CGameHandler.cpp 193 KB

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  1. #include "StdInc.h"
  2. #include "../lib/filesystem/CResourceLoader.h"
  3. #include "../lib/filesystem/CFileInfo.h"
  4. #include "../lib/int3.h"
  5. #include "../lib/mapping/CCampaignHandler.h"
  6. #include "../lib/StartInfo.h"
  7. #include "../lib/CModHandler.h"
  8. #include "../lib/CArtHandler.h"
  9. #include "../lib/CBuildingHandler.h"
  10. #include "../lib/CDefObjInfoHandler.h"
  11. #include "../lib/CHeroHandler.h"
  12. #include "../lib/CObjectHandler.h"
  13. #include "../lib/CSpellHandler.h"
  14. #include "../lib/CGeneralTextHandler.h"
  15. #include "../lib/CTownHandler.h"
  16. #include "../lib/CCreatureHandler.h"
  17. #include "../lib/CGameState.h"
  18. #include "../lib/BattleState.h"
  19. #include "../lib/CondSh.h"
  20. #include "../lib/NetPacks.h"
  21. #include "../lib/VCMI_Lib.h"
  22. #include "../lib/mapping/CMap.h"
  23. #include "../lib/VCMIDirs.h"
  24. #include "../client/CSoundBase.h"
  25. #include "CGameHandler.h"
  26. #include "CVCMIServer.h"
  27. #include "../lib/CCreatureSet.h"
  28. #include "../lib/CThreadHelper.h"
  29. #include "../lib/GameConstants.h"
  30. #include "../lib/RegisterTypes.h"
  31. /*
  32. * CGameHandler.cpp, part of VCMI engine
  33. *
  34. * Authors: listed in file AUTHORS in main folder
  35. *
  36. * License: GNU General Public License v2.0 or later
  37. * Full text of license available in license.txt file, in main folder
  38. *
  39. */
  40. #ifndef _MSC_VER
  41. #include <boost/thread/xtime.hpp>
  42. #endif
  43. extern bool end2;
  44. #ifdef min
  45. #undef min
  46. #endif
  47. #ifdef max
  48. #undef max
  49. #endif
  50. #define COMPLAIN_RET_IF(cond, txt) do {if(cond){complain(txt); return;}} while(0)
  51. #define COMPLAIN_RET_FALSE_IF(cond, txt) do {if(cond){complain(txt); return false;}} while(0)
  52. #define COMPLAIN_RET(txt) {complain(txt); return false;}
  53. #define COMPLAIN_RETF(txt, FORMAT) {complain(boost::str(boost::format(txt) % FORMAT)); return false;}
  54. #define NEW_ROUND BattleNextRound bnr;\
  55. bnr.round = gs->curB->round + 1;\
  56. sendAndApply(&bnr);
  57. CondSh<bool> battleMadeAction;
  58. CondSh<BattleResult *> battleResult(nullptr);
  59. template <typename T> class CApplyOnGH;
  60. class CBaseForGHApply
  61. {
  62. public:
  63. virtual bool applyOnGH(CGameHandler *gh, CConnection *c, void *pack, PlayerColor player) const =0;
  64. virtual ~CBaseForGHApply(){}
  65. template<typename U> static CBaseForGHApply *getApplier(const U * t=nullptr)
  66. {
  67. return new CApplyOnGH<U>;
  68. }
  69. };
  70. template <typename T> class CApplyOnGH : public CBaseForGHApply
  71. {
  72. public:
  73. bool applyOnGH(CGameHandler *gh, CConnection *c, void *pack, PlayerColor player) const
  74. {
  75. T *ptr = static_cast<T*>(pack);
  76. ptr->c = c;
  77. ptr->player = player;
  78. return ptr->applyGh(gh);
  79. }
  80. };
  81. static CApplier<CBaseForGHApply> *applier = nullptr;
  82. CMP_stack cmpst ;
  83. static inline double distance(int3 a, int3 b)
  84. {
  85. return std::sqrt( (double)(a.x-b.x)*(a.x-b.x) + (a.y-b.y)*(a.y-b.y) );
  86. }
  87. static void giveExp(BattleResult &r)
  88. {
  89. r.exp[0] = 0;
  90. r.exp[1] = 0;
  91. for(auto i = r.casualties[!r.winner].begin(); i!=r.casualties[!r.winner].end(); i++)
  92. {
  93. r.exp[r.winner] += VLC->creh->creatures[i->first]->valOfBonuses(Bonus::STACK_HEALTH) * i->second;
  94. }
  95. }
  96. PlayerStatus PlayerStatuses::operator[](PlayerColor player)
  97. {
  98. boost::unique_lock<boost::mutex> l(mx);
  99. if(players.find(player) != players.end())
  100. {
  101. return players[player];
  102. }
  103. else
  104. {
  105. throw std::runtime_error("No such player!");
  106. }
  107. }
  108. void PlayerStatuses::addPlayer(PlayerColor player)
  109. {
  110. boost::unique_lock<boost::mutex> l(mx);
  111. players[player];
  112. }
  113. bool PlayerStatuses::checkFlag(PlayerColor player, bool PlayerStatus::*flag)
  114. {
  115. boost::unique_lock<boost::mutex> l(mx);
  116. if(players.find(player) != players.end())
  117. {
  118. return players[player].*flag;
  119. }
  120. else
  121. {
  122. throw std::runtime_error("No such player!");
  123. }
  124. }
  125. void PlayerStatuses::setFlag(PlayerColor player, bool PlayerStatus::*flag, bool val)
  126. {
  127. boost::unique_lock<boost::mutex> l(mx);
  128. if(players.find(player) != players.end())
  129. {
  130. players[player].*flag = val;
  131. }
  132. else
  133. {
  134. throw std::runtime_error("No such player!");
  135. }
  136. cv.notify_all();
  137. }
  138. template <typename T>
  139. void callWith(std::vector<T> args, std::function<void(T)> fun, ui32 which)
  140. {
  141. fun(args[which]);
  142. }
  143. void CGameHandler::levelUpHero(const CGHeroInstance * hero, SecondarySkill skill)
  144. {
  145. changeSecSkill(hero, skill, 1, 0);
  146. expGiven(hero);
  147. }
  148. void CGameHandler::levelUpHero(const CGHeroInstance * hero)
  149. {
  150. // required exp for at least 1 lvl-up hasn't been reached
  151. if(!hero->gainsLevel())
  152. {
  153. return;
  154. }
  155. //give prim skill
  156. logGlobal->traceStream() << hero->name <<" got level "<<hero->level;
  157. int r = rand()%100, pom=0, x=0;
  158. auto & skillChances = (hero->level>9) ? hero->type->heroClass->primarySkillLowLevel : hero->type->heroClass->primarySkillHighLevel;
  159. for(;x<GameConstants::PRIMARY_SKILLS;x++)
  160. {
  161. pom += skillChances[x];
  162. if(r<pom)
  163. break;
  164. }
  165. logGlobal->traceStream() << "The hero gets the primary skill with the no. " << x << " with a probability of " << r << "%.";
  166. SetPrimSkill sps;
  167. sps.id = hero->id;
  168. sps.which = static_cast<PrimarySkill::PrimarySkill>(x);
  169. sps.abs = false;
  170. sps.val = 1;
  171. sendAndApply(&sps);
  172. HeroLevelUp hlu;
  173. hlu.hero = hero;
  174. hlu.primskill = static_cast<PrimarySkill::PrimarySkill>(x);
  175. hlu.level = hero->level+1;
  176. hlu.skills = hero->levelUpProposedSkills();
  177. if(hlu.skills.size() == 0)
  178. {
  179. sendAndApply(&hlu);
  180. levelUpHero(hero);
  181. }
  182. else if(hlu.skills.size() == 1 || hero->tempOwner == PlayerColor::NEUTRAL) //choose skill automatically
  183. {
  184. sendAndApply(&hlu);
  185. levelUpHero(hero, vstd::pickRandomElementOf (hlu.skills, rand));
  186. }
  187. else if(hlu.skills.size() > 1)
  188. {
  189. auto levelUpQuery = make_shared<CHeroLevelUpDialogQuery>(hlu);
  190. hlu.queryID = levelUpQuery->queryID;
  191. queries.addQuery(levelUpQuery);
  192. sendAndApply(&hlu);
  193. //level up will be called on query reply
  194. }
  195. }
  196. void CGameHandler::levelUpCommander (const CCommanderInstance * c, int skill)
  197. {
  198. SetCommanderProperty scp;
  199. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  200. if (hero)
  201. scp.heroid = hero->id;
  202. else
  203. {
  204. complain ("Commander is not led by hero!");
  205. return;
  206. }
  207. scp.accumulatedBonus.subtype = 0;
  208. scp.accumulatedBonus.additionalInfo = 0;
  209. scp.accumulatedBonus.duration = Bonus::PERMANENT;
  210. scp.accumulatedBonus.turnsRemain = 0;
  211. scp.accumulatedBonus.source = Bonus::COMMANDER;
  212. scp.accumulatedBonus.valType = Bonus::BASE_NUMBER;
  213. if (skill <= ECommander::SPELL_POWER)
  214. {
  215. scp.which = SetCommanderProperty::BONUS;
  216. auto difference = [](std::vector< std::vector <ui8> > skillLevels, std::vector <ui8> secondarySkills, int skill)->int
  217. {
  218. int s = std::min (skill, (int)ECommander::SPELL_POWER); //spell power level controls also casts and resistance
  219. return skillLevels[skill][secondarySkills[s]] - (secondarySkills[s] ? skillLevels[skill][secondarySkills[s]-1] : 0);
  220. };
  221. switch (skill)
  222. {
  223. case ECommander::ATTACK:
  224. scp.accumulatedBonus.type = Bonus::PRIMARY_SKILL;
  225. scp.accumulatedBonus.subtype = PrimarySkill::ATTACK;
  226. break;
  227. case ECommander::DEFENSE:
  228. scp.accumulatedBonus.type = Bonus::PRIMARY_SKILL;
  229. scp.accumulatedBonus.subtype = PrimarySkill::DEFENSE;
  230. break;
  231. case ECommander::HEALTH:
  232. scp.accumulatedBonus.type = Bonus::STACK_HEALTH;
  233. scp.accumulatedBonus.valType = Bonus::PERCENT_TO_BASE;
  234. break;
  235. case ECommander::DAMAGE:
  236. scp.accumulatedBonus.type = Bonus::CREATURE_DAMAGE;
  237. scp.accumulatedBonus.subtype = 0;
  238. scp.accumulatedBonus.valType = Bonus::PERCENT_TO_BASE;
  239. break;
  240. case ECommander::SPEED:
  241. scp.accumulatedBonus.type = Bonus::STACKS_SPEED;
  242. break;
  243. case ECommander::SPELL_POWER:
  244. scp.accumulatedBonus.type = Bonus::MAGIC_RESISTANCE;
  245. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::RESISTANCE);
  246. sendAndApply (&scp); //additional pack
  247. scp.accumulatedBonus.type = Bonus::CREATURE_SPELL_POWER;
  248. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::SPELL_POWER) * 100; //like hero with spellpower = ability level
  249. sendAndApply (&scp); //additional pack
  250. scp.accumulatedBonus.type = Bonus::CASTS;
  251. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::CASTS);
  252. sendAndApply (&scp); //additional pack
  253. scp.accumulatedBonus.type = Bonus::CREATURE_ENCHANT_POWER; //send normally
  254. break;
  255. }
  256. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, skill);
  257. sendAndApply (&scp);
  258. scp.which = SetCommanderProperty::SECONDARY_SKILL;
  259. scp.additionalInfo = skill;
  260. scp.amount = c->secondarySkills[skill] + 1;
  261. sendAndApply (&scp);
  262. }
  263. else if (skill >= 100)
  264. {
  265. scp.which = SetCommanderProperty::SPECIAL_SKILL;
  266. scp.accumulatedBonus = *VLC->creh->skillRequirements[skill-100].first;
  267. scp.additionalInfo = skill; //unnormalized
  268. sendAndApply (&scp);
  269. }
  270. expGiven(hero);
  271. }
  272. void CGameHandler::levelUpCommander(const CCommanderInstance * c)
  273. {
  274. if (!c->gainsLevel())
  275. {
  276. return;
  277. }
  278. CommanderLevelUp clu;
  279. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  280. if (hero)
  281. clu.hero = hero;
  282. else
  283. {
  284. complain ("Commander is not led by hero!");
  285. return;
  286. }
  287. //picking sec. skills for choice
  288. for (int i = 0; i <= ECommander::SPELL_POWER; ++i)
  289. {
  290. if (c->secondarySkills[i] < ECommander::MAX_SKILL_LEVEL)
  291. clu.skills.push_back(i);
  292. }
  293. int i = 100;
  294. for (auto specialSkill : VLC->creh->skillRequirements)
  295. {
  296. if (c->secondarySkills[specialSkill.second.first] == ECommander::MAX_SKILL_LEVEL
  297. && c->secondarySkills[specialSkill.second.second] == ECommander::MAX_SKILL_LEVEL
  298. && !vstd::contains (c->specialSKills, i))
  299. clu.skills.push_back (i);
  300. ++i;
  301. }
  302. int skillAmount = clu.skills.size();
  303. if(!skillAmount)
  304. {
  305. sendAndApply(&clu);
  306. levelUpCommander(c);
  307. }
  308. else if(skillAmount == 1 || hero->tempOwner == PlayerColor::NEUTRAL) //choose skill automatically
  309. {
  310. sendAndApply(&clu);
  311. levelUpCommander(c, vstd::pickRandomElementOf (clu.skills, rand));
  312. }
  313. else if(skillAmount > 1) //apply and ask for secondary skill
  314. {
  315. auto commanderLevelUp = make_shared<CCommanderLevelUpDialogQuery>(clu);
  316. clu.queryID = commanderLevelUp->queryID;
  317. queries.addQuery(commanderLevelUp);
  318. sendAndApply(&clu);
  319. }
  320. }
  321. void CGameHandler::expGiven(const CGHeroInstance *hero)
  322. {
  323. if(hero->gainsLevel())
  324. levelUpHero(hero);
  325. else if(hero->commander && hero->commander->gainsLevel())
  326. levelUpCommander(hero->commander);
  327. //if(hero->commander && hero->level > hero->commander->level && hero->commander->gainsLevel())
  328. // levelUpCommander(hero->commander);
  329. // else
  330. // levelUpHero(hero);
  331. }
  332. void CGameHandler::changePrimSkill(const CGHeroInstance * hero, PrimarySkill::PrimarySkill which, si64 val, bool abs)
  333. {
  334. SetPrimSkill sps;
  335. sps.id = hero->id;
  336. sps.which = which;
  337. sps.abs = abs;
  338. sps.val = val;
  339. sendAndApply(&sps);
  340. //only for exp - hero may level up
  341. if (which == PrimarySkill::EXPERIENCE)
  342. {
  343. if(hero->commander && hero->commander->alive)
  344. {
  345. SetCommanderProperty scp;
  346. scp.heroid = hero->id;
  347. scp.which = SetCommanderProperty::EXPERIENCE;
  348. scp.amount = val;
  349. sendAndApply (&scp);
  350. CBonusSystemNode::treeHasChanged();
  351. }
  352. expGiven(hero);
  353. }
  354. }
  355. void CGameHandler::changeSecSkill( const CGHeroInstance * hero, SecondarySkill which, int val, bool abs/*=false*/ )
  356. {
  357. SetSecSkill sss;
  358. sss.id = hero->id;
  359. sss.which = which;
  360. sss.val = val;
  361. sss.abs = abs;
  362. sendAndApply(&sss);
  363. if(which == SecondarySkill::WISDOM)
  364. {
  365. if(hero && hero->visitedTown)
  366. giveSpells(hero->visitedTown, hero);
  367. }
  368. }
  369. void CGameHandler::endBattle(int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2)
  370. {
  371. LOG_TRACE(logGlobal);
  372. //Fill BattleResult structure with exp info
  373. giveExp(*battleResult.data);
  374. if (hero1)
  375. battleResult.data->exp[0] = hero1->calculateXp(battleResult.data->exp[0]);//scholar skill
  376. if (hero2)
  377. battleResult.data->exp[1] = hero2->calculateXp(battleResult.data->exp[1]);
  378. const CArmedInstance *bEndArmy1 = gs->curB->belligerents[0];
  379. const CArmedInstance *bEndArmy2 = gs->curB->belligerents[1];
  380. const BattleResult::EResult result = battleResult.get()->result;
  381. auto findBattleQuery = [this] () -> shared_ptr<CBattleQuery>
  382. {
  383. for(auto &q : queries.allQueries())
  384. {
  385. if(auto bq = std::dynamic_pointer_cast<CBattleQuery>(q))
  386. if(bq->bi == gs->curB)
  387. return bq;
  388. }
  389. return shared_ptr<CBattleQuery>();
  390. };
  391. auto battleQuery = findBattleQuery();
  392. if(!battleQuery)
  393. {
  394. logGlobal->errorStream() << "Cannot find battle query!";
  395. if(gs->initialOpts->mode == StartInfo::DUEL)
  396. {
  397. battleQuery = make_shared<CBattleQuery>(gs->curB);
  398. }
  399. }
  400. if(battleQuery != queries.topQuery(gs->curB->sides[0]))
  401. complain("Player " + boost::lexical_cast<std::string>(gs->curB->sides[0]) + " although in battle has no battle query at the top!");
  402. battleQuery->result = *battleResult.data;
  403. //Check how many battle queries were created (number of players blocked by battle)
  404. const int queriedPlayers = battleQuery ? boost::count(queries.allQueries(), battleQuery) : 0;
  405. finishingBattle = make_unique<FinishingBattleHelper>(battleQuery, gs->initialOpts->mode == StartInfo::DUEL, queriedPlayers);
  406. CasualtiesAfterBattle cab1(bEndArmy1, gs->curB), cab2(bEndArmy2, gs->curB); //calculate casualties before deleting battle
  407. if(finishingBattle->duel)
  408. {
  409. duelFinished();
  410. sendAndApply(battleResult.data); //after this point casualties objects are destroyed
  411. return;
  412. }
  413. ChangeSpells cs; //for Eagle Eye
  414. if(finishingBattle->winnerHero)
  415. {
  416. if(int eagleEyeLevel = finishingBattle->winnerHero->getSecSkillLevel(SecondarySkill::EAGLE_EYE))
  417. {
  418. int maxLevel = eagleEyeLevel + 1;
  419. double eagleEyeChance = finishingBattle->winnerHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::EAGLE_EYE);
  420. for(const CSpell *sp : gs->curB->usedSpellsHistory[!battleResult.data->winner])
  421. if(sp->level <= maxLevel && !vstd::contains(finishingBattle->winnerHero->spells, sp->id) && rand() % 100 < eagleEyeChance)
  422. cs.spells.insert(sp->id);
  423. }
  424. }
  425. std::vector<ui32> arts; //display them in window
  426. if (result == BattleResult::NORMAL && finishingBattle->winnerHero)
  427. {
  428. if (finishingBattle->loserHero)
  429. {
  430. auto artifactsWorn = finishingBattle->loserHero->artifactsWorn; //TODO: wrap it into a function, somehow (boost::variant -_-)
  431. for (auto artSlot : artifactsWorn)
  432. {
  433. MoveArtifact ma;
  434. ma.src = ArtifactLocation (finishingBattle->loserHero, artSlot.first);
  435. const CArtifactInstance * art = ma.src.getArt();
  436. if (art && !art->artType->isBig() && art->artType->id != 0) // don't move war machines or locked arts (spellbook)
  437. {
  438. arts.push_back (art->artType->id);
  439. ma.dst = ArtifactLocation (finishingBattle->winnerHero, art->firstAvailableSlot(finishingBattle->winnerHero));
  440. sendAndApply(&ma);
  441. }
  442. }
  443. while (!finishingBattle->loserHero->artifactsInBackpack.empty())
  444. {
  445. //we assume that no big artifacts can be found
  446. MoveArtifact ma;
  447. ma.src = ArtifactLocation (finishingBattle->loserHero,
  448. ArtifactPosition(GameConstants::BACKPACK_START)); //backpack automatically shifts arts to beginning
  449. const CArtifactInstance * art = ma.src.getArt();
  450. arts.push_back (art->artType->id);
  451. ma.dst = ArtifactLocation (finishingBattle->winnerHero, art->firstAvailableSlot(finishingBattle->winnerHero));
  452. sendAndApply(&ma);
  453. }
  454. if (finishingBattle->loserHero->commander) //TODO: what if commanders belong to no hero?
  455. {
  456. artifactsWorn = finishingBattle->loserHero->commander->artifactsWorn;
  457. for (auto artSlot : artifactsWorn)
  458. {
  459. MoveArtifact ma;
  460. ma.src = ArtifactLocation (finishingBattle->loserHero->commander.get(), artSlot.first);
  461. const CArtifactInstance * art = ma.src.getArt();
  462. if (art && !art->artType->isBig())
  463. {
  464. arts.push_back (art->artType->id);
  465. ma.dst = ArtifactLocation (finishingBattle->winnerHero, art->firstAvailableSlot(finishingBattle->winnerHero));
  466. sendAndApply(&ma);
  467. }
  468. }
  469. }
  470. }
  471. for (auto armySlot : gs->curB->belligerents[!battleResult.data->winner]->stacks)
  472. {
  473. auto artifactsWorn = armySlot.second->artifactsWorn;
  474. for (auto artSlot : artifactsWorn)
  475. {
  476. MoveArtifact ma;
  477. ma.src = ArtifactLocation (armySlot.second, artSlot.first);
  478. const CArtifactInstance * art = ma.src.getArt();
  479. if (art && !art->artType->isBig())
  480. {
  481. arts.push_back (art->artType->id);
  482. ma.dst = ArtifactLocation (finishingBattle->winnerHero, art->firstAvailableSlot(finishingBattle->winnerHero));
  483. sendAndApply(&ma);
  484. }
  485. }
  486. }
  487. }
  488. sendAndApply(battleResult.data); //after this point casualties objects are destroyed
  489. if (arts.size()) //display loot
  490. {
  491. InfoWindow iw;
  492. iw.player = finishingBattle->winnerHero->tempOwner;
  493. iw.text.addTxt (MetaString::GENERAL_TXT, 30); //You have captured enemy artifact
  494. for (auto id : arts) //TODO; separate function to display loot for various ojects?
  495. {
  496. iw.components.push_back (Component (Component::ARTIFACT, id, 0, 0));
  497. if(iw.components.size() >= 14)
  498. {
  499. sendAndApply(&iw);
  500. iw.components.clear();
  501. iw.text.addTxt (MetaString::GENERAL_TXT, 30); //repeat
  502. }
  503. }
  504. if (iw.components.size())
  505. {
  506. sendAndApply(&iw);
  507. }
  508. }
  509. //Eagle Eye secondary skill handling
  510. if(cs.spells.size())
  511. {
  512. cs.learn = 1;
  513. cs.hid = finishingBattle->winnerHero->id;
  514. InfoWindow iw;
  515. iw.player = finishingBattle->winnerHero->tempOwner;
  516. iw.text.addTxt(MetaString::GENERAL_TXT, 221); //Through eagle-eyed observation, %s is able to learn %s
  517. iw.text.addReplacement(finishingBattle->winnerHero->name);
  518. std::ostringstream names;
  519. for(int i = 0; i < cs.spells.size(); i++)
  520. {
  521. names << "%s";
  522. if(i < cs.spells.size() - 2)
  523. names << ", ";
  524. else if(i < cs.spells.size() - 1)
  525. names << "%s";
  526. }
  527. names << ".";
  528. iw.text.addReplacement(names.str());
  529. auto it = cs.spells.begin();
  530. for(int i = 0; i < cs.spells.size(); i++, it++)
  531. {
  532. iw.text.addReplacement(MetaString::SPELL_NAME, it->toEnum());
  533. if(i == cs.spells.size() - 2) //we just added pre-last name
  534. iw.text.addReplacement(MetaString::GENERAL_TXT, 141); // " and "
  535. iw.components.push_back(Component(Component::SPELL, *it, 0, 0));
  536. }
  537. sendAndApply(&iw);
  538. sendAndApply(&cs);
  539. }
  540. cab1.takeFromArmy(this); cab2.takeFromArmy(this); //take casualties after battle is deleted
  541. //if one hero has lost we will erase him
  542. if(battleResult.data->winner!=0 && hero1)
  543. {
  544. RemoveObject ro(hero1->id);
  545. sendAndApply(&ro);
  546. }
  547. if(battleResult.data->winner!=1 && hero2)
  548. {
  549. RemoveObject ro(hero2->id);
  550. sendAndApply(&ro);
  551. }
  552. //give exp
  553. if (battleResult.data->exp[0] && hero1)
  554. changePrimSkill(hero1, PrimarySkill::EXPERIENCE, battleResult.data->exp[0]);
  555. else if (battleResult.data->exp[1] && hero2)
  556. changePrimSkill(hero2, PrimarySkill::EXPERIENCE, battleResult.data->exp[1]);
  557. queries.popIfTop(battleQuery);
  558. //--> continuation (battleAfterLevelUp) occurs after level-up queries are handled or on removing query (above)
  559. }
  560. void CGameHandler::battleAfterLevelUp( const BattleResult &result )
  561. {
  562. LOG_TRACE(logGlobal);
  563. finishingBattle->remainingBattleQueriesCount--;
  564. logGlobal->traceStream() << "Decremented queries count to " << finishingBattle->remainingBattleQueriesCount;
  565. if(finishingBattle->remainingBattleQueriesCount > 0)
  566. //Battle results will be hndled when all battle queries are closed
  567. return;
  568. //TODO consider if we really want it to work like above. ATM each player as unblocked as soon as possible
  569. // but the battle consequences are applied after final player is unblocked. Hard to abuse...
  570. // Still, it looks like a hole.
  571. // Necromancy if applicable.
  572. const CStackBasicDescriptor raisedStack = finishingBattle->winnerHero ? finishingBattle->winnerHero->calculateNecromancy(*battleResult.data) : CStackBasicDescriptor();
  573. // Give raised units to winner and show dialog, if any were raised,
  574. // units will be given after casualities are taken
  575. const SlotID necroSlot = raisedStack.type ? finishingBattle->winnerHero->getSlotFor(raisedStack.type) : SlotID();
  576. if (necroSlot != SlotID())
  577. {
  578. finishingBattle->winnerHero->showNecromancyDialog(raisedStack);
  579. addToSlot(StackLocation(finishingBattle->winnerHero, necroSlot), raisedStack.type, raisedStack.count);
  580. }
  581. BattleResultsApplied resultsApplied;
  582. resultsApplied.player1 = finishingBattle->victor;
  583. resultsApplied.player2 = finishingBattle->loser;
  584. sendAndApply(&resultsApplied);
  585. setBattle(nullptr);
  586. if(visitObjectAfterVictory && result.winner==0)
  587. {
  588. logGlobal->traceStream() << "post-victory visit";
  589. visitObjectOnTile(*getTile(finishingBattle->winnerHero->getPosition()), finishingBattle->winnerHero);
  590. }
  591. visitObjectAfterVictory = false;
  592. winLoseHandle(1<<finishingBattle->loser.getNum() | 1<<finishingBattle->victor.getNum()); //handle victory/loss of engaged players
  593. if(result.result == BattleResult::SURRENDER || result.result == BattleResult::ESCAPE) //loser has escaped or surrendered
  594. {
  595. SetAvailableHeroes sah;
  596. sah.player = finishingBattle->loser;
  597. sah.hid[0] = finishingBattle->loserHero->subID;
  598. if(result.result == BattleResult::ESCAPE) //retreat
  599. {
  600. sah.army[0].clear();
  601. sah.army[0].setCreature(SlotID(0), finishingBattle->loserHero->type->initialArmy[0].creature, 1);
  602. }
  603. if(const CGHeroInstance *another = getPlayer(finishingBattle->loser)->availableHeroes[1])
  604. sah.hid[1] = another->subID;
  605. else
  606. sah.hid[1] = -1;
  607. sendAndApply(&sah);
  608. }
  609. }
  610. void CGameHandler::prepareAttack(BattleAttack &bat, const CStack *att, const CStack *def, int distance, int targetHex)
  611. {
  612. bat.bsa.clear();
  613. bat.stackAttacking = att->ID;
  614. int attackerLuck = att->LuckVal();
  615. const CGHeroInstance * h0 = gs->curB->heroes[0],
  616. * h1 = gs->curB->heroes[1];
  617. if(!(h0 && NBonus::hasOfType(h0, Bonus::BLOCK_LUCK)) &&
  618. !(h1 && NBonus::hasOfType(h1, Bonus::BLOCK_LUCK)))
  619. {
  620. if(attackerLuck > 0 && rand()%24 < attackerLuck)
  621. {
  622. bat.flags |= BattleAttack::LUCKY;
  623. }
  624. if (VLC->modh->settings.data["hardcodedFeatures"]["NEGATIVE_LUCK"].Bool()) // negative luck enabled
  625. {
  626. if (attackerLuck < 0 && rand()%24 < abs(attackerLuck))
  627. {
  628. bat.flags |= BattleAttack::UNLUCKY;
  629. }
  630. }
  631. }
  632. if (rand()%100 < att->valOfBonuses(Bonus::DOUBLE_DAMAGE_CHANCE))
  633. {
  634. bat.flags |= BattleAttack::DEATH_BLOW;
  635. }
  636. if(att->getCreature()->idNumber == CreatureID::BALLISTA)
  637. {
  638. static const int artilleryLvlToChance[] = {0, 50, 75, 100};
  639. const CGHeroInstance * owner = gs->curB->getHero(att->owner);
  640. int chance = artilleryLvlToChance[owner->getSecSkillLevel(SecondarySkill::ARTILLERY)];
  641. if(chance > rand() % 100)
  642. {
  643. bat.flags |= BattleAttack::BALLISTA_DOUBLE_DMG;
  644. }
  645. }
  646. // only primary target
  647. applyBattleEffects(bat, att, def, distance, false);
  648. if (!bat.shot()) //multiple-hex attack - only in meele
  649. {
  650. std::set<const CStack*> attackedCreatures = gs->curB->getAttackedCreatures(att, targetHex); //creatures other than primary target
  651. for(const CStack * stack : attackedCreatures)
  652. {
  653. if (stack != def) //do not hit same stack twice
  654. {
  655. applyBattleEffects(bat, att, stack, distance, true);
  656. }
  657. }
  658. }
  659. const Bonus * bonus = att->getBonusLocalFirst(Selector::type(Bonus::SPELL_LIKE_ATTACK));
  660. if (bonus && (bat.shot())) //TODO: make it work in meele?
  661. {
  662. bat.bsa.front().flags |= BattleStackAttacked::EFFECT;
  663. bat.bsa.front().effect = VLC->spellh->spells[bonus->subtype]->mainEffectAnim; //hopefully it does not interfere with any other effect?
  664. std::set<const CStack*> attackedCreatures = gs->curB->getAffectedCreatures(SpellID(bonus->subtype).toSpell(), bonus->val, att->owner, targetHex);
  665. //TODO: get exact attacked hex for defender
  666. for(const CStack * stack : attackedCreatures)
  667. {
  668. if (stack != def) //do not hit same stack twice
  669. {
  670. applyBattleEffects(bat, att, stack, distance, true);
  671. }
  672. }
  673. }
  674. }
  675. void CGameHandler::applyBattleEffects(BattleAttack &bat, const CStack *att, const CStack *def, int distance, bool secondary) //helper function for prepareAttack
  676. {
  677. BattleStackAttacked bsa;
  678. if (secondary)
  679. bsa.flags |= BattleStackAttacked::SECONDARY; //all other targets do not suffer from spells & spell-like abilities
  680. bsa.attackerID = att->ID;
  681. bsa.stackAttacked = def->ID;
  682. bsa.damageAmount = gs->curB->calculateDmg(att, def, gs->curB->battleGetOwner(att), gs->curB->battleGetOwner(def), bat.shot(), distance, bat.lucky(), bat.unlucky(), bat.deathBlow(), bat.ballistaDoubleDmg());
  683. def->prepareAttacked(bsa); //calculate casualties
  684. //life drain handling
  685. if (att->hasBonusOfType(Bonus::LIFE_DRAIN) && def->isLiving())
  686. {
  687. StacksHealedOrResurrected shi;
  688. shi.lifeDrain = (ui8)true;
  689. shi.tentHealing = (ui8)false;
  690. shi.drainedFrom = def->ID;
  691. StacksHealedOrResurrected::HealInfo hi;
  692. hi.stackID = att->ID;
  693. hi.healedHP = std::min<int> (bsa.damageAmount * att->valOfBonuses (Bonus::LIFE_DRAIN) / 100,
  694. att->MaxHealth() - att->firstHPleft + att->MaxHealth() * (att->baseAmount - att->count) );
  695. hi.lowLevelResurrection = false;
  696. shi.healedStacks.push_back(hi);
  697. if (hi.healedHP > 0)
  698. {
  699. bsa.healedStacks.push_back(shi);
  700. }
  701. }
  702. bat.bsa.push_back(bsa); //add this stack to the list of victims after drain life has been calculated
  703. //fire shield handling
  704. if (!bat.shot() && def->hasBonusOfType(Bonus::FIRE_SHIELD) && !att->hasBonusOfType (Bonus::FIRE_IMMUNITY) && !bsa.killed() )
  705. {
  706. BattleStackAttacked bsa2;
  707. bsa2.stackAttacked = att->ID; //invert
  708. bsa2.attackerID = def->ID;
  709. bsa2.flags |= BattleStackAttacked::EFFECT; //FIXME: play anmation upon efreet and not attacker
  710. bsa2.effect = 11;
  711. bsa2.damageAmount = (bsa.damageAmount * def->valOfBonuses(Bonus::FIRE_SHIELD)) / 100; //TODO: scale with attack/defense
  712. att->prepareAttacked(bsa2);
  713. bat.bsa.push_back(bsa2);
  714. }
  715. }
  716. void CGameHandler::handleConnection(std::set<PlayerColor> players, CConnection &c)
  717. {
  718. setThreadName("CGameHandler::handleConnection");
  719. srand(time(nullptr));
  720. try
  721. {
  722. while(1)//server should never shut connection first //was: while(!end2)
  723. {
  724. CPack *pack = nullptr;
  725. PlayerColor player = PlayerColor::NEUTRAL;
  726. si32 requestID = -999;
  727. int packType = 0;
  728. {
  729. boost::unique_lock<boost::mutex> lock(*c.rmx);
  730. c >> player >> requestID >> pack; //get the package
  731. if(!pack)
  732. {
  733. logGlobal ->errorStream() << boost::format("Received a null package marked as request %d from player %d") % requestID % player;
  734. }
  735. packType = typeList.getTypeID(pack); //get the id of type
  736. logGlobal->traceStream() << boost::format("Received client message (request %d by player %d) of type with ID=%d (%s).\n")
  737. % requestID % player.getNum() % packType % typeid(*pack).name();
  738. }
  739. //prepare struct informing that action was applied
  740. auto sendPackageResponse = [&](bool succesfullyApplied)
  741. {
  742. PackageApplied applied;
  743. applied.player = player;
  744. applied.result = succesfullyApplied;
  745. applied.packType = packType;
  746. applied.requestID = requestID;
  747. boost::unique_lock<boost::mutex> lock(*c.wmx);
  748. c << &applied;
  749. };
  750. CBaseForGHApply *apply = applier->apps[packType]; //and appropriae applier object
  751. if(isBlockedByQueries(pack, player))
  752. {
  753. sendPackageResponse(false);
  754. }
  755. else if(apply)
  756. {
  757. const bool result = apply->applyOnGH(this,&c,pack, player);
  758. if(!result)
  759. complain("Got false in applying... that request must have been fishy!");
  760. logGlobal->traceStream() << "Message successfully applied (result=" << result << ")!";
  761. sendPackageResponse(true);
  762. }
  763. else
  764. {
  765. logGlobal->errorStream() << "Message cannot be applied, cannot find applier (unregistered type)!";
  766. sendPackageResponse(false);
  767. }
  768. vstd::clear_pointer(pack);
  769. }
  770. }
  771. catch(boost::system::system_error &e) //for boost errors just log, not crash - probably client shut down connection
  772. {
  773. assert(!c.connected); //make sure that connection has been marked as broken
  774. logGlobal->errorStream() << e.what();
  775. end2 = true;
  776. }
  777. HANDLE_EXCEPTION(end2 = true);
  778. logGlobal->errorStream() << "Ended handling connection";
  779. }
  780. int CGameHandler::moveStack(int stack, BattleHex dest)
  781. {
  782. int ret = 0;
  783. const CStack *curStack = gs->curB->battleGetStackByID(stack),
  784. *stackAtEnd = gs->curB->battleGetStackByPos(dest);
  785. assert(curStack);
  786. assert(dest < GameConstants::BFIELD_SIZE);
  787. if (gs->curB->tacticDistance)
  788. {
  789. assert(gs->curB->isInTacticRange(dest));
  790. }
  791. if(curStack->position == dest)
  792. return 0;
  793. //initing necessary tables
  794. auto accessibility = getAccesibility(curStack);
  795. //shifting destination (if we have double wide stack and we can occupy dest but not be exactly there)
  796. if(!stackAtEnd && curStack->doubleWide() && !accessibility.accessible(dest, curStack))
  797. {
  798. if(curStack->attackerOwned)
  799. {
  800. if(accessibility.accessible(dest+1, curStack))
  801. dest += BattleHex::RIGHT;
  802. }
  803. else
  804. {
  805. if(accessibility.accessible(dest-1, curStack))
  806. dest += BattleHex::LEFT;
  807. }
  808. }
  809. if((stackAtEnd && stackAtEnd!=curStack && stackAtEnd->alive()) || !accessibility.accessible(dest, curStack))
  810. {
  811. complain("Given destination is not accessible!");
  812. return 0;
  813. }
  814. std::pair< std::vector<BattleHex>, int > path = gs->curB->getPath(curStack->position, dest, curStack);
  815. ret = path.second;
  816. int creSpeed = gs->curB->tacticDistance ? GameConstants::BFIELD_SIZE : curStack->Speed();
  817. if(curStack->hasBonusOfType(Bonus::FLYING))
  818. {
  819. if(path.second <= creSpeed && path.first.size() > 0)
  820. {
  821. //inform clients about move
  822. BattleStackMoved sm;
  823. sm.stack = curStack->ID;
  824. std::vector<BattleHex> tiles;
  825. tiles.push_back(path.first[0]);
  826. sm.tilesToMove = tiles;
  827. sm.distance = path.second;
  828. sm.teleporting = false;
  829. sendAndApply(&sm);
  830. }
  831. }
  832. else //for non-flying creatures
  833. {
  834. // send one package with the creature path information
  835. shared_ptr<const CObstacleInstance> obstacle; //obstacle that interrupted movement
  836. std::vector<BattleHex> tiles;
  837. int tilesToMove = std::max((int)(path.first.size() - creSpeed), 0);
  838. int v = path.first.size()-1;
  839. startWalking:
  840. for(; v >= tilesToMove; --v)
  841. {
  842. BattleHex hex = path.first[v];
  843. tiles.push_back(hex);
  844. if((obstacle = battleGetObstacleOnPos(hex, false)))
  845. {
  846. //we walked onto something, so we finalize this portion of stack movement check into obstacle
  847. break;
  848. }
  849. }
  850. if (tiles.size() > 0)
  851. {
  852. //commit movement
  853. BattleStackMoved sm;
  854. sm.stack = curStack->ID;
  855. sm.distance = path.second;
  856. sm.teleporting = false;
  857. sm.tilesToMove = tiles;
  858. sendAndApply(&sm);
  859. }
  860. //we don't handle obstacle at the destination tile -> it's handled separately in the if at the end
  861. if(obstacle && curStack->position != dest)
  862. {
  863. handleDamageFromObstacle(*obstacle, curStack);
  864. //if stack didn't die in explosion, continue movement
  865. if(!obstacle->stopsMovement() && curStack->alive())
  866. {
  867. obstacle.reset();
  868. tiles.clear();
  869. v--;
  870. goto startWalking; //TODO it's so evil
  871. }
  872. }
  873. }
  874. //handling obstacle on the final field (separate, because it affects both flying and walking stacks)
  875. if(curStack->alive())
  876. {
  877. if(auto theLastObstacle = battleGetObstacleOnPos(curStack->position, false))
  878. {
  879. handleDamageFromObstacle(*theLastObstacle, curStack);
  880. }
  881. }
  882. return ret;
  883. }
  884. CGameHandler::CGameHandler(void)
  885. {
  886. QID = 1;
  887. //gs = nullptr;
  888. IObjectInterface::cb = this;
  889. applier = new CApplier<CBaseForGHApply>;
  890. registerTypes3(*applier);
  891. visitObjectAfterVictory = false;
  892. queries.gh = this;
  893. }
  894. CGameHandler::~CGameHandler(void)
  895. {
  896. delete applier;
  897. applier = nullptr;
  898. delete gs;
  899. }
  900. void CGameHandler::init(StartInfo *si)
  901. {
  902. //extern DLL_LINKAGE std::minstd_rand ran;
  903. if(!si->seedToBeUsed)
  904. si->seedToBeUsed = std::time(nullptr);
  905. gs = new CGameState();
  906. logGlobal->infoStream() << "Gamestate created!";
  907. gs->init(si);
  908. logGlobal->infoStream() << "Gamestate initialized!";
  909. for(auto & elem : gs->players)
  910. states.addPlayer(elem.first);
  911. }
  912. static bool evntCmp(const CMapEvent &a, const CMapEvent &b)
  913. {
  914. return a.earlierThan(b);
  915. }
  916. void CGameHandler::setPortalDwelling(const CGTownInstance * town, bool forced=false, bool clear = false)
  917. {// bool forced = true - if creature should be replaced, if false - only if no creature was set
  918. const PlayerState *p = gs->getPlayer(town->tempOwner);
  919. if(!p)
  920. {
  921. logGlobal->warnStream() << "There is no player owner of town " << town->name << " at " << town->pos;
  922. return;
  923. }
  924. if (forced || town->creatures[GameConstants::CREATURES_PER_TOWN].second.empty())//we need to change creature
  925. {
  926. SetAvailableCreatures ssi;
  927. ssi.tid = town->id;
  928. ssi.creatures = town->creatures;
  929. ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.clear();//remove old one
  930. const std::vector<ConstTransitivePtr<CGDwelling> > &dwellings = p->dwellings;
  931. if (dwellings.empty())//no dwellings - just remove
  932. {
  933. sendAndApply(&ssi);
  934. return;
  935. }
  936. ui32 dwellpos = rand()%dwellings.size();//take random dwelling
  937. ui32 creapos = rand()%dwellings[dwellpos]->creatures.size();//for multi-creature dwellings like Golem Factory
  938. CreatureID creature = dwellings[dwellpos]->creatures[creapos].second[0];
  939. if (clear)
  940. ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = std::max((ui32)1, (VLC->creh->creatures[creature]->growth)/2);
  941. else
  942. ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = VLC->creh->creatures[creature]->growth;
  943. ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.push_back(creature);
  944. sendAndApply(&ssi);
  945. }
  946. }
  947. void CGameHandler::newTurn()
  948. {
  949. logGlobal->traceStream() << "Turn " << gs->day+1;
  950. NewTurn n;
  951. n.specialWeek = NewTurn::NO_ACTION;
  952. n.creatureid = CreatureID::NONE;
  953. n.day = gs->day + 1;
  954. bool firstTurn = !getDate(Date::DAY);
  955. bool newWeek = getDate(Date::DAY_OF_WEEK) == 7; //day numbers are confusing, as day was not yet switched
  956. bool newMonth = getDate(Date::DAY_OF_MONTH) == 28;
  957. std::map<PlayerColor, si32> hadGold;//starting gold - for buildings like dwarven treasury
  958. srand(time(nullptr));
  959. if (firstTurn)
  960. {
  961. for (auto obj : gs->map->objects)
  962. {
  963. if (obj && obj->ID == Obj::PRISON) //give imprisoned hero 0 exp to level him up. easiest to do at this point
  964. {
  965. changePrimSkill (getHero(obj->id), PrimarySkill::EXPERIENCE, 0);
  966. }
  967. }
  968. }
  969. if (newWeek && !firstTurn)
  970. {
  971. n.specialWeek = NewTurn::NORMAL;
  972. bool deityOfFireBuilt = false;
  973. for(const CGTownInstance *t : gs->map->towns)
  974. {
  975. if(t->hasBuilt(BuildingID::GRAIL, ETownType::INFERNO))
  976. {
  977. deityOfFireBuilt = true;
  978. break;
  979. }
  980. }
  981. if(deityOfFireBuilt)
  982. {
  983. n.specialWeek = NewTurn::DEITYOFFIRE;
  984. n.creatureid = CreatureID::IMP;
  985. }
  986. else
  987. {
  988. int monthType = rand()%100;
  989. if(newMonth) //new month
  990. {
  991. if (monthType < 40) //double growth
  992. {
  993. n.specialWeek = NewTurn::DOUBLE_GROWTH;
  994. if (VLC->modh->settings.ALL_CREATURES_GET_DOUBLE_MONTHS)
  995. {
  996. std::pair<int, CreatureID> newMonster(54, VLC->creh->pickRandomMonster([]{ return rand(); }));
  997. n.creatureid = newMonster.second;
  998. }
  999. else if(VLC->creh->doubledCreatures.size())
  1000. {
  1001. const std::vector<CreatureID> doubledCreatures (VLC->creh->doubledCreatures.begin(), VLC->creh->doubledCreatures.end());
  1002. n.creatureid = vstd::pickRandomElementOf(doubledCreatures, []{ return rand(); });
  1003. }
  1004. else
  1005. {
  1006. complain("Cannot find creature that can be spawned!");
  1007. n.specialWeek = NewTurn::NORMAL;
  1008. }
  1009. }
  1010. else if (monthType < 50)
  1011. n.specialWeek = NewTurn::PLAGUE;
  1012. }
  1013. else //it's a week, but not full month
  1014. {
  1015. if (monthType < 25)
  1016. {
  1017. n.specialWeek = NewTurn::BONUS_GROWTH; //+5
  1018. std::pair<int, CreatureID> newMonster(54, VLC->creh->pickRandomMonster([]{ return rand(); }));
  1019. //TODO do not pick neutrals
  1020. n.creatureid = newMonster.second;
  1021. }
  1022. }
  1023. }
  1024. }
  1025. bmap<ui32, ConstTransitivePtr<CGHeroInstance> > pool = gs->hpool.heroesPool;
  1026. for (auto & elem : gs->players)
  1027. {
  1028. if(elem.first == PlayerColor::NEUTRAL)
  1029. continue;
  1030. else if(elem.first >= PlayerColor::PLAYER_LIMIT)
  1031. assert(0); //illegal player number!
  1032. std::pair<PlayerColor, si32> playerGold(elem.first, elem.second.resources[Res::GOLD]);
  1033. hadGold.insert(playerGold);
  1034. if(newWeek) //new heroes in tavern
  1035. {
  1036. SetAvailableHeroes sah;
  1037. sah.player = elem.first;
  1038. //pick heroes and their armies
  1039. CHeroClass *banned = nullptr;
  1040. for (int j = 0; j < GameConstants::AVAILABLE_HEROES_PER_PLAYER; j++)
  1041. {
  1042. if(CGHeroInstance *h = gs->hpool.pickHeroFor(j == 0, elem.first, getNativeTown(elem.first), pool, banned)) //first hero - native if possible, second hero -> any other class
  1043. {
  1044. sah.hid[j] = h->subID;
  1045. h->initArmy(&sah.army[j]);
  1046. banned = h->type->heroClass;
  1047. }
  1048. else
  1049. sah.hid[j] = -1;
  1050. }
  1051. sendAndApply(&sah);
  1052. }
  1053. n.res[elem.first] = elem.second.resources;
  1054. for(CGHeroInstance *h : (elem).second.heroes)
  1055. {
  1056. if(h->visitedTown)
  1057. giveSpells(h->visitedTown, h);
  1058. NewTurn::Hero hth;
  1059. hth.id = h->id;
  1060. hth.move = h->maxMovePoints(gs->map->getTile(h->getPosition(false)).terType != ETerrainType::WATER);
  1061. if(h->visitedTown && h->visitedTown->hasBuilt(BuildingID::MAGES_GUILD_1)) //if hero starts turn in town with mage guild
  1062. hth.mana = std::max(h->mana, h->manaLimit()); //restore all mana
  1063. else
  1064. hth.mana = std::max((si32)(0), std::max(h->mana, std::min((si32)(h->mana + h->manaRegain()), h->manaLimit())));
  1065. n.heroes.insert(hth);
  1066. if(!firstTurn) //not first day
  1067. {
  1068. n.res[elem.first][Res::GOLD] += h->valOfBonuses(Selector::typeSubtype(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::ESTATES)); //estates
  1069. for (int k = 0; k < GameConstants::RESOURCE_QUANTITY; k++)
  1070. {
  1071. n.res[elem.first][k] += h->valOfBonuses(Bonus::GENERATE_RESOURCE, k);
  1072. }
  1073. }
  1074. }
  1075. }
  1076. for(CGTownInstance *t : gs->map->towns)
  1077. {
  1078. PlayerColor player = t->tempOwner;
  1079. handleTownEvents(t, n);
  1080. if(newWeek) //first day of week
  1081. {
  1082. if(t->hasBuilt(BuildingID::PORTAL_OF_SUMMON, ETownType::DUNGEON))
  1083. setPortalDwelling(t, true, (n.specialWeek == NewTurn::PLAGUE ? true : false)); //set creatures for Portal of Summoning
  1084. if(!firstTurn)
  1085. if (t->hasBuilt(BuildingID::TREASURY, ETownType::RAMPART) && player < PlayerColor::PLAYER_LIMIT)
  1086. n.res[player][Res::GOLD] += hadGold[player]/10; //give 10% of starting gold
  1087. if (!vstd::contains(n.cres, t->id))
  1088. {
  1089. n.cres[t->id].tid = t->id;
  1090. n.cres[t->id].creatures = t->creatures;
  1091. }
  1092. auto & sac = n.cres[t->id];
  1093. for (int k=0; k < GameConstants::CREATURES_PER_TOWN; k++) //creature growths
  1094. {
  1095. if(t->creatureDwellingLevel(k) >= 0)//there is dwelling (k-level)
  1096. {
  1097. ui32 &availableCount = sac.creatures[k].first;
  1098. const CCreature *cre = VLC->creh->creatures[t->creatures[k].second.back()];
  1099. if (n.specialWeek == NewTurn::PLAGUE)
  1100. availableCount = t->creatures[k].first / 2; //halve their number, no growth
  1101. else
  1102. {
  1103. if(firstTurn) //first day of game: use only basic growths
  1104. availableCount = cre->growth;
  1105. else
  1106. availableCount += t->creatureGrowth(k);
  1107. //Deity of fire week - upgrade both imps and upgrades
  1108. if (n.specialWeek == NewTurn::DEITYOFFIRE && vstd::contains(t->creatures[k].second, n.creatureid))
  1109. availableCount += 15;
  1110. if( cre->idNumber == n.creatureid ) //bonus week, effect applies only to identical creatures
  1111. {
  1112. if(n.specialWeek == NewTurn::DOUBLE_GROWTH)
  1113. availableCount *= 2;
  1114. else if(n.specialWeek == NewTurn::BONUS_GROWTH)
  1115. availableCount += 5;
  1116. }
  1117. }
  1118. }
  1119. }
  1120. }
  1121. if(!firstTurn && player < PlayerColor::PLAYER_LIMIT)//not the first day and town not neutral
  1122. {
  1123. if(t->hasBuilt(BuildingID::RESOURCE_SILO)) //there is resource silo
  1124. {
  1125. if(t->town->primaryRes == Res::WOOD_AND_ORE) //we'll give wood and ore
  1126. {
  1127. n.res[player][Res::WOOD] ++;
  1128. n.res[player][Res::ORE] ++;
  1129. }
  1130. else
  1131. {
  1132. n.res[player][t->town->primaryRes] ++;
  1133. }
  1134. }
  1135. n.res[player][Res::GOLD] += t->dailyIncome();
  1136. }
  1137. if(t->hasBuilt(BuildingID::GRAIL, ETownType::TOWER))
  1138. {
  1139. // Skyship, probably easier to handle same as Veil of darkness
  1140. //do it every new day after veils apply
  1141. if (player != PlayerColor::NEUTRAL) //do not reveal fow for neutral player
  1142. {
  1143. FoWChange fw;
  1144. fw.mode = 1;
  1145. fw.player = player;
  1146. // find all hidden tiles
  1147. auto & fow = gs->getPlayerTeam(player)->fogOfWarMap;
  1148. for (size_t i=0; i<fow.size(); i++)
  1149. for (size_t j=0; j<fow[i].size(); j++)
  1150. for (size_t k=0; k<fow[i][j].size(); k++)
  1151. if (!fow[i][j][k])
  1152. fw.tiles.insert(int3(i,j,k));
  1153. sendAndApply (&fw);
  1154. }
  1155. }
  1156. if (t->hasBonusOfType (Bonus::DARKNESS))
  1157. {
  1158. t->hideTiles(t->getOwner(), t->getBonusLocalFirst(Selector::type(Bonus::DARKNESS))->val);
  1159. }
  1160. //unhiding what shouldn't be hidden? //that's handled in netpacks client
  1161. }
  1162. if(newMonth)
  1163. {
  1164. SetAvailableArtifacts saa;
  1165. saa.id = -1;
  1166. pickAllowedArtsSet(saa.arts);
  1167. sendAndApply(&saa);
  1168. }
  1169. sendAndApply(&n);
  1170. if(newWeek)
  1171. {
  1172. //spawn wandering monsters
  1173. if (newMonth && (n.specialWeek == NewTurn::DOUBLE_GROWTH || n.specialWeek == NewTurn::DEITYOFFIRE))
  1174. {
  1175. spawnWanderingMonsters(n.creatureid);
  1176. }
  1177. //new week info popup
  1178. if(!firstTurn)
  1179. {
  1180. InfoWindow iw;
  1181. switch (n.specialWeek)
  1182. {
  1183. case NewTurn::DOUBLE_GROWTH:
  1184. iw.text.addTxt(MetaString::ARRAY_TXT, 131);
  1185. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1186. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1187. break;
  1188. case NewTurn::PLAGUE:
  1189. iw.text.addTxt(MetaString::ARRAY_TXT, 132);
  1190. break;
  1191. case NewTurn::BONUS_GROWTH:
  1192. iw.text.addTxt(MetaString::ARRAY_TXT, 134);
  1193. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1194. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1195. break;
  1196. case NewTurn::DEITYOFFIRE:
  1197. iw.text.addTxt(MetaString::ARRAY_TXT, 135);
  1198. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 42); //%s imp
  1199. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 42); //%s imp
  1200. iw.text.addReplacement2(15); //%+d 15
  1201. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 43); //%s familiar
  1202. iw.text.addReplacement2(15); //%+d 15
  1203. break;
  1204. default:
  1205. if (newMonth)
  1206. {
  1207. iw.text.addTxt(MetaString::ARRAY_TXT, (130));
  1208. iw.text.addReplacement(MetaString::ARRAY_TXT, 32 + rand()%10);
  1209. }
  1210. else
  1211. {
  1212. iw.text.addTxt(MetaString::ARRAY_TXT, (133));
  1213. iw.text.addReplacement(MetaString::ARRAY_TXT, 43 + rand()%15);
  1214. }
  1215. }
  1216. for (auto & elem : gs->players)
  1217. {
  1218. iw.player = elem.first;
  1219. sendAndApply(&iw);
  1220. }
  1221. }
  1222. }
  1223. logGlobal->traceStream() << "Info about turn " << n.day << "has been sent!";
  1224. handleTimeEvents();
  1225. //call objects
  1226. for(auto & elem : gs->map->objects)
  1227. {
  1228. if(elem)
  1229. elem->newTurn();
  1230. }
  1231. winLoseHandle(0xff);
  1232. //warn players without town
  1233. if(gs->day)
  1234. {
  1235. for (auto i=gs->players.cbegin() ; i!=gs->players.cend();i++)
  1236. {
  1237. if(i->second.status || i->second.towns.size() || i->second.color >= PlayerColor::PLAYER_LIMIT)
  1238. continue;
  1239. InfoWindow iw;
  1240. iw.player = i->first;
  1241. iw.components.push_back(Component(Component::FLAG, i->first.getNum(), 0, 0));
  1242. if(!i->second.daysWithoutCastle)
  1243. {
  1244. 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.
  1245. iw.text.addReplacement(MetaString::COLOR, i->first.getNum());
  1246. }
  1247. else if(i->second.daysWithoutCastle == 6)
  1248. {
  1249. iw.text.addTxt(MetaString::ARRAY_TXT,129); //%s, this is your last day to capture a town or you will be banished from this land.
  1250. iw.text.addReplacement(MetaString::COLOR, i->first.getNum());
  1251. }
  1252. else
  1253. {
  1254. iw.text.addTxt(MetaString::ARRAY_TXT,128); //%s, you only have %d days left to capture a town or you will be banished from this land.
  1255. iw.text.addReplacement(MetaString::COLOR, i->first.getNum());
  1256. iw.text.addReplacement(7 - i->second.daysWithoutCastle);
  1257. }
  1258. sendAndApply(&iw);
  1259. }
  1260. }
  1261. synchronizeArtifactHandlerLists(); //new day events may have changed them. TODO better of managing that
  1262. }
  1263. void CGameHandler::run(bool resume)
  1264. {
  1265. LOG_TRACE_PARAMS(logGlobal, "resume=%d", resume);
  1266. using namespace boost::posix_time;
  1267. for(CConnection *cc : conns)
  1268. {
  1269. if(!resume)
  1270. {
  1271. (*cc) << gs->initialOpts; // gs->scenarioOps
  1272. }
  1273. std::set<PlayerColor> players;
  1274. (*cc) >> players; //how many players will be handled at that client
  1275. std::stringstream sbuffer;
  1276. sbuffer << "Connection " << cc->connectionID << " will handle " << players.size() << " player: ";
  1277. for(PlayerColor color : players)
  1278. {
  1279. sbuffer << color << " ";
  1280. {
  1281. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  1282. connections[color] = cc;
  1283. }
  1284. }
  1285. logGlobal->infoStream() << sbuffer.str();
  1286. cc->addStdVecItems(gs);
  1287. cc->enableStackSendingByID();
  1288. cc->disableSmartPointerSerialization();
  1289. }
  1290. for(auto & elem : conns)
  1291. {
  1292. std::set<PlayerColor> pom;
  1293. for(auto j = connections.cbegin(); j!=connections.cend();j++)
  1294. if(j->second == elem)
  1295. pom.insert(j->first);
  1296. boost::thread(boost::bind(&CGameHandler::handleConnection,this,pom,boost::ref(*elem)));
  1297. }
  1298. if(gs->scenarioOps->mode == StartInfo::DUEL)
  1299. {
  1300. runBattle();
  1301. end2 = true;
  1302. while(conns.size() && (*conns.begin())->isOpen())
  1303. boost::this_thread::sleep(boost::posix_time::milliseconds(5)); //give time client to close socket
  1304. return;
  1305. }
  1306. while (!end2)
  1307. {
  1308. if(!resume)
  1309. newTurn();
  1310. std::map<PlayerColor,PlayerState>::iterator i;
  1311. if(!resume)
  1312. i = gs->players.begin();
  1313. else
  1314. i = gs->players.find(gs->currentPlayer);
  1315. resume = false;
  1316. for(; i != gs->players.end(); i++)
  1317. {
  1318. if((i->second.towns.size()==0 && i->second.heroes.size()==0)
  1319. || i->first>=PlayerColor::PLAYER_LIMIT
  1320. || i->second.status)
  1321. {
  1322. continue;
  1323. }
  1324. states.setFlag(i->first,&PlayerStatus::makingTurn,true);
  1325. {
  1326. YourTurn yt;
  1327. yt.player = i->first;
  1328. applyAndSend(&yt);
  1329. }
  1330. //wait till turn is done
  1331. boost::unique_lock<boost::mutex> lock(states.mx);
  1332. while(states.players[i->first].makingTurn && !end2)
  1333. {
  1334. static time_duration p = milliseconds(200);
  1335. states.cv.timed_wait(lock,p);
  1336. }
  1337. }
  1338. }
  1339. while(conns.size() && (*conns.begin())->isOpen())
  1340. boost::this_thread::sleep(boost::posix_time::milliseconds(5)); //give time client to close socket
  1341. }
  1342. void CGameHandler::setupBattle( int3 tile, const CArmedInstance *armies[2], const CGHeroInstance *heroes[2], bool creatureBank, const CGTownInstance *town )
  1343. {
  1344. battleResult.set(nullptr);
  1345. //send info about battles
  1346. BattleStart bs;
  1347. bs.info = gs->setupBattle(tile, armies, heroes, creatureBank, town);
  1348. sendAndApply(&bs);
  1349. }
  1350. void CGameHandler::checkForBattleEnd()
  1351. {
  1352. auto &stacks = gs->curB->stacks;
  1353. //checking winning condition
  1354. bool hasStack[2]; //hasStack[0] - true if attacker has a living stack; defender similarly
  1355. hasStack[0] = hasStack[1] = false;
  1356. for(auto & stack : stacks)
  1357. {
  1358. if(stack->alive() && !stack->hasBonusOfType(Bonus::SIEGE_WEAPON))
  1359. {
  1360. hasStack[1-stack->attackerOwned] = true;
  1361. }
  1362. }
  1363. if(!hasStack[0] || !hasStack[1]) //somebody has won
  1364. {
  1365. setBattleResult(BattleResult::NORMAL, hasStack[1]);
  1366. }
  1367. }
  1368. void CGameHandler::giveSpells( const CGTownInstance *t, const CGHeroInstance *h )
  1369. {
  1370. if(!h->hasSpellbook())
  1371. return; //hero hasn't spellbook
  1372. ChangeSpells cs;
  1373. cs.hid = h->id;
  1374. cs.learn = true;
  1375. for(int i=0; i<std::min(t->mageGuildLevel(),h->getSecSkillLevel(SecondarySkill::WISDOM)+2);i++)
  1376. {
  1377. if (t->hasBuilt(BuildingID::GRAIL, ETownType::CONFLUX)) //Aurora Borealis
  1378. {
  1379. std::vector<SpellID> spells;
  1380. getAllowedSpells(spells, i);
  1381. for (auto & spell : spells)
  1382. cs.spells.insert(spell);
  1383. }
  1384. else
  1385. {
  1386. for(int j=0; j<t->spellsAtLevel(i+1,true) && j<t->spells[i].size(); j++)
  1387. {
  1388. if(!vstd::contains(h->spells,t->spells[i][j]))
  1389. cs.spells.insert(t->spells[i][j]);
  1390. }
  1391. }
  1392. }
  1393. if(cs.spells.size())
  1394. sendAndApply(&cs);
  1395. }
  1396. void CGameHandler::setBlockVis(ObjectInstanceID objid, bool bv)
  1397. {
  1398. SetObjectProperty sop(objid,2,bv);
  1399. sendAndApply(&sop);
  1400. }
  1401. bool CGameHandler::removeObject( const CGObjectInstance * obj )
  1402. {
  1403. if(!obj || !getObj(obj->id))
  1404. {
  1405. logGlobal->errorStream() << "Something wrong, that object already has been removed or hasn't existed!";
  1406. return false;
  1407. }
  1408. RemoveObject ro;
  1409. ro.id = obj->id;
  1410. sendAndApply(&ro);
  1411. winLoseHandle(255); //eg if monster escaped (removing objs after battle is done dircetly by endBattle, not this function)
  1412. return true;
  1413. }
  1414. void CGameHandler::setAmount(ObjectInstanceID objid, ui32 val)
  1415. {
  1416. SetObjectProperty sop(objid,3,val);
  1417. sendAndApply(&sop);
  1418. }
  1419. bool CGameHandler::moveHero( ObjectInstanceID hid, int3 dst, ui8 teleporting, PlayerColor asker /*= 255*/ )
  1420. {
  1421. const CGHeroInstance *h = getHero(hid);
  1422. 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)
  1423. )
  1424. {
  1425. logGlobal->errorStream() << "Illegal call to move hero!";
  1426. return false;
  1427. }
  1428. logGlobal->traceStream() << "Player " << asker << " wants to move hero "<< hid.getNum() << " from "<< h->pos << " to " << dst;
  1429. const int3 hmpos = dst + int3(-1,0,0);
  1430. if(!gs->map->isInTheMap(hmpos))
  1431. {
  1432. logGlobal->errorStream() << "Destination tile is outside the map!";
  1433. return false;
  1434. }
  1435. const TerrainTile t = *gs->getTile(hmpos);
  1436. const int cost = gs->getMovementCost(h, h->getPosition(false), hmpos, h->movement);
  1437. const int3 guardPos = gs->guardingCreaturePosition(hmpos);
  1438. const bool embarking = !h->boat && !t.visitableObjects.empty() && t.visitableObjects.back()->ID == Obj::BOAT;
  1439. const bool disembarking = h->boat && t.terType != ETerrainType::WATER && !t.blocked;
  1440. //result structure for start - movement failed, no move points used
  1441. TryMoveHero tmh;
  1442. tmh.id = hid;
  1443. tmh.start = h->pos;
  1444. tmh.end = dst;
  1445. tmh.result = TryMoveHero::FAILED;
  1446. tmh.movePoints = h->movement;
  1447. //check if destination tile is available
  1448. //it's a rock or blocked and not visitable tile
  1449. //OR hero is on land and dest is water and (there is not present only one object - boat)
  1450. if(((t.terType == ETerrainType::ROCK || (t.blocked && !t.visitable && !h->hasBonusOfType(Bonus::FLYING_MOVEMENT) ))
  1451. && complain("Cannot move hero, destination tile is blocked!"))
  1452. || ((!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)
  1453. && complain("Cannot move hero, destination tile is on water!"))
  1454. || ((h->boat && t.terType != ETerrainType::WATER && t.blocked)
  1455. && complain("Cannot disembark hero, tile is blocked!"))
  1456. || ( (distance(h->pos, dst) >= 1.5 && !teleporting)
  1457. && complain("Tiles are not neighboring!"))
  1458. || ( (h->inTownGarrison)
  1459. && complain("Can not move garrisoned hero!"))
  1460. || ((h->movement < cost && dst != h->pos && !teleporting)
  1461. && complain("Hero doesn't have any movement points left!"))
  1462. /*|| (states.checkFlag(h->tempOwner, &PlayerStatus::engagedIntoBattle)
  1463. && complain("Cannot move hero during the battle"))*/)
  1464. {
  1465. //send info about movement failure
  1466. sendAndApply(&tmh);
  1467. return false;
  1468. }
  1469. //several generic blocks of code
  1470. // should be called if hero changes tile but before applying TryMoveHero package
  1471. auto leaveTile = [&]()
  1472. {
  1473. for(CGObjectInstance *obj : gs->map->getTile(int3(h->pos.x-1, h->pos.y, h->pos.z)).visitableObjects)
  1474. {
  1475. obj->onHeroLeave(h);
  1476. }
  1477. this->getTilesInRange(tmh.fowRevealed, h->getSightCenter()+(tmh.end-tmh.start), h->getSightRadious(), h->tempOwner, 1);
  1478. };
  1479. auto doMove = [&](TryMoveHero::EResult result, EGuardLook lookForGuards,
  1480. EVisitDest visitDest, ELEaveTile leavingTile) -> bool
  1481. {
  1482. LOG_TRACE_PARAMS(logGlobal, "Hero %s starts movement from %s to %s", h->name % tmh.start % tmh.end);
  1483. auto moveQuery = make_shared<CHeroMovementQuery>(tmh, h);
  1484. queries.addQuery(moveQuery);
  1485. if(leavingTile == LEAVING_TILE)
  1486. leaveTile();
  1487. tmh.result = result;
  1488. sendAndApply(&tmh);
  1489. if(lookForGuards == CHECK_FOR_GUARDS && this->isInTheMap(guardPos))
  1490. {
  1491. tmh.attackedFrom = guardPos;
  1492. const TerrainTile &guardTile = *gs->getTile(guardPos);
  1493. objectVisited(guardTile.visitableObjects.back(), h);
  1494. moveQuery->visitDestAfterVictory = visitDest==VISIT_DEST;
  1495. }
  1496. else if(visitDest == VISIT_DEST)
  1497. {
  1498. visitObjectOnTile(t, h);
  1499. }
  1500. queries.popIfTop(moveQuery);
  1501. logGlobal->traceStream() << "Hero " << h->name << " ends movement";
  1502. return result != TryMoveHero::FAILED;
  1503. };
  1504. //interaction with blocking object (like resources)
  1505. auto blockingVisit = [&]() -> bool
  1506. {
  1507. for(CGObjectInstance *obj : t.visitableObjects)
  1508. {
  1509. if(obj != h && obj->blockVisit && !obj->passableFor(h->tempOwner))
  1510. {
  1511. return doMove(TryMoveHero::BLOCKING_VISIT, this->IGNORE_GUARDS, VISIT_DEST, REMAINING_ON_TILE);
  1512. //this-> is needed for MVS2010 to recognize scope (?)
  1513. }
  1514. }
  1515. return false;
  1516. };
  1517. if(embarking)
  1518. {
  1519. tmh.movePoints = h->movementPointsAfterEmbark(h->movement, cost, false);
  1520. return doMove(TryMoveHero::EMBARK, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
  1521. //attack guards on embarking? In H3 creatures on water had no zone of control at all
  1522. }
  1523. if(disembarking)
  1524. {
  1525. tmh.movePoints = h->movementPointsAfterEmbark(h->movement, cost, true);
  1526. return doMove(TryMoveHero::DISEMBARK, CHECK_FOR_GUARDS, VISIT_DEST, LEAVING_TILE);
  1527. }
  1528. if(teleporting)
  1529. {
  1530. if(blockingVisit()) // e.g. hero on the other side of teleporter
  1531. return true;
  1532. doMove(TryMoveHero::TELEPORTATION, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
  1533. // visit town for town portal \ castle gates
  1534. // do not use generic visitObjectOnTile to avoid double-teleporting
  1535. // if this moveHero call was triggered by teleporter
  1536. if (!t.visitableObjects.empty())
  1537. {
  1538. if (CGTownInstance * town = dynamic_cast<CGTownInstance *>(t.visitableObjects.back()))
  1539. town->onHeroVisit(h);
  1540. }
  1541. return true;
  1542. }
  1543. //still here? it is standard movement!
  1544. {
  1545. tmh.movePoints = h->movement >= cost
  1546. ? h->movement - cost
  1547. : 0;
  1548. if(blockingVisit())
  1549. return true;
  1550. doMove(TryMoveHero::SUCCESS, CHECK_FOR_GUARDS, VISIT_DEST, LEAVING_TILE);
  1551. return true;
  1552. }
  1553. }
  1554. bool CGameHandler::teleportHero(ObjectInstanceID hid, ObjectInstanceID dstid, ui8 source, PlayerColor asker/* = 255*/)
  1555. {
  1556. const CGHeroInstance *h = getHero(hid);
  1557. const CGTownInstance *t = getTown(dstid);
  1558. if ( !h || !t || h->getOwner() != gs->currentPlayer )
  1559. logGlobal->errorStream()<<"Invalid call to teleportHero!";
  1560. const CGTownInstance *from = h->visitedTown;
  1561. if(((h->getOwner() != t->getOwner())
  1562. && complain("Cannot teleport hero to another player"))
  1563. || ((!from || from->hasBuilt(BuildingID::CASTLE_GATE, ETownType::INFERNO))
  1564. && complain("Hero must be in town with Castle gate for teleporting"))
  1565. || (t->hasBuilt(BuildingID::CASTLE_GATE, ETownType::INFERNO)
  1566. && complain("Cannot teleport hero to town without Castle gate in it")))
  1567. return false;
  1568. int3 pos = t->visitablePos();
  1569. pos += h->getVisitableOffset();
  1570. moveHero(hid,pos,1);
  1571. return true;
  1572. }
  1573. void CGameHandler::setOwner(const CGObjectInstance * obj, PlayerColor owner)
  1574. {
  1575. PlayerColor oldOwner = getOwner(obj->id);
  1576. SetObjectProperty sop(obj->id, 1, owner.getNum());
  1577. sendAndApply(&sop);
  1578. winLoseHandle(1<<owner.getNum() | 1<<oldOwner.getNum());
  1579. if(owner < PlayerColor::PLAYER_LIMIT && dynamic_cast<const CGTownInstance *>(obj)) //town captured
  1580. {
  1581. const CGTownInstance * town = dynamic_cast<const CGTownInstance *>(obj);
  1582. if (town->hasBuilt(BuildingID::PORTAL_OF_SUMMON, ETownType::DUNGEON))
  1583. setPortalDwelling(town, true, false);
  1584. if (!gs->getPlayer(owner)->towns.size())//player lost last town
  1585. {
  1586. InfoWindow iw;
  1587. iw.player = oldOwner;
  1588. 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.
  1589. sendAndApply(&iw);
  1590. }
  1591. }
  1592. const PlayerState * p = gs->getPlayer(owner);
  1593. if((obj->ID == Obj::CREATURE_GENERATOR1 || obj->ID == Obj::CREATURE_GENERATOR4 ) && p && p->dwellings.size()==1)//first dwelling captured
  1594. {
  1595. for(const CGTownInstance *t : gs->getPlayer(owner)->towns)
  1596. {
  1597. if (t->hasBuilt(BuildingID::PORTAL_OF_SUMMON, ETownType::DUNGEON))
  1598. setPortalDwelling(t);//set initial creatures for all portals of summoning
  1599. }
  1600. }
  1601. }
  1602. void CGameHandler::setHoverName(const CGObjectInstance * obj, MetaString* name)
  1603. {
  1604. SetHoverName shn(obj->id, *name);
  1605. sendAndApply(&shn);
  1606. }
  1607. void CGameHandler::showBlockingDialog( BlockingDialog *iw )
  1608. {
  1609. auto dialogQuery = make_shared<CBlockingDialogQuery>(*iw);
  1610. queries.addQuery(dialogQuery);
  1611. iw->queryID = dialogQuery->queryID;
  1612. sendToAllClients(iw);
  1613. }
  1614. void CGameHandler::giveResource(PlayerColor player, Res::ERes which, int val) //TODO: cap according to Bersy's suggestion
  1615. {
  1616. if(!val) return; //don't waste time on empty call
  1617. SetResource sr;
  1618. sr.player = player;
  1619. sr.resid = which;
  1620. sr.val = gs->players.find(player)->second.resources[which] + val;
  1621. sendAndApply(&sr);
  1622. }
  1623. void CGameHandler::giveResources(PlayerColor player, TResources resources)
  1624. {
  1625. for(TResources::nziterator i(resources); i.valid(); i++)
  1626. giveResource(player, i->resType, i->resVal);
  1627. }
  1628. void CGameHandler::giveCreatures(const CArmedInstance *obj, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove)
  1629. {
  1630. COMPLAIN_RET_IF(!creatures.stacksCount(), "Strange, giveCreatures called without args!");
  1631. COMPLAIN_RET_IF(obj->stacksCount(), "Cannot give creatures from not-cleared object!");
  1632. COMPLAIN_RET_IF(creatures.stacksCount() > GameConstants::ARMY_SIZE, "Too many stacks to give!");
  1633. //first we move creatures to give to make them army of object-source
  1634. for (auto & elem : creatures.Slots())
  1635. {
  1636. addToSlot(StackLocation(obj, obj->getSlotFor(elem.second->type)), elem.second->type, elem.second->count);
  1637. }
  1638. tryJoiningArmy(obj, h, remove, true);
  1639. }
  1640. void CGameHandler::takeCreatures(ObjectInstanceID objid, const std::vector<CStackBasicDescriptor> &creatures)
  1641. {
  1642. std::vector<CStackBasicDescriptor> cres = creatures;
  1643. if (cres.size() <= 0)
  1644. return;
  1645. const CArmedInstance* obj = static_cast<const CArmedInstance*>(getObj(objid));
  1646. for(CStackBasicDescriptor &sbd : cres)
  1647. {
  1648. TQuantity collected = 0;
  1649. while(collected < sbd.count)
  1650. {
  1651. bool foundSth = false;
  1652. for(auto i = obj->Slots().begin(); i != obj->Slots().end(); i++)
  1653. {
  1654. if(i->second->type == sbd.type)
  1655. {
  1656. TQuantity take = std::min(sbd.count - collected, i->second->count); //collect as much cres as we can
  1657. changeStackCount(StackLocation(obj, i->first), -take, false);
  1658. collected += take;
  1659. foundSth = true;
  1660. break;
  1661. }
  1662. }
  1663. if(!foundSth) //we went through the whole loop and haven't found appropriate cres
  1664. {
  1665. complain("Unexpected failure during taking creatures!");
  1666. return;
  1667. }
  1668. }
  1669. }
  1670. }
  1671. void CGameHandler::showCompInfo(ShowInInfobox * comp)
  1672. {
  1673. sendToAllClients(comp);
  1674. }
  1675. void CGameHandler::heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  1676. {
  1677. HeroVisitCastle vc;
  1678. vc.hid = hero->id;
  1679. vc.tid = obj->id;
  1680. vc.flags |= 1;
  1681. sendAndApply(&vc);
  1682. vistiCastleObjects (obj, hero);
  1683. giveSpells (obj, hero);
  1684. if(gs->map->victoryCondition.condition == EVictoryConditionType::TRANSPORTITEM)
  1685. checkLossVictory(hero->tempOwner); //transported artifact?
  1686. }
  1687. void CGameHandler::vistiCastleObjects (const CGTownInstance *t, const CGHeroInstance *h)
  1688. {
  1689. std::vector<CGTownBuilding*>::const_iterator i;
  1690. for (i = t->bonusingBuildings.begin(); i != t->bonusingBuildings.end(); i++)
  1691. (*i)->onHeroVisit (h);
  1692. }
  1693. void CGameHandler::stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  1694. {
  1695. HeroVisitCastle vc;
  1696. vc.hid = hero->id;
  1697. vc.tid = obj->id;
  1698. sendAndApply(&vc);
  1699. }
  1700. void CGameHandler::removeArtifact(const ArtifactLocation &al)
  1701. {
  1702. assert(al.getArt());
  1703. EraseArtifact ea;
  1704. ea.al = al;
  1705. sendAndApply(&ea);
  1706. }
  1707. void CGameHandler::startBattlePrimary(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile,
  1708. const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank,
  1709. const CGTownInstance *town) //use hero=nullptr for no hero
  1710. {
  1711. engageIntoBattle(army1->tempOwner);
  1712. engageIntoBattle(army2->tempOwner);
  1713. static const CArmedInstance *armies[2];
  1714. armies[0] = army1;
  1715. armies[1] = army2;
  1716. static const CGHeroInstance*heroes[2];
  1717. heroes[0] = hero1;
  1718. heroes[1] = hero2;
  1719. setupBattle(tile, armies, heroes, creatureBank, town); //initializes stacks, places creatures on battlefield, blocks and informs player interfaces
  1720. auto battleQuery = make_shared<CBattleQuery>(gs->curB);
  1721. queries.addQuery(battleQuery);
  1722. boost::thread(&CGameHandler::runBattle, this);
  1723. }
  1724. void CGameHandler::startBattleI( const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, bool creatureBank )
  1725. {
  1726. startBattlePrimary(army1, army2, tile,
  1727. army1->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army1) : nullptr,
  1728. army2->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army2) : nullptr,
  1729. creatureBank);
  1730. }
  1731. void CGameHandler::startBattleI( const CArmedInstance *army1, const CArmedInstance *army2, bool creatureBank)
  1732. {
  1733. startBattleI(army1, army2, army2->visitablePos(), creatureBank);
  1734. }
  1735. void CGameHandler::changeSpells( const CGHeroInstance * hero, bool give, const std::set<SpellID> &spells )
  1736. {
  1737. ChangeSpells cs;
  1738. cs.hid = hero->id;
  1739. cs.spells = spells;
  1740. cs.learn = give;
  1741. sendAndApply(&cs);
  1742. }
  1743. void CGameHandler::sendMessageTo( CConnection &c, const std::string &message )
  1744. {
  1745. SystemMessage sm;
  1746. sm.text = message;
  1747. boost::unique_lock<boost::mutex> lock(*c.wmx);
  1748. c << &sm;
  1749. }
  1750. void CGameHandler::giveHeroBonus( GiveBonus * bonus )
  1751. {
  1752. sendAndApply(bonus);
  1753. }
  1754. void CGameHandler::setMovePoints( SetMovePoints * smp )
  1755. {
  1756. sendAndApply(smp);
  1757. }
  1758. void CGameHandler::setManaPoints( ObjectInstanceID hid, int val )
  1759. {
  1760. SetMana sm;
  1761. sm.hid = hid;
  1762. sm.val = val;
  1763. sendAndApply(&sm);
  1764. }
  1765. void CGameHandler::giveHero( ObjectInstanceID id, PlayerColor player )
  1766. {
  1767. GiveHero gh;
  1768. gh.id = id;
  1769. gh.player = player;
  1770. sendAndApply(&gh);
  1771. }
  1772. void CGameHandler::changeObjPos( ObjectInstanceID objid, int3 newPos, ui8 flags )
  1773. {
  1774. ChangeObjPos cop;
  1775. cop.objid = objid;
  1776. cop.nPos = newPos;
  1777. cop.flags = flags;
  1778. sendAndApply(&cop);
  1779. }
  1780. void CGameHandler::useScholarSkill(ObjectInstanceID fromHero, ObjectInstanceID toHero)
  1781. {
  1782. const CGHeroInstance * h1 = getHero(fromHero);
  1783. const CGHeroInstance * h2 = getHero(toHero);
  1784. if ( h1->getSecSkillLevel(SecondarySkill::SCHOLAR) < h2->getSecSkillLevel(SecondarySkill::SCHOLAR) )
  1785. {
  1786. std::swap (h1,h2);//1st hero need to have higher scholar level for correct message
  1787. std::swap(fromHero, toHero);
  1788. }
  1789. int ScholarLevel = h1->getSecSkillLevel(SecondarySkill::SCHOLAR);//heroes can trade up to this level
  1790. if (!ScholarLevel || !h1->hasSpellbook() || !h2->hasSpellbook() )
  1791. return;//no scholar skill or no spellbook
  1792. int h1Lvl = std::min(ScholarLevel+1, h1->getSecSkillLevel(SecondarySkill::WISDOM)+2),
  1793. h2Lvl = std::min(ScholarLevel+1, h2->getSecSkillLevel(SecondarySkill::WISDOM)+2);//heroes can receive this levels
  1794. ChangeSpells cs1;
  1795. cs1.learn = true;
  1796. cs1.hid = toHero;//giving spells to first hero
  1797. for(auto it : h1->spells)
  1798. if ( h2Lvl >= it.toSpell()->level && !vstd::contains(h2->spells, it))//hero can learn it and don't have it yet
  1799. cs1.spells.insert(it);//spell to learn
  1800. ChangeSpells cs2;
  1801. cs2.learn = true;
  1802. cs2.hid = fromHero;
  1803. for(auto it : h2->spells)
  1804. if ( h1Lvl >= it.toSpell()->level && !vstd::contains(h1->spells, it))
  1805. cs2.spells.insert(it);
  1806. if (cs1.spells.size() || cs2.spells.size())//create a message
  1807. {
  1808. InfoWindow iw;
  1809. iw.player = h1->tempOwner;
  1810. iw.components.push_back(Component(Component::SEC_SKILL, 18, ScholarLevel, 0));
  1811. iw.text.addTxt(MetaString::GENERAL_TXT, 139);//"%s, who has studied magic extensively,
  1812. iw.text.addReplacement(h1->name);
  1813. if (cs2.spells.size())//if found new spell - apply
  1814. {
  1815. iw.text.addTxt(MetaString::GENERAL_TXT, 140);//learns
  1816. int size = cs2.spells.size();
  1817. for(auto it : cs2.spells)
  1818. {
  1819. iw.components.push_back(Component(Component::SPELL, it, 1, 0));
  1820. iw.text.addTxt(MetaString::SPELL_NAME, it.toEnum());
  1821. switch (size--)
  1822. {
  1823. case 2: iw.text.addTxt(MetaString::GENERAL_TXT, 141);
  1824. case 1: break;
  1825. default: iw.text << ", ";
  1826. }
  1827. }
  1828. iw.text.addTxt(MetaString::GENERAL_TXT, 142);//from %s
  1829. iw.text.addReplacement(h2->name);
  1830. sendAndApply(&cs2);
  1831. }
  1832. if (cs1.spells.size() && cs2.spells.size() )
  1833. {
  1834. iw.text.addTxt(MetaString::GENERAL_TXT, 141);//and
  1835. }
  1836. if (cs1.spells.size())
  1837. {
  1838. iw.text.addTxt(MetaString::GENERAL_TXT, 147);//teaches
  1839. int size = cs1.spells.size();
  1840. for(auto it : cs1.spells)
  1841. {
  1842. iw.components.push_back(Component(Component::SPELL, it, 1, 0));
  1843. iw.text.addTxt(MetaString::SPELL_NAME, it.toEnum());
  1844. switch (size--)
  1845. {
  1846. case 2: iw.text.addTxt(MetaString::GENERAL_TXT, 141);
  1847. case 1: break;
  1848. default: iw.text << ", ";
  1849. } }
  1850. iw.text.addTxt(MetaString::GENERAL_TXT, 148);//from %s
  1851. iw.text.addReplacement(h2->name);
  1852. sendAndApply(&cs1);
  1853. }
  1854. sendAndApply(&iw);
  1855. }
  1856. }
  1857. void CGameHandler::heroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)
  1858. {
  1859. auto h1 = getHero(hero1), h2 = getHero(hero2);
  1860. if( gameState()->getPlayerRelations(h1->getOwner(), h2->getOwner()))
  1861. {
  1862. auto exchange = make_shared<CGarrisonDialogQuery>(h1, h2);
  1863. ExchangeDialog hex;
  1864. hex.queryID = exchange->queryID;
  1865. hex.heroes[0] = getHero(hero1);
  1866. hex.heroes[1] = getHero(hero2);
  1867. sendAndApply(&hex);
  1868. useScholarSkill(hero1,hero2);
  1869. queries.addQuery(exchange);
  1870. }
  1871. }
  1872. void CGameHandler::sendToAllClients( CPackForClient * info )
  1873. {
  1874. logGlobal->traceStream() << "Sending to all clients a package of type " << typeid(*info).name();
  1875. for(auto & elem : conns)
  1876. {
  1877. boost::unique_lock<boost::mutex> lock(*(elem)->wmx);
  1878. *elem << info;
  1879. }
  1880. }
  1881. void CGameHandler::sendAndApply(CPackForClient * info)
  1882. {
  1883. sendToAllClients(info);
  1884. gs->apply(info);
  1885. }
  1886. void CGameHandler::applyAndSend(CPackForClient * info)
  1887. {
  1888. gs->apply(info);
  1889. sendToAllClients(info);
  1890. }
  1891. void CGameHandler::sendAndApply(CGarrisonOperationPack * info)
  1892. {
  1893. sendAndApply((CPackForClient*)info);
  1894. if(gs->map->victoryCondition.condition == EVictoryConditionType::GATHERTROOP)
  1895. winLoseHandle();
  1896. }
  1897. void CGameHandler::sendAndApply( SetResource * info )
  1898. {
  1899. sendAndApply((CPackForClient*)info);
  1900. if(gs->map->victoryCondition.condition == EVictoryConditionType::GATHERRESOURCE)
  1901. checkLossVictory(info->player);
  1902. }
  1903. void CGameHandler::sendAndApply( SetResources * info )
  1904. {
  1905. sendAndApply((CPackForClient*)info);
  1906. if(gs->map->victoryCondition.condition == EVictoryConditionType::GATHERRESOURCE)
  1907. checkLossVictory(info->player);
  1908. }
  1909. void CGameHandler::sendAndApply( NewStructures * info )
  1910. {
  1911. sendAndApply((CPackForClient*)info);
  1912. if(gs->map->victoryCondition.condition == EVictoryConditionType::BUILDCITY)
  1913. checkLossVictory(getTown(info->tid)->tempOwner);
  1914. }
  1915. void CGameHandler::save(const std::string & filename )
  1916. {
  1917. logGlobal->errorStream() << "Saving to " << filename;
  1918. CFileInfo info(filename);
  1919. //CResourceHandler::get()->createResource(info.getStem() + ".vlgm1");
  1920. CResourceHandler::get()->createResource(info.getStem() + ".vsgm1");
  1921. {
  1922. logGlobal->infoStream() << "Ordering clients to serialize...";
  1923. SaveGame sg(info.getStem() + ".vcgm1");
  1924. sendToAllClients(&sg);
  1925. }
  1926. try
  1927. {
  1928. // {
  1929. // logGlobal->infoStream() << "Serializing game info...";
  1930. // CSaveFile save(CResourceHandler::get()->getResourceName(ResourceID(info.getStem(), EResType::LIB_SAVEGAME)));
  1931. // // char hlp[8] = "VCMISVG";
  1932. // // save << hlp;
  1933. // saveCommonState(save);
  1934. // }
  1935. {
  1936. CSaveFile save(CResourceHandler::get()->getResourceName(ResourceID(info.getStem(), EResType::SERVER_SAVEGAME)));
  1937. saveCommonState(save);
  1938. logGlobal->infoStream() << "Saving server state";
  1939. save << *this;
  1940. }
  1941. logGlobal->infoStream() << "Game has been successfully saved!";
  1942. }
  1943. catch(std::exception &e)
  1944. {
  1945. logGlobal->errorStream() << "Failed to save game: " << e.what();
  1946. }
  1947. }
  1948. void CGameHandler::close()
  1949. {
  1950. logGlobal->infoStream() << "We have been requested to close.";
  1951. if(gs->initialOpts->mode == StartInfo::DUEL)
  1952. {
  1953. exit(0);
  1954. }
  1955. //for(CConnection *cc : conns)
  1956. // if(cc && cc->socket && cc->socket->is_open())
  1957. // cc->socket->close();
  1958. //exit(0);
  1959. }
  1960. bool CGameHandler::arrangeStacks( ObjectInstanceID id1, ObjectInstanceID id2, ui8 what, SlotID p1, SlotID p2, si32 val, PlayerColor player )
  1961. {
  1962. const CArmedInstance *s1 = static_cast<CArmedInstance*>(gs->getObjInstance(id1)),
  1963. *s2 = static_cast<CArmedInstance*>(gs->getObjInstance(id2));
  1964. const CCreatureSet &S1 = *s1, &S2 = *s2;
  1965. StackLocation sl1(s1, p1), sl2(s2, p2);
  1966. if(!sl1.slot.validSlot() || !sl2.slot.validSlot())
  1967. {
  1968. complain("Invalid slot accessed!");
  1969. return false;
  1970. }
  1971. if(!isAllowedExchange(id1,id2))
  1972. {
  1973. complain("Cannot exchange stacks between these two objects!\n");
  1974. return false;
  1975. }
  1976. if(what==1) //swap
  1977. {
  1978. if ( ((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s1->getStackCount(p1)) //why 254??
  1979. || ((s2->tempOwner != player && s2->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)))
  1980. {
  1981. complain("Can't take troops from another player!");
  1982. return false;
  1983. }
  1984. swapStacks(sl1, sl2);
  1985. }
  1986. else if(what==2)//merge
  1987. {
  1988. if (( s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot merge different creatures stacks!"))
  1989. || (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)) && complain("Can't take troops from another player!")))
  1990. return false;
  1991. moveStack(sl1, sl2);
  1992. }
  1993. else if(what==3) //split
  1994. {
  1995. if ( (s1->tempOwner != player && s1->getStackCount(p1) < s1->getStackCount(p1) )
  1996. || (s2->tempOwner != player && s2->getStackCount(p2) < s2->getStackCount(p2) ) )
  1997. {
  1998. complain("Can't move troops of another player!");
  1999. return false;
  2000. }
  2001. //general conditions checking
  2002. if((!vstd::contains(S1.stacks,p1) && complain("no creatures to split"))
  2003. || (val<1 && complain("no creatures to split")) )
  2004. {
  2005. return false;
  2006. }
  2007. if(vstd::contains(S2.stacks,p2)) //dest. slot not free - it must be "rebalancing"...
  2008. {
  2009. int total = s1->getStackCount(p1) + s2->getStackCount(p2);
  2010. if( (total < val && complain("Cannot split that stack, not enough creatures!"))
  2011. || (s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot rebalance different creatures stacks!"))
  2012. )
  2013. {
  2014. return false;
  2015. }
  2016. moveStack(sl1, sl2, val - s2->getStackCount(p2));
  2017. //S2.slots[p2]->count = val;
  2018. //S1.slots[p1]->count = total - val;
  2019. }
  2020. else //split one stack to the two
  2021. {
  2022. if(s1->getStackCount(p1) < val)//not enough creatures
  2023. {
  2024. complain("Cannot split that stack, not enough creatures!");
  2025. return false;
  2026. }
  2027. moveStack(sl1, sl2, val);
  2028. }
  2029. }
  2030. return true;
  2031. }
  2032. PlayerColor CGameHandler::getPlayerAt( CConnection *c ) const
  2033. {
  2034. std::set<PlayerColor> all;
  2035. for(auto i=connections.cbegin(); i!=connections.cend(); i++)
  2036. if(i->second == c)
  2037. all.insert(i->first);
  2038. switch(all.size())
  2039. {
  2040. case 0:
  2041. return PlayerColor::NEUTRAL;
  2042. case 1:
  2043. return *all.begin();
  2044. default:
  2045. {
  2046. //if we have more than one player at this connection, try to pick active one
  2047. if(vstd::contains(all, gs->currentPlayer))
  2048. return gs->currentPlayer;
  2049. else
  2050. return PlayerColor::CANNOT_DETERMINE; //cannot say which player is it
  2051. }
  2052. }
  2053. }
  2054. bool CGameHandler::disbandCreature( ObjectInstanceID id, SlotID pos )
  2055. {
  2056. CArmedInstance *s1 = static_cast<CArmedInstance*>(gs->getObjInstance(id));
  2057. if(!vstd::contains(s1->stacks,pos))
  2058. {
  2059. complain("Illegal call to disbandCreature - no such stack in army!");
  2060. return false;
  2061. }
  2062. eraseStack(StackLocation(s1, pos));
  2063. return true;
  2064. }
  2065. bool CGameHandler::buildStructure( ObjectInstanceID tid, BuildingID requestedID, bool force /*=false*/ )
  2066. {
  2067. const CGTownInstance * t = getTown(tid);
  2068. if(!t)
  2069. COMPLAIN_RETF("No such town (ID=%s)!", tid);
  2070. if(!t->town->buildings.count(requestedID))
  2071. COMPLAIN_RETF("Town of faction %s does not have info about building ID=%s!", t->town->faction->name % tid);
  2072. const CBuilding * requestedBuilding = t->town->buildings[requestedID];
  2073. //Vector with future list of built building and buildings in auto-mode that are not yet built.
  2074. std::vector<const CBuilding*> buildingsThatWillBe, remainingAutoBuildings;
  2075. //Check validity of request
  2076. if(!force)
  2077. {
  2078. switch (requestedBuilding->mode)
  2079. {
  2080. case CBuilding::BUILD_NORMAL :
  2081. case CBuilding::BUILD_AUTO :
  2082. if (gs->canBuildStructure(t, requestedID) != EBuildingState::ALLOWED)
  2083. COMPLAIN_RET("Cannot build that building!");
  2084. break;
  2085. case CBuilding::BUILD_SPECIAL:
  2086. COMPLAIN_RET("This building can not be constructed!");
  2087. break;
  2088. case CBuilding::BUILD_GRAIL :
  2089. if(requestedBuilding->mode == CBuilding::BUILD_GRAIL) //needs grail
  2090. {
  2091. if(!t->visitingHero || !t->visitingHero->hasArt(ArtifactID::GRAIL))
  2092. COMPLAIN_RET("Cannot build this without grail!")
  2093. else
  2094. removeArtifact(ArtifactLocation(t->visitingHero, t->visitingHero->getArtPos(ArtifactID::GRAIL, false)));
  2095. }
  2096. break;
  2097. }
  2098. }
  2099. //Performs stuff that has to be done after new building is built
  2100. auto processBuiltStructure = [t, this](const BuildingID buildingID)
  2101. {
  2102. if(buildingID >= BuildingID::DWELL_FIRST) //dwelling
  2103. {
  2104. int level = (buildingID - BuildingID::DWELL_FIRST) % GameConstants::CREATURES_PER_TOWN;
  2105. int upgradeNumber = (buildingID - BuildingID::DWELL_FIRST) / GameConstants::CREATURES_PER_TOWN;
  2106. if (upgradeNumber >= t->town->creatures[level].size())
  2107. {
  2108. complain(boost::str(boost::format("Error ecountered when building dwelling (bid=%s):"
  2109. "no creature found (upgrade number %d, level %d!")
  2110. % buildingID % upgradeNumber % level));
  2111. return;
  2112. }
  2113. CCreature * crea = VLC->creh->creatures[t->town->creatures[level][upgradeNumber]];
  2114. SetAvailableCreatures ssi;
  2115. ssi.tid = t->id;
  2116. ssi.creatures = t->creatures;
  2117. if (buildingID <= BuildingID::DWELL_LAST)
  2118. ssi.creatures[level].first = crea->growth;
  2119. ssi.creatures[level].second.push_back(crea->idNumber);
  2120. sendAndApply(&ssi);
  2121. }
  2122. else if ( t->subID == ETownType::DUNGEON && buildingID == BuildingID::PORTAL_OF_SUMMON )
  2123. {
  2124. setPortalDwelling(t);
  2125. }
  2126. if(buildingID <= BuildingID::MAGES_GUILD_5) //it's mage guild
  2127. {
  2128. if(t->visitingHero)
  2129. giveSpells(t,t->visitingHero);
  2130. if(t->garrisonHero)
  2131. giveSpells(t,t->garrisonHero);
  2132. }
  2133. };
  2134. //Checks if all requirements will be met with expected building list "buildingsThatWillBe"
  2135. auto allRequirementsFullfilled = [&buildingsThatWillBe, t](const CBuilding *b)
  2136. {
  2137. for(auto requirementID : b->requirements)
  2138. if(!vstd::contains(buildingsThatWillBe, t->town->buildings[requirementID]))
  2139. return false;
  2140. return true;
  2141. };
  2142. //Init the vectors
  2143. for(auto & build : t->town->buildings)
  2144. {
  2145. if(t->hasBuilt(build.first))
  2146. buildingsThatWillBe.push_back(build.second);
  2147. else if(build.second->mode == CBuilding::BUILD_AUTO) //not built auto building
  2148. remainingAutoBuildings.push_back(build.second);
  2149. }
  2150. //Prepare structure (list of building ids will be filled later)
  2151. NewStructures ns;
  2152. ns.tid = tid;
  2153. ns.builded = force ? t->builded : (t->builded+1);
  2154. std::queue<const CBuilding*> buildingsToAdd;
  2155. buildingsToAdd.push(requestedBuilding);
  2156. while(buildingsToAdd.size())
  2157. {
  2158. auto b = buildingsToAdd.front();
  2159. buildingsToAdd.pop();
  2160. ns.bid.insert(b->bid);
  2161. buildingsThatWillBe.push_back(b);
  2162. remainingAutoBuildings -= b;
  2163. for(auto autoBuilding : remainingAutoBuildings)
  2164. {
  2165. if(allRequirementsFullfilled(autoBuilding))
  2166. buildingsToAdd.push(autoBuilding);
  2167. }
  2168. }
  2169. //reveal ground for lookout tower
  2170. FoWChange fw;
  2171. fw.player = t->tempOwner;
  2172. fw.mode = 1;
  2173. t->getSightTiles(fw.tiles);
  2174. sendAndApply(&fw);
  2175. //Other post-built events
  2176. for(auto builtID : ns.bid)
  2177. processBuiltStructure(builtID);
  2178. //Take cost
  2179. if (!force)
  2180. {
  2181. SetResources sr;
  2182. sr.player = t->tempOwner;
  2183. sr.res = gs->getPlayer(t->tempOwner)->resources - requestedBuilding->resources;
  2184. sendAndApply(&sr);
  2185. }
  2186. //We know what has been built, appluy changes. Do this as final step to properly update town window
  2187. sendAndApply(&ns);
  2188. if(t->visitingHero)
  2189. vistiCastleObjects (t, t->visitingHero);
  2190. if(t->garrisonHero)
  2191. vistiCastleObjects (t, t->garrisonHero);
  2192. checkLossVictory(t->tempOwner);
  2193. return true;
  2194. }
  2195. bool CGameHandler::razeStructure (ObjectInstanceID tid, BuildingID bid)
  2196. {
  2197. ///incomplete, simply erases target building
  2198. const CGTownInstance * t = getTown(tid);
  2199. if (!vstd::contains(t->builtBuildings, bid))
  2200. return false;
  2201. RazeStructures rs;
  2202. rs.tid = tid;
  2203. rs.bid.insert(bid);
  2204. rs.destroyed = t->destroyed + 1;
  2205. sendAndApply(&rs);
  2206. //TODO: Remove dwellers
  2207. // if (t->subID == 4 && bid == 17) //Veil of Darkness
  2208. // {
  2209. // RemoveBonus rb(RemoveBonus::TOWN);
  2210. // rb.whoID = t->id;
  2211. // rb.source = Bonus::TOWN_STRUCTURE;
  2212. // rb.id = 17;
  2213. // sendAndApply(&rb);
  2214. // }
  2215. return true;
  2216. }
  2217. void CGameHandler::sendMessageToAll( const std::string &message )
  2218. {
  2219. SystemMessage sm;
  2220. sm.text = message;
  2221. sendToAllClients(&sm);
  2222. }
  2223. bool CGameHandler::recruitCreatures( ObjectInstanceID objid, CreatureID crid, ui32 cram, si32 fromLvl )
  2224. {
  2225. const CGDwelling *dw = static_cast<const CGDwelling*>(gs->getObj(objid));
  2226. const CArmedInstance *dst = nullptr;
  2227. const CCreature *c = VLC->creh->creatures[crid];
  2228. bool warMachine = c->hasBonusOfType(Bonus::SIEGE_WEAPON);
  2229. //TODO: test for owning
  2230. if(dw->ID == Obj::TOWN)
  2231. dst = (static_cast<const CGTownInstance *>(dw))->getUpperArmy();
  2232. else if(dw->ID == Obj::CREATURE_GENERATOR1 || dw->ID == Obj::CREATURE_GENERATOR4
  2233. || dw->ID == Obj::REFUGEE_CAMP) //advmap dwelling
  2234. dst = getHero(gs->getPlayer(dw->tempOwner)->currentSelection); //TODO: check if current hero is really visiting dwelling
  2235. else if(dw->ID == Obj::WAR_MACHINE_FACTORY)
  2236. dst = dynamic_cast<const CGHeroInstance *>(getTile(dw->visitablePos())->visitableObjects.back());
  2237. assert(dw && dst);
  2238. //verify
  2239. bool found = false;
  2240. int level = 0;
  2241. for(; level < dw->creatures.size(); level++) //iterate through all levels
  2242. {
  2243. if ( (fromLvl != -1) && ( level !=fromLvl ) )
  2244. continue;
  2245. const auto &cur = dw->creatures[level]; //current level info <amount, list of cr. ids>
  2246. int i = 0;
  2247. for(; i < cur.second.size(); i++) //look for crid among available creatures list on current level
  2248. if(cur.second[i] == crid)
  2249. break;
  2250. if(i < cur.second.size())
  2251. {
  2252. found = true;
  2253. cram = std::min(cram, cur.first); //reduce recruited amount up to available amount
  2254. break;
  2255. }
  2256. }
  2257. SlotID slot = dst->getSlotFor(crid);
  2258. if( (!found && complain("Cannot recruit: no such creatures!"))
  2259. || (cram > VLC->creh->creatures[crid]->maxAmount(gs->getPlayer(dst->tempOwner)->resources) && complain("Cannot recruit: lack of resources!"))
  2260. || (cram<=0 && complain("Cannot recruit: cram <= 0!"))
  2261. || (!slot.validSlot() && !warMachine && complain("Cannot recruit: no available slot!")))
  2262. {
  2263. return false;
  2264. }
  2265. //recruit
  2266. SetResources sr;
  2267. sr.player = dst->tempOwner;
  2268. sr.res = gs->getPlayer(dst->tempOwner)->resources - (c->cost * cram);
  2269. SetAvailableCreatures sac;
  2270. sac.tid = objid;
  2271. sac.creatures = dw->creatures;
  2272. sac.creatures[level].first -= cram;
  2273. sendAndApply(&sr);
  2274. sendAndApply(&sac);
  2275. if(warMachine)
  2276. {
  2277. const CGHeroInstance *h = dynamic_cast<const CGHeroInstance*>(dst);
  2278. if(!h)
  2279. COMPLAIN_RET("Only hero can buy war machines");
  2280. switch(crid)
  2281. {
  2282. case 146:
  2283. giveHeroNewArtifact(h, VLC->arth->artifacts[4], ArtifactPosition::MACH1);
  2284. break;
  2285. case 147:
  2286. giveHeroNewArtifact(h, VLC->arth->artifacts[6], ArtifactPosition::MACH3);
  2287. break;
  2288. case 148:
  2289. giveHeroNewArtifact(h, VLC->arth->artifacts[5], ArtifactPosition::MACH2);
  2290. break;
  2291. default:
  2292. complain("This war machine cannot be recruited!");
  2293. return false;
  2294. }
  2295. }
  2296. else
  2297. {
  2298. addToSlot(StackLocation(dst, slot), c, cram);
  2299. }
  2300. return true;
  2301. }
  2302. bool CGameHandler::upgradeCreature( ObjectInstanceID objid, SlotID pos, CreatureID upgID )
  2303. {
  2304. CArmedInstance *obj = static_cast<CArmedInstance*>(gs->getObjInstance(objid));
  2305. assert(obj->hasStackAtSlot(pos));
  2306. UpgradeInfo ui = gs->getUpgradeInfo(obj->getStack(pos));
  2307. PlayerColor player = obj->tempOwner;
  2308. const PlayerState *p = getPlayer(player);
  2309. int crQuantity = obj->stacks[pos]->count;
  2310. int newIDpos= vstd::find_pos(ui.newID, upgID);//get position of new id in UpgradeInfo
  2311. //check if upgrade is possible
  2312. if( (ui.oldID<0 || newIDpos == -1 ) && complain("That upgrade is not possible!"))
  2313. {
  2314. return false;
  2315. }
  2316. TResources totalCost = ui.cost[newIDpos] * crQuantity;
  2317. //check if player has enough resources
  2318. if(!p->resources.canAfford(totalCost))
  2319. COMPLAIN_RET("Cannot upgrade, not enough resources!");
  2320. //take resources
  2321. SetResources sr;
  2322. sr.player = player;
  2323. sr.res = p->resources - totalCost;
  2324. sendAndApply(&sr);
  2325. //upgrade creature
  2326. changeStackType(StackLocation(obj, pos), VLC->creh->creatures[upgID]);
  2327. return true;
  2328. }
  2329. bool CGameHandler::changeStackType(const StackLocation &sl, CCreature *c)
  2330. {
  2331. if(!sl.army->hasStackAtSlot(sl.slot))
  2332. COMPLAIN_RET("Cannot find a stack to change type");
  2333. SetStackType sst;
  2334. sst.sl = sl;
  2335. sst.type = c;
  2336. sendAndApply(&sst);
  2337. return true;
  2338. }
  2339. void CGameHandler::moveArmy(const CArmedInstance *src, const CArmedInstance *dst, bool allowMerging)
  2340. {
  2341. assert(src->canBeMergedWith(*dst, allowMerging));
  2342. while(src->stacksCount())//while there are unmoved creatures
  2343. {
  2344. auto i = src->Slots().begin(); //iterator to stack to move
  2345. StackLocation sl(src, i->first); //location of stack to move
  2346. SlotID pos = dst->getSlotFor(i->second->type);
  2347. if(!pos.validSlot())
  2348. {
  2349. //try to merge two other stacks to make place
  2350. std::pair<SlotID, SlotID> toMerge;
  2351. if(dst->mergableStacks(toMerge, i->first) && allowMerging)
  2352. {
  2353. moveStack(StackLocation(dst, toMerge.first), StackLocation(dst, toMerge.second)); //merge toMerge.first into toMerge.second
  2354. assert(!dst->hasStackAtSlot(toMerge.first)); //we have now a new free slot
  2355. moveStack(sl, StackLocation(dst, toMerge.first)); //move stack to freed slot
  2356. }
  2357. else
  2358. {
  2359. complain("Unexpected failure during an attempt to move army from " + src->nodeName() + " to " + dst->nodeName() + "!");
  2360. return;
  2361. }
  2362. }
  2363. else
  2364. {
  2365. moveStack(sl, StackLocation(dst, pos));
  2366. }
  2367. }
  2368. }
  2369. bool CGameHandler::garrisonSwap( ObjectInstanceID tid )
  2370. {
  2371. CGTownInstance *town = gs->getTown(tid);
  2372. if(!town->garrisonHero && town->visitingHero) //visiting => garrison, merge armies: town army => hero army
  2373. {
  2374. if(!town->visitingHero->canBeMergedWith(*town))
  2375. {
  2376. complain("Cannot make garrison swap, not enough free slots!");
  2377. return false;
  2378. }
  2379. moveArmy(town, town->visitingHero, true);
  2380. SetHeroesInTown intown;
  2381. intown.tid = tid;
  2382. intown.visiting = ObjectInstanceID();
  2383. intown.garrison = town->visitingHero->id;
  2384. sendAndApply(&intown);
  2385. return true;
  2386. }
  2387. else if (town->garrisonHero && !town->visitingHero) //move hero out of the garrison
  2388. {
  2389. //check if moving hero out of town will break 8 wandering heroes limit
  2390. if(getHeroCount(town->garrisonHero->tempOwner,false) >= 8)
  2391. {
  2392. complain("Cannot move hero out of the garrison, there are already 8 wandering heroes!");
  2393. return false;
  2394. }
  2395. SetHeroesInTown intown;
  2396. intown.tid = tid;
  2397. intown.garrison = ObjectInstanceID();
  2398. intown.visiting = town->garrisonHero->id;
  2399. sendAndApply(&intown);
  2400. return true;
  2401. }
  2402. else if(!!town->garrisonHero && town->visitingHero) //swap visiting and garrison hero
  2403. {
  2404. SetHeroesInTown intown;
  2405. intown.tid = tid;
  2406. intown.garrison = town->visitingHero->id;
  2407. intown.visiting = town->garrisonHero->id;
  2408. sendAndApply(&intown);
  2409. return true;
  2410. }
  2411. else
  2412. {
  2413. complain("Cannot swap garrison hero!");
  2414. return false;
  2415. }
  2416. }
  2417. // With the amount of changes done to the function, it's more like transferArtifacts.
  2418. // 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.
  2419. bool CGameHandler::moveArtifact(const ArtifactLocation &al1, const ArtifactLocation &al2)
  2420. {
  2421. ArtifactLocation src = al1, dst = al2;
  2422. const PlayerColor srcPlayer = src.owningPlayer(), dstPlayer = dst.owningPlayer();
  2423. const CArmedInstance *srcObj = src.relatedObj(), *dstObj = dst.relatedObj();
  2424. // Make sure exchange is even possible between the two heroes.
  2425. if(!isAllowedExchange(srcObj->id, dstObj->id))
  2426. COMPLAIN_RET("That heroes cannot make any exchange!");
  2427. const CArtifactInstance *srcArtifact = src.getArt();
  2428. const CArtifactInstance *destArtifact = dst.getArt();
  2429. if (srcArtifact == nullptr)
  2430. COMPLAIN_RET("No artifact to move!");
  2431. if (destArtifact && srcPlayer != dstPlayer)
  2432. COMPLAIN_RET("Can't touch artifact on hero of another player!");
  2433. // Check if src/dest slots are appropriate for the artifacts exchanged.
  2434. // Moving to the backpack is always allowed.
  2435. if ((!srcArtifact || dst.slot < GameConstants::BACKPACK_START)
  2436. && srcArtifact && !srcArtifact->canBePutAt(dst, true))
  2437. COMPLAIN_RET("Cannot move artifact!");
  2438. if ((srcArtifact && srcArtifact->artType->id == ArtifactID::ART_LOCK) || (destArtifact && destArtifact->artType->id == ArtifactID::ART_LOCK))
  2439. COMPLAIN_RET("Cannot move artifact locks.");
  2440. if (dst.slot >= GameConstants::BACKPACK_START && srcArtifact->artType->isBig())
  2441. COMPLAIN_RET("Cannot put big artifacts in backpack!");
  2442. if (src.slot == ArtifactPosition::MACH4 || dst.slot == ArtifactPosition::MACH4)
  2443. COMPLAIN_RET("Cannot move catapult!");
  2444. if(dst.slot >= GameConstants::BACKPACK_START)
  2445. vstd::amin(dst.slot, ArtifactPosition(GameConstants::BACKPACK_START + dst.getHolderArtSet()->artifactsInBackpack.size()));
  2446. if (src.slot == dst.slot && src.artHolder == dst.artHolder)
  2447. COMPLAIN_RET("Won't move artifact: Dest same as source!");
  2448. if(dst.slot < GameConstants::BACKPACK_START && destArtifact) //moving art to another slot
  2449. {
  2450. //old artifact must be removed first
  2451. moveArtifact(dst, ArtifactLocation(dst.artHolder, ArtifactPosition(
  2452. dst.getHolderArtSet()->artifactsInBackpack.size() + GameConstants::BACKPACK_START)));
  2453. }
  2454. MoveArtifact ma;
  2455. ma.src = src;
  2456. ma.dst = dst;
  2457. sendAndApply(&ma);
  2458. return true;
  2459. }
  2460. /**
  2461. * Assembles or disassembles a combination artifact.
  2462. * @param heroID ID of hero holding the artifact(s).
  2463. * @param artifactSlot The worn slot ID of the combination- or constituent artifact.
  2464. * @param assemble True for assembly operation, false for disassembly.
  2465. * @param assembleTo If assemble is true, this represents the artifact ID of the combination
  2466. * artifact to assemble to. Otherwise it's not used.
  2467. */
  2468. bool CGameHandler::assembleArtifacts (ObjectInstanceID heroID, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo)
  2469. {
  2470. CGHeroInstance *hero = gs->getHero(heroID);
  2471. const CArtifactInstance *destArtifact = hero->getArt(artifactSlot);
  2472. if(!destArtifact)
  2473. COMPLAIN_RET("assembleArtifacts: there is no such artifact instance!");
  2474. if(assemble)
  2475. {
  2476. CArtifact *combinedArt = VLC->arth->artifacts[assembleTo];
  2477. if(!combinedArt->constituents)
  2478. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to assemble is not a combined artifacts!");
  2479. if(!vstd::contains(destArtifact->assemblyPossibilities(hero), combinedArt))
  2480. COMPLAIN_RET("assembleArtifacts: It's impossible to assemble requested artifact!");
  2481. AssembledArtifact aa;
  2482. aa.al = ArtifactLocation(hero, artifactSlot);
  2483. aa.builtArt = combinedArt;
  2484. sendAndApply(&aa);
  2485. }
  2486. else
  2487. {
  2488. if(!destArtifact->artType->constituents)
  2489. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble is not a combined artifact!");
  2490. DisassembledArtifact da;
  2491. da.al = ArtifactLocation(hero, artifactSlot);
  2492. sendAndApply(&da);
  2493. }
  2494. return false;
  2495. }
  2496. bool CGameHandler::buyArtifact( ObjectInstanceID hid, ArtifactID aid )
  2497. {
  2498. CGHeroInstance *hero = gs->getHero(hid);
  2499. CGTownInstance *town = hero->visitedTown;
  2500. if(aid==ArtifactID::SPELLBOOK)
  2501. {
  2502. if((!town->hasBuilt(BuildingID::MAGES_GUILD_1) && complain("Cannot buy a spellbook, no mage guild in the town!"))
  2503. || (getResource(hero->getOwner(), Res::GOLD) < GameConstants::SPELLBOOK_GOLD_COST && complain("Cannot buy a spellbook, not enough gold!") )
  2504. || (hero->getArt(ArtifactPosition::SPELLBOOK) && complain("Cannot buy a spellbook, hero already has a one!"))
  2505. )
  2506. return false;
  2507. giveResource(hero->getOwner(),Res::GOLD,-GameConstants::SPELLBOOK_GOLD_COST);
  2508. giveHeroNewArtifact(hero, VLC->arth->artifacts[0], ArtifactPosition::SPELLBOOK);
  2509. assert(hero->getArt(ArtifactPosition::SPELLBOOK));
  2510. giveSpells(town,hero);
  2511. return true;
  2512. }
  2513. else if(aid < 7 && aid > 3) //war machine
  2514. {
  2515. int price = VLC->arth->artifacts[aid]->price;
  2516. if(( hero->getArt(ArtifactPosition(9+aid)) && complain("Hero already has this machine!"))
  2517. || (gs->getPlayer(hero->getOwner())->resources[Res::GOLD] < price && complain("Not enough gold!")))
  2518. {
  2519. return false;
  2520. }
  2521. if ((town->hasBuilt(BuildingID::BLACKSMITH) && town->town->warMachine == aid )
  2522. || ((town->hasBuilt(BuildingID::BALLISTA_YARD, ETownType::STRONGHOLD)) && aid == ArtifactID::BALLISTA))
  2523. {
  2524. giveResource(hero->getOwner(),Res::GOLD,-price);
  2525. giveHeroNewArtifact(hero, VLC->arth->artifacts[aid], ArtifactPosition(9+aid));
  2526. return true;
  2527. }
  2528. else
  2529. COMPLAIN_RET("This machine is unavailable here!");
  2530. }
  2531. return false;
  2532. }
  2533. bool CGameHandler::buyArtifact(const IMarket *m, const CGHeroInstance *h, Res::ERes rid, ArtifactID aid)
  2534. {
  2535. if(!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_ARTIFACT), aid))
  2536. COMPLAIN_RET("That artifact is unavailable!");
  2537. int b1, b2;
  2538. m->getOffer(rid, aid, b1, b2, EMarketMode::RESOURCE_ARTIFACT);
  2539. if(getResource(h->tempOwner, rid) < b1)
  2540. COMPLAIN_RET("You can't afford to buy this artifact!");
  2541. SetResource sr;
  2542. sr.player = h->tempOwner;
  2543. sr.resid = rid;
  2544. sr.val = getResource(h->tempOwner, rid) - b1;
  2545. sendAndApply(&sr);
  2546. SetAvailableArtifacts saa;
  2547. if(m->o->ID == Obj::TOWN)
  2548. {
  2549. saa.id = -1;
  2550. saa.arts = CGTownInstance::merchantArtifacts;
  2551. }
  2552. else if(const CGBlackMarket *bm = dynamic_cast<const CGBlackMarket *>(m->o)) //black market
  2553. {
  2554. saa.id = bm->id.getNum();
  2555. saa.arts = bm->artifacts;
  2556. }
  2557. else
  2558. COMPLAIN_RET("Wrong marktet...");
  2559. bool found = false;
  2560. for(const CArtifact *&art : saa.arts)
  2561. {
  2562. if(art && art->id == aid)
  2563. {
  2564. art = nullptr;
  2565. found = true;
  2566. break;
  2567. }
  2568. }
  2569. if(!found)
  2570. COMPLAIN_RET("Cannot find selected artifact on the list");
  2571. sendAndApply(&saa);
  2572. giveHeroNewArtifact(h, VLC->arth->artifacts[aid], ArtifactPosition::FIRST_AVAILABLE);
  2573. return true;
  2574. }
  2575. bool CGameHandler::sellArtifact( const IMarket *m, const CGHeroInstance *h, ArtifactInstanceID aid, Res::ERes rid )
  2576. {
  2577. const CArtifactInstance *art = h->getArtByInstanceId(aid);
  2578. if(!art)
  2579. COMPLAIN_RET("There is no artifact to sell!");
  2580. if(art->artType->id < 7)
  2581. COMPLAIN_RET("Cannot sell a war machine or spellbook!");
  2582. int resVal = 0, dump = 1;
  2583. m->getOffer(art->artType->id, rid, dump, resVal, EMarketMode::ARTIFACT_RESOURCE);
  2584. removeArtifact(ArtifactLocation(h, h->getArtPos(art)));
  2585. giveResource(h->tempOwner, rid, resVal);
  2586. return true;
  2587. }
  2588. //void CGameHandler::lootArtifacts (TArtHolder source, TArtHolder dest, std::vector<ui32> &arts)
  2589. //{
  2590. // //const CGHeroInstance * h1 = dynamic_cast<CGHeroInstance *> source;
  2591. // //auto s = boost::apply_visitor(GetArtifactSetPtr(), source);
  2592. // {
  2593. // }
  2594. //}
  2595. bool CGameHandler::buySecSkill( const IMarket *m, const CGHeroInstance *h, SecondarySkill skill)
  2596. {
  2597. if (!h)
  2598. COMPLAIN_RET("You need hero to buy a skill!");
  2599. if (h->getSecSkillLevel(SecondarySkill(skill)))
  2600. COMPLAIN_RET("Hero already know this skill");
  2601. if (!h->canLearnSkill())
  2602. COMPLAIN_RET("Hero can't learn any more skills");
  2603. if (h->type->heroClass->secSkillProbability[skill]==0)//can't learn this skill (like necromancy for most of non-necros)
  2604. COMPLAIN_RET("The hero can't learn this skill!");
  2605. if(!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_SKILL), skill))
  2606. COMPLAIN_RET("That skill is unavailable!");
  2607. if(getResource(h->tempOwner, Res::GOLD) < 2000)//TODO: remove hardcoded resource\summ?
  2608. COMPLAIN_RET("You can't afford to buy this skill");
  2609. SetResource sr;
  2610. sr.player = h->tempOwner;
  2611. sr.resid = Res::GOLD;
  2612. sr.val = getResource(h->tempOwner, Res::GOLD) - 2000;
  2613. sendAndApply(&sr);
  2614. changeSecSkill(h, skill, 1, true);
  2615. return true;
  2616. }
  2617. bool CGameHandler::tradeResources(const IMarket *market, ui32 val, PlayerColor player, ui32 id1, ui32 id2)
  2618. {
  2619. int r1 = gs->getPlayer(player)->resources[id1],
  2620. r2 = gs->getPlayer(player)->resources[id2];
  2621. vstd::amin(val, r1); //can't trade more resources than have
  2622. int b1, b2; //base quantities for trade
  2623. market->getOffer(id1, id2, b1, b2, EMarketMode::RESOURCE_RESOURCE);
  2624. int units = val / b1; //how many base quantities we trade
  2625. if(val%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  2626. {
  2627. //TODO: complain?
  2628. assert(0);
  2629. }
  2630. SetResource sr;
  2631. sr.player = player;
  2632. sr.resid = static_cast<Res::ERes>(id1);
  2633. sr.val = r1 - b1 * units;
  2634. sendAndApply(&sr);
  2635. sr.resid = static_cast<Res::ERes>(id2);
  2636. sr.val = r2 + b2 * units;
  2637. sendAndApply(&sr);
  2638. return true;
  2639. }
  2640. bool CGameHandler::sellCreatures(ui32 count, const IMarket *market, const CGHeroInstance * hero, SlotID slot, Res::ERes resourceID)
  2641. {
  2642. if(!vstd::contains(hero->Slots(), slot))
  2643. COMPLAIN_RET("Hero doesn't have any creature in that slot!");
  2644. const CStackInstance &s = hero->getStack(slot);
  2645. if( s.count < count //can't sell more creatures than have
  2646. || (hero->Slots().size() == 1 && hero->needsLastStack() && s.count == count)) //can't sell last stack
  2647. {
  2648. COMPLAIN_RET("Not enough creatures in army!");
  2649. }
  2650. int b1, b2; //base quantities for trade
  2651. market->getOffer(s.type->idNumber, resourceID, b1, b2, EMarketMode::CREATURE_RESOURCE);
  2652. int units = count / b1; //how many base quantities we trade
  2653. if(count%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  2654. {
  2655. //TODO: complain?
  2656. assert(0);
  2657. }
  2658. changeStackCount(StackLocation(hero, slot), -count);
  2659. SetResource sr;
  2660. sr.player = hero->tempOwner;
  2661. sr.resid = resourceID;
  2662. sr.val = getResource(hero->tempOwner, resourceID) + b2 * units;
  2663. sendAndApply(&sr);
  2664. return true;
  2665. }
  2666. bool CGameHandler::transformInUndead(const IMarket *market, const CGHeroInstance * hero, SlotID slot)
  2667. {
  2668. const CArmedInstance *army = nullptr;
  2669. if (hero)
  2670. army = hero;
  2671. else
  2672. army = dynamic_cast<const CGTownInstance *>(market->o);
  2673. if (!army)
  2674. COMPLAIN_RET("Incorrect call to transform in undead!");
  2675. if(!army->hasStackAtSlot(slot))
  2676. COMPLAIN_RET("Army doesn't have any creature in that slot!");
  2677. const CStackInstance &s = army->getStack(slot);
  2678. int resCreature;//resulting creature - bone dragons or skeletons
  2679. if (s.hasBonusOfType(Bonus::DRAGON_NATURE))
  2680. resCreature = 68;
  2681. else
  2682. resCreature = 56;
  2683. changeStackType(StackLocation(army, slot), VLC->creh->creatures[resCreature]);
  2684. return true;
  2685. }
  2686. bool CGameHandler::sendResources(ui32 val, PlayerColor player, Res::ERes r1, PlayerColor r2)
  2687. {
  2688. const PlayerState *p2 = gs->getPlayer(r2, false);
  2689. if(!p2 || p2->status != EPlayerStatus::INGAME)
  2690. {
  2691. complain("Dest player must be in game!");
  2692. return false;
  2693. }
  2694. si32 curRes1 = gs->getPlayer(player)->resources[r1], curRes2 = gs->getPlayer(r2)->resources[r1];
  2695. val = std::min(si32(val),curRes1);
  2696. SetResource sr;
  2697. sr.player = player;
  2698. sr.resid = r1;
  2699. sr.val = curRes1 - val;
  2700. sendAndApply(&sr);
  2701. sr.player = r2;
  2702. sr.val = curRes2 + val;
  2703. sendAndApply(&sr);
  2704. return true;
  2705. }
  2706. bool CGameHandler::setFormation( ObjectInstanceID hid, ui8 formation )
  2707. {
  2708. gs->getHero(hid)-> formation = formation;
  2709. return true;
  2710. }
  2711. bool CGameHandler::hireHero(const CGObjectInstance *obj, ui8 hid, PlayerColor player)
  2712. {
  2713. const PlayerState *p = gs->getPlayer(player);
  2714. const CGTownInstance *t = gs->getTown(obj->id);
  2715. static const int GOLD_NEEDED = 2500;
  2716. //common preconditions
  2717. if( (p->resources[Res::GOLD]<GOLD_NEEDED && complain("Not enough gold for buying hero!"))
  2718. || (getHeroCount(player, false) >= GameConstants::MAX_HEROES_PER_PLAYER && complain("Cannot hire hero, only 8 wandering heroes are allowed!")))
  2719. return false;
  2720. if(t) //tavern in town
  2721. {
  2722. if( (!t->hasBuilt(BuildingID::TAVERN) && complain("No tavern!"))
  2723. || (t->visitingHero && complain("There is visiting hero - no place!")))
  2724. return false;
  2725. }
  2726. else if(obj->ID == Obj::TAVERN)
  2727. {
  2728. if(getTile(obj->visitablePos())->visitableObjects.back() != obj && complain("Tavern entry must be unoccupied!"))
  2729. return false;
  2730. }
  2731. const CGHeroInstance *nh = p->availableHeroes[hid];
  2732. if (!nh)
  2733. {
  2734. complain ("Hero is not available for hiring!");
  2735. return false;
  2736. }
  2737. HeroRecruited hr;
  2738. hr.tid = obj->id;
  2739. hr.hid = nh->subID;
  2740. hr.player = player;
  2741. hr.tile = obj->visitablePos() + nh->getVisitableOffset();
  2742. sendAndApply(&hr);
  2743. bmap<ui32, ConstTransitivePtr<CGHeroInstance> > pool = gs->unusedHeroesFromPool();
  2744. const CGHeroInstance *theOtherHero = p->availableHeroes[!hid];
  2745. const CGHeroInstance *newHero = nullptr;
  2746. if (theOtherHero) //on XXL maps all heroes can be imprisoned :(
  2747. newHero = gs->hpool.pickHeroFor(false, player, getNativeTown(player), pool, theOtherHero->type->heroClass);
  2748. SetAvailableHeroes sah;
  2749. sah.player = player;
  2750. if(newHero)
  2751. {
  2752. sah.hid[hid] = newHero->subID;
  2753. sah.army[hid].clear();
  2754. sah.army[hid].setCreature(SlotID(0), newHero->type->initialArmy[0].creature, 1);
  2755. }
  2756. else
  2757. sah.hid[hid] = -1;
  2758. sah.hid[!hid] = theOtherHero ? theOtherHero->subID : -1;
  2759. sendAndApply(&sah);
  2760. SetResource sr;
  2761. sr.player = player;
  2762. sr.resid = Res::GOLD;
  2763. sr.val = p->resources[Res::GOLD] - GOLD_NEEDED;
  2764. sendAndApply(&sr);
  2765. if(t)
  2766. {
  2767. vistiCastleObjects (t, nh);
  2768. giveSpells (t,nh);
  2769. }
  2770. return true;
  2771. }
  2772. bool CGameHandler::queryReply(QueryID qid, ui32 answer, PlayerColor player)
  2773. {
  2774. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  2775. logGlobal->traceStream() << boost::format("Player %s attempts answering query %d with answer %d") % player % qid % answer;
  2776. auto topQuery = queries.topQuery(player);
  2777. COMPLAIN_RET_FALSE_IF(!topQuery, "This player doesn't have any queries!");
  2778. COMPLAIN_RET_FALSE_IF(topQuery->queryID != qid, "This player top query has different ID!");
  2779. COMPLAIN_RET_FALSE_IF(!topQuery->endsByPlayerAnswer(), "This query cannot be ended by player's answer!");
  2780. if(auto dialogQuery = std::dynamic_pointer_cast<CDialogQuery>(topQuery))
  2781. dialogQuery->answer = answer;
  2782. queries.popQuery(topQuery);
  2783. return true;
  2784. }
  2785. static EndAction end_action;
  2786. bool CGameHandler::makeBattleAction( BattleAction &ba )
  2787. {
  2788. logGlobal->errorStream() << "\tMaking action of type " << ba.actionType;
  2789. bool ok = true;
  2790. const CStack *stack = battleGetStackByID(ba.stackNumber); //may be nullptr if action is not about stack
  2791. const bool isAboutActiveStack = stack && (stack == battleActiveStack());
  2792. switch(ba.actionType)
  2793. {
  2794. case Battle::WALK: //walk
  2795. case Battle::DEFEND: //defend
  2796. case Battle::WAIT: //wait
  2797. case Battle::WALK_AND_ATTACK: //walk or attack
  2798. case Battle::SHOOT: //shoot
  2799. case Battle::CATAPULT: //catapult
  2800. case Battle::STACK_HEAL: //healing with First Aid Tent
  2801. case Battle::DAEMON_SUMMONING:
  2802. case Battle::MONSTER_SPELL:
  2803. if(!stack)
  2804. {
  2805. complain("No such stack!");
  2806. return false;
  2807. }
  2808. if(!stack->alive())
  2809. {
  2810. complain("This stack is dead: " + stack->nodeName());
  2811. return false;
  2812. }
  2813. if(battleTacticDist())
  2814. {
  2815. if(stack && !stack->attackerOwned != battleGetTacticsSide())
  2816. {
  2817. complain("This is not a stack of side that has tactics!");
  2818. return false;
  2819. }
  2820. }
  2821. else if(!isAboutActiveStack)
  2822. {
  2823. complain("Action has to be about active stack!");
  2824. return false;
  2825. }
  2826. }
  2827. switch(ba.actionType)
  2828. {
  2829. case Battle::END_TACTIC_PHASE: //wait
  2830. case Battle::BAD_MORALE:
  2831. case Battle::NO_ACTION:
  2832. {
  2833. StartAction start_action(ba);
  2834. sendAndApply(&start_action);
  2835. sendAndApply(&end_action);
  2836. break;
  2837. }
  2838. case Battle::WALK:
  2839. {
  2840. StartAction start_action(ba);
  2841. sendAndApply(&start_action); //start movement
  2842. int walkedTiles = moveStack(ba.stackNumber,ba.destinationTile); //move
  2843. if(!walkedTiles)
  2844. complain("Stack failed movement!");
  2845. sendAndApply(&end_action);
  2846. break;
  2847. }
  2848. case Battle::DEFEND:
  2849. {
  2850. //defensive stance //TODO: remove this bonus when stack becomes active
  2851. SetStackEffect sse;
  2852. sse.effect.push_back( Bonus(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, 20, -1, PrimarySkill::DEFENSE, Bonus::PERCENT_TO_ALL) );
  2853. sse.effect.push_back( Bonus(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, gs->curB->stacks[ba.stackNumber]->valOfBonuses(Bonus::DEFENSIVE_STANCE),
  2854. -1, PrimarySkill::DEFENSE, Bonus::ADDITIVE_VALUE));
  2855. sse.stacks.push_back(ba.stackNumber);
  2856. sendAndApply(&sse);
  2857. //don't break - we share code with next case
  2858. }
  2859. case Battle::WAIT:
  2860. {
  2861. StartAction start_action(ba);
  2862. sendAndApply(&start_action);
  2863. sendAndApply(&end_action);
  2864. break;
  2865. }
  2866. case Battle::RETREAT: //retreat/flee
  2867. {
  2868. if(!gs->curB->battleCanFlee(gs->curB->sides[ba.side]))
  2869. complain("Cannot retreat!");
  2870. else
  2871. setBattleResult(BattleResult::ESCAPE, !ba.side); //surrendering side loses
  2872. break;
  2873. }
  2874. case Battle::SURRENDER:
  2875. {
  2876. PlayerColor player = gs->curB->sides[ba.side];
  2877. int cost = gs->curB->battleGetSurrenderCost(player);
  2878. if(cost < 0)
  2879. complain("Cannot surrender!");
  2880. else if(getResource(player, Res::GOLD) < cost)
  2881. complain("Not enough gold to surrender!");
  2882. else
  2883. {
  2884. giveResource(player, Res::GOLD, -cost);
  2885. setBattleResult(BattleResult::SURRENDER, !ba.side); //surrendering side loses
  2886. }
  2887. break;
  2888. }
  2889. break;
  2890. case Battle::WALK_AND_ATTACK: //walk or attack
  2891. {
  2892. StartAction start_action(ba);
  2893. sendAndApply(&start_action); //start movement and attack
  2894. const CStack *stackAtEnd = gs->curB->battleGetStackByPos(ba.additionalInfo);
  2895. if(!stack || !stackAtEnd)
  2896. {
  2897. sendAndApply(&end_action);
  2898. break;
  2899. }
  2900. BattleHex startingPos = stack->position;
  2901. int distance = moveStack(ba.stackNumber, ba.destinationTile);
  2902. logGlobal->traceStream() << stack->nodeName() << " will attack " << stackAtEnd->nodeName();
  2903. if(stack->position != ba.destinationTile //we wasn't able to reach destination tile
  2904. && !(stack->doubleWide()
  2905. && ( stack->position == ba.destinationTile + (stack->attackerOwned ? +1 : -1 ) )
  2906. ) //nor occupy specified hex
  2907. )
  2908. {
  2909. std::string problem = "We cannot move this stack to its destination " + stack->getCreature()->namePl;
  2910. logGlobal->warnStream() << problem;
  2911. complain(problem);
  2912. ok = false;
  2913. sendAndApply(&end_action);
  2914. break;
  2915. }
  2916. if(stackAtEnd && stack->ID == stackAtEnd->ID) //we should just move, it will be handled by following check
  2917. {
  2918. stackAtEnd = nullptr;
  2919. }
  2920. if(!stackAtEnd)
  2921. {
  2922. complain(boost::str(boost::format("walk and attack error: no stack at additionalInfo tile (%d)!\n") % ba.additionalInfo));
  2923. ok = false;
  2924. sendAndApply(&end_action);
  2925. break;
  2926. }
  2927. if( !CStack::isMeleeAttackPossible(stack, stackAtEnd) )
  2928. {
  2929. complain("Attack cannot be performed!");
  2930. sendAndApply(&end_action);
  2931. ok = false;
  2932. break;
  2933. }
  2934. //attack
  2935. int totalAttacks = 1 + stack->getBonuses(Selector::type (Bonus::ADDITIONAL_ATTACK),
  2936. (Selector::effectRange(Bonus::NO_LIMIT).Or(Selector::effectRange(Bonus::ONLY_MELEE_FIGHT))))->totalValue(); //all unspicified attacks + melee attacks
  2937. for (int i = 0; i < totalAttacks; ++i)
  2938. {
  2939. if (stack &&
  2940. stack->alive() && //move can cause death, eg. by walking into the moat
  2941. stackAtEnd->alive())
  2942. {
  2943. BattleAttack bat;
  2944. prepareAttack(bat, stack, stackAtEnd, (i ? 0 : distance), ba.additionalInfo); //no distance travelled on second attack
  2945. //prepareAttack(bat, stack, stackAtEnd, 0, ba.additionalInfo);
  2946. handleAttackBeforeCasting(bat); //only before first attack
  2947. sendAndApply(&bat);
  2948. handleAfterAttackCasting(bat);
  2949. }
  2950. //counterattack
  2951. if (!stack->hasBonusOfType(Bonus::BLOCKS_RETALIATION)
  2952. && stackAtEnd->ableToRetaliate()
  2953. && stack->alive()) //attacker may have died (fire shield)
  2954. {
  2955. BattleAttack bat;
  2956. prepareAttack(bat, stackAtEnd, stack, 0, stack->position);
  2957. bat.flags |= BattleAttack::COUNTER;
  2958. sendAndApply(&bat);
  2959. handleAfterAttackCasting(bat);
  2960. }
  2961. }
  2962. //return
  2963. if(stack->hasBonusOfType(Bonus::RETURN_AFTER_STRIKE) && startingPos != stack->position && stack->alive())
  2964. {
  2965. moveStack(ba.stackNumber, startingPos);
  2966. //NOTE: curStack->ID == ba.stackNumber (rev 1431)
  2967. }
  2968. sendAndApply(&end_action);
  2969. break;
  2970. }
  2971. case Battle::SHOOT:
  2972. {
  2973. const CStack *destStack= gs->curB->battleGetStackByPos(ba.destinationTile);
  2974. if( !gs->curB->battleCanShoot(stack, ba.destinationTile) )
  2975. {
  2976. complain("Cannot shoot!");
  2977. break;
  2978. }
  2979. StartAction start_action(ba);
  2980. sendAndApply(&start_action); //start shooting
  2981. {
  2982. BattleAttack bat;
  2983. bat.flags |= BattleAttack::SHOT;
  2984. prepareAttack(bat, stack, destStack, 0, ba.destinationTile);
  2985. handleAttackBeforeCasting(bat);
  2986. sendAndApply(&bat);
  2987. handleAfterAttackCasting(bat);
  2988. }
  2989. //ballista & artillery handling
  2990. if(destStack->alive() && stack->getCreature()->idNumber == CreatureID::BALLISTA)
  2991. {
  2992. BattleAttack bat2;
  2993. bat2.flags |= BattleAttack::SHOT;
  2994. prepareAttack(bat2, stack, destStack, 0, ba.destinationTile);
  2995. sendAndApply(&bat2);
  2996. }
  2997. //allow more than one additional attack
  2998. int additionalAttacks = stack->getBonuses(Selector::type (Bonus::ADDITIONAL_ATTACK),
  2999. (Selector::effectRange(Bonus::NO_LIMIT).Or(Selector::effectRange(Bonus::ONLY_DISTANCE_FIGHT))))->totalValue();
  3000. for (int i = 0; i < additionalAttacks; ++i)
  3001. {
  3002. if(
  3003. stack->alive()
  3004. && destStack->alive()
  3005. && stack->shots
  3006. )
  3007. {
  3008. BattleAttack bat;
  3009. bat.flags |= BattleAttack::SHOT;
  3010. prepareAttack(bat, stack, destStack, 0, ba.destinationTile);
  3011. sendAndApply(&bat);
  3012. handleAfterAttackCasting(bat);
  3013. }
  3014. }
  3015. sendAndApply(&end_action);
  3016. break;
  3017. }
  3018. case Battle::CATAPULT:
  3019. {
  3020. StartAction start_action(ba);
  3021. sendAndApply(&start_action);
  3022. const CGHeroInstance * attackingHero = gs->curB->heroes[ba.side];
  3023. CHeroHandler::SBallisticsLevelInfo sbi = VLC->heroh->ballistics[attackingHero->getSecSkillLevel(SecondarySkill::BALLISTICS)];
  3024. EWallParts::EWallParts attackedPart = gs->curB->battleHexToWallPart(ba.destinationTile);
  3025. if(attackedPart < 0)
  3026. {
  3027. complain("catapult tried to attack non-catapultable hex!");
  3028. break;
  3029. }
  3030. int wallInitHP = gs->curB->si.wallState[attackedPart];
  3031. int dmgAlreadyDealt = 0; //in successive iterations damage is dealt but not yet subtracted from wall's HPs
  3032. for(int g=0; g<sbi.shots; ++g)
  3033. {
  3034. if(wallInitHP + dmgAlreadyDealt == 3) //it's not destroyed
  3035. continue;
  3036. CatapultAttack ca; //package for clients
  3037. std::pair< std::pair< ui8, si16 >, ui8> attack; //<< attackedPart , destination tile >, damageDealt >
  3038. attack.first.first = attackedPart;
  3039. attack.first.second = ba.destinationTile;
  3040. attack.second = 0;
  3041. int chanceForHit = 0;
  3042. int dmgChance[] = { sbi.noDmg, sbi.oneDmg, sbi.twoDmg }; //dmgChance[i] - chance for doing i dmg when hit is successful
  3043. switch(attackedPart)
  3044. {
  3045. case EWallParts::KEEP:
  3046. chanceForHit = sbi.keep;
  3047. break;
  3048. case EWallParts::BOTTOM_TOWER:
  3049. case EWallParts::UPPER_TOWER:
  3050. chanceForHit = sbi.tower;
  3051. break;
  3052. case EWallParts::BOTTOM_WALL:
  3053. case EWallParts::BELOW_GATE:
  3054. case EWallParts::OVER_GATE:
  3055. case EWallParts::UPPER_WAL:
  3056. chanceForHit = sbi.wall;
  3057. break;
  3058. case EWallParts::GATE:
  3059. chanceForHit = sbi.gate;
  3060. break;
  3061. }
  3062. if(rand()%100 <= chanceForHit) //hit is successful
  3063. {
  3064. int dmgRand = rand()%100;
  3065. //accumulating dmgChance
  3066. dmgChance[1] += dmgChance[0];
  3067. dmgChance[2] += dmgChance[1];
  3068. //calculating dealt damage
  3069. for(int v = 0; v < ARRAY_COUNT(dmgChance); ++v)
  3070. {
  3071. if(dmgRand <= dmgChance[v])
  3072. {
  3073. attack.second = std::min(3 - dmgAlreadyDealt - wallInitHP, v);
  3074. dmgAlreadyDealt += attack.second;
  3075. break;
  3076. }
  3077. }
  3078. //removing creatures in turrets / keep if one is destroyed
  3079. if(attack.second > 0 && (attackedPart == EWallParts::KEEP ||
  3080. attackedPart == EWallParts::BOTTOM_TOWER || attackedPart == EWallParts::UPPER_TOWER))
  3081. {
  3082. int posRemove = -1;
  3083. switch(attackedPart)
  3084. {
  3085. case EWallParts::KEEP:
  3086. posRemove = -2;
  3087. break;
  3088. case EWallParts::BOTTOM_TOWER:
  3089. posRemove = -3;
  3090. break;
  3091. case EWallParts::UPPER_TOWER:
  3092. posRemove = -4;
  3093. break;
  3094. }
  3095. BattleStacksRemoved bsr;
  3096. for(auto & elem : gs->curB->stacks)
  3097. {
  3098. if(elem->position == posRemove)
  3099. {
  3100. bsr.stackIDs.insert( elem->ID );
  3101. break;
  3102. }
  3103. }
  3104. sendAndApply(&bsr);
  3105. }
  3106. }
  3107. ca.attacker = ba.stackNumber;
  3108. ca.attackedParts.insert(attack);
  3109. sendAndApply(&ca);
  3110. }
  3111. sendAndApply(&end_action);
  3112. break;
  3113. }
  3114. case Battle::STACK_HEAL: //healing with First Aid Tent
  3115. {
  3116. StartAction start_action(ba);
  3117. sendAndApply(&start_action);
  3118. const CGHeroInstance * attackingHero = gs->curB->heroes[ba.side];
  3119. const CStack *healer = gs->curB->battleGetStackByID(ba.stackNumber),
  3120. *destStack = gs->curB->battleGetStackByPos(ba.destinationTile);
  3121. if(healer == nullptr || destStack == nullptr || !healer->hasBonusOfType(Bonus::HEALER))
  3122. {
  3123. complain("There is either no healer, no destination, or healer cannot heal :P");
  3124. }
  3125. int maxHealable = destStack->MaxHealth() - destStack->firstHPleft;
  3126. int maxiumHeal = healer->count * std::max(10, attackingHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::FIRST_AID));
  3127. int healed = std::min(maxHealable, maxiumHeal);
  3128. if(healed == 0)
  3129. {
  3130. //nothing to heal.. should we complain?
  3131. }
  3132. else
  3133. {
  3134. StacksHealedOrResurrected shr;
  3135. shr.lifeDrain = false;
  3136. shr.tentHealing = true;
  3137. shr.drainedFrom = ba.stackNumber;
  3138. StacksHealedOrResurrected::HealInfo hi;
  3139. hi.healedHP = healed;
  3140. hi.lowLevelResurrection = 0;
  3141. hi.stackID = destStack->ID;
  3142. shr.healedStacks.push_back(hi);
  3143. sendAndApply(&shr);
  3144. }
  3145. sendAndApply(&end_action);
  3146. break;
  3147. }
  3148. case Battle::DAEMON_SUMMONING:
  3149. //TODO: From Strategija:
  3150. //Summon Demon is a level 2 spell.
  3151. {
  3152. StartAction start_action(ba);
  3153. sendAndApply(&start_action);
  3154. const CStack *summoner = gs->curB->battleGetStackByID(ba.stackNumber),
  3155. *destStack = gs->curB->battleGetStackByPos(ba.destinationTile, false);
  3156. BattleStackAdded bsa;
  3157. bsa.attacker = summoner->attackerOwned;
  3158. bsa.creID = CreatureID(summoner->getBonusLocalFirst(Selector::type(Bonus::DAEMON_SUMMONING))->subtype); //in case summoner can summon more than one type of monsters... scream!
  3159. ui64 risedHp = summoner->count * summoner->valOfBonuses(Bonus::DAEMON_SUMMONING, bsa.creID.toEnum());
  3160. bsa.amount = std::min ((ui32)(risedHp / VLC->creh->creatures[bsa.creID]->MaxHealth()), destStack->baseAmount);
  3161. bsa.pos = gs->curB->getAvaliableHex(bsa.creID, bsa.attacker, destStack->position);
  3162. bsa.summoned = false;
  3163. if (bsa.amount) //there's rare possibility single creature cannot rise desired type
  3164. {
  3165. BattleStacksRemoved bsr; //remove body
  3166. bsr.stackIDs.insert(destStack->ID);
  3167. sendAndApply(&bsr);
  3168. sendAndApply(&bsa);
  3169. BattleSetStackProperty ssp;
  3170. ssp.stackID = ba.stackNumber;
  3171. ssp.which = BattleSetStackProperty::CASTS; //reduce number of casts
  3172. ssp.val = -1;
  3173. ssp.absolute = false;
  3174. sendAndApply(&ssp);
  3175. }
  3176. sendAndApply(&end_action);
  3177. break;
  3178. }
  3179. case Battle::MONSTER_SPELL:
  3180. {
  3181. StartAction start_action(ba);
  3182. sendAndApply(&start_action);
  3183. const CStack * stack = gs->curB->battleGetStackByID(ba.stackNumber);
  3184. SpellID spellID = SpellID(ba.additionalInfo);
  3185. BattleHex destination(ba.destinationTile);
  3186. const Bonus *randSpellcaster = stack->getBonusLocalFirst(Selector::type(Bonus::RANDOM_SPELLCASTER));
  3187. const Bonus * spellcaster = stack->getBonusLocalFirst(Selector::typeSubtype(Bonus::SPELLCASTER, spellID));
  3188. //TODO special bonus for genies ability
  3189. if(randSpellcaster && battleGetRandomStackSpell(stack, CBattleInfoCallback::RANDOM_AIMED) < 0)
  3190. spellID = battleGetRandomStackSpell(stack, CBattleInfoCallback::RANDOM_GENIE);
  3191. if(spellID < 0)
  3192. complain("That stack can't cast spells!");
  3193. else
  3194. {
  3195. int spellLvl = 0;
  3196. if (spellcaster)
  3197. vstd::amax(spellLvl, spellcaster->val);
  3198. if (randSpellcaster)
  3199. vstd::amax(spellLvl, randSpellcaster->val);
  3200. vstd::amin (spellLvl, 3);
  3201. int casterSide = gs->curB->whatSide(stack->owner);
  3202. const CGHeroInstance * secHero = gs->curB->getHero(gs->curB->theOtherPlayer(stack->owner));
  3203. handleSpellCasting(spellID, spellLvl, destination, casterSide, stack->owner, nullptr, secHero, 0, ECastingMode::CREATURE_ACTIVE_CASTING, stack);
  3204. }
  3205. sendAndApply(&end_action);
  3206. break;
  3207. }
  3208. }
  3209. if(ba.stackNumber == gs->curB->activeStack || battleResult.get()) //active stack has moved or battle has finished
  3210. battleMadeAction.setn(true);
  3211. return ok;
  3212. }
  3213. void CGameHandler::playerMessage( PlayerColor player, const std::string &message )
  3214. {
  3215. bool cheated=true;
  3216. PlayerMessage temp_message(player, message);
  3217. sendAndApply(&temp_message);
  3218. if(message == "vcmiistari") //give all spells and 999 mana
  3219. {
  3220. SetMana sm;
  3221. ChangeSpells cs;
  3222. CGHeroInstance *h = gs->getHero(gs->getPlayer(player)->currentSelection);
  3223. if(!h && complain("Cannot realize cheat, no hero selected!")) return;
  3224. sm.hid = cs.hid = h->id;
  3225. //give all spells
  3226. cs.learn = 1;
  3227. for(auto spell : VLC->spellh->spells)
  3228. {
  3229. if(!spell->creatureAbility)
  3230. cs.spells.insert(spell->id);
  3231. }
  3232. //give mana
  3233. sm.val = 999;
  3234. if(!h->hasSpellbook()) //hero doesn't have spellbook
  3235. giveHeroNewArtifact(h, VLC->arth->artifacts[0], ArtifactPosition::SPELLBOOK); //give spellbook
  3236. sendAndApply(&cs);
  3237. sendAndApply(&sm);
  3238. }
  3239. else if (message == "vcmiarmenelos") //build all buildings in selected town
  3240. {
  3241. CGTownInstance *town = gs->getTown(gs->getPlayer(player)->currentSelection);
  3242. if (town)
  3243. {
  3244. for (auto & build : town->town->buildings)
  3245. {
  3246. if (!town->hasBuilt(build.first) && !build.second->Name().empty())
  3247. {
  3248. buildStructure(town->id, build.first, true);
  3249. }
  3250. }
  3251. }
  3252. }
  3253. else if(message == "vcmiainur") //gives 5 archangels into each slot
  3254. {
  3255. CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
  3256. const CCreature *archangel = VLC->creh->creatures[13];
  3257. if(!hero) return;
  3258. for(int i = 0; i < GameConstants::ARMY_SIZE; i++)
  3259. if(!hero->hasStackAtSlot(SlotID(i)))
  3260. insertNewStack(StackLocation(hero, SlotID(i)), archangel, 5);
  3261. }
  3262. else if(message == "vcmiangband") //gives 10 black knight into each slot
  3263. {
  3264. CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
  3265. const CCreature *blackKnight = VLC->creh->creatures[66];
  3266. if(!hero) return;
  3267. for(int i = 0; i < GameConstants::ARMY_SIZE; i++)
  3268. if(!hero->hasStackAtSlot(SlotID(i)))
  3269. insertNewStack(StackLocation(hero, SlotID(i)), blackKnight, 10);
  3270. }
  3271. else if(message == "vcminoldor") //all war machines
  3272. {
  3273. CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
  3274. if(!hero) return;
  3275. if(!hero->getArt(ArtifactPosition::MACH1))
  3276. giveHeroNewArtifact(hero, VLC->arth->artifacts[4], ArtifactPosition::MACH1);
  3277. if(!hero->getArt(ArtifactPosition::MACH2))
  3278. giveHeroNewArtifact(hero, VLC->arth->artifacts[5], ArtifactPosition::MACH2);
  3279. if(!hero->getArt(ArtifactPosition::MACH3))
  3280. giveHeroNewArtifact(hero, VLC->arth->artifacts[6], ArtifactPosition::MACH3);
  3281. }
  3282. else if(message == "vcminahar") //1000000 movement points
  3283. {
  3284. CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
  3285. if(!hero) return;
  3286. SetMovePoints smp;
  3287. smp.hid = hero->id;
  3288. smp.val = 1000000;
  3289. sendAndApply(&smp);
  3290. }
  3291. else if(message == "vcmiformenos") //give resources
  3292. {
  3293. SetResources sr;
  3294. sr.player = player;
  3295. sr.res = gs->getPlayer(player)->resources;
  3296. for(int i=0;i<Res::GOLD;i++)
  3297. sr.res[i] += 100;
  3298. sr.res[Res::GOLD] += 100000; //100k
  3299. sendAndApply(&sr);
  3300. }
  3301. else if(message == "vcmieagles") //reveal FoW
  3302. {
  3303. FoWChange fc;
  3304. fc.mode = 1;
  3305. fc.player = player;
  3306. auto hlp_tab = new int3[gs->map->width * gs->map->height * (gs->map->twoLevel ? 2 : 1)];
  3307. int lastUnc = 0;
  3308. for(int i=0;i<gs->map->width;i++)
  3309. for(int j=0;j<gs->map->height;j++)
  3310. for(int k = 0; k < (gs->map->twoLevel ? 2 : 1); k++)
  3311. if(!gs->getPlayerTeam(fc.player)->fogOfWarMap[i][j][k])
  3312. hlp_tab[lastUnc++] = int3(i,j,k);
  3313. fc.tiles.insert(hlp_tab, hlp_tab + lastUnc);
  3314. delete [] hlp_tab;
  3315. sendAndApply(&fc);
  3316. }
  3317. else if(message == "vcmiglorfindel") //selected hero gains a new level
  3318. {
  3319. CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
  3320. changePrimSkill(hero, PrimarySkill::EXPERIENCE, VLC->heroh->reqExp(hero->level+1) - VLC->heroh->reqExp(hero->level));
  3321. }
  3322. else if(message == "vcmisilmaril") //player wins
  3323. {
  3324. gs->getPlayer(player)->enteredWinningCheatCode = 1;
  3325. }
  3326. else if(message == "vcmimelkor") //player looses
  3327. {
  3328. gs->getPlayer(player)->enteredLosingCheatCode = 1;
  3329. }
  3330. else if (message == "vcmiforgeofnoldorking") //hero gets all artifacts except war machines, spell scrolls and spell book
  3331. {
  3332. CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
  3333. if(!hero) return;
  3334. for (int g = 7; g < VLC->arth->artifacts.size(); ++g) //including artifacts from mods
  3335. giveHeroNewArtifact(hero, VLC->arth->artifacts[g], ArtifactPosition::PRE_FIRST);
  3336. }
  3337. else
  3338. cheated = false;
  3339. if(cheated)
  3340. {
  3341. SystemMessage temp_message(VLC->generaltexth->allTexts[260]);
  3342. sendAndApply(&temp_message);
  3343. checkLossVictory(player);//Player enter win code or got required art\creature
  3344. }
  3345. }
  3346. void CGameHandler::handleSpellCasting( SpellID spellID, int spellLvl, BattleHex destination, ui8 casterSide, PlayerColor casterColor, const CGHeroInstance * caster, const CGHeroInstance * secHero,
  3347. int usedSpellPower, ECastingMode::ECastingMode mode, const CStack * stack, si32 selectedStack)
  3348. {
  3349. const CSpell *spell = SpellID(spellID).toSpell();
  3350. //Helper local function that creates obstacle on given position. Obstacle type is inferred from spell type.
  3351. //It creates, sends and applies needed package.
  3352. auto placeObstacle = [&](BattleHex pos)
  3353. {
  3354. static int obstacleIdToGive = gs->curB->obstacles.size()
  3355. ? (gs->curB->obstacles.back()->uniqueID+1)
  3356. : 0;
  3357. auto obstacle = make_shared<SpellCreatedObstacle>();
  3358. switch(spellID.toEnum()) // :/
  3359. {
  3360. case SpellID::QUICKSAND:
  3361. obstacle->obstacleType = CObstacleInstance::QUICKSAND;
  3362. obstacle->turnsRemaining = -1;
  3363. obstacle->visibleForAnotherSide = false;
  3364. break;
  3365. case SpellID::LAND_MINE:
  3366. obstacle->obstacleType = CObstacleInstance::LAND_MINE;
  3367. obstacle->turnsRemaining = -1;
  3368. obstacle->visibleForAnotherSide = false;
  3369. break;
  3370. case SpellID::FIRE_WALL:
  3371. obstacle->obstacleType = CObstacleInstance::FIRE_WALL;
  3372. obstacle->turnsRemaining = 2;
  3373. obstacle->visibleForAnotherSide = true;
  3374. break;
  3375. case SpellID::FORCE_FIELD:
  3376. obstacle->obstacleType = CObstacleInstance::FORCE_FIELD;
  3377. obstacle->turnsRemaining = 2;
  3378. obstacle->visibleForAnotherSide = true;
  3379. break;
  3380. default:
  3381. //this function cannot be used with spells that do not create obstacles
  3382. assert(0);
  3383. }
  3384. obstacle->pos = pos;
  3385. obstacle->casterSide = casterSide;
  3386. obstacle->ID = spellID;
  3387. obstacle->spellLevel = spellLvl;
  3388. obstacle->casterSpellPower = usedSpellPower;
  3389. obstacle->uniqueID = obstacleIdToGive++;
  3390. BattleObstaclePlaced bop;
  3391. bop.obstacle = obstacle;
  3392. sendAndApply(&bop);
  3393. };
  3394. BattleSpellCast sc;
  3395. sc.side = casterSide;
  3396. sc.id = spellID;
  3397. sc.skill = spellLvl;
  3398. sc.tile = destination;
  3399. sc.dmgToDisplay = 0;
  3400. sc.castedByHero = (bool)caster;
  3401. sc.attackerType = (stack ? stack->type->idNumber : CreatureID(CreatureID::NONE));
  3402. sc.manaGained = 0;
  3403. sc.spellCost = 0;
  3404. if (caster) //calculate spell cost
  3405. {
  3406. sc.spellCost = gs->curB->battleGetSpellCost(SpellID(spellID).toSpell(), caster);
  3407. if (secHero && mode == ECastingMode::HERO_CASTING) //handle mana channel
  3408. {
  3409. int manaChannel = 0;
  3410. for(CStack * stack : gs->curB->stacks) //TODO: shouldn't bonus system handle it somehow?
  3411. {
  3412. if (stack->owner == secHero->tempOwner)
  3413. {
  3414. vstd::amax(manaChannel, stack->valOfBonuses(Bonus::MANA_CHANNELING));
  3415. }
  3416. }
  3417. sc.manaGained = (manaChannel * sc.spellCost) / 100;
  3418. }
  3419. }
  3420. //calculating affected creatures for all spells
  3421. std::set<const CStack*> attackedCres; //what is that and what is sc.afectedCres?
  3422. if (mode != ECastingMode::ENCHANTER_CASTING)
  3423. {
  3424. attackedCres = gs->curB->getAffectedCreatures(spell, spellLvl, casterColor, destination);
  3425. }
  3426. else //enchanter - hit all possible stacks
  3427. {
  3428. for (const CStack * stack : gs->curB->stacks)
  3429. {
  3430. /*if it's non negative spell and our unit or non positive spell and hostile unit */
  3431. if((!spell->isNegative() && stack->owner == casterColor)
  3432. || (!spell->isPositive() && stack->owner != casterColor))
  3433. {
  3434. if(stack->isValidTarget()) //TODO: allow dead targets somewhere in the future
  3435. {
  3436. attackedCres.insert(stack);
  3437. }
  3438. }
  3439. }
  3440. }
  3441. for (auto cre : attackedCres)
  3442. {
  3443. sc.affectedCres.insert (cre->ID);
  3444. }
  3445. //checking if creatures resist
  3446. sc.resisted = gs->curB->calculateResistedStacks(spell, caster, secHero, attackedCres, casterColor, mode, usedSpellPower, spellLvl);
  3447. //calculating dmg to display
  3448. if (spellID == SpellID::DEATH_STARE || spellID == SpellID::ACID_BREATH_DAMAGE)
  3449. {
  3450. sc.dmgToDisplay = usedSpellPower;
  3451. if (spellID == SpellID::DEATH_STARE)
  3452. vstd::amin(sc.dmgToDisplay, (*attackedCres.begin())->count); //stack is already reduced after attack
  3453. }
  3454. StacksInjured si;
  3455. //applying effects
  3456. if (spell->isOffensiveSpell())
  3457. {
  3458. int spellDamage = 0;
  3459. if (stack && mode != ECastingMode::MAGIC_MIRROR)
  3460. {
  3461. int unitSpellPower = stack->valOfBonuses(Bonus::SPECIFIC_SPELL_POWER, spellID.toEnum());
  3462. if (unitSpellPower)
  3463. sc.dmgToDisplay = spellDamage = stack->count * unitSpellPower; //TODO: handle immunities
  3464. else //Faerie Dragon
  3465. {
  3466. usedSpellPower = stack->valOfBonuses(Bonus::CREATURE_SPELL_POWER) * stack->count / 100;
  3467. sc.dmgToDisplay = 0;
  3468. }
  3469. }
  3470. int chainLightningModifier = 0;
  3471. for(auto & attackedCre : attackedCres)
  3472. {
  3473. if(vstd::contains(sc.resisted, (attackedCre)->ID)) //this creature resisted the spell
  3474. continue;
  3475. BattleStackAttacked bsa;
  3476. if ((destination > -1 && (attackedCre)->coversPos(destination)) || (spell->range[spellLvl] == "X" || mode == ECastingMode::ENCHANTER_CASTING))
  3477. //display effect only upon primary target of area spell
  3478. //FIXME: if no stack is attacked, ther eis no animation and interface freezes
  3479. {
  3480. bsa.flags |= BattleStackAttacked::EFFECT;
  3481. bsa.effect = spell->mainEffectAnim;
  3482. }
  3483. if (spellDamage)
  3484. bsa.damageAmount = spellDamage >> chainLightningModifier;
  3485. else
  3486. bsa.damageAmount = gs->curB->calculateSpellDmg(spell, caster, attackedCre, spellLvl, usedSpellPower) >> chainLightningModifier;
  3487. sc.dmgToDisplay += bsa.damageAmount;
  3488. bsa.stackAttacked = (attackedCre)->ID;
  3489. if (mode == ECastingMode::ENCHANTER_CASTING) //multiple damage spells cast
  3490. bsa.attackerID = stack->ID;
  3491. else
  3492. bsa.attackerID = -1;
  3493. (attackedCre)->prepareAttacked(bsa);
  3494. si.stacks.push_back(bsa);
  3495. if (spellID == SpellID::CHAIN_LIGHTNING)
  3496. ++chainLightningModifier;
  3497. }
  3498. }
  3499. else if (spell->hasEffects())
  3500. {
  3501. int stackSpellPower = 0;
  3502. if (stack && mode != ECastingMode::MAGIC_MIRROR)
  3503. {
  3504. stackSpellPower = stack->valOfBonuses(Bonus::CREATURE_ENCHANT_POWER);
  3505. }
  3506. SetStackEffect sse;
  3507. Bonus pseudoBonus;
  3508. pseudoBonus.sid = spellID;
  3509. pseudoBonus.val = spellLvl;
  3510. pseudoBonus.turnsRemain = gs->curB->calculateSpellDuration(spell, caster, stackSpellPower ? stackSpellPower : usedSpellPower);
  3511. CStack::stackEffectToFeature(sse.effect, pseudoBonus);
  3512. if (spellID == SpellID::SHIELD || spellID == SpellID::AIR_SHIELD)
  3513. {
  3514. sse.effect.back().val = (100 - sse.effect.back().val); //fix to original config: shiled should display damage reduction
  3515. }
  3516. if (spellID == SpellID::BIND && stack)//bind
  3517. {
  3518. sse.effect.back().additionalInfo = stack->ID; //we need to know who casted Bind
  3519. }
  3520. const Bonus * bonus = nullptr;
  3521. if (caster)
  3522. bonus = caster->getBonusLocalFirst(Selector::typeSubtype(Bonus::SPECIAL_PECULIAR_ENCHANT, spellID));
  3523. //TODO does hero specialty should affects his stack casting spells?
  3524. si32 power = 0;
  3525. for(const CStack *affected : attackedCres)
  3526. {
  3527. if(vstd::contains(sc.resisted, affected->ID)) //this creature resisted the spell
  3528. continue;
  3529. sse.stacks.push_back(affected->ID);
  3530. //Apply hero specials - peculiar enchants
  3531. const ui8 tier = std::max((ui8)1, affected->getCreature()->level); //don't divide by 0 for certain creatures (commanders, war machines)
  3532. if (bonus)
  3533. {
  3534. switch(bonus->additionalInfo)
  3535. {
  3536. case 0: //normal
  3537. {
  3538. switch(tier)
  3539. {
  3540. case 1: case 2:
  3541. power = 3;
  3542. break;
  3543. case 3: case 4:
  3544. power = 2;
  3545. break;
  3546. case 5: case 6:
  3547. power = 1;
  3548. break;
  3549. }
  3550. Bonus specialBonus(sse.effect.back());
  3551. specialBonus.val = power; //it doesn't necessarily make sense for some spells, use it wisely
  3552. sse.uniqueBonuses.push_back (std::pair<ui32,Bonus> (affected->ID, specialBonus)); //additional premy to given effect
  3553. }
  3554. break;
  3555. case 1: //only Coronius as yet
  3556. {
  3557. power = std::max(5 - tier, 0);
  3558. Bonus specialBonus = CStack::featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK, power, pseudoBonus.turnsRemain);
  3559. specialBonus.sid = spellID;
  3560. sse.uniqueBonuses.push_back (std::pair<ui32,Bonus> (affected->ID, specialBonus)); //additional attack to Slayer effect
  3561. }
  3562. break;
  3563. }
  3564. }
  3565. if (caster && caster->hasBonusOfType(Bonus::SPECIAL_BLESS_DAMAGE, spellID)) //TODO: better handling of bonus percentages
  3566. {
  3567. int damagePercent = caster->level * caster->valOfBonuses(Bonus::SPECIAL_BLESS_DAMAGE, spellID.toEnum()) / tier;
  3568. Bonus specialBonus = CStack::featureGenerator(Bonus::CREATURE_DAMAGE, 0, damagePercent, pseudoBonus.turnsRemain);
  3569. specialBonus.valType = Bonus::PERCENT_TO_ALL;
  3570. specialBonus.sid = spellID;
  3571. sse.uniqueBonuses.push_back (std::pair<ui32,Bonus> (affected->ID, specialBonus));
  3572. }
  3573. }
  3574. if(!sse.stacks.empty())
  3575. sendAndApply(&sse);
  3576. }
  3577. else if (spell->isRisingSpell() || spell->id == SpellID::CURE)
  3578. {
  3579. int hpGained = 0;
  3580. if (stack)
  3581. {
  3582. int unitSpellPower = stack->valOfBonuses(Bonus::SPECIFIC_SPELL_POWER, spellID.toEnum());
  3583. if (unitSpellPower)
  3584. hpGained = stack->count * unitSpellPower; //Archangel
  3585. else //Faerie Dragon-like effect - unused fo far
  3586. usedSpellPower = stack->valOfBonuses(Bonus::CREATURE_SPELL_POWER) * stack->count / 100;
  3587. }
  3588. StacksHealedOrResurrected shr;
  3589. shr.lifeDrain = (ui8)false;
  3590. shr.tentHealing = (ui8)false;
  3591. for(auto & attackedCre : attackedCres)
  3592. {
  3593. if(vstd::contains(sc.resisted, (attackedCre)->ID) //this creature resisted the spell
  3594. || (spellID == SpellID::ANIMATE_DEAD && !(attackedCre)->hasBonusOfType(Bonus::UNDEAD)) //we try to cast animate dead on living stack, TODO: showuld be not affected earlier
  3595. )
  3596. continue;
  3597. StacksHealedOrResurrected::HealInfo hi;
  3598. hi.stackID = (attackedCre)->ID;
  3599. if (stack) //casted by creature
  3600. {
  3601. if (hpGained)
  3602. {
  3603. hi.healedHP = gs->curB->calculateHealedHP(hpGained, spell, attackedCre); //archangel
  3604. }
  3605. else
  3606. hi.healedHP = gs->curB->calculateHealedHP(spell, usedSpellPower, spellLvl, attackedCre); //any typical spell (commander's cure or animate dead)
  3607. }
  3608. else
  3609. hi.healedHP = gs->curB->calculateHealedHP(caster, spell, attackedCre, gs->curB->battleGetStackByID(selectedStack)); //Casted by hero
  3610. hi.lowLevelResurrection = spellLvl <= 1;
  3611. shr.healedStacks.push_back(hi);
  3612. }
  3613. if(!shr.healedStacks.empty())
  3614. sendAndApply(&shr);
  3615. if (spellID == SpellID::SACRIFICE) //remove victim
  3616. {
  3617. BattleStacksRemoved bsr;
  3618. bsr.stackIDs.insert (selectedStack); //somehow it works for teleport?
  3619. sendAndApply(&bsr);
  3620. }
  3621. }
  3622. else
  3623. switch (spellID)
  3624. {
  3625. case SpellID::QUICKSAND:
  3626. case SpellID::LAND_MINE:
  3627. {
  3628. std::vector<BattleHex> availableTiles;
  3629. for(int i = 0; i < GameConstants::BFIELD_SIZE; i += 1)
  3630. {
  3631. BattleHex hex = i;
  3632. if(hex.getX() > 2 && hex.getX() < 14 && !battleGetStackByPos(hex, false) & !battleGetObstacleOnPos(hex, false))
  3633. availableTiles.push_back(hex);
  3634. }
  3635. boost::range::random_shuffle(availableTiles);
  3636. const int patchesForSkill[] = {4, 4, 6, 8};
  3637. const int patchesToPut = std::min<int>(patchesForSkill[spellLvl], availableTiles.size());
  3638. //land mines or quicksand patches are handled as spell created obstacles
  3639. for (int i = 0; i < patchesToPut; i++)
  3640. placeObstacle(availableTiles[i]);
  3641. }
  3642. break;
  3643. case SpellID::FORCE_FIELD:
  3644. placeObstacle(destination);
  3645. break;
  3646. case SpellID::FIRE_WALL:
  3647. {
  3648. //fire wall is build from multiple obstacles - one fire piece for each affected hex
  3649. auto affectedHexes = spell->rangeInHexes(destination, spellLvl, casterSide);
  3650. for(BattleHex hex : affectedHexes)
  3651. placeObstacle(hex);
  3652. }
  3653. break;
  3654. case SpellID::TELEPORT:
  3655. {
  3656. BattleStackMoved bsm;
  3657. bsm.distance = -1;
  3658. bsm.stack = selectedStack;
  3659. std::vector<BattleHex> tiles;
  3660. tiles.push_back(destination);
  3661. bsm.tilesToMove = tiles;
  3662. bsm.teleporting = true;
  3663. sendAndApply(&bsm);
  3664. break;
  3665. }
  3666. case SpellID::SUMMON_FIRE_ELEMENTAL:
  3667. case SpellID::SUMMON_EARTH_ELEMENTAL:
  3668. case SpellID::SUMMON_WATER_ELEMENTAL:
  3669. case SpellID::SUMMON_AIR_ELEMENTAL:
  3670. { //elemental summoning
  3671. CreatureID creID;
  3672. switch(spellID)
  3673. {
  3674. case SpellID::SUMMON_FIRE_ELEMENTAL:
  3675. creID = CreatureID::FIRE_ELEMENTAL;
  3676. break;
  3677. case SpellID::SUMMON_EARTH_ELEMENTAL:
  3678. creID = CreatureID::EARTH_ELEMENTAL;
  3679. break;
  3680. case SpellID::SUMMON_WATER_ELEMENTAL:
  3681. creID = CreatureID::WATER_ELEMENTAL;
  3682. break;
  3683. case SpellID::SUMMON_AIR_ELEMENTAL:
  3684. creID = CreatureID::AIR_ELEMENTAL;
  3685. break;
  3686. }
  3687. BattleStackAdded bsa;
  3688. bsa.creID = creID;
  3689. bsa.attacker = !(bool)casterSide;
  3690. bsa.summoned = true;
  3691. bsa.pos = gs->curB->getAvaliableHex(creID, !(bool)casterSide); //TODO: unify it
  3692. //TODO stack casting -> probably power will be zero; set the proper number of creatures manually
  3693. int percentBonus = caster ? caster->valOfBonuses(Bonus::SPECIFIC_SPELL_DAMAGE, spellID.toEnum()) : 0;
  3694. bsa.amount = usedSpellPower
  3695. * SpellID(spellID).toSpell()->powers[spellLvl]
  3696. * (100 + percentBonus) / 100.0; //new feature - percentage bonus
  3697. if(bsa.amount)
  3698. sendAndApply(&bsa);
  3699. else
  3700. complain("Summoning elementals didn't summon any!");
  3701. }
  3702. break;
  3703. case SpellID::CLONE:
  3704. {
  3705. const CStack * clonedStack = nullptr;
  3706. if (attackedCres.size())
  3707. clonedStack = *attackedCres.begin();
  3708. if (!clonedStack)
  3709. {
  3710. complain ("No target stack to clone!");
  3711. return;
  3712. }
  3713. BattleStackAdded bsa;
  3714. bsa.creID = clonedStack->type->idNumber;
  3715. bsa.attacker = !(bool)casterSide;
  3716. bsa.summoned = true;
  3717. bsa.pos = gs->curB->getAvaliableHex(bsa.creID, !(bool)casterSide); //TODO: unify it
  3718. bsa.amount = clonedStack->count;
  3719. sendAndApply (&bsa);
  3720. BattleSetStackProperty ssp;
  3721. ssp.stackID = gs->curB->stacks.back()->ID; //how to get recent stack?
  3722. ssp.which = BattleSetStackProperty::CLONED; //using enum values
  3723. ssp.val = 0;
  3724. ssp.absolute = 1;
  3725. sendAndApply(&ssp);
  3726. }
  3727. break;
  3728. case SpellID::REMOVE_OBSTACLE:
  3729. {
  3730. ObstaclesRemoved obr;
  3731. for(auto &obstacle : battleGetAllObstacles())
  3732. {
  3733. if(vstd::contains(obstacle->getBlockedTiles(), destination))
  3734. obr.obstacles.insert(obstacle->uniqueID);
  3735. }
  3736. if(!obr.obstacles.empty())
  3737. sendAndApply(&obr);
  3738. else
  3739. complain("There's no obstacle to remove!");
  3740. break;
  3741. }
  3742. break;
  3743. case SpellID::DEATH_STARE: //handled in a bit different way
  3744. {
  3745. for(auto & attackedCre : attackedCres)
  3746. {
  3747. if((attackedCre)->hasBonusOfType(Bonus::UNDEAD) || (attackedCre)->hasBonusOfType(Bonus::NON_LIVING)) //this creature is immune
  3748. {
  3749. sc.dmgToDisplay = 0; //TODO: handle Death Stare for multiple targets (?)
  3750. continue;
  3751. }
  3752. BattleStackAttacked bsa;
  3753. bsa.flags |= BattleStackAttacked::EFFECT;
  3754. bsa.effect = spell->mainEffectAnim; //from config\spell-Info.txt
  3755. bsa.damageAmount = usedSpellPower * (attackedCre)->valOfBonuses(Bonus::STACK_HEALTH);
  3756. bsa.stackAttacked = (attackedCre)->ID;
  3757. bsa.attackerID = -1;
  3758. (attackedCre)->prepareAttacked(bsa);
  3759. si.stacks.push_back(bsa);
  3760. }
  3761. }
  3762. break;
  3763. case SpellID::ACID_BREATH_DAMAGE: //new effect, separate from acid breath defense reduction
  3764. {
  3765. for(auto & attackedCre : attackedCres) //no immunities
  3766. {
  3767. BattleStackAttacked bsa;
  3768. bsa.flags |= BattleStackAttacked::EFFECT;
  3769. bsa.effect = spell->mainEffectAnim;
  3770. bsa.damageAmount = usedSpellPower; //damage times the number of attackers
  3771. bsa.stackAttacked = (attackedCre)->ID;
  3772. bsa.attackerID = -1;
  3773. (attackedCre)->prepareAttacked(bsa);
  3774. si.stacks.push_back(bsa);
  3775. }
  3776. }
  3777. break;
  3778. }
  3779. sendAndApply(&sc);
  3780. if(!si.stacks.empty()) //after spellcast info shows
  3781. sendAndApply(&si);
  3782. if (mode == ECastingMode::CREATURE_ACTIVE_CASTING || mode == ECastingMode::ENCHANTER_CASTING) //reduce number of casts remaining
  3783. {
  3784. BattleSetStackProperty ssp;
  3785. ssp.stackID = stack->ID;
  3786. ssp.which = BattleSetStackProperty::CASTS;
  3787. ssp.val = -1;
  3788. ssp.absolute = false;
  3789. sendAndApply(&ssp);
  3790. }
  3791. //Magic Mirror effect
  3792. if (spell->isNegative() && mode != ECastingMode::MAGIC_MIRROR && spell->level && spell->range[0] == "0") //it is actual spell and can be reflected to single target, no recurrence
  3793. {
  3794. for(auto & attackedCre : attackedCres)
  3795. {
  3796. int mirrorChance = (attackedCre)->valOfBonuses(Bonus::MAGIC_MIRROR);
  3797. if(mirrorChance > rand()%100)
  3798. {
  3799. std::vector<CStack *> mirrorTargets;
  3800. std::vector<CStack *> & battleStacks = gs->curB->stacks;
  3801. for (auto & battleStack : battleStacks)
  3802. {
  3803. if(battleStack->owner == gs->curB->sides[casterSide]) //get enemy stacks which can be affected by this spell
  3804. {
  3805. if (!gs->curB->battleIsImmune(nullptr, spell, ECastingMode::MAGIC_MIRROR, battleStack->position))
  3806. mirrorTargets.push_back(battleStack);
  3807. }
  3808. }
  3809. if (mirrorTargets.size())
  3810. {
  3811. int targetHex = mirrorTargets[rand() % mirrorTargets.size()]->position;
  3812. handleSpellCasting(spellID, 0, targetHex, 1 - casterSide, (attackedCre)->owner, nullptr, (caster ? caster : nullptr), usedSpellPower, ECastingMode::MAGIC_MIRROR, (attackedCre));
  3813. }
  3814. }
  3815. }
  3816. }
  3817. }
  3818. bool CGameHandler::makeCustomAction( BattleAction &ba )
  3819. {
  3820. switch(ba.actionType)
  3821. {
  3822. case Battle::HERO_SPELL:
  3823. {
  3824. COMPLAIN_RET_FALSE_IF(ba.side > 1, "Side must be 0 or 1!");
  3825. const CGHeroInstance *h = gs->curB->heroes[ba.side];
  3826. const CGHeroInstance *secondHero = gs->curB->heroes[!ba.side];
  3827. if(!h)
  3828. {
  3829. logGlobal->warnStream() << "Wrong caster!";
  3830. return false;
  3831. }
  3832. if(ba.additionalInfo >= VLC->spellh->spells.size())
  3833. {
  3834. logGlobal->warnStream() << "Wrong spell id (" << ba.additionalInfo << ")!";
  3835. return false;
  3836. }
  3837. const CSpell *s = SpellID(ba.additionalInfo).toSpell();
  3838. if (s->mainEffectAnim > -1 || (s->id >= 66 || s->id <= 69) || s->id == SpellID::CLONE) //allow summon elementals
  3839. //TODO: special effects, like Clone
  3840. {
  3841. ui8 skill = h->getSpellSchoolLevel(s); //skill level
  3842. ESpellCastProblem::ESpellCastProblem escp = gs->curB->battleCanCastThisSpell(h->tempOwner, s, ECastingMode::HERO_CASTING);
  3843. if(escp != ESpellCastProblem::OK)
  3844. {
  3845. logGlobal->warnStream() << "Spell cannot be cast!";
  3846. logGlobal->warnStream() << "Problem : " << escp;
  3847. return false;
  3848. }
  3849. StartAction start_action(ba);
  3850. sendAndApply(&start_action); //start spell casting
  3851. handleSpellCasting (SpellID(ba.additionalInfo), skill, ba.destinationTile, ba.side, h->tempOwner,
  3852. h, secondHero, h->getPrimSkillLevel(PrimarySkill::SPELL_POWER),
  3853. ECastingMode::HERO_CASTING, nullptr, ba.selectedStack);
  3854. sendAndApply(&end_action);
  3855. if( !gs->curB->battleGetStackByID(gs->curB->activeStack, false)->alive() )
  3856. {
  3857. battleMadeAction.setn(true);
  3858. }
  3859. checkForBattleEnd();
  3860. if(battleResult.get())
  3861. {
  3862. battleMadeAction.setn(true);
  3863. //battle will be ended by startBattle function
  3864. //endBattle(gs->curB->tile, gs->curB->heroes[0], gs->curB->heroes[1]);
  3865. }
  3866. return true;
  3867. }
  3868. else
  3869. {
  3870. logGlobal->warnStream() << "Spell " << s->name << " is not yet supported!";
  3871. return false;
  3872. }
  3873. }
  3874. }
  3875. return false;
  3876. }
  3877. void CGameHandler::stackTurnTrigger(const CStack * st)
  3878. {
  3879. BattleTriggerEffect bte;
  3880. bte.stackID = st->ID;
  3881. bte.effect = -1;
  3882. bte.val = 0;
  3883. bte.additionalInfo = 0;
  3884. if (st->alive())
  3885. {
  3886. //unbind
  3887. if (st->getEffect (SpellID::BIND))
  3888. {
  3889. bool unbind = true;
  3890. BonusList bl = *(st->getBonuses(Selector::type(Bonus::BIND_EFFECT)));
  3891. std::set<const CStack*> stacks = gs->curB-> batteAdjacentCreatures(st);
  3892. for(Bonus * b : bl)
  3893. {
  3894. const CStack * stack = gs->curB->battleGetStackByID(b->additionalInfo); //binding stack must be alive and adjacent
  3895. if (stack)
  3896. {
  3897. if (vstd::contains(stacks, stack)) //binding stack is still present
  3898. {
  3899. unbind = false;
  3900. }
  3901. }
  3902. }
  3903. if (unbind)
  3904. {
  3905. BattleSetStackProperty ssp;
  3906. ssp.which = BattleSetStackProperty::UNBIND;
  3907. ssp.stackID = st->ID;
  3908. sendAndApply(&ssp);
  3909. }
  3910. }
  3911. //regeneration
  3912. if(st->hasBonusOfType(Bonus::HP_REGENERATION))
  3913. {
  3914. bte.effect = Bonus::HP_REGENERATION;
  3915. bte.val = std::min((int)(st->MaxHealth() - st->firstHPleft), st->valOfBonuses(Bonus::HP_REGENERATION));
  3916. }
  3917. if(st->hasBonusOfType(Bonus::FULL_HP_REGENERATION))
  3918. {
  3919. bte.effect = Bonus::HP_REGENERATION;
  3920. bte.val = st->MaxHealth() - st->firstHPleft;
  3921. }
  3922. if (bte.val) //anything to heal
  3923. sendAndApply(&bte);
  3924. if(st->hasBonusOfType(Bonus::POISON))
  3925. {
  3926. const Bonus * b = st->getBonusLocalFirst(Selector::source(Bonus::SPELL_EFFECT, SpellID::POISON).And(Selector::type(Bonus::STACK_HEALTH)));
  3927. if (b) //TODO: what if not?...
  3928. {
  3929. bte.val = std::max (b->val - 10, -(st->valOfBonuses(Bonus::POISON)));
  3930. if (bte.val < b->val) //(negative) poison effect increases - update it
  3931. {
  3932. bte.effect = Bonus::POISON;
  3933. sendAndApply(&bte);
  3934. }
  3935. }
  3936. }
  3937. if (st->hasBonusOfType(Bonus::MANA_DRAIN) && !vstd::contains(st->state, EBattleStackState::DRAINED_MANA))
  3938. {
  3939. const CGHeroInstance * enemy = gs->curB->getHero(gs->curB->theOtherPlayer(st->owner));
  3940. if (enemy)
  3941. {
  3942. ui32 manaDrained = st->valOfBonuses(Bonus::MANA_DRAIN);
  3943. vstd::amin (manaDrained, gs->curB->heroes[0]->mana);
  3944. if (manaDrained)
  3945. {
  3946. bte.effect = Bonus::MANA_DRAIN;
  3947. bte.val = manaDrained;
  3948. bte.additionalInfo = enemy->id.getNum(); //for sanity
  3949. sendAndApply(&bte);
  3950. }
  3951. }
  3952. }
  3953. if (st->isLiving() && !st->hasBonusOfType(Bonus::FEARLESS))
  3954. {
  3955. bool fearsomeCreature = false;
  3956. for(CStack * stack : gs->curB->stacks)
  3957. {
  3958. if (stack->owner != st->owner && stack->alive() && stack->hasBonusOfType(Bonus::FEAR))
  3959. {
  3960. fearsomeCreature = true;
  3961. break;
  3962. }
  3963. }
  3964. if (fearsomeCreature)
  3965. {
  3966. if (rand() % 100 < 10) //fixed 10%
  3967. {
  3968. bte.effect = Bonus::FEAR;
  3969. sendAndApply(&bte);
  3970. }
  3971. }
  3972. }
  3973. BonusList bl = *(st->getBonuses(Selector::type(Bonus::ENCHANTER)));
  3974. int side = gs->curB->whatSide(st->owner);
  3975. if (bl.size() && st->casts && !gs->curB->enchanterCounter[side])
  3976. {
  3977. int index = rand() % bl.size();
  3978. SpellID spellID = SpellID(bl[index]->subtype);
  3979. if (gs->curB->battleCanCastThisSpell(st->owner, SpellID(spellID).toSpell(), ECastingMode::ENCHANTER_CASTING) == ESpellCastProblem::OK) //TODO: select another available?
  3980. {
  3981. int spellLeveL = bl[index]->val; //spell level
  3982. const CGHeroInstance * enemyHero = gs->curB->getHero(gs->curB->theOtherPlayer(st->owner));
  3983. handleSpellCasting(spellID, spellLeveL, -1, side, st->owner, nullptr, enemyHero, 0, ECastingMode::ENCHANTER_CASTING, st);
  3984. BattleSetStackProperty ssp;
  3985. ssp.which = BattleSetStackProperty::ENCHANTER_COUNTER;
  3986. ssp.absolute = false;
  3987. ssp.val = bl[index]->additionalInfo; //increase cooldown counter
  3988. ssp.stackID = st->ID;
  3989. sendAndApply(&ssp);
  3990. }
  3991. }
  3992. bl = *(st->getBonuses(Selector::type(Bonus::ENCHANTED)));
  3993. for (auto b : bl)
  3994. {
  3995. SetStackEffect sse;
  3996. int val = bl.valOfBonuses (Selector::typeSubtype(b->type, b->subtype));
  3997. if (val > 3)
  3998. {
  3999. for (auto s : gs->curB->battleGetAllStacks())
  4000. {
  4001. if (st->owner == s->owner && s->isValidTarget()) //all allied
  4002. sse.stacks.push_back (s->ID);
  4003. }
  4004. }
  4005. else
  4006. sse.stacks.push_back (st->ID);
  4007. Bonus pseudoBonus;
  4008. pseudoBonus.sid = b->subtype;
  4009. pseudoBonus.val = ((val > 3) ? (val - 3) : val);
  4010. pseudoBonus.turnsRemain = 50;
  4011. st->stackEffectToFeature (sse.effect, pseudoBonus);
  4012. if (sse.effect.size())
  4013. sendAndApply (&sse);
  4014. }
  4015. }
  4016. }
  4017. void CGameHandler::handleDamageFromObstacle(const CObstacleInstance &obstacle, const CStack * curStack)
  4018. {
  4019. //we want to determine following vars depending on obstacle type
  4020. int damage = -1;
  4021. int effect = -1;
  4022. bool oneTimeObstacle = false;
  4023. //helper info
  4024. const SpellCreatedObstacle *spellObstacle = dynamic_cast<const SpellCreatedObstacle*>(&obstacle); //not nice but we may need spell params
  4025. const ui8 side = curStack->attackerOwned; //if enemy is defending (false = 0), side of our hero is also 0 (attacker)
  4026. const CGHeroInstance *hero = gs->curB->heroes[side];
  4027. if(obstacle.obstacleType == CObstacleInstance::MOAT)
  4028. {
  4029. damage = battleGetMoatDmg();
  4030. }
  4031. else if(obstacle.obstacleType == CObstacleInstance::LAND_MINE)
  4032. {
  4033. //You don't get hit by a Mine you can see.
  4034. if(gs->curB->battleIsObstacleVisibleForSide(obstacle, (BattlePerspective::BattlePerspective)side))
  4035. return;
  4036. oneTimeObstacle = true;
  4037. effect = 82; //makes
  4038. damage = gs->curB->calculateSpellDmg(SpellID(SpellID::LAND_MINE).toSpell(), hero, curStack,
  4039. spellObstacle->spellLevel, spellObstacle->casterSpellPower);
  4040. //TODO even if obstacle wasn't created by hero (Tower "moat") it should deal dmg as if casted by hero,
  4041. //if it is bigger than default dmg. Or is it just irrelevant H3 implementation quirk
  4042. }
  4043. else if(obstacle.obstacleType == CObstacleInstance::FIRE_WALL)
  4044. {
  4045. damage = gs->curB->calculateSpellDmg(SpellID(SpellID::FIRE_WALL).toSpell(), hero, curStack,
  4046. spellObstacle->spellLevel, spellObstacle->casterSpellPower);
  4047. }
  4048. else
  4049. {
  4050. //no other obstacle does damage to stack
  4051. return;
  4052. }
  4053. BattleStackAttacked bsa;
  4054. if(effect >= 0)
  4055. {
  4056. bsa.flags |= BattleStackAttacked::EFFECT;
  4057. bsa.effect = effect; //makes POOF
  4058. }
  4059. bsa.damageAmount = damage;
  4060. bsa.stackAttacked = curStack->ID;
  4061. bsa.attackerID = -1;
  4062. curStack->prepareAttacked(bsa);
  4063. StacksInjured si;
  4064. si.stacks.push_back(bsa);
  4065. sendAndApply(&si);
  4066. if(oneTimeObstacle)
  4067. removeObstacle(obstacle);
  4068. }
  4069. void CGameHandler::handleTimeEvents()
  4070. {
  4071. gs->map->events.sort(evntCmp);
  4072. while(gs->map->events.size() && gs->map->events.front().firstOccurence+1 == gs->day)
  4073. {
  4074. CMapEvent ev = gs->map->events.front();
  4075. for(int player = 0; player < PlayerColor::PLAYER_LIMIT_I; player++)
  4076. {
  4077. PlayerState *pinfo = gs->getPlayer(PlayerColor(player));
  4078. if( pinfo //player exists
  4079. && (ev.players & 1<<player) //event is enabled to this player
  4080. && ((ev.computerAffected && !pinfo->human)
  4081. || (ev.humanAffected && pinfo->human)
  4082. )
  4083. )
  4084. {
  4085. //give resources
  4086. SetResources sr;
  4087. sr.player = PlayerColor(player);
  4088. sr.res = pinfo->resources + ev.resources;
  4089. //prepare dialog
  4090. InfoWindow iw;
  4091. iw.player = PlayerColor(player);
  4092. iw.text << ev.message;
  4093. for (int i=0; i<ev.resources.size(); i++)
  4094. {
  4095. if(ev.resources[i]) //if resource is changed, we add it to the dialog
  4096. iw.components.push_back(Component(Component::RESOURCE,i,ev.resources[i],0));
  4097. }
  4098. if (iw.components.size())
  4099. {
  4100. sr.res.amax(0); // If removing too much resources, adjust the amount so the total doesn't become negative.
  4101. sendAndApply(&sr); //update player resources if changed
  4102. }
  4103. sendAndApply(&iw); //show dialog
  4104. }
  4105. } //PLAYERS LOOP
  4106. if(ev.nextOccurence)
  4107. {
  4108. gs->map->events.pop_front();
  4109. ev.firstOccurence += ev.nextOccurence;
  4110. auto it = gs->map->events.begin();
  4111. while ( it !=gs->map->events.end() && it->earlierThanOrEqual(ev))
  4112. it++;
  4113. gs->map->events.insert(it, ev);
  4114. }
  4115. else
  4116. {
  4117. gs->map->events.pop_front();
  4118. }
  4119. }
  4120. //TODO send only if changed
  4121. UpdateMapEvents ume;
  4122. ume.events = gs->map->events;
  4123. sendAndApply(&ume);
  4124. }
  4125. void CGameHandler::handleTownEvents(CGTownInstance * town, NewTurn &n)
  4126. {
  4127. town->events.sort(evntCmp);
  4128. while(town->events.size() && town->events.front().firstOccurence == gs->day)
  4129. {
  4130. PlayerColor player = town->tempOwner;
  4131. CCastleEvent ev = town->events.front();
  4132. PlayerState *pinfo = gs->getPlayer(player);
  4133. if( pinfo //player exists
  4134. && (ev.players & 1<<player.getNum()) //event is enabled to this player
  4135. && ((ev.computerAffected && !pinfo->human)
  4136. || (ev.humanAffected && pinfo->human) ) )
  4137. {
  4138. // dialog
  4139. InfoWindow iw;
  4140. iw.player = player;
  4141. iw.text << ev.message;
  4142. if(ev.resources.nonZero())
  4143. {
  4144. TResources was = n.res[player];
  4145. n.res[player] += ev.resources;
  4146. n.res[player].amax(0);
  4147. for (int i=0; i<ev.resources.size(); i++)
  4148. if(ev.resources[i] && pinfo->resources[i] != n.res[player][i]) //if resource had changed, we add it to the dialog
  4149. iw.components.push_back(Component(Component::RESOURCE,i,n.res[player][i]-was[i],0));
  4150. }
  4151. for(auto & i : ev.buildings)
  4152. {
  4153. if ( town->hasBuilt(i))
  4154. {
  4155. buildStructure(town->id, i, true);
  4156. iw.components.push_back(Component(Component::BUILDING, town->subID, i, 0));
  4157. }
  4158. }
  4159. if (!ev.creatures.empty() && !vstd::contains(n.cres, town->id))
  4160. {
  4161. n.cres[town->id].tid = town->id;
  4162. n.cres[town->id].creatures = town->creatures;
  4163. }
  4164. auto & sac = n.cres[town->id];
  4165. for(si32 i=0;i<ev.creatures.size();i++) //creature growths
  4166. {
  4167. if(town->creatureDwellingLevel(i) >= 0 && ev.creatures[i])//there is dwelling
  4168. {
  4169. sac.creatures[i].first += ev.creatures[i];
  4170. iw.components.push_back(Component(Component::CREATURE,
  4171. town->creatures[i].second.back(), ev.creatures[i], 0));
  4172. }
  4173. }
  4174. sendAndApply(&iw); //show dialog
  4175. }
  4176. if(ev.nextOccurence)
  4177. {
  4178. town->events.pop_front();
  4179. ev.firstOccurence += ev.nextOccurence;
  4180. auto it = town->events.begin();
  4181. while ( it != town->events.end() && it->earlierThanOrEqual(ev))
  4182. it++;
  4183. town->events.insert(it, ev);
  4184. }
  4185. else
  4186. {
  4187. town->events.pop_front();
  4188. }
  4189. }
  4190. //TODO send only if changed
  4191. UpdateCastleEvents uce;
  4192. uce.town = town->id;
  4193. uce.events = town->events;
  4194. sendAndApply(&uce);
  4195. }
  4196. bool CGameHandler::complain( const std::string &problem )
  4197. {
  4198. sendMessageToAll("Server encountered a problem: " + problem);
  4199. logGlobal->errorStream() << problem;
  4200. return true;
  4201. }
  4202. void CGameHandler::showGarrisonDialog( ObjectInstanceID upobj, ObjectInstanceID hid, bool removableUnits)
  4203. {
  4204. //PlayerColor player = getOwner(hid);
  4205. auto upperArmy = dynamic_cast<const CArmedInstance*>(getObj(upobj));
  4206. auto lowerArmy = dynamic_cast<const CArmedInstance*>(getObj(hid));
  4207. assert(lowerArmy);
  4208. assert(upperArmy);
  4209. auto garrisonQuery = make_shared<CGarrisonDialogQuery>(upperArmy, lowerArmy);
  4210. queries.addQuery(garrisonQuery);
  4211. GarrisonDialog gd;
  4212. gd.hid = hid;
  4213. gd.objid = upobj;
  4214. gd.removableUnits = removableUnits;
  4215. gd.queryID = garrisonQuery->queryID;
  4216. sendAndApply(&gd);
  4217. }
  4218. void CGameHandler::showThievesGuildWindow(PlayerColor player, ObjectInstanceID requestingObjId)
  4219. {
  4220. OpenWindow ow;
  4221. ow.window = OpenWindow::THIEVES_GUILD;
  4222. ow.id1 = player.getNum();
  4223. ow.id2 = requestingObjId.getNum();
  4224. sendAndApply(&ow);
  4225. }
  4226. bool CGameHandler::isAllowedExchange( ObjectInstanceID id1, ObjectInstanceID id2 )
  4227. {
  4228. if(id1 == id2)
  4229. return true;
  4230. const CGObjectInstance *o1 = getObj(id1), *o2 = getObj(id2);
  4231. if(!o1 || !o2)
  4232. return true; //arranging stacks within an object should be always allowed
  4233. if (o1 && o2)
  4234. {
  4235. if(o1->ID == Obj::TOWN)
  4236. {
  4237. const CGTownInstance *t = static_cast<const CGTownInstance*>(o1);
  4238. if(t->visitingHero == o2 || t->garrisonHero == o2)
  4239. return true;
  4240. }
  4241. if(o2->ID == Obj::TOWN)
  4242. {
  4243. const CGTownInstance *t = static_cast<const CGTownInstance*>(o2);
  4244. if(t->visitingHero == o1 || t->garrisonHero == o1)
  4245. return true;
  4246. }
  4247. if (o1->ID == Obj::HERO && o2->ID == Obj::HERO)
  4248. {
  4249. const CGHeroInstance *h1 = static_cast<const CGHeroInstance*>(o1);
  4250. const CGHeroInstance *h2 = static_cast<const CGHeroInstance*>(o2);
  4251. // two heroes in same town (garrisoned and visiting)
  4252. if (h1->visitedTown != nullptr && h2->visitedTown != nullptr && h1->visitedTown == h2->visitedTown)
  4253. return true;
  4254. }
  4255. //Ongoing garrison exchange
  4256. if(auto dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries.topQuery(o1->tempOwner)))
  4257. {
  4258. if(dialog->exchangingArmies[0] == o1 && dialog->exchangingArmies[1] == o2)
  4259. return true;
  4260. if(dialog->exchangingArmies[1] == o1 && dialog->exchangingArmies[0] == o2)
  4261. return true;
  4262. }
  4263. }
  4264. return false;
  4265. }
  4266. void CGameHandler::objectVisited( const CGObjectInstance * obj, const CGHeroInstance * h )
  4267. {
  4268. logGlobal->traceStream() << h->nodeName() << " visits " << obj->getHoverText();
  4269. auto visitQuery = make_shared<CObjectVisitQuery>(obj, h, obj->visitablePos());
  4270. queries.addQuery(visitQuery); //TODO real visit pos
  4271. HeroVisit hv;
  4272. hv.obj = obj;
  4273. hv.hero = h;
  4274. hv.starting = true;
  4275. sendAndApply(&hv);
  4276. obj->onHeroVisit(h);
  4277. queries.popIfTop(visitQuery); //visit ends here if no queries were created
  4278. }
  4279. void CGameHandler::objectVisitEnded(const CObjectVisitQuery &query)
  4280. {
  4281. logGlobal->traceStream() << query.visitingHero->nodeName() << " visit ends.\n";
  4282. HeroVisit hv;
  4283. hv.obj = nullptr; //not necessary, moreover may have been deleted in the meantime
  4284. hv.hero = query.visitingHero;
  4285. assert(hv.hero);
  4286. hv.starting = false;
  4287. sendAndApply(&hv);
  4288. }
  4289. bool CGameHandler::buildBoat( ObjectInstanceID objid )
  4290. {
  4291. const IShipyard *obj = IShipyard::castFrom(getObj(objid));
  4292. if(obj->state() != IBoatGenerator::GOOD)
  4293. {
  4294. complain("Cannot build boat in this shipyard!");
  4295. return false;
  4296. }
  4297. else if(obj->o->ID == Obj::TOWN
  4298. && !static_cast<const CGTownInstance*>(obj)->hasBuilt(BuildingID::SHIPYARD))
  4299. {
  4300. complain("Cannot build boat in the town - no shipyard!");
  4301. return false;
  4302. }
  4303. const PlayerColor playerID = obj->o->tempOwner;
  4304. TResources boatCost;
  4305. obj->getBoatCost(boatCost);
  4306. TResources aviable = gs->getPlayer(playerID)->resources;
  4307. if (!aviable.canAfford(boatCost))
  4308. {
  4309. complain("Not enough resources to build a boat!");
  4310. return false;
  4311. }
  4312. int3 tile = obj->bestLocation();
  4313. if(!gs->map->isInTheMap(tile))
  4314. {
  4315. complain("Cannot find appropriate tile for a boat!");
  4316. return false;
  4317. }
  4318. //take boat cost
  4319. SetResources sr;
  4320. sr.player = playerID;
  4321. sr.res = (aviable - boatCost);
  4322. sendAndApply(&sr);
  4323. //create boat
  4324. NewObject no;
  4325. no.ID = Obj::BOAT;
  4326. no.subID = obj->getBoatType();
  4327. no.pos = tile + int3(1,0,0);
  4328. sendAndApply(&no);
  4329. return true;
  4330. }
  4331. void CGameHandler::engageIntoBattle( PlayerColor player )
  4332. {
  4333. //notify interfaces
  4334. PlayerBlocked pb;
  4335. pb.player = player;
  4336. pb.reason = PlayerBlocked::UPCOMING_BATTLE;
  4337. sendAndApply(&pb);
  4338. }
  4339. void CGameHandler::winLoseHandle(ui8 players )
  4340. {
  4341. for(size_t i = 0; i < PlayerColor::PLAYER_LIMIT_I; i++)
  4342. {
  4343. if(players & 1<<i && gs->getPlayer(PlayerColor(i)))
  4344. {
  4345. checkLossVictory(PlayerColor(i));
  4346. }
  4347. }
  4348. }
  4349. void CGameHandler::checkLossVictory( PlayerColor player )
  4350. {
  4351. const PlayerState *p = gs->getPlayer(player);
  4352. if(p->status) //player already won / lost
  4353. return;
  4354. int loss = gs->lossCheck(player);
  4355. int vic = gs->victoryCheck(player);
  4356. if(!loss && !vic)
  4357. return;
  4358. InfoWindow iw;
  4359. getLossVicMessage(player, vic ? vic : loss , vic, iw);
  4360. sendAndApply(&iw);
  4361. PlayerEndsGame peg;
  4362. peg.player = player;
  4363. peg.victory = vic;
  4364. sendAndApply(&peg);
  4365. if(vic) //one player won -> all enemies lost
  4366. {
  4367. iw.text.localStrings.front().second++; //message about losing because enemy won first is just after victory message
  4368. for (auto i = gs->players.cbegin(); i!=gs->players.cend(); i++)
  4369. {
  4370. if(i->first < PlayerColor::PLAYER_LIMIT && i->first != player)//FIXME: skip already eliminated players?
  4371. {
  4372. iw.player = i->first;
  4373. sendAndApply(&iw);
  4374. peg.player = i->first;
  4375. peg.victory = gameState()->getPlayerRelations(player, i->first) == PlayerRelations::ALLIES; // ally of winner
  4376. sendAndApply(&peg);
  4377. }
  4378. }
  4379. }
  4380. else //player lost -> all his objects become unflagged (neutral)
  4381. {
  4382. auto hlp = p->heroes;
  4383. for (auto i = hlp.cbegin(); i != hlp.cend(); i++) //eliminate heroes
  4384. removeObject(*i);
  4385. for (auto i = gs->map->objects.cbegin(); i != gs->map->objects.cend(); i++) //unflag objs
  4386. {
  4387. if(*i && (*i)->tempOwner == player)
  4388. setOwner(*i,PlayerColor::NEUTRAL);
  4389. }
  4390. //eliminating one player may cause victory of another:
  4391. winLoseHandle(GameConstants::ALL_PLAYERS & ~(1<<player.getNum()));
  4392. }
  4393. if(vic && p->human)
  4394. {
  4395. end2 = true;
  4396. if(gs->scenarioOps->campState)
  4397. {
  4398. std::vector<CGHeroInstance *> hes;
  4399. for(CGHeroInstance * ghi : gs->map->heroesOnMap)
  4400. {
  4401. if (ghi->tempOwner == player)
  4402. {
  4403. hes.push_back(ghi);
  4404. }
  4405. }
  4406. gs->scenarioOps->campState->mapConquered(hes);
  4407. //Request clients to change connection mode
  4408. PrepareForAdvancingCampaign pfac;
  4409. sendAndApply(&pfac);
  4410. //Change connection mode
  4411. if(getPlayer(player)->human && getStartInfo()->campState)
  4412. {
  4413. for(auto connection : conns)
  4414. connection->prepareForSendingHeroes();
  4415. }
  4416. UpdateCampaignState ucs;
  4417. ucs.camp = gs->scenarioOps->campState;
  4418. sendAndApply(&ucs);
  4419. }
  4420. }
  4421. }
  4422. void CGameHandler::getLossVicMessage( PlayerColor player, si8 standard, bool victory, InfoWindow &out ) const
  4423. {
  4424. // const PlayerState *p = gs->getPlayer(player);
  4425. // if(!p->human)
  4426. // return; //AI doesn't need text info of loss
  4427. out.player = player;
  4428. if(victory)
  4429. {
  4430. if(standard > 0) //not std loss
  4431. {
  4432. switch(gs->map->victoryCondition.condition)
  4433. {
  4434. case EVictoryConditionType::ARTIFACT:
  4435. out.text.addTxt(MetaString::GENERAL_TXT, 280); //Congratulations! You have found the %s, and can claim victory!
  4436. out.text.addReplacement(MetaString::ART_NAMES,gs->map->victoryCondition.objectId); //artifact name
  4437. break;
  4438. case EVictoryConditionType::GATHERTROOP:
  4439. out.text.addTxt(MetaString::GENERAL_TXT, 276); //Congratulations! You have over %d %s in your armies. Your enemies have no choice but to bow down before your power!
  4440. out.text.addReplacement(gs->map->victoryCondition.count);
  4441. out.text.addReplacement(MetaString::CRE_PL_NAMES, gs->map->victoryCondition.objectId);
  4442. break;
  4443. case EVictoryConditionType::GATHERRESOURCE:
  4444. out.text.addTxt(MetaString::GENERAL_TXT, 278); //Congratulations! You have collected over %d %s in your treasury. Victory is yours!
  4445. out.text.addReplacement(gs->map->victoryCondition.count);
  4446. out.text.addReplacement(MetaString::RES_NAMES, gs->map->victoryCondition.objectId);
  4447. break;
  4448. case EVictoryConditionType::BUILDCITY:
  4449. out.text.addTxt(MetaString::GENERAL_TXT, 282); //Congratulations! You have successfully upgraded your town, and can claim victory!
  4450. break;
  4451. case EVictoryConditionType::BUILDGRAIL:
  4452. out.text.addTxt(MetaString::GENERAL_TXT, 284); //Congratulations! You have constructed a permanent home for the Grail, and can claim victory!
  4453. break;
  4454. case EVictoryConditionType::BEATHERO:
  4455. {
  4456. out.text.addTxt(MetaString::GENERAL_TXT, 252); //Congratulations! You have completed your quest to defeat the enemy hero %s. Victory is yours!
  4457. const CGHeroInstance *h = dynamic_cast<const CGHeroInstance*>(gs->map->victoryCondition.obj);
  4458. assert(h);
  4459. out.text.addReplacement(h->name);
  4460. }
  4461. break;
  4462. case EVictoryConditionType::CAPTURECITY:
  4463. {
  4464. out.text.addTxt(MetaString::GENERAL_TXT, 249); //Congratulations! You captured %s, and are victorious!
  4465. const CGTownInstance *t = dynamic_cast<const CGTownInstance*>(gs->map->victoryCondition.obj);
  4466. assert(t);
  4467. out.text.addReplacement(t->name);
  4468. }
  4469. break;
  4470. case EVictoryConditionType::BEATMONSTER:
  4471. out.text.addTxt(MetaString::GENERAL_TXT, 286); //Congratulations! You have completed your quest to kill the fearsome beast, and can claim victory!
  4472. break;
  4473. case EVictoryConditionType::TAKEDWELLINGS:
  4474. out.text.addTxt(MetaString::GENERAL_TXT, 288); //Congratulations! Your flag flies on the dwelling of every creature. Victory is yours!
  4475. break;
  4476. case EVictoryConditionType::TAKEMINES:
  4477. out.text.addTxt(MetaString::GENERAL_TXT, 290); //Congratulations! Your flag flies on every mine. Victory is yours!
  4478. break;
  4479. case EVictoryConditionType::TRANSPORTITEM:
  4480. out.text.addTxt(MetaString::GENERAL_TXT, 292); //Congratulations! You have reached your destination, precious cargo intact, and can claim victory!
  4481. break;
  4482. }
  4483. }
  4484. else
  4485. {
  4486. out.text.addTxt(MetaString::GENERAL_TXT, 659); //Congratulations! You have reached your destination, precious cargo intact, and can claim victory!
  4487. }
  4488. }
  4489. else
  4490. {
  4491. if(standard > 0) //not std loss
  4492. {
  4493. switch(gs->map->lossCondition.typeOfLossCon)
  4494. {
  4495. case ELossConditionType::LOSSCASTLE:
  4496. {
  4497. out.text.addTxt(MetaString::GENERAL_TXT, 251); //The town of %s has fallen - all is lost!
  4498. const CGTownInstance *t = dynamic_cast<const CGTownInstance*>(gs->map->lossCondition.obj);
  4499. assert(t);
  4500. out.text.addReplacement(t->name);
  4501. }
  4502. break;
  4503. case ELossConditionType::LOSSHERO:
  4504. {
  4505. out.text.addTxt(MetaString::GENERAL_TXT, 253); //The hero, %s, has suffered defeat - your quest is over!
  4506. const CGHeroInstance *h = dynamic_cast<const CGHeroInstance*>(gs->map->lossCondition.obj);
  4507. assert(h);
  4508. out.text.addReplacement(h->name);
  4509. }
  4510. break;
  4511. case ELossConditionType::TIMEEXPIRES:
  4512. out.text.addTxt(MetaString::GENERAL_TXT, 254); //Alas, time has run out on your quest. All is lost.
  4513. break;
  4514. }
  4515. }
  4516. else if(standard == 2)
  4517. {
  4518. out.text.addTxt(MetaString::GENERAL_TXT, 7);//%s, your heroes abandon you, and you are banished from this land.
  4519. out.text.addReplacement(MetaString::COLOR, player.getNum());
  4520. out.components.push_back(Component(Component::FLAG, player.getNum(), 0, 0));
  4521. }
  4522. else //lost all towns and heroes
  4523. {
  4524. out.text.addTxt(MetaString::GENERAL_TXT, 660); //All your forces have been defeated, and you are banished from this land!
  4525. }
  4526. }
  4527. }
  4528. bool CGameHandler::dig( const CGHeroInstance *h )
  4529. {
  4530. for (auto i = gs->map->objects.cbegin(); i != gs->map->objects.cend(); i++) //unflag objs
  4531. {
  4532. if(*i && (*i)->ID == Obj::HOLE && (*i)->pos == h->getPosition())
  4533. {
  4534. complain("Cannot dig - there is already a hole under the hero!");
  4535. return false;
  4536. }
  4537. }
  4538. if(h->diggingStatus() != CGHeroInstance::CAN_DIG) //checks for terrain and movement
  4539. COMPLAIN_RETF("Hero cannot dig (error code %d)!", h->diggingStatus());
  4540. //create a hole
  4541. NewObject no;
  4542. no.ID = Obj::HOLE;
  4543. no.pos = h->getPosition();
  4544. no.subID = getTile(no.pos)->terType;
  4545. sendAndApply(&no);
  4546. //take MPs
  4547. SetMovePoints smp;
  4548. smp.hid = h->id;
  4549. smp.val = 0;
  4550. sendAndApply(&smp);
  4551. InfoWindow iw;
  4552. iw.player = h->tempOwner;
  4553. if(gs->map->grailPos == h->getPosition())
  4554. {
  4555. iw.text.addTxt(MetaString::GENERAL_TXT, 58); //"Congratulations! After spending many hours digging here, your hero has uncovered the "
  4556. iw.text.addTxt(MetaString::ART_NAMES, 2);
  4557. iw.soundID = soundBase::ULTIMATEARTIFACT;
  4558. giveHeroNewArtifact(h, VLC->arth->artifacts[2], ArtifactPosition::PRE_FIRST); //give grail
  4559. sendAndApply(&iw);
  4560. iw.soundID = soundBase::invalid;
  4561. iw.text.clear();
  4562. iw.text.addTxt(MetaString::ART_DESCR, 2);
  4563. sendAndApply(&iw);
  4564. }
  4565. else
  4566. {
  4567. iw.text.addTxt(MetaString::GENERAL_TXT, 59); //"Nothing here. \n Where could it be?"
  4568. iw.soundID = soundBase::Dig;
  4569. sendAndApply(&iw);
  4570. }
  4571. return true;
  4572. }
  4573. void CGameHandler::attackCasting(const BattleAttack & bat, Bonus::BonusType attackMode, const CStack * attacker)
  4574. {
  4575. if(attacker->hasBonusOfType(attackMode))
  4576. {
  4577. std::set<SpellID> spellsToCast;
  4578. TBonusListPtr spells = attacker->getBonuses(Selector::type(attackMode));
  4579. for(const Bonus *sf : *spells)
  4580. {
  4581. spellsToCast.insert (SpellID(sf->subtype));
  4582. }
  4583. for(SpellID spellID : spellsToCast)
  4584. {
  4585. const CStack * oneOfAttacked = nullptr;
  4586. for (auto & elem : bat.bsa)
  4587. {
  4588. if (elem.newAmount > 0 && !elem.isSecondary()) //apply effects only to first target stack if it's alive
  4589. {
  4590. oneOfAttacked = gs->curB->battleGetStackByID(elem.stackAttacked);
  4591. break;
  4592. }
  4593. }
  4594. bool castMe = false;
  4595. int meleeRanged;
  4596. if(oneOfAttacked == nullptr) //all attacked creatures have been killed
  4597. return;
  4598. int spellLevel = 0;
  4599. TBonusListPtr spellsByType = attacker->getBonuses(Selector::typeSubtype(attackMode, spellID));
  4600. for(const Bonus *sf : *spellsByType)
  4601. {
  4602. vstd::amax(spellLevel, sf->additionalInfo % 1000); //pick highest level
  4603. meleeRanged = sf->additionalInfo / 1000;
  4604. if (meleeRanged == 0 || (meleeRanged == 1 && bat.shot()) || (meleeRanged == 2 && !bat.shot()))
  4605. castMe = true;
  4606. }
  4607. int chance = attacker->valOfBonuses((Selector::typeSubtype(attackMode, spellID)));
  4608. vstd::amin (chance, 100);
  4609. int destination = oneOfAttacked->position;
  4610. const CSpell * spell = SpellID(spellID).toSpell();
  4611. if(gs->curB->battleCanCastThisSpellHere(attacker->owner, spell, ECastingMode::AFTER_ATTACK_CASTING, oneOfAttacked->position) != ESpellCastProblem::OK)
  4612. continue;
  4613. //check if spell should be casted (probability handling)
  4614. if(rand()%100 >= chance)
  4615. continue;
  4616. //casting //TODO: check if spell can be blocked or target is immune
  4617. if (castMe) //stacks use 0 spell power. If needed, default = 3 or custom value is used
  4618. handleSpellCasting(spellID, spellLevel, destination, !attacker->attackerOwned, attacker->owner, nullptr, nullptr, 0, ECastingMode::AFTER_ATTACK_CASTING, attacker);
  4619. }
  4620. }
  4621. }
  4622. void CGameHandler::handleAttackBeforeCasting (const BattleAttack & bat)
  4623. {
  4624. const CStack * attacker = gs->curB->battleGetStackByID(bat.stackAttacking);
  4625. attackCasting(bat, Bonus::SPELL_BEFORE_ATTACK, attacker); //no detah stare / acid bretah needed?
  4626. }
  4627. void CGameHandler::handleAfterAttackCasting( const BattleAttack & bat )
  4628. {
  4629. const CStack * attacker = gs->curB->battleGetStackByID(bat.stackAttacking);
  4630. if (!attacker) //could be already dead
  4631. return;
  4632. attackCasting(bat, Bonus::SPELL_AFTER_ATTACK, attacker);
  4633. if(bat.bsa[0].newAmount <= 0)
  4634. {
  4635. //don't try death stare or acid breath on dead stack (crash!)
  4636. return;
  4637. }
  4638. if (attacker->hasBonusOfType(Bonus::DEATH_STARE) && bat.bsa.size())
  4639. {
  4640. // mechanics of Death Stare as in H3:
  4641. // each gorgon have 10% chance to kill (counted separately in H3) -> binomial distribution
  4642. // maximum amount that can be killed is ( gorgons_count / 10 ), rounded up
  4643. double chanceToKill = double(attacker->count * attacker->valOfBonuses(Bonus::DEATH_STARE, 0)) / 100;
  4644. vstd::amin(chanceToKill, 1); //cap at 100%
  4645. std::binomial_distribution<> distr(attacker->count, chanceToKill);
  4646. std::mt19937 rng(rand());
  4647. int staredCreatures = distr(rng);
  4648. int maxToKill = (attacker->count * chanceToKill + 99) / 100;
  4649. vstd::amin(staredCreatures, maxToKill);
  4650. staredCreatures += (attacker->level() * attacker->valOfBonuses(Bonus::DEATH_STARE, 1)) / gs->curB->battleGetStackByID(bat.bsa[0].stackAttacked)->level();
  4651. if (staredCreatures)
  4652. {
  4653. if (bat.bsa[0].newAmount > 0) //TODO: death stare was not originally available for multiple-hex attacks, but...
  4654. handleSpellCasting(SpellID::DEATH_STARE, 0, gs->curB->battleGetStackByID(bat.bsa[0].stackAttacked)->position,
  4655. !attacker->attackerOwned, attacker->owner, nullptr, nullptr, staredCreatures, ECastingMode::AFTER_ATTACK_CASTING, attacker);
  4656. }
  4657. }
  4658. int acidDamage = 0;
  4659. TBonusListPtr acidBreath = attacker->getBonuses(Selector::type(Bonus::ACID_BREATH));
  4660. for(const Bonus *b : *acidBreath)
  4661. {
  4662. if (b->additionalInfo > rand()%100)
  4663. acidDamage += b->val;
  4664. }
  4665. if (acidDamage)
  4666. {
  4667. handleSpellCasting(SpellID::ACID_BREATH_DAMAGE, 0, gs->curB->battleGetStackByID(bat.bsa[0].stackAttacked)->position,
  4668. !attacker->attackerOwned, attacker->owner, nullptr, nullptr,
  4669. acidDamage * attacker->count, ECastingMode::AFTER_ATTACK_CASTING, attacker);
  4670. }
  4671. }
  4672. bool CGameHandler::castSpell(const CGHeroInstance *h, SpellID spellID, const int3 &pos)
  4673. {
  4674. const CSpell *s = spellID.toSpell();
  4675. int cost = h->getSpellCost(s);
  4676. int schoolLevel = h->getSpellSchoolLevel(s);
  4677. if(!h->canCastThisSpell(s))
  4678. COMPLAIN_RET("Hero cannot cast this spell!");
  4679. if(h->mana < cost)
  4680. COMPLAIN_RET("Hero doesn't have enough spell points to cast this spell!");
  4681. if(s->combatSpell)
  4682. COMPLAIN_RET("This function can be used only for adventure map spells!");
  4683. AdvmapSpellCast asc;
  4684. asc.caster = h;
  4685. asc.spellID = spellID;
  4686. sendAndApply(&asc);
  4687. switch(spellID)
  4688. {
  4689. case SpellID::SUMMON_BOAT:
  4690. {
  4691. //check if spell works at all
  4692. if(rand() % 100 >= s->powers[schoolLevel]) //power is % chance of success
  4693. {
  4694. InfoWindow iw;
  4695. iw.player = h->tempOwner;
  4696. iw.text.addTxt(MetaString::GENERAL_TXT, 336); //%s tried to summon a boat, but failed.
  4697. iw.text.addReplacement(h->name);
  4698. sendAndApply(&iw);
  4699. break;
  4700. }
  4701. //try to find unoccupied boat to summon
  4702. const CGBoat *nearest = nullptr;
  4703. double dist = 0;
  4704. int3 summonPos = h->bestLocation();
  4705. if(summonPos.x < 0)
  4706. COMPLAIN_RET("There is no water tile available!");
  4707. for(const CGObjectInstance *obj : gs->map->objects)
  4708. {
  4709. if(obj && obj->ID == Obj::BOAT)
  4710. {
  4711. const CGBoat *b = static_cast<const CGBoat*>(obj);
  4712. if(b->hero) continue; //we're looking for unoccupied boat
  4713. double nDist = distance(b->pos, h->getPosition());
  4714. if(!nearest || nDist < dist) //it's first boat or closer than previous
  4715. {
  4716. nearest = b;
  4717. dist = nDist;
  4718. }
  4719. }
  4720. }
  4721. if(nearest) //we found boat to summon
  4722. {
  4723. ChangeObjPos cop;
  4724. cop.objid = nearest->id;
  4725. cop.nPos = summonPos + int3(1,0,0);;
  4726. cop.flags = 1;
  4727. sendAndApply(&cop);
  4728. }
  4729. else if(schoolLevel < 2) //none or basic level -> cannot create boat :(
  4730. {
  4731. InfoWindow iw;
  4732. iw.player = h->tempOwner;
  4733. iw.text.addTxt(MetaString::GENERAL_TXT, 335); //There are no boats to summon.
  4734. sendAndApply(&iw);
  4735. }
  4736. else //create boat
  4737. {
  4738. NewObject no;
  4739. no.ID = Obj::BOAT;
  4740. no.subID = h->getBoatType();
  4741. no.pos = summonPos + int3(1,0,0);;
  4742. sendAndApply(&no);
  4743. }
  4744. break;
  4745. }
  4746. case SpellID::SCUTTLE_BOAT:
  4747. {
  4748. //check if spell works at all
  4749. if(rand() % 100 >= s->powers[schoolLevel]) //power is % chance of success
  4750. {
  4751. InfoWindow iw;
  4752. iw.player = h->tempOwner;
  4753. iw.text.addTxt(MetaString::GENERAL_TXT, 337); //%s tried to scuttle the boat, but failed
  4754. iw.text.addReplacement(h->name);
  4755. sendAndApply(&iw);
  4756. break;
  4757. }
  4758. if(!gs->map->isInTheMap(pos))
  4759. COMPLAIN_RET("Invalid dst tile for scuttle!");
  4760. //TODO: test range, visibility
  4761. const TerrainTile *t = &gs->map->getTile(pos);
  4762. if(!t->visitableObjects.size() || t->visitableObjects.back()->ID != Obj::BOAT)
  4763. COMPLAIN_RET("There is no boat to scuttle!");
  4764. RemoveObject ro;
  4765. ro.id = t->visitableObjects.back()->id;
  4766. sendAndApply(&ro);
  4767. break;
  4768. }
  4769. case SpellID::DIMENSION_DOOR:
  4770. {
  4771. const TerrainTile *dest = getTile(pos);
  4772. const TerrainTile *curr = getTile(h->getSightCenter());
  4773. if(!dest)
  4774. COMPLAIN_RET("Destination tile doesn't exist!");
  4775. if(!h->movement)
  4776. COMPLAIN_RET("Hero needs movement points to cast Dimension Door!");
  4777. if(h->getBonusesCount(Bonus::SPELL_EFFECT, SpellID::DIMENSION_DOOR) >= s->powers[schoolLevel]) //limit casts per turn
  4778. {
  4779. InfoWindow iw;
  4780. iw.player = h->tempOwner;
  4781. iw.text.addTxt(MetaString::GENERAL_TXT, 338); //%s is not skilled enough to cast this spell again today.
  4782. iw.text.addReplacement(h->name);
  4783. sendAndApply(&iw);
  4784. break;
  4785. }
  4786. GiveBonus gb;
  4787. gb.id = h->id.getNum();
  4788. gb.bonus = Bonus(Bonus::ONE_DAY, Bonus::NONE, Bonus::SPELL_EFFECT, 0, SpellID::DIMENSION_DOOR);
  4789. sendAndApply(&gb);
  4790. if(!dest->isClear(curr)) //wrong dest tile
  4791. {
  4792. InfoWindow iw;
  4793. iw.player = h->tempOwner;
  4794. iw.text.addTxt(MetaString::GENERAL_TXT, 70); //Dimension Door failed!
  4795. sendAndApply(&iw);
  4796. break;
  4797. }
  4798. if (moveHero(h->id, pos + h->getVisitableOffset(), true))
  4799. {
  4800. SetMovePoints smp;
  4801. smp.hid = h->id;
  4802. smp.val = std::max<ui32>(0, h->movement - 300);
  4803. sendAndApply(&smp);
  4804. }
  4805. }
  4806. break;
  4807. case SpellID::FLY:
  4808. {
  4809. int subtype = schoolLevel >= 2 ? 1 : 2; //adv or expert
  4810. GiveBonus gb;
  4811. gb.id = h->id.getNum();
  4812. gb.bonus = Bonus(Bonus::ONE_DAY, Bonus::FLYING_MOVEMENT, Bonus::SPELL_EFFECT, 0, SpellID::FLY, subtype);
  4813. sendAndApply(&gb);
  4814. }
  4815. break;
  4816. case SpellID::WATER_WALK:
  4817. {
  4818. int subtype = schoolLevel >= 2 ? 1 : 2; //adv or expert
  4819. GiveBonus gb;
  4820. gb.id = h->id.getNum();
  4821. gb.bonus = Bonus(Bonus::ONE_DAY, Bonus::WATER_WALKING, Bonus::SPELL_EFFECT, 0, SpellID::WATER_WALK, subtype);
  4822. sendAndApply(&gb);
  4823. }
  4824. break;
  4825. case SpellID::TOWN_PORTAL:
  4826. {
  4827. if (!gs->map->isInTheMap(pos))
  4828. COMPLAIN_RET("Destination tile not present!")
  4829. TerrainTile tile = gs->map->getTile(pos);
  4830. if (tile.visitableObjects.empty() || tile.visitableObjects.back()->ID != Obj::TOWN )
  4831. COMPLAIN_RET("Town not found for Town Portal!");
  4832. CGTownInstance * town = static_cast<CGTownInstance*>(tile.visitableObjects.back());
  4833. if (town->tempOwner != h->tempOwner)
  4834. COMPLAIN_RET("Can't teleport to another player!");
  4835. if (town->visitingHero)
  4836. COMPLAIN_RET("Can't teleport to occupied town!");
  4837. if (h->getSpellSchoolLevel(s) < 2)
  4838. {
  4839. double dist = town->pos.dist2d(h->pos);
  4840. ObjectInstanceID nearest = town->id; //nearest town's ID
  4841. for(const CGTownInstance * currTown : gs->getPlayer(h->tempOwner)->towns)
  4842. {
  4843. double curDist = currTown->pos.dist2d(h->pos);
  4844. if (nearest == ObjectInstanceID() || curDist < dist)
  4845. {
  4846. nearest = town->id;
  4847. dist = curDist;
  4848. }
  4849. }
  4850. if (town->id != nearest)
  4851. COMPLAIN_RET("This hero can only teleport to nearest town!")
  4852. }
  4853. moveHero(h->id, town->visitablePos() + h->getVisitableOffset() ,1);
  4854. }
  4855. break;
  4856. case SpellID::VISIONS:
  4857. case SpellID::VIEW_EARTH:
  4858. case SpellID::DISGUISE:
  4859. case SpellID::VIEW_AIR:
  4860. default:
  4861. COMPLAIN_RET("This spell is not implemented yet!");
  4862. break;
  4863. }
  4864. SetMana sm;
  4865. sm.hid = h->id;
  4866. sm.val = h->mana - cost;
  4867. sendAndApply(&sm);
  4868. return true;
  4869. }
  4870. void CGameHandler::visitObjectOnTile(const TerrainTile &t, const CGHeroInstance * h)
  4871. {
  4872. if (!t.visitableObjects.empty())
  4873. {
  4874. //to prevent self-visiting heroes on space press
  4875. if(t.visitableObjects.back() != h)
  4876. objectVisited(t.visitableObjects.back(), h);
  4877. else if(t.visitableObjects.size() > 1)
  4878. objectVisited(*(t.visitableObjects.end()-2),h);
  4879. }
  4880. }
  4881. bool CGameHandler::sacrificeCreatures(const IMarket *market, const CGHeroInstance *hero, SlotID slot, ui32 count)
  4882. {
  4883. int oldCount = hero->getStackCount(slot);
  4884. if(oldCount < count)
  4885. COMPLAIN_RET("Not enough creatures to sacrifice!")
  4886. else if(oldCount == count && hero->Slots().size() == 1 && hero->needsLastStack())
  4887. COMPLAIN_RET("Cannot sacrifice last creature!");
  4888. int crid = hero->getStack(slot).type->idNumber;
  4889. changeStackCount(StackLocation(hero, slot), -count);
  4890. int dump, exp;
  4891. market->getOffer(crid, 0, dump, exp, EMarketMode::CREATURE_EXP);
  4892. exp *= count;
  4893. changePrimSkill(hero, PrimarySkill::EXPERIENCE, hero->calculateXp(exp));
  4894. return true;
  4895. }
  4896. bool CGameHandler::sacrificeArtifact(const IMarket * m, const CGHeroInstance * hero, ArtifactPosition slot)
  4897. {
  4898. ArtifactLocation al(hero, slot);
  4899. const CArtifactInstance *a = al.getArt();
  4900. if(!a)
  4901. COMPLAIN_RET("Cannot find artifact to sacrifice!");
  4902. int dmp, expToGive;
  4903. m->getOffer(hero->getArtTypeId(slot), 0, dmp, expToGive, EMarketMode::ARTIFACT_EXP);
  4904. removeArtifact(al);
  4905. changePrimSkill(hero, PrimarySkill::EXPERIENCE, expToGive);
  4906. return true;
  4907. }
  4908. void CGameHandler::makeStackDoNothing(const CStack * next)
  4909. {
  4910. BattleAction doNothing;
  4911. doNothing.actionType = Battle::NO_ACTION;
  4912. doNothing.additionalInfo = 0;
  4913. doNothing.destinationTile = -1;
  4914. doNothing.side = !next->attackerOwned;
  4915. doNothing.stackNumber = next->ID;
  4916. makeAutomaticAction(next, doNothing);
  4917. }
  4918. bool CGameHandler::insertNewStack(const StackLocation &sl, const CCreature *c, TQuantity count)
  4919. {
  4920. if(sl.army->hasStackAtSlot(sl.slot))
  4921. COMPLAIN_RET("Slot is already taken!");
  4922. if(!sl.slot.validSlot())
  4923. COMPLAIN_RET("Cannot insert stack to that slot!");
  4924. InsertNewStack ins;
  4925. ins.sl = sl;
  4926. ins.stack = CStackBasicDescriptor(c, count);
  4927. sendAndApply(&ins);
  4928. return true;
  4929. }
  4930. bool CGameHandler::eraseStack(const StackLocation &sl, bool forceRemoval/* = false*/)
  4931. {
  4932. if(!sl.army->hasStackAtSlot(sl.slot))
  4933. COMPLAIN_RET("Cannot find a stack to erase");
  4934. if(sl.army->Slots().size() == 1 //from the last stack
  4935. && sl.army->needsLastStack() //that must be left
  4936. && !forceRemoval) //ignore above conditions if we are forcing removal
  4937. {
  4938. COMPLAIN_RET("Cannot erase the last stack!");
  4939. }
  4940. EraseStack es;
  4941. es.sl = sl;
  4942. sendAndApply(&es);
  4943. return true;
  4944. }
  4945. bool CGameHandler::changeStackCount(const StackLocation &sl, TQuantity count, bool absoluteValue /*= false*/)
  4946. {
  4947. TQuantity currentCount = sl.army->getStackCount(sl.slot);
  4948. if((absoluteValue && count < 0)
  4949. || (!absoluteValue && -count > currentCount))
  4950. {
  4951. COMPLAIN_RET("Cannot take more stacks than present!");
  4952. }
  4953. if((currentCount == -count && !absoluteValue)
  4954. || (!count && absoluteValue))
  4955. {
  4956. eraseStack(sl);
  4957. }
  4958. else
  4959. {
  4960. ChangeStackCount csc;
  4961. csc.sl = sl;
  4962. csc.count = count;
  4963. csc.absoluteValue = absoluteValue;
  4964. sendAndApply(&csc);
  4965. }
  4966. return true;
  4967. }
  4968. bool CGameHandler::addToSlot(const StackLocation &sl, const CCreature *c, TQuantity count)
  4969. {
  4970. const CCreature *slotC = sl.army->getCreature(sl.slot);
  4971. if(!slotC) //slot is empty
  4972. insertNewStack(sl, c, count);
  4973. else if(c == slotC)
  4974. changeStackCount(sl, count);
  4975. else
  4976. {
  4977. COMPLAIN_RET("Cannot add " + c->namePl + " to slot " + boost::lexical_cast<std::string>(sl.slot) + "!");
  4978. }
  4979. return true;
  4980. }
  4981. void CGameHandler::tryJoiningArmy(const CArmedInstance *src, const CArmedInstance *dst, bool removeObjWhenFinished, bool allowMerging)
  4982. {
  4983. if(removeObjWhenFinished)
  4984. removeAfterVisit(src);
  4985. if(!src->canBeMergedWith(*dst, allowMerging))
  4986. {
  4987. if (allowMerging) //do that, add all matching creatures.
  4988. {
  4989. bool cont = true;
  4990. while (cont)
  4991. {
  4992. for(auto i = src->stacks.begin(); i != src->stacks.end(); i++)//while there are unmoved creatures
  4993. {
  4994. SlotID pos = dst->getSlotFor(i->second->type);
  4995. if(pos.validSlot())
  4996. {
  4997. moveStack(StackLocation(src, i->first), StackLocation(dst, pos));
  4998. cont = true;
  4999. break; //or iterator crashes
  5000. }
  5001. cont = false;
  5002. }
  5003. }
  5004. }
  5005. showGarrisonDialog(src->id, dst->id, true); //show garrison window and optionally remove ourselves from map when player ends
  5006. }
  5007. else //merge
  5008. {
  5009. moveArmy(src, dst, allowMerging);
  5010. }
  5011. }
  5012. bool CGameHandler::moveStack(const StackLocation &src, const StackLocation &dst, TQuantity count)
  5013. {
  5014. if(!src.army->hasStackAtSlot(src.slot))
  5015. COMPLAIN_RET("No stack to move!");
  5016. if(dst.army->hasStackAtSlot(dst.slot) && dst.army->getCreature(dst.slot) != src.army->getCreature(src.slot))
  5017. COMPLAIN_RET("Cannot move: stack of different type at destination pos!");
  5018. if(!dst.slot.validSlot())
  5019. COMPLAIN_RET("Cannot move stack to that slot!");
  5020. if(count == -1)
  5021. {
  5022. count = src.army->getStackCount(src.slot);
  5023. }
  5024. if(src.army != dst.army //moving away
  5025. && count == src.army->getStackCount(src.slot) //all creatures
  5026. && src.army->Slots().size() == 1 //from the last stack
  5027. && src.army->needsLastStack()) //that must be left
  5028. {
  5029. COMPLAIN_RET("Cannot move away the last creature!");
  5030. }
  5031. RebalanceStacks rs;
  5032. rs.src = src;
  5033. rs.dst = dst;
  5034. rs.count = count;
  5035. sendAndApply(&rs);
  5036. return true;
  5037. }
  5038. bool CGameHandler::swapStacks(const StackLocation &sl1, const StackLocation &sl2)
  5039. {
  5040. if(!sl1.army->hasStackAtSlot(sl1.slot))
  5041. return moveStack(sl2, sl1);
  5042. else if(!sl2.army->hasStackAtSlot(sl2.slot))
  5043. return moveStack(sl1, sl2);
  5044. else
  5045. {
  5046. SwapStacks ss;
  5047. ss.sl1 = sl1;
  5048. ss.sl2 = sl2;
  5049. sendAndApply(&ss);
  5050. return true;
  5051. }
  5052. }
  5053. void CGameHandler::runBattle()
  5054. {
  5055. setBattle(gs->curB);
  5056. assert(gs->curB);
  5057. //TODO: pre-tactic stuff, call scripts etc.
  5058. //tactic round
  5059. {
  5060. while(gs->curB->tacticDistance && !battleResult.get())
  5061. boost::this_thread::sleep(boost::posix_time::milliseconds(50));
  5062. }
  5063. //spells opening battle
  5064. for(int i=0; i<ARRAY_COUNT(gs->curB->heroes); ++i)
  5065. {
  5066. if(gs->curB->heroes[i] && gs->curB->heroes[i]->hasBonusOfType(Bonus::OPENING_BATTLE_SPELL))
  5067. {
  5068. TBonusListPtr bl = gs->curB->heroes[i]->getBonuses(Selector::type(Bonus::OPENING_BATTLE_SPELL));
  5069. for (Bonus *b : *bl)
  5070. {
  5071. handleSpellCasting(SpellID(b->subtype), 3, -1, 0, gs->curB->heroes[i]->tempOwner, nullptr, gs->curB->heroes[1-i], b->val, ECastingMode::HERO_CASTING, nullptr);
  5072. }
  5073. }
  5074. }
  5075. //main loop
  5076. while(!battleResult.get()) //till the end of the battle ;]
  5077. {
  5078. NEW_ROUND;
  5079. auto obstacles = gs->curB->obstacles; //we copy container, because we're going to modify it
  5080. for(auto &obstPtr : obstacles)
  5081. {
  5082. if(const SpellCreatedObstacle *sco = dynamic_cast<const SpellCreatedObstacle *>(obstPtr.get()))
  5083. if(sco->turnsRemaining == 0)
  5084. removeObstacle(*obstPtr);
  5085. }
  5086. const BattleInfo & curB = *gs->curB;
  5087. //stack loop
  5088. const CStack *next;
  5089. while(!battleResult.get() && (next = curB.getNextStack()) && next->willMove())
  5090. {
  5091. //check for bad morale => freeze
  5092. int nextStackMorale = next->MoraleVal();
  5093. if( nextStackMorale < 0 &&
  5094. !(NBonus::hasOfType(gs->curB->heroes[0], Bonus::BLOCK_MORALE) || NBonus::hasOfType(gs->curB->heroes[1], Bonus::BLOCK_MORALE)) //checking if gs->curB->heroes have (or don't have) morale blocking bonuses)
  5095. )
  5096. {
  5097. if( rand()%24 < -2 * nextStackMorale)
  5098. {
  5099. //unit loses its turn - empty freeze action
  5100. BattleAction ba;
  5101. ba.actionType = Battle::BAD_MORALE;
  5102. ba.additionalInfo = 1;
  5103. ba.side = !next->attackerOwned;
  5104. ba.stackNumber = next->ID;
  5105. makeAutomaticAction(next, ba);
  5106. continue;
  5107. }
  5108. }
  5109. if(next->hasBonusOfType(Bonus::ATTACKS_NEAREST_CREATURE)) //while in berserk
  5110. { //fixme: stack should not attack itself
  5111. std::pair<const CStack *, int> attackInfo = curB.getNearestStack(next, boost::logic::indeterminate);
  5112. if(attackInfo.first != nullptr)
  5113. {
  5114. BattleAction attack;
  5115. attack.actionType = Battle::WALK_AND_ATTACK;
  5116. attack.side = !next->attackerOwned;
  5117. attack.stackNumber = next->ID;
  5118. attack.additionalInfo = attackInfo.first->position;
  5119. attack.destinationTile = attackInfo.second;
  5120. makeAutomaticAction(next, attack);
  5121. }
  5122. else
  5123. {
  5124. makeStackDoNothing(next);
  5125. }
  5126. continue;
  5127. }
  5128. const CGHeroInstance * curOwner = gs->curB->battleGetOwner(next);
  5129. if( (next->position < 0 || next->getCreature()->idNumber == CreatureID::BALLISTA) //arrow turret or ballista
  5130. && (!curOwner || curOwner->getSecSkillLevel(SecondarySkill::ARTILLERY) == 0)) //hero has no artillery
  5131. {
  5132. BattleAction attack;
  5133. attack.actionType = Battle::SHOOT;
  5134. attack.side = !next->attackerOwned;
  5135. attack.stackNumber = next->ID;
  5136. for(auto & elem : gs->curB->stacks)
  5137. {
  5138. if(elem->owner != next->owner && elem->isValidTarget())
  5139. {
  5140. attack.destinationTile = elem->position;
  5141. break;
  5142. }
  5143. }
  5144. makeAutomaticAction(next, attack);
  5145. continue;
  5146. }
  5147. if(next->getCreature()->idNumber == CreatureID::CATAPULT && (!curOwner || curOwner->getSecSkillLevel(SecondarySkill::BALLISTICS) == 0)) //catapult, hero has no ballistics
  5148. {
  5149. BattleAction attack;
  5150. static const int wallHexes[] = {50, 183, 182, 130, 62, 29, 12, 95};
  5151. attack.destinationTile = wallHexes[ rand()%ARRAY_COUNT(wallHexes) ];
  5152. attack.actionType = Battle::CATAPULT;
  5153. attack.additionalInfo = 0;
  5154. attack.side = !next->attackerOwned;
  5155. attack.stackNumber = next->ID;
  5156. makeAutomaticAction(next, attack);
  5157. continue;
  5158. }
  5159. if(next->getCreature()->idNumber == CreatureID::FIRST_AID_TENT)
  5160. {
  5161. std::vector< const CStack * > possibleStacks;
  5162. //is there any clean algorithm for that? (boost.range seems to lack copy_if) -> remove_copy_if?
  5163. for(const CStack *s : battleGetAllStacks())
  5164. if(s->owner == next->owner && s->canBeHealed())
  5165. possibleStacks.push_back(s);
  5166. if(!possibleStacks.size())
  5167. {
  5168. makeStackDoNothing(next);
  5169. continue;
  5170. }
  5171. if(!curOwner || curOwner->getSecSkillLevel(SecondarySkill::FIRST_AID) == 0) //no hero or hero has no first aid
  5172. {
  5173. range::random_shuffle(possibleStacks);
  5174. const CStack * toBeHealed = possibleStacks.front();
  5175. BattleAction heal;
  5176. heal.actionType = Battle::STACK_HEAL;
  5177. heal.additionalInfo = 0;
  5178. heal.destinationTile = toBeHealed->position;
  5179. heal.side = !next->attackerOwned;
  5180. heal.stackNumber = next->ID;
  5181. makeAutomaticAction(next, heal);
  5182. continue;
  5183. }
  5184. }
  5185. int numberOfAsks = 1;
  5186. bool breakOuter = false;
  5187. do
  5188. {//ask interface and wait for answer
  5189. if(!battleResult.get())
  5190. {
  5191. stackTurnTrigger(next); //various effects
  5192. if (vstd::contains(next->state, EBattleStackState::FEAR))
  5193. {
  5194. makeStackDoNothing(next); //end immediately if stack was affected by fear
  5195. }
  5196. else
  5197. {
  5198. logGlobal->traceStream() << "Activating " << next->nodeName();
  5199. BattleSetActiveStack sas;
  5200. sas.stack = next->ID;
  5201. sendAndApply(&sas);
  5202. boost::unique_lock<boost::mutex> lock(battleMadeAction.mx);
  5203. battleMadeAction.data = false;
  5204. while (next->alive() &&
  5205. (!battleMadeAction.data && !battleResult.get())) //active stack hasn't made its action and battle is still going
  5206. battleMadeAction.cond.wait(lock);
  5207. }
  5208. }
  5209. if(battleResult.get()) //don't touch it, battle could be finished while waiting got action
  5210. {
  5211. breakOuter = true;
  5212. break;
  5213. }
  5214. //we're after action, all results applied
  5215. checkForBattleEnd(); //check if this action ended the battle
  5216. //check for good morale
  5217. nextStackMorale = next->MoraleVal();
  5218. if(!vstd::contains(next->state,EBattleStackState::HAD_MORALE) //only one extra move per turn possible
  5219. && !vstd::contains(next->state,EBattleStackState::DEFENDING)
  5220. && !next->waited()
  5221. && !vstd::contains(next->state, EBattleStackState::FEAR)
  5222. && next->alive()
  5223. && nextStackMorale > 0
  5224. && !(NBonus::hasOfType(gs->curB->heroes[0], Bonus::BLOCK_MORALE) || NBonus::hasOfType(gs->curB->heroes[1], Bonus::BLOCK_MORALE)) //checking if gs->curB->heroes have (or don't have) morale blocking bonuses
  5225. )
  5226. {
  5227. if(rand()%24 < nextStackMorale) //this stack hasn't got morale this turn
  5228. {
  5229. BattleTriggerEffect bte;
  5230. bte.stackID = next->ID;
  5231. bte.effect = Bonus::MORALE;
  5232. bte.val = 1;
  5233. bte.additionalInfo = 0;
  5234. sendAndApply(&bte); //play animation
  5235. ++numberOfAsks; //move this stack once more
  5236. }
  5237. }
  5238. --numberOfAsks;
  5239. } while (numberOfAsks > 0);
  5240. if (breakOuter)
  5241. {
  5242. break;
  5243. }
  5244. }
  5245. }
  5246. endBattle(gs->curB->tile, gs->curB->heroes[0], gs->curB->heroes[1]);
  5247. }
  5248. bool CGameHandler::makeAutomaticAction(const CStack *stack, BattleAction &ba)
  5249. {
  5250. BattleSetActiveStack bsa;
  5251. bsa.stack = stack->ID;
  5252. bsa.askPlayerInterface = false;
  5253. sendAndApply(&bsa);
  5254. bool ret = makeBattleAction(ba);
  5255. checkForBattleEnd();
  5256. return ret;
  5257. }
  5258. void CGameHandler::giveHeroArtifact(const CGHeroInstance *h, const CArtifactInstance *a, ArtifactPosition pos)
  5259. {
  5260. assert(a->artType);
  5261. ArtifactLocation al;
  5262. al.artHolder = const_cast<CGHeroInstance*>(h);
  5263. ArtifactPosition slot = ArtifactPosition::PRE_FIRST;
  5264. if(pos < 0)
  5265. {
  5266. if(pos == ArtifactPosition::FIRST_AVAILABLE)
  5267. slot = a->firstAvailableSlot(h);
  5268. else
  5269. slot = a->firstBackpackSlot(h);
  5270. }
  5271. else
  5272. {
  5273. slot = pos;
  5274. }
  5275. al.slot = slot;
  5276. if(slot < 0 || !a->canBePutAt(al))
  5277. {
  5278. complain("Cannot put artifact in that slot!");
  5279. return;
  5280. }
  5281. putArtifact(al, a);
  5282. }
  5283. void CGameHandler::putArtifact(const ArtifactLocation &al, const CArtifactInstance *a)
  5284. {
  5285. PutArtifact pa;
  5286. pa.art = a;
  5287. pa.al = al;
  5288. sendAndApply(&pa);
  5289. }
  5290. void CGameHandler::giveHeroNewArtifact(const CGHeroInstance *h, const CArtifact *artType, ArtifactPosition pos)
  5291. {
  5292. CArtifactInstance *a = nullptr;
  5293. if(!artType->constituents)
  5294. {
  5295. a = new CArtifactInstance();
  5296. }
  5297. else
  5298. {
  5299. a = new CCombinedArtifactInstance();
  5300. }
  5301. a->artType = artType; //*NOT* via settype -> all bonus-related stuff must be done by NewArtifact apply
  5302. NewArtifact na;
  5303. na.art = a;
  5304. sendAndApply(&na); // -> updates a!!!, will create a on other machines
  5305. giveHeroArtifact(h, a, pos);
  5306. }
  5307. void CGameHandler::setBattleResult(BattleResult::EResult resultType, int victoriusSide)
  5308. {
  5309. if(battleResult.get())
  5310. {
  5311. complain("There is already set result?");
  5312. return;
  5313. }
  5314. auto br = new BattleResult;
  5315. br->result = resultType;
  5316. br->winner = victoriusSide; //surrendering side loses
  5317. gs->curB->calculateCasualties(br->casualties);
  5318. battleResult.set(br);
  5319. }
  5320. void CGameHandler::commitPackage( CPackForClient *pack )
  5321. {
  5322. sendAndApply(pack);
  5323. }
  5324. void CGameHandler::spawnWanderingMonsters(CreatureID creatureID)
  5325. {
  5326. std::vector<int3>::iterator tile;
  5327. std::vector<int3> tiles;
  5328. getFreeTiles(tiles);
  5329. ui32 amount = tiles.size() / 200; //Chance is 0.5% for each tile
  5330. std::random_shuffle(tiles.begin(), tiles.end());
  5331. logGlobal->traceStream() << "Spawning wandering monsters. Found " << tiles.size() << " free tiles. Creature type: " << creatureID;
  5332. const CCreature *cre = VLC->creh->creatures[creatureID];
  5333. for (int i = 0; i < amount; ++i)
  5334. {
  5335. tile = tiles.begin();
  5336. logGlobal->traceStream() << "\tSpawning monster at " << *tile;
  5337. putNewMonster(creatureID, cre->getRandomAmount(std::rand), *tile);
  5338. tiles.erase(tile); //not use it again
  5339. }
  5340. }
  5341. void CGameHandler::removeObstacle(const CObstacleInstance &obstacle)
  5342. {
  5343. ObstaclesRemoved obsRem;
  5344. obsRem.obstacles.insert(obstacle.uniqueID);
  5345. sendAndApply(&obsRem);
  5346. }
  5347. void CGameHandler::synchronizeArtifactHandlerLists()
  5348. {
  5349. UpdateArtHandlerLists uahl;
  5350. uahl.treasures = VLC->arth->treasures;
  5351. uahl.minors = VLC->arth->minors;
  5352. uahl.majors = VLC->arth->majors;
  5353. uahl.relics = VLC->arth->relics;
  5354. sendAndApply(&uahl);
  5355. }
  5356. bool CGameHandler::isValidObject(const CGObjectInstance *obj) const
  5357. {
  5358. return vstd::contains(gs->map->objects, obj);
  5359. }
  5360. bool CGameHandler::isBlockedByQueries(const CPack *pack, PlayerColor player)
  5361. {
  5362. if(dynamic_cast<const PlayerMessage*>(pack))
  5363. return false;
  5364. auto query = queries.topQuery(player);
  5365. if(query && query->blocksPack(pack))
  5366. {
  5367. complain(boost::str(boost::format("Player %s has to answer queries before attempting any further actions. Top query is %s!") % player % query->toString()));
  5368. return true;
  5369. }
  5370. return false;
  5371. }
  5372. void CGameHandler::removeAfterVisit(const CGObjectInstance *object)
  5373. {
  5374. //If the object is being visited, there must be a matching query
  5375. for(const auto &query : queries.allQueries())
  5376. {
  5377. if(auto someVistQuery = std::dynamic_pointer_cast<CObjectVisitQuery>(query))
  5378. {
  5379. if(someVistQuery->visitedObject == object)
  5380. {
  5381. someVistQuery->removeObjectAfterVisit = true;
  5382. return;
  5383. }
  5384. }
  5385. };
  5386. //If we haven't returned so far, there is no query and no visit, call was wrong
  5387. assert("This function needs to be called during the object visit!");
  5388. }
  5389. bool CGameHandler::isVisitCoveredByAnotherQuery(const CGObjectInstance *obj, const CGHeroInstance *hero)
  5390. {
  5391. if(auto topQuery = queries.topQuery(hero->getOwner()))
  5392. if(auto visit = std::dynamic_pointer_cast<const CObjectVisitQuery>(topQuery))
  5393. return !(visit->visitedObject == obj && visit->visitingHero == hero);
  5394. return true;
  5395. }
  5396. void CGameHandler::duelFinished()
  5397. {
  5398. auto si = getStartInfo();
  5399. auto getName = [&](int i){ return si->getIthPlayersSettings(gs->curB->sides[i]).name; };
  5400. int casualtiesPoints = 0;
  5401. logGlobal->debugStream() << boost::format("Winner side %d\nWinner casualties:")
  5402. % (int)battleResult.data->winner;
  5403. for(auto & elem : battleResult.data->casualties[battleResult.data->winner])
  5404. {
  5405. const CCreature *c = VLC->creh->creatures[elem.first];
  5406. logGlobal->debugStream() << boost::format("\t* %d of %s") % elem.second % c->namePl;
  5407. casualtiesPoints += c->AIValue * elem.second;
  5408. }
  5409. logGlobal->debugStream() << boost::format("Total casualties points: %d") % casualtiesPoints;
  5410. time_t timeNow;
  5411. time(&timeNow);
  5412. std::ofstream out(cmdLineOptions["resultsFile"].as<std::string>(), std::ios::app);
  5413. if(out)
  5414. {
  5415. out << boost::format("%s\t%s\t%s\t%d\t%d\t%d\t%s\n") % si->mapname % getName(0) % getName(1)
  5416. % battleResult.data->winner % battleResult.data->result % casualtiesPoints
  5417. % asctime(localtime(&timeNow));
  5418. }
  5419. else
  5420. {
  5421. logGlobal->errorStream() << "Cannot open to write " << cmdLineOptions["resultsFile"].as<std::string>();
  5422. }
  5423. CSaveFile resultFile("result.vdrst");
  5424. resultFile << *battleResult.data;
  5425. BattleResultsApplied resultsApplied;
  5426. resultsApplied.player1 = finishingBattle->victor;
  5427. resultsApplied.player2 = finishingBattle->loser;
  5428. sendAndApply(&resultsApplied);
  5429. return;
  5430. }
  5431. CasualtiesAfterBattle::CasualtiesAfterBattle(const CArmedInstance *army, BattleInfo *bat)
  5432. {
  5433. heroWithDeadCommander = ObjectInstanceID();
  5434. PlayerColor color = army->tempOwner;
  5435. if(color == PlayerColor::UNFLAGGABLE)
  5436. color = PlayerColor::NEUTRAL;
  5437. for(CStack *st : bat->stacks)
  5438. {
  5439. if(vstd::contains(st->state, EBattleStackState::SUMMONED)) //don't take into account summoned stacks
  5440. continue;
  5441. if(st->owner==color && !army->slotEmpty(st->slot) && st->count < army->getStackCount(st->slot))
  5442. {
  5443. StackLocation sl(army, st->slot);
  5444. if(st->alive())
  5445. newStackCounts.push_back(std::pair<StackLocation, int>(sl, st->count));
  5446. else
  5447. newStackCounts.push_back(std::pair<StackLocation, int>(sl, 0));
  5448. }
  5449. if (st->base && !st->count)
  5450. {
  5451. auto c = dynamic_cast <const CCommanderInstance *>(st->base);
  5452. if (c) //switch commander status to dead
  5453. {
  5454. auto h = dynamic_cast <const CGHeroInstance *>(army);
  5455. if (h && h->commander == c)
  5456. heroWithDeadCommander = army->id; //TODO: unify commander handling
  5457. }
  5458. }
  5459. }
  5460. }
  5461. void CasualtiesAfterBattle::takeFromArmy(CGameHandler *gh)
  5462. {
  5463. for(TStackAndItsNewCount &ncount : newStackCounts)
  5464. {
  5465. if(ncount.second > 0)
  5466. gh->changeStackCount(ncount.first, ncount.second, true);
  5467. else
  5468. gh->eraseStack(ncount.first, true);
  5469. }
  5470. if (heroWithDeadCommander != ObjectInstanceID())
  5471. {
  5472. SetCommanderProperty scp;
  5473. scp.heroid = heroWithDeadCommander;
  5474. scp.which = SetCommanderProperty::ALIVE;
  5475. scp.amount = 0;
  5476. gh->sendAndApply (&scp);
  5477. }
  5478. }
  5479. CGameHandler::FinishingBattleHelper::FinishingBattleHelper(shared_ptr<const CBattleQuery> Query, bool Duel, int RemainingBattleQueriesCount)
  5480. {
  5481. assert(Query->result);
  5482. assert(Query->bi);
  5483. auto &result = *Query->result;
  5484. auto &info = *Query->bi;
  5485. winnerHero = result.winner != 0 ? info.heroes[1] : info.heroes[0];
  5486. loserHero = result.winner != 0 ? info.heroes[0] : info.heroes[1];
  5487. victor = info.sides[result.winner];
  5488. loser = info.sides[!result.winner];
  5489. duel = Duel;
  5490. remainingBattleQueriesCount = RemainingBattleQueriesCount;
  5491. }
  5492. CGameHandler::FinishingBattleHelper::FinishingBattleHelper()
  5493. {
  5494. winnerHero = loserHero = nullptr;
  5495. }