_HEROES_PER_PLAYER && complain("Cannot hire hero, only 8 wandering heroes are allowed!")))
  2809. if( (p->resources.at(Res::GOLD)<GOLD_NEEDED && complain("Not enough gold for buying hero!"))
  2810. || ((!t) && (getHeroCount(player, false) >= VLC->modh->settings.MAX_HEROES_ON_MAP_PER_PLAYER && complain("Cannot hire hero, too many wandering heroes already!")))
  2811. || ((t) && (getHeroCount(player, true) >= VLC->modh->settings.MAX_HEROES_AVAILABLE_PER_PLAYER && complain("Cannot hire hero, too many heroes garrizoned and wandering already!"))) )
  2812. return false;
  2813. if(t) //tavern in town
  2814. {
  2815. if( (!t->hasBuilt(BuildingID::TAVERN) && complain("No tavern!"))
  2816. || (t->visitingHero && complain("There is visiting hero - no place!")))
  2817. return false;
  2818. }
  2819. else if(obj->ID == Obj::TAVERN)
  2820. {
  2821. if(getTile(obj->visitablePos())->visitableObjects.back() != obj && complain("Tavern entry must be unoccupied!"))
  2822. return false;
  2823. }
  2824. const CGHeroInstance *nh = p->availableHeroes.at(hid);
  2825. if (!nh)
  2826. {
  2827. complain ("Hero is not available for hiring!");
  2828. return false;
  2829. }
  2830. HeroRecruited hr;
  2831. hr.tid = obj->id;
  2832. hr.hid = nh->subID;
  2833. hr.player = player;
  2834. hr.tile = obj->visitablePos() + nh->getVisitableOffset();
  2835. sendAndApply(&hr);
  2836. std::map<ui32, ConstTransitivePtr<CGHeroInstance> > pool = gs->unusedHeroesFromPool();
  2837. const CGHeroInstance *theOtherHero = p->availableHeroes.at(!hid);
  2838. const CGHeroInstance *newHero = nullptr;
  2839. if (theOtherHero) //on XXL maps all heroes can be imprisoned :(
  2840. newHero = gs->hpool.pickHeroFor(false, player, getNativeTown(player), pool, gs->getRandomGenerator(), theOtherHero->type->heroClass);
  2841. SetAvailableHeroes sah;
  2842. sah.player = player;
  2843. if(newHero)
  2844. {
  2845. sah.hid[hid] = newHero->subID;
  2846. sah.army[hid].clear();
  2847. sah.army[hid].setCreature(SlotID(0), newHero->type->initialArmy[0].creature, 1);
  2848. }
  2849. else
  2850. sah.hid[hid] = -1;
  2851. sah.hid[!hid] = theOtherHero ? theOtherHero->subID : -1;
  2852. sendAndApply(&sah);
  2853. SetResource sr;
  2854. sr.player = player;
  2855. sr.resid = Res::GOLD;
  2856. sr.val = p->resources.at(Res::GOLD) - GOLD_NEEDED;
  2857. sendAndApply(&sr);
  2858. if(t)
  2859. {
  2860. vistiCastleObjects (t, nh);
  2861. giveSpells (t,nh);
  2862. }
  2863. return true;
  2864. }
  2865. bool CGameHandler::queryReply(QueryID qid, ui32 answer, PlayerColor player)
  2866. {
  2867. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  2868. logGlobal->traceStream() << boost::format("Player %s attempts answering query %d with answer %d") % player % qid % answer;
  2869. auto topQuery = queries.topQuery(player);
  2870. COMPLAIN_RET_FALSE_IF(!topQuery, "This player doesn't have any queries!");
  2871. COMPLAIN_RET_FALSE_IF(topQuery->queryID != qid, "This player top query has different ID!");
  2872. COMPLAIN_RET_FALSE_IF(!topQuery->endsByPlayerAnswer(), "This query cannot be ended by player's answer!");
  2873. if(auto dialogQuery = std::dynamic_pointer_cast<CDialogQuery>(topQuery))
  2874. dialogQuery->answer = answer;
  2875. queries.popQuery(topQuery);
  2876. return true;
  2877. }
  2878. static EndAction end_action;
  2879. bool CGameHandler::makeBattleAction( BattleAction &ba )
  2880. {
  2881. bool ok = true;
  2882. const CStack *stack = battleGetStackByID(ba.stackNumber); //may be nullptr if action is not about stack
  2883. const CStack *destinationStack = ba.actionType == Battle::WALK_AND_ATTACK ? gs->curB->battleGetStackByPos(ba.additionalInfo)
  2884. : ba.actionType == Battle::SHOOT ? gs->curB->battleGetStackByPos(ba.destinationTile)
  2885. : nullptr;
  2886. const bool isAboutActiveStack = stack && (stack == battleActiveStack());
  2887. logGlobal->traceStream() << boost::format(
  2888. "Making action: type=%d; side=%d; stack=%s; dst=%s; additionalInfo=%d; stackAtDst=%s")
  2889. % ba.actionType % (int)ba.side % (stack ? stack->getName() : std::string("none"))
  2890. % ba.destinationTile % ba.additionalInfo % (destinationStack ? destinationStack->getName() : std::string("none"));
  2891. switch(ba.actionType)
  2892. {
  2893. case Battle::WALK: //walk
  2894. case Battle::DEFEND: //defend
  2895. case Battle::WAIT: //wait
  2896. case Battle::WALK_AND_ATTACK: //walk or attack
  2897. case Battle::SHOOT: //shoot
  2898. case Battle::CATAPULT: //catapult
  2899. case Battle::STACK_HEAL: //healing with First Aid Tent
  2900. case Battle::DAEMON_SUMMONING:
  2901. case Battle::MONSTER_SPELL:
  2902. if(!stack)
  2903. {
  2904. complain("No such stack!");
  2905. return false;
  2906. }
  2907. if(!stack->alive())
  2908. {
  2909. complain("This stack is dead: " + stack->nodeName());
  2910. return false;
  2911. }
  2912. if(battleTacticDist())
  2913. {
  2914. if(stack && !stack->attackerOwned != battleGetTacticsSide())
  2915. {
  2916. complain("This is not a stack of side that has tactics!");
  2917. return false;
  2918. }
  2919. }
  2920. else if(!isAboutActiveStack)
  2921. {
  2922. complain("Action has to be about active stack!");
  2923. return false;
  2924. }
  2925. }
  2926. switch(ba.actionType)
  2927. {
  2928. case Battle::END_TACTIC_PHASE: //wait
  2929. case Battle::BAD_MORALE:
  2930. case Battle::NO_ACTION:
  2931. {
  2932. StartAction start_action(ba);
  2933. sendAndApply(&start_action);
  2934. sendAndApply(&end_action);
  2935. break;
  2936. }
  2937. case Battle::WALK:
  2938. {
  2939. StartAction start_action(ba);
  2940. sendAndApply(&start_action); //start movement
  2941. int walkedTiles = moveStack(ba.stackNumber,ba.destinationTile); //move
  2942. if(!walkedTiles)
  2943. complain("Stack failed movement!");
  2944. sendAndApply(&end_action);
  2945. break;
  2946. }
  2947. case Battle::DEFEND:
  2948. {
  2949. //defensive stance //TODO: remove this bonus when stack becomes active
  2950. SetStackEffect sse;
  2951. sse.effect.push_back( Bonus(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, 20, -1, PrimarySkill::DEFENSE, Bonus::PERCENT_TO_ALL) );
  2952. sse.effect.push_back( Bonus(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, gs->curB->battleGetStackByID(ba.stackNumber)->valOfBonuses(Bonus::DEFENSIVE_STANCE),
  2953. -1, PrimarySkill::DEFENSE, Bonus::ADDITIVE_VALUE));
  2954. sse.stacks.push_back(ba.stackNumber);
  2955. sendAndApply(&sse);
  2956. //don't break - we share code with next case
  2957. }
  2958. case Battle::WAIT:
  2959. {
  2960. StartAction start_action(ba);
  2961. sendAndApply(&start_action);
  2962. sendAndApply(&end_action);
  2963. break;
  2964. }
  2965. case Battle::RETREAT: //retreat/flee
  2966. {
  2967. if(!gs->curB->battleCanFlee(gs->curB->sides.at(ba.side).color))
  2968. complain("Cannot retreat!");
  2969. else
  2970. setBattleResult(BattleResult::ESCAPE, !ba.side); //surrendering side loses
  2971. break;
  2972. }
  2973. case Battle::SURRENDER:
  2974. {
  2975. PlayerColor player = gs->curB->sides.at(ba.side).color;
  2976. int cost = gs->curB->battleGetSurrenderCost(player);
  2977. if(cost < 0)
  2978. complain("Cannot surrender!");
  2979. else if(getResource(player, Res::GOLD) < cost)
  2980. complain("Not enough gold to surrender!");
  2981. else
  2982. {
  2983. giveResource(player, Res::GOLD, -cost);
  2984. setBattleResult(BattleResult::SURRENDER, !ba.side); //surrendering side loses
  2985. }
  2986. break;
  2987. }
  2988. case Battle::WALK_AND_ATTACK: //walk or attack
  2989. {
  2990. StartAction start_action(ba);
  2991. sendAndApply(&start_action); //start movement and attack
  2992. if(!stack || !destinationStack)
  2993. {
  2994. sendAndApply(&end_action);
  2995. break;
  2996. }
  2997. BattleHex startingPos = stack->position;
  2998. int distance = moveStack(ba.stackNumber, ba.destinationTile);
  2999. logGlobal->traceStream() << stack->nodeName() << " will attack " << destinationStack->nodeName();
  3000. if(stack->position != ba.destinationTile //we wasn't able to reach destination tile
  3001. && !(stack->doubleWide()
  3002. && ( stack->position == ba.destinationTile + (stack->attackerOwned ? +1 : -1 ) )
  3003. ) //nor occupy specified hex
  3004. )
  3005. {
  3006. std::string problem = "We cannot move this stack to its destination " + stack->getCreature()->namePl;
  3007. logGlobal->warnStream() << problem;
  3008. complain(problem);
  3009. ok = false;
  3010. sendAndApply(&end_action);
  3011. break;
  3012. }
  3013. if(destinationStack && stack && stack->ID == destinationStack->ID) //we should just move, it will be handled by following check
  3014. {
  3015. destinationStack = nullptr;
  3016. }
  3017. if(!destinationStack)
  3018. {
  3019. complain(boost::str(boost::format("walk and attack error: no stack at additionalInfo tile (%d)!\n") % ba.additionalInfo));
  3020. ok = false;
  3021. sendAndApply(&end_action);
  3022. break;
  3023. }
  3024. if( !CStack::isMeleeAttackPossible(stack, destinationStack) )
  3025. {
  3026. complain("Attack cannot be performed!");
  3027. sendAndApply(&end_action);
  3028. ok = false;
  3029. break;
  3030. }
  3031. //attack
  3032. int totalAttacks = 1 + stack->getBonuses(Selector::type (Bonus::ADDITIONAL_ATTACK),
  3033. (Selector::effectRange(Bonus::NO_LIMIT).Or(Selector::effectRange(Bonus::ONLY_MELEE_FIGHT))))->totalValue(); //all unspicified attacks + melee attacks
  3034. for (int i = 0; i < totalAttacks; ++i)
  3035. {
  3036. if (stack &&
  3037. stack->alive() && //move can cause death, eg. by walking into the moat
  3038. destinationStack->alive())
  3039. {
  3040. BattleAttack bat;
  3041. prepareAttack(bat, stack, destinationStack, (i ? 0 : distance), ba.additionalInfo); //no distance travelled on second attack
  3042. //prepareAttack(bat, stack, stackAtEnd, 0, ba.additionalInfo);
  3043. handleAttackBeforeCasting(bat); //only before first attack
  3044. sendAndApply(&bat);
  3045. handleAfterAttackCasting(bat);
  3046. }
  3047. //counterattack
  3048. if (destinationStack
  3049. && !stack->hasBonusOfType(Bonus::BLOCKS_RETALIATION)
  3050. && destinationStack->ableToRetaliate()
  3051. && stack->alive()) //attacker may have died (fire shield)
  3052. {
  3053. BattleAttack bat;
  3054. prepareAttack(bat, destinationStack, stack, 0, stack->position);
  3055. bat.flags |= BattleAttack::COUNTER;
  3056. sendAndApply(&bat);
  3057. handleAfterAttackCasting(bat);
  3058. }
  3059. }
  3060. //return
  3061. if(stack->hasBonusOfType(Bonus::RETURN_AFTER_STRIKE) && startingPos != stack->position && stack->alive())
  3062. {
  3063. moveStack(ba.stackNumber, startingPos);
  3064. //NOTE: curStack->ID == ba.stackNumber (rev 1431)
  3065. }
  3066. sendAndApply(&end_action);
  3067. break;
  3068. }
  3069. case Battle::SHOOT:
  3070. {
  3071. if( !gs->curB->battleCanShoot(stack, ba.destinationTile) )
  3072. {
  3073. complain("Cannot shoot!");
  3074. break;
  3075. }
  3076. StartAction start_action(ba);
  3077. sendAndApply(&start_action); //start shooting
  3078. {
  3079. BattleAttack bat;
  3080. bat.flags |= BattleAttack::SHOT;
  3081. prepareAttack(bat, stack, destinationStack, 0, ba.destinationTile);
  3082. handleAttackBeforeCasting(bat);
  3083. sendAndApply(&bat);
  3084. handleAfterAttackCasting(bat);
  3085. }
  3086. //second shot for ballista, only if hero has advanced artillery
  3087. const CGHeroInstance * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  3088. if( destinationStack->alive()
  3089. && (stack->getCreature()->idNumber == CreatureID::BALLISTA)
  3090. && (attackingHero->getSecSkillLevel(SecondarySkill::ARTILLERY) >= SecSkillLevel::ADVANCED)
  3091. )
  3092. {
  3093. BattleAttack bat2;
  3094. bat2.flags |= BattleAttack::SHOT;
  3095. prepareAttack(bat2, stack, destinationStack, 0, ba.destinationTile);
  3096. sendAndApply(&bat2);
  3097. }
  3098. //allow more than one additional attack
  3099. int additionalAttacks = stack->getBonuses(Selector::type (Bonus::ADDITIONAL_ATTACK),
  3100. (Selector::effectRange(Bonus::NO_LIMIT).Or(Selector::effectRange(Bonus::ONLY_DISTANCE_FIGHT))))->totalValue();
  3101. for (int i = 0; i < additionalAttacks; ++i)
  3102. {
  3103. if(
  3104. stack->alive()
  3105. && destinationStack->alive()
  3106. && stack->shots
  3107. )
  3108. {
  3109. BattleAttack bat;
  3110. bat.flags |= BattleAttack::SHOT;
  3111. prepareAttack(bat, stack, destinationStack, 0, ba.destinationTile);
  3112. sendAndApply(&bat);
  3113. handleAfterAttackCasting(bat);
  3114. }
  3115. }
  3116. sendAndApply(&end_action);
  3117. break;
  3118. }
  3119. case Battle::CATAPULT:
  3120. {
  3121. auto getCatapultHitChance = [&](EWallPart::EWallPart part, const CHeroHandler::SBallisticsLevelInfo & sbi) -> int
  3122. {
  3123. switch(part)
  3124. {
  3125. case EWallPart::GATE:
  3126. return sbi.gate;
  3127. case EWallPart::KEEP:
  3128. return sbi.keep;
  3129. case EWallPart::BOTTOM_TOWER:
  3130. case EWallPart::UPPER_TOWER:
  3131. return sbi.tower;
  3132. case EWallPart::BOTTOM_WALL:
  3133. case EWallPart::BELOW_GATE:
  3134. case EWallPart::OVER_GATE:
  3135. case EWallPart::UPPER_WALL:
  3136. return sbi.wall;
  3137. default:
  3138. return 0;
  3139. }
  3140. };
  3141. StartAction start_action(ba);
  3142. sendAndApply(&start_action);
  3143. auto onExit = vstd::makeScopeGuard([&]{ sendAndApply(&end_action); }); //if we started than we have to finish
  3144. const CGHeroInstance * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  3145. CHeroHandler::SBallisticsLevelInfo sbi = VLC->heroh->ballistics.at(attackingHero->getSecSkillLevel(SecondarySkill::BALLISTICS));
  3146. auto wallPart = gs->curB->battleHexToWallPart(ba.destinationTile);
  3147. if(!gs->curB->isWallPartPotentiallyAttackable(wallPart))
  3148. {
  3149. complain("catapult tried to attack non-catapultable hex!");
  3150. break;
  3151. }
  3152. //in successive iterations damage is dealt but not yet subtracted from wall's HPs
  3153. auto &currentHP = gs->curB->si.wallState;
  3154. if (currentHP.at(wallPart) == EWallState::DESTROYED || currentHP.at(wallPart) == EWallState::NONE)
  3155. {
  3156. complain("catapult tried to attack already destroyed wall part!");
  3157. break;
  3158. }
  3159. for(int g=0; g<sbi.shots; ++g)
  3160. {
  3161. bool hitSuccessfull = false;
  3162. auto attackedPart = wallPart;
  3163. do // catapult has chance to attack desired target. Othervice - attacks randomly
  3164. {
  3165. if(currentHP.at(attackedPart) != EWallState::DESTROYED && // this part can be hit
  3166. currentHP.at(attackedPart) != EWallState::NONE &&
  3167. gs->getRandomGenerator().nextInt(99) < getCatapultHitChance(attackedPart, sbi))//hit is successful
  3168. {
  3169. hitSuccessfull = true;
  3170. }
  3171. else // select new target
  3172. {
  3173. std::vector<EWallPart::EWallPart> allowedTargets;
  3174. for (size_t i=0; i< currentHP.size(); i++)
  3175. {
  3176. if (currentHP.at(i) != EWallState::DESTROYED &&
  3177. currentHP.at(i) != EWallState::NONE)
  3178. allowedTargets.push_back(EWallPart::EWallPart(i));
  3179. }
  3180. if (allowedTargets.empty())
  3181. break;
  3182. attackedPart = *RandomGeneratorUtil::nextItem(allowedTargets, gs->getRandomGenerator());
  3183. }
  3184. }
  3185. while (!hitSuccessfull);
  3186. if (!hitSuccessfull) // break triggered - no target to shoot at
  3187. break;
  3188. CatapultAttack ca; //package for clients
  3189. CatapultAttack::AttackInfo attack;
  3190. attack.attackedPart = attackedPart;
  3191. attack.destinationTile = ba.destinationTile;
  3192. attack.damageDealt = 0;
  3193. int dmgChance[] = { sbi.noDmg, sbi.oneDmg, sbi.twoDmg }; //dmgChance[i] - chance for doing i dmg when hit is successful
  3194. int dmgRand = gs->getRandomGenerator().nextInt(99);
  3195. //accumulating dmgChance
  3196. dmgChance[1] += dmgChance[0];
  3197. dmgChance[2] += dmgChance[1];
  3198. //calculating dealt damage
  3199. for(int damage = 0; damage < ARRAY_COUNT(dmgChance); ++damage)
  3200. {
  3201. if(dmgRand <= dmgChance[damage])
  3202. {
  3203. attack.damageDealt = damage;
  3204. break;
  3205. }
  3206. }
  3207. // attacked tile may have changed - update destination
  3208. attack.destinationTile = gs->curB->wallPartToBattleHex(EWallPart::EWallPart(attack.attackedPart));
  3209. logGlobal->traceStream() << "Catapult attacks " << (int)attack.attackedPart
  3210. << " dealing " << (int)attack.damageDealt << " damage";
  3211. //removing creatures in turrets / keep if one is destroyed
  3212. if(attack.damageDealt > 0 && (attackedPart == EWallPart::KEEP ||
  3213. attackedPart == EWallPart::BOTTOM_TOWER || attackedPart == EWallPart::UPPER_TOWER))
  3214. {
  3215. int posRemove = -1;
  3216. switch(attackedPart)
  3217. {
  3218. case EWallPart::KEEP:
  3219. posRemove = -2;
  3220. break;
  3221. case EWallPart::BOTTOM_TOWER:
  3222. posRemove = -3;
  3223. break;
  3224. case EWallPart::UPPER_TOWER:
  3225. posRemove = -4;
  3226. break;
  3227. }
  3228. BattleStacksRemoved bsr;
  3229. for(auto & elem : gs->curB->stacks)
  3230. {
  3231. if(elem->position == posRemove)
  3232. {
  3233. bsr.stackIDs.insert( elem->ID );
  3234. break;
  3235. }
  3236. }
  3237. sendAndApply(&bsr);
  3238. }
  3239. ca.attacker = ba.stackNumber;
  3240. ca.attackedParts.push_back(attack);
  3241. sendAndApply(&ca);
  3242. }
  3243. //finish by scope guard
  3244. break;
  3245. }
  3246. case Battle::STACK_HEAL: //healing with First Aid Tent
  3247. {
  3248. StartAction start_action(ba);
  3249. sendAndApply(&start_action);
  3250. const CGHeroInstance * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  3251. const CStack *healer = gs->curB->battleGetStackByID(ba.stackNumber),
  3252. *destStack = gs->curB->battleGetStackByPos(ba.destinationTile);
  3253. ui32 healed = 0;
  3254. if(healer == nullptr || destStack == nullptr || !healer->hasBonusOfType(Bonus::HEALER))
  3255. {
  3256. complain("There is either no healer, no destination, or healer cannot heal :P");
  3257. }
  3258. else
  3259. {
  3260. ui32 maxiumHeal = healer->count * std::max(10, attackingHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::FIRST_AID));
  3261. healed = destStack->calculateHealedHealthPoints(maxiumHeal, false);
  3262. }
  3263. if(healed == 0)
  3264. {
  3265. //nothing to heal.. should we complain?
  3266. }
  3267. else
  3268. {
  3269. StacksHealedOrResurrected shr;
  3270. shr.lifeDrain = false;
  3271. shr.tentHealing = true;
  3272. shr.drainedFrom = ba.stackNumber;
  3273. StacksHealedOrResurrected::HealInfo hi;
  3274. hi.healedHP = healed;
  3275. hi.lowLevelResurrection = 0;
  3276. hi.stackID = destStack->ID;
  3277. shr.healedStacks.push_back(hi);
  3278. sendAndApply(&shr);
  3279. }
  3280. sendAndApply(&end_action);
  3281. break;
  3282. }
  3283. case Battle::DAEMON_SUMMONING:
  3284. //TODO: From Strategija:
  3285. //Summon Demon is a level 2 spell.
  3286. {
  3287. StartAction start_action(ba);
  3288. sendAndApply(&start_action);
  3289. const CStack *summoner = gs->curB->battleGetStackByID(ba.stackNumber),
  3290. *destStack = gs->curB->battleGetStackByPos(ba.destinationTile, false);
  3291. BattleStackAdded bsa;
  3292. bsa.attacker = summoner->attackerOwned;
  3293. bsa.creID = CreatureID(summoner->getBonusLocalFirst(Selector::type(Bonus::DAEMON_SUMMONING))->subtype); //in case summoner can summon more than one type of monsters... scream!
  3294. ui64 risedHp = summoner->count * summoner->valOfBonuses(Bonus::DAEMON_SUMMONING, bsa.creID.toEnum());
  3295. ui64 targetHealth = destStack->getCreature()->MaxHealth() * destStack->baseAmount;
  3296. ui64 canRiseHp = std::min(targetHealth, risedHp);
  3297. ui32 canRiseAmount = canRiseHp / VLC->creh->creatures.at(bsa.creID)->MaxHealth();
  3298. bsa.amount = std::min(canRiseAmount, destStack->baseAmount);
  3299. bsa.pos = gs->curB->getAvaliableHex(bsa.creID, bsa.attacker, destStack->position);
  3300. bsa.summoned = false;
  3301. if (bsa.amount) //there's rare possibility single creature cannot rise desired type
  3302. {
  3303. BattleStacksRemoved bsr; //remove body
  3304. bsr.stackIDs.insert(destStack->ID);
  3305. sendAndApply(&bsr);
  3306. sendAndApply(&bsa);
  3307. BattleSetStackProperty ssp;
  3308. ssp.stackID = ba.stackNumber;
  3309. ssp.which = BattleSetStackProperty::CASTS; //reduce number of casts
  3310. ssp.val = -1;
  3311. ssp.absolute = false;
  3312. sendAndApply(&ssp);
  3313. }
  3314. sendAndApply(&end_action);
  3315. break;
  3316. }
  3317. case Battle::MONSTER_SPELL:
  3318. {
  3319. StartAction start_action(ba);
  3320. sendAndApply(&start_action);
  3321. const CStack * stack = gs->curB->battleGetStackByID(ba.stackNumber);
  3322. SpellID spellID = SpellID(ba.additionalInfo);
  3323. BattleHex destination(ba.destinationTile);
  3324. const Bonus *randSpellcaster = stack->getBonusLocalFirst(Selector::type(Bonus::RANDOM_SPELLCASTER));
  3325. const Bonus * spellcaster = stack->getBonusLocalFirst(Selector::typeSubtype(Bonus::SPELLCASTER, spellID));
  3326. //TODO special bonus for genies ability
  3327. if(randSpellcaster && battleGetRandomStackSpell(stack, CBattleInfoCallback::RANDOM_AIMED) < 0)
  3328. spellID = battleGetRandomStackSpell(stack, CBattleInfoCallback::RANDOM_GENIE);
  3329. if(spellID < 0)
  3330. complain("That stack can't cast spells!");
  3331. else
  3332. {
  3333. BattleSpellCastParameters p(gs->curB);
  3334. p.spellLvl = 0;
  3335. if (spellcaster)
  3336. vstd::amax(p.spellLvl, spellcaster->val);
  3337. if (randSpellcaster)
  3338. vstd::amax(p.spellLvl, randSpellcaster->val);
  3339. vstd::amin (p.spellLvl, 3);
  3340. p.casterSide = gs->curB->whatSide(stack->owner);
  3341. p.secHero = gs->curB->getHero(gs->curB->theOtherPlayer(stack->owner));
  3342. p.mode = ECastingMode::CREATURE_ACTIVE_CASTING;
  3343. p.destination = destination;
  3344. p.casterColor = stack->owner;
  3345. p.casterHero = nullptr;
  3346. p.usedSpellPower = 0;
  3347. p.casterStack = stack;
  3348. p.selectedStack = nullptr;
  3349. const CSpell * spell = SpellID(spellID).toSpell();
  3350. spell->battleCast(spellEnv, p);
  3351. }
  3352. sendAndApply(&end_action);
  3353. break;
  3354. }
  3355. }
  3356. if(ba.stackNumber == gs->curB->activeStack || battleResult.get()) //active stack has moved or battle has finished
  3357. battleMadeAction.setn(true);
  3358. return ok;
  3359. }
  3360. void CGameHandler::playerMessage( PlayerColor player, const std::string &message, ObjectInstanceID currObj )
  3361. {
  3362. bool cheated=true;
  3363. PlayerMessage temp_message(player, message, ObjectInstanceID(-1)); // don't inform other client on selected object
  3364. sendAndApply(&temp_message);
  3365. if(message == "vcmiistari") //give all spells and 999 mana
  3366. {
  3367. SetMana sm;
  3368. ChangeSpells cs;
  3369. CGHeroInstance *h = gs->getHero(currObj);
  3370. if(!h && complain("Cannot realize cheat, no hero selected!")) return;
  3371. sm.hid = cs.hid = h->id;
  3372. //give all spells
  3373. cs.learn = 1;
  3374. for(auto spell : VLC->spellh->objects)
  3375. {
  3376. if(!spell->creatureAbility)
  3377. cs.spells.insert(spell->id);
  3378. }
  3379. //give mana
  3380. sm.val = 999;
  3381. sm.absolute = true;
  3382. if(!h->hasSpellbook()) //hero doesn't have spellbook
  3383. giveHeroNewArtifact(h, VLC->arth->artifacts.at(0), ArtifactPosition::SPELLBOOK); //give spellbook
  3384. sendAndApply(&cs);
  3385. sendAndApply(&sm);
  3386. }
  3387. else if (message == "vcmiarmenelos") //build all buildings in selected town
  3388. {
  3389. CGHeroInstance *hero = gs->getHero(currObj);
  3390. CGTownInstance *town;
  3391. if (hero)
  3392. town = hero->visitedTown;
  3393. else
  3394. town = gs->getTown(currObj);
  3395. if (town)
  3396. {
  3397. for (auto & build : town->town->buildings)
  3398. {
  3399. if (!town->hasBuilt(build.first)
  3400. && !build.second->Name().empty()
  3401. && build.first != BuildingID::SHIP)
  3402. {
  3403. buildStructure(town->id, build.first, true);
  3404. }
  3405. }
  3406. }
  3407. }
  3408. else if(message == "vcmiainur") //gives 5 archangels into each slot
  3409. {
  3410. CGHeroInstance *hero = gs->getHero(currObj);
  3411. const CCreature *archangel = VLC->creh->creatures.at(13);
  3412. if(!hero) return;
  3413. for(int i = 0; i < GameConstants::ARMY_SIZE; i++)
  3414. if(!hero->hasStackAtSlot(SlotID(i)))
  3415. insertNewStack(StackLocation(hero, SlotID(i)), archangel, 5);
  3416. }
  3417. else if(message == "vcmiangband") //gives 10 black knight into each slot
  3418. {
  3419. CGHeroInstance *hero = gs->getHero(currObj);
  3420. const CCreature *blackKnight = VLC->creh->creatures.at(66);
  3421. if(!hero) return;
  3422. for(int i = 0; i < GameConstants::ARMY_SIZE; i++)
  3423. if(!hero->hasStackAtSlot(SlotID(i)))
  3424. insertNewStack(StackLocation(hero, SlotID(i)), blackKnight, 10);
  3425. }
  3426. else if(message == "vcminoldor") //all war machines
  3427. {
  3428. CGHeroInstance *hero = gs->getHero(currObj);
  3429. if(!hero) return;
  3430. if(!hero->getArt(ArtifactPosition::MACH1))
  3431. giveHeroNewArtifact(hero, VLC->arth->artifacts.at(4), ArtifactPosition::MACH1);
  3432. if(!hero->getArt(ArtifactPosition::MACH2))
  3433. giveHeroNewArtifact(hero, VLC->arth->artifacts.at(5), ArtifactPosition::MACH2);
  3434. if(!hero->getArt(ArtifactPosition::MACH3))
  3435. giveHeroNewArtifact(hero, VLC->arth->artifacts.at(6), ArtifactPosition::MACH3);
  3436. }
  3437. else if (message == "vcmiforgeofnoldorking") //hero gets all artifacts except war machines, spell scrolls and spell book
  3438. {
  3439. CGHeroInstance *hero = gs->getHero(currObj);
  3440. if(!hero) return;
  3441. for (int g = 7; g < VLC->arth->artifacts.size(); ++g) //including artifacts from mods
  3442. giveHeroNewArtifact(hero, VLC->arth->artifacts.at(g), ArtifactPosition::PRE_FIRST);
  3443. }
  3444. else if(message == "vcmiglorfindel") //selected hero gains a new level
  3445. {
  3446. CGHeroInstance *hero = gs->getHero(currObj);
  3447. changePrimSkill(hero, PrimarySkill::EXPERIENCE, VLC->heroh->reqExp(hero->level+1) - VLC->heroh->reqExp(hero->level));
  3448. }
  3449. else if(message == "vcminahar") //1000000 movement points
  3450. {
  3451. CGHeroInstance *hero = gs->getHero(currObj);
  3452. if(!hero) return;
  3453. SetMovePoints smp;
  3454. smp.hid = hero->id;
  3455. smp.val = 1000000;
  3456. sendAndApply(&smp);
  3457. }
  3458. else if(message == "vcmiformenos") //give resources
  3459. {
  3460. SetResources sr;
  3461. sr.player = player;
  3462. sr.res = gs->getPlayer(player)->resources;
  3463. for(int i=0;i<Res::GOLD;i++)
  3464. sr.res[i] += 100;
  3465. sr.res[Res::GOLD] += 100000; //100k
  3466. sendAndApply(&sr);
  3467. }
  3468. else if(message == "vcmieagles") //reveal FoW
  3469. {
  3470. FoWChange fc;
  3471. fc.mode = 1;
  3472. fc.player = player;
  3473. auto hlp_tab = new int3[gs->map->width * gs->map->height * (gs->map->twoLevel ? 2 : 1)];
  3474. int lastUnc = 0;
  3475. for(int i=0;i<gs->map->width;i++)
  3476. for(int j=0;j<gs->map->height;j++)
  3477. for(int k = 0; k < (gs->map->twoLevel ? 2 : 1); k++)
  3478. if(!gs->getPlayerTeam(fc.player)->fogOfWarMap.at(i).at(j).at(k))
  3479. hlp_tab[lastUnc++] = int3(i,j,k);
  3480. fc.tiles.insert(hlp_tab, hlp_tab + lastUnc);
  3481. delete [] hlp_tab;
  3482. sendAndApply(&fc);
  3483. }
  3484. else if(message == "vcmisilmaril") //player wins
  3485. {
  3486. gs->getPlayer(player)->enteredWinningCheatCode = 1;
  3487. }
  3488. else if(message == "vcmimelkor") //player looses
  3489. {
  3490. gs->getPlayer(player)->enteredLosingCheatCode = 1;
  3491. }
  3492. else
  3493. cheated = false;
  3494. if(cheated)
  3495. {
  3496. SystemMessage temp_message(VLC->generaltexth->allTexts.at(260));
  3497. sendAndApply(&temp_message);
  3498. checkVictoryLossConditionsForPlayer(player);//Player enter win code or got required art\creature
  3499. }
  3500. }
  3501. bool CGameHandler::makeCustomAction( BattleAction &ba )
  3502. {
  3503. switch(ba.actionType)
  3504. {
  3505. case Battle::HERO_SPELL:
  3506. {
  3507. COMPLAIN_RET_FALSE_IF(ba.side > 1, "Side must be 0 or 1!");
  3508. const CGHeroInstance *h = gs->curB->battleGetFightingHero(ba.side);
  3509. const CGHeroInstance *secondHero = gs->curB->battleGetFightingHero(!ba.side);
  3510. if(!h)
  3511. {
  3512. logGlobal->warnStream() << "Wrong caster!";
  3513. return false;
  3514. }
  3515. if(ba.additionalInfo >= VLC->spellh->objects.size())
  3516. {
  3517. logGlobal->warnStream() << "Wrong spell id (" << ba.additionalInfo << ")!";
  3518. return false;
  3519. }
  3520. const CSpell * s = SpellID(ba.additionalInfo).toSpell();
  3521. BattleSpellCastParameters parameters(gs->curB);
  3522. parameters.spellLvl = h->getSpellSchoolLevel(s);
  3523. parameters.destination = ba.destinationTile;
  3524. parameters.casterSide = ba.side;
  3525. parameters.casterColor = h->tempOwner;
  3526. parameters.casterHero = h;
  3527. parameters.secHero = secondHero;
  3528. parameters.usedSpellPower = h->getPrimSkillLevel(PrimarySkill::SPELL_POWER);
  3529. parameters.mode = ECastingMode::HERO_CASTING;
  3530. parameters.casterStack = nullptr;
  3531. parameters.selectedStack = gs->curB->battleGetStackByID(ba.selectedStack, false);
  3532. ESpellCastProblem::ESpellCastProblem escp = gs->curB->battleCanCastThisSpell(h->tempOwner, s, ECastingMode::HERO_CASTING);
  3533. if(escp != ESpellCastProblem::OK)
  3534. {
  3535. logGlobal->warnStream() << "Spell cannot be cast!";
  3536. logGlobal->warnStream() << "Problem : " << escp;
  3537. return false;
  3538. }
  3539. StartAction start_action(ba);
  3540. sendAndApply(&start_action); //start spell casting
  3541. s->battleCast(spellEnv, parameters);
  3542. sendAndApply(&end_action);
  3543. if( !gs->curB->battleGetStackByID(gs->curB->activeStack, true))
  3544. {
  3545. battleMadeAction.setn(true);
  3546. }
  3547. checkForBattleEnd();
  3548. if(battleResult.get())
  3549. {
  3550. battleMadeAction.setn(true);
  3551. //battle will be ended by startBattle function
  3552. //endBattle(gs->curB->tile, gs->curB->heroes[0], gs->curB->heroes[1]);
  3553. }
  3554. return true;
  3555. }
  3556. }
  3557. return false;
  3558. }
  3559. void CGameHandler::stackTurnTrigger(const CStack * st)
  3560. {
  3561. BattleTriggerEffect bte;
  3562. bte.stackID = st->ID;
  3563. bte.effect = -1;
  3564. bte.val = 0;
  3565. bte.additionalInfo = 0;
  3566. if (st->alive())
  3567. {
  3568. //unbind
  3569. if (st->getEffect (SpellID::BIND))
  3570. {
  3571. bool unbind = true;
  3572. BonusList bl = *(st->getBonuses(Selector::type(Bonus::BIND_EFFECT)));
  3573. std::set<const CStack*> stacks = gs->curB-> batteAdjacentCreatures(st);
  3574. for(Bonus * b : bl)
  3575. {
  3576. const CStack * stack = gs->curB->battleGetStackByID(b->additionalInfo); //binding stack must be alive and adjacent
  3577. if (stack)
  3578. {
  3579. if (vstd::contains(stacks, stack)) //binding stack is still present
  3580. {
  3581. unbind = false;
  3582. }
  3583. }
  3584. }
  3585. if (unbind)
  3586. {
  3587. BattleSetStackProperty ssp;
  3588. ssp.which = BattleSetStackProperty::UNBIND;
  3589. ssp.stackID = st->ID;
  3590. sendAndApply(&ssp);
  3591. }
  3592. }
  3593. //regeneration
  3594. if(st->hasBonusOfType(Bonus::HP_REGENERATION))
  3595. {
  3596. bte.effect = Bonus::HP_REGENERATION;
  3597. bte.val = std::min((int)(st->MaxHealth() - st->firstHPleft), st->valOfBonuses(Bonus::HP_REGENERATION));
  3598. }
  3599. if(st->hasBonusOfType(Bonus::FULL_HP_REGENERATION))
  3600. {
  3601. bte.effect = Bonus::HP_REGENERATION;
  3602. bte.val = st->MaxHealth() - st->firstHPleft;
  3603. }
  3604. if (bte.val) //anything to heal
  3605. sendAndApply(&bte);
  3606. if(st->hasBonusOfType(Bonus::POISON))
  3607. {
  3608. const Bonus * b = st->getBonusLocalFirst(Selector::source(Bonus::SPELL_EFFECT, SpellID::POISON).And(Selector::type(Bonus::STACK_HEALTH)));
  3609. if (b) //TODO: what if not?...
  3610. {
  3611. bte.val = std::max (b->val - 10, -(st->valOfBonuses(Bonus::POISON)));
  3612. if (bte.val < b->val) //(negative) poison effect increases - update it
  3613. {
  3614. bte.effect = Bonus::POISON;
  3615. sendAndApply(&bte);
  3616. }
  3617. }
  3618. }
  3619. if (st->hasBonusOfType(Bonus::MANA_DRAIN) && !vstd::contains(st->state, EBattleStackState::DRAINED_MANA))
  3620. {
  3621. const CGHeroInstance * enemy = gs->curB->getHero(gs->curB->theOtherPlayer(st->owner));
  3622. //const CGHeroInstance * owner = gs->curB->getHero(st->owner);
  3623. if (enemy)
  3624. {
  3625. ui32 manaDrained = st->valOfBonuses(Bonus::MANA_DRAIN);
  3626. vstd::amin(manaDrained, gs->curB->battleGetFightingHero(0)->mana);
  3627. if (manaDrained)
  3628. {
  3629. bte.effect = Bonus::MANA_DRAIN;
  3630. bte.val = manaDrained;
  3631. bte.additionalInfo = enemy->id.getNum(); //for sanity
  3632. sendAndApply(&bte);
  3633. }
  3634. }
  3635. }
  3636. if (st->isLiving() && !st->hasBonusOfType(Bonus::FEARLESS))
  3637. {
  3638. bool fearsomeCreature = false;
  3639. for(CStack * stack : gs->curB->stacks)
  3640. {
  3641. if (stack->owner != st->owner && stack->alive() && stack->hasBonusOfType(Bonus::FEAR))
  3642. {
  3643. fearsomeCreature = true;
  3644. break;
  3645. }
  3646. }
  3647. if (fearsomeCreature)
  3648. {
  3649. if (gs->getRandomGenerator().nextInt(99) < 10) //fixed 10%
  3650. {
  3651. bte.effect = Bonus::FEAR;
  3652. sendAndApply(&bte);
  3653. }
  3654. }
  3655. }
  3656. BonusList bl = *(st->getBonuses(Selector::type(Bonus::ENCHANTER)));
  3657. int side = gs->curB->whatSide(st->owner);
  3658. if (st->casts && !gs->curB->sides.at(side).enchanterCounter)
  3659. {
  3660. bool casted = false;
  3661. while (!bl.empty() && !casted)
  3662. {
  3663. auto bonus = *RandomGeneratorUtil::nextItem(bl, gs->getRandomGenerator());
  3664. auto spellID = SpellID(bonus->subtype);
  3665. const CSpell * spell = SpellID(spellID).toSpell();
  3666. bl.remove_if([&bonus](Bonus * b){return b==bonus;});
  3667. if (gs->curB->battleCanCastThisSpell(st->owner, spell, ECastingMode::ENCHANTER_CASTING) == ESpellCastProblem::OK)
  3668. {
  3669. BattleSpellCastParameters parameters(gs->curB);
  3670. parameters.spellLvl = bonus->val;
  3671. parameters.destination = BattleHex::INVALID;
  3672. parameters.casterSide = side;
  3673. parameters.casterColor = st->owner;
  3674. parameters.casterHero = nullptr;
  3675. parameters.secHero = gs->curB->getHero(gs->curB->theOtherPlayer(st->owner));
  3676. parameters.usedSpellPower = 0;
  3677. parameters.mode = ECastingMode::ENCHANTER_CASTING;
  3678. parameters.casterStack = st;
  3679. parameters.selectedStack = nullptr;
  3680. spell->battleCast(spellEnv, parameters);
  3681. BattleSetStackProperty ssp;
  3682. ssp.which = BattleSetStackProperty::ENCHANTER_COUNTER;
  3683. ssp.absolute = false;
  3684. ssp.val = bonus->additionalInfo; //increase cooldown counter
  3685. ssp.stackID = st->ID;
  3686. sendAndApply(&ssp);
  3687. casted = true;
  3688. }
  3689. };
  3690. }
  3691. bl = *(st->getBonuses(Selector::type(Bonus::ENCHANTED)));
  3692. for (auto b : bl)
  3693. {
  3694. SetStackEffect sse;
  3695. int val = bl.valOfBonuses (Selector::typeSubtype(b->type, b->subtype));
  3696. if (val > 3)
  3697. {
  3698. for (auto s : gs->curB->battleGetAllStacks())
  3699. {
  3700. if (st->owner == s->owner && s->isValidTarget()) //all allied
  3701. sse.stacks.push_back (s->ID);
  3702. }
  3703. }
  3704. else
  3705. sse.stacks.push_back (st->ID);
  3706. Bonus pseudoBonus;
  3707. pseudoBonus.sid = b->subtype;
  3708. pseudoBonus.val = ((val > 3) ? (val - 3) : val);
  3709. pseudoBonus.turnsRemain = 50;
  3710. st->stackEffectToFeature (sse.effect, pseudoBonus);
  3711. if (sse.effect.size())
  3712. sendAndApply (&sse);
  3713. }
  3714. }
  3715. }
  3716. void CGameHandler::handleDamageFromObstacle(const CObstacleInstance &obstacle, const CStack * curStack)
  3717. {
  3718. //we want to determine following vars depending on obstacle type
  3719. int damage = -1;
  3720. int effect = -1;
  3721. bool oneTimeObstacle = false;
  3722. //helper info
  3723. const SpellCreatedObstacle *spellObstacle = dynamic_cast<const SpellCreatedObstacle*>(&obstacle); //not nice but we may need spell params
  3724. const ui8 side = !curStack->attackerOwned; //if enemy is defending (false = 0), side of enemy hero is 1 (true)
  3725. const CGHeroInstance *hero = gs->curB->battleGetFightingHero(side);
  3726. if(obstacle.obstacleType == CObstacleInstance::MOAT)
  3727. {
  3728. damage = battleGetMoatDmg();
  3729. }
  3730. else if(obstacle.obstacleType == CObstacleInstance::LAND_MINE)
  3731. {
  3732. //You don't get hit by a Mine you can see.
  3733. if(gs->curB->battleIsObstacleVisibleForSide(obstacle, (BattlePerspective::BattlePerspective)side))
  3734. return;
  3735. oneTimeObstacle = true;
  3736. effect = 82; //makes
  3737. const CSpell * sp = SpellID(SpellID::LAND_MINE).toSpell();
  3738. if(sp->isImmuneByStack(hero, curStack))
  3739. return;
  3740. damage = sp->calculateDamage(hero, curStack,
  3741. spellObstacle->spellLevel, spellObstacle->casterSpellPower);
  3742. //TODO even if obstacle wasn't created by hero (Tower "moat") it should deal dmg as if casted by hero,
  3743. //if it is bigger than default dmg. Or is it just irrelevant H3 implementation quirk
  3744. }
  3745. else if(obstacle.obstacleType == CObstacleInstance::FIRE_WALL)
  3746. {
  3747. const CSpell * sp = SpellID(SpellID::FIRE_WALL).toSpell();
  3748. if(sp->isImmuneByStack(hero, curStack))
  3749. return;
  3750. damage = sp->calculateDamage(hero, curStack,
  3751. spellObstacle->spellLevel, spellObstacle->casterSpellPower);
  3752. }
  3753. else
  3754. {
  3755. //no other obstacle does damage to stack
  3756. return;
  3757. }
  3758. BattleStackAttacked bsa;
  3759. if(effect >= 0)
  3760. {
  3761. bsa.flags |= BattleStackAttacked::EFFECT;
  3762. bsa.effect = effect; //makes POOF
  3763. }
  3764. bsa.damageAmount = damage;
  3765. bsa.stackAttacked = curStack->ID;
  3766. bsa.attackerID = -1;
  3767. curStack->prepareAttacked(bsa, gameState()->getRandomGenerator());
  3768. StacksInjured si;
  3769. si.stacks.push_back(bsa);
  3770. sendAndApply(&si);
  3771. if(oneTimeObstacle)
  3772. removeObstacle(obstacle);
  3773. }
  3774. void CGameHandler::handleTimeEvents()
  3775. {
  3776. gs->map->events.sort(evntCmp);
  3777. while(gs->map->events.size() && gs->map->events.front().firstOccurence+1 == gs->day)
  3778. {
  3779. CMapEvent ev = gs->map->events.front();
  3780. for (int player = 0; player < PlayerColor::PLAYER_LIMIT_I; player++)
  3781. {
  3782. auto color = PlayerColor(player);
  3783. PlayerState *pinfo = gs->getPlayer(color, false); //do not output error if player does not exist
  3784. if( pinfo //player exists
  3785. && (ev.players & 1<<player) //event is enabled to this player
  3786. && ((ev.computerAffected && !pinfo->human)
  3787. || (ev.humanAffected && pinfo->human)
  3788. )
  3789. )
  3790. {
  3791. //give resources
  3792. SetResources sr;
  3793. sr.player = color;
  3794. sr.res = pinfo->resources + ev.resources;
  3795. //prepare dialog
  3796. InfoWindow iw;
  3797. iw.player = color;
  3798. iw.text << ev.message;
  3799. for (int i=0; i<ev.resources.size(); i++)
  3800. {
  3801. if(ev.resources.at(i)) //if resource is changed, we add it to the dialog
  3802. iw.components.push_back(Component(Component::RESOURCE,i,ev.resources.at(i),0));
  3803. }
  3804. if (iw.components.size())
  3805. {
  3806. sr.res.amax(0); // If removing too much resources, adjust the amount so the total doesn't become negative.
  3807. sendAndApply(&sr); //update player resources if changed
  3808. }
  3809. sendAndApply(&iw); //show dialog
  3810. }
  3811. } //PLAYERS LOOP
  3812. if(ev.nextOccurence)
  3813. {
  3814. gs->map->events.pop_front();
  3815. ev.firstOccurence += ev.nextOccurence;
  3816. auto it = gs->map->events.begin();
  3817. while ( it !=gs->map->events.end() && it->earlierThanOrEqual(ev))
  3818. it++;
  3819. gs->map->events.insert(it, ev);
  3820. }
  3821. else
  3822. {
  3823. gs->map->events.pop_front();
  3824. }
  3825. }
  3826. //TODO send only if changed
  3827. UpdateMapEvents ume;
  3828. ume.events = gs->map->events;
  3829. sendAndApply(&ume);
  3830. }
  3831. void CGameHandler::handleTownEvents(CGTownInstance * town, NewTurn &n)
  3832. {
  3833. town->events.sort(evntCmp);
  3834. while(town->events.size() && town->events.front().firstOccurence == gs->day)
  3835. {
  3836. PlayerColor player = town->tempOwner;
  3837. CCastleEvent ev = town->events.front();
  3838. PlayerState *pinfo = gs->getPlayer(player, false);
  3839. if( pinfo //player exists
  3840. && (ev.players & 1<<player.getNum()) //event is enabled to this player
  3841. && ((ev.computerAffected && !pinfo->human)
  3842. || (ev.humanAffected && pinfo->human) ) )
  3843. {
  3844. // dialog
  3845. InfoWindow iw;
  3846. iw.player = player;
  3847. iw.text << ev.message;
  3848. if(ev.resources.nonZero())
  3849. {
  3850. TResources was = n.res[player];
  3851. n.res[player] += ev.resources;
  3852. n.res[player].amax(0);
  3853. for (int i=0; i<ev.resources.size(); i++)
  3854. 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
  3855. iw.components.push_back(Component(Component::RESOURCE,i,n.res.at(player).at(i)-was.at(i),0));
  3856. }
  3857. for(auto & i : ev.buildings)
  3858. {
  3859. if ( town->hasBuilt(i))
  3860. {
  3861. buildStructure(town->id, i, true);
  3862. iw.components.push_back(Component(Component::BUILDING, town->subID, i, 0));
  3863. }
  3864. }
  3865. if (!ev.creatures.empty() && !vstd::contains(n.cres, town->id))
  3866. {
  3867. n.cres[town->id].tid = town->id;
  3868. n.cres[town->id].creatures = town->creatures;
  3869. }
  3870. auto & sac = n.cres[town->id];
  3871. for(si32 i=0;i<ev.creatures.size();i++) //creature growths
  3872. {
  3873. if(!town->creatures.at(i).second.empty() && ev.creatures.at(i) > 0)//there is dwelling
  3874. {
  3875. sac.creatures[i].first += ev.creatures.at(i);
  3876. iw.components.push_back(Component(Component::CREATURE,
  3877. town->creatures.at(i).second.back(), ev.creatures.at(i), 0));
  3878. }
  3879. }
  3880. sendAndApply(&iw); //show dialog
  3881. }
  3882. if(ev.nextOccurence)
  3883. {
  3884. town->events.pop_front();
  3885. ev.firstOccurence += ev.nextOccurence;
  3886. auto it = town->events.begin();
  3887. while ( it != town->events.end() && it->earlierThanOrEqual(ev))
  3888. it++;
  3889. town->events.insert(it, ev);
  3890. }
  3891. else
  3892. {
  3893. town->events.pop_front();
  3894. }
  3895. }
  3896. //TODO send only if changed
  3897. UpdateCastleEvents uce;
  3898. uce.town = town->id;
  3899. uce.events = town->events;
  3900. sendAndApply(&uce);
  3901. }
  3902. bool CGameHandler::complain( const std::string &problem )
  3903. {
  3904. sendMessageToAll("Server encountered a problem: " + problem);
  3905. logGlobal->errorStream() << problem;
  3906. return true;
  3907. }
  3908. void CGameHandler::showGarrisonDialog( ObjectInstanceID upobj, ObjectInstanceID hid, bool removableUnits)
  3909. {
  3910. //PlayerColor player = getOwner(hid);
  3911. auto upperArmy = dynamic_cast<const CArmedInstance*>(getObj(upobj));
  3912. auto lowerArmy = dynamic_cast<const CArmedInstance*>(getObj(hid));
  3913. assert(lowerArmy);
  3914. assert(upperArmy);
  3915. auto garrisonQuery = make_shared<CGarrisonDialogQuery>(upperArmy, lowerArmy);
  3916. queries.addQuery(garrisonQuery);
  3917. GarrisonDialog gd;
  3918. gd.hid = hid;
  3919. gd.objid = upobj;
  3920. gd.removableUnits = removableUnits;
  3921. gd.queryID = garrisonQuery->queryID;
  3922. sendAndApply(&gd);
  3923. }
  3924. void CGameHandler::showThievesGuildWindow(PlayerColor player, ObjectInstanceID requestingObjId)
  3925. {
  3926. OpenWindow ow;
  3927. ow.window = OpenWindow::THIEVES_GUILD;
  3928. ow.id1 = player.getNum();
  3929. ow.id2 = requestingObjId.getNum();
  3930. sendAndApply(&ow);
  3931. }
  3932. bool CGameHandler::isAllowedExchange( ObjectInstanceID id1, ObjectInstanceID id2 )
  3933. {
  3934. if(id1 == id2)
  3935. return true;
  3936. const CGObjectInstance *o1 = getObj(id1), *o2 = getObj(id2);
  3937. if(!o1 || !o2)
  3938. return true; //arranging stacks within an object should be always allowed
  3939. if (o1 && o2)
  3940. {
  3941. if(o1->ID == Obj::TOWN)
  3942. {
  3943. const CGTownInstance *t = static_cast<const CGTownInstance*>(o1);
  3944. if(t->visitingHero == o2 || t->garrisonHero == o2)
  3945. return true;
  3946. }
  3947. if(o2->ID == Obj::TOWN)
  3948. {
  3949. const CGTownInstance *t = static_cast<const CGTownInstance*>(o2);
  3950. if(t->visitingHero == o1 || t->garrisonHero == o1)
  3951. return true;
  3952. }
  3953. if (o1->ID == Obj::HERO && o2->ID == Obj::HERO)
  3954. {
  3955. const CGHeroInstance *h1 = static_cast<const CGHeroInstance*>(o1);
  3956. const CGHeroInstance *h2 = static_cast<const CGHeroInstance*>(o2);
  3957. // two heroes in same town (garrisoned and visiting)
  3958. if (h1->visitedTown != nullptr && h2->visitedTown != nullptr && h1->visitedTown == h2->visitedTown)
  3959. return true;
  3960. }
  3961. //Ongoing garrison exchange
  3962. if(auto dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries.topQuery(o1->tempOwner)))
  3963. {
  3964. if(dialog->exchangingArmies.at(0) == o1 && dialog->exchangingArmies.at(1) == o2)
  3965. return true;
  3966. if(dialog->exchangingArmies.at(1) == o1 && dialog->exchangingArmies.at(0) == o2)
  3967. return true;
  3968. }
  3969. }
  3970. return false;
  3971. }
  3972. void CGameHandler::objectVisited( const CGObjectInstance * obj, const CGHeroInstance * h )
  3973. {
  3974. logGlobal->debugStream() << h->nodeName() << " visits " << obj->getObjectName() << "(" << obj->ID << ":" << obj->subID << ")";
  3975. auto visitQuery = make_shared<CObjectVisitQuery>(obj, h, obj->visitablePos());
  3976. queries.addQuery(visitQuery); //TODO real visit pos
  3977. HeroVisit hv;
  3978. hv.obj = obj;
  3979. hv.hero = h;
  3980. hv.player = h->tempOwner;
  3981. hv.starting = true;
  3982. sendAndApply(&hv);
  3983. obj->onHeroVisit(h);
  3984. queries.popIfTop(visitQuery); //visit ends here if no queries were created
  3985. }
  3986. void CGameHandler::objectVisitEnded(const CObjectVisitQuery &query)
  3987. {
  3988. logGlobal->traceStream() << query.visitingHero->nodeName() << " visit ends.\n";
  3989. HeroVisit hv;
  3990. hv.player = query.players.front();
  3991. hv.obj = nullptr; //not necessary, moreover may have been deleted in the meantime
  3992. hv.hero = query.visitingHero;
  3993. assert(hv.hero);
  3994. hv.starting = false;
  3995. sendAndApply(&hv);
  3996. }
  3997. bool CGameHandler::buildBoat( ObjectInstanceID objid )
  3998. {
  3999. const IShipyard *obj = IShipyard::castFrom(getObj(objid));
  4000. if(obj->shipyardStatus() != IBoatGenerator::GOOD)
  4001. {
  4002. complain("Cannot build boat in this shipyard!");
  4003. return false;
  4004. }
  4005. else if(obj->o->ID == Obj::TOWN
  4006. && !static_cast<const CGTownInstance*>(obj)->hasBuilt(BuildingID::SHIPYARD))
  4007. {
  4008. complain("Cannot build boat in the town - no shipyard!");
  4009. return false;
  4010. }
  4011. const PlayerColor playerID = obj->o->tempOwner;
  4012. TResources boatCost;
  4013. obj->getBoatCost(boatCost);
  4014. TResources aviable = gs->getPlayer(playerID)->resources;
  4015. if (!aviable.canAfford(boatCost))
  4016. {
  4017. complain("Not enough resources to build a boat!");
  4018. return false;
  4019. }
  4020. int3 tile = obj->bestLocation();
  4021. if(!gs->map->isInTheMap(tile))
  4022. {
  4023. complain("Cannot find appropriate tile for a boat!");
  4024. return false;
  4025. }
  4026. //take boat cost
  4027. SetResources sr;
  4028. sr.player = playerID;
  4029. sr.res = (aviable - boatCost);
  4030. sendAndApply(&sr);
  4031. //create boat
  4032. NewObject no;
  4033. no.ID = Obj::BOAT;
  4034. no.subID = obj->getBoatType();
  4035. no.pos = tile + int3(1,0,0);
  4036. sendAndApply(&no);
  4037. return true;
  4038. }
  4039. void CGameHandler::engageIntoBattle( PlayerColor player )
  4040. {
  4041. //notify interfaces
  4042. PlayerBlocked pb;
  4043. pb.player = player;
  4044. pb.reason = PlayerBlocked::UPCOMING_BATTLE;
  4045. pb.startOrEnd = PlayerBlocked::BLOCKADE_STARTED;
  4046. sendAndApply(&pb);
  4047. }
  4048. void CGameHandler::checkVictoryLossConditions(const std::set<PlayerColor> & playerColors)
  4049. {
  4050. for(auto playerColor : playerColors)
  4051. {
  4052. if(gs->getPlayer(playerColor, false))
  4053. checkVictoryLossConditionsForPlayer(playerColor);
  4054. }
  4055. }
  4056. void CGameHandler::checkVictoryLossConditionsForAll()
  4057. {
  4058. std::set<PlayerColor> playerColors;
  4059. for(int i = 0; i < PlayerColor::PLAYER_LIMIT_I; ++i)
  4060. {
  4061. playerColors.insert(PlayerColor(i));
  4062. }
  4063. checkVictoryLossConditions(playerColors);
  4064. }
  4065. void CGameHandler::checkVictoryLossConditionsForPlayer(PlayerColor player)
  4066. {
  4067. const PlayerState *p = gs->getPlayer(player);
  4068. if(p->status != EPlayerStatus::INGAME) return;
  4069. auto victoryLossCheckResult = gs->checkForVictoryAndLoss(player);
  4070. if(victoryLossCheckResult.victory() || victoryLossCheckResult.loss())
  4071. {
  4072. InfoWindow iw;
  4073. getVictoryLossMessage(player, victoryLossCheckResult, iw);
  4074. sendAndApply(&iw);
  4075. PlayerEndsGame peg;
  4076. peg.player = player;
  4077. peg.victoryLossCheckResult = victoryLossCheckResult;
  4078. sendAndApply(&peg);
  4079. if(victoryLossCheckResult.victory())
  4080. {
  4081. //one player won -> all enemies lost
  4082. for (auto i = gs->players.cbegin(); i!=gs->players.cend(); i++)
  4083. {
  4084. if(i->first != player && gs->getPlayer(i->first)->status == EPlayerStatus::INGAME)
  4085. {
  4086. peg.player = i->first;
  4087. peg.victoryLossCheckResult = gameState()->getPlayerRelations(player, i->first) == PlayerRelations::ALLIES ?
  4088. victoryLossCheckResult : victoryLossCheckResult.invert(); // ally of winner
  4089. InfoWindow iw;
  4090. getVictoryLossMessage(player, peg.victoryLossCheckResult, iw);
  4091. iw.player = i->first;
  4092. sendAndApply(&iw);
  4093. sendAndApply(&peg);
  4094. }
  4095. }
  4096. if(p->human)
  4097. {
  4098. end2 = true;
  4099. if(gs->scenarioOps->campState)
  4100. {
  4101. std::vector<CGHeroInstance *> crossoverHeroes;
  4102. for(CGHeroInstance * hero : gs->map->heroesOnMap)
  4103. {
  4104. if(hero->tempOwner == player)
  4105. {
  4106. // keep all heroes from the winning player
  4107. crossoverHeroes.push_back(hero);
  4108. }
  4109. else if(vstd::contains(gs->scenarioOps->campState->getCurrentScenario().keepHeroes, HeroTypeID(hero->subID)))
  4110. {
  4111. // keep hero whether lost or won (like Xeron in AB campaign)
  4112. crossoverHeroes.push_back(hero);
  4113. }
  4114. }
  4115. // keep lost heroes which are in heroes pool
  4116. for(auto & heroPair : gs->hpool.heroesPool)
  4117. {
  4118. if(vstd::contains(gs->scenarioOps->campState->getCurrentScenario().keepHeroes, HeroTypeID(heroPair.first)))
  4119. {
  4120. crossoverHeroes.push_back(heroPair.second.get());
  4121. }
  4122. }
  4123. gs->scenarioOps->campState->setCurrentMapAsConquered(crossoverHeroes);
  4124. //Request clients to change connection mode
  4125. PrepareForAdvancingCampaign pfac;
  4126. sendAndApply(&pfac);
  4127. //Change connection mode
  4128. if(getPlayer(player)->human && getStartInfo()->campState)
  4129. {
  4130. for(auto connection : conns)
  4131. connection->prepareForSendingHeroes();
  4132. }
  4133. UpdateCampaignState ucs;
  4134. ucs.camp = gs->scenarioOps->campState;
  4135. sendAndApply(&ucs);
  4136. }
  4137. }
  4138. }
  4139. else
  4140. {
  4141. //player lost -> all his objects become unflagged (neutral)
  4142. auto hlp = p->heroes;
  4143. for (auto i = hlp.cbegin(); i != hlp.cend(); i++) //eliminate heroes
  4144. removeObject(*i);
  4145. for (auto i = gs->map->objects.cbegin(); i != gs->map->objects.cend(); i++) //unflag objs
  4146. {
  4147. if(*i && (*i)->tempOwner == player)
  4148. setOwner(*i,PlayerColor::NEUTRAL);
  4149. }
  4150. //eliminating one player may cause victory of another:
  4151. std::set<PlayerColor> playerColors;
  4152. for(int i = 0; i < PlayerColor::PLAYER_LIMIT_I; ++i)
  4153. {
  4154. if(player.getNum() != i) playerColors.insert(PlayerColor(i));
  4155. }
  4156. //notify all players
  4157. for (auto i = gs->players.cbegin(); i!=gs->players.cend(); i++)
  4158. {
  4159. if(i->first != player && gs->getPlayer(i->first)->status == EPlayerStatus::INGAME)
  4160. {
  4161. InfoWindow iw;
  4162. getVictoryLossMessage(player, victoryLossCheckResult.invert(), iw);
  4163. iw.player = i->first;
  4164. sendAndApply(&iw);
  4165. }
  4166. }
  4167. checkVictoryLossConditions(playerColors);
  4168. }
  4169. auto playerInfo = gs->getPlayer(gs->currentPlayer, false);
  4170. // If we are called before the actual game start, there might be no current player
  4171. if(playerInfo && playerInfo->status != EPlayerStatus::INGAME)
  4172. {
  4173. // If player making turn has lost his turn must be over as well
  4174. states.setFlag(gs->currentPlayer, &PlayerStatus::makingTurn, false);
  4175. }
  4176. }
  4177. }
  4178. void CGameHandler::getVictoryLossMessage(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult, InfoWindow & out) const
  4179. {
  4180. out.player = player;
  4181. out.text.clear();
  4182. out.text << victoryLossCheckResult.messageToSelf;
  4183. // hackish, insert one player-specific string, if applicable
  4184. if (victoryLossCheckResult.messageToSelf.find("%s") != std::string::npos)
  4185. out.text.addReplacement(MetaString::COLOR, player.getNum());
  4186. out.components.push_back(Component(Component::FLAG, player.getNum(), 0, 0));
  4187. }
  4188. bool CGameHandler::dig( const CGHeroInstance *h )
  4189. {
  4190. for (auto i = gs->map->objects.cbegin(); i != gs->map->objects.cend(); i++) //unflag objs
  4191. {
  4192. if(*i && (*i)->ID == Obj::HOLE && (*i)->pos == h->getPosition())
  4193. {
  4194. complain("Cannot dig - there is already a hole under the hero!");
  4195. return false;
  4196. }
  4197. }
  4198. if(h->diggingStatus() != CGHeroInstance::CAN_DIG) //checks for terrain and movement
  4199. COMPLAIN_RETF("Hero cannot dig (error code %d)!", h->diggingStatus());
  4200. //create a hole
  4201. NewObject no;
  4202. no.ID = Obj::HOLE;
  4203. no.pos = h->getPosition();
  4204. no.subID = 0;
  4205. sendAndApply(&no);
  4206. //take MPs
  4207. SetMovePoints smp;
  4208. smp.hid = h->id;
  4209. smp.val = 0;
  4210. sendAndApply(&smp);
  4211. InfoWindow iw;
  4212. iw.player = h->tempOwner;
  4213. if(gs->map->grailPos == h->getPosition())
  4214. {
  4215. iw.text.addTxt(MetaString::GENERAL_TXT, 58); //"Congratulations! After spending many hours digging here, your hero has uncovered the "
  4216. iw.text.addTxt(MetaString::ART_NAMES, 2);
  4217. iw.soundID = soundBase::ULTIMATEARTIFACT;
  4218. giveHeroNewArtifact(h, VLC->arth->artifacts.at(2), ArtifactPosition::PRE_FIRST); //give grail
  4219. sendAndApply(&iw);
  4220. iw.soundID = soundBase::invalid;
  4221. iw.text.clear();
  4222. iw.text.addTxt(MetaString::ART_DESCR, 2);
  4223. sendAndApply(&iw);
  4224. }
  4225. else
  4226. {
  4227. iw.text.addTxt(MetaString::GENERAL_TXT, 59); //"Nothing here. \n Where could it be?"
  4228. iw.soundID = soundBase::Dig;
  4229. sendAndApply(&iw);
  4230. }
  4231. return true;
  4232. }
  4233. void CGameHandler::attackCasting(const BattleAttack & bat, Bonus::BonusType attackMode, const CStack * attacker)
  4234. {
  4235. if(attacker->hasBonusOfType(attackMode))
  4236. {
  4237. std::set<SpellID> spellsToCast;
  4238. TBonusListPtr spells = attacker->getBonuses(Selector::type(attackMode));
  4239. for(const Bonus *sf : *spells)
  4240. {
  4241. spellsToCast.insert (SpellID(sf->subtype));
  4242. }
  4243. for(SpellID spellID : spellsToCast)
  4244. {
  4245. const CStack * oneOfAttacked = nullptr;
  4246. for (auto & elem : bat.bsa)
  4247. {
  4248. if (elem.newAmount > 0 && !elem.isSecondary()) //apply effects only to first target stack if it's alive
  4249. {
  4250. oneOfAttacked = gs->curB->battleGetStackByID(elem.stackAttacked);
  4251. break;
  4252. }
  4253. }
  4254. bool castMe = false;
  4255. if(oneOfAttacked == nullptr) //all attacked creatures have been killed
  4256. return;
  4257. int spellLevel = 0;
  4258. TBonusListPtr spellsByType = attacker->getBonuses(Selector::typeSubtype(attackMode, spellID));
  4259. for(const Bonus *sf : *spellsByType)
  4260. {
  4261. vstd::amax(spellLevel, sf->additionalInfo % 1000); //pick highest level
  4262. int meleeRanged = sf->additionalInfo / 1000;
  4263. if (meleeRanged == 0 || (meleeRanged == 1 && bat.shot()) || (meleeRanged == 2 && !bat.shot()))
  4264. castMe = true;
  4265. }
  4266. int chance = attacker->valOfBonuses((Selector::typeSubtype(attackMode, spellID)));
  4267. vstd::amin (chance, 100);
  4268. int destination = oneOfAttacked->position;
  4269. const CSpell * spell = SpellID(spellID).toSpell();
  4270. if(gs->curB->battleCanCastThisSpellHere(attacker->owner, spell, ECastingMode::AFTER_ATTACK_CASTING, oneOfAttacked->position) != ESpellCastProblem::OK)
  4271. continue;
  4272. //check if spell should be casted (probability handling)
  4273. if(gs->getRandomGenerator().nextInt(99) >= chance)
  4274. continue;
  4275. //casting
  4276. if (castMe) //stacks use 0 spell power. If needed, default = 3 or custom value is used
  4277. {
  4278. const CSpell * spell = SpellID(spellID).toSpell();
  4279. BattleSpellCastParameters parameters(gs->curB);
  4280. parameters.spellLvl = spellLevel;
  4281. parameters.destination = destination;
  4282. parameters.casterSide = !attacker->attackerOwned;
  4283. parameters.casterColor = attacker->owner;
  4284. parameters.casterHero = nullptr;
  4285. parameters.secHero = nullptr;
  4286. parameters.usedSpellPower = 0;
  4287. parameters.mode = ECastingMode::AFTER_ATTACK_CASTING;
  4288. parameters.casterStack = attacker;
  4289. parameters.selectedStack = nullptr;
  4290. spell->battleCast(spellEnv, parameters);
  4291. }
  4292. }
  4293. }
  4294. }
  4295. void CGameHandler::handleAttackBeforeCasting (const BattleAttack & bat)
  4296. {
  4297. const CStack * attacker = gs->curB->battleGetStackByID(bat.stackAttacking);
  4298. attackCasting(bat, Bonus::SPELL_BEFORE_ATTACK, attacker); //no death stare / acid breath needed?
  4299. }
  4300. void CGameHandler::handleAfterAttackCasting( const BattleAttack & bat )
  4301. {
  4302. const CStack * attacker = gs->curB->battleGetStackByID(bat.stackAttacking);
  4303. if (!attacker) //could be already dead
  4304. return;
  4305. auto cast = [=](SpellID spellID, int power)
  4306. {
  4307. const CSpell * spell = SpellID(spellID).toSpell();
  4308. BattleSpellCastParameters parameters(gs->curB);
  4309. parameters.spellLvl = 0;
  4310. parameters.destination = gs->curB->battleGetStackByID(bat.bsa.at(0).stackAttacked)->position;
  4311. parameters.casterSide = !attacker->attackerOwned;
  4312. parameters.casterColor = attacker->owner;
  4313. parameters.casterHero = nullptr;
  4314. parameters.secHero = nullptr;
  4315. parameters.usedSpellPower = power;
  4316. parameters.mode = ECastingMode::AFTER_ATTACK_CASTING;
  4317. parameters.casterStack = attacker;
  4318. parameters.selectedStack = nullptr;
  4319. spell->battleCast(this->spellEnv, parameters);
  4320. };
  4321. attackCasting(bat, Bonus::SPELL_AFTER_ATTACK, attacker);
  4322. if(bat.bsa.at(0).newAmount <= 0)
  4323. {
  4324. //don't try death stare or acid breath on dead stack (crash!)
  4325. return;
  4326. }
  4327. if (attacker->hasBonusOfType(Bonus::DEATH_STARE) && bat.bsa.size())
  4328. {
  4329. // mechanics of Death Stare as in H3:
  4330. // each gorgon have 10% chance to kill (counted separately in H3) -> binomial distribution
  4331. //original formula x = min(x, (gorgons_count + 9)/10);
  4332. double chanceToKill = attacker->valOfBonuses(Bonus::DEATH_STARE, 0) / 100.0f;
  4333. vstd::amin(chanceToKill, 1); //cap at 100%
  4334. std::binomial_distribution<> distribution(attacker->count, chanceToKill);
  4335. std::mt19937 rng(std::time(nullptr));
  4336. int staredCreatures = distribution(rng);
  4337. double cap = 1 / std::max(chanceToKill, (double)(0.01));//don't divide by 0
  4338. int maxToKill = (attacker->count + cap - 1) / cap; //not much more than chance * count
  4339. vstd::amin(staredCreatures, maxToKill);
  4340. staredCreatures += (attacker->level() * attacker->valOfBonuses(Bonus::DEATH_STARE, 1)) / gs->curB->battleGetStackByID(bat.bsa.at(0).stackAttacked)->level();
  4341. if (staredCreatures)
  4342. {
  4343. if (bat.bsa.at(0).newAmount > 0) //TODO: death stare was not originally available for multiple-hex attacks, but...
  4344. cast(SpellID::DEATH_STARE, staredCreatures);
  4345. }
  4346. }
  4347. int acidDamage = 0;
  4348. TBonusListPtr acidBreath = attacker->getBonuses(Selector::type(Bonus::ACID_BREATH));
  4349. for(const Bonus *b : *acidBreath)
  4350. {
  4351. if (b->additionalInfo > gs->getRandomGenerator().nextInt(99))
  4352. acidDamage += b->val;
  4353. }
  4354. if (acidDamage)
  4355. {
  4356. cast(SpellID::ACID_BREATH_DAMAGE, acidDamage * attacker->count);
  4357. }
  4358. }
  4359. bool CGameHandler::castSpell(const CGHeroInstance *h, SpellID spellID, const int3 &pos)
  4360. {
  4361. const CSpell *s = spellID.toSpell();
  4362. AdventureSpellCastParameters p;
  4363. p.caster = h;
  4364. p.pos = pos;
  4365. return s->adventureCast(spellEnv, p);
  4366. }
  4367. void CGameHandler::visitObjectOnTile(const TerrainTile &t, const CGHeroInstance * h)
  4368. {
  4369. if (!t.visitableObjects.empty())
  4370. {
  4371. //to prevent self-visiting heroes on space press
  4372. if(t.visitableObjects.back() != h)
  4373. objectVisited(t.visitableObjects.back(), h);
  4374. else if(t.visitableObjects.size() > 1)
  4375. objectVisited(*(t.visitableObjects.end()-2),h);
  4376. }
  4377. }
  4378. bool CGameHandler::sacrificeCreatures(const IMarket *market, const CGHeroInstance *hero, SlotID slot, ui32 count)
  4379. {
  4380. int oldCount = hero->getStackCount(slot);
  4381. if(oldCount < count)
  4382. COMPLAIN_RET("Not enough creatures to sacrifice!")
  4383. else if(oldCount == count && hero->Slots().size() == 1 && hero->needsLastStack())
  4384. COMPLAIN_RET("Cannot sacrifice last creature!");
  4385. int crid = hero->getStack(slot).type->idNumber;
  4386. changeStackCount(StackLocation(hero, slot), -count);
  4387. int dump, exp;
  4388. market->getOffer(crid, 0, dump, exp, EMarketMode::CREATURE_EXP);
  4389. exp *= count;
  4390. changePrimSkill(hero, PrimarySkill::EXPERIENCE, hero->calculateXp(exp));
  4391. return true;
  4392. }
  4393. bool CGameHandler::sacrificeArtifact(const IMarket * m, const CGHeroInstance * hero, ArtifactPosition slot)
  4394. {
  4395. ArtifactLocation al(hero, slot);
  4396. const CArtifactInstance *a = al.getArt();
  4397. if(!a)
  4398. COMPLAIN_RET("Cannot find artifact to sacrifice!");
  4399. int dmp, expToGive;
  4400. m->getOffer(hero->getArtTypeId(slot), 0, dmp, expToGive, EMarketMode::ARTIFACT_EXP);
  4401. removeArtifact(al);
  4402. changePrimSkill(hero, PrimarySkill::EXPERIENCE, expToGive);
  4403. return true;
  4404. }
  4405. void CGameHandler::makeStackDoNothing(const CStack * next)
  4406. {
  4407. BattleAction doNothing;
  4408. doNothing.actionType = Battle::NO_ACTION;
  4409. doNothing.additionalInfo = 0;
  4410. doNothing.destinationTile = -1;
  4411. doNothing.side = !next->attackerOwned;
  4412. doNothing.stackNumber = next->ID;
  4413. makeAutomaticAction(next, doNothing);
  4414. }
  4415. bool CGameHandler::insertNewStack(const StackLocation &sl, const CCreature *c, TQuantity count)
  4416. {
  4417. if(sl.army->hasStackAtSlot(sl.slot))
  4418. COMPLAIN_RET("Slot is already taken!");
  4419. if(!sl.slot.validSlot())
  4420. COMPLAIN_RET("Cannot insert stack to that slot!");
  4421. InsertNewStack ins;
  4422. ins.sl = sl;
  4423. ins.stack = CStackBasicDescriptor(c, count);
  4424. sendAndApply(&ins);
  4425. return true;
  4426. }
  4427. bool CGameHandler::eraseStack(const StackLocation &sl, bool forceRemoval/* = false*/)
  4428. {
  4429. if(!sl.army->hasStackAtSlot(sl.slot))
  4430. COMPLAIN_RET("Cannot find a stack to erase");
  4431. if(sl.army->Slots().size() == 1 //from the last stack
  4432. && sl.army->needsLastStack() //that must be left
  4433. && !forceRemoval) //ignore above conditions if we are forcing removal
  4434. {
  4435. COMPLAIN_RET("Cannot erase the last stack!");
  4436. }
  4437. EraseStack es;
  4438. es.sl = sl;
  4439. sendAndApply(&es);
  4440. return true;
  4441. }
  4442. bool CGameHandler::changeStackCount(const StackLocation &sl, TQuantity count, bool absoluteValue /*= false*/)
  4443. {
  4444. TQuantity currentCount = sl.army->getStackCount(sl.slot);
  4445. if((absoluteValue && count < 0)
  4446. || (!absoluteValue && -count > currentCount))
  4447. {
  4448. COMPLAIN_RET("Cannot take more stacks than present!");
  4449. }
  4450. if((currentCount == -count && !absoluteValue)
  4451. || (!count && absoluteValue))
  4452. {
  4453. eraseStack(sl);
  4454. }
  4455. else
  4456. {
  4457. ChangeStackCount csc;
  4458. csc.sl = sl;
  4459. csc.count = count;
  4460. csc.absoluteValue = absoluteValue;
  4461. sendAndApply(&csc);
  4462. }
  4463. return true;
  4464. }
  4465. bool CGameHandler::addToSlot(const StackLocation &sl, const CCreature *c, TQuantity count)
  4466. {
  4467. const CCreature *slotC = sl.army->getCreature(sl.slot);
  4468. if(!slotC) //slot is empty
  4469. insertNewStack(sl, c, count);
  4470. else if(c == slotC)
  4471. changeStackCount(sl, count);
  4472. else
  4473. {
  4474. COMPLAIN_RET("Cannot add " + c->namePl + " to slot " + boost::lexical_cast<std::string>(sl.slot) + "!");
  4475. }
  4476. return true;
  4477. }
  4478. void CGameHandler::tryJoiningArmy(const CArmedInstance *src, const CArmedInstance *dst, bool removeObjWhenFinished, bool allowMerging)
  4479. {
  4480. if(removeObjWhenFinished)
  4481. removeAfterVisit(src);
  4482. if(!src->canBeMergedWith(*dst, allowMerging))
  4483. {
  4484. if (allowMerging) //do that, add all matching creatures.
  4485. {
  4486. bool cont = true;
  4487. while (cont)
  4488. {
  4489. for(auto i = src->stacks.begin(); i != src->stacks.end(); i++)//while there are unmoved creatures
  4490. {
  4491. SlotID pos = dst->getSlotFor(i->second->type);
  4492. if(pos.validSlot())
  4493. {
  4494. moveStack(StackLocation(src, i->first), StackLocation(dst, pos));
  4495. cont = true;
  4496. break; //or iterator crashes
  4497. }
  4498. cont = false;
  4499. }
  4500. }
  4501. }
  4502. showGarrisonDialog(src->id, dst->id, true); //show garrison window and optionally remove ourselves from map when player ends
  4503. }
  4504. else //merge
  4505. {
  4506. moveArmy(src, dst, allowMerging);
  4507. }
  4508. }
  4509. bool CGameHandler::moveStack(const StackLocation &src, const StackLocation &dst, TQuantity count)
  4510. {
  4511. if(!src.army->hasStackAtSlot(src.slot))
  4512. COMPLAIN_RET("No stack to move!");
  4513. if(dst.army->hasStackAtSlot(dst.slot) && dst.army->getCreature(dst.slot) != src.army->getCreature(src.slot))
  4514. COMPLAIN_RET("Cannot move: stack of different type at destination pos!");
  4515. if(!dst.slot.validSlot())
  4516. COMPLAIN_RET("Cannot move stack to that slot!");
  4517. if(count == -1)
  4518. {
  4519. count = src.army->getStackCount(src.slot);
  4520. }
  4521. if(src.army != dst.army //moving away
  4522. && count == src.army->getStackCount(src.slot) //all creatures
  4523. && src.army->Slots().size() == 1 //from the last stack
  4524. && src.army->needsLastStack()) //that must be left
  4525. {
  4526. COMPLAIN_RET("Cannot move away the last creature!");
  4527. }
  4528. RebalanceStacks rs;
  4529. rs.src = src;
  4530. rs.dst = dst;
  4531. rs.count = count;
  4532. sendAndApply(&rs);
  4533. return true;
  4534. }
  4535. bool CGameHandler::swapStacks(const StackLocation &sl1, const StackLocation &sl2)
  4536. {
  4537. if(!sl1.army->hasStackAtSlot(sl1.slot))
  4538. return moveStack(sl2, sl1);
  4539. else if(!sl2.army->hasStackAtSlot(sl2.slot))
  4540. return moveStack(sl1, sl2);
  4541. else
  4542. {
  4543. SwapStacks ss;
  4544. ss.sl1 = sl1;
  4545. ss.sl2 = sl2;
  4546. sendAndApply(&ss);
  4547. return true;
  4548. }
  4549. }
  4550. void CGameHandler::runBattle()
  4551. {
  4552. setBattle(gs->curB);
  4553. assert(gs->curB);
  4554. //TODO: pre-tactic stuff, call scripts etc.
  4555. //tactic round
  4556. {
  4557. while(gs->curB->tacticDistance && !battleResult.get())
  4558. boost::this_thread::sleep(boost::posix_time::milliseconds(50));
  4559. }
  4560. //spells opening battle
  4561. for(int i = 0; i < 2; ++i)
  4562. {
  4563. auto h = gs->curB->battleGetFightingHero(i);
  4564. if(h && h->hasBonusOfType(Bonus::OPENING_BATTLE_SPELL))
  4565. {
  4566. TBonusListPtr bl = h->getBonuses(Selector::type(Bonus::OPENING_BATTLE_SPELL));
  4567. BattleSpellCastParameters parameters(gs->curB);
  4568. parameters.spellLvl = 3;
  4569. parameters.destination = BattleHex::INVALID;
  4570. parameters.casterSide = i;
  4571. parameters.casterColor = h->tempOwner;
  4572. parameters.casterHero = nullptr;
  4573. parameters.secHero = gs->curB->battleGetFightingHero(1-i);
  4574. parameters.mode = ECastingMode::HERO_CASTING;
  4575. parameters.casterStack = nullptr;
  4576. parameters.selectedStack = nullptr;
  4577. for (Bonus *b : *bl)
  4578. {
  4579. parameters.usedSpellPower = b->val;
  4580. const CSpell * spell = SpellID(b->subtype).toSpell();
  4581. spell->battleCast(spellEnv, parameters);
  4582. }
  4583. }
  4584. }
  4585. //main loop
  4586. while(!battleResult.get()) //till the end of the battle ;]
  4587. {
  4588. NEW_ROUND;
  4589. auto obstacles = gs->curB->obstacles; //we copy container, because we're going to modify it
  4590. for(auto &obstPtr : obstacles)
  4591. {
  4592. if(const SpellCreatedObstacle *sco = dynamic_cast<const SpellCreatedObstacle *>(obstPtr.get()))
  4593. if(sco->turnsRemaining == 0)
  4594. removeObstacle(*obstPtr);
  4595. }
  4596. const BattleInfo & curB = *gs->curB;
  4597. //remove clones after all mechanics and animations are handled!
  4598. std::set <const CStack*> stacksToRemove;
  4599. for (auto stack : curB.stacks)
  4600. {
  4601. if (stack->idDeadClone())
  4602. stacksToRemove.insert(stack);
  4603. }
  4604. for (auto stack : stacksToRemove)
  4605. {
  4606. BattleStacksRemoved bsr;
  4607. bsr.stackIDs.insert(stack->ID);
  4608. sendAndApply(&bsr);
  4609. }
  4610. //stack loop
  4611. const CStack *next;
  4612. while(!battleResult.get() && (next = curB.getNextStack()) && next->willMove())
  4613. {
  4614. //check for bad morale => freeze
  4615. int nextStackMorale = next->MoraleVal();
  4616. if( nextStackMorale < 0 &&
  4617. !(NBonus::hasOfType(gs->curB->battleGetFightingHero(0), Bonus::BLOCK_MORALE)
  4618. || NBonus::hasOfType(gs->curB->battleGetFightingHero(1), Bonus::BLOCK_MORALE)) //checking if gs->curB->heroes have (or don't have) morale blocking bonuses)
  4619. )
  4620. {
  4621. if(gs->getRandomGenerator().nextInt(23) < -2 * nextStackMorale)
  4622. {
  4623. //unit loses its turn - empty freeze action
  4624. BattleAction ba;
  4625. ba.actionType = Battle::BAD_MORALE;
  4626. ba.additionalInfo = 1;
  4627. ba.side = !next->attackerOwned;
  4628. ba.stackNumber = next->ID;
  4629. makeAutomaticAction(next, ba);
  4630. continue;
  4631. }
  4632. }
  4633. if(next->hasBonusOfType(Bonus::ATTACKS_NEAREST_CREATURE)) //while in berserk
  4634. { //fixme: stack should not attack itself
  4635. std::pair<const CStack *, int> attackInfo = curB.getNearestStack(next, boost::logic::indeterminate);
  4636. if(attackInfo.first != nullptr)
  4637. {
  4638. BattleAction attack;
  4639. attack.actionType = Battle::WALK_AND_ATTACK;
  4640. attack.side = !next->attackerOwned;
  4641. attack.stackNumber = next->ID;
  4642. attack.additionalInfo = attackInfo.first->position;
  4643. attack.destinationTile = attackInfo.second;
  4644. makeAutomaticAction(next, attack);
  4645. }
  4646. else
  4647. {
  4648. makeStackDoNothing(next);
  4649. }
  4650. continue;
  4651. }
  4652. const CGHeroInstance * curOwner = gs->curB->battleGetOwner(next);
  4653. if( (next->position < 0 || next->getCreature()->idNumber == CreatureID::BALLISTA) //arrow turret or ballista
  4654. && (!curOwner || curOwner->getSecSkillLevel(SecondarySkill::ARTILLERY) == 0)) //hero has no artillery
  4655. {
  4656. BattleAction attack;
  4657. attack.actionType = Battle::SHOOT;
  4658. attack.side = !next->attackerOwned;
  4659. attack.stackNumber = next->ID;
  4660. for(auto & elem : gs->curB->stacks)
  4661. {
  4662. if(elem->owner != next->owner && elem->isValidTarget())
  4663. {
  4664. attack.destinationTile = elem->position;
  4665. break;
  4666. }
  4667. }
  4668. makeAutomaticAction(next, attack);
  4669. continue;
  4670. }
  4671. if(next->getCreature()->idNumber == CreatureID::CATAPULT)
  4672. {
  4673. const auto & attackableBattleHexes = curB.getAttackableBattleHexes();
  4674. if(attackableBattleHexes.empty())
  4675. {
  4676. makeStackDoNothing(next);
  4677. continue;
  4678. }
  4679. if(!curOwner || curOwner->getSecSkillLevel(SecondarySkill::BALLISTICS) == 0)
  4680. {
  4681. BattleAction attack;
  4682. attack.destinationTile = *RandomGeneratorUtil::nextItem(attackableBattleHexes,
  4683. gs->getRandomGenerator());
  4684. attack.actionType = Battle::CATAPULT;
  4685. attack.additionalInfo = 0;
  4686. attack.side = !next->attackerOwned;
  4687. attack.stackNumber = next->ID;
  4688. makeAutomaticAction(next, attack);
  4689. continue;
  4690. }
  4691. }
  4692. if(next->getCreature()->idNumber == CreatureID::FIRST_AID_TENT)
  4693. {
  4694. TStacks possibleStacks = battleGetStacksIf([&](const CStack * s){
  4695. return s->owner == next->owner && s->canBeHealed();
  4696. });
  4697. if(!possibleStacks.size())
  4698. {
  4699. makeStackDoNothing(next);
  4700. continue;
  4701. }
  4702. if(!curOwner || curOwner->getSecSkillLevel(SecondarySkill::FIRST_AID) == 0) //no hero or hero has no first aid
  4703. {
  4704. range::random_shuffle(possibleStacks);
  4705. const CStack * toBeHealed = possibleStacks.front();
  4706. BattleAction heal;
  4707. heal.actionType = Battle::STACK_HEAL;
  4708. heal.additionalInfo = 0;
  4709. heal.destinationTile = toBeHealed->position;
  4710. heal.side = !next->attackerOwned;
  4711. heal.stackNumber = next->ID;
  4712. makeAutomaticAction(next, heal);
  4713. continue;
  4714. }
  4715. }
  4716. int numberOfAsks = 1;
  4717. bool breakOuter = false;
  4718. do
  4719. {//ask interface and wait for answer
  4720. if(!battleResult.get())
  4721. {
  4722. stackTurnTrigger(next); //various effects
  4723. if (vstd::contains(next->state, EBattleStackState::FEAR))
  4724. {
  4725. makeStackDoNothing(next); //end immediately if stack was affected by fear
  4726. }
  4727. else
  4728. {
  4729. logGlobal->traceStream() << "Activating " << next->nodeName();
  4730. BattleSetActiveStack sas;
  4731. sas.stack = next->ID;
  4732. sendAndApply(&sas);
  4733. boost::unique_lock<boost::mutex> lock(battleMadeAction.mx);
  4734. battleMadeAction.data = false;
  4735. while (next->alive() && //next is invalid after sacrificing current stack :?
  4736. (!battleMadeAction.data && !battleResult.get())) //active stack hasn't made its action and battle is still going
  4737. battleMadeAction.cond.wait(lock);
  4738. }
  4739. }
  4740. if(battleResult.get()) //don't touch it, battle could be finished while waiting got action
  4741. {
  4742. breakOuter = true;
  4743. break;
  4744. }
  4745. //we're after action, all results applied
  4746. checkForBattleEnd(); //check if this action ended the battle
  4747. //check for good morale
  4748. nextStackMorale = next->MoraleVal();
  4749. if(!vstd::contains(next->state,EBattleStackState::HAD_MORALE) //only one extra move per turn possible
  4750. && !vstd::contains(next->state,EBattleStackState::DEFENDING)
  4751. && !next->waited()
  4752. && !vstd::contains(next->state, EBattleStackState::FEAR)
  4753. && next->alive()
  4754. && nextStackMorale > 0
  4755. && !(NBonus::hasOfType(gs->curB->battleGetFightingHero(0), Bonus::BLOCK_MORALE)
  4756. || NBonus::hasOfType(gs->curB->battleGetFightingHero(1), Bonus::BLOCK_MORALE)) //checking if gs->curB->heroes have (or don't have) morale blocking bonuses
  4757. )
  4758. {
  4759. if(gs->getRandomGenerator().nextInt(23) < nextStackMorale) //this stack hasn't got morale this turn
  4760. {
  4761. BattleTriggerEffect bte;
  4762. bte.stackID = next->ID;
  4763. bte.effect = Bonus::MORALE;
  4764. bte.val = 1;
  4765. bte.additionalInfo = 0;
  4766. sendAndApply(&bte); //play animation
  4767. ++numberOfAsks; //move this stack once more
  4768. }
  4769. }
  4770. --numberOfAsks;
  4771. } while (numberOfAsks > 0);
  4772. if (breakOuter)
  4773. {
  4774. break;
  4775. }
  4776. }
  4777. }
  4778. endBattle(gs->curB->tile, gs->curB->battleGetFightingHero(0), gs->curB->battleGetFightingHero(1));
  4779. }
  4780. bool CGameHandler::makeAutomaticAction(const CStack *stack, BattleAction &ba)
  4781. {
  4782. BattleSetActiveStack bsa;
  4783. bsa.stack = stack->ID;
  4784. bsa.askPlayerInterface = false;
  4785. sendAndApply(&bsa);
  4786. bool ret = makeBattleAction(ba);
  4787. checkForBattleEnd();
  4788. return ret;
  4789. }
  4790. void CGameHandler::giveHeroArtifact(const CGHeroInstance *h, const CArtifactInstance *a, ArtifactPosition pos)
  4791. {
  4792. assert(a->artType);
  4793. ArtifactLocation al;
  4794. al.artHolder = const_cast<CGHeroInstance*>(h);
  4795. ArtifactPosition slot = ArtifactPosition::PRE_FIRST;
  4796. if(pos < 0)
  4797. {
  4798. if(pos == ArtifactPosition::FIRST_AVAILABLE)
  4799. slot = a->firstAvailableSlot(h);
  4800. else
  4801. slot = a->firstBackpackSlot(h);
  4802. }
  4803. else
  4804. {
  4805. slot = pos;
  4806. }
  4807. al.slot = slot;
  4808. if(slot < 0 || !a->canBePutAt(al))
  4809. {
  4810. complain("Cannot put artifact in that slot!");
  4811. return;
  4812. }
  4813. putArtifact(al, a);
  4814. }
  4815. void CGameHandler::putArtifact(const ArtifactLocation &al, const CArtifactInstance *a)
  4816. {
  4817. PutArtifact pa;
  4818. pa.art = a;
  4819. pa.al = al;
  4820. sendAndApply(&pa);
  4821. }
  4822. void CGameHandler::giveHeroNewArtifact(const CGHeroInstance *h, const CArtifact *artType, ArtifactPosition pos)
  4823. {
  4824. CArtifactInstance *a = nullptr;
  4825. if(!artType->constituents)
  4826. {
  4827. a = new CArtifactInstance();
  4828. }
  4829. else
  4830. {
  4831. a = new CCombinedArtifactInstance();
  4832. }
  4833. a->artType = artType; //*NOT* via settype -> all bonus-related stuff must be done by NewArtifact apply
  4834. NewArtifact na;
  4835. na.art = a;
  4836. sendAndApply(&na); // -> updates a!!!, will create a on other machines
  4837. giveHeroArtifact(h, a, pos);
  4838. }
  4839. void CGameHandler::setBattleResult(BattleResult::EResult resultType, int victoriusSide)
  4840. {
  4841. if(battleResult.get())
  4842. {
  4843. complain("There is already set result?");
  4844. return;
  4845. }
  4846. auto br = new BattleResult;
  4847. br->result = resultType;
  4848. br->winner = victoriusSide; //surrendering side loses
  4849. gs->curB->calculateCasualties(br->casualties);
  4850. battleResult.set(br);
  4851. }
  4852. void CGameHandler::commitPackage( CPackForClient *pack )
  4853. {
  4854. sendAndApply(pack);
  4855. }
  4856. void CGameHandler::spawnWanderingMonsters(CreatureID creatureID)
  4857. {
  4858. std::vector<int3>::iterator tile;
  4859. std::vector<int3> tiles;
  4860. getFreeTiles(tiles);
  4861. ui32 amount = tiles.size() / 200; //Chance is 0.5% for each tile
  4862. std::random_shuffle(tiles.begin(), tiles.end());
  4863. logGlobal->traceStream() << "Spawning wandering monsters. Found " << tiles.size() << " free tiles. Creature type: " << creatureID;
  4864. const CCreature *cre = VLC->creh->creatures.at(creatureID);
  4865. for (int i = 0; i < amount; ++i)
  4866. {
  4867. tile = tiles.begin();
  4868. logGlobal->traceStream() << "\tSpawning monster at " << *tile;
  4869. putNewMonster(creatureID, cre->getRandomAmount(std::rand), *tile);
  4870. tiles.erase(tile); //not use it again
  4871. }
  4872. }
  4873. void CGameHandler::removeObstacle(const CObstacleInstance &obstacle)
  4874. {
  4875. ObstaclesRemoved obsRem;
  4876. obsRem.obstacles.insert(obstacle.uniqueID);
  4877. sendAndApply(&obsRem);
  4878. }
  4879. void CGameHandler::synchronizeArtifactHandlerLists()
  4880. {
  4881. UpdateArtHandlerLists uahl;
  4882. uahl.treasures = VLC->arth->treasures;
  4883. uahl.minors = VLC->arth->minors;
  4884. uahl.majors = VLC->arth->majors;
  4885. uahl.relics = VLC->arth->relics;
  4886. sendAndApply(&uahl);
  4887. }
  4888. bool CGameHandler::isValidObject(const CGObjectInstance *obj) const
  4889. {
  4890. return vstd::contains(gs->map->objects, obj);
  4891. }
  4892. bool CGameHandler::isBlockedByQueries(const CPack *pack, PlayerColor player)
  4893. {
  4894. if(dynamic_cast<const PlayerMessage*>(pack))
  4895. return false;
  4896. auto query = queries.topQuery(player);
  4897. if(query && query->blocksPack(pack))
  4898. {
  4899. complain(boost::str(boost::format("Player %s has to answer queries before attempting any further actions. Top query is %s!") % player % query->toString()));
  4900. return true;
  4901. }
  4902. return false;
  4903. }
  4904. void CGameHandler::removeAfterVisit(const CGObjectInstance *object)
  4905. {
  4906. //If the object is being visited, there must be a matching query
  4907. for(const auto &query : queries.allQueries())
  4908. {
  4909. if(auto someVistQuery = std::dynamic_pointer_cast<CObjectVisitQuery>(query))
  4910. {
  4911. if(someVistQuery->visitedObject == object)
  4912. {
  4913. someVistQuery->removeObjectAfterVisit = true;
  4914. return;
  4915. }
  4916. }
  4917. };
  4918. //If we haven't returned so far, there is no query and no visit, call was wrong
  4919. assert("This function needs to be called during the object visit!");
  4920. }
  4921. void CGameHandler::changeFogOfWar(int3 center, ui32 radius, PlayerColor player, bool hide)
  4922. {
  4923. std::unordered_set<int3, ShashInt3> tiles;
  4924. getTilesInRange(tiles, center, radius, player, hide? -1 : 1);
  4925. if (hide)
  4926. {
  4927. std::unordered_set<int3, ShashInt3> observedTiles; //do not hide tiles observed by heroes. May lead to disastrous AI problems
  4928. auto p = gs->getPlayer(player);
  4929. for (auto h : p->heroes)
  4930. {
  4931. getTilesInRange(observedTiles, h->getSightCenter(), h->getSightRadious(), h->tempOwner, -1);
  4932. }
  4933. for (auto t : p->towns)
  4934. {
  4935. getTilesInRange(observedTiles, t->getSightCenter(), t->getSightRadious(), t->tempOwner, -1);
  4936. }
  4937. for (auto tile : observedTiles)
  4938. vstd::erase_if_present (tiles, tile);
  4939. }
  4940. changeFogOfWar(tiles, player, hide);
  4941. }
  4942. void CGameHandler::changeFogOfWar(std::unordered_set<int3, ShashInt3> &tiles, PlayerColor player, bool hide)
  4943. {
  4944. FoWChange fow;
  4945. fow.tiles = tiles;
  4946. fow.player = player;
  4947. fow.mode = hide? 0 : 1;
  4948. sendAndApply(&fow);
  4949. }
  4950. bool CGameHandler::isVisitCoveredByAnotherQuery(const CGObjectInstance *obj, const CGHeroInstance *hero)
  4951. {
  4952. if(auto topQuery = queries.topQuery(hero->getOwner()))
  4953. if(auto visit = std::dynamic_pointer_cast<const CObjectVisitQuery>(topQuery))
  4954. return !(visit->visitedObject == obj && visit->visitingHero == hero);
  4955. return true;
  4956. }
  4957. void CGameHandler::duelFinished()
  4958. {
  4959. auto si = getStartInfo();
  4960. auto getName = [&](int i){ return si->getIthPlayersSettings(gs->curB->sides.at(i).color).name; };
  4961. int casualtiesPoints = 0;
  4962. logGlobal->debugStream() << boost::format("Winner side %d\nWinner casualties:")
  4963. % (int)battleResult.data->winner;
  4964. for(auto & elem : battleResult.data->casualties[battleResult.data->winner])
  4965. {
  4966. const CCreature *c = VLC->creh->creatures[elem.first];
  4967. logGlobal->debugStream() << boost::format("\t* %d of %s") % elem.second % c->namePl;
  4968. casualtiesPoints += c->AIValue * elem.second;
  4969. }
  4970. logGlobal->debugStream() << boost::format("Total casualties points: %d") % casualtiesPoints;
  4971. time_t timeNow;
  4972. time(&timeNow);
  4973. std::ofstream out(cmdLineOptions["resultsFile"].as<std::string>(), std::ios::app);
  4974. if(out)
  4975. {
  4976. out << boost::format("%s\t%s\t%s\t%d\t%d\t%d\t%s\n") % si->mapname % getName(0) % getName(1)
  4977. % battleResult.data->winner % battleResult.data->result % casualtiesPoints
  4978. % asctime(localtime(&timeNow));
  4979. }
  4980. else
  4981. {
  4982. logGlobal->errorStream() << "Cannot open to write " << cmdLineOptions["resultsFile"].as<std::string>();
  4983. }
  4984. CSaveFile resultFile("result.vdrst");
  4985. resultFile << *battleResult.data;
  4986. BattleResultsApplied resultsApplied;
  4987. resultsApplied.player1 = finishingBattle->victor;
  4988. resultsApplied.player2 = finishingBattle->loser;
  4989. sendAndApply(&resultsApplied);
  4990. return;
  4991. }
  4992. CasualtiesAfterBattle::CasualtiesAfterBattle(const CArmedInstance *army, BattleInfo *bat)
  4993. {
  4994. heroWithDeadCommander = ObjectInstanceID();
  4995. PlayerColor color = army->tempOwner;
  4996. if(color == PlayerColor::UNFLAGGABLE)
  4997. color = PlayerColor::NEUTRAL;
  4998. for(CStack *st : bat->stacks)
  4999. {
  5000. if(vstd::contains(st->state, EBattleStackState::SUMMONED)) //don't take into account summoned stacks
  5001. continue;
  5002. if (st->owner != color) //remove only our stacks
  5003. continue;
  5004. //FIXME: this info is also used in BattleInfo::calculateCasualties, refactor
  5005. st->count = std::max (0, st->count - st->resurrected);
  5006. if (!st->count && !st->base) //we can imagine stacks of war mahcines that are not spawned by artifacts?
  5007. {
  5008. auto warMachine = VLC->arth->creatureToMachineID(st->type->idNumber);
  5009. if (warMachine != ArtifactID::NONE)
  5010. {
  5011. auto hero = dynamic_cast<const CGHeroInstance*> (army);
  5012. if (hero)
  5013. removedWarMachines.push_back (ArtifactLocation(hero, hero->getArtPos(warMachine, true)));
  5014. }
  5015. }
  5016. if(!army->slotEmpty(st->slot) && st->count < army->getStackCount(st->slot))
  5017. {
  5018. StackLocation sl(army, st->slot);
  5019. if(st->alive())
  5020. newStackCounts.push_back(std::pair<StackLocation, int>(sl, st->count));
  5021. else
  5022. newStackCounts.push_back(std::pair<StackLocation, int>(sl, 0));
  5023. }
  5024. if (st->base && !st->count)
  5025. {
  5026. auto c = dynamic_cast <const CCommanderInstance *>(st->base);
  5027. if (c) //switch commander status to dead
  5028. {
  5029. auto h = dynamic_cast <const CGHeroInstance *>(army);
  5030. if (h && h->commander == c)
  5031. heroWithDeadCommander = army->id; //TODO: unify commander handling
  5032. }
  5033. }
  5034. }
  5035. }
  5036. void CasualtiesAfterBattle::takeFromArmy(CGameHandler *gh)
  5037. {
  5038. for(TStackAndItsNewCount &ncount : newStackCounts)
  5039. {
  5040. if(ncount.second > 0)
  5041. gh->changeStackCount(ncount.first, ncount.second, true);
  5042. else
  5043. gh->eraseStack(ncount.first, true);
  5044. }
  5045. for (auto al : removedWarMachines)
  5046. {
  5047. gh->removeArtifact(al);
  5048. }
  5049. if (heroWithDeadCommander != ObjectInstanceID())
  5050. {
  5051. SetCommanderProperty scp;
  5052. scp.heroid = heroWithDeadCommander;
  5053. scp.which = SetCommanderProperty::ALIVE;
  5054. scp.amount = 0;
  5055. gh->sendAndApply (&scp);
  5056. }
  5057. }
  5058. CGameHandler::FinishingBattleHelper::FinishingBattleHelper(shared_ptr<const CBattleQuery> Query, bool Duel, int RemainingBattleQueriesCount)
  5059. {
  5060. assert(Query->result);
  5061. assert(Query->bi);
  5062. auto &result = *Query->result;
  5063. auto &info = *Query->bi;
  5064. winnerHero = result.winner != 0 ? info.sides[1].hero : info.sides[0].hero;
  5065. loserHero = result.winner != 0 ? info.sides[0].hero : info.sides[1].hero;
  5066. victor = info.sides[result.winner].color;
  5067. loser = info.sides[!result.winner].color;
  5068. duel = Duel;
  5069. remainingBattleQueriesCount = RemainingBattleQueriesCount;
  5070. }
  5071. CGameHandler::FinishingBattleHelper::FinishingBattleHelper()
  5072. {
  5073. winnerHero = loserHero = nullptr;
  5074. }
  5075. ///ServerSpellCastEnvironment
  5076. ServerSpellCastEnvironment::ServerSpellCastEnvironment(CGameHandler * gh): gh(gh)
  5077. {
  5078. }
  5079. void ServerSpellCastEnvironment::sendAndApply(CPackForClient * info) const
  5080. {
  5081. gh->sendAndApply(info);
  5082. }
  5083. CRandomGenerator & ServerSpellCastEnvironment::getRandomGenerator() const
  5084. {
  5085. return gh->gameState()->getRandomGenerator();
  5086. }
  5087. void ServerSpellCastEnvironment::complain(const std::string& problem) const
  5088. {
  5089. gh->complain(problem);
  5090. }
  5091. const CGameInfoCallback * ServerSpellCastEnvironment::getCb() const
  5092. {
  5093. return gh;
  5094. }
  5095. const CMap * ServerSpellCastEnvironment::getMap() const
  5096. {
  5097. return gh->gameState()->map;
  5098. }
  5099. bool ServerSpellCastEnvironment::moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, PlayerColor asker) const
  5100. {
  5101. return gh->moveHero(hid, dst, teleporting, false, asker);
  5102. }