CGameHandler.cpp 196 KB

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  1. #include "StdInc.h"
  2. #include "../lib/filesystem/Filesystem.h"
  3. #include "../lib/filesystem/CFileInfo.h"
  4. #include "../lib/int3.h"
  5. #include "../lib/mapping/CCampaignHandler.h"
  6. #include "../lib/StartInfo.h"
  7. #include "../lib/CModHandler.h"
  8. #include "../lib/CArtHandler.h"
  9. #include "../lib/CBuildingHandler.h"
  10. #include "../lib/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 "../lib/ScopeGuard.h"
  25. #include "../client/CSoundBase.h"
  26. #include "CGameHandler.h"
  27. #include "CVCMIServer.h"
  28. #include "../lib/CCreatureSet.h"
  29. #include "../lib/CThreadHelper.h"
  30. #include "../lib/GameConstants.h"
  31. #include "../lib/RegisterTypes.h"
  32. /*
  33. * CGameHandler.cpp, part of VCMI engine
  34. *
  35. * Authors: listed in file AUTHORS in main folder
  36. *
  37. * License: GNU General Public License v2.0 or later
  38. * Full text of license available in license.txt file, in main folder
  39. *
  40. */
  41. #ifndef _MSC_VER
  42. #include <boost/thread/xtime.hpp>
  43. #endif
  44. extern bool end2;
  45. #ifdef min
  46. #undef min
  47. #endif
  48. #ifdef max
  49. #undef max
  50. #endif
  51. #define COMPLAIN_RET_IF(cond, txt) do {if(cond){complain(txt); return;}} while(0)
  52. #define COMPLAIN_RET_FALSE_IF(cond, txt) do {if(cond){complain(txt); return false;}} while(0)
  53. #define COMPLAIN_RET(txt) {complain(txt); return false;}
  54. #define COMPLAIN_RETF(txt, FORMAT) {complain(boost::str(boost::format(txt) % FORMAT)); return false;}
  55. #define NEW_ROUND BattleNextRound bnr;\
  56. bnr.round = gs->curB->round + 1;\
  57. sendAndApply(&bnr);
  58. CondSh<bool> battleMadeAction;
  59. CondSh<BattleResult *> battleResult(nullptr);
  60. template <typename T> class CApplyOnGH;
  61. class CBaseForGHApply
  62. {
  63. public:
  64. virtual bool applyOnGH(CGameHandler *gh, CConnection *c, void *pack, PlayerColor player) const =0;
  65. virtual ~CBaseForGHApply(){}
  66. template<typename U> static CBaseForGHApply *getApplier(const U * t=nullptr)
  67. {
  68. return new CApplyOnGH<U>;
  69. }
  70. };
  71. template <typename T> class CApplyOnGH : public CBaseForGHApply
  72. {
  73. public:
  74. bool applyOnGH(CGameHandler *gh, CConnection *c, void *pack, PlayerColor player) const
  75. {
  76. T *ptr = static_cast<T*>(pack);
  77. ptr->c = c;
  78. ptr->player = player;
  79. return ptr->applyGh(gh);
  80. }
  81. };
  82. static CApplier<CBaseForGHApply> *applier = nullptr;
  83. CMP_stack cmpst ;
  84. static inline double distance(int3 a, int3 b)
  85. {
  86. return std::sqrt( (double)(a.x-b.x)*(a.x-b.x) + (a.y-b.y)*(a.y-b.y) );
  87. }
  88. static void giveExp(BattleResult &r)
  89. {
  90. r.exp[0] = 0;
  91. r.exp[1] = 0;
  92. for(auto i = r.casualties[!r.winner].begin(); i!=r.casualties[!r.winner].end(); i++)
  93. {
  94. r.exp[r.winner] += VLC->creh->creatures.at(i->first)->valOfBonuses(Bonus::STACK_HEALTH) * i->second;
  95. }
  96. }
  97. PlayerStatus PlayerStatuses::operator[](PlayerColor player)
  98. {
  99. boost::unique_lock<boost::mutex> l(mx);
  100. if(players.find(player) != players.end())
  101. {
  102. return players.at(player);
  103. }
  104. else
  105. {
  106. throw std::runtime_error("No such player!");
  107. }
  108. }
  109. void PlayerStatuses::addPlayer(PlayerColor player)
  110. {
  111. boost::unique_lock<boost::mutex> l(mx);
  112. players[player];
  113. }
  114. bool PlayerStatuses::checkFlag(PlayerColor player, bool PlayerStatus::*flag)
  115. {
  116. boost::unique_lock<boost::mutex> l(mx);
  117. if(players.find(player) != players.end())
  118. {
  119. return players[player].*flag;
  120. }
  121. else
  122. {
  123. throw std::runtime_error("No such player!");
  124. }
  125. }
  126. void PlayerStatuses::setFlag(PlayerColor player, bool PlayerStatus::*flag, bool val)
  127. {
  128. boost::unique_lock<boost::mutex> l(mx);
  129. if(players.find(player) != players.end())
  130. {
  131. players[player].*flag = val;
  132. }
  133. else
  134. {
  135. throw std::runtime_error("No such player!");
  136. }
  137. cv.notify_all();
  138. }
  139. template <typename T>
  140. void callWith(std::vector<T> args, std::function<void(T)> fun, ui32 which)
  141. {
  142. fun(args[which]);
  143. }
  144. void CGameHandler::levelUpHero(const CGHeroInstance * hero, SecondarySkill skill)
  145. {
  146. changeSecSkill(hero, skill, 1, 0);
  147. expGiven(hero);
  148. }
  149. void CGameHandler::levelUpHero(const CGHeroInstance * hero)
  150. {
  151. // required exp for at least 1 lvl-up hasn't been reached
  152. if(!hero->gainsLevel())
  153. {
  154. return;
  155. }
  156. //give prim skill
  157. logGlobal->traceStream() << hero->name <<" got level "<<hero->level;
  158. int r = rand()%100, pom=0, x=0;
  159. auto & skillChances = (hero->level>9) ? hero->type->heroClass->primarySkillLowLevel : hero->type->heroClass->primarySkillHighLevel;
  160. for(;x<GameConstants::PRIMARY_SKILLS;x++)
  161. {
  162. pom += skillChances[x];
  163. if(r<pom)
  164. break;
  165. }
  166. logGlobal->traceStream() << "The hero gets the primary skill with the no. " << x << " with a probability of " << r << "%.";
  167. SetPrimSkill sps;
  168. sps.id = hero->id;
  169. sps.which = static_cast<PrimarySkill::PrimarySkill>(x);
  170. sps.abs = false;
  171. sps.val = 1;
  172. sendAndApply(&sps);
  173. HeroLevelUp hlu;
  174. hlu.hero = hero;
  175. hlu.primskill = static_cast<PrimarySkill::PrimarySkill>(x);
  176. hlu.level = hero->level+1;
  177. hlu.skills = hero->levelUpProposedSkills();
  178. if(hlu.skills.size() == 0)
  179. {
  180. sendAndApply(&hlu);
  181. levelUpHero(hero);
  182. }
  183. else if(hlu.skills.size() == 1 || hero->tempOwner == PlayerColor::NEUTRAL) //choose skill automatically
  184. {
  185. sendAndApply(&hlu);
  186. auto rng = [&]() mutable -> ui32
  187. {
  188. return hero->skillsInfo.distribution(); //must be determined
  189. };
  190. levelUpHero(hero, vstd::pickRandomElementOf (hlu.skills, rng));
  191. }
  192. else if(hlu.skills.size() > 1)
  193. {
  194. auto levelUpQuery = make_shared<CHeroLevelUpDialogQuery>(hlu);
  195. hlu.queryID = levelUpQuery->queryID;
  196. queries.addQuery(levelUpQuery);
  197. sendAndApply(&hlu);
  198. //level up will be called on query reply
  199. }
  200. }
  201. void CGameHandler::levelUpCommander (const CCommanderInstance * c, int skill)
  202. {
  203. SetCommanderProperty scp;
  204. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  205. if (hero)
  206. scp.heroid = hero->id;
  207. else
  208. {
  209. complain ("Commander is not led by hero!");
  210. return;
  211. }
  212. scp.accumulatedBonus.subtype = 0;
  213. scp.accumulatedBonus.additionalInfo = 0;
  214. scp.accumulatedBonus.duration = Bonus::PERMANENT;
  215. scp.accumulatedBonus.turnsRemain = 0;
  216. scp.accumulatedBonus.source = Bonus::COMMANDER;
  217. scp.accumulatedBonus.valType = Bonus::BASE_NUMBER;
  218. if (skill <= ECommander::SPELL_POWER)
  219. {
  220. scp.which = SetCommanderProperty::BONUS;
  221. auto difference = [](std::vector< std::vector <ui8> > skillLevels, std::vector <ui8> secondarySkills, int skill)->int
  222. {
  223. int s = std::min (skill, (int)ECommander::SPELL_POWER); //spell power level controls also casts and resistance
  224. return skillLevels.at(skill).at(secondarySkills.at(s)) - (secondarySkills.at(s) ? skillLevels.at(skill).at(secondarySkills.at(s)-1) : 0);
  225. };
  226. switch (skill)
  227. {
  228. case ECommander::ATTACK:
  229. scp.accumulatedBonus.type = Bonus::PRIMARY_SKILL;
  230. scp.accumulatedBonus.subtype = PrimarySkill::ATTACK;
  231. break;
  232. case ECommander::DEFENSE:
  233. scp.accumulatedBonus.type = Bonus::PRIMARY_SKILL;
  234. scp.accumulatedBonus.subtype = PrimarySkill::DEFENSE;
  235. break;
  236. case ECommander::HEALTH:
  237. scp.accumulatedBonus.type = Bonus::STACK_HEALTH;
  238. scp.accumulatedBonus.valType = Bonus::PERCENT_TO_BASE;
  239. break;
  240. case ECommander::DAMAGE:
  241. scp.accumulatedBonus.type = Bonus::CREATURE_DAMAGE;
  242. scp.accumulatedBonus.subtype = 0;
  243. scp.accumulatedBonus.valType = Bonus::PERCENT_TO_BASE;
  244. break;
  245. case ECommander::SPEED:
  246. scp.accumulatedBonus.type = Bonus::STACKS_SPEED;
  247. break;
  248. case ECommander::SPELL_POWER:
  249. scp.accumulatedBonus.type = Bonus::MAGIC_RESISTANCE;
  250. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::RESISTANCE);
  251. sendAndApply (&scp); //additional pack
  252. scp.accumulatedBonus.type = Bonus::CREATURE_SPELL_POWER;
  253. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::SPELL_POWER) * 100; //like hero with spellpower = ability level
  254. sendAndApply (&scp); //additional pack
  255. scp.accumulatedBonus.type = Bonus::CASTS;
  256. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::CASTS);
  257. sendAndApply (&scp); //additional pack
  258. scp.accumulatedBonus.type = Bonus::CREATURE_ENCHANT_POWER; //send normally
  259. break;
  260. }
  261. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, skill);
  262. sendAndApply (&scp);
  263. scp.which = SetCommanderProperty::SECONDARY_SKILL;
  264. scp.additionalInfo = skill;
  265. scp.amount = c->secondarySkills.at(skill) + 1;
  266. sendAndApply (&scp);
  267. }
  268. else if (skill >= 100)
  269. {
  270. scp.which = SetCommanderProperty::SPECIAL_SKILL;
  271. scp.accumulatedBonus = *VLC->creh->skillRequirements.at(skill-100).first;
  272. scp.additionalInfo = skill; //unnormalized
  273. sendAndApply (&scp);
  274. }
  275. expGiven(hero);
  276. }
  277. void CGameHandler::levelUpCommander(const CCommanderInstance * c)
  278. {
  279. if (!c->gainsLevel())
  280. {
  281. return;
  282. }
  283. CommanderLevelUp clu;
  284. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  285. if (hero)
  286. clu.hero = hero;
  287. else
  288. {
  289. complain ("Commander is not led by hero!");
  290. return;
  291. }
  292. //picking sec. skills for choice
  293. for (int i = 0; i <= ECommander::SPELL_POWER; ++i)
  294. {
  295. if (c->secondarySkills.at(i) < ECommander::MAX_SKILL_LEVEL)
  296. clu.skills.push_back(i);
  297. }
  298. int i = 100;
  299. for (auto specialSkill : VLC->creh->skillRequirements)
  300. {
  301. if (c->secondarySkills.at(specialSkill.second.first) == ECommander::MAX_SKILL_LEVEL
  302. && c->secondarySkills.at(specialSkill.second.second) == ECommander::MAX_SKILL_LEVEL
  303. && !vstd::contains (c->specialSKills, i))
  304. clu.skills.push_back (i);
  305. ++i;
  306. }
  307. int skillAmount = clu.skills.size();
  308. if(!skillAmount)
  309. {
  310. sendAndApply(&clu);
  311. levelUpCommander(c);
  312. }
  313. else if(skillAmount == 1 || hero->tempOwner == PlayerColor::NEUTRAL) //choose skill automatically
  314. {
  315. sendAndApply(&clu);
  316. levelUpCommander(c, vstd::pickRandomElementOf (clu.skills, rand));
  317. }
  318. else if(skillAmount > 1) //apply and ask for secondary skill
  319. {
  320. auto commanderLevelUp = make_shared<CCommanderLevelUpDialogQuery>(clu);
  321. clu.queryID = commanderLevelUp->queryID;
  322. queries.addQuery(commanderLevelUp);
  323. sendAndApply(&clu);
  324. }
  325. }
  326. void CGameHandler::expGiven(const CGHeroInstance *hero)
  327. {
  328. if(hero->gainsLevel())
  329. levelUpHero(hero);
  330. else if(hero->commander && hero->commander->gainsLevel())
  331. levelUpCommander(hero->commander);
  332. //if(hero->commander && hero->level > hero->commander->level && hero->commander->gainsLevel())
  333. // levelUpCommander(hero->commander);
  334. // else
  335. // levelUpHero(hero);
  336. }
  337. void CGameHandler::changePrimSkill(const CGHeroInstance * hero, PrimarySkill::PrimarySkill which, si64 val, bool abs)
  338. {
  339. if (which == PrimarySkill::EXPERIENCE) // Check if scenario limit reached
  340. {
  341. if (gs->map->levelLimit != 0)
  342. {
  343. TExpType expLimit = VLC->heroh->reqExp(gs->map->levelLimit);
  344. TExpType resultingExp = abs ? val : hero->exp + val;
  345. if (resultingExp > expLimit)
  346. {
  347. // set given experience to max possible, but don't decrease if hero already over top
  348. abs = true;
  349. val = std::max(expLimit, hero->exp);
  350. InfoWindow iw;
  351. iw.player = hero->tempOwner;
  352. iw.text.addTxt(MetaString::GENERAL_TXT, 1); //can gain no more XP
  353. iw.text.addReplacement(hero->name);
  354. sendAndApply(&iw);
  355. }
  356. }
  357. }
  358. SetPrimSkill sps;
  359. sps.id = hero->id;
  360. sps.which = which;
  361. sps.abs = abs;
  362. sps.val = val;
  363. sendAndApply(&sps);
  364. //only for exp - hero may level up
  365. if (which == PrimarySkill::EXPERIENCE)
  366. {
  367. if(hero->commander && hero->commander->alive)
  368. {
  369. //FIXME: trim experience according to map limit?
  370. SetCommanderProperty scp;
  371. scp.heroid = hero->id;
  372. scp.which = SetCommanderProperty::EXPERIENCE;
  373. scp.amount = val;
  374. sendAndApply (&scp);
  375. CBonusSystemNode::treeHasChanged();
  376. }
  377. expGiven(hero);
  378. }
  379. }
  380. void CGameHandler::changeSecSkill( const CGHeroInstance * hero, SecondarySkill which, int val, bool abs/*=false*/ )
  381. {
  382. SetSecSkill sss;
  383. sss.id = hero->id;
  384. sss.which = which;
  385. sss.val = val;
  386. sss.abs = abs;
  387. sendAndApply(&sss);
  388. if(which == SecondarySkill::WISDOM)
  389. {
  390. if(hero && hero->visitedTown)
  391. giveSpells(hero->visitedTown, hero);
  392. }
  393. }
  394. void CGameHandler::endBattle(int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2)
  395. {
  396. LOG_TRACE(logGlobal);
  397. //Fill BattleResult structure with exp info
  398. giveExp(*battleResult.data);
  399. if (battleResult.get()->result == BattleResult::NORMAL) // give 500 exp for defeating hero, unless he escaped
  400. {
  401. if (hero1)
  402. battleResult.data->exp[1] += 500;
  403. if (hero2)
  404. battleResult.data->exp[0] += 500;
  405. }
  406. if (hero1)
  407. battleResult.data->exp[0] = hero1->calculateXp(battleResult.data->exp[0]);//scholar skill
  408. if (hero2)
  409. battleResult.data->exp[1] = hero2->calculateXp(battleResult.data->exp[1]);
  410. const CArmedInstance *bEndArmy1 = gs->curB->sides.at(0).armyObject;
  411. const CArmedInstance *bEndArmy2 = gs->curB->sides.at(1).armyObject;
  412. const BattleResult::EResult result = battleResult.get()->result;
  413. auto findBattleQuery = [this] () -> shared_ptr<CBattleQuery>
  414. {
  415. for(auto &q : queries.allQueries())
  416. {
  417. if(auto bq = std::dynamic_pointer_cast<CBattleQuery>(q))
  418. if(bq->bi == gs->curB)
  419. return bq;
  420. }
  421. return shared_ptr<CBattleQuery>();
  422. };
  423. auto battleQuery = findBattleQuery();
  424. if(!battleQuery)
  425. {
  426. logGlobal->errorStream() << "Cannot find battle query!";
  427. if(gs->initialOpts->mode == StartInfo::DUEL)
  428. {
  429. battleQuery = make_shared<CBattleQuery>(gs->curB);
  430. }
  431. }
  432. if(battleQuery != queries.topQuery(gs->curB->sides[0].color))
  433. complain("Player " + boost::lexical_cast<std::string>(gs->curB->sides[0].color) + " although in battle has no battle query at the top!");
  434. battleQuery->result = *battleResult.data;
  435. //Check how many battle queries were created (number of players blocked by battle)
  436. const int queriedPlayers = battleQuery ? boost::count(queries.allQueries(), battleQuery) : 0;
  437. finishingBattle = make_unique<FinishingBattleHelper>(battleQuery, gs->initialOpts->mode == StartInfo::DUEL, queriedPlayers);
  438. CasualtiesAfterBattle cab1(bEndArmy1, gs->curB), cab2(bEndArmy2, gs->curB); //calculate casualties before deleting battle
  439. if(finishingBattle->duel)
  440. {
  441. duelFinished();
  442. sendAndApply(battleResult.data); //after this point casualties objects are destroyed
  443. return;
  444. }
  445. ChangeSpells cs; //for Eagle Eye
  446. if(finishingBattle->winnerHero)
  447. {
  448. if(int eagleEyeLevel = finishingBattle->winnerHero->getSecSkillLevel(SecondarySkill::EAGLE_EYE))
  449. {
  450. int maxLevel = eagleEyeLevel + 1;
  451. double eagleEyeChance = finishingBattle->winnerHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::EAGLE_EYE);
  452. for(const CSpell *sp : gs->curB->sides.at(!battleResult.data->winner).usedSpellsHistory)
  453. if(sp->level <= maxLevel && !vstd::contains(finishingBattle->winnerHero->spells, sp->id) && rand() % 100 < eagleEyeChance)
  454. cs.spells.insert(sp->id);
  455. }
  456. }
  457. std::vector<ui32> arts; //display them in window
  458. if (result == BattleResult::NORMAL && finishingBattle->winnerHero)
  459. {
  460. if (finishingBattle->loserHero)
  461. {
  462. auto artifactsWorn = finishingBattle->loserHero->artifactsWorn; //TODO: wrap it into a function, somehow (boost::variant -_-)
  463. for (auto artSlot : artifactsWorn)
  464. {
  465. MoveArtifact ma;
  466. ma.src = ArtifactLocation (finishingBattle->loserHero, artSlot.first);
  467. const CArtifactInstance * art = ma.src.getArt();
  468. if (art && !art->artType->isBig() && art->artType->id != 0) // don't move war machines or locked arts (spellbook)
  469. {
  470. arts.push_back (art->artType->id);
  471. ma.dst = ArtifactLocation (finishingBattle->winnerHero, art->firstAvailableSlot(finishingBattle->winnerHero));
  472. sendAndApply(&ma);
  473. }
  474. }
  475. while (!finishingBattle->loserHero->artifactsInBackpack.empty())
  476. {
  477. //we assume that no big artifacts can be found
  478. MoveArtifact ma;
  479. ma.src = ArtifactLocation (finishingBattle->loserHero,
  480. ArtifactPosition(GameConstants::BACKPACK_START)); //backpack automatically shifts arts to beginning
  481. const CArtifactInstance * art = ma.src.getArt();
  482. arts.push_back (art->artType->id);
  483. ma.dst = ArtifactLocation (finishingBattle->winnerHero, art->firstAvailableSlot(finishingBattle->winnerHero));
  484. sendAndApply(&ma);
  485. }
  486. if (finishingBattle->loserHero->commander) //TODO: what if commanders belong to no hero?
  487. {
  488. artifactsWorn = finishingBattle->loserHero->commander->artifactsWorn;
  489. for (auto artSlot : artifactsWorn)
  490. {
  491. MoveArtifact ma;
  492. ma.src = ArtifactLocation (finishingBattle->loserHero->commander.get(), artSlot.first);
  493. const CArtifactInstance * art = ma.src.getArt();
  494. if (art && !art->artType->isBig())
  495. {
  496. arts.push_back (art->artType->id);
  497. ma.dst = ArtifactLocation (finishingBattle->winnerHero, art->firstAvailableSlot(finishingBattle->winnerHero));
  498. sendAndApply(&ma);
  499. }
  500. }
  501. }
  502. }
  503. for (auto armySlot : gs->curB->battleGetArmyObject(!battleResult.data->winner)->stacks)
  504. {
  505. auto artifactsWorn = armySlot.second->artifactsWorn;
  506. for (auto artSlot : artifactsWorn)
  507. {
  508. MoveArtifact ma;
  509. ma.src = ArtifactLocation (armySlot.second, artSlot.first);
  510. const CArtifactInstance * art = ma.src.getArt();
  511. if (art && !art->artType->isBig())
  512. {
  513. arts.push_back (art->artType->id);
  514. ma.dst = ArtifactLocation (finishingBattle->winnerHero, art->firstAvailableSlot(finishingBattle->winnerHero));
  515. sendAndApply(&ma);
  516. }
  517. }
  518. }
  519. }
  520. sendAndApply(battleResult.data); //after this point casualties objects are destroyed
  521. if (arts.size()) //display loot
  522. {
  523. InfoWindow iw;
  524. iw.player = finishingBattle->winnerHero->tempOwner;
  525. iw.text.addTxt (MetaString::GENERAL_TXT, 30); //You have captured enemy artifact
  526. for (auto id : arts) //TODO; separate function to display loot for various ojects?
  527. {
  528. iw.components.push_back (Component (Component::ARTIFACT, id, 0, 0));
  529. if(iw.components.size() >= 14)
  530. {
  531. sendAndApply(&iw);
  532. iw.components.clear();
  533. iw.text.addTxt (MetaString::GENERAL_TXT, 30); //repeat
  534. }
  535. }
  536. if (iw.components.size())
  537. {
  538. sendAndApply(&iw);
  539. }
  540. }
  541. //Eagle Eye secondary skill handling
  542. if(!cs.spells.empty())
  543. {
  544. cs.learn = 1;
  545. cs.hid = finishingBattle->winnerHero->id;
  546. InfoWindow iw;
  547. iw.player = finishingBattle->winnerHero->tempOwner;
  548. iw.text.addTxt(MetaString::GENERAL_TXT, 221); //Through eagle-eyed observation, %s is able to learn %s
  549. iw.text.addReplacement(finishingBattle->winnerHero->name);
  550. std::ostringstream names;
  551. for(int i = 0; i < cs.spells.size(); i++)
  552. {
  553. names << "%s";
  554. if(i < cs.spells.size() - 2)
  555. names << ", ";
  556. else if(i < cs.spells.size() - 1)
  557. names << "%s";
  558. }
  559. names << ".";
  560. iw.text.addReplacement(names.str());
  561. auto it = cs.spells.begin();
  562. for(int i = 0; i < cs.spells.size(); i++, it++)
  563. {
  564. iw.text.addReplacement(MetaString::SPELL_NAME, it->toEnum());
  565. if(i == cs.spells.size() - 2) //we just added pre-last name
  566. iw.text.addReplacement(MetaString::GENERAL_TXT, 141); // " and "
  567. iw.components.push_back(Component(Component::SPELL, *it, 0, 0));
  568. }
  569. sendAndApply(&iw);
  570. sendAndApply(&cs);
  571. }
  572. cab1.takeFromArmy(this);
  573. cab2.takeFromArmy(this); //take casualties after battle is deleted
  574. //if one hero has lost we will erase him
  575. if(battleResult.data->winner!=0 && hero1)
  576. {
  577. RemoveObject ro(hero1->id);
  578. sendAndApply(&ro);
  579. }
  580. if(battleResult.data->winner!=1 && hero2)
  581. {
  582. RemoveObject ro(hero2->id);
  583. sendAndApply(&ro);
  584. }
  585. //give exp
  586. if (battleResult.data->exp[0] && hero1 && battleResult.get()->winner == 0)
  587. changePrimSkill(hero1, PrimarySkill::EXPERIENCE, battleResult.data->exp[0]);
  588. else if (battleResult.data->exp[1] && hero2 && battleResult.get()->winner == 1)
  589. changePrimSkill(hero2, PrimarySkill::EXPERIENCE, battleResult.data->exp[1]);
  590. queries.popIfTop(battleQuery);
  591. //--> continuation (battleAfterLevelUp) occurs after level-up queries are handled or on removing query (above)
  592. }
  593. void CGameHandler::battleAfterLevelUp( const BattleResult &result )
  594. {
  595. LOG_TRACE(logGlobal);
  596. finishingBattle->remainingBattleQueriesCount--;
  597. logGlobal->traceStream() << "Decremented queries count to " << finishingBattle->remainingBattleQueriesCount;
  598. if(finishingBattle->remainingBattleQueriesCount > 0)
  599. //Battle results will be handled when all battle queries are closed
  600. return;
  601. //TODO consider if we really want it to work like above. ATM each player as unblocked as soon as possible
  602. // but the battle consequences are applied after final player is unblocked. Hard to abuse...
  603. // Still, it looks like a hole.
  604. // Necromancy if applicable.
  605. const CStackBasicDescriptor raisedStack = finishingBattle->winnerHero ? finishingBattle->winnerHero->calculateNecromancy(*battleResult.data) : CStackBasicDescriptor();
  606. // Give raised units to winner and show dialog, if any were raised,
  607. // units will be given after casualties are taken
  608. const SlotID necroSlot = raisedStack.type ? finishingBattle->winnerHero->getSlotFor(raisedStack.type) : SlotID();
  609. if (necroSlot != SlotID())
  610. {
  611. finishingBattle->winnerHero->showNecromancyDialog(raisedStack);
  612. addToSlot(StackLocation(finishingBattle->winnerHero, necroSlot), raisedStack.type, raisedStack.count);
  613. }
  614. BattleResultsApplied resultsApplied;
  615. resultsApplied.player1 = finishingBattle->victor;
  616. resultsApplied.player2 = finishingBattle->loser;
  617. sendAndApply(&resultsApplied);
  618. setBattle(nullptr);
  619. if(visitObjectAfterVictory && result.winner==0)
  620. {
  621. logGlobal->traceStream() << "post-victory visit";
  622. visitObjectOnTile(*getTile(finishingBattle->winnerHero->getPosition()), finishingBattle->winnerHero);
  623. }
  624. visitObjectAfterVictory = false;
  625. //handle victory/loss of engaged players
  626. std::set<PlayerColor> playerColors = boost::assign::list_of(finishingBattle->loser)(finishingBattle->victor);
  627. checkVictoryLossConditions(playerColors);
  628. if(result.result == BattleResult::SURRENDER || result.result == BattleResult::ESCAPE) //loser has escaped or surrendered
  629. {
  630. SetAvailableHeroes sah;
  631. sah.player = finishingBattle->loser;
  632. sah.hid[0] = finishingBattle->loserHero->subID;
  633. if(result.result == BattleResult::ESCAPE) //retreat
  634. {
  635. sah.army[0].clear();
  636. sah.army[0].setCreature(SlotID(0), finishingBattle->loserHero->type->initialArmy.at(0).creature, 1);
  637. }
  638. if(const CGHeroInstance *another = getPlayer(finishingBattle->loser)->availableHeroes.at(1))
  639. sah.hid[1] = another->subID;
  640. else
  641. sah.hid[1] = -1;
  642. sendAndApply(&sah);
  643. }
  644. }
  645. void CGameHandler::prepareAttack(BattleAttack &bat, const CStack *att, const CStack *def, int distance, int targetHex)
  646. {
  647. bat.bsa.clear();
  648. bat.stackAttacking = att->ID;
  649. const int attackerLuck = att->LuckVal();
  650. auto sideHeroBlocksLuck = [](const SideInBattle &side){ return NBonus::hasOfType(side.hero, Bonus::BLOCK_LUCK); };
  651. if(!vstd::contains_if(gs->curB->sides, sideHeroBlocksLuck))
  652. {
  653. if(attackerLuck > 0 && rand()%24 < attackerLuck)
  654. {
  655. bat.flags |= BattleAttack::LUCKY;
  656. }
  657. if (VLC->modh->settings.data["hardcodedFeatures"]["NEGATIVE_LUCK"].Bool()) // negative luck enabled
  658. {
  659. if (attackerLuck < 0 && rand()%24 < abs(attackerLuck))
  660. {
  661. bat.flags |= BattleAttack::UNLUCKY;
  662. }
  663. }
  664. }
  665. if (rand()%100 < att->valOfBonuses(Bonus::DOUBLE_DAMAGE_CHANCE))
  666. {
  667. bat.flags |= BattleAttack::DEATH_BLOW;
  668. }
  669. if(att->getCreature()->idNumber == CreatureID::BALLISTA)
  670. {
  671. static const int artilleryLvlToChance[] = {0, 50, 75, 100};
  672. const CGHeroInstance * owner = gs->curB->getHero(att->owner);
  673. int chance = artilleryLvlToChance[owner->getSecSkillLevel(SecondarySkill::ARTILLERY)];
  674. if(chance > rand() % 100)
  675. {
  676. bat.flags |= BattleAttack::BALLISTA_DOUBLE_DMG;
  677. }
  678. }
  679. // only primary target
  680. applyBattleEffects(bat, att, def, distance, false);
  681. if (!bat.shot()) //multiple-hex attack - only in meele
  682. {
  683. std::set<const CStack*> attackedCreatures = gs->curB->getAttackedCreatures(att, targetHex); //creatures other than primary target
  684. for(const CStack * stack : attackedCreatures)
  685. {
  686. if (stack != def) //do not hit same stack twice
  687. {
  688. applyBattleEffects(bat, att, stack, distance, true);
  689. }
  690. }
  691. }
  692. const Bonus * bonus = att->getBonusLocalFirst(Selector::type(Bonus::SPELL_LIKE_ATTACK));
  693. if (bonus && (bat.shot())) //TODO: make it work in meele?
  694. {
  695. bat.bsa.front().flags |= BattleStackAttacked::EFFECT;
  696. bat.bsa.front().effect = VLC->spellh->spells.at(bonus->subtype)->mainEffectAnim; //hopefully it does not interfere with any other effect?
  697. std::set<const CStack*> attackedCreatures = gs->curB->getAffectedCreatures(SpellID(bonus->subtype).toSpell(), bonus->val, att->owner, targetHex);
  698. //TODO: get exact attacked hex for defender
  699. for(const CStack * stack : attackedCreatures)
  700. {
  701. if (stack != def) //do not hit same stack twice
  702. {
  703. applyBattleEffects(bat, att, stack, distance, true);
  704. }
  705. }
  706. }
  707. }
  708. void CGameHandler::applyBattleEffects(BattleAttack &bat, const CStack *att, const CStack *def, int distance, bool secondary) //helper function for prepareAttack
  709. {
  710. BattleStackAttacked bsa;
  711. if (secondary)
  712. bsa.flags |= BattleStackAttacked::SECONDARY; //all other targets do not suffer from spells & spell-like abilities
  713. bsa.attackerID = att->ID;
  714. bsa.stackAttacked = def->ID;
  715. 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());
  716. def->prepareAttacked(bsa); //calculate casualties
  717. //life drain handling
  718. if (att->hasBonusOfType(Bonus::LIFE_DRAIN) && def->isLiving())
  719. {
  720. StacksHealedOrResurrected shi;
  721. shi.lifeDrain = (ui8)true;
  722. shi.tentHealing = (ui8)false;
  723. shi.drainedFrom = def->ID;
  724. StacksHealedOrResurrected::HealInfo hi;
  725. hi.stackID = att->ID;
  726. hi.healedHP = std::min<int> (bsa.damageAmount * att->valOfBonuses (Bonus::LIFE_DRAIN) / 100,
  727. att->MaxHealth() - att->firstHPleft + att->MaxHealth() * (att->baseAmount - att->count) );
  728. hi.lowLevelResurrection = false;
  729. shi.healedStacks.push_back(hi);
  730. if (hi.healedHP > 0)
  731. {
  732. bsa.healedStacks.push_back(shi);
  733. }
  734. }
  735. bat.bsa.push_back(bsa); //add this stack to the list of victims after drain life has been calculated
  736. //fire shield handling
  737. if (!bat.shot() && def->hasBonusOfType(Bonus::FIRE_SHIELD) && !att->hasBonusOfType (Bonus::FIRE_IMMUNITY) && !bsa.killed() )
  738. {
  739. BattleStackAttacked bsa2;
  740. bsa2.stackAttacked = att->ID; //invert
  741. bsa2.attackerID = def->ID;
  742. bsa2.flags |= BattleStackAttacked::EFFECT; //FIXME: play anmation upon efreet and not attacker
  743. bsa2.effect = 11;
  744. bsa2.damageAmount = (bsa.damageAmount * def->valOfBonuses(Bonus::FIRE_SHIELD)) / 100; //TODO: scale with attack/defense
  745. att->prepareAttacked(bsa2);
  746. bat.bsa.push_back(bsa2);
  747. }
  748. }
  749. void CGameHandler::handleConnection(std::set<PlayerColor> players, CConnection &c)
  750. {
  751. setThreadName("CGameHandler::handleConnection");
  752. srand(time(nullptr));
  753. try
  754. {
  755. while(1)//server should never shut connection first //was: while(!end2)
  756. {
  757. CPack *pack = nullptr;
  758. PlayerColor player = PlayerColor::NEUTRAL;
  759. si32 requestID = -999;
  760. int packType = 0;
  761. {
  762. boost::unique_lock<boost::mutex> lock(*c.rmx);
  763. c >> player >> requestID >> pack; //get the package
  764. if(!pack)
  765. {
  766. logGlobal ->errorStream() << boost::format("Received a null package marked as request %d from player %d") % requestID % player;
  767. }
  768. packType = typeList.getTypeID(pack); //get the id of type
  769. logGlobal->traceStream() << boost::format("Received client message (request %d by player %d) of type with ID=%d (%s).\n")
  770. % requestID % player.getNum() % packType % typeid(*pack).name();
  771. }
  772. //prepare struct informing that action was applied
  773. auto sendPackageResponse = [&](bool succesfullyApplied)
  774. {
  775. PackageApplied applied;
  776. applied.player = player;
  777. applied.result = succesfullyApplied;
  778. applied.packType = packType;
  779. applied.requestID = requestID;
  780. boost::unique_lock<boost::mutex> lock(*c.wmx);
  781. c << &applied;
  782. };
  783. CBaseForGHApply *apply = applier->apps[packType]; //and appropriae applier object
  784. if(isBlockedByQueries(pack, player))
  785. {
  786. sendPackageResponse(false);
  787. }
  788. else if(apply)
  789. {
  790. const bool result = apply->applyOnGH(this,&c,pack, player);
  791. if(!result)
  792. complain("Got false in applying... that request must have been fishy!");
  793. logGlobal->traceStream() << "Message successfully applied (result=" << result << ")!";
  794. sendPackageResponse(true);
  795. }
  796. else
  797. {
  798. logGlobal->errorStream() << "Message cannot be applied, cannot find applier (unregistered type)!";
  799. sendPackageResponse(false);
  800. }
  801. vstd::clear_pointer(pack);
  802. }
  803. }
  804. catch(boost::system::system_error &e) //for boost errors just log, not crash - probably client shut down connection
  805. {
  806. assert(!c.connected); //make sure that connection has been marked as broken
  807. logGlobal->errorStream() << e.what();
  808. end2 = true;
  809. }
  810. HANDLE_EXCEPTION(end2 = true);
  811. logGlobal->errorStream() << "Ended handling connection";
  812. }
  813. int CGameHandler::moveStack(int stack, BattleHex dest)
  814. {
  815. int ret = 0;
  816. const CStack *curStack = gs->curB->battleGetStackByID(stack),
  817. *stackAtEnd = gs->curB->battleGetStackByPos(dest);
  818. assert(curStack);
  819. assert(dest < GameConstants::BFIELD_SIZE);
  820. if (gs->curB->tacticDistance)
  821. {
  822. assert(gs->curB->isInTacticRange(dest));
  823. }
  824. if(curStack->position == dest)
  825. return 0;
  826. //initing necessary tables
  827. auto accessibility = getAccesibility(curStack);
  828. //shifting destination (if we have double wide stack and we can occupy dest but not be exactly there)
  829. if(!stackAtEnd && curStack->doubleWide() && !accessibility.accessible(dest, curStack))
  830. {
  831. if(curStack->attackerOwned)
  832. {
  833. if(accessibility.accessible(dest+1, curStack))
  834. dest += BattleHex::RIGHT;
  835. }
  836. else
  837. {
  838. if(accessibility.accessible(dest-1, curStack))
  839. dest += BattleHex::LEFT;
  840. }
  841. }
  842. if((stackAtEnd && stackAtEnd!=curStack && stackAtEnd->alive()) || !accessibility.accessible(dest, curStack))
  843. {
  844. complain("Given destination is not accessible!");
  845. return 0;
  846. }
  847. std::pair< std::vector<BattleHex>, int > path = gs->curB->getPath(curStack->position, dest, curStack);
  848. ret = path.second;
  849. int creSpeed = gs->curB->tacticDistance ? GameConstants::BFIELD_SIZE : curStack->Speed();
  850. if(curStack->hasBonusOfType(Bonus::FLYING))
  851. {
  852. if(path.second <= creSpeed && path.first.size() > 0)
  853. {
  854. //inform clients about move
  855. BattleStackMoved sm;
  856. sm.stack = curStack->ID;
  857. std::vector<BattleHex> tiles;
  858. tiles.push_back(path.first[0]);
  859. sm.tilesToMove = tiles;
  860. sm.distance = path.second;
  861. sm.teleporting = false;
  862. sendAndApply(&sm);
  863. }
  864. }
  865. else //for non-flying creatures
  866. {
  867. // send one package with the creature path information
  868. shared_ptr<const CObstacleInstance> obstacle; //obstacle that interrupted movement
  869. std::vector<BattleHex> tiles;
  870. int tilesToMove = std::max((int)(path.first.size() - creSpeed), 0);
  871. int v = path.first.size()-1;
  872. startWalking:
  873. for(; v >= tilesToMove; --v)
  874. {
  875. BattleHex hex = path.first[v];
  876. tiles.push_back(hex);
  877. if((obstacle = battleGetObstacleOnPos(hex, false)))
  878. {
  879. //we walked onto something, so we finalize this portion of stack movement check into obstacle
  880. break;
  881. }
  882. }
  883. if (tiles.size() > 0)
  884. {
  885. //commit movement
  886. BattleStackMoved sm;
  887. sm.stack = curStack->ID;
  888. sm.distance = path.second;
  889. sm.teleporting = false;
  890. sm.tilesToMove = tiles;
  891. sendAndApply(&sm);
  892. }
  893. //we don't handle obstacle at the destination tile -> it's handled separately in the if at the end
  894. if(obstacle && curStack->position != dest)
  895. {
  896. handleDamageFromObstacle(*obstacle, curStack);
  897. //if stack didn't die in explosion, continue movement
  898. if(!obstacle->stopsMovement() && curStack->alive())
  899. {
  900. obstacle.reset();
  901. tiles.clear();
  902. v--;
  903. goto startWalking; //TODO it's so evil
  904. }
  905. }
  906. }
  907. //handling obstacle on the final field (separate, because it affects both flying and walking stacks)
  908. if(curStack->alive())
  909. {
  910. if(auto theLastObstacle = battleGetObstacleOnPos(curStack->position, false))
  911. {
  912. handleDamageFromObstacle(*theLastObstacle, curStack);
  913. }
  914. }
  915. return ret;
  916. }
  917. CGameHandler::CGameHandler(void)
  918. {
  919. QID = 1;
  920. //gs = nullptr;
  921. IObjectInterface::cb = this;
  922. applier = new CApplier<CBaseForGHApply>;
  923. registerTypes3(*applier);
  924. visitObjectAfterVictory = false;
  925. queries.gh = this;
  926. }
  927. CGameHandler::~CGameHandler(void)
  928. {
  929. delete applier;
  930. applier = nullptr;
  931. delete gs;
  932. }
  933. void CGameHandler::init(StartInfo *si)
  934. {
  935. //extern DLL_LINKAGE std::minstd_rand ran;
  936. if(!si->seedToBeUsed)
  937. si->seedToBeUsed = std::time(nullptr);
  938. gs = new CGameState();
  939. logGlobal->infoStream() << "Gamestate created!";
  940. gs->init(si);
  941. logGlobal->infoStream() << "Gamestate initialized!";
  942. for(auto & elem : gs->players)
  943. states.addPlayer(elem.first);
  944. }
  945. static bool evntCmp(const CMapEvent &a, const CMapEvent &b)
  946. {
  947. return a.earlierThan(b);
  948. }
  949. void CGameHandler::setPortalDwelling(const CGTownInstance * town, bool forced=false, bool clear = false)
  950. {// bool forced = true - if creature should be replaced, if false - only if no creature was set
  951. const PlayerState *p = gs->getPlayer(town->tempOwner);
  952. if(!p)
  953. {
  954. logGlobal->warnStream() << "There is no player owner of town " << town->name << " at " << town->pos;
  955. return;
  956. }
  957. if (forced || town->creatures.at(GameConstants::CREATURES_PER_TOWN).second.empty())//we need to change creature
  958. {
  959. SetAvailableCreatures ssi;
  960. ssi.tid = town->id;
  961. ssi.creatures = town->creatures;
  962. ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.clear();//remove old one
  963. const std::vector<ConstTransitivePtr<CGDwelling> > &dwellings = p->dwellings;
  964. if (dwellings.empty())//no dwellings - just remove
  965. {
  966. sendAndApply(&ssi);
  967. return;
  968. }
  969. ui32 dwellpos = rand()%dwellings.size();//take random dwelling
  970. ui32 creapos = rand()%dwellings.at(dwellpos)->creatures.size();//for multi-creature dwellings like Golem Factory
  971. CreatureID creature = dwellings.at(dwellpos)->creatures.at(creapos).second[0];
  972. if (clear)
  973. ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = std::max((ui32)1, (VLC->creh->creatures.at(creature)->growth)/2);
  974. else
  975. ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = VLC->creh->creatures.at(creature)->growth;
  976. ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.push_back(creature);
  977. sendAndApply(&ssi);
  978. }
  979. }
  980. void CGameHandler::newTurn()
  981. {
  982. logGlobal->traceStream() << "Turn " << gs->day+1;
  983. NewTurn n;
  984. n.specialWeek = NewTurn::NO_ACTION;
  985. n.creatureid = CreatureID::NONE;
  986. n.day = gs->day + 1;
  987. bool firstTurn = !getDate(Date::DAY);
  988. bool newWeek = getDate(Date::DAY_OF_WEEK) == 7; //day numbers are confusing, as day was not yet switched
  989. bool newMonth = getDate(Date::DAY_OF_MONTH) == 28;
  990. std::map<PlayerColor, si32> hadGold;//starting gold - for buildings like dwarven treasury
  991. srand(time(nullptr));
  992. if (firstTurn)
  993. {
  994. for (auto obj : gs->map->objects)
  995. {
  996. if (obj && obj->ID == Obj::PRISON) //give imprisoned hero 0 exp to level him up. easiest to do at this point
  997. {
  998. changePrimSkill (getHero(obj->id), PrimarySkill::EXPERIENCE, 0);
  999. }
  1000. }
  1001. }
  1002. if (newWeek && !firstTurn)
  1003. {
  1004. n.specialWeek = NewTurn::NORMAL;
  1005. bool deityOfFireBuilt = false;
  1006. for(const CGTownInstance *t : gs->map->towns)
  1007. {
  1008. if(t->hasBuilt(BuildingID::GRAIL, ETownType::INFERNO))
  1009. {
  1010. deityOfFireBuilt = true;
  1011. break;
  1012. }
  1013. }
  1014. if(deityOfFireBuilt)
  1015. {
  1016. n.specialWeek = NewTurn::DEITYOFFIRE;
  1017. n.creatureid = CreatureID::IMP;
  1018. }
  1019. else
  1020. {
  1021. int monthType = rand()%100;
  1022. if(newMonth) //new month
  1023. {
  1024. if (monthType < 40) //double growth
  1025. {
  1026. n.specialWeek = NewTurn::DOUBLE_GROWTH;
  1027. if (VLC->modh->settings.ALL_CREATURES_GET_DOUBLE_MONTHS)
  1028. {
  1029. std::pair<int, CreatureID> newMonster(54, VLC->creh->pickRandomMonster([]{ return rand(); }));
  1030. n.creatureid = newMonster.second;
  1031. }
  1032. else if(VLC->creh->doubledCreatures.size())
  1033. {
  1034. const std::vector<CreatureID> doubledCreatures (VLC->creh->doubledCreatures.begin(), VLC->creh->doubledCreatures.end());
  1035. n.creatureid = vstd::pickRandomElementOf(doubledCreatures, []{ return rand(); });
  1036. }
  1037. else
  1038. {
  1039. complain("Cannot find creature that can be spawned!");
  1040. n.specialWeek = NewTurn::NORMAL;
  1041. }
  1042. }
  1043. else if (monthType < 50)
  1044. n.specialWeek = NewTurn::PLAGUE;
  1045. }
  1046. else //it's a week, but not full month
  1047. {
  1048. if (monthType < 25)
  1049. {
  1050. n.specialWeek = NewTurn::BONUS_GROWTH; //+5
  1051. std::pair<int, CreatureID> newMonster(54, VLC->creh->pickRandomMonster([]{ return rand(); }));
  1052. //TODO do not pick neutrals
  1053. n.creatureid = newMonster.second;
  1054. }
  1055. }
  1056. }
  1057. }
  1058. std::map<ui32, ConstTransitivePtr<CGHeroInstance> > pool = gs->hpool.heroesPool;
  1059. for (auto & elem : gs->players)
  1060. {
  1061. if(elem.first == PlayerColor::NEUTRAL)
  1062. continue;
  1063. else if(elem.first >= PlayerColor::PLAYER_LIMIT)
  1064. assert(0); //illegal player number!
  1065. std::pair<PlayerColor, si32> playerGold(elem.first, elem.second.resources.at(Res::GOLD));
  1066. hadGold.insert(playerGold);
  1067. if(newWeek) //new heroes in tavern
  1068. {
  1069. SetAvailableHeroes sah;
  1070. sah.player = elem.first;
  1071. //pick heroes and their armies
  1072. CHeroClass *banned = nullptr;
  1073. for (int j = 0; j < GameConstants::AVAILABLE_HEROES_PER_PLAYER; j++)
  1074. {
  1075. 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
  1076. {
  1077. sah.hid[j] = h->subID;
  1078. h->initArmy(&sah.army[j]);
  1079. banned = h->type->heroClass;
  1080. }
  1081. else
  1082. sah.hid[j] = -1;
  1083. }
  1084. sendAndApply(&sah);
  1085. }
  1086. n.res[elem.first] = elem.second.resources;
  1087. for(CGHeroInstance *h : (elem).second.heroes)
  1088. {
  1089. if(h->visitedTown)
  1090. giveSpells(h->visitedTown, h);
  1091. NewTurn::Hero hth;
  1092. hth.id = h->id;
  1093. hth.move = h->maxMovePoints(gs->map->getTile(h->getPosition(false)).terType != ETerrainType::WATER);
  1094. if(h->visitedTown && h->visitedTown->hasBuilt(BuildingID::MAGES_GUILD_1)) //if hero starts turn in town with mage guild
  1095. hth.mana = std::max(h->mana, h->manaLimit()); //restore all mana
  1096. else
  1097. hth.mana = std::max((si32)(0), std::max(h->mana, std::min((si32)(h->mana + h->manaRegain()), h->manaLimit())));
  1098. n.heroes.insert(hth);
  1099. if(!firstTurn) //not first day
  1100. {
  1101. n.res[elem.first][Res::GOLD] += h->valOfBonuses(Selector::typeSubtype(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::ESTATES)); //estates
  1102. for (int k = 0; k < GameConstants::RESOURCE_QUANTITY; k++)
  1103. {
  1104. n.res[elem.first][k] += h->valOfBonuses(Bonus::GENERATE_RESOURCE, k);
  1105. }
  1106. }
  1107. }
  1108. }
  1109. for(CGTownInstance *t : gs->map->towns)
  1110. {
  1111. PlayerColor player = t->tempOwner;
  1112. handleTownEvents(t, n);
  1113. if(newWeek) //first day of week
  1114. {
  1115. if(t->hasBuilt(BuildingID::PORTAL_OF_SUMMON, ETownType::DUNGEON))
  1116. setPortalDwelling(t, true, (n.specialWeek == NewTurn::PLAGUE ? true : false)); //set creatures for Portal of Summoning
  1117. if(!firstTurn)
  1118. if (t->hasBuilt(BuildingID::TREASURY, ETownType::RAMPART) && player < PlayerColor::PLAYER_LIMIT)
  1119. n.res[player][Res::GOLD] += hadGold.at(player)/10; //give 10% of starting gold
  1120. if (!vstd::contains(n.cres, t->id))
  1121. {
  1122. n.cres[t->id].tid = t->id;
  1123. n.cres[t->id].creatures = t->creatures;
  1124. }
  1125. auto & sac = n.cres.at(t->id);
  1126. for (int k=0; k < GameConstants::CREATURES_PER_TOWN; k++) //creature growths
  1127. {
  1128. if (!t->creatures.at(k).second.empty()) // there are creatures at this level
  1129. {
  1130. ui32 &availableCount = sac.creatures.at(k).first;
  1131. const CCreature *cre = VLC->creh->creatures.at(t->creatures.at(k).second.back());
  1132. if (n.specialWeek == NewTurn::PLAGUE)
  1133. availableCount = t->creatures.at(k).first / 2; //halve their number, no growth
  1134. else
  1135. {
  1136. if(firstTurn) //first day of game: use only basic growths
  1137. availableCount = cre->growth;
  1138. else
  1139. availableCount += t->creatureGrowth(k);
  1140. //Deity of fire week - upgrade both imps and upgrades
  1141. if (n.specialWeek == NewTurn::DEITYOFFIRE && vstd::contains(t->creatures.at(k).second, n.creatureid))
  1142. availableCount += 15;
  1143. if( cre->idNumber == n.creatureid ) //bonus week, effect applies only to identical creatures
  1144. {
  1145. if(n.specialWeek == NewTurn::DOUBLE_GROWTH)
  1146. availableCount *= 2;
  1147. else if(n.specialWeek == NewTurn::BONUS_GROWTH)
  1148. availableCount += 5;
  1149. }
  1150. }
  1151. }
  1152. }
  1153. }
  1154. if(!firstTurn && player < PlayerColor::PLAYER_LIMIT)//not the first day and town not neutral
  1155. {
  1156. if(t->hasBuilt(BuildingID::RESOURCE_SILO)) //there is resource silo
  1157. {
  1158. if(t->town->primaryRes == Res::WOOD_AND_ORE) //we'll give wood and ore
  1159. {
  1160. n.res[player][Res::WOOD] ++;
  1161. n.res[player][Res::ORE] ++;
  1162. }
  1163. else
  1164. {
  1165. n.res[player][t->town->primaryRes] ++;
  1166. }
  1167. }
  1168. n.res[player][Res::GOLD] += t->dailyIncome();
  1169. }
  1170. if(t->hasBuilt(BuildingID::GRAIL, ETownType::TOWER))
  1171. {
  1172. // Skyship, probably easier to handle same as Veil of darkness
  1173. //do it every new day after veils apply
  1174. if (player != PlayerColor::NEUTRAL) //do not reveal fow for neutral player
  1175. {
  1176. FoWChange fw;
  1177. fw.mode = 1;
  1178. fw.player = player;
  1179. // find all hidden tiles
  1180. const auto & fow = gs->getPlayerTeam(player)->fogOfWarMap;
  1181. for (size_t i=0; i<fow.size(); i++)
  1182. for (size_t j=0; j<fow.at(i).size(); j++)
  1183. for (size_t k=0; k<fow.at(i).at(j).size(); k++)
  1184. if (!fow.at(i).at(j).at(k))
  1185. fw.tiles.insert(int3(i,j,k));
  1186. sendAndApply (&fw);
  1187. }
  1188. }
  1189. if (t->hasBonusOfType (Bonus::DARKNESS))
  1190. {
  1191. t->hideTiles(t->getOwner(), t->getBonusLocalFirst(Selector::type(Bonus::DARKNESS))->val);
  1192. }
  1193. //unhiding what shouldn't be hidden? //that's handled in netpacks client
  1194. }
  1195. if(newMonth)
  1196. {
  1197. SetAvailableArtifacts saa;
  1198. saa.id = -1;
  1199. pickAllowedArtsSet(saa.arts);
  1200. sendAndApply(&saa);
  1201. }
  1202. sendAndApply(&n);
  1203. if(newWeek)
  1204. {
  1205. //spawn wandering monsters
  1206. if (newMonth && (n.specialWeek == NewTurn::DOUBLE_GROWTH || n.specialWeek == NewTurn::DEITYOFFIRE))
  1207. {
  1208. spawnWanderingMonsters(n.creatureid);
  1209. }
  1210. //new week info popup
  1211. if(!firstTurn)
  1212. {
  1213. InfoWindow iw;
  1214. switch (n.specialWeek)
  1215. {
  1216. case NewTurn::DOUBLE_GROWTH:
  1217. iw.text.addTxt(MetaString::ARRAY_TXT, 131);
  1218. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1219. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1220. break;
  1221. case NewTurn::PLAGUE:
  1222. iw.text.addTxt(MetaString::ARRAY_TXT, 132);
  1223. break;
  1224. case NewTurn::BONUS_GROWTH:
  1225. iw.text.addTxt(MetaString::ARRAY_TXT, 134);
  1226. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1227. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1228. break;
  1229. case NewTurn::DEITYOFFIRE:
  1230. iw.text.addTxt(MetaString::ARRAY_TXT, 135);
  1231. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 42); //%s imp
  1232. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 42); //%s imp
  1233. iw.text.addReplacement2(15); //%+d 15
  1234. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 43); //%s familiar
  1235. iw.text.addReplacement2(15); //%+d 15
  1236. break;
  1237. default:
  1238. if (newMonth)
  1239. {
  1240. iw.text.addTxt(MetaString::ARRAY_TXT, (130));
  1241. iw.text.addReplacement(MetaString::ARRAY_TXT, 32 + rand()%10);
  1242. }
  1243. else
  1244. {
  1245. iw.text.addTxt(MetaString::ARRAY_TXT, (133));
  1246. iw.text.addReplacement(MetaString::ARRAY_TXT, 43 + rand()%15);
  1247. }
  1248. }
  1249. for (auto & elem : gs->players)
  1250. {
  1251. iw.player = elem.first;
  1252. sendAndApply(&iw);
  1253. }
  1254. }
  1255. }
  1256. logGlobal->traceStream() << "Info about turn " << n.day << "has been sent!";
  1257. handleTimeEvents();
  1258. //call objects
  1259. for(auto & elem : gs->map->objects)
  1260. {
  1261. if(elem)
  1262. elem->newTurn();
  1263. }
  1264. synchronizeArtifactHandlerLists(); //new day events may have changed them. TODO better of managing that
  1265. }
  1266. void CGameHandler::run(bool resume)
  1267. {
  1268. LOG_TRACE_PARAMS(logGlobal, "resume=%d", resume);
  1269. using namespace boost::posix_time;
  1270. for(CConnection *cc : conns)
  1271. {
  1272. if(!resume)
  1273. {
  1274. (*cc) << gs->initialOpts; // gs->scenarioOps
  1275. }
  1276. std::set<PlayerColor> players;
  1277. (*cc) >> players; //how many players will be handled at that client
  1278. std::stringstream sbuffer;
  1279. sbuffer << "Connection " << cc->connectionID << " will handle " << players.size() << " player: ";
  1280. for(PlayerColor color : players)
  1281. {
  1282. sbuffer << color << " ";
  1283. {
  1284. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  1285. connections[color] = cc;
  1286. }
  1287. }
  1288. logGlobal->infoStream() << sbuffer.str();
  1289. cc->addStdVecItems(gs);
  1290. cc->enableStackSendingByID();
  1291. cc->disableSmartPointerSerialization();
  1292. }
  1293. for(auto & elem : conns)
  1294. {
  1295. std::set<PlayerColor> pom;
  1296. for(auto j = connections.cbegin(); j!=connections.cend();j++)
  1297. if(j->second == elem)
  1298. pom.insert(j->first);
  1299. boost::thread(boost::bind(&CGameHandler::handleConnection,this,pom,boost::ref(*elem)));
  1300. }
  1301. if(gs->scenarioOps->mode == StartInfo::DUEL)
  1302. {
  1303. runBattle();
  1304. end2 = true;
  1305. while(conns.size() && (*conns.begin())->isOpen())
  1306. boost::this_thread::sleep(boost::posix_time::milliseconds(5)); //give time client to close socket
  1307. return;
  1308. }
  1309. auto playerTurnOrder = generatePlayerTurnOrder();
  1310. while(!end2)
  1311. {
  1312. if(!resume) newTurn();
  1313. std::list<PlayerColor>::iterator it;
  1314. if(resume)
  1315. {
  1316. it = std::find(playerTurnOrder.begin(), playerTurnOrder.end(), gs->currentPlayer);
  1317. }
  1318. else
  1319. {
  1320. it = playerTurnOrder.begin();
  1321. }
  1322. resume = false;
  1323. for(; it != playerTurnOrder.end(); it++)
  1324. {
  1325. auto playerColor = *it;
  1326. if(gs->players[playerColor].status == EPlayerStatus::INGAME)
  1327. {
  1328. states.setFlag(playerColor, &PlayerStatus::makingTurn, true);
  1329. YourTurn yt;
  1330. yt.player = playerColor;
  1331. applyAndSend(&yt);
  1332. checkVictoryLossConditionsForAll();
  1333. //wait till turn is done
  1334. boost::unique_lock<boost::mutex> lock(states.mx);
  1335. while(states.players.at(playerColor).makingTurn && !end2)
  1336. {
  1337. static time_duration p = milliseconds(200);
  1338. states.cv.timed_wait(lock,p);
  1339. }
  1340. }
  1341. }
  1342. }
  1343. while(conns.size() && (*conns.begin())->isOpen())
  1344. boost::this_thread::sleep(boost::posix_time::milliseconds(5)); //give time client to close socket
  1345. }
  1346. std::list<PlayerColor> CGameHandler::generatePlayerTurnOrder() const
  1347. {
  1348. // Generate player turn order
  1349. std::list<PlayerColor> playerTurnOrder;
  1350. for(const auto & player : gs->players) // add human players first
  1351. {
  1352. if(player.second.human)
  1353. playerTurnOrder.push_back(player.first);
  1354. }
  1355. for(const auto & player : gs->players) // then add non-human players
  1356. {
  1357. if(!player.second.human)
  1358. playerTurnOrder.push_back(player.first);
  1359. }
  1360. return std::move(playerTurnOrder);
  1361. }
  1362. void CGameHandler::setupBattle( int3 tile, const CArmedInstance *armies[2], const CGHeroInstance *heroes[2], bool creatureBank, const CGTownInstance *town )
  1363. {
  1364. battleResult.set(nullptr);
  1365. //send info about battles
  1366. BattleStart bs;
  1367. bs.info = gs->setupBattle(tile, armies, heroes, creatureBank, town);
  1368. sendAndApply(&bs);
  1369. }
  1370. void CGameHandler::checkForBattleEnd()
  1371. {
  1372. if(auto result = battleIsFinished())
  1373. {
  1374. setBattleResult(BattleResult::NORMAL, *result);
  1375. }
  1376. }
  1377. void CGameHandler::giveSpells( const CGTownInstance *t, const CGHeroInstance *h )
  1378. {
  1379. if(!h->hasSpellbook())
  1380. return; //hero hasn't spellbook
  1381. ChangeSpells cs;
  1382. cs.hid = h->id;
  1383. cs.learn = true;
  1384. for(int i=0; i<std::min(t->mageGuildLevel(),h->getSecSkillLevel(SecondarySkill::WISDOM)+2);i++)
  1385. {
  1386. if (t->hasBuilt(BuildingID::GRAIL, ETownType::CONFLUX)) //Aurora Borealis
  1387. {
  1388. std::vector<SpellID> spells;
  1389. getAllowedSpells(spells, i);
  1390. for (auto & spell : spells)
  1391. cs.spells.insert(spell);
  1392. }
  1393. else
  1394. {
  1395. for(int j=0; j<t->spellsAtLevel(i+1,true) && j<t->spells.at(i).size(); j++)
  1396. {
  1397. if(!vstd::contains(h->spells,t->spells.at(i).at(j)))
  1398. cs.spells.insert(t->spells.at(i).at(j));
  1399. }
  1400. }
  1401. }
  1402. if(!cs.spells.empty())
  1403. sendAndApply(&cs);
  1404. }
  1405. void CGameHandler::setBlockVis(ObjectInstanceID objid, bool bv)
  1406. {
  1407. SetObjectProperty sop(objid,2,bv);
  1408. sendAndApply(&sop);
  1409. }
  1410. bool CGameHandler::removeObject( const CGObjectInstance * obj )
  1411. {
  1412. if(!obj || !getObj(obj->id))
  1413. {
  1414. logGlobal->errorStream() << "Something wrong, that object already has been removed or hasn't existed!";
  1415. return false;
  1416. }
  1417. RemoveObject ro;
  1418. ro.id = obj->id;
  1419. sendAndApply(&ro);
  1420. checkVictoryLossConditionsForAll(); //eg if monster escaped (removing objs after battle is done dircetly by endBattle, not this function)
  1421. return true;
  1422. }
  1423. void CGameHandler::setAmount(ObjectInstanceID objid, ui32 val)
  1424. {
  1425. SetObjectProperty sop(objid,3,val);
  1426. sendAndApply(&sop);
  1427. }
  1428. bool CGameHandler::moveHero( ObjectInstanceID hid, int3 dst, ui8 teleporting, PlayerColor asker /*= 255*/ )
  1429. {
  1430. const CGHeroInstance *h = getHero(hid);
  1431. 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)
  1432. )
  1433. {
  1434. logGlobal->errorStream() << "Illegal call to move hero!";
  1435. return false;
  1436. }
  1437. logGlobal->traceStream() << "Player " << asker << " wants to move hero "<< hid.getNum() << " from "<< h->pos << " to " << dst;
  1438. const int3 hmpos = dst + int3(-1,0,0);
  1439. if(!gs->map->isInTheMap(hmpos))
  1440. {
  1441. logGlobal->errorStream() << "Destination tile is outside the map!";
  1442. return false;
  1443. }
  1444. const TerrainTile t = *gs->getTile(hmpos);
  1445. const int cost = gs->getMovementCost(h, h->getPosition(), hmpos, h->movement);
  1446. const int3 guardPos = gs->guardingCreaturePosition(hmpos);
  1447. const bool embarking = !h->boat && !t.visitableObjects.empty() && t.visitableObjects.back()->ID == Obj::BOAT;
  1448. const bool disembarking = h->boat && t.terType != ETerrainType::WATER && !t.blocked;
  1449. //result structure for start - movement failed, no move points used
  1450. TryMoveHero tmh;
  1451. tmh.id = hid;
  1452. tmh.start = h->pos;
  1453. tmh.end = dst;
  1454. tmh.result = TryMoveHero::FAILED;
  1455. tmh.movePoints = h->movement;
  1456. //check if destination tile is available
  1457. //it's a rock or blocked and not visitable tile
  1458. //OR hero is on land and dest is water and (there is not present only one object - boat)
  1459. if(((t.terType == ETerrainType::ROCK || (t.blocked && !t.visitable && !h->hasBonusOfType(Bonus::FLYING_MOVEMENT) ))
  1460. && complain("Cannot move hero, destination tile is blocked!"))
  1461. || ((!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)
  1462. && complain("Cannot move hero, destination tile is on water!"))
  1463. || ((h->boat && t.terType != ETerrainType::WATER && t.blocked)
  1464. && complain("Cannot disembark hero, tile is blocked!"))
  1465. || ( (distance(h->pos, dst) >= 1.5 && !teleporting)
  1466. && complain("Tiles are not neighboring!"))
  1467. || ( (h->inTownGarrison)
  1468. && complain("Can not move garrisoned hero!"))
  1469. || ((h->movement < cost && dst != h->pos && !teleporting)
  1470. && complain("Hero doesn't have any movement points left!"))
  1471. /*|| (states.checkFlag(h->tempOwner, &PlayerStatus::engagedIntoBattle)
  1472. && complain("Cannot move hero during the battle"))*/)
  1473. {
  1474. //send info about movement failure
  1475. sendAndApply(&tmh);
  1476. return false;
  1477. }
  1478. //several generic blocks of code
  1479. // should be called if hero changes tile but before applying TryMoveHero package
  1480. auto leaveTile = [&]()
  1481. {
  1482. for(CGObjectInstance *obj : gs->map->getTile(int3(h->pos.x-1, h->pos.y, h->pos.z)).visitableObjects)
  1483. {
  1484. obj->onHeroLeave(h);
  1485. }
  1486. this->getTilesInRange(tmh.fowRevealed, h->getSightCenter()+(tmh.end-tmh.start), h->getSightRadious(), h->tempOwner, 1);
  1487. };
  1488. auto doMove = [&](TryMoveHero::EResult result, EGuardLook lookForGuards,
  1489. EVisitDest visitDest, ELEaveTile leavingTile) -> bool
  1490. {
  1491. LOG_TRACE_PARAMS(logGlobal, "Hero %s starts movement from %s to %s", h->name % tmh.start % tmh.end);
  1492. auto moveQuery = make_shared<CHeroMovementQuery>(tmh, h);
  1493. queries.addQuery(moveQuery);
  1494. if(leavingTile == LEAVING_TILE)
  1495. leaveTile();
  1496. tmh.result = result;
  1497. sendAndApply(&tmh);
  1498. if(lookForGuards == CHECK_FOR_GUARDS && this->isInTheMap(guardPos))
  1499. {
  1500. tmh.attackedFrom = guardPos;
  1501. const TerrainTile &guardTile = *gs->getTile(guardPos);
  1502. objectVisited(guardTile.visitableObjects.back(), h);
  1503. moveQuery->visitDestAfterVictory = visitDest==VISIT_DEST;
  1504. }
  1505. else if(visitDest == VISIT_DEST)
  1506. {
  1507. visitObjectOnTile(t, h);
  1508. }
  1509. queries.popIfTop(moveQuery);
  1510. logGlobal->traceStream() << "Hero " << h->name << " ends movement";
  1511. return result != TryMoveHero::FAILED;
  1512. };
  1513. //interaction with blocking object (like resources)
  1514. auto blockingVisit = [&]() -> bool
  1515. {
  1516. for(CGObjectInstance *obj : t.visitableObjects)
  1517. {
  1518. if(obj != h && obj->blockVisit && !obj->passableFor(h->tempOwner))
  1519. {
  1520. return doMove(TryMoveHero::BLOCKING_VISIT, this->IGNORE_GUARDS, VISIT_DEST, REMAINING_ON_TILE);
  1521. //this-> is needed for MVS2010 to recognize scope (?)
  1522. }
  1523. }
  1524. return false;
  1525. };
  1526. if(embarking)
  1527. {
  1528. tmh.movePoints = h->movementPointsAfterEmbark(h->movement, cost, false);
  1529. return doMove(TryMoveHero::EMBARK, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
  1530. //attack guards on embarking? In H3 creatures on water had no zone of control at all
  1531. }
  1532. if(disembarking)
  1533. {
  1534. tmh.movePoints = h->movementPointsAfterEmbark(h->movement, cost, true);
  1535. return doMove(TryMoveHero::DISEMBARK, CHECK_FOR_GUARDS, VISIT_DEST, LEAVING_TILE);
  1536. }
  1537. if(teleporting)
  1538. {
  1539. if(blockingVisit()) // e.g. hero on the other side of teleporter
  1540. return true;
  1541. doMove(TryMoveHero::TELEPORTATION, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
  1542. // visit town for town portal \ castle gates
  1543. // do not use generic visitObjectOnTile to avoid double-teleporting
  1544. // if this moveHero call was triggered by teleporter
  1545. if (!t.visitableObjects.empty())
  1546. {
  1547. if (CGTownInstance * town = dynamic_cast<CGTownInstance *>(t.visitableObjects.back()))
  1548. town->onHeroVisit(h);
  1549. }
  1550. return true;
  1551. }
  1552. //still here? it is standard movement!
  1553. {
  1554. tmh.movePoints = h->movement >= cost
  1555. ? h->movement - cost
  1556. : 0;
  1557. if(blockingVisit())
  1558. return true;
  1559. doMove(TryMoveHero::SUCCESS, CHECK_FOR_GUARDS, VISIT_DEST, LEAVING_TILE);
  1560. return true;
  1561. }
  1562. }
  1563. bool CGameHandler::teleportHero(ObjectInstanceID hid, ObjectInstanceID dstid, ui8 source, PlayerColor asker/* = 255*/)
  1564. {
  1565. const CGHeroInstance *h = getHero(hid);
  1566. const CGTownInstance *t = getTown(dstid);
  1567. if ( !h || !t || h->getOwner() != gs->currentPlayer )
  1568. logGlobal->errorStream()<<"Invalid call to teleportHero!";
  1569. const CGTownInstance *from = h->visitedTown;
  1570. if(((h->getOwner() != t->getOwner())
  1571. && complain("Cannot teleport hero to another player"))
  1572. || ((!from || !from->hasBuilt(BuildingID::CASTLE_GATE, ETownType::INFERNO))
  1573. && complain("Hero must be in town with Castle gate for teleporting"))
  1574. || (!t->hasBuilt(BuildingID::CASTLE_GATE, ETownType::INFERNO)
  1575. && complain("Cannot teleport hero to town without Castle gate in it")))
  1576. return false;
  1577. int3 pos = t->visitablePos();
  1578. pos += h->getVisitableOffset();
  1579. moveHero(hid,pos,1);
  1580. return true;
  1581. }
  1582. void CGameHandler::setOwner(const CGObjectInstance * obj, PlayerColor owner)
  1583. {
  1584. PlayerColor oldOwner = getOwner(obj->id);
  1585. SetObjectProperty sop(obj->id, 1, owner.getNum());
  1586. sendAndApply(&sop);
  1587. std::set<PlayerColor> playerColors = boost::assign::list_of(owner)(oldOwner);
  1588. checkVictoryLossConditions(playerColors);
  1589. if(owner < PlayerColor::PLAYER_LIMIT && dynamic_cast<const CGTownInstance *>(obj)) //town captured
  1590. {
  1591. const CGTownInstance * town = dynamic_cast<const CGTownInstance *>(obj);
  1592. if (town->hasBuilt(BuildingID::PORTAL_OF_SUMMON, ETownType::DUNGEON))
  1593. setPortalDwelling(town, true, false);
  1594. if (!gs->getPlayer(owner)->towns.size())//player lost last town
  1595. {
  1596. InfoWindow iw;
  1597. iw.player = oldOwner;
  1598. 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.
  1599. sendAndApply(&iw);
  1600. }
  1601. }
  1602. const PlayerState * p = gs->getPlayer(owner);
  1603. if((obj->ID == Obj::CREATURE_GENERATOR1 || obj->ID == Obj::CREATURE_GENERATOR4 ) && p && p->dwellings.size()==1)//first dwelling captured
  1604. {
  1605. for(const CGTownInstance *t : gs->getPlayer(owner)->towns)
  1606. {
  1607. if (t->hasBuilt(BuildingID::PORTAL_OF_SUMMON, ETownType::DUNGEON))
  1608. setPortalDwelling(t);//set initial creatures for all portals of summoning
  1609. }
  1610. }
  1611. }
  1612. void CGameHandler::setHoverName(const CGObjectInstance * obj, MetaString* name)
  1613. {
  1614. SetHoverName shn(obj->id, *name);
  1615. sendAndApply(&shn);
  1616. }
  1617. void CGameHandler::showBlockingDialog( BlockingDialog *iw )
  1618. {
  1619. auto dialogQuery = make_shared<CBlockingDialogQuery>(*iw);
  1620. queries.addQuery(dialogQuery);
  1621. iw->queryID = dialogQuery->queryID;
  1622. sendToAllClients(iw);
  1623. }
  1624. void CGameHandler::giveResource(PlayerColor player, Res::ERes which, int val) //TODO: cap according to Bersy's suggestion
  1625. {
  1626. if(!val) return; //don't waste time on empty call
  1627. SetResource sr;
  1628. sr.player = player;
  1629. sr.resid = which;
  1630. sr.val = gs->players.find(player)->second.resources.at(which) + val;
  1631. sendAndApply(&sr);
  1632. }
  1633. void CGameHandler::giveResources(PlayerColor player, TResources resources)
  1634. {
  1635. for(TResources::nziterator i(resources); i.valid(); i++)
  1636. giveResource(player, i->resType, i->resVal);
  1637. }
  1638. void CGameHandler::giveCreatures(const CArmedInstance *obj, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove)
  1639. {
  1640. COMPLAIN_RET_IF(!creatures.stacksCount(), "Strange, giveCreatures called without args!");
  1641. COMPLAIN_RET_IF(obj->stacksCount(), "Cannot give creatures from not-cleared object!");
  1642. COMPLAIN_RET_IF(creatures.stacksCount() > GameConstants::ARMY_SIZE, "Too many stacks to give!");
  1643. //first we move creatures to give to make them army of object-source
  1644. for (auto & elem : creatures.Slots())
  1645. {
  1646. addToSlot(StackLocation(obj, obj->getSlotFor(elem.second->type)), elem.second->type, elem.second->count);
  1647. }
  1648. tryJoiningArmy(obj, h, remove, true);
  1649. }
  1650. void CGameHandler::takeCreatures(ObjectInstanceID objid, const std::vector<CStackBasicDescriptor> &creatures)
  1651. {
  1652. std::vector<CStackBasicDescriptor> cres = creatures;
  1653. if (cres.size() <= 0)
  1654. return;
  1655. const CArmedInstance* obj = static_cast<const CArmedInstance*>(getObj(objid));
  1656. for(CStackBasicDescriptor &sbd : cres)
  1657. {
  1658. TQuantity collected = 0;
  1659. while(collected < sbd.count)
  1660. {
  1661. bool foundSth = false;
  1662. for(auto i = obj->Slots().begin(); i != obj->Slots().end(); i++)
  1663. {
  1664. if(i->second->type == sbd.type)
  1665. {
  1666. TQuantity take = std::min(sbd.count - collected, i->second->count); //collect as much cres as we can
  1667. changeStackCount(StackLocation(obj, i->first), -take, false);
  1668. collected += take;
  1669. foundSth = true;
  1670. break;
  1671. }
  1672. }
  1673. if(!foundSth) //we went through the whole loop and haven't found appropriate cres
  1674. {
  1675. complain("Unexpected failure during taking creatures!");
  1676. return;
  1677. }
  1678. }
  1679. }
  1680. }
  1681. void CGameHandler::showCompInfo(ShowInInfobox * comp)
  1682. {
  1683. sendToAllClients(comp);
  1684. }
  1685. void CGameHandler::heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  1686. {
  1687. HeroVisitCastle vc;
  1688. vc.hid = hero->id;
  1689. vc.tid = obj->id;
  1690. vc.flags |= 1;
  1691. sendAndApply(&vc);
  1692. vistiCastleObjects (obj, hero);
  1693. giveSpells (obj, hero);
  1694. checkVictoryLossConditionsForPlayer(hero->tempOwner); //transported artifact?
  1695. }
  1696. void CGameHandler::vistiCastleObjects (const CGTownInstance *t, const CGHeroInstance *h)
  1697. {
  1698. std::vector<CGTownBuilding*>::const_iterator i;
  1699. for (i = t->bonusingBuildings.begin(); i != t->bonusingBuildings.end(); i++)
  1700. (*i)->onHeroVisit (h);
  1701. }
  1702. void CGameHandler::stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  1703. {
  1704. HeroVisitCastle vc;
  1705. vc.hid = hero->id;
  1706. vc.tid = obj->id;
  1707. sendAndApply(&vc);
  1708. }
  1709. void CGameHandler::removeArtifact(const ArtifactLocation &al)
  1710. {
  1711. assert(al.getArt());
  1712. EraseArtifact ea;
  1713. ea.al = al;
  1714. sendAndApply(&ea);
  1715. }
  1716. void CGameHandler::startBattlePrimary(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile,
  1717. const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank,
  1718. const CGTownInstance *town) //use hero=nullptr for no hero
  1719. {
  1720. engageIntoBattle(army1->tempOwner);
  1721. engageIntoBattle(army2->tempOwner);
  1722. static const CArmedInstance *armies[2];
  1723. armies[0] = army1;
  1724. armies[1] = army2;
  1725. static const CGHeroInstance*heroes[2];
  1726. heroes[0] = hero1;
  1727. heroes[1] = hero2;
  1728. setupBattle(tile, armies, heroes, creatureBank, town); //initializes stacks, places creatures on battlefield, blocks and informs player interfaces
  1729. auto battleQuery = make_shared<CBattleQuery>(gs->curB);
  1730. queries.addQuery(battleQuery);
  1731. boost::thread(&CGameHandler::runBattle, this);
  1732. }
  1733. void CGameHandler::startBattleI( const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, bool creatureBank )
  1734. {
  1735. startBattlePrimary(army1, army2, tile,
  1736. army1->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army1) : nullptr,
  1737. army2->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army2) : nullptr,
  1738. creatureBank);
  1739. }
  1740. void CGameHandler::startBattleI( const CArmedInstance *army1, const CArmedInstance *army2, bool creatureBank)
  1741. {
  1742. startBattleI(army1, army2, army2->visitablePos(), creatureBank);
  1743. }
  1744. void CGameHandler::changeSpells( const CGHeroInstance * hero, bool give, const std::set<SpellID> &spells )
  1745. {
  1746. ChangeSpells cs;
  1747. cs.hid = hero->id;
  1748. cs.spells = spells;
  1749. cs.learn = give;
  1750. sendAndApply(&cs);
  1751. }
  1752. void CGameHandler::sendMessageTo( CConnection &c, const std::string &message )
  1753. {
  1754. SystemMessage sm;
  1755. sm.text = message;
  1756. boost::unique_lock<boost::mutex> lock(*c.wmx);
  1757. c << &sm;
  1758. }
  1759. void CGameHandler::giveHeroBonus( GiveBonus * bonus )
  1760. {
  1761. sendAndApply(bonus);
  1762. }
  1763. void CGameHandler::setMovePoints( SetMovePoints * smp )
  1764. {
  1765. sendAndApply(smp);
  1766. }
  1767. void CGameHandler::setManaPoints( ObjectInstanceID hid, int val )
  1768. {
  1769. SetMana sm;
  1770. sm.hid = hid;
  1771. sm.val = val;
  1772. sendAndApply(&sm);
  1773. }
  1774. void CGameHandler::giveHero( ObjectInstanceID id, PlayerColor player )
  1775. {
  1776. GiveHero gh;
  1777. gh.id = id;
  1778. gh.player = player;
  1779. sendAndApply(&gh);
  1780. }
  1781. void CGameHandler::changeObjPos( ObjectInstanceID objid, int3 newPos, ui8 flags )
  1782. {
  1783. ChangeObjPos cop;
  1784. cop.objid = objid;
  1785. cop.nPos = newPos;
  1786. cop.flags = flags;
  1787. sendAndApply(&cop);
  1788. }
  1789. void CGameHandler::useScholarSkill(ObjectInstanceID fromHero, ObjectInstanceID toHero)
  1790. {
  1791. const CGHeroInstance * h1 = getHero(fromHero);
  1792. const CGHeroInstance * h2 = getHero(toHero);
  1793. if ( h1->getSecSkillLevel(SecondarySkill::SCHOLAR) < h2->getSecSkillLevel(SecondarySkill::SCHOLAR) )
  1794. {
  1795. std::swap (h1,h2);//1st hero need to have higher scholar level for correct message
  1796. std::swap(fromHero, toHero);
  1797. }
  1798. int ScholarLevel = h1->getSecSkillLevel(SecondarySkill::SCHOLAR);//heroes can trade up to this level
  1799. if (!ScholarLevel || !h1->hasSpellbook() || !h2->hasSpellbook() )
  1800. return;//no scholar skill or no spellbook
  1801. int h1Lvl = std::min(ScholarLevel+1, h1->getSecSkillLevel(SecondarySkill::WISDOM)+2),
  1802. h2Lvl = std::min(ScholarLevel+1, h2->getSecSkillLevel(SecondarySkill::WISDOM)+2);//heroes can receive this levels
  1803. ChangeSpells cs1;
  1804. cs1.learn = true;
  1805. cs1.hid = toHero;//giving spells to first hero
  1806. for(auto it : h1->spells)
  1807. if ( h2Lvl >= it.toSpell()->level && !vstd::contains(h2->spells, it))//hero can learn it and don't have it yet
  1808. cs1.spells.insert(it);//spell to learn
  1809. ChangeSpells cs2;
  1810. cs2.learn = true;
  1811. cs2.hid = fromHero;
  1812. for(auto it : h2->spells)
  1813. if ( h1Lvl >= it.toSpell()->level && !vstd::contains(h1->spells, it))
  1814. cs2.spells.insert(it);
  1815. if (!cs1.spells.empty() || !cs2.spells.empty())//create a message
  1816. {
  1817. InfoWindow iw;
  1818. iw.player = h1->tempOwner;
  1819. iw.components.push_back(Component(Component::SEC_SKILL, 18, ScholarLevel, 0));
  1820. iw.text.addTxt(MetaString::GENERAL_TXT, 139);//"%s, who has studied magic extensively,
  1821. iw.text.addReplacement(h1->name);
  1822. if (!cs2.spells.empty())//if found new spell - apply
  1823. {
  1824. iw.text.addTxt(MetaString::GENERAL_TXT, 140);//learns
  1825. int size = cs2.spells.size();
  1826. for(auto it : cs2.spells)
  1827. {
  1828. iw.components.push_back(Component(Component::SPELL, it, 1, 0));
  1829. iw.text.addTxt(MetaString::SPELL_NAME, it.toEnum());
  1830. switch (size--)
  1831. {
  1832. case 2: iw.text.addTxt(MetaString::GENERAL_TXT, 141);
  1833. case 1: break;
  1834. default: iw.text << ", ";
  1835. }
  1836. }
  1837. iw.text.addTxt(MetaString::GENERAL_TXT, 142);//from %s
  1838. iw.text.addReplacement(h2->name);
  1839. sendAndApply(&cs2);
  1840. }
  1841. if (!cs1.spells.empty() && !cs2.spells.empty() )
  1842. {
  1843. iw.text.addTxt(MetaString::GENERAL_TXT, 141);//and
  1844. }
  1845. if (!cs1.spells.empty())
  1846. {
  1847. iw.text.addTxt(MetaString::GENERAL_TXT, 147);//teaches
  1848. int size = cs1.spells.size();
  1849. for(auto it : cs1.spells)
  1850. {
  1851. iw.components.push_back(Component(Component::SPELL, it, 1, 0));
  1852. iw.text.addTxt(MetaString::SPELL_NAME, it.toEnum());
  1853. switch (size--)
  1854. {
  1855. case 2: iw.text.addTxt(MetaString::GENERAL_TXT, 141);
  1856. case 1: break;
  1857. default: iw.text << ", ";
  1858. } }
  1859. iw.text.addTxt(MetaString::GENERAL_TXT, 148);//from %s
  1860. iw.text.addReplacement(h2->name);
  1861. sendAndApply(&cs1);
  1862. }
  1863. sendAndApply(&iw);
  1864. }
  1865. }
  1866. void CGameHandler::heroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)
  1867. {
  1868. auto h1 = getHero(hero1), h2 = getHero(hero2);
  1869. if( gameState()->getPlayerRelations(h1->getOwner(), h2->getOwner()))
  1870. {
  1871. auto exchange = make_shared<CGarrisonDialogQuery>(h1, h2);
  1872. ExchangeDialog hex;
  1873. hex.queryID = exchange->queryID;
  1874. hex.heroes[0] = getHero(hero1);
  1875. hex.heroes[1] = getHero(hero2);
  1876. sendAndApply(&hex);
  1877. useScholarSkill(hero1,hero2);
  1878. queries.addQuery(exchange);
  1879. }
  1880. }
  1881. void CGameHandler::sendToAllClients( CPackForClient * info )
  1882. {
  1883. logGlobal->traceStream() << "Sending to all clients a package of type " << typeid(*info).name();
  1884. for(auto & elem : conns)
  1885. {
  1886. boost::unique_lock<boost::mutex> lock(*(elem)->wmx);
  1887. *elem << info;
  1888. }
  1889. }
  1890. void CGameHandler::sendAndApply(CPackForClient * info)
  1891. {
  1892. sendToAllClients(info);
  1893. gs->apply(info);
  1894. }
  1895. void CGameHandler::applyAndSend(CPackForClient * info)
  1896. {
  1897. gs->apply(info);
  1898. sendToAllClients(info);
  1899. }
  1900. void CGameHandler::sendAndApply(CGarrisonOperationPack * info)
  1901. {
  1902. sendAndApply(static_cast<CPackForClient*>(info));
  1903. checkVictoryLossConditionsForAll();
  1904. }
  1905. void CGameHandler::sendAndApply( SetResource * info )
  1906. {
  1907. sendAndApply(static_cast<CPackForClient*>(info));
  1908. checkVictoryLossConditionsForPlayer(info->player);
  1909. }
  1910. void CGameHandler::sendAndApply( SetResources * info )
  1911. {
  1912. sendAndApply(static_cast<CPackForClient*>(info));
  1913. checkVictoryLossConditionsForPlayer(info->player);
  1914. }
  1915. void CGameHandler::sendAndApply( NewStructures * info )
  1916. {
  1917. sendAndApply(static_cast<CPackForClient*>(info));
  1918. checkVictoryLossConditionsForPlayer(getTown(info->tid)->tempOwner);
  1919. }
  1920. void CGameHandler::save(const std::string & filename )
  1921. {
  1922. logGlobal->errorStream() << "Saving to " << filename;
  1923. CFileInfo info(filename);
  1924. //CResourceHandler::get()->createResource(info.getStem() + ".vlgm1");
  1925. CResourceHandler::get()->createResource(info.getStem() + ".vsgm1");
  1926. {
  1927. logGlobal->infoStream() << "Ordering clients to serialize...";
  1928. SaveGame sg(info.getStem() + ".vcgm1");
  1929. sendToAllClients(&sg);
  1930. }
  1931. try
  1932. {
  1933. // {
  1934. // logGlobal->infoStream() << "Serializing game info...";
  1935. // CSaveFile save(CResourceHandler::get()->getResourceName(ResourceID(info.getStem(), EResType::LIB_SAVEGAME)));
  1936. // // char hlp[8] = "VCMISVG";
  1937. // // save << hlp;
  1938. // saveCommonState(save);
  1939. // }
  1940. {
  1941. CSaveFile save(*CResourceHandler::get()->getResourceName(ResourceID(info.getStem(), EResType::SERVER_SAVEGAME)));
  1942. saveCommonState(save);
  1943. logGlobal->infoStream() << "Saving server state";
  1944. save << *this;
  1945. }
  1946. logGlobal->infoStream() << "Game has been successfully saved!";
  1947. }
  1948. catch(std::exception &e)
  1949. {
  1950. logGlobal->errorStream() << "Failed to save game: " << e.what();
  1951. }
  1952. }
  1953. void CGameHandler::close()
  1954. {
  1955. logGlobal->infoStream() << "We have been requested to close.";
  1956. if(gs->initialOpts->mode == StartInfo::DUEL)
  1957. {
  1958. exit(0);
  1959. }
  1960. //for(CConnection *cc : conns)
  1961. // if(cc && cc->socket && cc->socket->is_open())
  1962. // cc->socket->close();
  1963. //exit(0);
  1964. }
  1965. bool CGameHandler::arrangeStacks( ObjectInstanceID id1, ObjectInstanceID id2, ui8 what, SlotID p1, SlotID p2, si32 val, PlayerColor player )
  1966. {
  1967. const CArmedInstance *s1 = static_cast<CArmedInstance*>(gs->getObjInstance(id1)),
  1968. *s2 = static_cast<CArmedInstance*>(gs->getObjInstance(id2));
  1969. const CCreatureSet &S1 = *s1, &S2 = *s2;
  1970. StackLocation sl1(s1, p1), sl2(s2, p2);
  1971. if(!sl1.slot.validSlot() || !sl2.slot.validSlot())
  1972. {
  1973. complain("Invalid slot accessed!");
  1974. return false;
  1975. }
  1976. if(!isAllowedExchange(id1,id2))
  1977. {
  1978. complain("Cannot exchange stacks between these two objects!\n");
  1979. return false;
  1980. }
  1981. if(what==1) //swap
  1982. {
  1983. if ( ((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s1->getStackCount(p1)) //why 254??
  1984. || ((s2->tempOwner != player && s2->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)))
  1985. {
  1986. complain("Can't take troops from another player!");
  1987. return false;
  1988. }
  1989. swapStacks(sl1, sl2);
  1990. }
  1991. else if(what==2)//merge
  1992. {
  1993. if (( s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot merge different creatures stacks!"))
  1994. || (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)) && complain("Can't take troops from another player!")))
  1995. return false;
  1996. moveStack(sl1, sl2);
  1997. }
  1998. else if(what==3) //split
  1999. {
  2000. const int countToMove = val - s2->getStackCount(p2);
  2001. const int countLeftOnSrc = s1->getStackCount(p1) - countToMove;
  2002. if ( (s1->tempOwner != player && countLeftOnSrc < s1->getStackCount(p1) )
  2003. || (s2->tempOwner != player && val < s2->getStackCount(p2) ) )
  2004. {
  2005. complain("Can't move troops of another player!");
  2006. return false;
  2007. }
  2008. //general conditions checking
  2009. if((!vstd::contains(S1.stacks,p1) && complain("no creatures to split"))
  2010. || (val<1 && complain("no creatures to split")) )
  2011. {
  2012. return false;
  2013. }
  2014. if(vstd::contains(S2.stacks,p2)) //dest. slot not free - it must be "rebalancing"...
  2015. {
  2016. int total = s1->getStackCount(p1) + s2->getStackCount(p2);
  2017. if( (total < val && complain("Cannot split that stack, not enough creatures!"))
  2018. || (s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot rebalance different creatures stacks!"))
  2019. )
  2020. {
  2021. return false;
  2022. }
  2023. moveStack(sl1, sl2, countToMove);
  2024. //S2.slots[p2]->count = val;
  2025. //S1.slots[p1]->count = total - val;
  2026. }
  2027. else //split one stack to the two
  2028. {
  2029. if(s1->getStackCount(p1) < val)//not enough creatures
  2030. {
  2031. complain("Cannot split that stack, not enough creatures!");
  2032. return false;
  2033. }
  2034. moveStack(sl1, sl2, val);
  2035. }
  2036. }
  2037. return true;
  2038. }
  2039. PlayerColor CGameHandler::getPlayerAt( CConnection *c ) const
  2040. {
  2041. std::set<PlayerColor> all;
  2042. for(auto i=connections.cbegin(); i!=connections.cend(); i++)
  2043. if(i->second == c)
  2044. all.insert(i->first);
  2045. switch(all.size())
  2046. {
  2047. case 0:
  2048. return PlayerColor::NEUTRAL;
  2049. case 1:
  2050. return *all.begin();
  2051. default:
  2052. {
  2053. //if we have more than one player at this connection, try to pick active one
  2054. if(vstd::contains(all, gs->currentPlayer))
  2055. return gs->currentPlayer;
  2056. else
  2057. return PlayerColor::CANNOT_DETERMINE; //cannot say which player is it
  2058. }
  2059. }
  2060. }
  2061. bool CGameHandler::disbandCreature( ObjectInstanceID id, SlotID pos )
  2062. {
  2063. CArmedInstance *s1 = static_cast<CArmedInstance*>(gs->getObjInstance(id));
  2064. if(!vstd::contains(s1->stacks,pos))
  2065. {
  2066. complain("Illegal call to disbandCreature - no such stack in army!");
  2067. return false;
  2068. }
  2069. eraseStack(StackLocation(s1, pos));
  2070. return true;
  2071. }
  2072. bool CGameHandler::buildStructure( ObjectInstanceID tid, BuildingID requestedID, bool force /*=false*/ )
  2073. {
  2074. const CGTownInstance * t = getTown(tid);
  2075. if(!t)
  2076. COMPLAIN_RETF("No such town (ID=%s)!", tid);
  2077. if(!t->town->buildings.count(requestedID))
  2078. COMPLAIN_RETF("Town of faction %s does not have info about building ID=%s!", t->town->faction->name % tid);
  2079. if (t->hasBuilt(requestedID))
  2080. COMPLAIN_RETF("Building %s is already built in %s", t->town->buildings.at(requestedID)->Name() % t->name);
  2081. const CBuilding * requestedBuilding = t->town->buildings.at(requestedID);
  2082. //Vector with future list of built building and buildings in auto-mode that are not yet built.
  2083. std::vector<const CBuilding*> remainingAutoBuildings;
  2084. std::set<BuildingID> buildingsThatWillBe;
  2085. //Check validity of request
  2086. if(!force)
  2087. {
  2088. switch (requestedBuilding->mode)
  2089. {
  2090. case CBuilding::BUILD_NORMAL :
  2091. if (gs->canBuildStructure(t, requestedID) != EBuildingState::ALLOWED)
  2092. COMPLAIN_RET("Cannot build that building!");
  2093. break;
  2094. case CBuilding::BUILD_AUTO :
  2095. case CBuilding::BUILD_SPECIAL:
  2096. COMPLAIN_RET("This building can not be constructed normally!");
  2097. case CBuilding::BUILD_GRAIL :
  2098. if(requestedBuilding->mode == CBuilding::BUILD_GRAIL) //needs grail
  2099. {
  2100. if(!t->visitingHero || !t->visitingHero->hasArt(ArtifactID::GRAIL))
  2101. COMPLAIN_RET("Cannot build this without grail!")
  2102. else
  2103. removeArtifact(ArtifactLocation(t->visitingHero, t->visitingHero->getArtPos(ArtifactID::GRAIL, false)));
  2104. }
  2105. break;
  2106. }
  2107. }
  2108. //Performs stuff that has to be done after new building is built
  2109. auto processBuiltStructure = [t, this](const BuildingID buildingID)
  2110. {
  2111. if(buildingID >= BuildingID::DWELL_FIRST) //dwelling
  2112. {
  2113. int level = (buildingID - BuildingID::DWELL_FIRST) % GameConstants::CREATURES_PER_TOWN;
  2114. int upgradeNumber = (buildingID - BuildingID::DWELL_FIRST) / GameConstants::CREATURES_PER_TOWN;
  2115. if (upgradeNumber >= t->town->creatures.at(level).size())
  2116. {
  2117. complain(boost::str(boost::format("Error ecountered when building dwelling (bid=%s):"
  2118. "no creature found (upgrade number %d, level %d!")
  2119. % buildingID % upgradeNumber % level));
  2120. return;
  2121. }
  2122. CCreature * crea = VLC->creh->creatures.at(t->town->creatures.at(level).at(upgradeNumber));
  2123. SetAvailableCreatures ssi;
  2124. ssi.tid = t->id;
  2125. ssi.creatures = t->creatures;
  2126. if (ssi.creatures[level].second.empty()) // first creature in a dwelling
  2127. ssi.creatures[level].first = crea->growth;
  2128. ssi.creatures[level].second.push_back(crea->idNumber);
  2129. sendAndApply(&ssi);
  2130. }
  2131. if ( t->subID == ETownType::DUNGEON && buildingID == BuildingID::PORTAL_OF_SUMMON )
  2132. {
  2133. setPortalDwelling(t);
  2134. }
  2135. if(buildingID <= BuildingID::MAGES_GUILD_5) //it's mage guild
  2136. {
  2137. if(t->visitingHero)
  2138. giveSpells(t,t->visitingHero);
  2139. if(t->garrisonHero)
  2140. giveSpells(t,t->garrisonHero);
  2141. }
  2142. };
  2143. //Checks if all requirements will be met with expected building list "buildingsThatWillBe"
  2144. auto areRequirementsFullfilled = [&](const BuildingID & buildID)
  2145. {
  2146. return buildingsThatWillBe.count(buildID);
  2147. };
  2148. //Init the vectors
  2149. for(auto & build : t->town->buildings)
  2150. {
  2151. if(t->hasBuilt(build.first))
  2152. buildingsThatWillBe.insert(build.first);
  2153. else
  2154. {
  2155. if(build.second->mode == CBuilding::BUILD_AUTO) //not built auto building
  2156. remainingAutoBuildings.push_back(build.second);
  2157. }
  2158. }
  2159. //Prepare structure (list of building ids will be filled later)
  2160. NewStructures ns;
  2161. ns.tid = tid;
  2162. ns.builded = force ? t->builded : (t->builded+1);
  2163. std::queue<const CBuilding*> buildingsToAdd;
  2164. buildingsToAdd.push(requestedBuilding);
  2165. while(!buildingsToAdd.empty())
  2166. {
  2167. auto b = buildingsToAdd.front();
  2168. buildingsToAdd.pop();
  2169. ns.bid.insert(b->bid);
  2170. buildingsThatWillBe.insert(b->bid);
  2171. remainingAutoBuildings -= b;
  2172. for(auto autoBuilding : remainingAutoBuildings)
  2173. {
  2174. if (autoBuilding->requirements.test(areRequirementsFullfilled))
  2175. buildingsToAdd.push(autoBuilding);
  2176. }
  2177. }
  2178. //Other post-built events
  2179. for(auto builtID : ns.bid)
  2180. processBuiltStructure(builtID);
  2181. //Take cost
  2182. if (!force)
  2183. {
  2184. SetResources sr;
  2185. sr.player = t->tempOwner;
  2186. sr.res = gs->getPlayer(t->tempOwner)->resources - requestedBuilding->resources;
  2187. sendAndApply(&sr);
  2188. }
  2189. //We know what has been built, appluy changes. Do this as final step to properly update town window
  2190. sendAndApply(&ns);
  2191. // now when everything is built - reveal tiles for lookout tower
  2192. FoWChange fw;
  2193. fw.player = t->tempOwner;
  2194. fw.mode = 1;
  2195. t->getSightTiles(fw.tiles);
  2196. sendAndApply(&fw);
  2197. if(t->visitingHero)
  2198. vistiCastleObjects (t, t->visitingHero);
  2199. if(t->garrisonHero)
  2200. vistiCastleObjects (t, t->garrisonHero);
  2201. checkVictoryLossConditionsForPlayer(t->tempOwner);
  2202. return true;
  2203. }
  2204. bool CGameHandler::razeStructure (ObjectInstanceID tid, BuildingID bid)
  2205. {
  2206. ///incomplete, simply erases target building
  2207. const CGTownInstance * t = getTown(tid);
  2208. if (!vstd::contains(t->builtBuildings, bid))
  2209. return false;
  2210. RazeStructures rs;
  2211. rs.tid = tid;
  2212. rs.bid.insert(bid);
  2213. rs.destroyed = t->destroyed + 1;
  2214. sendAndApply(&rs);
  2215. //TODO: Remove dwellers
  2216. // if (t->subID == 4 && bid == 17) //Veil of Darkness
  2217. // {
  2218. // RemoveBonus rb(RemoveBonus::TOWN);
  2219. // rb.whoID = t->id;
  2220. // rb.source = Bonus::TOWN_STRUCTURE;
  2221. // rb.id = 17;
  2222. // sendAndApply(&rb);
  2223. // }
  2224. return true;
  2225. }
  2226. void CGameHandler::sendMessageToAll( const std::string &message )
  2227. {
  2228. SystemMessage sm;
  2229. sm.text = message;
  2230. sendToAllClients(&sm);
  2231. }
  2232. bool CGameHandler::recruitCreatures( ObjectInstanceID objid, CreatureID crid, ui32 cram, si32 fromLvl )
  2233. {
  2234. const CGDwelling *dw = static_cast<const CGDwelling*>(gs->getObj(objid));
  2235. const CArmedInstance *dst = nullptr;
  2236. const CCreature *c = VLC->creh->creatures.at(crid);
  2237. bool warMachine = c->hasBonusOfType(Bonus::SIEGE_WEAPON);
  2238. //TODO: test for owning
  2239. if(dw->ID == Obj::TOWN)
  2240. dst = (static_cast<const CGTownInstance *>(dw))->getUpperArmy();
  2241. else if(dw->ID == Obj::CREATURE_GENERATOR1 || dw->ID == Obj::CREATURE_GENERATOR4
  2242. || dw->ID == Obj::REFUGEE_CAMP) //advmap dwelling
  2243. dst = getHero(gs->getPlayer(dw->tempOwner)->currentSelection); //TODO: check if current hero is really visiting dwelling
  2244. else if(dw->ID == Obj::WAR_MACHINE_FACTORY)
  2245. dst = dynamic_cast<const CGHeroInstance *>(getTile(dw->visitablePos())->visitableObjects.back());
  2246. assert(dw && dst);
  2247. //verify
  2248. bool found = false;
  2249. int level = 0;
  2250. for(; level < dw->creatures.size(); level++) //iterate through all levels
  2251. {
  2252. if ( (fromLvl != -1) && ( level !=fromLvl ) )
  2253. continue;
  2254. const auto &cur = dw->creatures.at(level); //current level info <amount, list of cr. ids>
  2255. int i = 0;
  2256. for(; i < cur.second.size(); i++) //look for crid among available creatures list on current level
  2257. if(cur.second.at(i) == crid)
  2258. break;
  2259. if(i < cur.second.size())
  2260. {
  2261. found = true;
  2262. cram = std::min(cram, cur.first); //reduce recruited amount up to available amount
  2263. break;
  2264. }
  2265. }
  2266. SlotID slot = dst->getSlotFor(crid);
  2267. if( (!found && complain("Cannot recruit: no such creatures!"))
  2268. || (cram > VLC->creh->creatures.at(crid)->maxAmount(gs->getPlayer(dst->tempOwner)->resources) && complain("Cannot recruit: lack of resources!"))
  2269. || (cram<=0 && complain("Cannot recruit: cram <= 0!"))
  2270. || (!slot.validSlot() && !warMachine && complain("Cannot recruit: no available slot!")))
  2271. {
  2272. return false;
  2273. }
  2274. //recruit
  2275. SetResources sr;
  2276. sr.player = dst->tempOwner;
  2277. sr.res = gs->getPlayer(dst->tempOwner)->resources - (c->cost * cram);
  2278. SetAvailableCreatures sac;
  2279. sac.tid = objid;
  2280. sac.creatures = dw->creatures;
  2281. sac.creatures[level].first -= cram;
  2282. sendAndApply(&sr);
  2283. sendAndApply(&sac);
  2284. if(warMachine)
  2285. {
  2286. const CGHeroInstance *h = dynamic_cast<const CGHeroInstance*>(dst);
  2287. if(!h)
  2288. COMPLAIN_RET("Only hero can buy war machines");
  2289. switch(crid)
  2290. {
  2291. case 146:
  2292. giveHeroNewArtifact(h, VLC->arth->artifacts[4], ArtifactPosition::MACH1);
  2293. break;
  2294. case 147:
  2295. giveHeroNewArtifact(h, VLC->arth->artifacts[6], ArtifactPosition::MACH3);
  2296. break;
  2297. case 148:
  2298. giveHeroNewArtifact(h, VLC->arth->artifacts[5], ArtifactPosition::MACH2);
  2299. break;
  2300. default:
  2301. complain("This war machine cannot be recruited!");
  2302. return false;
  2303. }
  2304. }
  2305. else
  2306. {
  2307. addToSlot(StackLocation(dst, slot), c, cram);
  2308. }
  2309. return true;
  2310. }
  2311. bool CGameHandler::upgradeCreature( ObjectInstanceID objid, SlotID pos, CreatureID upgID )
  2312. {
  2313. CArmedInstance *obj = static_cast<CArmedInstance*>(gs->getObjInstance(objid));
  2314. assert(obj->hasStackAtSlot(pos));
  2315. UpgradeInfo ui = gs->getUpgradeInfo(obj->getStack(pos));
  2316. PlayerColor player = obj->tempOwner;
  2317. const PlayerState *p = getPlayer(player);
  2318. int crQuantity = obj->stacks.at(pos)->count;
  2319. int newIDpos= vstd::find_pos(ui.newID, upgID);//get position of new id in UpgradeInfo
  2320. //check if upgrade is possible
  2321. if( (ui.oldID<0 || newIDpos == -1 ) && complain("That upgrade is not possible!"))
  2322. {
  2323. return false;
  2324. }
  2325. TResources totalCost = ui.cost.at(newIDpos) * crQuantity;
  2326. //check if player has enough resources
  2327. if(!p->resources.canAfford(totalCost))
  2328. COMPLAIN_RET("Cannot upgrade, not enough resources!");
  2329. //take resources
  2330. SetResources sr;
  2331. sr.player = player;
  2332. sr.res = p->resources - totalCost;
  2333. sendAndApply(&sr);
  2334. //upgrade creature
  2335. changeStackType(StackLocation(obj, pos), VLC->creh->creatures.at(upgID));
  2336. return true;
  2337. }
  2338. bool CGameHandler::changeStackType(const StackLocation &sl, CCreature *c)
  2339. {
  2340. if(!sl.army->hasStackAtSlot(sl.slot))
  2341. COMPLAIN_RET("Cannot find a stack to change type");
  2342. SetStackType sst;
  2343. sst.sl = sl;
  2344. sst.type = c;
  2345. sendAndApply(&sst);
  2346. return true;
  2347. }
  2348. void CGameHandler::moveArmy(const CArmedInstance *src, const CArmedInstance *dst, bool allowMerging)
  2349. {
  2350. assert(src->canBeMergedWith(*dst, allowMerging));
  2351. while(src->stacksCount())//while there are unmoved creatures
  2352. {
  2353. auto i = src->Slots().begin(); //iterator to stack to move
  2354. StackLocation sl(src, i->first); //location of stack to move
  2355. SlotID pos = dst->getSlotFor(i->second->type);
  2356. if(!pos.validSlot())
  2357. {
  2358. //try to merge two other stacks to make place
  2359. std::pair<SlotID, SlotID> toMerge;
  2360. if(dst->mergableStacks(toMerge, i->first) && allowMerging)
  2361. {
  2362. moveStack(StackLocation(dst, toMerge.first), StackLocation(dst, toMerge.second)); //merge toMerge.first into toMerge.second
  2363. assert(!dst->hasStackAtSlot(toMerge.first)); //we have now a new free slot
  2364. moveStack(sl, StackLocation(dst, toMerge.first)); //move stack to freed slot
  2365. }
  2366. else
  2367. {
  2368. complain("Unexpected failure during an attempt to move army from " + src->nodeName() + " to " + dst->nodeName() + "!");
  2369. return;
  2370. }
  2371. }
  2372. else
  2373. {
  2374. moveStack(sl, StackLocation(dst, pos));
  2375. }
  2376. }
  2377. }
  2378. bool CGameHandler::garrisonSwap( ObjectInstanceID tid )
  2379. {
  2380. CGTownInstance *town = gs->getTown(tid);
  2381. if(!town->garrisonHero && town->visitingHero) //visiting => garrison, merge armies: town army => hero army
  2382. {
  2383. if(!town->visitingHero->canBeMergedWith(*town))
  2384. {
  2385. complain("Cannot make garrison swap, not enough free slots!");
  2386. return false;
  2387. }
  2388. moveArmy(town, town->visitingHero, true);
  2389. SetHeroesInTown intown;
  2390. intown.tid = tid;
  2391. intown.visiting = ObjectInstanceID();
  2392. intown.garrison = town->visitingHero->id;
  2393. sendAndApply(&intown);
  2394. return true;
  2395. }
  2396. else if (town->garrisonHero && !town->visitingHero) //move hero out of the garrison
  2397. {
  2398. //check if moving hero out of town will break 8 wandering heroes limit
  2399. if(getHeroCount(town->garrisonHero->tempOwner,false) >= 8)
  2400. {
  2401. complain("Cannot move hero out of the garrison, there are already 8 wandering heroes!");
  2402. return false;
  2403. }
  2404. SetHeroesInTown intown;
  2405. intown.tid = tid;
  2406. intown.garrison = ObjectInstanceID();
  2407. intown.visiting = town->garrisonHero->id;
  2408. sendAndApply(&intown);
  2409. return true;
  2410. }
  2411. else if(!!town->garrisonHero && town->visitingHero) //swap visiting and garrison hero
  2412. {
  2413. SetHeroesInTown intown;
  2414. intown.tid = tid;
  2415. intown.garrison = town->visitingHero->id;
  2416. intown.visiting = town->garrisonHero->id;
  2417. sendAndApply(&intown);
  2418. return true;
  2419. }
  2420. else
  2421. {
  2422. complain("Cannot swap garrison hero!");
  2423. return false;
  2424. }
  2425. }
  2426. // With the amount of changes done to the function, it's more like transferArtifacts.
  2427. // 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.
  2428. bool CGameHandler::moveArtifact(const ArtifactLocation &al1, const ArtifactLocation &al2)
  2429. {
  2430. ArtifactLocation src = al1, dst = al2;
  2431. const PlayerColor srcPlayer = src.owningPlayer(), dstPlayer = dst.owningPlayer();
  2432. const CArmedInstance *srcObj = src.relatedObj(), *dstObj = dst.relatedObj();
  2433. // Make sure exchange is even possible between the two heroes.
  2434. if(!isAllowedExchange(srcObj->id, dstObj->id))
  2435. COMPLAIN_RET("That heroes cannot make any exchange!");
  2436. const CArtifactInstance *srcArtifact = src.getArt();
  2437. const CArtifactInstance *destArtifact = dst.getArt();
  2438. if (srcArtifact == nullptr)
  2439. COMPLAIN_RET("No artifact to move!");
  2440. if (destArtifact && srcPlayer != dstPlayer)
  2441. COMPLAIN_RET("Can't touch artifact on hero of another player!");
  2442. // Check if src/dest slots are appropriate for the artifacts exchanged.
  2443. // Moving to the backpack is always allowed.
  2444. if ((!srcArtifact || dst.slot < GameConstants::BACKPACK_START)
  2445. && srcArtifact && !srcArtifact->canBePutAt(dst, true))
  2446. COMPLAIN_RET("Cannot move artifact!");
  2447. if ((srcArtifact && srcArtifact->artType->id == ArtifactID::ART_LOCK) || (destArtifact && destArtifact->artType->id == ArtifactID::ART_LOCK))
  2448. COMPLAIN_RET("Cannot move artifact locks.");
  2449. if (dst.slot >= GameConstants::BACKPACK_START && srcArtifact->artType->isBig())
  2450. COMPLAIN_RET("Cannot put big artifacts in backpack!");
  2451. if (src.slot == ArtifactPosition::MACH4 || dst.slot == ArtifactPosition::MACH4)
  2452. COMPLAIN_RET("Cannot move catapult!");
  2453. if(dst.slot >= GameConstants::BACKPACK_START)
  2454. vstd::amin(dst.slot, ArtifactPosition(GameConstants::BACKPACK_START + dst.getHolderArtSet()->artifactsInBackpack.size()));
  2455. if (src.slot == dst.slot && src.artHolder == dst.artHolder)
  2456. COMPLAIN_RET("Won't move artifact: Dest same as source!");
  2457. if(dst.slot < GameConstants::BACKPACK_START && destArtifact) //moving art to another slot
  2458. {
  2459. //old artifact must be removed first
  2460. moveArtifact(dst, ArtifactLocation(dst.artHolder, ArtifactPosition(
  2461. dst.getHolderArtSet()->artifactsInBackpack.size() + GameConstants::BACKPACK_START)));
  2462. }
  2463. MoveArtifact ma;
  2464. ma.src = src;
  2465. ma.dst = dst;
  2466. sendAndApply(&ma);
  2467. return true;
  2468. }
  2469. /**
  2470. * Assembles or disassembles a combination artifact.
  2471. * @param heroID ID of hero holding the artifact(s).
  2472. * @param artifactSlot The worn slot ID of the combination- or constituent artifact.
  2473. * @param assemble True for assembly operation, false for disassembly.
  2474. * @param assembleTo If assemble is true, this represents the artifact ID of the combination
  2475. * artifact to assemble to. Otherwise it's not used.
  2476. */
  2477. bool CGameHandler::assembleArtifacts (ObjectInstanceID heroID, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo)
  2478. {
  2479. CGHeroInstance *hero = gs->getHero(heroID);
  2480. const CArtifactInstance *destArtifact = hero->getArt(artifactSlot);
  2481. if(!destArtifact)
  2482. COMPLAIN_RET("assembleArtifacts: there is no such artifact instance!");
  2483. if(assemble)
  2484. {
  2485. CArtifact *combinedArt = VLC->arth->artifacts.at(assembleTo);
  2486. if(!combinedArt->constituents)
  2487. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to assemble is not a combined artifacts!");
  2488. if(!vstd::contains(destArtifact->assemblyPossibilities(hero), combinedArt))
  2489. COMPLAIN_RET("assembleArtifacts: It's impossible to assemble requested artifact!");
  2490. AssembledArtifact aa;
  2491. aa.al = ArtifactLocation(hero, artifactSlot);
  2492. aa.builtArt = combinedArt;
  2493. sendAndApply(&aa);
  2494. }
  2495. else
  2496. {
  2497. if(!destArtifact->artType->constituents)
  2498. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble is not a combined artifact!");
  2499. DisassembledArtifact da;
  2500. da.al = ArtifactLocation(hero, artifactSlot);
  2501. sendAndApply(&da);
  2502. }
  2503. return false;
  2504. }
  2505. bool CGameHandler::buyArtifact( ObjectInstanceID hid, ArtifactID aid )
  2506. {
  2507. CGHeroInstance *hero = gs->getHero(hid);
  2508. CGTownInstance *town = hero->visitedTown;
  2509. if(aid==ArtifactID::SPELLBOOK)
  2510. {
  2511. if((!town->hasBuilt(BuildingID::MAGES_GUILD_1) && complain("Cannot buy a spellbook, no mage guild in the town!"))
  2512. || (getResource(hero->getOwner(), Res::GOLD) < GameConstants::SPELLBOOK_GOLD_COST && complain("Cannot buy a spellbook, not enough gold!") )
  2513. || (hero->getArt(ArtifactPosition::SPELLBOOK) && complain("Cannot buy a spellbook, hero already has a one!"))
  2514. )
  2515. return false;
  2516. giveResource(hero->getOwner(),Res::GOLD,-GameConstants::SPELLBOOK_GOLD_COST);
  2517. giveHeroNewArtifact(hero, VLC->arth->artifacts[0], ArtifactPosition::SPELLBOOK);
  2518. assert(hero->getArt(ArtifactPosition::SPELLBOOK));
  2519. giveSpells(town,hero);
  2520. return true;
  2521. }
  2522. else if(aid < 7 && aid > 3) //war machine
  2523. {
  2524. int price = VLC->arth->artifacts.at(aid)->price;
  2525. if(( hero->getArt(ArtifactPosition(9+aid)) && complain("Hero already has this machine!"))
  2526. || (gs->getPlayer(hero->getOwner())->resources.at(Res::GOLD) < price && complain("Not enough gold!")))
  2527. {
  2528. return false;
  2529. }
  2530. if ((town->hasBuilt(BuildingID::BLACKSMITH) && town->town->warMachine == aid )
  2531. || ((town->hasBuilt(BuildingID::BALLISTA_YARD, ETownType::STRONGHOLD)) && aid == ArtifactID::BALLISTA))
  2532. {
  2533. giveResource(hero->getOwner(),Res::GOLD,-price);
  2534. giveHeroNewArtifact(hero, VLC->arth->artifacts.at(aid), ArtifactPosition(9+aid));
  2535. return true;
  2536. }
  2537. else
  2538. COMPLAIN_RET("This machine is unavailable here!");
  2539. }
  2540. return false;
  2541. }
  2542. bool CGameHandler::buyArtifact(const IMarket *m, const CGHeroInstance *h, Res::ERes rid, ArtifactID aid)
  2543. {
  2544. if(!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_ARTIFACT), aid))
  2545. COMPLAIN_RET("That artifact is unavailable!");
  2546. int b1, b2;
  2547. m->getOffer(rid, aid, b1, b2, EMarketMode::RESOURCE_ARTIFACT);
  2548. if(getResource(h->tempOwner, rid) < b1)
  2549. COMPLAIN_RET("You can't afford to buy this artifact!");
  2550. SetResource sr;
  2551. sr.player = h->tempOwner;
  2552. sr.resid = rid;
  2553. sr.val = getResource(h->tempOwner, rid) - b1;
  2554. sendAndApply(&sr);
  2555. SetAvailableArtifacts saa;
  2556. if(m->o->ID == Obj::TOWN)
  2557. {
  2558. saa.id = -1;
  2559. saa.arts = CGTownInstance::merchantArtifacts;
  2560. }
  2561. else if(const CGBlackMarket *bm = dynamic_cast<const CGBlackMarket *>(m->o)) //black market
  2562. {
  2563. saa.id = bm->id.getNum();
  2564. saa.arts = bm->artifacts;
  2565. }
  2566. else
  2567. COMPLAIN_RET("Wrong marktet...");
  2568. bool found = false;
  2569. for(const CArtifact *&art : saa.arts)
  2570. {
  2571. if(art && art->id == aid)
  2572. {
  2573. art = nullptr;
  2574. found = true;
  2575. break;
  2576. }
  2577. }
  2578. if(!found)
  2579. COMPLAIN_RET("Cannot find selected artifact on the list");
  2580. sendAndApply(&saa);
  2581. giveHeroNewArtifact(h, VLC->arth->artifacts.at(aid), ArtifactPosition::FIRST_AVAILABLE);
  2582. return true;
  2583. }
  2584. bool CGameHandler::sellArtifact( const IMarket *m, const CGHeroInstance *h, ArtifactInstanceID aid, Res::ERes rid )
  2585. {
  2586. const CArtifactInstance *art = h->getArtByInstanceId(aid);
  2587. if(!art)
  2588. COMPLAIN_RET("There is no artifact to sell!");
  2589. if(art->artType->id < 7)
  2590. COMPLAIN_RET("Cannot sell a war machine or spellbook!");
  2591. int resVal = 0, dump = 1;
  2592. m->getOffer(art->artType->id, rid, dump, resVal, EMarketMode::ARTIFACT_RESOURCE);
  2593. removeArtifact(ArtifactLocation(h, h->getArtPos(art)));
  2594. giveResource(h->tempOwner, rid, resVal);
  2595. return true;
  2596. }
  2597. //void CGameHandler::lootArtifacts (TArtHolder source, TArtHolder dest, std::vector<ui32> &arts)
  2598. //{
  2599. // //const CGHeroInstance * h1 = dynamic_cast<CGHeroInstance *> source;
  2600. // //auto s = boost::apply_visitor(GetArtifactSetPtr(), source);
  2601. // {
  2602. // }
  2603. //}
  2604. bool CGameHandler::buySecSkill( const IMarket *m, const CGHeroInstance *h, SecondarySkill skill)
  2605. {
  2606. if (!h)
  2607. COMPLAIN_RET("You need hero to buy a skill!");
  2608. if (h->getSecSkillLevel(SecondarySkill(skill)))
  2609. COMPLAIN_RET("Hero already know this skill");
  2610. if (!h->canLearnSkill())
  2611. COMPLAIN_RET("Hero can't learn any more skills");
  2612. if (h->type->heroClass->secSkillProbability.at(skill)==0)//can't learn this skill (like necromancy for most of non-necros)
  2613. COMPLAIN_RET("The hero can't learn this skill!");
  2614. if(!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_SKILL), skill))
  2615. COMPLAIN_RET("That skill is unavailable!");
  2616. if(getResource(h->tempOwner, Res::GOLD) < 2000)//TODO: remove hardcoded resource\summ?
  2617. COMPLAIN_RET("You can't afford to buy this skill");
  2618. SetResource sr;
  2619. sr.player = h->tempOwner;
  2620. sr.resid = Res::GOLD;
  2621. sr.val = getResource(h->tempOwner, Res::GOLD) - 2000;
  2622. sendAndApply(&sr);
  2623. changeSecSkill(h, skill, 1, true);
  2624. return true;
  2625. }
  2626. bool CGameHandler::tradeResources(const IMarket *market, ui32 val, PlayerColor player, ui32 id1, ui32 id2)
  2627. {
  2628. int r1 = gs->getPlayer(player)->resources.at(id1),
  2629. r2 = gs->getPlayer(player)->resources.at(id2);
  2630. vstd::amin(val, r1); //can't trade more resources than have
  2631. int b1, b2; //base quantities for trade
  2632. market->getOffer(id1, id2, b1, b2, EMarketMode::RESOURCE_RESOURCE);
  2633. int units = val / b1; //how many base quantities we trade
  2634. if(val%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  2635. {
  2636. //TODO: complain?
  2637. assert(0);
  2638. }
  2639. SetResource sr;
  2640. sr.player = player;
  2641. sr.resid = static_cast<Res::ERes>(id1);
  2642. sr.val = r1 - b1 * units;
  2643. sendAndApply(&sr);
  2644. sr.resid = static_cast<Res::ERes>(id2);
  2645. sr.val = r2 + b2 * units;
  2646. sendAndApply(&sr);
  2647. return true;
  2648. }
  2649. bool CGameHandler::sellCreatures(ui32 count, const IMarket *market, const CGHeroInstance * hero, SlotID slot, Res::ERes resourceID)
  2650. {
  2651. if(!vstd::contains(hero->Slots(), slot))
  2652. COMPLAIN_RET("Hero doesn't have any creature in that slot!");
  2653. const CStackInstance &s = hero->getStack(slot);
  2654. if( s.count < count //can't sell more creatures than have
  2655. || (hero->Slots().size() == 1 && hero->needsLastStack() && s.count == count)) //can't sell last stack
  2656. {
  2657. COMPLAIN_RET("Not enough creatures in army!");
  2658. }
  2659. int b1, b2; //base quantities for trade
  2660. market->getOffer(s.type->idNumber, resourceID, b1, b2, EMarketMode::CREATURE_RESOURCE);
  2661. int units = count / b1; //how many base quantities we trade
  2662. if(count%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  2663. {
  2664. //TODO: complain?
  2665. assert(0);
  2666. }
  2667. changeStackCount(StackLocation(hero, slot), -count);
  2668. SetResource sr;
  2669. sr.player = hero->tempOwner;
  2670. sr.resid = resourceID;
  2671. sr.val = getResource(hero->tempOwner, resourceID) + b2 * units;
  2672. sendAndApply(&sr);
  2673. return true;
  2674. }
  2675. bool CGameHandler::transformInUndead(const IMarket *market, const CGHeroInstance * hero, SlotID slot)
  2676. {
  2677. const CArmedInstance *army = nullptr;
  2678. if (hero)
  2679. army = hero;
  2680. else
  2681. army = dynamic_cast<const CGTownInstance *>(market->o);
  2682. if (!army)
  2683. COMPLAIN_RET("Incorrect call to transform in undead!");
  2684. if(!army->hasStackAtSlot(slot))
  2685. COMPLAIN_RET("Army doesn't have any creature in that slot!");
  2686. const CStackInstance &s = army->getStack(slot);
  2687. int resCreature;//resulting creature - bone dragons or skeletons
  2688. if (s.hasBonusOfType(Bonus::DRAGON_NATURE))
  2689. resCreature = 68;
  2690. else
  2691. resCreature = 56;
  2692. changeStackType(StackLocation(army, slot), VLC->creh->creatures.at(resCreature));
  2693. return true;
  2694. }
  2695. bool CGameHandler::sendResources(ui32 val, PlayerColor player, Res::ERes r1, PlayerColor r2)
  2696. {
  2697. const PlayerState *p2 = gs->getPlayer(r2, false);
  2698. if(!p2 || p2->status != EPlayerStatus::INGAME)
  2699. {
  2700. complain("Dest player must be in game!");
  2701. return false;
  2702. }
  2703. si32 curRes1 = gs->getPlayer(player)->resources.at(r1),
  2704. curRes2 = gs->getPlayer(r2)->resources.at(r1);
  2705. val = std::min(si32(val),curRes1);
  2706. SetResource sr;
  2707. sr.player = player;
  2708. sr.resid = r1;
  2709. sr.val = curRes1 - val;
  2710. sendAndApply(&sr);
  2711. sr.player = r2;
  2712. sr.val = curRes2 + val;
  2713. sendAndApply(&sr);
  2714. return true;
  2715. }
  2716. bool CGameHandler::setFormation( ObjectInstanceID hid, ui8 formation )
  2717. {
  2718. gs->getHero(hid)-> formation = formation;
  2719. return true;
  2720. }
  2721. bool CGameHandler::hireHero(const CGObjectInstance *obj, ui8 hid, PlayerColor player)
  2722. {
  2723. const PlayerState *p = gs->getPlayer(player);
  2724. const CGTownInstance *t = gs->getTown(obj->id);
  2725. static const int GOLD_NEEDED = 2500;
  2726. //common preconditions
  2727. if( (p->resources.at(Res::GOLD)<GOLD_NEEDED && complain("Not enough gold for buying hero!"))
  2728. || (getHeroCount(player, false) >= GameConstants::MAX_HEROES_PER_PLAYER && complain("Cannot hire hero, only 8 wandering heroes are allowed!")))
  2729. return false;
  2730. if(t) //tavern in town
  2731. {
  2732. if( (!t->hasBuilt(BuildingID::TAVERN) && complain("No tavern!"))
  2733. || (t->visitingHero && complain("There is visiting hero - no place!")))
  2734. return false;
  2735. }
  2736. else if(obj->ID == Obj::TAVERN)
  2737. {
  2738. if(getTile(obj->visitablePos())->visitableObjects.back() != obj && complain("Tavern entry must be unoccupied!"))
  2739. return false;
  2740. }
  2741. const CGHeroInstance *nh = p->availableHeroes.at(hid);
  2742. if (!nh)
  2743. {
  2744. complain ("Hero is not available for hiring!");
  2745. return false;
  2746. }
  2747. HeroRecruited hr;
  2748. hr.tid = obj->id;
  2749. hr.hid = nh->subID;
  2750. hr.player = player;
  2751. hr.tile = obj->visitablePos() + nh->getVisitableOffset();
  2752. sendAndApply(&hr);
  2753. std::map<ui32, ConstTransitivePtr<CGHeroInstance> > pool = gs->unusedHeroesFromPool();
  2754. const CGHeroInstance *theOtherHero = p->availableHeroes.at(!hid);
  2755. const CGHeroInstance *newHero = nullptr;
  2756. if (theOtherHero) //on XXL maps all heroes can be imprisoned :(
  2757. newHero = gs->hpool.pickHeroFor(false, player, getNativeTown(player), pool, theOtherHero->type->heroClass);
  2758. SetAvailableHeroes sah;
  2759. sah.player = player;
  2760. if(newHero)
  2761. {
  2762. sah.hid[hid] = newHero->subID;
  2763. sah.army[hid].clear();
  2764. sah.army[hid].setCreature(SlotID(0), newHero->type->initialArmy[0].creature, 1);
  2765. }
  2766. else
  2767. sah.hid[hid] = -1;
  2768. sah.hid[!hid] = theOtherHero ? theOtherHero->subID : -1;
  2769. sendAndApply(&sah);
  2770. SetResource sr;
  2771. sr.player = player;
  2772. sr.resid = Res::GOLD;
  2773. sr.val = p->resources.at(Res::GOLD) - GOLD_NEEDED;
  2774. sendAndApply(&sr);
  2775. if(t)
  2776. {
  2777. vistiCastleObjects (t, nh);
  2778. giveSpells (t,nh);
  2779. }
  2780. return true;
  2781. }
  2782. bool CGameHandler::queryReply(QueryID qid, ui32 answer, PlayerColor player)
  2783. {
  2784. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  2785. logGlobal->traceStream() << boost::format("Player %s attempts answering query %d with answer %d") % player % qid % answer;
  2786. auto topQuery = queries.topQuery(player);
  2787. COMPLAIN_RET_FALSE_IF(!topQuery, "This player doesn't have any queries!");
  2788. COMPLAIN_RET_FALSE_IF(topQuery->queryID != qid, "This player top query has different ID!");
  2789. COMPLAIN_RET_FALSE_IF(!topQuery->endsByPlayerAnswer(), "This query cannot be ended by player's answer!");
  2790. if(auto dialogQuery = std::dynamic_pointer_cast<CDialogQuery>(topQuery))
  2791. dialogQuery->answer = answer;
  2792. queries.popQuery(topQuery);
  2793. return true;
  2794. }
  2795. static EndAction end_action;
  2796. bool CGameHandler::makeBattleAction( BattleAction &ba )
  2797. {
  2798. bool ok = true;
  2799. const CStack *stack = battleGetStackByID(ba.stackNumber); //may be nullptr if action is not about stack
  2800. const CStack *destinationStack = ba.actionType == Battle::WALK_AND_ATTACK ? gs->curB->battleGetStackByPos(ba.additionalInfo)
  2801. : ba.actionType == Battle::SHOOT ? gs->curB->battleGetStackByPos(ba.destinationTile)
  2802. : nullptr;
  2803. const bool isAboutActiveStack = stack && (stack == battleActiveStack());
  2804. logGlobal->traceStream() << boost::format(
  2805. "Making action: type=%d; side=%d; stack=%s; dst=%s; additionalInfo=%d; stackAtDst=%s")
  2806. % ba.actionType % (int)ba.side % (stack ? stack->getName() : std::string("none"))
  2807. % ba.destinationTile % ba.additionalInfo % (destinationStack ? destinationStack->getName() : std::string("none"));
  2808. switch(ba.actionType)
  2809. {
  2810. case Battle::WALK: //walk
  2811. case Battle::DEFEND: //defend
  2812. case Battle::WAIT: //wait
  2813. case Battle::WALK_AND_ATTACK: //walk or attack
  2814. case Battle::SHOOT: //shoot
  2815. case Battle::CATAPULT: //catapult
  2816. case Battle::STACK_HEAL: //healing with First Aid Tent
  2817. case Battle::DAEMON_SUMMONING:
  2818. case Battle::MONSTER_SPELL:
  2819. if(!stack)
  2820. {
  2821. complain("No such stack!");
  2822. return false;
  2823. }
  2824. if(!stack->alive())
  2825. {
  2826. complain("This stack is dead: " + stack->nodeName());
  2827. return false;
  2828. }
  2829. if(battleTacticDist())
  2830. {
  2831. if(stack && !stack->attackerOwned != battleGetTacticsSide())
  2832. {
  2833. complain("This is not a stack of side that has tactics!");
  2834. return false;
  2835. }
  2836. }
  2837. else if(!isAboutActiveStack)
  2838. {
  2839. complain("Action has to be about active stack!");
  2840. return false;
  2841. }
  2842. }
  2843. switch(ba.actionType)
  2844. {
  2845. case Battle::END_TACTIC_PHASE: //wait
  2846. case Battle::BAD_MORALE:
  2847. case Battle::NO_ACTION:
  2848. {
  2849. StartAction start_action(ba);
  2850. sendAndApply(&start_action);
  2851. sendAndApply(&end_action);
  2852. break;
  2853. }
  2854. case Battle::WALK:
  2855. {
  2856. StartAction start_action(ba);
  2857. sendAndApply(&start_action); //start movement
  2858. int walkedTiles = moveStack(ba.stackNumber,ba.destinationTile); //move
  2859. if(!walkedTiles)
  2860. complain("Stack failed movement!");
  2861. sendAndApply(&end_action);
  2862. break;
  2863. }
  2864. case Battle::DEFEND:
  2865. {
  2866. //defensive stance //TODO: remove this bonus when stack becomes active
  2867. SetStackEffect sse;
  2868. sse.effect.push_back( Bonus(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, 20, -1, PrimarySkill::DEFENSE, Bonus::PERCENT_TO_ALL) );
  2869. sse.effect.push_back( Bonus(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, gs->curB->stacks.at(ba.stackNumber)->valOfBonuses(Bonus::DEFENSIVE_STANCE),
  2870. -1, PrimarySkill::DEFENSE, Bonus::ADDITIVE_VALUE));
  2871. sse.stacks.push_back(ba.stackNumber);
  2872. sendAndApply(&sse);
  2873. //don't break - we share code with next case
  2874. }
  2875. case Battle::WAIT:
  2876. {
  2877. StartAction start_action(ba);
  2878. sendAndApply(&start_action);
  2879. sendAndApply(&end_action);
  2880. break;
  2881. }
  2882. case Battle::RETREAT: //retreat/flee
  2883. {
  2884. if(!gs->curB->battleCanFlee(gs->curB->sides.at(ba.side).color))
  2885. complain("Cannot retreat!");
  2886. else
  2887. setBattleResult(BattleResult::ESCAPE, !ba.side); //surrendering side loses
  2888. break;
  2889. }
  2890. case Battle::SURRENDER:
  2891. {
  2892. PlayerColor player = gs->curB->sides.at(ba.side).color;
  2893. int cost = gs->curB->battleGetSurrenderCost(player);
  2894. if(cost < 0)
  2895. complain("Cannot surrender!");
  2896. else if(getResource(player, Res::GOLD) < cost)
  2897. complain("Not enough gold to surrender!");
  2898. else
  2899. {
  2900. giveResource(player, Res::GOLD, -cost);
  2901. setBattleResult(BattleResult::SURRENDER, !ba.side); //surrendering side loses
  2902. }
  2903. break;
  2904. }
  2905. case Battle::WALK_AND_ATTACK: //walk or attack
  2906. {
  2907. StartAction start_action(ba);
  2908. sendAndApply(&start_action); //start movement and attack
  2909. if(!stack || !destinationStack)
  2910. {
  2911. sendAndApply(&end_action);
  2912. break;
  2913. }
  2914. BattleHex startingPos = stack->position;
  2915. int distance = moveStack(ba.stackNumber, ba.destinationTile);
  2916. logGlobal->traceStream() << stack->nodeName() << " will attack " << destinationStack->nodeName();
  2917. if(stack->position != ba.destinationTile //we wasn't able to reach destination tile
  2918. && !(stack->doubleWide()
  2919. && ( stack->position == ba.destinationTile + (stack->attackerOwned ? +1 : -1 ) )
  2920. ) //nor occupy specified hex
  2921. )
  2922. {
  2923. std::string problem = "We cannot move this stack to its destination " + stack->getCreature()->namePl;
  2924. logGlobal->warnStream() << problem;
  2925. complain(problem);
  2926. ok = false;
  2927. sendAndApply(&end_action);
  2928. break;
  2929. }
  2930. if(destinationStack && stack->ID == destinationStack->ID) //we should just move, it will be handled by following check
  2931. {
  2932. destinationStack = nullptr;
  2933. }
  2934. if(!destinationStack)
  2935. {
  2936. complain(boost::str(boost::format("walk and attack error: no stack at additionalInfo tile (%d)!\n") % ba.additionalInfo));
  2937. ok = false;
  2938. sendAndApply(&end_action);
  2939. break;
  2940. }
  2941. if( !CStack::isMeleeAttackPossible(stack, destinationStack) )
  2942. {
  2943. complain("Attack cannot be performed!");
  2944. sendAndApply(&end_action);
  2945. ok = false;
  2946. break;
  2947. }
  2948. //attack
  2949. int totalAttacks = 1 + stack->getBonuses(Selector::type (Bonus::ADDITIONAL_ATTACK),
  2950. (Selector::effectRange(Bonus::NO_LIMIT).Or(Selector::effectRange(Bonus::ONLY_MELEE_FIGHT))))->totalValue(); //all unspicified attacks + melee attacks
  2951. for (int i = 0; i < totalAttacks; ++i)
  2952. {
  2953. if (stack &&
  2954. stack->alive() && //move can cause death, eg. by walking into the moat
  2955. destinationStack->alive())
  2956. {
  2957. BattleAttack bat;
  2958. prepareAttack(bat, stack, destinationStack, (i ? 0 : distance), ba.additionalInfo); //no distance travelled on second attack
  2959. //prepareAttack(bat, stack, stackAtEnd, 0, ba.additionalInfo);
  2960. handleAttackBeforeCasting(bat); //only before first attack
  2961. sendAndApply(&bat);
  2962. handleAfterAttackCasting(bat);
  2963. }
  2964. //counterattack
  2965. if (destinationStack
  2966. && !stack->hasBonusOfType(Bonus::BLOCKS_RETALIATION)
  2967. && destinationStack->ableToRetaliate()
  2968. && stack->alive()) //attacker may have died (fire shield)
  2969. {
  2970. BattleAttack bat;
  2971. prepareAttack(bat, destinationStack, stack, 0, stack->position);
  2972. bat.flags |= BattleAttack::COUNTER;
  2973. sendAndApply(&bat);
  2974. handleAfterAttackCasting(bat);
  2975. }
  2976. }
  2977. //return
  2978. if(stack->hasBonusOfType(Bonus::RETURN_AFTER_STRIKE) && startingPos != stack->position && stack->alive())
  2979. {
  2980. moveStack(ba.stackNumber, startingPos);
  2981. //NOTE: curStack->ID == ba.stackNumber (rev 1431)
  2982. }
  2983. sendAndApply(&end_action);
  2984. break;
  2985. }
  2986. case Battle::SHOOT:
  2987. {
  2988. if( !gs->curB->battleCanShoot(stack, ba.destinationTile) )
  2989. {
  2990. complain("Cannot shoot!");
  2991. break;
  2992. }
  2993. StartAction start_action(ba);
  2994. sendAndApply(&start_action); //start shooting
  2995. {
  2996. BattleAttack bat;
  2997. bat.flags |= BattleAttack::SHOT;
  2998. prepareAttack(bat, stack, destinationStack, 0, ba.destinationTile);
  2999. handleAttackBeforeCasting(bat);
  3000. sendAndApply(&bat);
  3001. handleAfterAttackCasting(bat);
  3002. }
  3003. //second shot for ballista, only if hero has advanced artillery
  3004. const CGHeroInstance * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  3005. if( destinationStack->alive()
  3006. && (stack->getCreature()->idNumber == CreatureID::BALLISTA)
  3007. && (attackingHero->getSecSkillLevel(SecondarySkill::ARTILLERY) >= SecSkillLevel::ADVANCED)
  3008. )
  3009. {
  3010. BattleAttack bat2;
  3011. bat2.flags |= BattleAttack::SHOT;
  3012. prepareAttack(bat2, stack, destinationStack, 0, ba.destinationTile);
  3013. sendAndApply(&bat2);
  3014. }
  3015. //allow more than one additional attack
  3016. int additionalAttacks = stack->getBonuses(Selector::type (Bonus::ADDITIONAL_ATTACK),
  3017. (Selector::effectRange(Bonus::NO_LIMIT).Or(Selector::effectRange(Bonus::ONLY_DISTANCE_FIGHT))))->totalValue();
  3018. for (int i = 0; i < additionalAttacks; ++i)
  3019. {
  3020. if(
  3021. stack->alive()
  3022. && destinationStack->alive()
  3023. && stack->shots
  3024. )
  3025. {
  3026. BattleAttack bat;
  3027. bat.flags |= BattleAttack::SHOT;
  3028. prepareAttack(bat, stack, destinationStack, 0, ba.destinationTile);
  3029. sendAndApply(&bat);
  3030. handleAfterAttackCasting(bat);
  3031. }
  3032. }
  3033. sendAndApply(&end_action);
  3034. break;
  3035. }
  3036. case Battle::CATAPULT:
  3037. {
  3038. auto getCatapultHitChance = [&](EWallPart::EWallPart part, const CHeroHandler::SBallisticsLevelInfo & sbi) -> int
  3039. {
  3040. switch(part)
  3041. {
  3042. case EWallPart::GATE:
  3043. return sbi.gate;
  3044. case EWallPart::KEEP:
  3045. return sbi.keep;
  3046. case EWallPart::BOTTOM_TOWER:
  3047. case EWallPart::UPPER_TOWER:
  3048. return sbi.tower;
  3049. case EWallPart::BOTTOM_WALL:
  3050. case EWallPart::BELOW_GATE:
  3051. case EWallPart::OVER_GATE:
  3052. case EWallPart::UPPER_WALL:
  3053. return sbi.wall;
  3054. default:
  3055. return 0;
  3056. }
  3057. };
  3058. StartAction start_action(ba);
  3059. sendAndApply(&start_action);
  3060. auto onExit = vstd::makeScopeGuard([&]{ sendAndApply(&end_action); }); //if we started than we have to finish
  3061. const CGHeroInstance * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  3062. CHeroHandler::SBallisticsLevelInfo sbi = VLC->heroh->ballistics.at(attackingHero->getSecSkillLevel(SecondarySkill::BALLISTICS));
  3063. auto wallPart = gs->curB->battleHexToWallPart(ba.destinationTile);
  3064. if(!gs->curB->isWallPartPotentiallyAttackable(wallPart))
  3065. {
  3066. complain("catapult tried to attack non-catapultable hex!");
  3067. break;
  3068. }
  3069. //in successive iterations damage is dealt but not yet subtracted from wall's HPs
  3070. auto &currentHP = gs->curB->si.wallState;
  3071. if (currentHP.at(wallPart) == EWallState::DESTROYED || currentHP.at(wallPart) == EWallState::NONE)
  3072. {
  3073. complain("catapult tried to attack already destroyed wall part!");
  3074. break;
  3075. }
  3076. for(int g=0; g<sbi.shots; ++g)
  3077. {
  3078. bool hitSuccessfull = false;
  3079. auto attackedPart = wallPart;
  3080. do // catapult has chance to attack desired target. Othervice - attacks randomly
  3081. {
  3082. if(currentHP.at(attackedPart) != EWallState::DESTROYED && // this part can be hit
  3083. currentHP.at(attackedPart) != EWallState::NONE &&
  3084. rand()%100 < getCatapultHitChance(attackedPart, sbi))//hit is successful
  3085. {
  3086. hitSuccessfull = true;
  3087. }
  3088. else // select new target
  3089. {
  3090. std::vector<EWallPart::EWallPart> allowedTargets;
  3091. for (size_t i=0; i< currentHP.size(); i++)
  3092. {
  3093. if (currentHP.at(i) != EWallState::DESTROYED &&
  3094. currentHP.at(i) != EWallState::NONE)
  3095. allowedTargets.push_back(EWallPart::EWallPart(i));
  3096. }
  3097. if (allowedTargets.empty())
  3098. break;
  3099. attackedPart = allowedTargets.at(rand()%allowedTargets.size());
  3100. }
  3101. }
  3102. while (!hitSuccessfull);
  3103. if (!hitSuccessfull) // break triggered - no target to shoot at
  3104. break;
  3105. CatapultAttack ca; //package for clients
  3106. CatapultAttack::AttackInfo attack;
  3107. attack.attackedPart = attackedPart;
  3108. attack.destinationTile = ba.destinationTile;
  3109. attack.damageDealt = 0;
  3110. int dmgChance[] = { sbi.noDmg, sbi.oneDmg, sbi.twoDmg }; //dmgChance[i] - chance for doing i dmg when hit is successful
  3111. int dmgRand = rand()%100;
  3112. //accumulating dmgChance
  3113. dmgChance[1] += dmgChance[0];
  3114. dmgChance[2] += dmgChance[1];
  3115. //calculating dealt damage
  3116. for(int damage = 0; damage < ARRAY_COUNT(dmgChance); ++damage)
  3117. {
  3118. if(dmgRand <= dmgChance[damage])
  3119. {
  3120. attack.damageDealt = damage;
  3121. break;
  3122. }
  3123. }
  3124. // attacked tile may have changed - update destination
  3125. attack.destinationTile = gs->curB->wallPartToBattleHex(EWallPart::EWallPart(attack.attackedPart));
  3126. logGlobal->traceStream() << "Catapult attacks " << (int)attack.attackedPart
  3127. << " dealing " << (int)attack.damageDealt << " damage";
  3128. //removing creatures in turrets / keep if one is destroyed
  3129. if(attack.damageDealt > 0 && (attackedPart == EWallPart::KEEP ||
  3130. attackedPart == EWallPart::BOTTOM_TOWER || attackedPart == EWallPart::UPPER_TOWER))
  3131. {
  3132. int posRemove = -1;
  3133. switch(attackedPart)
  3134. {
  3135. case EWallPart::KEEP:
  3136. posRemove = -2;
  3137. break;
  3138. case EWallPart::BOTTOM_TOWER:
  3139. posRemove = -3;
  3140. break;
  3141. case EWallPart::UPPER_TOWER:
  3142. posRemove = -4;
  3143. break;
  3144. }
  3145. BattleStacksRemoved bsr;
  3146. for(auto & elem : gs->curB->stacks)
  3147. {
  3148. if(elem->position == posRemove)
  3149. {
  3150. bsr.stackIDs.insert( elem->ID );
  3151. break;
  3152. }
  3153. }
  3154. sendAndApply(&bsr);
  3155. }
  3156. ca.attacker = ba.stackNumber;
  3157. ca.attackedParts.push_back(attack);
  3158. sendAndApply(&ca);
  3159. }
  3160. //finish by scope guard
  3161. break;
  3162. }
  3163. case Battle::STACK_HEAL: //healing with First Aid Tent
  3164. {
  3165. StartAction start_action(ba);
  3166. sendAndApply(&start_action);
  3167. const CGHeroInstance * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  3168. const CStack *healer = gs->curB->battleGetStackByID(ba.stackNumber),
  3169. *destStack = gs->curB->battleGetStackByPos(ba.destinationTile);
  3170. if(healer == nullptr || destStack == nullptr || !healer->hasBonusOfType(Bonus::HEALER))
  3171. {
  3172. complain("There is either no healer, no destination, or healer cannot heal :P");
  3173. }
  3174. int maxHealable = destStack->MaxHealth() - destStack->firstHPleft;
  3175. int maxiumHeal = healer->count * std::max(10, attackingHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::FIRST_AID));
  3176. int healed = std::min(maxHealable, maxiumHeal);
  3177. if(healed == 0)
  3178. {
  3179. //nothing to heal.. should we complain?
  3180. }
  3181. else
  3182. {
  3183. StacksHealedOrResurrected shr;
  3184. shr.lifeDrain = false;
  3185. shr.tentHealing = true;
  3186. shr.drainedFrom = ba.stackNumber;
  3187. StacksHealedOrResurrected::HealInfo hi;
  3188. hi.healedHP = healed;
  3189. hi.lowLevelResurrection = 0;
  3190. hi.stackID = destStack->ID;
  3191. shr.healedStacks.push_back(hi);
  3192. sendAndApply(&shr);
  3193. }
  3194. sendAndApply(&end_action);
  3195. break;
  3196. }
  3197. case Battle::DAEMON_SUMMONING:
  3198. //TODO: From Strategija:
  3199. //Summon Demon is a level 2 spell.
  3200. {
  3201. StartAction start_action(ba);
  3202. sendAndApply(&start_action);
  3203. const CStack *summoner = gs->curB->battleGetStackByID(ba.stackNumber),
  3204. *destStack = gs->curB->battleGetStackByPos(ba.destinationTile, false);
  3205. BattleStackAdded bsa;
  3206. bsa.attacker = summoner->attackerOwned;
  3207. bsa.creID = CreatureID(summoner->getBonusLocalFirst(Selector::type(Bonus::DAEMON_SUMMONING))->subtype); //in case summoner can summon more than one type of monsters... scream!
  3208. ui64 risedHp = summoner->count * summoner->valOfBonuses(Bonus::DAEMON_SUMMONING, bsa.creID.toEnum());
  3209. ui64 targetHealth = destStack->getCreature()->MaxHealth() * destStack->baseAmount;
  3210. ui64 canRiseHp = std::min(targetHealth, risedHp);
  3211. ui32 canRiseAmount = canRiseHp / VLC->creh->creatures.at(bsa.creID)->MaxHealth();
  3212. bsa.amount = std::min(canRiseAmount, destStack->baseAmount);
  3213. bsa.pos = gs->curB->getAvaliableHex(bsa.creID, bsa.attacker, destStack->position);
  3214. bsa.summoned = false;
  3215. if (bsa.amount) //there's rare possibility single creature cannot rise desired type
  3216. {
  3217. BattleStacksRemoved bsr; //remove body
  3218. bsr.stackIDs.insert(destStack->ID);
  3219. sendAndApply(&bsr);
  3220. sendAndApply(&bsa);
  3221. BattleSetStackProperty ssp;
  3222. ssp.stackID = ba.stackNumber;
  3223. ssp.which = BattleSetStackProperty::CASTS; //reduce number of casts
  3224. ssp.val = -1;
  3225. ssp.absolute = false;
  3226. sendAndApply(&ssp);
  3227. }
  3228. sendAndApply(&end_action);
  3229. break;
  3230. }
  3231. case Battle::MONSTER_SPELL:
  3232. {
  3233. StartAction start_action(ba);
  3234. sendAndApply(&start_action);
  3235. const CStack * stack = gs->curB->battleGetStackByID(ba.stackNumber);
  3236. SpellID spellID = SpellID(ba.additionalInfo);
  3237. BattleHex destination(ba.destinationTile);
  3238. const Bonus *randSpellcaster = stack->getBonusLocalFirst(Selector::type(Bonus::RANDOM_SPELLCASTER));
  3239. const Bonus * spellcaster = stack->getBonusLocalFirst(Selector::typeSubtype(Bonus::SPELLCASTER, spellID));
  3240. //TODO special bonus for genies ability
  3241. if(randSpellcaster && battleGetRandomStackSpell(stack, CBattleInfoCallback::RANDOM_AIMED) < 0)
  3242. spellID = battleGetRandomStackSpell(stack, CBattleInfoCallback::RANDOM_GENIE);
  3243. if(spellID < 0)
  3244. complain("That stack can't cast spells!");
  3245. else
  3246. {
  3247. int spellLvl = 0;
  3248. if (spellcaster)
  3249. vstd::amax(spellLvl, spellcaster->val);
  3250. if (randSpellcaster)
  3251. vstd::amax(spellLvl, randSpellcaster->val);
  3252. vstd::amin (spellLvl, 3);
  3253. int casterSide = gs->curB->whatSide(stack->owner);
  3254. const CGHeroInstance * secHero = gs->curB->getHero(gs->curB->theOtherPlayer(stack->owner));
  3255. handleSpellCasting(spellID, spellLvl, destination, casterSide, stack->owner, nullptr, secHero, 0, ECastingMode::CREATURE_ACTIVE_CASTING, stack);
  3256. }
  3257. sendAndApply(&end_action);
  3258. break;
  3259. }
  3260. }
  3261. if(ba.stackNumber == gs->curB->activeStack || battleResult.get()) //active stack has moved or battle has finished
  3262. battleMadeAction.setn(true);
  3263. return ok;
  3264. }
  3265. void CGameHandler::playerMessage( PlayerColor player, const std::string &message )
  3266. {
  3267. bool cheated=true;
  3268. PlayerMessage temp_message(player, message);
  3269. sendAndApply(&temp_message);
  3270. if(message == "vcmiistari") //give all spells and 999 mana
  3271. {
  3272. SetMana sm;
  3273. ChangeSpells cs;
  3274. CGHeroInstance *h = gs->getHero(gs->getPlayer(player)->currentSelection);
  3275. if(!h && complain("Cannot realize cheat, no hero selected!")) return;
  3276. sm.hid = cs.hid = h->id;
  3277. //give all spells
  3278. cs.learn = 1;
  3279. for(auto spell : VLC->spellh->spells)
  3280. {
  3281. if(!spell->creatureAbility)
  3282. cs.spells.insert(spell->id);
  3283. }
  3284. //give mana
  3285. sm.val = 999;
  3286. if(!h->hasSpellbook()) //hero doesn't have spellbook
  3287. giveHeroNewArtifact(h, VLC->arth->artifacts.at(0), ArtifactPosition::SPELLBOOK); //give spellbook
  3288. sendAndApply(&cs);
  3289. sendAndApply(&sm);
  3290. }
  3291. else if (message == "vcmiarmenelos") //build all buildings in selected town
  3292. {
  3293. CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
  3294. CGTownInstance *town;
  3295. if (hero)
  3296. town = hero->visitedTown;
  3297. else
  3298. town = gs->getTown(gs->getPlayer(player)->currentSelection);
  3299. if (town)
  3300. {
  3301. for (auto & build : town->town->buildings)
  3302. {
  3303. if (!town->hasBuilt(build.first)
  3304. && !build.second->Name().empty()
  3305. && build.first != BuildingID::SHIP)
  3306. {
  3307. buildStructure(town->id, build.first, true);
  3308. }
  3309. }
  3310. }
  3311. }
  3312. else if(message == "vcmiainur") //gives 5 archangels into each slot
  3313. {
  3314. CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
  3315. const CCreature *archangel = VLC->creh->creatures.at(13);
  3316. if(!hero) return;
  3317. for(int i = 0; i < GameConstants::ARMY_SIZE; i++)
  3318. if(!hero->hasStackAtSlot(SlotID(i)))
  3319. insertNewStack(StackLocation(hero, SlotID(i)), archangel, 5);
  3320. }
  3321. else if(message == "vcmiangband") //gives 10 black knight into each slot
  3322. {
  3323. CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
  3324. const CCreature *blackKnight = VLC->creh->creatures.at(66);
  3325. if(!hero) return;
  3326. for(int i = 0; i < GameConstants::ARMY_SIZE; i++)
  3327. if(!hero->hasStackAtSlot(SlotID(i)))
  3328. insertNewStack(StackLocation(hero, SlotID(i)), blackKnight, 10);
  3329. }
  3330. else if(message == "vcminoldor") //all war machines
  3331. {
  3332. CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
  3333. if(!hero) return;
  3334. if(!hero->getArt(ArtifactPosition::MACH1))
  3335. giveHeroNewArtifact(hero, VLC->arth->artifacts.at(4), ArtifactPosition::MACH1);
  3336. if(!hero->getArt(ArtifactPosition::MACH2))
  3337. giveHeroNewArtifact(hero, VLC->arth->artifacts.at(5), ArtifactPosition::MACH2);
  3338. if(!hero->getArt(ArtifactPosition::MACH3))
  3339. giveHeroNewArtifact(hero, VLC->arth->artifacts.at(6), ArtifactPosition::MACH3);
  3340. }
  3341. else if(message == "vcminahar") //1000000 movement points
  3342. {
  3343. CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
  3344. if(!hero) return;
  3345. SetMovePoints smp;
  3346. smp.hid = hero->id;
  3347. smp.val = 1000000;
  3348. sendAndApply(&smp);
  3349. }
  3350. else if(message == "vcmiformenos") //give resources
  3351. {
  3352. SetResources sr;
  3353. sr.player = player;
  3354. sr.res = gs->getPlayer(player)->resources;
  3355. for(int i=0;i<Res::GOLD;i++)
  3356. sr.res[i] += 100;
  3357. sr.res[Res::GOLD] += 100000; //100k
  3358. sendAndApply(&sr);
  3359. }
  3360. else if(message == "vcmieagles") //reveal FoW
  3361. {
  3362. FoWChange fc;
  3363. fc.mode = 1;
  3364. fc.player = player;
  3365. auto hlp_tab = new int3[gs->map->width * gs->map->height * (gs->map->twoLevel ? 2 : 1)];
  3366. int lastUnc = 0;
  3367. for(int i=0;i<gs->map->width;i++)
  3368. for(int j=0;j<gs->map->height;j++)
  3369. for(int k = 0; k < (gs->map->twoLevel ? 2 : 1); k++)
  3370. if(!gs->getPlayerTeam(fc.player)->fogOfWarMap.at(i).at(j).at(k))
  3371. hlp_tab[lastUnc++] = int3(i,j,k);
  3372. fc.tiles.insert(hlp_tab, hlp_tab + lastUnc);
  3373. delete [] hlp_tab;
  3374. sendAndApply(&fc);
  3375. }
  3376. else if(message == "vcmiglorfindel") //selected hero gains a new level
  3377. {
  3378. CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
  3379. changePrimSkill(hero, PrimarySkill::EXPERIENCE, VLC->heroh->reqExp(hero->level+1) - VLC->heroh->reqExp(hero->level));
  3380. }
  3381. else if(message == "vcmisilmaril") //player wins
  3382. {
  3383. gs->getPlayer(player)->enteredWinningCheatCode = 1;
  3384. }
  3385. else if(message == "vcmimelkor") //player looses
  3386. {
  3387. gs->getPlayer(player)->enteredLosingCheatCode = 1;
  3388. }
  3389. else if (message == "vcmiforgeofnoldorking") //hero gets all artifacts except war machines, spell scrolls and spell book
  3390. {
  3391. CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
  3392. if(!hero) return;
  3393. for (int g = 7; g < VLC->arth->artifacts.size(); ++g) //including artifacts from mods
  3394. giveHeroNewArtifact(hero, VLC->arth->artifacts.at(g), ArtifactPosition::PRE_FIRST);
  3395. }
  3396. else
  3397. cheated = false;
  3398. if(cheated)
  3399. {
  3400. SystemMessage temp_message(VLC->generaltexth->allTexts.at(260));
  3401. sendAndApply(&temp_message);
  3402. checkVictoryLossConditionsForPlayer(player);//Player enter win code or got required art\creature
  3403. }
  3404. }
  3405. void CGameHandler::handleSpellCasting( SpellID spellID, int spellLvl, BattleHex destination, ui8 casterSide, PlayerColor casterColor, const CGHeroInstance * caster, const CGHeroInstance * secHero,
  3406. int usedSpellPower, ECastingMode::ECastingMode mode, const CStack * stack, si32 selectedStack)
  3407. {
  3408. const CSpell *spell = SpellID(spellID).toSpell();
  3409. //Helper local function that creates obstacle on given position. Obstacle type is inferred from spell type.
  3410. //It creates, sends and applies needed package.
  3411. auto placeObstacle = [&](BattleHex pos)
  3412. {
  3413. static int obstacleIdToGive = gs->curB->obstacles.size()
  3414. ? (gs->curB->obstacles.back()->uniqueID+1)
  3415. : 0;
  3416. auto obstacle = make_shared<SpellCreatedObstacle>();
  3417. switch(spellID.toEnum()) // :/
  3418. {
  3419. case SpellID::QUICKSAND:
  3420. obstacle->obstacleType = CObstacleInstance::QUICKSAND;
  3421. obstacle->turnsRemaining = -1;
  3422. obstacle->visibleForAnotherSide = false;
  3423. break;
  3424. case SpellID::LAND_MINE:
  3425. obstacle->obstacleType = CObstacleInstance::LAND_MINE;
  3426. obstacle->turnsRemaining = -1;
  3427. obstacle->visibleForAnotherSide = false;
  3428. break;
  3429. case SpellID::FIRE_WALL:
  3430. obstacle->obstacleType = CObstacleInstance::FIRE_WALL;
  3431. obstacle->turnsRemaining = 2;
  3432. obstacle->visibleForAnotherSide = true;
  3433. break;
  3434. case SpellID::FORCE_FIELD:
  3435. obstacle->obstacleType = CObstacleInstance::FORCE_FIELD;
  3436. obstacle->turnsRemaining = 2;
  3437. obstacle->visibleForAnotherSide = true;
  3438. break;
  3439. default:
  3440. //this function cannot be used with spells that do not create obstacles
  3441. assert(0);
  3442. }
  3443. obstacle->pos = pos;
  3444. obstacle->casterSide = casterSide;
  3445. obstacle->ID = spellID;
  3446. obstacle->spellLevel = spellLvl;
  3447. obstacle->casterSpellPower = usedSpellPower;
  3448. obstacle->uniqueID = obstacleIdToGive++;
  3449. BattleObstaclePlaced bop;
  3450. bop.obstacle = obstacle;
  3451. sendAndApply(&bop);
  3452. };
  3453. BattleSpellCast sc;
  3454. sc.side = casterSide;
  3455. sc.id = spellID;
  3456. sc.skill = spellLvl;
  3457. sc.tile = destination;
  3458. sc.dmgToDisplay = 0;
  3459. sc.castedByHero = (bool)caster;
  3460. sc.attackerType = (stack ? stack->type->idNumber : CreatureID(CreatureID::NONE));
  3461. sc.manaGained = 0;
  3462. sc.spellCost = 0;
  3463. if (caster) //calculate spell cost
  3464. {
  3465. sc.spellCost = gs->curB->battleGetSpellCost(SpellID(spellID).toSpell(), caster);
  3466. if (secHero && mode == ECastingMode::HERO_CASTING) //handle mana channel
  3467. {
  3468. int manaChannel = 0;
  3469. for(CStack * stack : gs->curB->stacks) //TODO: shouldn't bonus system handle it somehow?
  3470. {
  3471. if (stack->owner == secHero->tempOwner)
  3472. {
  3473. vstd::amax(manaChannel, stack->valOfBonuses(Bonus::MANA_CHANNELING));
  3474. }
  3475. }
  3476. sc.manaGained = (manaChannel * sc.spellCost) / 100;
  3477. }
  3478. }
  3479. //calculating affected creatures for all spells
  3480. //must be vector, as in Chain Lightning order matters
  3481. std::vector<const CStack*> attackedCres; //what is that and what is sc.afectedCres?
  3482. if (mode != ECastingMode::ENCHANTER_CASTING)
  3483. {
  3484. auto creatures = gs->curB->getAffectedCreatures(spell, spellLvl, casterColor, destination);
  3485. std::copy(creatures.begin(), creatures.end(), std::back_inserter(attackedCres));
  3486. }
  3487. else //enchanter - hit all possible stacks
  3488. {
  3489. for (const CStack * stack : gs->curB->stacks)
  3490. {
  3491. /*if it's non negative spell and our unit or non positive spell and hostile unit */
  3492. if((!spell->isNegative() && stack->owner == casterColor)
  3493. || (!spell->isPositive() && stack->owner != casterColor))
  3494. {
  3495. if(stack->isValidTarget()) //TODO: allow dead targets somewhere in the future
  3496. {
  3497. attackedCres.push_back(stack);
  3498. }
  3499. }
  3500. }
  3501. }
  3502. for (auto cre : attackedCres)
  3503. {
  3504. sc.affectedCres.insert (cre->ID);
  3505. }
  3506. //checking if creatures resist
  3507. sc.resisted = gs->curB->calculateResistedStacks(spell, caster, secHero, attackedCres, casterColor, mode, usedSpellPower, spellLvl);
  3508. //calculating dmg to display
  3509. if (spellID == SpellID::DEATH_STARE || spellID == SpellID::ACID_BREATH_DAMAGE)
  3510. {
  3511. sc.dmgToDisplay = usedSpellPower;
  3512. if (spellID == SpellID::DEATH_STARE)
  3513. vstd::amin(sc.dmgToDisplay, (*attackedCres.begin())->count); //stack is already reduced after attack
  3514. }
  3515. StacksInjured si;
  3516. //applying effects
  3517. if (spell->isOffensiveSpell())
  3518. {
  3519. int spellDamage = 0;
  3520. if (stack && mode != ECastingMode::MAGIC_MIRROR)
  3521. {
  3522. int unitSpellPower = stack->valOfBonuses(Bonus::SPECIFIC_SPELL_POWER, spellID.toEnum());
  3523. if (unitSpellPower)
  3524. sc.dmgToDisplay = spellDamage = stack->count * unitSpellPower; //TODO: handle immunities
  3525. else //Faerie Dragon
  3526. {
  3527. usedSpellPower = stack->valOfBonuses(Bonus::CREATURE_SPELL_POWER) * stack->count / 100;
  3528. sc.dmgToDisplay = 0;
  3529. }
  3530. }
  3531. int chainLightningModifier = 0;
  3532. for(auto & attackedCre : attackedCres)
  3533. {
  3534. if(vstd::contains(sc.resisted, (attackedCre)->ID)) //this creature resisted the spell
  3535. continue;
  3536. BattleStackAttacked bsa;
  3537. if ((destination > -1 && (attackedCre)->coversPos(destination)) || (spell->range.at(spellLvl) == "X" || mode == ECastingMode::ENCHANTER_CASTING))
  3538. //display effect only upon primary target of area spell
  3539. //FIXME: if no stack is attacked, ther eis no animation and interface freezes
  3540. {
  3541. bsa.flags |= BattleStackAttacked::EFFECT;
  3542. bsa.effect = spell->mainEffectAnim;
  3543. }
  3544. if (spellDamage)
  3545. bsa.damageAmount = spellDamage >> chainLightningModifier;
  3546. else
  3547. bsa.damageAmount = gs->curB->calculateSpellDmg(spell, caster, attackedCre, spellLvl, usedSpellPower) >> chainLightningModifier;
  3548. sc.dmgToDisplay += bsa.damageAmount;
  3549. bsa.stackAttacked = (attackedCre)->ID;
  3550. if (mode == ECastingMode::ENCHANTER_CASTING) //multiple damage spells cast
  3551. bsa.attackerID = stack->ID;
  3552. else
  3553. bsa.attackerID = -1;
  3554. (attackedCre)->prepareAttacked(bsa);
  3555. si.stacks.push_back(bsa);
  3556. if (spellID == SpellID::CHAIN_LIGHTNING)
  3557. ++chainLightningModifier;
  3558. }
  3559. }
  3560. else if (spell->hasEffects())
  3561. {
  3562. int stackSpellPower = 0;
  3563. if (stack && mode != ECastingMode::MAGIC_MIRROR)
  3564. {
  3565. stackSpellPower = stack->valOfBonuses(Bonus::CREATURE_ENCHANT_POWER);
  3566. }
  3567. SetStackEffect sse;
  3568. Bonus pseudoBonus;
  3569. pseudoBonus.sid = spellID;
  3570. pseudoBonus.val = spellLvl;
  3571. pseudoBonus.turnsRemain = gs->curB->calculateSpellDuration(spell, caster, stackSpellPower ? stackSpellPower : usedSpellPower);
  3572. CStack::stackEffectToFeature(sse.effect, pseudoBonus);
  3573. if (spellID == SpellID::SHIELD || spellID == SpellID::AIR_SHIELD)
  3574. {
  3575. sse.effect.back().val = (100 - sse.effect.back().val); //fix to original config: shiled should display damage reduction
  3576. }
  3577. if (spellID == SpellID::BIND && stack)//bind
  3578. {
  3579. sse.effect.back().additionalInfo = stack->ID; //we need to know who casted Bind
  3580. }
  3581. const Bonus * bonus = nullptr;
  3582. if (caster)
  3583. bonus = caster->getBonusLocalFirst(Selector::typeSubtype(Bonus::SPECIAL_PECULIAR_ENCHANT, spellID));
  3584. //TODO does hero specialty should affects his stack casting spells?
  3585. si32 power = 0;
  3586. for(const CStack *affected : attackedCres)
  3587. {
  3588. if(vstd::contains(sc.resisted, affected->ID)) //this creature resisted the spell
  3589. continue;
  3590. sse.stacks.push_back(affected->ID);
  3591. //Apply hero specials - peculiar enchants
  3592. const ui8 tier = std::max((ui8)1, affected->getCreature()->level); //don't divide by 0 for certain creatures (commanders, war machines)
  3593. if (bonus)
  3594. {
  3595. switch(bonus->additionalInfo)
  3596. {
  3597. case 0: //normal
  3598. {
  3599. switch(tier)
  3600. {
  3601. case 1: case 2:
  3602. power = 3;
  3603. break;
  3604. case 3: case 4:
  3605. power = 2;
  3606. break;
  3607. case 5: case 6:
  3608. power = 1;
  3609. break;
  3610. }
  3611. Bonus specialBonus(sse.effect.back());
  3612. specialBonus.val = power; //it doesn't necessarily make sense for some spells, use it wisely
  3613. sse.uniqueBonuses.push_back (std::pair<ui32,Bonus> (affected->ID, specialBonus)); //additional premy to given effect
  3614. }
  3615. break;
  3616. case 1: //only Coronius as yet
  3617. {
  3618. power = std::max(5 - tier, 0);
  3619. Bonus specialBonus = CStack::featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK, power, pseudoBonus.turnsRemain);
  3620. specialBonus.sid = spellID;
  3621. sse.uniqueBonuses.push_back (std::pair<ui32,Bonus> (affected->ID, specialBonus)); //additional attack to Slayer effect
  3622. }
  3623. break;
  3624. }
  3625. }
  3626. if (caster && caster->hasBonusOfType(Bonus::SPECIAL_BLESS_DAMAGE, spellID)) //TODO: better handling of bonus percentages
  3627. {
  3628. int damagePercent = caster->level * caster->valOfBonuses(Bonus::SPECIAL_BLESS_DAMAGE, spellID.toEnum()) / tier;
  3629. Bonus specialBonus = CStack::featureGenerator(Bonus::CREATURE_DAMAGE, 0, damagePercent, pseudoBonus.turnsRemain);
  3630. specialBonus.valType = Bonus::PERCENT_TO_ALL;
  3631. specialBonus.sid = spellID;
  3632. sse.uniqueBonuses.push_back (std::pair<ui32,Bonus> (affected->ID, specialBonus));
  3633. }
  3634. }
  3635. if(!sse.stacks.empty())
  3636. sendAndApply(&sse);
  3637. }
  3638. else if (spell->isRisingSpell() || spell->id == SpellID::CURE)
  3639. {
  3640. int hpGained = 0;
  3641. if (stack)
  3642. {
  3643. int unitSpellPower = stack->valOfBonuses(Bonus::SPECIFIC_SPELL_POWER, spellID.toEnum());
  3644. if (unitSpellPower)
  3645. hpGained = stack->count * unitSpellPower; //Archangel
  3646. else //Faerie Dragon-like effect - unused fo far
  3647. usedSpellPower = stack->valOfBonuses(Bonus::CREATURE_SPELL_POWER) * stack->count / 100;
  3648. }
  3649. StacksHealedOrResurrected shr;
  3650. shr.lifeDrain = (ui8)false;
  3651. shr.tentHealing = (ui8)false;
  3652. for(auto & attackedCre : attackedCres)
  3653. {
  3654. if(vstd::contains(sc.resisted, (attackedCre)->ID) //this creature resisted the spell
  3655. || (spellID == SpellID::ANIMATE_DEAD && !(attackedCre)->hasBonusOfType(Bonus::UNDEAD)) //we try to cast animate dead on living stack, TODO: showuld be not affected earlier
  3656. )
  3657. continue;
  3658. StacksHealedOrResurrected::HealInfo hi;
  3659. hi.stackID = (attackedCre)->ID;
  3660. if (stack) //casted by creature
  3661. {
  3662. if (hpGained)
  3663. {
  3664. hi.healedHP = gs->curB->calculateHealedHP(hpGained, spell, attackedCre); //archangel
  3665. }
  3666. else
  3667. hi.healedHP = gs->curB->calculateHealedHP(spell, usedSpellPower, spellLvl, attackedCre); //any typical spell (commander's cure or animate dead)
  3668. }
  3669. else
  3670. hi.healedHP = gs->curB->calculateHealedHP(caster, spell, attackedCre, gs->curB->battleGetStackByID(selectedStack)); //Casted by hero
  3671. hi.lowLevelResurrection = spellLvl <= 1;
  3672. shr.healedStacks.push_back(hi);
  3673. }
  3674. if(!shr.healedStacks.empty())
  3675. sendAndApply(&shr);
  3676. if (spellID == SpellID::SACRIFICE) //remove victim
  3677. {
  3678. if (selectedStack == gs->curB->activeStack)
  3679. //set another active stack than the one removed, or bad things will happen
  3680. //TODO: make that part of BattleStacksRemoved? what about client update?
  3681. {
  3682. //makeStackDoNothing(gs->curB->getStack (selectedStack));
  3683. BattleSetActiveStack sas;
  3684. //std::vector<const CStack *> hlp;
  3685. //battleGetStackQueue(hlp, 1, selectedStack); //next after this one
  3686. //if(hlp.size())
  3687. //{
  3688. // sas.stack = hlp[0]->ID;
  3689. //}
  3690. //else
  3691. // complain ("No new stack to activate!");
  3692. sas.stack = gs->curB->getNextStack()->ID; //why the hell next stack has same ID as current?
  3693. sendAndApply(&sas);
  3694. }
  3695. BattleStacksRemoved bsr;
  3696. bsr.stackIDs.insert (selectedStack); //somehow it works for teleport?
  3697. sendAndApply(&bsr);
  3698. }
  3699. }
  3700. else
  3701. switch (spellID)
  3702. {
  3703. case SpellID::QUICKSAND:
  3704. case SpellID::LAND_MINE:
  3705. {
  3706. std::vector<BattleHex> availableTiles;
  3707. for(int i = 0; i < GameConstants::BFIELD_SIZE; i += 1)
  3708. {
  3709. BattleHex hex = i;
  3710. if(hex.getX() > 2 && hex.getX() < 14 && !battleGetStackByPos(hex, false) && !battleGetObstacleOnPos(hex, false))
  3711. availableTiles.push_back(hex);
  3712. }
  3713. boost::range::random_shuffle(availableTiles);
  3714. const int patchesForSkill[] = {4, 4, 6, 8};
  3715. const int patchesToPut = std::min<int>(patchesForSkill[spellLvl], availableTiles.size());
  3716. //land mines or quicksand patches are handled as spell created obstacles
  3717. for (int i = 0; i < patchesToPut; i++)
  3718. placeObstacle(availableTiles.at(i));
  3719. }
  3720. break;
  3721. case SpellID::FORCE_FIELD:
  3722. placeObstacle(destination);
  3723. break;
  3724. case SpellID::FIRE_WALL:
  3725. {
  3726. //fire wall is build from multiple obstacles - one fire piece for each affected hex
  3727. auto affectedHexes = spell->rangeInHexes(destination, spellLvl, casterSide);
  3728. for(BattleHex hex : affectedHexes)
  3729. placeObstacle(hex);
  3730. }
  3731. break;
  3732. case SpellID::TELEPORT:
  3733. {
  3734. BattleStackMoved bsm;
  3735. bsm.distance = -1;
  3736. bsm.stack = selectedStack;
  3737. std::vector<BattleHex> tiles;
  3738. tiles.push_back(destination);
  3739. bsm.tilesToMove = tiles;
  3740. bsm.teleporting = true;
  3741. sendAndApply(&bsm);
  3742. break;
  3743. }
  3744. case SpellID::SUMMON_FIRE_ELEMENTAL:
  3745. case SpellID::SUMMON_EARTH_ELEMENTAL:
  3746. case SpellID::SUMMON_WATER_ELEMENTAL:
  3747. case SpellID::SUMMON_AIR_ELEMENTAL:
  3748. { //elemental summoning
  3749. CreatureID creID;
  3750. switch(spellID)
  3751. {
  3752. case SpellID::SUMMON_FIRE_ELEMENTAL:
  3753. creID = CreatureID::FIRE_ELEMENTAL;
  3754. break;
  3755. case SpellID::SUMMON_EARTH_ELEMENTAL:
  3756. creID = CreatureID::EARTH_ELEMENTAL;
  3757. break;
  3758. case SpellID::SUMMON_WATER_ELEMENTAL:
  3759. creID = CreatureID::WATER_ELEMENTAL;
  3760. break;
  3761. case SpellID::SUMMON_AIR_ELEMENTAL:
  3762. creID = CreatureID::AIR_ELEMENTAL;
  3763. break;
  3764. }
  3765. BattleStackAdded bsa;
  3766. bsa.creID = creID;
  3767. bsa.attacker = !(bool)casterSide;
  3768. bsa.summoned = true;
  3769. bsa.pos = gs->curB->getAvaliableHex(creID, !(bool)casterSide); //TODO: unify it
  3770. //TODO stack casting -> probably power will be zero; set the proper number of creatures manually
  3771. int percentBonus = caster ? caster->valOfBonuses(Bonus::SPECIFIC_SPELL_DAMAGE, spellID.toEnum()) : 0;
  3772. bsa.amount = usedSpellPower
  3773. * SpellID(spellID).toSpell()->powers.at(spellLvl)
  3774. * (100 + percentBonus) / 100.0; //new feature - percentage bonus
  3775. if(bsa.amount)
  3776. sendAndApply(&bsa);
  3777. else
  3778. complain("Summoning elementals didn't summon any!");
  3779. }
  3780. break;
  3781. case SpellID::CLONE:
  3782. {
  3783. const CStack * clonedStack = nullptr;
  3784. if (attackedCres.size())
  3785. clonedStack = *attackedCres.begin();
  3786. if (!clonedStack)
  3787. {
  3788. complain ("No target stack to clone!");
  3789. return;
  3790. }
  3791. BattleStackAdded bsa;
  3792. bsa.creID = clonedStack->type->idNumber;
  3793. bsa.attacker = !(bool)casterSide;
  3794. bsa.summoned = true;
  3795. bsa.pos = gs->curB->getAvaliableHex(bsa.creID, !(bool)casterSide); //TODO: unify it
  3796. bsa.amount = clonedStack->count;
  3797. sendAndApply (&bsa);
  3798. BattleSetStackProperty ssp;
  3799. ssp.stackID = gs->curB->stacks.back()->ID; //how to get recent stack?
  3800. ssp.which = BattleSetStackProperty::CLONED; //using enum values
  3801. ssp.val = 0;
  3802. ssp.absolute = 1;
  3803. sendAndApply(&ssp);
  3804. }
  3805. break;
  3806. case SpellID::REMOVE_OBSTACLE:
  3807. {
  3808. if(auto obstacleToRemove = battleGetObstacleOnPos(destination, false))
  3809. {
  3810. ObstaclesRemoved obr;
  3811. obr.obstacles.insert(obstacleToRemove->uniqueID);
  3812. sendAndApply(&obr);
  3813. }
  3814. else
  3815. complain("There's no obstacle to remove!");
  3816. }
  3817. break;
  3818. case SpellID::DEATH_STARE: //handled in a bit different way
  3819. {
  3820. for(auto & attackedCre : attackedCres)
  3821. {
  3822. if((attackedCre)->hasBonusOfType(Bonus::UNDEAD) || (attackedCre)->hasBonusOfType(Bonus::NON_LIVING)) //this creature is immune
  3823. {
  3824. sc.dmgToDisplay = 0; //TODO: handle Death Stare for multiple targets (?)
  3825. continue;
  3826. }
  3827. BattleStackAttacked bsa;
  3828. bsa.flags |= BattleStackAttacked::EFFECT;
  3829. bsa.effect = spell->mainEffectAnim; //from config\spell-Info.txt
  3830. bsa.damageAmount = usedSpellPower * (attackedCre)->valOfBonuses(Bonus::STACK_HEALTH);
  3831. bsa.stackAttacked = (attackedCre)->ID;
  3832. bsa.attackerID = -1;
  3833. (attackedCre)->prepareAttacked(bsa);
  3834. si.stacks.push_back(bsa);
  3835. }
  3836. }
  3837. break;
  3838. case SpellID::ACID_BREATH_DAMAGE: //new effect, separate from acid breath defense reduction
  3839. {
  3840. for(auto & attackedCre : attackedCres) //no immunities
  3841. {
  3842. BattleStackAttacked bsa;
  3843. bsa.flags |= BattleStackAttacked::EFFECT;
  3844. bsa.effect = spell->mainEffectAnim;
  3845. bsa.damageAmount = usedSpellPower; //damage times the number of attackers
  3846. bsa.stackAttacked = (attackedCre)->ID;
  3847. bsa.attackerID = -1;
  3848. (attackedCre)->prepareAttacked(bsa);
  3849. si.stacks.push_back(bsa);
  3850. }
  3851. }
  3852. break;
  3853. }
  3854. sendAndApply(&sc);
  3855. if(!si.stacks.empty()) //after spellcast info shows
  3856. sendAndApply(&si);
  3857. if (mode == ECastingMode::CREATURE_ACTIVE_CASTING || mode == ECastingMode::ENCHANTER_CASTING) //reduce number of casts remaining
  3858. {
  3859. BattleSetStackProperty ssp;
  3860. ssp.stackID = stack->ID;
  3861. ssp.which = BattleSetStackProperty::CASTS;
  3862. ssp.val = -1;
  3863. ssp.absolute = false;
  3864. sendAndApply(&ssp);
  3865. }
  3866. //Magic Mirror effect
  3867. if (spell->isNegative() && mode != ECastingMode::MAGIC_MIRROR && spell->level && spell->range.at(0) == "0") //it is actual spell and can be reflected to single target, no recurrence
  3868. {
  3869. for(auto & attackedCre : attackedCres)
  3870. {
  3871. int mirrorChance = (attackedCre)->valOfBonuses(Bonus::MAGIC_MIRROR);
  3872. if(mirrorChance > rand()%100)
  3873. {
  3874. std::vector<CStack *> mirrorTargets;
  3875. std::vector<CStack *> & battleStacks = gs->curB->stacks;
  3876. for (auto & battleStack : battleStacks)
  3877. {
  3878. if(battleStack->owner == gs->curB->sides.at(casterSide).color) //get enemy stacks which can be affected by this spell
  3879. {
  3880. if (!gs->curB->battleIsImmune(nullptr, spell, ECastingMode::MAGIC_MIRROR, battleStack->position))
  3881. mirrorTargets.push_back(battleStack);
  3882. }
  3883. }
  3884. if (!mirrorTargets.empty())
  3885. {
  3886. int targetHex = mirrorTargets.at(rand() % mirrorTargets.size())->position;
  3887. handleSpellCasting(spellID, 0, targetHex, 1 - casterSide, (attackedCre)->owner, nullptr, (caster ? caster : nullptr), usedSpellPower, ECastingMode::MAGIC_MIRROR, (attackedCre));
  3888. }
  3889. }
  3890. }
  3891. }
  3892. }
  3893. bool CGameHandler::makeCustomAction( BattleAction &ba )
  3894. {
  3895. switch(ba.actionType)
  3896. {
  3897. case Battle::HERO_SPELL:
  3898. {
  3899. COMPLAIN_RET_FALSE_IF(ba.side > 1, "Side must be 0 or 1!");
  3900. const CGHeroInstance *h = gs->curB->battleGetFightingHero(ba.side);
  3901. const CGHeroInstance *secondHero = gs->curB->battleGetFightingHero(!ba.side);
  3902. if(!h)
  3903. {
  3904. logGlobal->warnStream() << "Wrong caster!";
  3905. return false;
  3906. }
  3907. if(ba.additionalInfo >= VLC->spellh->spells.size())
  3908. {
  3909. logGlobal->warnStream() << "Wrong spell id (" << ba.additionalInfo << ")!";
  3910. return false;
  3911. }
  3912. const CSpell *s = SpellID(ba.additionalInfo).toSpell();
  3913. if (s->mainEffectAnim > -1
  3914. || s->id == SpellID::CLONE
  3915. || s->id >= SpellID::SUMMON_FIRE_ELEMENTAL
  3916. || s->id <= SpellID::SUMMON_AIR_ELEMENTAL
  3917. || s->id <= SpellID::SUMMON_EARTH_ELEMENTAL
  3918. || s->id <= SpellID::SUMMON_WATER_ELEMENTAL)
  3919. //TODO: special effects, like Clone
  3920. {
  3921. ui8 skill = h->getSpellSchoolLevel(s); //skill level
  3922. ESpellCastProblem::ESpellCastProblem escp = gs->curB->battleCanCastThisSpell(h->tempOwner, s, ECastingMode::HERO_CASTING);
  3923. if(escp != ESpellCastProblem::OK)
  3924. {
  3925. logGlobal->warnStream() << "Spell cannot be cast!";
  3926. logGlobal->warnStream() << "Problem : " << escp;
  3927. return false;
  3928. }
  3929. StartAction start_action(ba);
  3930. sendAndApply(&start_action); //start spell casting
  3931. handleSpellCasting (SpellID(ba.additionalInfo), skill, ba.destinationTile, ba.side, h->tempOwner,
  3932. h, secondHero, h->getPrimSkillLevel(PrimarySkill::SPELL_POWER),
  3933. ECastingMode::HERO_CASTING, nullptr, ba.selectedStack);
  3934. sendAndApply(&end_action);
  3935. if( !gs->curB->battleGetStackByID(gs->curB->activeStack, true))
  3936. {
  3937. battleMadeAction.setn(true);
  3938. }
  3939. checkForBattleEnd();
  3940. if(battleResult.get())
  3941. {
  3942. battleMadeAction.setn(true);
  3943. //battle will be ended by startBattle function
  3944. //endBattle(gs->curB->tile, gs->curB->heroes[0], gs->curB->heroes[1]);
  3945. }
  3946. return true;
  3947. }
  3948. else
  3949. {
  3950. logGlobal->warnStream() << "Spell " << s->name << " is not yet supported!";
  3951. return false;
  3952. }
  3953. }
  3954. }
  3955. return false;
  3956. }
  3957. void CGameHandler::stackTurnTrigger(const CStack * st)
  3958. {
  3959. BattleTriggerEffect bte;
  3960. bte.stackID = st->ID;
  3961. bte.effect = -1;
  3962. bte.val = 0;
  3963. bte.additionalInfo = 0;
  3964. if (st->alive())
  3965. {
  3966. //unbind
  3967. if (st->getEffect (SpellID::BIND))
  3968. {
  3969. bool unbind = true;
  3970. BonusList bl = *(st->getBonuses(Selector::type(Bonus::BIND_EFFECT)));
  3971. std::set<const CStack*> stacks = gs->curB-> batteAdjacentCreatures(st);
  3972. for(Bonus * b : bl)
  3973. {
  3974. const CStack * stack = gs->curB->battleGetStackByID(b->additionalInfo); //binding stack must be alive and adjacent
  3975. if (stack)
  3976. {
  3977. if (vstd::contains(stacks, stack)) //binding stack is still present
  3978. {
  3979. unbind = false;
  3980. }
  3981. }
  3982. }
  3983. if (unbind)
  3984. {
  3985. BattleSetStackProperty ssp;
  3986. ssp.which = BattleSetStackProperty::UNBIND;
  3987. ssp.stackID = st->ID;
  3988. sendAndApply(&ssp);
  3989. }
  3990. }
  3991. //regeneration
  3992. if(st->hasBonusOfType(Bonus::HP_REGENERATION))
  3993. {
  3994. bte.effect = Bonus::HP_REGENERATION;
  3995. bte.val = std::min((int)(st->MaxHealth() - st->firstHPleft), st->valOfBonuses(Bonus::HP_REGENERATION));
  3996. }
  3997. if(st->hasBonusOfType(Bonus::FULL_HP_REGENERATION))
  3998. {
  3999. bte.effect = Bonus::HP_REGENERATION;
  4000. bte.val = st->MaxHealth() - st->firstHPleft;
  4001. }
  4002. if (bte.val) //anything to heal
  4003. sendAndApply(&bte);
  4004. if(st->hasBonusOfType(Bonus::POISON))
  4005. {
  4006. const Bonus * b = st->getBonusLocalFirst(Selector::source(Bonus::SPELL_EFFECT, SpellID::POISON).And(Selector::type(Bonus::STACK_HEALTH)));
  4007. if (b) //TODO: what if not?...
  4008. {
  4009. bte.val = std::max (b->val - 10, -(st->valOfBonuses(Bonus::POISON)));
  4010. if (bte.val < b->val) //(negative) poison effect increases - update it
  4011. {
  4012. bte.effect = Bonus::POISON;
  4013. sendAndApply(&bte);
  4014. }
  4015. }
  4016. }
  4017. if (st->hasBonusOfType(Bonus::MANA_DRAIN) && !vstd::contains(st->state, EBattleStackState::DRAINED_MANA))
  4018. {
  4019. const CGHeroInstance * enemy = gs->curB->getHero(gs->curB->theOtherPlayer(st->owner));
  4020. //const CGHeroInstance * owner = gs->curB->getHero(st->owner);
  4021. if (enemy)
  4022. {
  4023. ui32 manaDrained = st->valOfBonuses(Bonus::MANA_DRAIN);
  4024. vstd::amin(manaDrained, gs->curB->battleGetFightingHero(0)->mana);
  4025. if (manaDrained)
  4026. {
  4027. bte.effect = Bonus::MANA_DRAIN;
  4028. bte.val = manaDrained;
  4029. bte.additionalInfo = enemy->id.getNum(); //for sanity
  4030. sendAndApply(&bte);
  4031. }
  4032. }
  4033. }
  4034. if (st->isLiving() && !st->hasBonusOfType(Bonus::FEARLESS))
  4035. {
  4036. bool fearsomeCreature = false;
  4037. for(CStack * stack : gs->curB->stacks)
  4038. {
  4039. if (stack->owner != st->owner && stack->alive() && stack->hasBonusOfType(Bonus::FEAR))
  4040. {
  4041. fearsomeCreature = true;
  4042. break;
  4043. }
  4044. }
  4045. if (fearsomeCreature)
  4046. {
  4047. if (rand() % 100 < 10) //fixed 10%
  4048. {
  4049. bte.effect = Bonus::FEAR;
  4050. sendAndApply(&bte);
  4051. }
  4052. }
  4053. }
  4054. BonusList bl = *(st->getBonuses(Selector::type(Bonus::ENCHANTER)));
  4055. int side = gs->curB->whatSide(st->owner);
  4056. if (bl.size() && st->casts && !gs->curB->sides.at(side).enchanterCounter)
  4057. {
  4058. int index = rand() % bl.size();
  4059. SpellID spellID = SpellID(bl[index]->subtype);
  4060. if (gs->curB->battleCanCastThisSpell(st->owner, SpellID(spellID).toSpell(), ECastingMode::ENCHANTER_CASTING) == ESpellCastProblem::OK) //TODO: select another available?
  4061. {
  4062. int spellLeveL = bl[index]->val; //spell level
  4063. const CGHeroInstance * enemyHero = gs->curB->getHero(gs->curB->theOtherPlayer(st->owner));
  4064. handleSpellCasting(spellID, spellLeveL, -1, side, st->owner, nullptr, enemyHero, 0, ECastingMode::ENCHANTER_CASTING, st);
  4065. BattleSetStackProperty ssp;
  4066. ssp.which = BattleSetStackProperty::ENCHANTER_COUNTER;
  4067. ssp.absolute = false;
  4068. ssp.val = bl[index]->additionalInfo; //increase cooldown counter
  4069. ssp.stackID = st->ID;
  4070. sendAndApply(&ssp);
  4071. }
  4072. }
  4073. bl = *(st->getBonuses(Selector::type(Bonus::ENCHANTED)));
  4074. for (auto b : bl)
  4075. {
  4076. SetStackEffect sse;
  4077. int val = bl.valOfBonuses (Selector::typeSubtype(b->type, b->subtype));
  4078. if (val > 3)
  4079. {
  4080. for (auto s : gs->curB->battleGetAllStacks())
  4081. {
  4082. if (st->owner == s->owner && s->isValidTarget()) //all allied
  4083. sse.stacks.push_back (s->ID);
  4084. }
  4085. }
  4086. else
  4087. sse.stacks.push_back (st->ID);
  4088. Bonus pseudoBonus;
  4089. pseudoBonus.sid = b->subtype;
  4090. pseudoBonus.val = ((val > 3) ? (val - 3) : val);
  4091. pseudoBonus.turnsRemain = 50;
  4092. st->stackEffectToFeature (sse.effect, pseudoBonus);
  4093. if (sse.effect.size())
  4094. sendAndApply (&sse);
  4095. }
  4096. }
  4097. }
  4098. void CGameHandler::handleDamageFromObstacle(const CObstacleInstance &obstacle, const CStack * curStack)
  4099. {
  4100. //we want to determine following vars depending on obstacle type
  4101. int damage = -1;
  4102. int effect = -1;
  4103. bool oneTimeObstacle = false;
  4104. //helper info
  4105. const SpellCreatedObstacle *spellObstacle = dynamic_cast<const SpellCreatedObstacle*>(&obstacle); //not nice but we may need spell params
  4106. const ui8 side = !curStack->attackerOwned; //if enemy is defending (false = 0), side of enemy hero is 1 (true)
  4107. const CGHeroInstance *hero = gs->curB->battleGetFightingHero(side);
  4108. if(obstacle.obstacleType == CObstacleInstance::MOAT)
  4109. {
  4110. damage = battleGetMoatDmg();
  4111. }
  4112. else if(obstacle.obstacleType == CObstacleInstance::LAND_MINE)
  4113. {
  4114. //You don't get hit by a Mine you can see.
  4115. if(gs->curB->battleIsObstacleVisibleForSide(obstacle, (BattlePerspective::BattlePerspective)side))
  4116. return;
  4117. oneTimeObstacle = true;
  4118. effect = 82; //makes
  4119. damage = gs->curB->calculateSpellDmg(SpellID(SpellID::LAND_MINE).toSpell(), hero, curStack,
  4120. spellObstacle->spellLevel, spellObstacle->casterSpellPower);
  4121. //TODO even if obstacle wasn't created by hero (Tower "moat") it should deal dmg as if casted by hero,
  4122. //if it is bigger than default dmg. Or is it just irrelevant H3 implementation quirk
  4123. }
  4124. else if(obstacle.obstacleType == CObstacleInstance::FIRE_WALL)
  4125. {
  4126. damage = gs->curB->calculateSpellDmg(SpellID(SpellID::FIRE_WALL).toSpell(), hero, curStack,
  4127. spellObstacle->spellLevel, spellObstacle->casterSpellPower);
  4128. }
  4129. else
  4130. {
  4131. //no other obstacle does damage to stack
  4132. return;
  4133. }
  4134. BattleStackAttacked bsa;
  4135. if(effect >= 0)
  4136. {
  4137. bsa.flags |= BattleStackAttacked::EFFECT;
  4138. bsa.effect = effect; //makes POOF
  4139. }
  4140. bsa.damageAmount = damage;
  4141. bsa.stackAttacked = curStack->ID;
  4142. bsa.attackerID = -1;
  4143. curStack->prepareAttacked(bsa);
  4144. StacksInjured si;
  4145. si.stacks.push_back(bsa);
  4146. sendAndApply(&si);
  4147. if(oneTimeObstacle)
  4148. removeObstacle(obstacle);
  4149. }
  4150. void CGameHandler::handleTimeEvents()
  4151. {
  4152. gs->map->events.sort(evntCmp);
  4153. while(gs->map->events.size() && gs->map->events.front().firstOccurence+1 == gs->day)
  4154. {
  4155. CMapEvent ev = gs->map->events.front();
  4156. for(int player = 0; player < PlayerColor::PLAYER_LIMIT_I; player++)
  4157. {
  4158. PlayerState *pinfo = gs->getPlayer(PlayerColor(player));
  4159. if( pinfo //player exists
  4160. && (ev.players & 1<<player) //event is enabled to this player
  4161. && ((ev.computerAffected && !pinfo->human)
  4162. || (ev.humanAffected && pinfo->human)
  4163. )
  4164. )
  4165. {
  4166. //give resources
  4167. SetResources sr;
  4168. sr.player = PlayerColor(player);
  4169. sr.res = pinfo->resources + ev.resources;
  4170. //prepare dialog
  4171. InfoWindow iw;
  4172. iw.player = PlayerColor(player);
  4173. iw.text << ev.message;
  4174. for (int i=0; i<ev.resources.size(); i++)
  4175. {
  4176. if(ev.resources.at(i)) //if resource is changed, we add it to the dialog
  4177. iw.components.push_back(Component(Component::RESOURCE,i,ev.resources.at(i),0));
  4178. }
  4179. if (iw.components.size())
  4180. {
  4181. sr.res.amax(0); // If removing too much resources, adjust the amount so the total doesn't become negative.
  4182. sendAndApply(&sr); //update player resources if changed
  4183. }
  4184. sendAndApply(&iw); //show dialog
  4185. }
  4186. } //PLAYERS LOOP
  4187. if(ev.nextOccurence)
  4188. {
  4189. gs->map->events.pop_front();
  4190. ev.firstOccurence += ev.nextOccurence;
  4191. auto it = gs->map->events.begin();
  4192. while ( it !=gs->map->events.end() && it->earlierThanOrEqual(ev))
  4193. it++;
  4194. gs->map->events.insert(it, ev);
  4195. }
  4196. else
  4197. {
  4198. gs->map->events.pop_front();
  4199. }
  4200. }
  4201. //TODO send only if changed
  4202. UpdateMapEvents ume;
  4203. ume.events = gs->map->events;
  4204. sendAndApply(&ume);
  4205. }
  4206. void CGameHandler::handleTownEvents(CGTownInstance * town, NewTurn &n)
  4207. {
  4208. town->events.sort(evntCmp);
  4209. while(town->events.size() && town->events.front().firstOccurence == gs->day)
  4210. {
  4211. PlayerColor player = town->tempOwner;
  4212. CCastleEvent ev = town->events.front();
  4213. PlayerState *pinfo = gs->getPlayer(player);
  4214. if( pinfo //player exists
  4215. && (ev.players & 1<<player.getNum()) //event is enabled to this player
  4216. && ((ev.computerAffected && !pinfo->human)
  4217. || (ev.humanAffected && pinfo->human) ) )
  4218. {
  4219. // dialog
  4220. InfoWindow iw;
  4221. iw.player = player;
  4222. iw.text << ev.message;
  4223. if(ev.resources.nonZero())
  4224. {
  4225. TResources was = n.res[player];
  4226. n.res[player] += ev.resources;
  4227. n.res[player].amax(0);
  4228. for (int i=0; i<ev.resources.size(); i++)
  4229. if(ev.resources.at(i) && pinfo->resources.at(i) != n.res.at(player).at(i)) //if resource had changed, we add it to the dialog
  4230. iw.components.push_back(Component(Component::RESOURCE,i,n.res.at(player).at(i)-was.at(i),0));
  4231. }
  4232. for(auto & i : ev.buildings)
  4233. {
  4234. if ( town->hasBuilt(i))
  4235. {
  4236. buildStructure(town->id, i, true);
  4237. iw.components.push_back(Component(Component::BUILDING, town->subID, i, 0));
  4238. }
  4239. }
  4240. if (!ev.creatures.empty() && !vstd::contains(n.cres, town->id))
  4241. {
  4242. n.cres[town->id].tid = town->id;
  4243. n.cres[town->id].creatures = town->creatures;
  4244. }
  4245. auto & sac = n.cres[town->id];
  4246. for(si32 i=0;i<ev.creatures.size();i++) //creature growths
  4247. {
  4248. if(!town->creatures.at(i).second.empty() && ev.creatures.at(i) > 0)//there is dwelling
  4249. {
  4250. sac.creatures[i].first += ev.creatures.at(i);
  4251. iw.components.push_back(Component(Component::CREATURE,
  4252. town->creatures.at(i).second.back(), ev.creatures.at(i), 0));
  4253. }
  4254. }
  4255. sendAndApply(&iw); //show dialog
  4256. }
  4257. if(ev.nextOccurence)
  4258. {
  4259. town->events.pop_front();
  4260. ev.firstOccurence += ev.nextOccurence;
  4261. auto it = town->events.begin();
  4262. while ( it != town->events.end() && it->earlierThanOrEqual(ev))
  4263. it++;
  4264. town->events.insert(it, ev);
  4265. }
  4266. else
  4267. {
  4268. town->events.pop_front();
  4269. }
  4270. }
  4271. //TODO send only if changed
  4272. UpdateCastleEvents uce;
  4273. uce.town = town->id;
  4274. uce.events = town->events;
  4275. sendAndApply(&uce);
  4276. }
  4277. bool CGameHandler::complain( const std::string &problem )
  4278. {
  4279. sendMessageToAll("Server encountered a problem: " + problem);
  4280. logGlobal->errorStream() << problem;
  4281. return true;
  4282. }
  4283. void CGameHandler::showGarrisonDialog( ObjectInstanceID upobj, ObjectInstanceID hid, bool removableUnits)
  4284. {
  4285. //PlayerColor player = getOwner(hid);
  4286. auto upperArmy = dynamic_cast<const CArmedInstance*>(getObj(upobj));
  4287. auto lowerArmy = dynamic_cast<const CArmedInstance*>(getObj(hid));
  4288. assert(lowerArmy);
  4289. assert(upperArmy);
  4290. auto garrisonQuery = make_shared<CGarrisonDialogQuery>(upperArmy, lowerArmy);
  4291. queries.addQuery(garrisonQuery);
  4292. GarrisonDialog gd;
  4293. gd.hid = hid;
  4294. gd.objid = upobj;
  4295. gd.removableUnits = removableUnits;
  4296. gd.queryID = garrisonQuery->queryID;
  4297. sendAndApply(&gd);
  4298. }
  4299. void CGameHandler::showThievesGuildWindow(PlayerColor player, ObjectInstanceID requestingObjId)
  4300. {
  4301. OpenWindow ow;
  4302. ow.window = OpenWindow::THIEVES_GUILD;
  4303. ow.id1 = player.getNum();
  4304. ow.id2 = requestingObjId.getNum();
  4305. sendAndApply(&ow);
  4306. }
  4307. bool CGameHandler::isAllowedExchange( ObjectInstanceID id1, ObjectInstanceID id2 )
  4308. {
  4309. if(id1 == id2)
  4310. return true;
  4311. const CGObjectInstance *o1 = getObj(id1), *o2 = getObj(id2);
  4312. if(!o1 || !o2)
  4313. return true; //arranging stacks within an object should be always allowed
  4314. if (o1 && o2)
  4315. {
  4316. if(o1->ID == Obj::TOWN)
  4317. {
  4318. const CGTownInstance *t = static_cast<const CGTownInstance*>(o1);
  4319. if(t->visitingHero == o2 || t->garrisonHero == o2)
  4320. return true;
  4321. }
  4322. if(o2->ID == Obj::TOWN)
  4323. {
  4324. const CGTownInstance *t = static_cast<const CGTownInstance*>(o2);
  4325. if(t->visitingHero == o1 || t->garrisonHero == o1)
  4326. return true;
  4327. }
  4328. if (o1->ID == Obj::HERO && o2->ID == Obj::HERO)
  4329. {
  4330. const CGHeroInstance *h1 = static_cast<const CGHeroInstance*>(o1);
  4331. const CGHeroInstance *h2 = static_cast<const CGHeroInstance*>(o2);
  4332. // two heroes in same town (garrisoned and visiting)
  4333. if (h1->visitedTown != nullptr && h2->visitedTown != nullptr && h1->visitedTown == h2->visitedTown)
  4334. return true;
  4335. }
  4336. //Ongoing garrison exchange
  4337. if(auto dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries.topQuery(o1->tempOwner)))
  4338. {
  4339. if(dialog->exchangingArmies.at(0) == o1 && dialog->exchangingArmies.at(1) == o2)
  4340. return true;
  4341. if(dialog->exchangingArmies.at(1) == o1 && dialog->exchangingArmies.at(0) == o2)
  4342. return true;
  4343. }
  4344. }
  4345. return false;
  4346. }
  4347. void CGameHandler::objectVisited( const CGObjectInstance * obj, const CGHeroInstance * h )
  4348. {
  4349. logGlobal->traceStream() << h->nodeName() << " visits " << obj->getHoverText();
  4350. auto visitQuery = make_shared<CObjectVisitQuery>(obj, h, obj->visitablePos());
  4351. queries.addQuery(visitQuery); //TODO real visit pos
  4352. HeroVisit hv;
  4353. hv.obj = obj;
  4354. hv.hero = h;
  4355. hv.player = h->tempOwner;
  4356. hv.starting = true;
  4357. sendAndApply(&hv);
  4358. obj->onHeroVisit(h);
  4359. queries.popIfTop(visitQuery); //visit ends here if no queries were created
  4360. }
  4361. void CGameHandler::objectVisitEnded(const CObjectVisitQuery &query)
  4362. {
  4363. logGlobal->traceStream() << query.visitingHero->nodeName() << " visit ends.\n";
  4364. HeroVisit hv;
  4365. hv.player = query.players.front();
  4366. hv.obj = nullptr; //not necessary, moreover may have been deleted in the meantime
  4367. hv.hero = query.visitingHero;
  4368. assert(hv.hero);
  4369. hv.starting = false;
  4370. sendAndApply(&hv);
  4371. }
  4372. bool CGameHandler::buildBoat( ObjectInstanceID objid )
  4373. {
  4374. const IShipyard *obj = IShipyard::castFrom(getObj(objid));
  4375. if(obj->shipyardStatus() != IBoatGenerator::GOOD)
  4376. {
  4377. complain("Cannot build boat in this shipyard!");
  4378. return false;
  4379. }
  4380. else if(obj->o->ID == Obj::TOWN
  4381. && !static_cast<const CGTownInstance*>(obj)->hasBuilt(BuildingID::SHIPYARD))
  4382. {
  4383. complain("Cannot build boat in the town - no shipyard!");
  4384. return false;
  4385. }
  4386. const PlayerColor playerID = obj->o->tempOwner;
  4387. TResources boatCost;
  4388. obj->getBoatCost(boatCost);
  4389. TResources aviable = gs->getPlayer(playerID)->resources;
  4390. if (!aviable.canAfford(boatCost))
  4391. {
  4392. complain("Not enough resources to build a boat!");
  4393. return false;
  4394. }
  4395. int3 tile = obj->bestLocation();
  4396. if(!gs->map->isInTheMap(tile))
  4397. {
  4398. complain("Cannot find appropriate tile for a boat!");
  4399. return false;
  4400. }
  4401. //take boat cost
  4402. SetResources sr;
  4403. sr.player = playerID;
  4404. sr.res = (aviable - boatCost);
  4405. sendAndApply(&sr);
  4406. //create boat
  4407. NewObject no;
  4408. no.ID = Obj::BOAT;
  4409. no.subID = obj->getBoatType();
  4410. no.pos = tile + int3(1,0,0);
  4411. sendAndApply(&no);
  4412. return true;
  4413. }
  4414. void CGameHandler::engageIntoBattle( PlayerColor player )
  4415. {
  4416. //notify interfaces
  4417. PlayerBlocked pb;
  4418. pb.player = player;
  4419. pb.reason = PlayerBlocked::UPCOMING_BATTLE;
  4420. pb.startOrEnd = PlayerBlocked::BLOCKADE_STARTED;
  4421. sendAndApply(&pb);
  4422. }
  4423. void CGameHandler::checkVictoryLossConditions(const std::set<PlayerColor> & playerColors)
  4424. {
  4425. for(auto playerColor : playerColors)
  4426. {
  4427. if(gs->getPlayer(playerColor))
  4428. checkVictoryLossConditionsForPlayer(playerColor);
  4429. }
  4430. }
  4431. void CGameHandler::checkVictoryLossConditionsForAll()
  4432. {
  4433. std::set<PlayerColor> playerColors;
  4434. for(int i = 0; i < PlayerColor::PLAYER_LIMIT_I; ++i)
  4435. {
  4436. playerColors.insert(PlayerColor(i));
  4437. }
  4438. checkVictoryLossConditions(playerColors);
  4439. }
  4440. void CGameHandler::checkVictoryLossConditionsForPlayer(PlayerColor player)
  4441. {
  4442. const PlayerState *p = gs->getPlayer(player);
  4443. if(p->status != EPlayerStatus::INGAME) return;
  4444. auto victoryLossCheckResult = gs->checkForVictoryAndLoss(player);
  4445. if(victoryLossCheckResult.victory() || victoryLossCheckResult.loss())
  4446. {
  4447. InfoWindow iw;
  4448. getVictoryLossMessage(player, victoryLossCheckResult, iw);
  4449. sendAndApply(&iw);
  4450. PlayerEndsGame peg;
  4451. peg.player = player;
  4452. peg.victoryLossCheckResult = victoryLossCheckResult;
  4453. sendAndApply(&peg);
  4454. if(victoryLossCheckResult.victory())
  4455. {
  4456. //one player won -> all enemies lost
  4457. for (auto i = gs->players.cbegin(); i!=gs->players.cend(); i++)
  4458. {
  4459. if(i->first != player && gs->getPlayer(i->first)->status == EPlayerStatus::INGAME)
  4460. {
  4461. peg.player = i->first;
  4462. peg.victoryLossCheckResult = gameState()->getPlayerRelations(player, i->first) == PlayerRelations::ALLIES ?
  4463. victoryLossCheckResult : victoryLossCheckResult.invert(); // ally of winner
  4464. InfoWindow iw;
  4465. getVictoryLossMessage(player, peg.victoryLossCheckResult, iw);
  4466. iw.player = i->first;
  4467. sendAndApply(&iw);
  4468. sendAndApply(&peg);
  4469. }
  4470. }
  4471. if(p->human)
  4472. {
  4473. end2 = true;
  4474. if(gs->scenarioOps->campState)
  4475. {
  4476. std::vector<CGHeroInstance *> heroesBelongingToPlayer;
  4477. for(CGHeroInstance * hero : gs->map->heroesOnMap)
  4478. {
  4479. if(hero->tempOwner == player) heroesBelongingToPlayer.push_back(hero);
  4480. }
  4481. gs->scenarioOps->campState->setCurrentMapAsConquered(heroesBelongingToPlayer);
  4482. //Request clients to change connection mode
  4483. PrepareForAdvancingCampaign pfac;
  4484. sendAndApply(&pfac);
  4485. //Change connection mode
  4486. if(getPlayer(player)->human && getStartInfo()->campState)
  4487. {
  4488. for(auto connection : conns)
  4489. connection->prepareForSendingHeroes();
  4490. }
  4491. UpdateCampaignState ucs;
  4492. ucs.camp = gs->scenarioOps->campState;
  4493. sendAndApply(&ucs);
  4494. }
  4495. }
  4496. }
  4497. else
  4498. {
  4499. //player lost -> all his objects become unflagged (neutral)
  4500. auto hlp = p->heroes;
  4501. for (auto i = hlp.cbegin(); i != hlp.cend(); i++) //eliminate heroes
  4502. removeObject(*i);
  4503. for (auto i = gs->map->objects.cbegin(); i != gs->map->objects.cend(); i++) //unflag objs
  4504. {
  4505. if(*i && (*i)->tempOwner == player)
  4506. setOwner(*i,PlayerColor::NEUTRAL);
  4507. }
  4508. //eliminating one player may cause victory of another:
  4509. std::set<PlayerColor> playerColors;
  4510. for(int i = 0; i < PlayerColor::PLAYER_LIMIT_I; ++i)
  4511. {
  4512. if(player.getNum() != i) playerColors.insert(PlayerColor(i));
  4513. }
  4514. //notify all players
  4515. for (auto i = gs->players.cbegin(); i!=gs->players.cend(); i++)
  4516. {
  4517. if(i->first != player && gs->getPlayer(i->first)->status == EPlayerStatus::INGAME)
  4518. {
  4519. InfoWindow iw;
  4520. getVictoryLossMessage(player, victoryLossCheckResult.invert(), iw);
  4521. iw.player = i->first;
  4522. sendAndApply(&iw);
  4523. }
  4524. }
  4525. checkVictoryLossConditions(playerColors);
  4526. }
  4527. auto playerInfo = gs->getPlayer(gs->currentPlayer, false);
  4528. // If we are called before the actual game start, there might be no current player
  4529. if(playerInfo && playerInfo->status != EPlayerStatus::INGAME)
  4530. {
  4531. // If player making turn has lost his turn must be over as well
  4532. states.setFlag(gs->currentPlayer, &PlayerStatus::makingTurn, false);
  4533. }
  4534. }
  4535. }
  4536. void CGameHandler::getVictoryLossMessage(PlayerColor player, EVictoryLossCheckResult victoryLossCheckResult, InfoWindow & out) const
  4537. {
  4538. out.player = player;
  4539. out.text.clear();
  4540. out.text << victoryLossCheckResult.messageToSelf;
  4541. // hackish, insert one player-specific string, if applicable
  4542. if (victoryLossCheckResult.messageToSelf.find("%s") != std::string::npos)
  4543. out.text.addReplacement(MetaString::COLOR, player.getNum());
  4544. out.components.push_back(Component(Component::FLAG, player.getNum(), 0, 0));
  4545. }
  4546. bool CGameHandler::dig( const CGHeroInstance *h )
  4547. {
  4548. for (auto i = gs->map->objects.cbegin(); i != gs->map->objects.cend(); i++) //unflag objs
  4549. {
  4550. if(*i && (*i)->ID == Obj::HOLE && (*i)->pos == h->getPosition())
  4551. {
  4552. complain("Cannot dig - there is already a hole under the hero!");
  4553. return false;
  4554. }
  4555. }
  4556. if(h->diggingStatus() != CGHeroInstance::CAN_DIG) //checks for terrain and movement
  4557. COMPLAIN_RETF("Hero cannot dig (error code %d)!", h->diggingStatus());
  4558. //create a hole
  4559. NewObject no;
  4560. no.ID = Obj::HOLE;
  4561. no.pos = h->getPosition();
  4562. no.subID = 0;
  4563. sendAndApply(&no);
  4564. //take MPs
  4565. SetMovePoints smp;
  4566. smp.hid = h->id;
  4567. smp.val = 0;
  4568. sendAndApply(&smp);
  4569. InfoWindow iw;
  4570. iw.player = h->tempOwner;
  4571. if(gs->map->grailPos == h->getPosition())
  4572. {
  4573. iw.text.addTxt(MetaString::GENERAL_TXT, 58); //"Congratulations! After spending many hours digging here, your hero has uncovered the "
  4574. iw.text.addTxt(MetaString::ART_NAMES, 2);
  4575. iw.soundID = soundBase::ULTIMATEARTIFACT;
  4576. giveHeroNewArtifact(h, VLC->arth->artifacts.at(2), ArtifactPosition::PRE_FIRST); //give grail
  4577. sendAndApply(&iw);
  4578. iw.soundID = soundBase::invalid;
  4579. iw.text.clear();
  4580. iw.text.addTxt(MetaString::ART_DESCR, 2);
  4581. sendAndApply(&iw);
  4582. }
  4583. else
  4584. {
  4585. iw.text.addTxt(MetaString::GENERAL_TXT, 59); //"Nothing here. \n Where could it be?"
  4586. iw.soundID = soundBase::Dig;
  4587. sendAndApply(&iw);
  4588. }
  4589. return true;
  4590. }
  4591. void CGameHandler::attackCasting(const BattleAttack & bat, Bonus::BonusType attackMode, const CStack * attacker)
  4592. {
  4593. if(attacker->hasBonusOfType(attackMode))
  4594. {
  4595. std::set<SpellID> spellsToCast;
  4596. TBonusListPtr spells = attacker->getBonuses(Selector::type(attackMode));
  4597. for(const Bonus *sf : *spells)
  4598. {
  4599. spellsToCast.insert (SpellID(sf->subtype));
  4600. }
  4601. for(SpellID spellID : spellsToCast)
  4602. {
  4603. const CStack * oneOfAttacked = nullptr;
  4604. for (auto & elem : bat.bsa)
  4605. {
  4606. if (elem.newAmount > 0 && !elem.isSecondary()) //apply effects only to first target stack if it's alive
  4607. {
  4608. oneOfAttacked = gs->curB->battleGetStackByID(elem.stackAttacked);
  4609. break;
  4610. }
  4611. }
  4612. bool castMe = false;
  4613. if(oneOfAttacked == nullptr) //all attacked creatures have been killed
  4614. return;
  4615. int spellLevel = 0;
  4616. TBonusListPtr spellsByType = attacker->getBonuses(Selector::typeSubtype(attackMode, spellID));
  4617. for(const Bonus *sf : *spellsByType)
  4618. {
  4619. vstd::amax(spellLevel, sf->additionalInfo % 1000); //pick highest level
  4620. int meleeRanged = sf->additionalInfo / 1000;
  4621. if (meleeRanged == 0 || (meleeRanged == 1 && bat.shot()) || (meleeRanged == 2 && !bat.shot()))
  4622. castMe = true;
  4623. }
  4624. int chance = attacker->valOfBonuses((Selector::typeSubtype(attackMode, spellID)));
  4625. vstd::amin (chance, 100);
  4626. int destination = oneOfAttacked->position;
  4627. const CSpell * spell = SpellID(spellID).toSpell();
  4628. if(gs->curB->battleCanCastThisSpellHere(attacker->owner, spell, ECastingMode::AFTER_ATTACK_CASTING, oneOfAttacked->position) != ESpellCastProblem::OK)
  4629. continue;
  4630. //check if spell should be casted (probability handling)
  4631. if(rand()%100 >= chance)
  4632. continue;
  4633. //casting //TODO: check if spell can be blocked or target is immune
  4634. if (castMe) //stacks use 0 spell power. If needed, default = 3 or custom value is used
  4635. handleSpellCasting(spellID, spellLevel, destination, !attacker->attackerOwned, attacker->owner, nullptr, nullptr, 0, ECastingMode::AFTER_ATTACK_CASTING, attacker);
  4636. }
  4637. }
  4638. }
  4639. void CGameHandler::handleAttackBeforeCasting (const BattleAttack & bat)
  4640. {
  4641. const CStack * attacker = gs->curB->battleGetStackByID(bat.stackAttacking);
  4642. attackCasting(bat, Bonus::SPELL_BEFORE_ATTACK, attacker); //no detah stare / acid bretah needed?
  4643. }
  4644. void CGameHandler::handleAfterAttackCasting( const BattleAttack & bat )
  4645. {
  4646. const CStack * attacker = gs->curB->battleGetStackByID(bat.stackAttacking);
  4647. if (!attacker) //could be already dead
  4648. return;
  4649. attackCasting(bat, Bonus::SPELL_AFTER_ATTACK, attacker);
  4650. if(bat.bsa.at(0).newAmount <= 0)
  4651. {
  4652. //don't try death stare or acid breath on dead stack (crash!)
  4653. return;
  4654. }
  4655. if (attacker->hasBonusOfType(Bonus::DEATH_STARE) && bat.bsa.size())
  4656. {
  4657. // mechanics of Death Stare as in H3:
  4658. // each gorgon have 10% chance to kill (counted separately in H3) -> binomial distribution
  4659. //original formula x = min(x, (gorgons_count + 9)/10);
  4660. double chanceToKill = attacker->valOfBonuses(Bonus::DEATH_STARE, 0) / 100.0f;
  4661. vstd::amin(chanceToKill, 1); //cap at 100%
  4662. std::binomial_distribution<> distr(attacker->count, chanceToKill);
  4663. std::mt19937 rng(rand());
  4664. int staredCreatures = distr(rng);
  4665. double cap = 1 / std::max(chanceToKill, (double)(0.01));//don't divide by 0
  4666. int maxToKill = (attacker->count + cap - 1) / cap; //not much more than chance * count
  4667. vstd::amin(staredCreatures, maxToKill);
  4668. staredCreatures += (attacker->level() * attacker->valOfBonuses(Bonus::DEATH_STARE, 1)) / gs->curB->battleGetStackByID(bat.bsa.at(0).stackAttacked)->level();
  4669. if (staredCreatures)
  4670. {
  4671. if (bat.bsa.at(0).newAmount > 0) //TODO: death stare was not originally available for multiple-hex attacks, but...
  4672. handleSpellCasting(SpellID::DEATH_STARE, 0, gs->curB->battleGetStackByID(bat.bsa.at(0).stackAttacked)->position,
  4673. !attacker->attackerOwned, attacker->owner, nullptr, nullptr, staredCreatures, ECastingMode::AFTER_ATTACK_CASTING, attacker);
  4674. }
  4675. }
  4676. int acidDamage = 0;
  4677. TBonusListPtr acidBreath = attacker->getBonuses(Selector::type(Bonus::ACID_BREATH));
  4678. for(const Bonus *b : *acidBreath)
  4679. {
  4680. if (b->additionalInfo > rand()%100)
  4681. acidDamage += b->val;
  4682. }
  4683. if (acidDamage)
  4684. {
  4685. handleSpellCasting(SpellID::ACID_BREATH_DAMAGE, 0, gs->curB->battleGetStackByID(bat.bsa.at(0).stackAttacked)->position,
  4686. !attacker->attackerOwned, attacker->owner, nullptr, nullptr,
  4687. acidDamage * attacker->count, ECastingMode::AFTER_ATTACK_CASTING, attacker);
  4688. }
  4689. }
  4690. bool CGameHandler::castSpell(const CGHeroInstance *h, SpellID spellID, const int3 &pos)
  4691. {
  4692. const CSpell *s = spellID.toSpell();
  4693. int cost = h->getSpellCost(s);
  4694. int schoolLevel = h->getSpellSchoolLevel(s);
  4695. if(!h->canCastThisSpell(s))
  4696. COMPLAIN_RET("Hero cannot cast this spell!");
  4697. if(h->mana < cost)
  4698. COMPLAIN_RET("Hero doesn't have enough spell points to cast this spell!");
  4699. if(s->combatSpell)
  4700. COMPLAIN_RET("This function can be used only for adventure map spells!");
  4701. AdvmapSpellCast asc;
  4702. asc.caster = h;
  4703. asc.spellID = spellID;
  4704. sendAndApply(&asc);
  4705. switch(spellID)
  4706. {
  4707. case SpellID::SUMMON_BOAT:
  4708. {
  4709. //check if spell works at all
  4710. if(rand() % 100 >= s->powers.at(schoolLevel)) //power is % chance of success
  4711. {
  4712. InfoWindow iw;
  4713. iw.player = h->tempOwner;
  4714. iw.text.addTxt(MetaString::GENERAL_TXT, 336); //%s tried to summon a boat, but failed.
  4715. iw.text.addReplacement(h->name);
  4716. sendAndApply(&iw);
  4717. break;
  4718. }
  4719. //try to find unoccupied boat to summon
  4720. const CGBoat *nearest = nullptr;
  4721. double dist = 0;
  4722. int3 summonPos = h->bestLocation();
  4723. if(summonPos.x < 0)
  4724. COMPLAIN_RET("There is no water tile available!");
  4725. for(const CGObjectInstance *obj : gs->map->objects)
  4726. {
  4727. if(obj && obj->ID == Obj::BOAT)
  4728. {
  4729. const CGBoat *b = static_cast<const CGBoat*>(obj);
  4730. if(b->hero) continue; //we're looking for unoccupied boat
  4731. double nDist = distance(b->pos, h->getPosition());
  4732. if(!nearest || nDist < dist) //it's first boat or closer than previous
  4733. {
  4734. nearest = b;
  4735. dist = nDist;
  4736. }
  4737. }
  4738. }
  4739. if(nearest) //we found boat to summon
  4740. {
  4741. ChangeObjPos cop;
  4742. cop.objid = nearest->id;
  4743. cop.nPos = summonPos + int3(1,0,0);;
  4744. cop.flags = 1;
  4745. sendAndApply(&cop);
  4746. }
  4747. else if(schoolLevel < 2) //none or basic level -> cannot create boat :(
  4748. {
  4749. InfoWindow iw;
  4750. iw.player = h->tempOwner;
  4751. iw.text.addTxt(MetaString::GENERAL_TXT, 335); //There are no boats to summon.
  4752. sendAndApply(&iw);
  4753. }
  4754. else //create boat
  4755. {
  4756. NewObject no;
  4757. no.ID = Obj::BOAT;
  4758. no.subID = h->getBoatType();
  4759. no.pos = summonPos + int3(1,0,0);;
  4760. sendAndApply(&no);
  4761. }
  4762. break;
  4763. }
  4764. case SpellID::SCUTTLE_BOAT:
  4765. {
  4766. //check if spell works at all
  4767. if(rand() % 100 >= s->powers.at(schoolLevel)) //power is % chance of success
  4768. {
  4769. InfoWindow iw;
  4770. iw.player = h->tempOwner;
  4771. iw.text.addTxt(MetaString::GENERAL_TXT, 337); //%s tried to scuttle the boat, but failed
  4772. iw.text.addReplacement(h->name);
  4773. sendAndApply(&iw);
  4774. break;
  4775. }
  4776. if(!gs->map->isInTheMap(pos))
  4777. COMPLAIN_RET("Invalid dst tile for scuttle!");
  4778. //TODO: test range, visibility
  4779. const TerrainTile *t = &gs->map->getTile(pos);
  4780. if(!t->visitableObjects.size() || t->visitableObjects.back()->ID != Obj::BOAT)
  4781. COMPLAIN_RET("There is no boat to scuttle!");
  4782. RemoveObject ro;
  4783. ro.id = t->visitableObjects.back()->id;
  4784. sendAndApply(&ro);
  4785. break;
  4786. }
  4787. case SpellID::DIMENSION_DOOR:
  4788. {
  4789. const TerrainTile *dest = getTile(pos);
  4790. const TerrainTile *curr = getTile(h->getSightCenter());
  4791. if(!dest)
  4792. COMPLAIN_RET("Destination tile doesn't exist!");
  4793. if(!h->movement)
  4794. COMPLAIN_RET("Hero needs movement points to cast Dimension Door!");
  4795. if(h->getBonusesCount(Bonus::SPELL_EFFECT, SpellID::DIMENSION_DOOR) >= s->powers.at(schoolLevel)) //limit casts per turn
  4796. {
  4797. InfoWindow iw;
  4798. iw.player = h->tempOwner;
  4799. iw.text.addTxt(MetaString::GENERAL_TXT, 338); //%s is not skilled enough to cast this spell again today.
  4800. iw.text.addReplacement(h->name);
  4801. sendAndApply(&iw);
  4802. break;
  4803. }
  4804. GiveBonus gb;
  4805. gb.id = h->id.getNum();
  4806. gb.bonus = Bonus(Bonus::ONE_DAY, Bonus::NONE, Bonus::SPELL_EFFECT, 0, SpellID::DIMENSION_DOOR);
  4807. sendAndApply(&gb);
  4808. if(!dest->isClear(curr)) //wrong dest tile
  4809. {
  4810. InfoWindow iw;
  4811. iw.player = h->tempOwner;
  4812. iw.text.addTxt(MetaString::GENERAL_TXT, 70); //Dimension Door failed!
  4813. sendAndApply(&iw);
  4814. break;
  4815. }
  4816. if (moveHero(h->id, pos + h->getVisitableOffset(), true))
  4817. {
  4818. SetMovePoints smp;
  4819. smp.hid = h->id;
  4820. smp.val = std::max<ui32>(0, h->movement - 300);
  4821. sendAndApply(&smp);
  4822. }
  4823. }
  4824. break;
  4825. case SpellID::FLY:
  4826. {
  4827. int subtype = schoolLevel >= 2 ? 1 : 2; //adv or expert
  4828. GiveBonus gb;
  4829. gb.id = h->id.getNum();
  4830. gb.bonus = Bonus(Bonus::ONE_DAY, Bonus::FLYING_MOVEMENT, Bonus::SPELL_EFFECT, 0, SpellID::FLY, subtype);
  4831. sendAndApply(&gb);
  4832. }
  4833. break;
  4834. case SpellID::WATER_WALK:
  4835. {
  4836. int subtype = schoolLevel >= 2 ? 1 : 2; //adv or expert
  4837. GiveBonus gb;
  4838. gb.id = h->id.getNum();
  4839. gb.bonus = Bonus(Bonus::ONE_DAY, Bonus::WATER_WALKING, Bonus::SPELL_EFFECT, 0, SpellID::WATER_WALK, subtype);
  4840. sendAndApply(&gb);
  4841. }
  4842. break;
  4843. case SpellID::TOWN_PORTAL:
  4844. {
  4845. if (!gs->map->isInTheMap(pos))
  4846. COMPLAIN_RET("Destination tile not present!")
  4847. TerrainTile tile = gs->map->getTile(pos);
  4848. if (tile.visitableObjects.empty() || tile.visitableObjects.back()->ID != Obj::TOWN )
  4849. COMPLAIN_RET("Town not found for Town Portal!");
  4850. CGTownInstance * town = static_cast<CGTownInstance*>(tile.visitableObjects.back());
  4851. if (town->tempOwner != h->tempOwner)
  4852. COMPLAIN_RET("Can't teleport to another player!");
  4853. if (town->visitingHero)
  4854. COMPLAIN_RET("Can't teleport to occupied town!");
  4855. if (h->getSpellSchoolLevel(s) < 2)
  4856. {
  4857. double dist = town->pos.dist2d(h->pos);
  4858. ObjectInstanceID nearest = town->id; //nearest town's ID
  4859. for(const CGTownInstance * currTown : gs->getPlayer(h->tempOwner)->towns)
  4860. {
  4861. double curDist = currTown->pos.dist2d(h->pos);
  4862. if (nearest == ObjectInstanceID() || curDist < dist)
  4863. {
  4864. nearest = town->id;
  4865. dist = curDist;
  4866. }
  4867. }
  4868. if (town->id != nearest)
  4869. COMPLAIN_RET("This hero can only teleport to nearest town!")
  4870. }
  4871. moveHero(h->id, town->visitablePos() + h->getVisitableOffset() ,1);
  4872. }
  4873. break;
  4874. case SpellID::VISIONS:
  4875. case SpellID::VIEW_EARTH:
  4876. case SpellID::DISGUISE:
  4877. case SpellID::VIEW_AIR:
  4878. default:
  4879. COMPLAIN_RET("This spell is not implemented yet!");
  4880. }
  4881. SetMana sm;
  4882. sm.hid = h->id;
  4883. sm.val = h->mana - cost;
  4884. sendAndApply(&sm);
  4885. return true;
  4886. }
  4887. void CGameHandler::visitObjectOnTile(const TerrainTile &t, const CGHeroInstance * h)
  4888. {
  4889. if (!t.visitableObjects.empty())
  4890. {
  4891. //to prevent self-visiting heroes on space press
  4892. if(t.visitableObjects.back() != h)
  4893. objectVisited(t.visitableObjects.back(), h);
  4894. else if(t.visitableObjects.size() > 1)
  4895. objectVisited(*(t.visitableObjects.end()-2),h);
  4896. }
  4897. }
  4898. bool CGameHandler::sacrificeCreatures(const IMarket *market, const CGHeroInstance *hero, SlotID slot, ui32 count)
  4899. {
  4900. int oldCount = hero->getStackCount(slot);
  4901. if(oldCount < count)
  4902. COMPLAIN_RET("Not enough creatures to sacrifice!")
  4903. else if(oldCount == count && hero->Slots().size() == 1 && hero->needsLastStack())
  4904. COMPLAIN_RET("Cannot sacrifice last creature!");
  4905. int crid = hero->getStack(slot).type->idNumber;
  4906. changeStackCount(StackLocation(hero, slot), -count);
  4907. int dump, exp;
  4908. market->getOffer(crid, 0, dump, exp, EMarketMode::CREATURE_EXP);
  4909. exp *= count;
  4910. changePrimSkill(hero, PrimarySkill::EXPERIENCE, hero->calculateXp(exp));
  4911. return true;
  4912. }
  4913. bool CGameHandler::sacrificeArtifact(const IMarket * m, const CGHeroInstance * hero, ArtifactPosition slot)
  4914. {
  4915. ArtifactLocation al(hero, slot);
  4916. const CArtifactInstance *a = al.getArt();
  4917. if(!a)
  4918. COMPLAIN_RET("Cannot find artifact to sacrifice!");
  4919. int dmp, expToGive;
  4920. m->getOffer(hero->getArtTypeId(slot), 0, dmp, expToGive, EMarketMode::ARTIFACT_EXP);
  4921. removeArtifact(al);
  4922. changePrimSkill(hero, PrimarySkill::EXPERIENCE, expToGive);
  4923. return true;
  4924. }
  4925. void CGameHandler::makeStackDoNothing(const CStack * next)
  4926. {
  4927. BattleAction doNothing;
  4928. doNothing.actionType = Battle::NO_ACTION;
  4929. doNothing.additionalInfo = 0;
  4930. doNothing.destinationTile = -1;
  4931. doNothing.side = !next->attackerOwned;
  4932. doNothing.stackNumber = next->ID;
  4933. makeAutomaticAction(next, doNothing);
  4934. }
  4935. bool CGameHandler::insertNewStack(const StackLocation &sl, const CCreature *c, TQuantity count)
  4936. {
  4937. if(sl.army->hasStackAtSlot(sl.slot))
  4938. COMPLAIN_RET("Slot is already taken!");
  4939. if(!sl.slot.validSlot())
  4940. COMPLAIN_RET("Cannot insert stack to that slot!");
  4941. InsertNewStack ins;
  4942. ins.sl = sl;
  4943. ins.stack = CStackBasicDescriptor(c, count);
  4944. sendAndApply(&ins);
  4945. return true;
  4946. }
  4947. bool CGameHandler::eraseStack(const StackLocation &sl, bool forceRemoval/* = false*/)
  4948. {
  4949. if(!sl.army->hasStackAtSlot(sl.slot))
  4950. COMPLAIN_RET("Cannot find a stack to erase");
  4951. if(sl.army->Slots().size() == 1 //from the last stack
  4952. && sl.army->needsLastStack() //that must be left
  4953. && !forceRemoval) //ignore above conditions if we are forcing removal
  4954. {
  4955. COMPLAIN_RET("Cannot erase the last stack!");
  4956. }
  4957. EraseStack es;
  4958. es.sl = sl;
  4959. sendAndApply(&es);
  4960. return true;
  4961. }
  4962. bool CGameHandler::changeStackCount(const StackLocation &sl, TQuantity count, bool absoluteValue /*= false*/)
  4963. {
  4964. TQuantity currentCount = sl.army->getStackCount(sl.slot);
  4965. if((absoluteValue && count < 0)
  4966. || (!absoluteValue && -count > currentCount))
  4967. {
  4968. COMPLAIN_RET("Cannot take more stacks than present!");
  4969. }
  4970. if((currentCount == -count && !absoluteValue)
  4971. || (!count && absoluteValue))
  4972. {
  4973. eraseStack(sl);
  4974. }
  4975. else
  4976. {
  4977. ChangeStackCount csc;
  4978. csc.sl = sl;
  4979. csc.count = count;
  4980. csc.absoluteValue = absoluteValue;
  4981. sendAndApply(&csc);
  4982. }
  4983. return true;
  4984. }
  4985. bool CGameHandler::addToSlot(const StackLocation &sl, const CCreature *c, TQuantity count)
  4986. {
  4987. const CCreature *slotC = sl.army->getCreature(sl.slot);
  4988. if(!slotC) //slot is empty
  4989. insertNewStack(sl, c, count);
  4990. else if(c == slotC)
  4991. changeStackCount(sl, count);
  4992. else
  4993. {
  4994. COMPLAIN_RET("Cannot add " + c->namePl + " to slot " + boost::lexical_cast<std::string>(sl.slot) + "!");
  4995. }
  4996. return true;
  4997. }
  4998. void CGameHandler::tryJoiningArmy(const CArmedInstance *src, const CArmedInstance *dst, bool removeObjWhenFinished, bool allowMerging)
  4999. {
  5000. if(removeObjWhenFinished)
  5001. removeAfterVisit(src);
  5002. if(!src->canBeMergedWith(*dst, allowMerging))
  5003. {
  5004. if (allowMerging) //do that, add all matching creatures.
  5005. {
  5006. bool cont = true;
  5007. while (cont)
  5008. {
  5009. for(auto i = src->stacks.begin(); i != src->stacks.end(); i++)//while there are unmoved creatures
  5010. {
  5011. SlotID pos = dst->getSlotFor(i->second->type);
  5012. if(pos.validSlot())
  5013. {
  5014. moveStack(StackLocation(src, i->first), StackLocation(dst, pos));
  5015. cont = true;
  5016. break; //or iterator crashes
  5017. }
  5018. cont = false;
  5019. }
  5020. }
  5021. }
  5022. showGarrisonDialog(src->id, dst->id, true); //show garrison window and optionally remove ourselves from map when player ends
  5023. }
  5024. else //merge
  5025. {
  5026. moveArmy(src, dst, allowMerging);
  5027. }
  5028. }
  5029. bool CGameHandler::moveStack(const StackLocation &src, const StackLocation &dst, TQuantity count)
  5030. {
  5031. if(!src.army->hasStackAtSlot(src.slot))
  5032. COMPLAIN_RET("No stack to move!");
  5033. if(dst.army->hasStackAtSlot(dst.slot) && dst.army->getCreature(dst.slot) != src.army->getCreature(src.slot))
  5034. COMPLAIN_RET("Cannot move: stack of different type at destination pos!");
  5035. if(!dst.slot.validSlot())
  5036. COMPLAIN_RET("Cannot move stack to that slot!");
  5037. if(count == -1)
  5038. {
  5039. count = src.army->getStackCount(src.slot);
  5040. }
  5041. if(src.army != dst.army //moving away
  5042. && count == src.army->getStackCount(src.slot) //all creatures
  5043. && src.army->Slots().size() == 1 //from the last stack
  5044. && src.army->needsLastStack()) //that must be left
  5045. {
  5046. COMPLAIN_RET("Cannot move away the last creature!");
  5047. }
  5048. RebalanceStacks rs;
  5049. rs.src = src;
  5050. rs.dst = dst;
  5051. rs.count = count;
  5052. sendAndApply(&rs);
  5053. return true;
  5054. }
  5055. bool CGameHandler::swapStacks(const StackLocation &sl1, const StackLocation &sl2)
  5056. {
  5057. if(!sl1.army->hasStackAtSlot(sl1.slot))
  5058. return moveStack(sl2, sl1);
  5059. else if(!sl2.army->hasStackAtSlot(sl2.slot))
  5060. return moveStack(sl1, sl2);
  5061. else
  5062. {
  5063. SwapStacks ss;
  5064. ss.sl1 = sl1;
  5065. ss.sl2 = sl2;
  5066. sendAndApply(&ss);
  5067. return true;
  5068. }
  5069. }
  5070. void CGameHandler::runBattle()
  5071. {
  5072. setBattle(gs->curB);
  5073. assert(gs->curB);
  5074. //TODO: pre-tactic stuff, call scripts etc.
  5075. //tactic round
  5076. {
  5077. while(gs->curB->tacticDistance && !battleResult.get())
  5078. boost::this_thread::sleep(boost::posix_time::milliseconds(50));
  5079. }
  5080. //spells opening battle
  5081. for(int i = 0; i < 2; ++i)
  5082. {
  5083. auto h = gs->curB->battleGetFightingHero(i);
  5084. if(h && h->hasBonusOfType(Bonus::OPENING_BATTLE_SPELL))
  5085. {
  5086. TBonusListPtr bl = h->getBonuses(Selector::type(Bonus::OPENING_BATTLE_SPELL));
  5087. for (Bonus *b : *bl)
  5088. {
  5089. handleSpellCasting(SpellID(b->subtype), 3, -1, 0, h->tempOwner, nullptr, gs->curB->battleGetFightingHero(1-i), b->val, ECastingMode::HERO_CASTING, nullptr);
  5090. }
  5091. }
  5092. }
  5093. //main loop
  5094. while(!battleResult.get()) //till the end of the battle ;]
  5095. {
  5096. NEW_ROUND;
  5097. auto obstacles = gs->curB->obstacles; //we copy container, because we're going to modify it
  5098. for(auto &obstPtr : obstacles)
  5099. {
  5100. if(const SpellCreatedObstacle *sco = dynamic_cast<const SpellCreatedObstacle *>(obstPtr.get()))
  5101. if(sco->turnsRemaining == 0)
  5102. removeObstacle(*obstPtr);
  5103. }
  5104. const BattleInfo & curB = *gs->curB;
  5105. //remove clones after all mechanics and animations are handled!
  5106. std::set <const CStack*> stacksToRemove;
  5107. for (auto stack : curB.stacks)
  5108. {
  5109. if (stack->idDeadClone())
  5110. stacksToRemove.insert(stack);
  5111. }
  5112. for (auto stack : stacksToRemove)
  5113. {
  5114. BattleStacksRemoved bsr;
  5115. bsr.stackIDs.insert(stack->ID);
  5116. sendAndApply(&bsr);
  5117. }
  5118. //stack loop
  5119. const CStack *next;
  5120. while(!battleResult.get() && (next = curB.getNextStack()) && next->willMove())
  5121. {
  5122. //check for bad morale => freeze
  5123. int nextStackMorale = next->MoraleVal();
  5124. if( nextStackMorale < 0 &&
  5125. !(NBonus::hasOfType(gs->curB->battleGetFightingHero(0), Bonus::BLOCK_MORALE)
  5126. || NBonus::hasOfType(gs->curB->battleGetFightingHero(1), Bonus::BLOCK_MORALE)) //checking if gs->curB->heroes have (or don't have) morale blocking bonuses)
  5127. )
  5128. {
  5129. if( rand()%24 < -2 * nextStackMorale)
  5130. {
  5131. //unit loses its turn - empty freeze action
  5132. BattleAction ba;
  5133. ba.actionType = Battle::BAD_MORALE;
  5134. ba.additionalInfo = 1;
  5135. ba.side = !next->attackerOwned;
  5136. ba.stackNumber = next->ID;
  5137. makeAutomaticAction(next, ba);
  5138. continue;
  5139. }
  5140. }
  5141. if(next->hasBonusOfType(Bonus::ATTACKS_NEAREST_CREATURE)) //while in berserk
  5142. { //fixme: stack should not attack itself
  5143. std::pair<const CStack *, int> attackInfo = curB.getNearestStack(next, boost::logic::indeterminate);
  5144. if(attackInfo.first != nullptr)
  5145. {
  5146. BattleAction attack;
  5147. attack.actionType = Battle::WALK_AND_ATTACK;
  5148. attack.side = !next->attackerOwned;
  5149. attack.stackNumber = next->ID;
  5150. attack.additionalInfo = attackInfo.first->position;
  5151. attack.destinationTile = attackInfo.second;
  5152. makeAutomaticAction(next, attack);
  5153. }
  5154. else
  5155. {
  5156. makeStackDoNothing(next);
  5157. }
  5158. continue;
  5159. }
  5160. const CGHeroInstance * curOwner = gs->curB->battleGetOwner(next);
  5161. if( (next->position < 0 || next->getCreature()->idNumber == CreatureID::BALLISTA) //arrow turret or ballista
  5162. && (!curOwner || curOwner->getSecSkillLevel(SecondarySkill::ARTILLERY) == 0)) //hero has no artillery
  5163. {
  5164. BattleAction attack;
  5165. attack.actionType = Battle::SHOOT;
  5166. attack.side = !next->attackerOwned;
  5167. attack.stackNumber = next->ID;
  5168. for(auto & elem : gs->curB->stacks)
  5169. {
  5170. if(elem->owner != next->owner && elem->isValidTarget())
  5171. {
  5172. attack.destinationTile = elem->position;
  5173. break;
  5174. }
  5175. }
  5176. makeAutomaticAction(next, attack);
  5177. continue;
  5178. }
  5179. if(next->getCreature()->idNumber == CreatureID::CATAPULT && (!curOwner || curOwner->getSecSkillLevel(SecondarySkill::BALLISTICS) == 0)) //catapult, hero has no ballistics
  5180. {
  5181. const auto & attackableBattleHexes = curB.getAttackableBattleHexes();
  5182. if(!attackableBattleHexes.empty())
  5183. {
  5184. BattleAction attack;
  5185. attack.destinationTile = attackableBattleHexes[rand() % attackableBattleHexes.size()];
  5186. attack.actionType = Battle::CATAPULT;
  5187. attack.additionalInfo = 0;
  5188. attack.side = !next->attackerOwned;
  5189. attack.stackNumber = next->ID;
  5190. makeAutomaticAction(next, attack);
  5191. }
  5192. else
  5193. {
  5194. makeStackDoNothing(next);
  5195. }
  5196. continue;
  5197. }
  5198. if(next->getCreature()->idNumber == CreatureID::FIRST_AID_TENT)
  5199. {
  5200. std::vector< const CStack * > possibleStacks;
  5201. //is there any clean algorithm for that? (boost.range seems to lack copy_if) -> remove_copy_if?
  5202. for(const CStack *s : battleGetAllStacks())
  5203. if(s->owner == next->owner && s->canBeHealed())
  5204. possibleStacks.push_back(s);
  5205. if(!possibleStacks.size())
  5206. {
  5207. makeStackDoNothing(next);
  5208. continue;
  5209. }
  5210. if(!curOwner || curOwner->getSecSkillLevel(SecondarySkill::FIRST_AID) == 0) //no hero or hero has no first aid
  5211. {
  5212. range::random_shuffle(possibleStacks);
  5213. const CStack * toBeHealed = possibleStacks.front();
  5214. BattleAction heal;
  5215. heal.actionType = Battle::STACK_HEAL;
  5216. heal.additionalInfo = 0;
  5217. heal.destinationTile = toBeHealed->position;
  5218. heal.side = !next->attackerOwned;
  5219. heal.stackNumber = next->ID;
  5220. makeAutomaticAction(next, heal);
  5221. continue;
  5222. }
  5223. }
  5224. int numberOfAsks = 1;
  5225. bool breakOuter = false;
  5226. do
  5227. {//ask interface and wait for answer
  5228. if(!battleResult.get())
  5229. {
  5230. stackTurnTrigger(next); //various effects
  5231. if (vstd::contains(next->state, EBattleStackState::FEAR))
  5232. {
  5233. makeStackDoNothing(next); //end immediately if stack was affected by fear
  5234. }
  5235. else
  5236. {
  5237. logGlobal->traceStream() << "Activating " << next->nodeName();
  5238. BattleSetActiveStack sas;
  5239. sas.stack = next->ID;
  5240. sendAndApply(&sas);
  5241. boost::unique_lock<boost::mutex> lock(battleMadeAction.mx);
  5242. battleMadeAction.data = false;
  5243. while (next->alive() && //next is invalid after sacrificing current stack :?
  5244. (!battleMadeAction.data && !battleResult.get())) //active stack hasn't made its action and battle is still going
  5245. battleMadeAction.cond.wait(lock);
  5246. }
  5247. }
  5248. if(battleResult.get()) //don't touch it, battle could be finished while waiting got action
  5249. {
  5250. breakOuter = true;
  5251. break;
  5252. }
  5253. //we're after action, all results applied
  5254. checkForBattleEnd(); //check if this action ended the battle
  5255. //check for good morale
  5256. nextStackMorale = next->MoraleVal();
  5257. if(!vstd::contains(next->state,EBattleStackState::HAD_MORALE) //only one extra move per turn possible
  5258. && !vstd::contains(next->state,EBattleStackState::DEFENDING)
  5259. && !next->waited()
  5260. && !vstd::contains(next->state, EBattleStackState::FEAR)
  5261. && next->alive()
  5262. && nextStackMorale > 0
  5263. && !(NBonus::hasOfType(gs->curB->battleGetFightingHero(0), Bonus::BLOCK_MORALE)
  5264. || NBonus::hasOfType(gs->curB->battleGetFightingHero(1), Bonus::BLOCK_MORALE)) //checking if gs->curB->heroes have (or don't have) morale blocking bonuses
  5265. )
  5266. {
  5267. if(rand()%24 < nextStackMorale) //this stack hasn't got morale this turn
  5268. {
  5269. BattleTriggerEffect bte;
  5270. bte.stackID = next->ID;
  5271. bte.effect = Bonus::MORALE;
  5272. bte.val = 1;
  5273. bte.additionalInfo = 0;
  5274. sendAndApply(&bte); //play animation
  5275. ++numberOfAsks; //move this stack once more
  5276. }
  5277. }
  5278. --numberOfAsks;
  5279. } while (numberOfAsks > 0);
  5280. if (breakOuter)
  5281. {
  5282. break;
  5283. }
  5284. }
  5285. }
  5286. endBattle(gs->curB->tile, gs->curB->battleGetFightingHero(0), gs->curB->battleGetFightingHero(1));
  5287. }
  5288. bool CGameHandler::makeAutomaticAction(const CStack *stack, BattleAction &ba)
  5289. {
  5290. BattleSetActiveStack bsa;
  5291. bsa.stack = stack->ID;
  5292. bsa.askPlayerInterface = false;
  5293. sendAndApply(&bsa);
  5294. bool ret = makeBattleAction(ba);
  5295. checkForBattleEnd();
  5296. return ret;
  5297. }
  5298. void CGameHandler::giveHeroArtifact(const CGHeroInstance *h, const CArtifactInstance *a, ArtifactPosition pos)
  5299. {
  5300. assert(a->artType);
  5301. ArtifactLocation al;
  5302. al.artHolder = const_cast<CGHeroInstance*>(h);
  5303. ArtifactPosition slot = ArtifactPosition::PRE_FIRST;
  5304. if(pos < 0)
  5305. {
  5306. if(pos == ArtifactPosition::FIRST_AVAILABLE)
  5307. slot = a->firstAvailableSlot(h);
  5308. else
  5309. slot = a->firstBackpackSlot(h);
  5310. }
  5311. else
  5312. {
  5313. slot = pos;
  5314. }
  5315. al.slot = slot;
  5316. if(slot < 0 || !a->canBePutAt(al))
  5317. {
  5318. complain("Cannot put artifact in that slot!");
  5319. return;
  5320. }
  5321. putArtifact(al, a);
  5322. }
  5323. void CGameHandler::putArtifact(const ArtifactLocation &al, const CArtifactInstance *a)
  5324. {
  5325. PutArtifact pa;
  5326. pa.art = a;
  5327. pa.al = al;
  5328. sendAndApply(&pa);
  5329. }
  5330. void CGameHandler::giveHeroNewArtifact(const CGHeroInstance *h, const CArtifact *artType, ArtifactPosition pos)
  5331. {
  5332. CArtifactInstance *a = nullptr;
  5333. if(!artType->constituents)
  5334. {
  5335. a = new CArtifactInstance();
  5336. }
  5337. else
  5338. {
  5339. a = new CCombinedArtifactInstance();
  5340. }
  5341. a->artType = artType; //*NOT* via settype -> all bonus-related stuff must be done by NewArtifact apply
  5342. NewArtifact na;
  5343. na.art = a;
  5344. sendAndApply(&na); // -> updates a!!!, will create a on other machines
  5345. giveHeroArtifact(h, a, pos);
  5346. }
  5347. void CGameHandler::setBattleResult(BattleResult::EResult resultType, int victoriusSide)
  5348. {
  5349. if(battleResult.get())
  5350. {
  5351. complain("There is already set result?");
  5352. return;
  5353. }
  5354. auto br = new BattleResult;
  5355. br->result = resultType;
  5356. br->winner = victoriusSide; //surrendering side loses
  5357. gs->curB->calculateCasualties(br->casualties);
  5358. battleResult.set(br);
  5359. }
  5360. void CGameHandler::commitPackage( CPackForClient *pack )
  5361. {
  5362. sendAndApply(pack);
  5363. }
  5364. void CGameHandler::spawnWanderingMonsters(CreatureID creatureID)
  5365. {
  5366. std::vector<int3>::iterator tile;
  5367. std::vector<int3> tiles;
  5368. getFreeTiles(tiles);
  5369. ui32 amount = tiles.size() / 200; //Chance is 0.5% for each tile
  5370. std::random_shuffle(tiles.begin(), tiles.end());
  5371. logGlobal->traceStream() << "Spawning wandering monsters. Found " << tiles.size() << " free tiles. Creature type: " << creatureID;
  5372. const CCreature *cre = VLC->creh->creatures.at(creatureID);
  5373. for (int i = 0; i < amount; ++i)
  5374. {
  5375. tile = tiles.begin();
  5376. logGlobal->traceStream() << "\tSpawning monster at " << *tile;
  5377. putNewMonster(creatureID, cre->getRandomAmount(std::rand), *tile);
  5378. tiles.erase(tile); //not use it again
  5379. }
  5380. }
  5381. void CGameHandler::removeObstacle(const CObstacleInstance &obstacle)
  5382. {
  5383. ObstaclesRemoved obsRem;
  5384. obsRem.obstacles.insert(obstacle.uniqueID);
  5385. sendAndApply(&obsRem);
  5386. }
  5387. void CGameHandler::synchronizeArtifactHandlerLists()
  5388. {
  5389. UpdateArtHandlerLists uahl;
  5390. uahl.treasures = VLC->arth->treasures;
  5391. uahl.minors = VLC->arth->minors;
  5392. uahl.majors = VLC->arth->majors;
  5393. uahl.relics = VLC->arth->relics;
  5394. sendAndApply(&uahl);
  5395. }
  5396. bool CGameHandler::isValidObject(const CGObjectInstance *obj) const
  5397. {
  5398. return vstd::contains(gs->map->objects, obj);
  5399. }
  5400. bool CGameHandler::isBlockedByQueries(const CPack *pack, PlayerColor player)
  5401. {
  5402. if(dynamic_cast<const PlayerMessage*>(pack))
  5403. return false;
  5404. auto query = queries.topQuery(player);
  5405. if(query && query->blocksPack(pack))
  5406. {
  5407. complain(boost::str(boost::format("Player %s has to answer queries before attempting any further actions. Top query is %s!") % player % query->toString()));
  5408. return true;
  5409. }
  5410. return false;
  5411. }
  5412. void CGameHandler::removeAfterVisit(const CGObjectInstance *object)
  5413. {
  5414. //If the object is being visited, there must be a matching query
  5415. for(const auto &query : queries.allQueries())
  5416. {
  5417. if(auto someVistQuery = std::dynamic_pointer_cast<CObjectVisitQuery>(query))
  5418. {
  5419. if(someVistQuery->visitedObject == object)
  5420. {
  5421. someVistQuery->removeObjectAfterVisit = true;
  5422. return;
  5423. }
  5424. }
  5425. };
  5426. //If we haven't returned so far, there is no query and no visit, call was wrong
  5427. assert("This function needs to be called during the object visit!");
  5428. }
  5429. bool CGameHandler::isVisitCoveredByAnotherQuery(const CGObjectInstance *obj, const CGHeroInstance *hero)
  5430. {
  5431. if(auto topQuery = queries.topQuery(hero->getOwner()))
  5432. if(auto visit = std::dynamic_pointer_cast<const CObjectVisitQuery>(topQuery))
  5433. return !(visit->visitedObject == obj && visit->visitingHero == hero);
  5434. return true;
  5435. }
  5436. void CGameHandler::duelFinished()
  5437. {
  5438. auto si = getStartInfo();
  5439. auto getName = [&](int i){ return si->getIthPlayersSettings(gs->curB->sides.at(i).color).name; };
  5440. int casualtiesPoints = 0;
  5441. logGlobal->debugStream() << boost::format("Winner side %d\nWinner casualties:")
  5442. % (int)battleResult.data->winner;
  5443. for(auto & elem : battleResult.data->casualties[battleResult.data->winner])
  5444. {
  5445. const CCreature *c = VLC->creh->creatures[elem.first];
  5446. logGlobal->debugStream() << boost::format("\t* %d of %s") % elem.second % c->namePl;
  5447. casualtiesPoints += c->AIValue * elem.second;
  5448. }
  5449. logGlobal->debugStream() << boost::format("Total casualties points: %d") % casualtiesPoints;
  5450. time_t timeNow;
  5451. time(&timeNow);
  5452. std::ofstream out(cmdLineOptions["resultsFile"].as<std::string>(), std::ios::app);
  5453. if(out)
  5454. {
  5455. out << boost::format("%s\t%s\t%s\t%d\t%d\t%d\t%s\n") % si->mapname % getName(0) % getName(1)
  5456. % battleResult.data->winner % battleResult.data->result % casualtiesPoints
  5457. % asctime(localtime(&timeNow));
  5458. }
  5459. else
  5460. {
  5461. logGlobal->errorStream() << "Cannot open to write " << cmdLineOptions["resultsFile"].as<std::string>();
  5462. }
  5463. CSaveFile resultFile("result.vdrst");
  5464. resultFile << *battleResult.data;
  5465. BattleResultsApplied resultsApplied;
  5466. resultsApplied.player1 = finishingBattle->victor;
  5467. resultsApplied.player2 = finishingBattle->loser;
  5468. sendAndApply(&resultsApplied);
  5469. return;
  5470. }
  5471. CasualtiesAfterBattle::CasualtiesAfterBattle(const CArmedInstance *army, BattleInfo *bat)
  5472. {
  5473. heroWithDeadCommander = ObjectInstanceID();
  5474. PlayerColor color = army->tempOwner;
  5475. if(color == PlayerColor::UNFLAGGABLE)
  5476. color = PlayerColor::NEUTRAL;
  5477. for(CStack *st : bat->stacks)
  5478. {
  5479. if(vstd::contains(st->state, EBattleStackState::SUMMONED)) //don't take into account summoned stacks
  5480. continue;
  5481. if (st->owner != color) //remove only our stacks
  5482. continue;
  5483. //FIXME: this info is also used in BattleInfo::calculateCasualties, refactor
  5484. st->count = std::max (0, st->count - st->resurrected);
  5485. if (!st->count && !st->base) //we can imagine stacks of war mahcines that are not spawned by artifacts?
  5486. {
  5487. auto warMachine = VLC->arth->creatureToMachineID(st->type->idNumber);
  5488. if (warMachine != ArtifactID::NONE)
  5489. {
  5490. auto hero = dynamic_cast<const CGHeroInstance*> (army);
  5491. if (hero)
  5492. removedWarMachines.push_back (ArtifactLocation(hero, hero->getArtPos(warMachine, true)));
  5493. }
  5494. }
  5495. if(!army->slotEmpty(st->slot) && st->count < army->getStackCount(st->slot))
  5496. {
  5497. StackLocation sl(army, st->slot);
  5498. if(st->alive())
  5499. newStackCounts.push_back(std::pair<StackLocation, int>(sl, st->count));
  5500. else
  5501. newStackCounts.push_back(std::pair<StackLocation, int>(sl, 0));
  5502. }
  5503. if (st->base && !st->count)
  5504. {
  5505. auto c = dynamic_cast <const CCommanderInstance *>(st->base);
  5506. if (c) //switch commander status to dead
  5507. {
  5508. auto h = dynamic_cast <const CGHeroInstance *>(army);
  5509. if (h && h->commander == c)
  5510. heroWithDeadCommander = army->id; //TODO: unify commander handling
  5511. }
  5512. }
  5513. }
  5514. }
  5515. void CasualtiesAfterBattle::takeFromArmy(CGameHandler *gh)
  5516. {
  5517. for(TStackAndItsNewCount &ncount : newStackCounts)
  5518. {
  5519. if(ncount.second > 0)
  5520. gh->changeStackCount(ncount.first, ncount.second, true);
  5521. else
  5522. gh->eraseStack(ncount.first, true);
  5523. }
  5524. for (auto al : removedWarMachines)
  5525. {
  5526. gh->removeArtifact(al);
  5527. }
  5528. if (heroWithDeadCommander != ObjectInstanceID())
  5529. {
  5530. SetCommanderProperty scp;
  5531. scp.heroid = heroWithDeadCommander;
  5532. scp.which = SetCommanderProperty::ALIVE;
  5533. scp.amount = 0;
  5534. gh->sendAndApply (&scp);
  5535. }
  5536. }
  5537. CGameHandler::FinishingBattleHelper::FinishingBattleHelper(shared_ptr<const CBattleQuery> Query, bool Duel, int RemainingBattleQueriesCount)
  5538. {
  5539. assert(Query->result);
  5540. assert(Query->bi);
  5541. auto &result = *Query->result;
  5542. auto &info = *Query->bi;
  5543. winnerHero = result.winner != 0 ? info.sides[1].hero : info.sides[0].hero;
  5544. loserHero = result.winner != 0 ? info.sides[0].hero : info.sides[1].hero;
  5545. victor = info.sides[result.winner].color;
  5546. loser = info.sides[!result.winner].color;
  5547. duel = Duel;
  5548. remainingBattleQueriesCount = RemainingBattleQueriesCount;
  5549. }
  5550. CGameHandler::FinishingBattleHelper::FinishingBattleHelper()
  5551. {
  5552. winnerHero = loserHero = nullptr;
  5553. }