CGameHandler.cpp 189 KB

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  1. #include "StdInc.h"
  2. #include "../lib/Filesystem/CResourceLoader.h"
  3. #include "../lib/Filesystem/CFileInfo.h"
  4. #include "../lib/int3.h"
  5. #include "../lib/Mapping/CCampaignHandler.h"
  6. #include "../lib/StartInfo.h"
  7. #include "../lib/CModHandler.h"
  8. #include "../lib/CArtHandler.h"
  9. #include "../lib/CBuildingHandler.h"
  10. #include "../lib/CDefObjInfoHandler.h"
  11. #include "../lib/CHeroHandler.h"
  12. #include "../lib/CObjectHandler.h"
  13. #include "../lib/CSpellHandler.h"
  14. #include "../lib/CGeneralTextHandler.h"
  15. #include "../lib/CTownHandler.h"
  16. #include "../lib/CCreatureHandler.h"
  17. #include "../lib/CGameState.h"
  18. #include "../lib/BattleState.h"
  19. #include "../lib/CondSh.h"
  20. #include "../lib/NetPacks.h"
  21. #include "../lib/VCMI_Lib.h"
  22. #include "../lib/Mapping/CMap.h"
  23. #include "../lib/VCMIDirs.h"
  24. #include "../client/CSoundBase.h"
  25. #include "CGameHandler.h"
  26. #include "../lib/CCreatureSet.h"
  27. #include "../lib/CThreadHelper.h"
  28. #include "../lib/GameConstants.h"
  29. #include "../lib/RegisterTypes.h"
  30. /*
  31. * CGameHandler.cpp, part of VCMI engine
  32. *
  33. * Authors: listed in file AUTHORS in main folder
  34. *
  35. * License: GNU General Public License v2.0 or later
  36. * Full text of license available in license.txt file, in main folder
  37. *
  38. */
  39. #ifndef _MSC_VER
  40. #include <boost/thread/xtime.hpp>
  41. #endif
  42. #include <boost/random/binomial_distribution.hpp>
  43. #include <boost/range/algorithm/random_shuffle.hpp>
  44. extern bool end2;
  45. #ifdef min
  46. #undef min
  47. #endif
  48. #ifdef max
  49. #undef max
  50. #endif
  51. #define COMPLAIN_RET_IF(cond, txt) do {if(cond){complain(txt); return;}} while(0)
  52. #define COMPLAIN_RET(txt) {complain(txt); return false;}
  53. #define COMPLAIN_RETF(txt, FORMAT) {complain(boost::str(boost::format(txt) % FORMAT)); return false;}
  54. #define NEW_ROUND BattleNextRound bnr;\
  55. bnr.round = gs->curB->round + 1;\
  56. sendAndApply(&bnr);
  57. CondSh<bool> battleMadeAction;
  58. CondSh<BattleResult *> battleResult(NULL);
  59. template <typename T> class CApplyOnGH;
  60. class CBaseForGHApply
  61. {
  62. public:
  63. virtual bool applyOnGH(CGameHandler *gh, CConnection *c, void *pack, ui8 player) const =0;
  64. virtual ~CBaseForGHApply(){}
  65. template<typename U> static CBaseForGHApply *getApplier(const U * t=NULL)
  66. {
  67. return new CApplyOnGH<U>;
  68. }
  69. };
  70. template <typename T> class CApplyOnGH : public CBaseForGHApply
  71. {
  72. public:
  73. bool applyOnGH(CGameHandler *gh, CConnection *c, void *pack, ui8 player) const
  74. {
  75. T *ptr = static_cast<T*>(pack);
  76. ptr->c = c;
  77. ptr->player = player;
  78. return ptr->applyGh(gh);
  79. }
  80. };
  81. static CApplier<CBaseForGHApply> *applier = NULL;
  82. CMP_stack cmpst ;
  83. static inline double distance(int3 a, int3 b)
  84. {
  85. return std::sqrt( (double)(a.x-b.x)*(a.x-b.x) + (a.y-b.y)*(a.y-b.y) );
  86. }
  87. static void giveExp(BattleResult &r)
  88. {
  89. r.exp[0] = 0;
  90. r.exp[1] = 0;
  91. for(std::map<ui32,si32>::iterator i = r.casualties[!r.winner].begin(); i!=r.casualties[!r.winner].end(); i++)
  92. {
  93. r.exp[r.winner] += VLC->creh->creatures[i->first]->valOfBonuses(Bonus::STACK_HEALTH) * i->second;
  94. }
  95. }
  96. PlayerStatus PlayerStatuses::operator[](TPlayerColor player)
  97. {
  98. boost::unique_lock<boost::mutex> l(mx);
  99. if(players.find(player) != players.end())
  100. {
  101. return players[player];
  102. }
  103. else
  104. {
  105. throw std::runtime_error("No such player!");
  106. }
  107. }
  108. void PlayerStatuses::addPlayer(TPlayerColor player)
  109. {
  110. boost::unique_lock<boost::mutex> l(mx);
  111. players[player];
  112. }
  113. int PlayerStatuses::getQueriesCount(TPlayerColor player)
  114. {
  115. boost::unique_lock<boost::mutex> l(mx);
  116. if(players.find(player) != players.end())
  117. {
  118. return players[player].queries.size();
  119. }
  120. else
  121. {
  122. return 0;
  123. }
  124. }
  125. bool PlayerStatuses::checkFlag(TPlayerColor player, bool PlayerStatus::*flag)
  126. {
  127. boost::unique_lock<boost::mutex> l(mx);
  128. if(players.find(player) != players.end())
  129. {
  130. return players[player].*flag;
  131. }
  132. else
  133. {
  134. throw std::runtime_error("No such player!");
  135. }
  136. }
  137. void PlayerStatuses::setFlag(TPlayerColor player, bool PlayerStatus::*flag, bool val)
  138. {
  139. boost::unique_lock<boost::mutex> l(mx);
  140. if(players.find(player) != players.end())
  141. {
  142. players[player].*flag = val;
  143. }
  144. else
  145. {
  146. throw std::runtime_error("No such player!");
  147. }
  148. cv.notify_all();
  149. }
  150. void PlayerStatuses::addQuery(TPlayerColor player, ui32 id)
  151. {
  152. boost::unique_lock<boost::mutex> l(mx);
  153. if(players.find(player) != players.end())
  154. {
  155. players[player].queries.insert(id);
  156. }
  157. else
  158. {
  159. throw std::runtime_error("No such player!");
  160. }
  161. cv.notify_all();
  162. }
  163. void PlayerStatuses::removeQuery(TPlayerColor player, ui32 id)
  164. {
  165. boost::unique_lock<boost::mutex> l(mx);
  166. if(players.find(player) != players.end())
  167. {
  168. assert(vstd::contains(players[player].queries, id));
  169. players[player].queries.erase(id);
  170. }
  171. else
  172. {
  173. throw std::runtime_error("No such player!");
  174. }
  175. cv.notify_all();
  176. }
  177. template <typename T>
  178. void callWith(std::vector<T> args, boost::function<void(T)> fun, ui32 which)
  179. {
  180. fun(args[which]);
  181. }
  182. void CGameHandler::levelUpHero(int ID, SecondarySkill::SecondarySkill skill)
  183. {
  184. changeSecSkill(ID, skill, 1, 0);
  185. levelUpHero(ID);
  186. }
  187. void CGameHandler::levelUpHero(int ID)
  188. {
  189. CGHeroInstance *hero = static_cast<CGHeroInstance *>(gs->map->objects[ID].get());
  190. // required exp for at least 1 lvl-up hasn't been reached
  191. if (hero->exp < VLC->heroh->reqExp(hero->level+1))
  192. {
  193. afterBattleCallback();
  194. return;
  195. }
  196. //give prim skill
  197. tlog5 << hero->name <<" got level "<<hero->level<<std::endl;
  198. int r = rand()%100, pom=0, x=0;
  199. auto & skillChances = (hero->level>9) ? hero->type->heroClass->primarySkillLowLevel : hero->type->heroClass->primarySkillHighLevel;
  200. for(;x<GameConstants::PRIMARY_SKILLS;x++)
  201. {
  202. pom += skillChances[x];
  203. if(r<pom)
  204. break;
  205. }
  206. tlog5 << "The hero gets the primary skill with the no. " << x << " with a probability of " << r << "%." << std::endl;
  207. SetPrimSkill sps;
  208. sps.id = ID;
  209. sps.which = static_cast<PrimarySkill::PrimarySkill>(x);
  210. sps.abs = false;
  211. sps.val = 1;
  212. sendAndApply(&sps);
  213. HeroLevelUp hlu;
  214. hlu.heroid = ID;
  215. hlu.primskill = static_cast<PrimarySkill::PrimarySkill>(x);
  216. hlu.level = hero->level+1;
  217. //picking sec. skills for choice
  218. std::set<SecondarySkill::SecondarySkill> basicAndAdv, expert, none;
  219. for(int i=0;i<GameConstants::SKILL_QUANTITY;i++)
  220. if (isAllowed(2,i))
  221. none.insert(static_cast<SecondarySkill::SecondarySkill>(i));
  222. for(unsigned i=0;i<hero->secSkills.size();i++)
  223. {
  224. if(hero->secSkills[i].second < 3)
  225. basicAndAdv.insert(hero->secSkills[i].first);
  226. else
  227. expert.insert(hero->secSkills[i].first);
  228. none.erase(hero->secSkills[i].first);
  229. }
  230. //first offered skill
  231. if(basicAndAdv.size())
  232. {
  233. SecondarySkill::SecondarySkill s = hero->type->heroClass->chooseSecSkill(basicAndAdv);//upgrade existing
  234. hlu.skills.push_back(s);
  235. basicAndAdv.erase(s);
  236. }
  237. else if(none.size() && hero->canLearnSkill())
  238. {
  239. hlu.skills.push_back(hero->type->heroClass->chooseSecSkill(none)); //give new skill
  240. none.erase(hlu.skills.back());
  241. }
  242. //second offered skill
  243. if(none.size() && hero->canLearnSkill()) //hero have free skill slot
  244. {
  245. hlu.skills.push_back(hero->type->heroClass->chooseSecSkill(none)); //new skill
  246. }
  247. else if(basicAndAdv.size())
  248. {
  249. hlu.skills.push_back(hero->type->heroClass->chooseSecSkill(basicAndAdv)); //upgrade existing
  250. }
  251. if (hero->tempOwner == GameConstants::NEUTRAL_PLAYER) //choose skill automatically
  252. {
  253. sendAndApply (&hlu);
  254. if (hlu.skills.size())
  255. {
  256. levelUpHero (ID, vstd::pickRandomElementOf (hlu.skills, rand));
  257. }
  258. else //apply and send info
  259. {
  260. levelUpHero(ID);
  261. }
  262. }
  263. else
  264. {
  265. if(hlu.skills.size() > 1) //apply and ask for secondary skill
  266. {
  267. boost::function<void(ui32)> callback = boost::function<void(ui32)>(boost::bind
  268. (callWith<SecondarySkill::SecondarySkill>, hlu.skills,
  269. boost::function<void(SecondarySkill::SecondarySkill)>(boost::bind
  270. (&CGameHandler::levelUpHero, this, ID,_1) ), _1));
  271. applyAndAsk(&hlu,hero->tempOwner,callback); //call levelUpHero when client responds
  272. }
  273. else if(hlu.skills.size() == 1) //apply, give only possible skill and send info
  274. {
  275. sendAndApply(&hlu);
  276. levelUpHero(ID, hlu.skills.back());
  277. }
  278. else //apply and send info
  279. {
  280. sendAndApply(&hlu);
  281. levelUpHero(ID);
  282. }
  283. }
  284. }
  285. void CGameHandler::levelUpCommander (const CCommanderInstance * c, int skill)
  286. {
  287. SetCommanderProperty scp;
  288. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  289. if (hero)
  290. scp.heroid = hero->id;
  291. else
  292. {
  293. complain ("Commander is not led by hero!");
  294. return;
  295. }
  296. scp.accumulatedBonus.subtype = 0;
  297. scp.accumulatedBonus.additionalInfo = 0;
  298. scp.accumulatedBonus.duration = Bonus::PERMANENT;
  299. scp.accumulatedBonus.turnsRemain = 0;
  300. scp.accumulatedBonus.source = Bonus::COMMANDER;
  301. scp.accumulatedBonus.valType = Bonus::BASE_NUMBER;
  302. if (skill <= ECommander::SPELL_POWER)
  303. {
  304. scp.which = SetCommanderProperty::BONUS;
  305. auto difference = [](std::vector< std::vector <ui8> > skillLevels, std::vector <ui8> secondarySkills, int skill)->int
  306. {
  307. int s = std::min (skill, (int)ECommander::SPELL_POWER); //spell power level controls also casts and resistance
  308. return skillLevels[skill][secondarySkills[s]] - (secondarySkills[s] ? skillLevels[skill][secondarySkills[s]-1] : 0);
  309. };
  310. switch (skill)
  311. {
  312. case ECommander::ATTACK:
  313. scp.accumulatedBonus.type = Bonus::PRIMARY_SKILL;
  314. scp.accumulatedBonus.subtype = PrimarySkill::ATTACK;
  315. break;
  316. case ECommander::DEFENSE:
  317. scp.accumulatedBonus.type = Bonus::PRIMARY_SKILL;
  318. scp.accumulatedBonus.subtype = PrimarySkill::DEFENSE;
  319. break;
  320. case ECommander::HEALTH:
  321. scp.accumulatedBonus.type = Bonus::STACK_HEALTH;
  322. scp.accumulatedBonus.valType = Bonus::PERCENT_TO_BASE;
  323. break;
  324. case ECommander::DAMAGE:
  325. scp.accumulatedBonus.type = Bonus::CREATURE_DAMAGE;
  326. scp.accumulatedBonus.subtype = 0;
  327. scp.accumulatedBonus.valType = Bonus::PERCENT_TO_BASE;
  328. break;
  329. case ECommander::SPEED:
  330. scp.accumulatedBonus.type = Bonus::STACKS_SPEED;
  331. break;
  332. case ECommander::SPELL_POWER:
  333. scp.accumulatedBonus.type = Bonus::MAGIC_RESISTANCE;
  334. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::RESISTANCE);
  335. sendAndApply (&scp); //additional pack
  336. scp.accumulatedBonus.type = Bonus::CREATURE_SPELL_POWER;
  337. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::SPELL_POWER) * 100; //like hero with spellpower = ability level
  338. sendAndApply (&scp); //additional pack
  339. scp.accumulatedBonus.type = Bonus::CASTS;
  340. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::CASTS);
  341. sendAndApply (&scp); //additional pack
  342. scp.accumulatedBonus.type = Bonus::CREATURE_ENCHANT_POWER; //send normally
  343. break;
  344. }
  345. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, skill);
  346. sendAndApply (&scp);
  347. scp.which = SetCommanderProperty::SECONDARY_SKILL;
  348. scp.additionalInfo = skill;
  349. scp.amount = c->secondarySkills[skill] + 1;
  350. sendAndApply (&scp);
  351. }
  352. else if (skill >= 100)
  353. {
  354. scp.which = SetCommanderProperty::SPECIAL_SKILL;
  355. scp.accumulatedBonus = VLC->creh->skillRequirements[skill-100].first;
  356. scp.additionalInfo = skill; //unnormalized
  357. sendAndApply (&scp);
  358. }
  359. levelUpCommander (c);
  360. }
  361. void CGameHandler::levelUpCommander(const CCommanderInstance * c)
  362. {
  363. if (c->experience < VLC->heroh->reqExp (c->level + 1))
  364. {
  365. return;
  366. }
  367. CommanderLevelUp clu;
  368. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  369. if (hero)
  370. clu.heroid = hero->id;
  371. else
  372. {
  373. complain ("Commander is not led by hero!");
  374. return;
  375. }
  376. //picking sec. skills for choice
  377. for (int i = 0; i <= ECommander::SPELL_POWER; ++i)
  378. {
  379. if (c->secondarySkills[i] < ECommander::MAX_SKILL_LEVEL)
  380. clu.skills.push_back(i);
  381. }
  382. int i = 100;
  383. BOOST_FOREACH (auto specialSkill, VLC->creh->skillRequirements)
  384. {
  385. if (c->secondarySkills[specialSkill.second.first] == ECommander::MAX_SKILL_LEVEL &&
  386. c->secondarySkills[specialSkill.second.second] == ECommander::MAX_SKILL_LEVEL &&
  387. !vstd::contains (c->specialSKills, i))
  388. clu.skills.push_back (i);
  389. ++i;
  390. }
  391. int skillAmount = clu.skills.size();
  392. if (hero->tempOwner == GameConstants::NEUTRAL_PLAYER) //choose skill automatically
  393. {
  394. sendAndApply(&clu);
  395. if (clu.skills.size())
  396. {
  397. levelUpCommander(c, vstd::pickRandomElementOf (clu.skills, rand));
  398. }
  399. else //apply and send info
  400. {
  401. levelUpCommander(c);
  402. }
  403. }
  404. else
  405. {
  406. if (skillAmount > 1) //apply and ask for secondary skill
  407. {
  408. auto callback = boost::function<void(ui32)>(boost::bind(callWith<ui32>, clu.skills, boost::function<void(ui32)>(boost::bind(&CGameHandler::levelUpCommander, this, c, _1)), _1));
  409. applyAndAsk (&clu, c->armyObj->tempOwner, callback); //call levelUpCommander when client responds
  410. }
  411. else if (skillAmount == 1) //apply, give only possible skill and send info
  412. {
  413. sendAndApply(&clu);
  414. levelUpCommander(c, clu.skills.back());
  415. }
  416. else //apply and send info
  417. {
  418. sendAndApply(&clu);
  419. levelUpCommander(c);
  420. }
  421. }
  422. }
  423. void CGameHandler::changePrimSkill(int ID, PrimarySkill::PrimarySkill which, si64 val, bool abs)
  424. {
  425. SetPrimSkill sps;
  426. sps.id = ID;
  427. sps.which = which;
  428. sps.abs = abs;
  429. sps.val = val;
  430. sendAndApply(&sps);
  431. //only for exp - hero may level up
  432. if (which == PrimarySkill::EXPERIENCE)
  433. {
  434. levelUpHero(ID);
  435. CGHeroInstance *h = static_cast<CGHeroInstance *>(gs->map->objects[ID].get());
  436. if (h->commander && h->commander->alive)
  437. {
  438. SetCommanderProperty scp;
  439. scp.heroid = h->id;
  440. scp.which = SetCommanderProperty::EXPERIENCE;
  441. scp.amount = val;
  442. sendAndApply (&scp);
  443. levelUpCommander (h->commander);
  444. CBonusSystemNode::treeHasChanged();
  445. }
  446. }
  447. }
  448. void CGameHandler::changeSecSkill( int ID, SecondarySkill::SecondarySkill which, int val, bool abs/*=false*/ )
  449. {
  450. SetSecSkill sss;
  451. sss.id = ID;
  452. sss.which = which;
  453. sss.val = val;
  454. sss.abs = abs;
  455. sendAndApply(&sss);
  456. if(which == SecondarySkill::WISDOM)
  457. {
  458. const CGHeroInstance *h = getHero(ID);
  459. if(h && h->visitedTown)
  460. giveSpells(h->visitedTown, h);
  461. }
  462. }
  463. void CGameHandler::startBattle( const CArmedInstance *armies[2], int3 tile, const CGHeroInstance *heroes[2], bool creatureBank, boost::function<void(BattleResult*)> cb, const CGTownInstance *town /*= NULL*/ )
  464. {
  465. battleEndCallback = new boost::function<void(BattleResult*)>(cb);
  466. {
  467. setupBattle(tile, armies, heroes, creatureBank, town); //initializes stacks, places creatures on battlefield, blocks and informs player interfaces
  468. }
  469. runBattle();
  470. }
  471. void CGameHandler::endBattle(int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2)
  472. {
  473. bool duel = gs->initialOpts->mode == StartInfo::DUEL;
  474. BattleResultsApplied resultsApplied;
  475. const CArmedInstance *bEndArmy1 = gs->curB->belligerents[0];
  476. const CArmedInstance *bEndArmy2 = gs->curB->belligerents[1];
  477. resultsApplied.player1 = bEndArmy1->tempOwner;
  478. resultsApplied.player2 = bEndArmy2->tempOwner;
  479. const CGHeroInstance *victoriousHero = gs->curB->heroes[battleResult.data->winner];
  480. int result = battleResult.get()->result;
  481. if(!duel)
  482. {
  483. //unblock engaged players
  484. if(bEndArmy1->tempOwner<GameConstants::PLAYER_LIMIT)
  485. states.setFlag(bEndArmy1->tempOwner, &PlayerStatus::engagedIntoBattle, false);
  486. if(bEndArmy2 && bEndArmy2->tempOwner<GameConstants::PLAYER_LIMIT)
  487. states.setFlag(bEndArmy2->tempOwner, &PlayerStatus::engagedIntoBattle, false);
  488. }
  489. //end battle, remove all info, free memory
  490. giveExp(*battleResult.data);
  491. if (hero1)
  492. battleResult.data->exp[0] = hero1->calculateXp(battleResult.data->exp[0]);//scholar skill
  493. if (hero2)
  494. battleResult.data->exp[1] = hero2->calculateXp(battleResult.data->exp[1]);
  495. ui8 sides[2];
  496. for(int i=0; i<2; ++i)
  497. {
  498. sides[i] = gs->curB->sides[i];
  499. }
  500. ui8 loser = sides[!battleResult.data->winner];
  501. CasualtiesAfterBattle cab1(bEndArmy1, gs->curB), cab2(bEndArmy2, gs->curB); //calculate casualties before deleting battle
  502. ChangeSpells cs; //for Eagle Eye
  503. if(victoriousHero)
  504. {
  505. if(int eagleEyeLevel = victoriousHero->getSecSkillLevel(SecondarySkill::EAGLE_EYE))
  506. {
  507. int maxLevel = eagleEyeLevel + 1;
  508. double eagleEyeChance = victoriousHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::EAGLE_EYE);
  509. BOOST_FOREACH(const CSpell *sp, gs->curB->usedSpellsHistory[!battleResult.data->winner])
  510. if(sp->level <= maxLevel && !vstd::contains(victoriousHero->spells, sp->id) && rand() % 100 < eagleEyeChance)
  511. cs.spells.insert(sp->id);
  512. }
  513. }
  514. ConstTransitivePtr <CGHeroInstance> winnerHero = battleResult.data->winner != 0 ? hero2 : hero1;
  515. ConstTransitivePtr <CGHeroInstance> loserHero = battleResult.data->winner != 0 ? hero1 : hero2;
  516. std::vector<ui32> arts; //display them in window
  517. if (result == BattleResult::NORMAL && winnerHero)
  518. {
  519. if (loserHero)
  520. {
  521. auto artifactsWorn = loserHero->artifactsWorn; //TODO: wrap it into a function, somehow (boost::variant -_-)
  522. BOOST_FOREACH (auto artSlot, artifactsWorn)
  523. {
  524. MoveArtifact ma;
  525. ma.src = ArtifactLocation (loserHero, artSlot.first);
  526. const CArtifactInstance * art = ma.src.getArt();
  527. if (art && !art->artType->isBig() && art->artType->id != 0) // don't move war machines or locked arts (spellbook)
  528. {
  529. arts.push_back (art->artType->id);
  530. ma.dst = ArtifactLocation (winnerHero, art->firstAvailableSlot(winnerHero));
  531. sendAndApply(&ma);
  532. }
  533. }
  534. while (!loserHero->artifactsInBackpack.empty())
  535. {
  536. //we assume that no big artifacts can be found
  537. MoveArtifact ma;
  538. ma.src = ArtifactLocation (loserHero,
  539. static_cast<ArtifactPosition::ArtifactPosition>(GameConstants::BACKPACK_START)); //backpack automatically shifts arts to beginning
  540. const CArtifactInstance * art = ma.src.getArt();
  541. arts.push_back (art->artType->id);
  542. ma.dst = ArtifactLocation (winnerHero, art->firstAvailableSlot(winnerHero));
  543. sendAndApply(&ma);
  544. }
  545. if (loserHero->commander) //TODO: what if commanders belong to no hero?
  546. {
  547. artifactsWorn = loserHero->commander->artifactsWorn;
  548. BOOST_FOREACH (auto artSlot, artifactsWorn)
  549. {
  550. MoveArtifact ma;
  551. ma.src = ArtifactLocation (loserHero->commander.get(), artSlot.first);
  552. const CArtifactInstance * art = ma.src.getArt();
  553. if (art && !art->artType->isBig())
  554. {
  555. arts.push_back (art->artType->id);
  556. ma.dst = ArtifactLocation (winnerHero, art->firstAvailableSlot(winnerHero));
  557. sendAndApply(&ma);
  558. }
  559. }
  560. }
  561. }
  562. BOOST_FOREACH (auto armySlot, gs->curB->belligerents[!battleResult.data->winner]->stacks)
  563. {
  564. auto artifactsWorn = armySlot.second->artifactsWorn;
  565. BOOST_FOREACH (auto artSlot, artifactsWorn)
  566. {
  567. MoveArtifact ma;
  568. ma.src = ArtifactLocation (armySlot.second, artSlot.first);
  569. const CArtifactInstance * art = ma.src.getArt();
  570. if (art && !art->artType->isBig())
  571. {
  572. arts.push_back (art->artType->id);
  573. ma.dst = ArtifactLocation (winnerHero, art->firstAvailableSlot(winnerHero));
  574. sendAndApply(&ma);
  575. }
  576. }
  577. }
  578. }
  579. sendAndApply(battleResult.data); //after this point casualties objects are destroyed
  580. if (arts.size()) //display loot
  581. {
  582. InfoWindow iw;
  583. iw.player = winnerHero->tempOwner;
  584. iw.text.addTxt (MetaString::GENERAL_TXT, 30); //You have captured enemy artifact
  585. BOOST_FOREACH (auto id, arts) //TODO; separate function to display loot for various ojects?
  586. {
  587. iw.components.push_back (Component (Component::ARTIFACT, id, 0, 0));
  588. if(iw.components.size() >= 14)
  589. {
  590. sendAndApply(&iw);
  591. iw.components.clear();
  592. iw.text.addTxt (MetaString::GENERAL_TXT, 30); //repeat
  593. }
  594. }
  595. if (iw.components.size())
  596. {
  597. sendAndApply(&iw);
  598. }
  599. }
  600. //Eagle Eye secondary skill handling
  601. if(cs.spells.size())
  602. {
  603. cs.learn = 1;
  604. cs.hid = victoriousHero->id;
  605. InfoWindow iw;
  606. iw.player = victoriousHero->tempOwner;
  607. iw.text.addTxt(MetaString::GENERAL_TXT, 221); //Through eagle-eyed observation, %s is able to learn %s
  608. iw.text.addReplacement(victoriousHero->name);
  609. std::ostringstream names;
  610. for(int i = 0; i < cs.spells.size(); i++)
  611. {
  612. names << "%s";
  613. if(i < cs.spells.size() - 2)
  614. names << ", ";
  615. else if(i < cs.spells.size() - 1)
  616. names << "%s";
  617. }
  618. names << ".";
  619. iw.text.addReplacement(names.str());
  620. std::set<ui32>::iterator it = cs.spells.begin();
  621. for(int i = 0; i < cs.spells.size(); i++, it++)
  622. {
  623. iw.text.addReplacement(MetaString::SPELL_NAME, *it);
  624. if(i == cs.spells.size() - 2) //we just added pre-last name
  625. iw.text.addReplacement(MetaString::GENERAL_TXT, 141); // " and "
  626. iw.components.push_back(Component(Component::SPELL, *it, 0, 0));
  627. }
  628. sendAndApply(&iw);
  629. sendAndApply(&cs);
  630. }
  631. // Necromancy if applicable.
  632. const CStackBasicDescriptor raisedStack = winnerHero ? winnerHero->calculateNecromancy(*battleResult.data) : CStackBasicDescriptor();
  633. // Give raised units to winner and show dialog, if any were raised,
  634. // units will be given after casualities are taken
  635. const TSlot necroSlot = raisedStack.type ? winnerHero->getSlotFor(raisedStack.type) : -1;
  636. if(!duel)
  637. {
  638. cab1.takeFromArmy(this); cab2.takeFromArmy(this); //take casualties after battle is deleted
  639. //if one hero has lost we will erase him
  640. if(battleResult.data->winner!=0 && hero1)
  641. {
  642. RemoveObject ro(hero1->id);
  643. sendAndApply(&ro);
  644. }
  645. if(battleResult.data->winner!=1 && hero2)
  646. {
  647. RemoveObject ro(hero2->id);
  648. sendAndApply(&ro);
  649. }
  650. //give exp
  651. if (battleResult.data->exp[0] && hero1)
  652. changePrimSkill(hero1->id, PrimarySkill::EXPERIENCE, battleResult.data->exp[0]);
  653. else if (battleResult.data->exp[1] && hero2)
  654. changePrimSkill(hero2->id, PrimarySkill::EXPERIENCE, battleResult.data->exp[1]);
  655. else
  656. afterBattleCallback();
  657. }
  658. if (necroSlot != -1)
  659. {
  660. winnerHero->showNecromancyDialog(raisedStack);
  661. addToSlot(StackLocation(winnerHero, necroSlot), raisedStack.type, raisedStack.count);
  662. }
  663. sendAndApply(&resultsApplied);
  664. setBattle(nullptr);
  665. if(duel)
  666. {
  667. CSaveFile resultFile("result.vdrst");
  668. resultFile << *battleResult.data;
  669. return;
  670. }
  671. if(visitObjectAfterVictory && winnerHero == hero1)
  672. {
  673. visitObjectOnTile(*getTile(winnerHero->getPosition()), winnerHero);
  674. }
  675. visitObjectAfterVictory = false;
  676. winLoseHandle(1<<sides[0] | 1<<sides[1]); //handle victory/loss of engaged players
  677. if(result == BattleResult::SURRENDER || result == BattleResult::ESCAPE) //loser has escaped or surrendered
  678. {
  679. SetAvailableHeroes sah;
  680. sah.player = loser;
  681. sah.hid[0] = loserHero->subID;
  682. if(result == 1) //retreat
  683. {
  684. sah.army[0].clear();
  685. sah.army[0].setCreature(0, loserHero->type->initialArmy[0].creature, 1);
  686. }
  687. if(const CGHeroInstance *another = getPlayer(loser)->availableHeroes[1])
  688. sah.hid[1] = another->subID;
  689. else
  690. sah.hid[1] = -1;
  691. sendAndApply(&sah);
  692. }
  693. }
  694. void CGameHandler::afterBattleCallback() //object interaction after leveling up is done
  695. {
  696. if(battleEndCallback && *battleEndCallback)
  697. {
  698. boost::function<void(BattleResult*)> *backup = battleEndCallback;
  699. battleEndCallback = NULL; //we need to set it to NULL or else we have infinite recursion when after battle callback gives exp (eg Pandora Box with exp)
  700. (*backup)(battleResult.data);
  701. delete backup;
  702. }
  703. }
  704. void CGameHandler::prepareAttack(BattleAttack &bat, const CStack *att, const CStack *def, int distance, int targetHex)
  705. {
  706. bat.bsa.clear();
  707. bat.stackAttacking = att->ID;
  708. int attackerLuck = att->LuckVal();
  709. const CGHeroInstance * h0 = gs->curB->heroes[0],
  710. * h1 = gs->curB->heroes[1];
  711. bool noLuck = false;
  712. if((h0 && NBonus::hasOfType(h0, Bonus::BLOCK_LUCK)) ||
  713. (h1 && NBonus::hasOfType(h1, Bonus::BLOCK_LUCK)))
  714. {
  715. noLuck = true;
  716. }
  717. if(!noLuck && attackerLuck > 0 && rand()%24 < attackerLuck) //TODO?: negative luck option?
  718. {
  719. bat.flags |= BattleAttack::LUCKY;
  720. }
  721. if (rand()%100 < att->valOfBonuses(Bonus::DOUBLE_DAMAGE_CHANCE))
  722. {
  723. bat.flags |= BattleAttack::DEATH_BLOW;
  724. }
  725. if(att->getCreature()->idNumber == 146)
  726. {
  727. static const int artilleryLvlToChance[] = {0, 50, 75, 100};
  728. const CGHeroInstance * owner = gs->curB->getHero(att->owner);
  729. int chance = artilleryLvlToChance[owner->getSecSkillLevel(SecondarySkill::ARTILLERY)];
  730. if(chance > rand() % 100)
  731. {
  732. bat.flags |= BattleAttack::BALLISTA_DOUBLE_DMG;
  733. }
  734. }
  735. // only primary target
  736. applyBattleEffects(bat, att, def, distance, false);
  737. if (!bat.shot()) //multiple-hex attack - only in meele
  738. {
  739. std::set<const CStack*> attackedCreatures = gs->curB->getAttackedCreatures(att, targetHex); //creatures other than primary target
  740. BOOST_FOREACH(const CStack * stack, attackedCreatures)
  741. {
  742. if (stack != def) //do not hit same stack twice
  743. {
  744. applyBattleEffects(bat, att, stack, distance, true);
  745. }
  746. }
  747. }
  748. const Bonus * bonus = att->getBonusLocalFirst(Selector::type(Bonus::SPELL_LIKE_ATTACK));
  749. if (bonus && (bat.shot())) //TODO: make it work in meele?
  750. {
  751. bat.bsa.front().flags |= BattleStackAttacked::EFFECT;
  752. bat.bsa.front().effect = VLC->spellh->spells[bonus->subtype]->mainEffectAnim; //hopefully it does not interfere with any other effect?
  753. std::set<const CStack*> attackedCreatures = gs->curB->getAffectedCreatures(VLC->spellh->spells[bonus->subtype], bonus->val, att->owner, targetHex);
  754. //TODO: get exact attacked hex for defender
  755. BOOST_FOREACH(const CStack * stack, attackedCreatures)
  756. {
  757. if (stack != def) //do not hit same stack twice
  758. {
  759. applyBattleEffects(bat, att, stack, distance, true);
  760. }
  761. }
  762. }
  763. }
  764. void CGameHandler::applyBattleEffects(BattleAttack &bat, const CStack *att, const CStack *def, int distance, bool secondary) //helper function for prepareAttack
  765. {
  766. BattleStackAttacked bsa;
  767. if (secondary)
  768. bsa.flags |= BattleStackAttacked::SECONDARY; //all other targets do not suffer from spells & spell-like abilities
  769. bsa.attackerID = att->ID;
  770. bsa.stackAttacked = def->ID;
  771. bsa.damageAmount = gs->curB->calculateDmg(att, def, gs->curB->battleGetOwner(att), gs->curB->battleGetOwner(def), bat.shot(), distance, bat.lucky(), bat.deathBlow(), bat.ballistaDoubleDmg());
  772. def->prepareAttacked(bsa); //calculate casualties
  773. //life drain handling
  774. if (att->hasBonusOfType(Bonus::LIFE_DRAIN) && def->isLiving())
  775. {
  776. StacksHealedOrResurrected shi;
  777. shi.lifeDrain = (ui8)true;
  778. shi.tentHealing = (ui8)false;
  779. shi.drainedFrom = def->ID;
  780. StacksHealedOrResurrected::HealInfo hi;
  781. hi.stackID = att->ID;
  782. hi.healedHP = std::min<int>(bsa.damageAmount, att->MaxHealth() - att->firstHPleft + att->MaxHealth() * (att->baseAmount - att->count) );
  783. hi.lowLevelResurrection = false;
  784. shi.healedStacks.push_back(hi);
  785. if (hi.healedHP > 0)
  786. {
  787. bsa.healedStacks.push_back(shi);
  788. }
  789. }
  790. bat.bsa.push_back(bsa); //add this stack to the list of victims after drain life has been calculated
  791. //fire shield handling
  792. if (!bat.shot() && def->hasBonusOfType(Bonus::FIRE_SHIELD) && !att->hasBonusOfType (Bonus::FIRE_IMMUNITY) && !bsa.killed() )
  793. {
  794. BattleStackAttacked bsa;
  795. bsa.stackAttacked = att->ID; //invert
  796. bsa.attackerID = def->ID;
  797. bsa.flags |= BattleStackAttacked::EFFECT;
  798. bsa.effect = 11;
  799. bsa.damageAmount = (bsa.damageAmount * def->valOfBonuses(Bonus::FIRE_SHIELD)) / 100;
  800. att->prepareAttacked(bsa);
  801. bat.bsa.push_back(bsa);
  802. }
  803. }
  804. void CGameHandler::handleConnection(std::set<int> players, CConnection &c)
  805. {
  806. setThreadName("CGameHandler::handleConnection");
  807. srand(time(NULL));
  808. try
  809. {
  810. while(1)//server should never shut connection first //was: while(!end2)
  811. {
  812. CPack *pack = NULL;
  813. ui8 player = 255;
  814. si32 requestID = -999;
  815. int packType = 0;
  816. {
  817. boost::unique_lock<boost::mutex> lock(*c.rmx);
  818. c >> player >> requestID >> pack; //get the package
  819. packType = typeList.getTypeID(pack); //get the id of type
  820. tlog5 << boost::format("Received client message (request %d by player %d) of type with ID=%d (%s).\n")
  821. % requestID % (int)player % packType % typeid(*pack).name();
  822. }
  823. //prepare struct informing that action was applied
  824. PackageApplied applied;
  825. applied.player = player;
  826. applied.result = false;
  827. applied.packType = packType;
  828. applied.requestID = requestID;
  829. CBaseForGHApply *apply = applier->apps[packType]; //and appropriae applier object
  830. if(isBlockedByQueries(pack, packType, player))
  831. {
  832. complain(boost::str(boost::format("Player %d has to answer queries before attempting any further actions (count=%d)!") % (int)player % states.getQueriesCount(player)));
  833. {
  834. boost::unique_lock<boost::mutex> lock(*c.wmx);
  835. c << &applied;
  836. }
  837. }
  838. else if(apply)
  839. {
  840. bool result = apply->applyOnGH(this,&c,pack, player);
  841. tlog5 << "Message successfully applied (result=" << result << ")!\n";
  842. //send confirmation that we've applied the package
  843. applied.result = result;
  844. {
  845. boost::unique_lock<boost::mutex> lock(*c.wmx);
  846. c << &applied;
  847. }
  848. }
  849. else
  850. {
  851. tlog1 << "Message cannot be applied, cannot find applier (unregistered type)!\n";
  852. }
  853. vstd::clear_pointer(pack);
  854. }
  855. }
  856. catch(boost::system::system_error &e) //for boost errors just log, not crash - probably client shut down connection
  857. {
  858. assert(!c.connected); //make sure that connection has been marked as broken
  859. tlog1 << e.what() << std::endl;
  860. end2 = true;
  861. }
  862. HANDLE_EXCEPTION(end2 = true);
  863. tlog1 << "Ended handling connection\n";
  864. }
  865. int CGameHandler::moveStack(int stack, BattleHex dest)
  866. {
  867. int ret = 0;
  868. const CStack *curStack = gs->curB->battleGetStackByID(stack),
  869. *stackAtEnd = gs->curB->battleGetStackByPos(dest);
  870. assert(curStack);
  871. assert(dest < GameConstants::BFIELD_SIZE);
  872. if (gs->curB->tacticDistance)
  873. {
  874. assert(gs->curB->isInTacticRange(dest));
  875. }
  876. if(curStack->position == dest)
  877. return 0;
  878. //initing necessary tables
  879. auto accessibility = getAccesibility(curStack);
  880. //shifting destination (if we have double wide stack and we can occupy dest but not be exactly there)
  881. if(!stackAtEnd && curStack->doubleWide() && !accessibility.accessible(dest, curStack))
  882. {
  883. if(curStack->attackerOwned)
  884. {
  885. if(accessibility.accessible(dest+1, curStack))
  886. dest += BattleHex::RIGHT;
  887. }
  888. else
  889. {
  890. if(accessibility.accessible(dest-1, curStack))
  891. dest += BattleHex::LEFT;
  892. }
  893. }
  894. if((stackAtEnd && stackAtEnd!=curStack && stackAtEnd->alive()) || !accessibility.accessible(dest, curStack))
  895. {
  896. complain("Given destination is not accessible!");
  897. return 0;
  898. }
  899. std::pair< std::vector<BattleHex>, int > path = gs->curB->getPath(curStack->position, dest, curStack);
  900. ret = path.second;
  901. int creSpeed = gs->curB->tacticDistance ? GameConstants::BFIELD_SIZE : curStack->Speed();
  902. if(curStack->hasBonusOfType(Bonus::FLYING))
  903. {
  904. if(path.second <= creSpeed && path.first.size() > 0)
  905. {
  906. //inform clients about move
  907. BattleStackMoved sm;
  908. sm.stack = curStack->ID;
  909. std::vector<BattleHex> tiles;
  910. tiles.push_back(path.first[0]);
  911. sm.tilesToMove = tiles;
  912. sm.distance = path.second;
  913. sm.teleporting = false;
  914. sendAndApply(&sm);
  915. }
  916. }
  917. else //for non-flying creatures
  918. {
  919. // send one package with the creature path information
  920. shared_ptr<const CObstacleInstance> obstacle; //obstacle that interrupted movement
  921. std::vector<BattleHex> tiles;
  922. int tilesToMove = std::max((int)(path.first.size() - creSpeed), 0);
  923. int v = path.first.size()-1;
  924. startWalking:
  925. for(; v >= tilesToMove; --v)
  926. {
  927. BattleHex hex = path.first[v];
  928. tiles.push_back(hex);
  929. if((obstacle = battleGetObstacleOnPos(hex, false)))
  930. {
  931. //we walked onto something, so we finalize this portion of stack movement check into obstacle
  932. break;
  933. }
  934. }
  935. if (tiles.size() > 0)
  936. {
  937. //commit movement
  938. BattleStackMoved sm;
  939. sm.stack = curStack->ID;
  940. sm.distance = path.second;
  941. sm.teleporting = false;
  942. sm.tilesToMove = tiles;
  943. sendAndApply(&sm);
  944. }
  945. //we don't handle obstacle at the destination tile -> it's handled separately in the if at the end
  946. if(obstacle && curStack->position != dest)
  947. {
  948. handleDamageFromObstacle(*obstacle, curStack);
  949. //if stack didn't die in explosion, continue movement
  950. if(!obstacle->stopsMovement() && curStack->alive())
  951. {
  952. obstacle.reset();
  953. tiles.clear();
  954. v--;
  955. goto startWalking; //TODO it's so evil
  956. }
  957. }
  958. }
  959. //handling obstacle on the final field (separate, because it affects both flying and walking stacks)
  960. if(curStack->alive())
  961. {
  962. if(auto theLastObstacle = battleGetObstacleOnPos(curStack->position, false))
  963. {
  964. handleDamageFromObstacle(*theLastObstacle, curStack);
  965. }
  966. }
  967. return ret;
  968. }
  969. CGameHandler::CGameHandler(void)
  970. {
  971. QID = 1;
  972. //gs = NULL;
  973. IObjectInterface::cb = this;
  974. applier = new CApplier<CBaseForGHApply>;
  975. registerTypes3(*applier);
  976. visitObjectAfterVictory = false;
  977. battleEndCallback = NULL;
  978. }
  979. CGameHandler::~CGameHandler(void)
  980. {
  981. delete applier;
  982. applier = NULL;
  983. delete gs;
  984. }
  985. void CGameHandler::init(StartInfo *si)
  986. {
  987. //extern DLL_LINKAGE boost::rand48 ran;
  988. if(!si->seedToBeUsed)
  989. si->seedToBeUsed = std::time(NULL);
  990. gs = new CGameState();
  991. tlog0 << "Gamestate created!" << std::endl;
  992. gs->init(si);
  993. tlog0 << "Gamestate initialized!" << std::endl;
  994. for(auto i = gs->players.begin(); i != gs->players.end(); i++)
  995. states.addPlayer(i->first);
  996. }
  997. static bool evntCmp(const CMapEvent *a, const CMapEvent *b)
  998. {
  999. return a->earlierThan(*b);
  1000. }
  1001. void CGameHandler::setPortalDwelling(const CGTownInstance * town, bool forced=false, bool clear = false)
  1002. {// bool forced = true - if creature should be replaced, if false - only if no creature was set
  1003. const PlayerState *p = gs->getPlayer(town->tempOwner);
  1004. if(!p)
  1005. {
  1006. tlog3 << "There is no player owner of town " << town->name << " at " << town->pos << std::endl;
  1007. return;
  1008. }
  1009. if (forced || town->creatures[GameConstants::CREATURES_PER_TOWN].second.empty())//we need to change creature
  1010. {
  1011. SetAvailableCreatures ssi;
  1012. ssi.tid = town->id;
  1013. ssi.creatures = town->creatures;
  1014. ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.clear();//remove old one
  1015. const std::vector<ConstTransitivePtr<CGDwelling> > &dwellings = p->dwellings;
  1016. if (dwellings.empty())//no dwellings - just remove
  1017. {
  1018. sendAndApply(&ssi);
  1019. return;
  1020. }
  1021. ui32 dwellpos = rand()%dwellings.size();//take random dwelling
  1022. ui32 creapos = rand()%dwellings[dwellpos]->creatures.size();//for multi-creature dwellings like Golem Factory
  1023. ui32 creature = dwellings[dwellpos]->creatures[creapos].second[0];
  1024. if (clear)
  1025. ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = std::max((ui32)1, (VLC->creh->creatures[creature]->growth)/2);
  1026. else
  1027. ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = VLC->creh->creatures[creature]->growth;
  1028. ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.push_back(creature);
  1029. sendAndApply(&ssi);
  1030. }
  1031. }
  1032. void CGameHandler::newTurn()
  1033. {
  1034. tlog5 << "Turn " << gs->day+1 << std::endl;
  1035. NewTurn n;
  1036. n.specialWeek = NewTurn::NO_ACTION;
  1037. n.creatureid = -1;
  1038. n.day = gs->day + 1;
  1039. bool firstTurn = !getDate(Date::DAY);
  1040. bool newWeek = getDate(Date::DAY_OF_WEEK) == 7; //day numbers are confusing, as day was not yet switched
  1041. bool newMonth = getDate(Date::DAY_OF_MONTH) == 28;
  1042. std::map<ui8, si32> hadGold;//starting gold - for buildings like dwarven treasury
  1043. srand(time(NULL));
  1044. if (firstTurn)
  1045. {
  1046. BOOST_FOREACH (auto obj, gs->map->objects)
  1047. {
  1048. if (obj && obj->ID == Obj::PRISON) //give imprisoned hero 0 exp to level him up. easiest to do at this point
  1049. {
  1050. changePrimSkill (obj->id, PrimarySkill::EXPERIENCE, 0);
  1051. }
  1052. }
  1053. }
  1054. if (newWeek && !firstTurn)
  1055. {
  1056. n.specialWeek = NewTurn::NORMAL;
  1057. bool deityOfFireBuilt = false;
  1058. BOOST_FOREACH(const CGTownInstance *t, gs->map->towns)
  1059. {
  1060. if(t->hasBuilt(EBuilding::GRAIL, ETownType::INFERNO))
  1061. {
  1062. deityOfFireBuilt = true;
  1063. break;
  1064. }
  1065. }
  1066. if(deityOfFireBuilt)
  1067. {
  1068. n.specialWeek = NewTurn::DEITYOFFIRE;
  1069. n.creatureid = 42;
  1070. }
  1071. else
  1072. {
  1073. int monthType = rand()%100;
  1074. if(newMonth) //new month
  1075. {
  1076. if (monthType < 40) //double growth
  1077. {
  1078. n.specialWeek = NewTurn::DOUBLE_GROWTH;
  1079. if (VLC->modh->settings.ALL_CREATURES_GET_DOUBLE_MONTHS)
  1080. {
  1081. std::pair<int,int> newMonster(54, VLC->creh->pickRandomMonster(boost::ref(rand)));
  1082. n.creatureid = newMonster.second;
  1083. }
  1084. else
  1085. {
  1086. std::set<TCreature>::const_iterator it = VLC->creh->doubledCreatures.begin();
  1087. std::advance (it, rand() % VLC->creh->doubledCreatures.size()); //picking random element of set is tiring
  1088. n.creatureid = *it;
  1089. }
  1090. }
  1091. else if (monthType < 50)
  1092. n.specialWeek = NewTurn::PLAGUE;
  1093. }
  1094. else //it's a week, but not full month
  1095. {
  1096. if (monthType < 25)
  1097. {
  1098. n.specialWeek = NewTurn::BONUS_GROWTH; //+5
  1099. std::pair<int,int> newMonster (54, VLC->creh->pickRandomMonster(boost::ref(rand)));
  1100. //TODO do not pick neutrals
  1101. n.creatureid = newMonster.second;
  1102. }
  1103. }
  1104. }
  1105. }
  1106. bmap<ui32, ConstTransitivePtr<CGHeroInstance> > pool = gs->hpool.heroesPool;
  1107. for ( auto i=gs->players.begin() ; i!=gs->players.end();i++)
  1108. {
  1109. if(i->first == 255)
  1110. continue;
  1111. else if(i->first >= GameConstants::PLAYER_LIMIT)
  1112. assert(0); //illegal player number!
  1113. std::pair<TPlayerColor,si32> playerGold(i->first,i->second.resources[Res::GOLD]);
  1114. hadGold.insert(playerGold);
  1115. if(newWeek) //new heroes in tavern
  1116. {
  1117. SetAvailableHeroes sah;
  1118. sah.player = i->first;
  1119. //pick heroes and their armies
  1120. CHeroClass *banned = NULL;
  1121. for (int j = 0; j < GameConstants::AVAILABLE_HEROES_PER_PLAYER; j++)
  1122. {
  1123. if(CGHeroInstance *h = gs->hpool.pickHeroFor(j == 0, i->first, getNativeTown(i->first), pool, banned)) //first hero - native if possible, second hero -> any other class
  1124. {
  1125. sah.hid[j] = h->subID;
  1126. h->initArmy(&sah.army[j]);
  1127. banned = h->type->heroClass;
  1128. }
  1129. else
  1130. sah.hid[j] = -1;
  1131. }
  1132. sendAndApply(&sah);
  1133. }
  1134. n.res[i->first] = i->second.resources;
  1135. BOOST_FOREACH(CGHeroInstance *h, (*i).second.heroes)
  1136. {
  1137. if(h->visitedTown)
  1138. giveSpells(h->visitedTown, h);
  1139. NewTurn::Hero hth;
  1140. hth.id = h->id;
  1141. hth.move = h->maxMovePoints(gs->map->getTile(h->getPosition(false)).terType != ETerrainType::WATER);
  1142. if(h->visitedTown && h->visitedTown->hasBuilt(EBuilding::MAGES_GUILD_1)) //if hero starts turn in town with mage guild
  1143. hth.mana = std::max(h->mana, h->manaLimit()); //restore all mana
  1144. else
  1145. hth.mana = std::max((si32)(0), std::max(h->mana, std::min((si32)(h->mana + h->manaRegain()), h->manaLimit())));
  1146. n.heroes.insert(hth);
  1147. if(!firstTurn) //not first day
  1148. {
  1149. n.res[i->first][Res::GOLD] += h->valOfBonuses(Selector::typeSubtype(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::ESTATES)); //estates
  1150. for (int k = 0; k < GameConstants::RESOURCE_QUANTITY; k++)
  1151. {
  1152. n.res[i->first][k] += h->valOfBonuses(Bonus::GENERATE_RESOURCE, k);
  1153. }
  1154. }
  1155. }
  1156. }
  1157. // townID, creatureID, amount
  1158. std::map<si32, std::map<si32, si32> > newCreas;//creatures that needs to be added by town events
  1159. BOOST_FOREACH(CGTownInstance *t, gs->map->towns)
  1160. {
  1161. ui8 player = t->tempOwner;
  1162. handleTownEvents(t, n, newCreas);
  1163. if(newWeek) //first day of week
  1164. {
  1165. if(t->hasBuilt(EBuilding::PORTAL_OF_SUMMON, ETownType::DUNGEON))
  1166. setPortalDwelling(t, true, (n.specialWeek == NewTurn::PLAGUE ? true : false)); //set creatures for Portal of Summoning
  1167. if(!firstTurn)
  1168. if (t->hasBuilt(EBuilding::TREASURY, ETownType::RAMPART) && player < GameConstants::PLAYER_LIMIT)
  1169. n.res[player][Res::GOLD] += hadGold[player]/10; //give 10% of starting gold
  1170. SetAvailableCreatures sac;
  1171. sac.tid = t->id;
  1172. sac.creatures = t->creatures;
  1173. for (int k=0; k < GameConstants::CREATURES_PER_TOWN; k++) //creature growths
  1174. {
  1175. if(t->creatureDwellingLevel(k) >= 0)//there is dwelling (k-level)
  1176. {
  1177. ui32 &availableCount = sac.creatures[k].first;
  1178. const CCreature *cre = VLC->creh->creatures[t->creatures[k].second.back()];
  1179. if (n.specialWeek == NewTurn::PLAGUE)
  1180. availableCount = t->creatures[k].first / 2; //halve their number, no growth
  1181. else
  1182. {
  1183. if(firstTurn) //first day of game: use only basic growths
  1184. availableCount = cre->growth;
  1185. else
  1186. availableCount += t->creatureGrowth(k);
  1187. //Deity of fire week - upgrade both imps and upgrades
  1188. if (n.specialWeek == NewTurn::DEITYOFFIRE && vstd::contains(t->creatures[k].second, n.creatureid))
  1189. availableCount += 15;
  1190. if( cre->idNumber == n.creatureid ) //bonus week, effect applies only to identical creatures
  1191. {
  1192. if(n.specialWeek == NewTurn::DOUBLE_GROWTH)
  1193. availableCount *= 2;
  1194. else if(n.specialWeek == NewTurn::BONUS_GROWTH)
  1195. availableCount += 5;
  1196. }
  1197. }
  1198. }
  1199. }
  1200. //add creatures from town events
  1201. if (vstd::contains(newCreas, t->id))
  1202. for(std::map<si32, si32>::iterator i=newCreas[t->id].begin() ; i!=newCreas[t->id].end(); i++)
  1203. sac.creatures[i->first].first += i->second;
  1204. n.cres.push_back(sac);
  1205. }
  1206. if(!firstTurn && player < GameConstants::PLAYER_LIMIT)//not the first day and town not neutral
  1207. {
  1208. if(t->hasBuilt(EBuilding::RESOURCE_SILO)) //there is resource silo
  1209. {
  1210. if(t->town->primaryRes == 127) //we'll give wood and ore
  1211. {
  1212. n.res[player][Res::WOOD] ++;
  1213. n.res[player][Res::ORE] ++;
  1214. }
  1215. else
  1216. {
  1217. n.res[player][t->town->primaryRes] ++;
  1218. }
  1219. }
  1220. n.res[player][Res::GOLD] += t->dailyIncome();
  1221. }
  1222. if(t->hasBuilt(EBuilding::GRAIL, ETownType::TOWER))
  1223. {
  1224. // Skyship, probably easier to handle same as Veil of darkness
  1225. //do it every new day after veils apply
  1226. if (player != GameConstants::NEUTRAL_PLAYER) //do not reveal fow for neutral player
  1227. {
  1228. FoWChange fw;
  1229. fw.mode = 1;
  1230. fw.player = player;
  1231. // find all hidden tiles
  1232. auto & fow = gs->getPlayerTeam(player)->fogOfWarMap;
  1233. for (size_t i=0; i<fow.size(); i++)
  1234. for (size_t j=0; j<fow[i].size(); j++)
  1235. for (size_t k=0; k<fow[i][j].size(); k++)
  1236. if (!fow[i][j][k])
  1237. fw.tiles.insert(int3(i,j,k));
  1238. sendAndApply (&fw);
  1239. }
  1240. }
  1241. if (t->hasBonusOfType (Bonus::DARKNESS))
  1242. {
  1243. t->hideTiles(t->getOwner(), t->getBonusLocalFirst(Selector::type(Bonus::DARKNESS))->val);
  1244. }
  1245. //unhiding what shouldn't be hidden? //that's handled in netpacks client
  1246. }
  1247. if(newMonth)
  1248. {
  1249. SetAvailableArtifacts saa;
  1250. saa.id = -1;
  1251. pickAllowedArtsSet(saa.arts);
  1252. sendAndApply(&saa);
  1253. }
  1254. sendAndApply(&n);
  1255. if(newWeek)
  1256. {
  1257. //spawn wandering monsters
  1258. if (newMonth && (n.specialWeek == NewTurn::DOUBLE_GROWTH || n.specialWeek == NewTurn::DEITYOFFIRE))
  1259. {
  1260. spawnWanderingMonsters(n.creatureid);
  1261. }
  1262. //new week info popup
  1263. if(!firstTurn)
  1264. {
  1265. InfoWindow iw;
  1266. switch (n.specialWeek)
  1267. {
  1268. case NewTurn::DOUBLE_GROWTH:
  1269. iw.text.addTxt(MetaString::ARRAY_TXT, 131);
  1270. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1271. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1272. break;
  1273. case NewTurn::PLAGUE:
  1274. iw.text.addTxt(MetaString::ARRAY_TXT, 132);
  1275. break;
  1276. case NewTurn::BONUS_GROWTH:
  1277. iw.text.addTxt(MetaString::ARRAY_TXT, 134);
  1278. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1279. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1280. break;
  1281. case NewTurn::DEITYOFFIRE:
  1282. iw.text.addTxt(MetaString::ARRAY_TXT, 135);
  1283. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 42); //%s imp
  1284. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 42); //%s imp
  1285. iw.text.addReplacement2(15); //%+d 15
  1286. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 43); //%s familiar
  1287. iw.text.addReplacement2(15); //%+d 15
  1288. break;
  1289. default:
  1290. if (newMonth)
  1291. {
  1292. iw.text.addTxt(MetaString::ARRAY_TXT, (130));
  1293. iw.text.addReplacement(MetaString::ARRAY_TXT, 32 + rand()%10);
  1294. }
  1295. else
  1296. {
  1297. iw.text.addTxt(MetaString::ARRAY_TXT, (133));
  1298. iw.text.addReplacement(MetaString::ARRAY_TXT, 43 + rand()%15);
  1299. }
  1300. }
  1301. for (auto i=gs->players.begin() ; i!=gs->players.end(); i++)
  1302. {
  1303. iw.player = i->first;
  1304. sendAndApply(&iw);
  1305. }
  1306. }
  1307. }
  1308. tlog5 << "Info about turn " << n.day << "has been sent!" << std::endl;
  1309. handleTimeEvents();
  1310. //call objects
  1311. for(size_t i = 0; i<gs->map->objects.size(); i++)
  1312. {
  1313. if(gs->map->objects[i])
  1314. gs->map->objects[i]->newTurn();
  1315. }
  1316. winLoseHandle(0xff);
  1317. //warn players without town
  1318. if(gs->day)
  1319. {
  1320. for (auto i=gs->players.cbegin() ; i!=gs->players.cend();i++)
  1321. {
  1322. if(i->second.status || i->second.towns.size() || i->second.color >= GameConstants::PLAYER_LIMIT)
  1323. continue;
  1324. InfoWindow iw;
  1325. iw.player = i->first;
  1326. iw.components.push_back(Component(Component::FLAG,i->first,0,0));
  1327. if(!i->second.daysWithoutCastle)
  1328. {
  1329. 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.
  1330. iw.text.addReplacement(MetaString::COLOR, i->first);
  1331. }
  1332. else if(i->second.daysWithoutCastle == 6)
  1333. {
  1334. iw.text.addTxt(MetaString::ARRAY_TXT,129); //%s, this is your last day to capture a town or you will be banished from this land.
  1335. iw.text.addReplacement(MetaString::COLOR, i->first);
  1336. }
  1337. else
  1338. {
  1339. iw.text.addTxt(MetaString::ARRAY_TXT,128); //%s, you only have %d days left to capture a town or you will be banished from this land.
  1340. iw.text.addReplacement(MetaString::COLOR, i->first);
  1341. iw.text.addReplacement(7 - i->second.daysWithoutCastle);
  1342. }
  1343. sendAndApply(&iw);
  1344. }
  1345. }
  1346. }
  1347. void CGameHandler::run(bool resume)
  1348. {
  1349. using namespace boost::posix_time;
  1350. BOOST_FOREACH(CConnection *cc, conns)
  1351. {
  1352. if(!resume)
  1353. {
  1354. (*cc) << gs->initialOpts; // gs->scenarioOps
  1355. }
  1356. std::set<TPlayerColor> players;
  1357. (*cc) >> players; //how many players will be handled at that client
  1358. tlog0 << "Connection " << cc->connectionID << " will handle " << players.size() << " player: ";
  1359. BOOST_FOREACH(TPlayerColor color, players)
  1360. {
  1361. tlog0 << static_cast<int>(color) << " ";
  1362. {
  1363. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  1364. connections[color] = cc;
  1365. }
  1366. }
  1367. tlog0 << std::endl;
  1368. cc->addStdVecItems(gs);
  1369. cc->enableStackSendingByID();
  1370. cc->disableSmartPointerSerialization();
  1371. }
  1372. for(std::set<CConnection*>::iterator i = conns.begin(); i!=conns.end();i++)
  1373. {
  1374. std::set<int> pom;
  1375. for(std::map<int,CConnection*>::iterator j = connections.begin(); j!=connections.end();j++)
  1376. if(j->second == *i)
  1377. pom.insert(j->first);
  1378. boost::thread(boost::bind(&CGameHandler::handleConnection,this,pom,boost::ref(**i)));
  1379. }
  1380. if(gs->scenarioOps->mode == StartInfo::DUEL)
  1381. {
  1382. runBattle();
  1383. return;
  1384. }
  1385. while (!end2)
  1386. {
  1387. if(!resume)
  1388. newTurn();
  1389. std::map<TPlayerColor,PlayerState>::iterator i;
  1390. if(!resume)
  1391. i = gs->players.begin();
  1392. else
  1393. i = gs->players.find(gs->currentPlayer);
  1394. resume = false;
  1395. for(; i != gs->players.end(); i++)
  1396. {
  1397. if((i->second.towns.size()==0 && i->second.heroes.size()==0)
  1398. || i->first>=GameConstants::PLAYER_LIMIT
  1399. || i->second.status)
  1400. {
  1401. continue;
  1402. }
  1403. states.setFlag(i->first,&PlayerStatus::makingTurn,true);
  1404. {
  1405. YourTurn yt;
  1406. yt.player = i->first;
  1407. applyAndSend(&yt);
  1408. }
  1409. //wait till turn is done
  1410. boost::unique_lock<boost::mutex> lock(states.mx);
  1411. while(states.players[i->first].makingTurn && !end2)
  1412. {
  1413. static time_duration p = milliseconds(200);
  1414. states.cv.timed_wait(lock,p);
  1415. }
  1416. }
  1417. }
  1418. while(conns.size() && (*conns.begin())->isOpen())
  1419. boost::this_thread::sleep(boost::posix_time::milliseconds(5)); //give time client to close socket
  1420. }
  1421. void CGameHandler::setupBattle( int3 tile, const CArmedInstance *armies[2], const CGHeroInstance *heroes[2], bool creatureBank, const CGTownInstance *town )
  1422. {
  1423. battleResult.set(NULL);
  1424. //send info about battles
  1425. BattleStart bs;
  1426. bs.info = gs->setupBattle(tile, armies, heroes, creatureBank, town);
  1427. sendAndApply(&bs);
  1428. }
  1429. void CGameHandler::checkForBattleEnd()
  1430. {
  1431. auto &stacks = gs->curB->stacks;
  1432. //checking winning condition
  1433. bool hasStack[2]; //hasStack[0] - true if attacker has a living stack; defender similarly
  1434. hasStack[0] = hasStack[1] = false;
  1435. for(int b = 0; b<stacks.size(); ++b)
  1436. {
  1437. if(stacks[b]->alive() && !stacks[b]->hasBonusOfType(Bonus::SIEGE_WEAPON))
  1438. {
  1439. hasStack[1-stacks[b]->attackerOwned] = true;
  1440. }
  1441. }
  1442. if(!hasStack[0] || !hasStack[1]) //somebody has won
  1443. {
  1444. setBattleResult(BattleResult::NORMAL, hasStack[1]);
  1445. }
  1446. }
  1447. void CGameHandler::giveSpells( const CGTownInstance *t, const CGHeroInstance *h )
  1448. {
  1449. if(!h->hasSpellbook())
  1450. return; //hero hasn't spellbook
  1451. ChangeSpells cs;
  1452. cs.hid = h->id;
  1453. cs.learn = true;
  1454. for(int i=0; i<std::min(t->mageGuildLevel(),h->getSecSkillLevel(SecondarySkill::WISDOM)+2);i++)
  1455. {
  1456. if (t->hasBuilt(EBuilding::GRAIL, ETownType::CONFLUX)) //Aurora Borealis
  1457. {
  1458. std::vector<ui16> spells;
  1459. getAllowedSpells(spells, i);
  1460. for (int j = 0; j < spells.size(); ++j)
  1461. cs.spells.insert(spells[j]);
  1462. }
  1463. else
  1464. {
  1465. for(int j=0; j<t->spellsAtLevel(i+1,true) && j<t->spells[i].size(); j++)
  1466. {
  1467. if(!vstd::contains(h->spells,t->spells[i][j]))
  1468. cs.spells.insert(t->spells[i][j]);
  1469. }
  1470. }
  1471. }
  1472. if(cs.spells.size())
  1473. sendAndApply(&cs);
  1474. }
  1475. void CGameHandler::setBlockVis(int objid, bool bv)
  1476. {
  1477. SetObjectProperty sop(objid,2,bv);
  1478. sendAndApply(&sop);
  1479. }
  1480. bool CGameHandler::removeObject( int objid )
  1481. {
  1482. if(!getObj(objid))
  1483. {
  1484. tlog1 << "Something wrong, that object already has been removed or hasn't existed!\n";
  1485. return false;
  1486. }
  1487. RemoveObject ro;
  1488. ro.id = objid;
  1489. sendAndApply(&ro);
  1490. winLoseHandle(255); //eg if monster escaped (removing objs after battle is done dircetly by endBattle, not this function)
  1491. return true;
  1492. }
  1493. void CGameHandler::setAmount(int objid, ui32 val)
  1494. {
  1495. SetObjectProperty sop(objid,3,val);
  1496. sendAndApply(&sop);
  1497. }
  1498. bool CGameHandler::moveHero( si32 hid, int3 dst, ui8 instant, ui8 asker /*= 255*/ )
  1499. {
  1500. const CGHeroInstance *h = getHero(hid);
  1501. if(!h || (asker != 255 && (instant || h->getOwner() != gs->currentPlayer)) //not turn of that hero or player can't simply teleport hero (at least not with this function)
  1502. )
  1503. {
  1504. tlog1 << "Illegal call to move hero!\n";
  1505. return false;
  1506. }
  1507. tlog5 << "Player " <<int(asker) << " wants to move hero "<< hid << " from "<< h->pos << " to " << dst << std::endl;
  1508. int3 hmpos = dst + int3(-1,0,0);
  1509. if(!gs->map->isInTheMap(hmpos))
  1510. {
  1511. tlog1 << "Destination tile is outside the map!\n";
  1512. return false;
  1513. }
  1514. TerrainTile t = gs->map->terrain[hmpos.x][hmpos.y][hmpos.z];
  1515. int cost = gs->getMovementCost(h, h->getPosition(false), CGHeroInstance::convertPosition(dst,false),h->movement);
  1516. int3 guardPos = gs->guardingCreaturePosition(hmpos);
  1517. //result structure for start - movement failed, no move points used
  1518. TryMoveHero tmh;
  1519. tmh.id = hid;
  1520. tmh.start = h->pos;
  1521. tmh.end = dst;
  1522. tmh.result = TryMoveHero::FAILED;
  1523. tmh.movePoints = h->movement;
  1524. //check if destination tile is available
  1525. //it's a rock or blocked and not visitable tile
  1526. //OR hero is on land and dest is water and (there is not present only one object - boat)
  1527. if(((t.terType == ETerrainType::ROCK || (t.blocked && !t.visitable && !h->hasBonusOfType(Bonus::FLYING_MOVEMENT) ))
  1528. && complain("Cannot move hero, destination tile is blocked!"))
  1529. || ((!h->boat && !h->canWalkOnSea() && t.terType == ETerrainType::WATER && (t.visitableObjects.size() < 1 || (t.visitableObjects.back()->ID != Obj::BOAT && t.visitableObjects.back()->ID != Obj::HERO))) //hero is not on boat/water walking and dst water tile doesn't contain boat/hero (objs visitable from land) -> we test back cause boat may be on top of another object (#276)
  1530. && complain("Cannot move hero, destination tile is on water!"))
  1531. || ((h->boat && t.terType != ETerrainType::WATER && t.blocked)
  1532. && complain("Cannot disembark hero, tile is blocked!"))
  1533. || ( (distance(h->pos, dst) >= 1.5 && !instant)
  1534. && complain("Tiles are not neighboring!"))
  1535. || ((h->movement < cost && dst != h->pos && !instant)
  1536. && complain("Hero doesn't have any movement points left!"))
  1537. || (states.checkFlag(h->tempOwner, &PlayerStatus::engagedIntoBattle)
  1538. && complain("Cannot move hero during the battle")))
  1539. {
  1540. //send info about movement failure
  1541. sendAndApply(&tmh);
  1542. return false;
  1543. }
  1544. //several generic blocks of code
  1545. // should be called if hero changes tile but before applying TryMoveHero package
  1546. auto leaveTile = [&]()
  1547. {
  1548. BOOST_FOREACH(CGObjectInstance *obj, gs->map->terrain[h->pos.x-1][h->pos.y][h->pos.z].visitableObjects)
  1549. {
  1550. obj->onHeroLeave(h);
  1551. }
  1552. this->getTilesInRange(tmh.fowRevealed, h->getSightCenter()+(tmh.end-tmh.start), h->getSightRadious(), h->tempOwner, 1);
  1553. };
  1554. auto applyWithResult = [&](TryMoveHero::EResult result) -> bool
  1555. {
  1556. tmh.result = result;
  1557. sendAndApply(&tmh);
  1558. return result != TryMoveHero::FAILED;
  1559. };
  1560. //interaction with blocking object (like resources)
  1561. auto blockingVisit = [&]() -> bool
  1562. {
  1563. BOOST_FOREACH(CGObjectInstance *obj, t.visitableObjects)
  1564. {
  1565. if(obj != h && obj->blockVisit && !(obj->getPassableness() & 1<<h->tempOwner))
  1566. {
  1567. applyWithResult(TryMoveHero::BLOCKING_VISIT);
  1568. //can't move to that tile but we visit object
  1569. objectVisited(t.visitableObjects.back(), h);
  1570. tlog5 << "Blocking visit at " << hmpos << std::endl;
  1571. return true;
  1572. }
  1573. }
  1574. return false;
  1575. };
  1576. //hero enters the boat
  1577. if(!h->boat && !t.visitableObjects.empty() && t.visitableObjects.back()->ID == Obj::BOAT)
  1578. {
  1579. // blockingVisit test?
  1580. leaveTile();
  1581. tmh.movePoints = h->movementPointsAfterEmbark(h->movement, cost, false);
  1582. return applyWithResult(TryMoveHero::EMBARK);
  1583. //attack guards on embarking? In H3 creatures on water had no zone of control at all
  1584. }
  1585. //hero leaves the boat
  1586. if(h->boat && t.terType != ETerrainType::WATER && !t.blocked)
  1587. {
  1588. // blockingVisit test?
  1589. leaveTile();
  1590. tmh.attackedFrom = guardPos;
  1591. tmh.movePoints = h->movementPointsAfterEmbark(h->movement, cost, true);
  1592. applyWithResult(TryMoveHero::DISEMBARK);
  1593. if (!tryAttackingGuard(guardPos, h))
  1594. visitObjectOnTile(t, h);
  1595. return true;
  1596. }
  1597. //standard movement
  1598. if(!instant)
  1599. {
  1600. tmh.movePoints = std::max(ui32(0), h->movement - cost);
  1601. if(blockingVisit())
  1602. return true;
  1603. leaveTile();
  1604. tmh.attackedFrom = guardPos;
  1605. applyWithResult(TryMoveHero::SUCCESS);
  1606. tlog5 << "Moved to " <<tmh.end<<std::endl;
  1607. if (!tryAttackingGuard(guardPos, h)) // If a creature guards the tile, block visit.
  1608. visitObjectOnTile(t, h);
  1609. tlog5 << "Movement end!\n";
  1610. return true;
  1611. }
  1612. else //instant move - teleportation
  1613. {
  1614. if(blockingVisit()) // e.g. hero on the other side of teleporter
  1615. return true;
  1616. leaveTile();
  1617. applyWithResult(TryMoveHero::TELEPORTATION);
  1618. // visit town for town portal \ castle gates
  1619. // do not use generic visitObjectOnTile to avoid double-teleporting
  1620. // if this moveHero call was triggered by teleporter
  1621. if (!t.visitableObjects.empty())
  1622. {
  1623. if (CGTownInstance * town = dynamic_cast<CGTownInstance *>(t.visitableObjects.back()))
  1624. town->onHeroVisit(h);
  1625. }
  1626. return true;
  1627. }
  1628. }
  1629. bool CGameHandler::teleportHero(si32 hid, si32 dstid, ui8 source, ui8 asker/* = 255*/)
  1630. {
  1631. const CGHeroInstance *h = getHero(hid);
  1632. const CGTownInstance *t = getTown(dstid);
  1633. if ( !h || !t || h->getOwner() != gs->currentPlayer )
  1634. tlog1<<"Invalid call to teleportHero!";
  1635. const CGTownInstance *from = h->visitedTown;
  1636. if(((h->getOwner() != t->getOwner())
  1637. && complain("Cannot teleport hero to another player"))
  1638. || ((!from || from->hasBuilt(EBuilding::CASTLE_GATE, ETownType::INFERNO))
  1639. && complain("Hero must be in town with Castle gate for teleporting"))
  1640. || (t->hasBuilt(EBuilding::CASTLE_GATE, ETownType::INFERNO)
  1641. && complain("Cannot teleport hero to town without Castle gate in it")))
  1642. return false;
  1643. int3 pos = t->visitablePos();
  1644. pos += h->getVisitableOffset();
  1645. moveHero(hid,pos,1);
  1646. return true;
  1647. }
  1648. void CGameHandler::setOwner(int objid, ui8 owner)
  1649. {
  1650. ui8 oldOwner = getOwner(objid);
  1651. SetObjectProperty sop(objid,1,owner);
  1652. sendAndApply(&sop);
  1653. winLoseHandle(1<<owner | 1<<oldOwner);
  1654. if(owner < GameConstants::PLAYER_LIMIT && getTown(objid)) //town captured
  1655. {
  1656. const CGTownInstance * town = getTown(objid);
  1657. if (town->hasBuilt(EBuilding::PORTAL_OF_SUMMON, ETownType::DUNGEON))
  1658. setPortalDwelling(town, true, false);
  1659. if (!gs->getPlayer(owner)->towns.size())//player lost last town
  1660. {
  1661. InfoWindow iw;
  1662. iw.player = oldOwner;
  1663. 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.
  1664. sendAndApply(&iw);
  1665. }
  1666. }
  1667. const CGObjectInstance * obj = getObj(objid);
  1668. const PlayerState * p = gs->getPlayer(owner);
  1669. if((obj->ID == Obj::CREATURE_GENERATOR1 || obj->ID == Obj::CREATURE_GENERATOR4 ) && p && p->dwellings.size()==1)//first dwelling captured
  1670. {
  1671. BOOST_FOREACH(const CGTownInstance *t, gs->getPlayer(owner)->towns)
  1672. {
  1673. if (t->hasBuilt(EBuilding::PORTAL_OF_SUMMON, ETownType::DUNGEON))
  1674. setPortalDwelling(t);//set initial creatures for all portals of summoning
  1675. }
  1676. }
  1677. }
  1678. void CGameHandler::setHoverName(int objid, MetaString* name)
  1679. {
  1680. SetHoverName shn(objid, *name);
  1681. sendAndApply(&shn);
  1682. }
  1683. void CGameHandler::showBlockingDialog( BlockingDialog *iw, const CFunctionList<void(ui32)> &callback )
  1684. {
  1685. ask(iw,iw->player,callback);
  1686. }
  1687. ui32 CGameHandler::showBlockingDialog( BlockingDialog *iw )
  1688. {
  1689. //TODO
  1690. //gsm.lock();
  1691. //int query = QID++;
  1692. //states.addQuery(player,query);
  1693. //sendToAllClients(iw);
  1694. //gsm.unlock();
  1695. //ui32 ret = getQueryResult(iw->player, query);
  1696. //gsm.lock();
  1697. //states.removeQuery(player, query);
  1698. //gsm.unlock();
  1699. return 0;
  1700. }
  1701. void CGameHandler::giveResource(int player, Res::ERes which, int val) //TODO: cap according to Bersy's suggestion
  1702. {
  1703. if(!val) return; //don't waste time on empty call
  1704. SetResource sr;
  1705. sr.player = player;
  1706. sr.resid = which;
  1707. sr.val = gs->players.find(player)->second.resources[which] + val;
  1708. sendAndApply(&sr);
  1709. }
  1710. void CGameHandler::giveCreatures(const CArmedInstance *obj, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove)
  1711. {
  1712. boost::function<void()> removeOrNot = 0;
  1713. if(remove)
  1714. removeOrNot = boost::bind(&CGameHandler::removeObject, this, obj->id);
  1715. COMPLAIN_RET_IF(!creatures.stacksCount(), "Strange, giveCreatures called without args!");
  1716. COMPLAIN_RET_IF(obj->stacksCount(), "Cannot give creatures from not-cleared object!");
  1717. COMPLAIN_RET_IF(creatures.stacksCount() > GameConstants::ARMY_SIZE, "Too many stacks to give!");
  1718. //first we move creatures to give to make them army of object-source
  1719. for (TSlots::const_iterator stack = creatures.Slots().begin(); stack != creatures.Slots().end(); stack++)
  1720. {
  1721. addToSlot(StackLocation(obj, obj->getSlotFor(stack->second->type)), stack->second->type, stack->second->count);
  1722. }
  1723. tryJoiningArmy(obj, h, remove, true);
  1724. }
  1725. void CGameHandler::takeCreatures(int objid, const std::vector<CStackBasicDescriptor> &creatures)
  1726. {
  1727. std::vector<CStackBasicDescriptor> cres = creatures;
  1728. if (cres.size() <= 0)
  1729. return;
  1730. const CArmedInstance* obj = static_cast<const CArmedInstance*>(getObj(objid));
  1731. BOOST_FOREACH(CStackBasicDescriptor &sbd, cres)
  1732. {
  1733. TQuantity collected = 0;
  1734. while(collected < sbd.count)
  1735. {
  1736. bool foundSth = false;
  1737. for(auto i = obj->Slots().begin(); i != obj->Slots().end(); i++)
  1738. {
  1739. if(i->second->type == sbd.type)
  1740. {
  1741. TQuantity take = std::min(sbd.count - collected, i->second->count); //collect as much cres as we can
  1742. changeStackCount(StackLocation(obj, i->first), -take, false);
  1743. collected += take;
  1744. foundSth = true;
  1745. break;
  1746. }
  1747. }
  1748. if(!foundSth) //we went through the whole loop and haven't found appropriate cres
  1749. {
  1750. complain("Unexpected failure during taking creatures!");
  1751. return;
  1752. }
  1753. }
  1754. }
  1755. }
  1756. void CGameHandler::showCompInfo(ShowInInfobox * comp)
  1757. {
  1758. sendToAllClients(comp);
  1759. }
  1760. void CGameHandler::heroVisitCastle(int obj, int heroID)
  1761. {
  1762. HeroVisitCastle vc;
  1763. vc.hid = heroID;
  1764. vc.tid = obj;
  1765. vc.flags |= 1;
  1766. sendAndApply(&vc);
  1767. const CGHeroInstance *h = getHero(heroID);
  1768. vistiCastleObjects (getTown(obj), h);
  1769. giveSpells (getTown(obj), getHero(heroID));
  1770. if(gs->map->victoryCondition.condition == EVictoryConditionType::TRANSPORTITEM)
  1771. checkLossVictory(h->tempOwner); //transported artifact?
  1772. }
  1773. void CGameHandler::vistiCastleObjects (const CGTownInstance *t, const CGHeroInstance *h)
  1774. {
  1775. std::vector<CGTownBuilding*>::const_iterator i;
  1776. for (i = t->bonusingBuildings.begin(); i != t->bonusingBuildings.end(); i++)
  1777. (*i)->onHeroVisit (h);
  1778. }
  1779. void CGameHandler::stopHeroVisitCastle(int obj, int heroID)
  1780. {
  1781. HeroVisitCastle vc;
  1782. vc.hid = heroID;
  1783. vc.tid = obj;
  1784. sendAndApply(&vc);
  1785. }
  1786. void CGameHandler::removeArtifact(const ArtifactLocation &al)
  1787. {
  1788. assert(al.getArt());
  1789. EraseArtifact ea;
  1790. ea.al = al;
  1791. sendAndApply(&ea);
  1792. }
  1793. void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank, boost::function<void(BattleResult*)> cb, const CGTownInstance *town) //use hero=NULL for no hero
  1794. {
  1795. engageIntoBattle(army1->tempOwner);
  1796. engageIntoBattle(army2->tempOwner);
  1797. //block engaged players
  1798. if(army2->tempOwner < GameConstants::PLAYER_LIMIT)
  1799. states.setFlag(army2->tempOwner,&PlayerStatus::engagedIntoBattle,true);
  1800. static const CArmedInstance *armies[2];
  1801. armies[0] = army1;
  1802. armies[1] = army2;
  1803. static const CGHeroInstance*heroes[2];
  1804. heroes[0] = hero1;
  1805. heroes[1] = hero2;
  1806. boost::thread(boost::bind(&CGameHandler::startBattle, this, armies, tile, heroes, creatureBank, cb, town));
  1807. }
  1808. void CGameHandler::startBattleI( const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, boost::function<void(BattleResult*)> cb, bool creatureBank )
  1809. {
  1810. startBattleI(army1, army2, tile,
  1811. army1->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army1) : NULL,
  1812. army2->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army2) : NULL,
  1813. creatureBank, cb);
  1814. }
  1815. void CGameHandler::startBattleI( const CArmedInstance *army1, const CArmedInstance *army2, boost::function<void(BattleResult*)> cb, bool creatureBank)
  1816. {
  1817. startBattleI(army1, army2, army2->visitablePos(), cb, creatureBank);
  1818. }
  1819. void CGameHandler::changeSpells( int hid, bool give, const std::set<ui32> &spells )
  1820. {
  1821. ChangeSpells cs;
  1822. cs.hid = hid;
  1823. cs.spells = spells;
  1824. cs.learn = give;
  1825. sendAndApply(&cs);
  1826. }
  1827. void CGameHandler::sendMessageTo( CConnection &c, const std::string &message )
  1828. {
  1829. SystemMessage sm;
  1830. sm.text = message;
  1831. boost::unique_lock<boost::mutex> lock(*c.wmx);
  1832. c << &sm;
  1833. }
  1834. void CGameHandler::giveHeroBonus( GiveBonus * bonus )
  1835. {
  1836. sendAndApply(bonus);
  1837. }
  1838. void CGameHandler::setMovePoints( SetMovePoints * smp )
  1839. {
  1840. sendAndApply(smp);
  1841. }
  1842. void CGameHandler::setManaPoints( int hid, int val )
  1843. {
  1844. SetMana sm;
  1845. sm.hid = hid;
  1846. sm.val = val;
  1847. sendAndApply(&sm);
  1848. }
  1849. void CGameHandler::giveHero( int id, int player )
  1850. {
  1851. GiveHero gh;
  1852. gh.id = id;
  1853. gh.player = player;
  1854. sendAndApply(&gh);
  1855. }
  1856. void CGameHandler::changeObjPos( int objid, int3 newPos, ui8 flags )
  1857. {
  1858. ChangeObjPos cop;
  1859. cop.objid = objid;
  1860. cop.nPos = newPos;
  1861. cop.flags = flags;
  1862. sendAndApply(&cop);
  1863. }
  1864. void CGameHandler::useScholarSkill(si32 fromHero, si32 toHero)
  1865. {
  1866. const CGHeroInstance * h1 = getHero(fromHero);
  1867. const CGHeroInstance * h2 = getHero(toHero);
  1868. if ( h1->getSecSkillLevel(SecondarySkill::SCHOLAR) < h2->getSecSkillLevel(SecondarySkill::SCHOLAR) )
  1869. {
  1870. std::swap (h1,h2);//1st hero need to have higher scholar level for correct message
  1871. std::swap(fromHero, toHero);
  1872. }
  1873. int ScholarLevel = h1->getSecSkillLevel(SecondarySkill::SCHOLAR);//heroes can trade up to this level
  1874. if (!ScholarLevel || !h1->hasSpellbook() || !h2->hasSpellbook() )
  1875. return;//no scholar skill or no spellbook
  1876. int h1Lvl = std::min(ScholarLevel+1, h1->getSecSkillLevel(SecondarySkill::WISDOM)+2),
  1877. h2Lvl = std::min(ScholarLevel+1, h2->getSecSkillLevel(SecondarySkill::WISDOM)+2);//heroes can receive this levels
  1878. ChangeSpells cs1;
  1879. cs1.learn = true;
  1880. cs1.hid = toHero;//giving spells to first hero
  1881. for(std::set<ui32>::const_iterator it=h1->spells.begin(); it!=h1->spells.end();it++)
  1882. if ( h2Lvl >= VLC->spellh->spells[*it]->level && !vstd::contains(h2->spells, *it))//hero can learn it and don't have it yet
  1883. cs1.spells.insert(*it);//spell to learn
  1884. ChangeSpells cs2;
  1885. cs2.learn = true;
  1886. cs2.hid = fromHero;
  1887. for(std::set<ui32>::const_iterator it=h2->spells.begin(); it!=h2->spells.end();it++)
  1888. if ( h1Lvl >= VLC->spellh->spells[*it]->level && !vstd::contains(h1->spells, *it))
  1889. cs2.spells.insert(*it);
  1890. if (cs1.spells.size() || cs2.spells.size())//create a message
  1891. {
  1892. InfoWindow iw;
  1893. iw.player = h1->tempOwner;
  1894. iw.components.push_back(Component(Component::SEC_SKILL, 18, ScholarLevel, 0));
  1895. iw.text.addTxt(MetaString::GENERAL_TXT, 139);//"%s, who has studied magic extensively,
  1896. iw.text.addReplacement(h1->name);
  1897. if (cs2.spells.size())//if found new spell - apply
  1898. {
  1899. iw.text.addTxt(MetaString::GENERAL_TXT, 140);//learns
  1900. int size = cs2.spells.size();
  1901. for(std::set<ui32>::const_iterator it=cs2.spells.begin(); it!=cs2.spells.end();it++)
  1902. {
  1903. iw.components.push_back(Component(Component::SPELL, (*it), 1, 0));
  1904. iw.text.addTxt(MetaString::SPELL_NAME, (*it));
  1905. switch (size--)
  1906. {
  1907. case 2: iw.text.addTxt(MetaString::GENERAL_TXT, 141);
  1908. case 1: break;
  1909. default: iw.text << ", ";
  1910. }
  1911. }
  1912. iw.text.addTxt(MetaString::GENERAL_TXT, 142);//from %s
  1913. iw.text.addReplacement(h2->name);
  1914. sendAndApply(&cs2);
  1915. }
  1916. if (cs1.spells.size() && cs2.spells.size() )
  1917. {
  1918. iw.text.addTxt(MetaString::GENERAL_TXT, 141);//and
  1919. }
  1920. if (cs1.spells.size())
  1921. {
  1922. iw.text.addTxt(MetaString::GENERAL_TXT, 147);//teaches
  1923. int size = cs1.spells.size();
  1924. for(std::set<ui32>::const_iterator it=cs1.spells.begin(); it!=cs1.spells.end();it++)
  1925. {
  1926. iw.components.push_back(Component(Component::SPELL, (*it), 1, 0));
  1927. iw.text.addTxt(MetaString::SPELL_NAME, (*it));
  1928. switch (size--)
  1929. {
  1930. case 2: iw.text.addTxt(MetaString::GENERAL_TXT, 141);
  1931. case 1: break;
  1932. default: iw.text << ", ";
  1933. } }
  1934. iw.text.addTxt(MetaString::GENERAL_TXT, 148);//from %s
  1935. iw.text.addReplacement(h2->name);
  1936. sendAndApply(&cs1);
  1937. }
  1938. sendAndApply(&iw);
  1939. }
  1940. }
  1941. void CGameHandler::heroExchange(si32 hero1, si32 hero2)
  1942. {
  1943. ui8 player1 = getHero(hero1)->tempOwner;
  1944. ui8 player2 = getHero(hero2)->tempOwner;
  1945. if( gameState()->getPlayerRelations( player1, player2))
  1946. {
  1947. OpenWindow hex;
  1948. hex.window = OpenWindow::EXCHANGE_WINDOW;
  1949. hex.id1 = hero1;
  1950. hex.id2 = hero2;
  1951. sendAndApply(&hex);
  1952. useScholarSkill(hero1,hero2);
  1953. }
  1954. }
  1955. void CGameHandler::prepareNewQuery(Query * queryPack, ui8 player, const boost::function<void(ui32)> &callback)
  1956. {
  1957. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  1958. tlog4 << "Creating a query for player " << (int)player << " with ID=" << QID << std::endl;
  1959. callbacks[QID] = callback;
  1960. states.addQuery(player, QID);
  1961. queryPack->queryID = QID;
  1962. QID++;
  1963. }
  1964. void CGameHandler::applyAndAsk( Query * sel, ui8 player, boost::function<void(ui32)> &callback )
  1965. {
  1966. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  1967. prepareNewQuery(sel, player, callback);
  1968. sendAndApply(sel);
  1969. }
  1970. void CGameHandler::ask( Query * sel, ui8 player, const CFunctionList<void(ui32)> &callback )
  1971. {
  1972. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  1973. prepareNewQuery(sel, player, callback);
  1974. sendToAllClients(sel);
  1975. }
  1976. void CGameHandler::sendToAllClients( CPackForClient * info )
  1977. {
  1978. tlog5 << "Sending to all clients a package of type " << typeid(*info).name() << std::endl;
  1979. for(std::set<CConnection*>::iterator i=conns.begin(); i!=conns.end();i++)
  1980. {
  1981. boost::unique_lock<boost::mutex> lock(*(*i)->wmx);
  1982. **i << info;
  1983. }
  1984. }
  1985. void CGameHandler::sendAndApply(CPackForClient * info)
  1986. {
  1987. sendToAllClients(info);
  1988. gs->apply(info);
  1989. }
  1990. void CGameHandler::applyAndSend(CPackForClient * info)
  1991. {
  1992. gs->apply(info);
  1993. sendToAllClients(info);
  1994. }
  1995. void CGameHandler::sendAndApply(CGarrisonOperationPack * info)
  1996. {
  1997. sendAndApply((CPackForClient*)info);
  1998. if(gs->map->victoryCondition.condition == EVictoryConditionType::GATHERTROOP)
  1999. winLoseHandle();
  2000. }
  2001. // void CGameHandler::sendAndApply( SetGarrisons * info )
  2002. // {
  2003. // sendAndApply((CPackForClient*)info);
  2004. // if(gs->map->victoryCondition.condition == gatherTroop)
  2005. // for(std::map<ui32,CCreatureSet>::const_iterator i = info->garrs.begin(); i != info->garrs.end(); i++)
  2006. // checkLossVictory(getObj(i->first)->tempOwner);
  2007. // }
  2008. void CGameHandler::sendAndApply( SetResource * info )
  2009. {
  2010. sendAndApply((CPackForClient*)info);
  2011. if(gs->map->victoryCondition.condition == EVictoryConditionType::GATHERRESOURCE)
  2012. checkLossVictory(info->player);
  2013. }
  2014. void CGameHandler::sendAndApply( SetResources * info )
  2015. {
  2016. sendAndApply((CPackForClient*)info);
  2017. if(gs->map->victoryCondition.condition == EVictoryConditionType::GATHERRESOURCE)
  2018. checkLossVictory(info->player);
  2019. }
  2020. void CGameHandler::sendAndApply( NewStructures * info )
  2021. {
  2022. sendAndApply((CPackForClient*)info);
  2023. if(gs->map->victoryCondition.condition == EVictoryConditionType::BUILDCITY)
  2024. checkLossVictory(getTown(info->tid)->tempOwner);
  2025. }
  2026. void CGameHandler::save(const std::string & filename )
  2027. {
  2028. tlog1 << "Saving to " << filename << "\n";
  2029. CFileInfo info(filename);
  2030. CResourceHandler::get()->createResource(info.getStem() + ".vlgm1");
  2031. CResourceHandler::get()->createResource(info.getStem() + ".vsgm1");
  2032. {
  2033. tlog0 << "Ordering clients to serialize...\n";
  2034. SaveGame sg(info.getStem() + ".vcgm1");
  2035. sendToAllClients(&sg);
  2036. }
  2037. try
  2038. {
  2039. {
  2040. tlog0 << "Serializing game info...\n";
  2041. CSaveFile save(CResourceHandler::get()->getResourceName(ResourceID(info.getStem(), EResType::LIB_SAVEGAME)));
  2042. char hlp[8] = "VCMISVG";
  2043. save << hlp << static_cast<CMapHeader&>(*gs->map) << gs->scenarioOps << *VLC << gs;
  2044. }
  2045. {
  2046. tlog0 << "Serializing server info...\n";
  2047. CSaveFile save(CResourceHandler::get()->getResourceName(ResourceID(info.getStem(), EResType::SERVER_SAVEGAME)));
  2048. save << *this;
  2049. }
  2050. tlog0 << "Game has been successfully saved!\n";
  2051. }
  2052. catch(std::exception &e)
  2053. {
  2054. tlog1 << "Failed to save game: " << e.what() << std::endl;
  2055. }
  2056. }
  2057. void CGameHandler::close()
  2058. {
  2059. tlog0 << "We have been requested to close.\n";
  2060. if(gs->initialOpts->mode == StartInfo::DUEL)
  2061. {
  2062. exit(0);
  2063. }
  2064. //BOOST_FOREACH(CConnection *cc, conns)
  2065. // if(cc && cc->socket && cc->socket->is_open())
  2066. // cc->socket->close();
  2067. //exit(0);
  2068. }
  2069. bool CGameHandler::arrangeStacks( si32 id1, si32 id2, ui8 what, ui8 p1, ui8 p2, si32 val, ui8 player )
  2070. {
  2071. const CArmedInstance *s1 = static_cast<CArmedInstance*>(gs->map->objects[id1].get()),
  2072. *s2 = static_cast<CArmedInstance*>(gs->map->objects[id2].get());
  2073. const CCreatureSet &S1 = *s1, &S2 = *s2;
  2074. StackLocation sl1(s1, p1), sl2(s2, p2);
  2075. if(!sl1.validSlot() || !sl2.validSlot())
  2076. {
  2077. complain("Invalid slot accessed!");
  2078. return false;
  2079. }
  2080. if(!isAllowedExchange(id1,id2))
  2081. {
  2082. complain("Cannot exchange stacks between these two objects!\n");
  2083. return false;
  2084. }
  2085. if(what==1) //swap
  2086. {
  2087. if ( ((s1->tempOwner != player && s1->tempOwner != 254) && s1->getStackCount(p1)) //why 254??
  2088. || ((s2->tempOwner != player && s2->tempOwner != 254) && s2->getStackCount(p2)))
  2089. {
  2090. complain("Can't take troops from another player!");
  2091. return false;
  2092. }
  2093. swapStacks(sl1, sl2);
  2094. }
  2095. else if(what==2)//merge
  2096. {
  2097. if (( s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot merge different creatures stacks!"))
  2098. || (((s1->tempOwner != player && s1->tempOwner != 254) && s2->getStackCount(p2)) && complain("Can't take troops from another player!")))
  2099. return false;
  2100. moveStack(sl1, sl2);
  2101. }
  2102. else if(what==3) //split
  2103. {
  2104. if ( (s1->tempOwner != player && s1->getStackCount(p1) < s1->getStackCount(p1) )
  2105. || (s2->tempOwner != player && s2->getStackCount(p2) < s2->getStackCount(p2) ) )
  2106. {
  2107. complain("Can't move troops of another player!");
  2108. return false;
  2109. }
  2110. //general conditions checking
  2111. if((!vstd::contains(S1.stacks,p1) && complain("no creatures to split"))
  2112. || (val<1 && complain("no creatures to split")) )
  2113. {
  2114. return false;
  2115. }
  2116. if(vstd::contains(S2.stacks,p2)) //dest. slot not free - it must be "rebalancing"...
  2117. {
  2118. int total = s1->getStackCount(p1) + s2->getStackCount(p2);
  2119. if( (total < val && complain("Cannot split that stack, not enough creatures!"))
  2120. || (s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot rebalance different creatures stacks!"))
  2121. )
  2122. {
  2123. return false;
  2124. }
  2125. moveStack(sl1, sl2, val - s2->getStackCount(p2));
  2126. //S2.slots[p2]->count = val;
  2127. //S1.slots[p1]->count = total - val;
  2128. }
  2129. else //split one stack to the two
  2130. {
  2131. if(s1->getStackCount(p1) < val)//not enough creatures
  2132. {
  2133. complain("Cannot split that stack, not enough creatures!");
  2134. return false;
  2135. }
  2136. moveStack(sl1, sl2, val);
  2137. }
  2138. }
  2139. return true;
  2140. }
  2141. int CGameHandler::getPlayerAt( CConnection *c ) const
  2142. {
  2143. std::set<int> all;
  2144. for(std::map<int,CConnection*>::const_iterator i=connections.begin(); i!=connections.end(); i++)
  2145. if(i->second == c)
  2146. all.insert(i->first);
  2147. switch(all.size())
  2148. {
  2149. case 0:
  2150. return 255;
  2151. case 1:
  2152. return *all.begin();
  2153. default:
  2154. {
  2155. //if we have more than one player at this connection, try to pick active one
  2156. if(vstd::contains(all,int(gs->currentPlayer)))
  2157. return gs->currentPlayer;
  2158. else
  2159. return 253; //cannot say which player is it
  2160. }
  2161. }
  2162. }
  2163. bool CGameHandler::disbandCreature( si32 id, ui8 pos )
  2164. {
  2165. CArmedInstance *s1 = static_cast<CArmedInstance*>(gs->map->objects[id].get());
  2166. if(!vstd::contains(s1->stacks,pos))
  2167. {
  2168. complain("Illegal call to disbandCreature - no such stack in army!");
  2169. return false;
  2170. }
  2171. eraseStack(StackLocation(s1, pos));
  2172. return true;
  2173. }
  2174. bool CGameHandler::buildStructure( si32 tid, si32 bid, bool force /*=false*/ )
  2175. {
  2176. CGTownInstance * t = static_cast<CGTownInstance*>(gs->map->objects[tid].get());
  2177. CBuilding * b = t->town->buildings[bid];
  2178. if(!force)
  2179. {
  2180. switch (b->mode)
  2181. {
  2182. case CBuilding::BUILD_NORMAL :
  2183. case CBuilding::BUILD_AUTO :
  2184. if (gs->canBuildStructure(t,bid) != EBuildingState::ALLOWED)
  2185. COMPLAIN_RET("Cannot build that building!");
  2186. break;
  2187. case CBuilding::BUILD_SPECIAL:
  2188. COMPLAIN_RET("This building can not be constructed!");
  2189. break;
  2190. case CBuilding::BUILD_GRAIL :
  2191. if(b->mode == CBuilding::BUILD_GRAIL) //needs grail
  2192. {
  2193. if(!t->visitingHero || !t->visitingHero->hasArt(2))
  2194. COMPLAIN_RET("Cannot build this without grail!")
  2195. else
  2196. removeArtifact(ArtifactLocation(t->visitingHero, t->visitingHero->getArtPos(2, false)));
  2197. }
  2198. break;
  2199. }
  2200. }
  2201. NewStructures ns;
  2202. ns.tid = tid;
  2203. if(bid >= EBuilding::DWELL_FIRST) //dwelling
  2204. {
  2205. int level = (bid - EBuilding::DWELL_FIRST) % GameConstants::CREATURES_PER_TOWN;
  2206. int upgradeNumber = (bid - EBuilding::DWELL_FIRST) / GameConstants::CREATURES_PER_TOWN;
  2207. if (upgradeNumber >= t->town->creatures[level].size())
  2208. COMPLAIN_RET("Cannot build dwelling: no creature found!");
  2209. CCreature * crea = VLC->creh->creatures[t->town->creatures[level][upgradeNumber]];
  2210. SetAvailableCreatures ssi;
  2211. ssi.tid = tid;
  2212. ssi.creatures = t->creatures;
  2213. if (bid <= EBuilding::DWELL_LAST)
  2214. ssi.creatures[level].first = crea->growth;
  2215. ssi.creatures[level].second.push_back(crea->idNumber);
  2216. sendAndApply(&ssi);
  2217. }
  2218. else if ( t->subID == ETownType::DUNGEON && bid == EBuilding::PORTAL_OF_SUMMON )
  2219. {
  2220. setPortalDwelling(t);
  2221. }
  2222. ns.bid.insert(bid);
  2223. ns.builded = force?t->builded:(t->builded+1);
  2224. BOOST_FOREACH(auto & build, t->town->buildings)
  2225. {
  2226. if (build.second->mode == CBuilding::BUILD_AUTO
  2227. && !vstd::contains(t->builtBuildings, build.second->bid))
  2228. {
  2229. bool canBuild = true;
  2230. BOOST_FOREACH(int requires, build.second->requirements)
  2231. {
  2232. if (!vstd::contains(t->builtBuildings, requires)
  2233. && !vstd::contains(ns.bid, requires))
  2234. {
  2235. canBuild = false;
  2236. break;
  2237. }
  2238. }
  2239. if (canBuild)
  2240. ns.bid.insert(build.second->bid);
  2241. }
  2242. }
  2243. sendAndApply(&ns);
  2244. //reveal ground for lookout tower
  2245. FoWChange fw;
  2246. fw.player = t->tempOwner;
  2247. fw.mode = 1;
  2248. t->getSightTiles(fw.tiles);
  2249. sendAndApply(&fw);
  2250. if (!force)
  2251. {
  2252. SetResources sr;
  2253. sr.player = t->tempOwner;
  2254. sr.res = gs->getPlayer(t->tempOwner)->resources - b->resources;
  2255. sendAndApply(&sr);
  2256. }
  2257. if(bid<5) //it's mage guild
  2258. {
  2259. if(t->visitingHero)
  2260. giveSpells(t,t->visitingHero);
  2261. if(t->garrisonHero)
  2262. giveSpells(t,t->garrisonHero);
  2263. }
  2264. if(t->visitingHero)
  2265. vistiCastleObjects (t, t->visitingHero);
  2266. if(t->garrisonHero)
  2267. vistiCastleObjects (t, t->garrisonHero);
  2268. checkLossVictory(t->tempOwner);
  2269. return true;
  2270. }
  2271. bool CGameHandler::razeStructure (si32 tid, si32 bid)
  2272. {
  2273. ///incomplete, simply erases target building
  2274. CGTownInstance * t = static_cast<CGTownInstance*>(gs->map->objects[tid].get());
  2275. if (t->builtBuildings.find(bid) == t->builtBuildings.end())
  2276. return false;
  2277. RazeStructures rs;
  2278. rs.tid = tid;
  2279. rs.bid.insert(bid);
  2280. rs.destroyed = t->destroyed + 1;
  2281. sendAndApply(&rs);
  2282. //TODO: Remove dwellers
  2283. // if (t->subID == 4 && bid == 17) //Veil of Darkness
  2284. // {
  2285. // RemoveBonus rb(RemoveBonus::TOWN);
  2286. // rb.whoID = t->id;
  2287. // rb.source = Bonus::TOWN_STRUCTURE;
  2288. // rb.id = 17;
  2289. // sendAndApply(&rb);
  2290. // }
  2291. return true;
  2292. }
  2293. void CGameHandler::sendMessageToAll( const std::string &message )
  2294. {
  2295. SystemMessage sm;
  2296. sm.text = message;
  2297. sendToAllClients(&sm);
  2298. }
  2299. bool CGameHandler::recruitCreatures( si32 objid, ui32 crid, ui32 cram, si32 fromLvl )
  2300. {
  2301. const CGDwelling *dw = static_cast<CGDwelling*>(gs->map->objects[objid].get());
  2302. const CArmedInstance *dst = NULL;
  2303. const CCreature *c = VLC->creh->creatures[crid];
  2304. bool warMachine = c->hasBonusOfType(Bonus::SIEGE_WEAPON);
  2305. //TODO: test for owning
  2306. if(dw->ID == Obj::TOWN)
  2307. dst = (static_cast<const CGTownInstance *>(dw))->getUpperArmy();
  2308. else if(dw->ID == Obj::CREATURE_GENERATOR1 || dw->ID == Obj::CREATURE_GENERATOR4
  2309. || dw->ID == Obj::REFUGEE_CAMP) //advmap dwelling
  2310. dst = getHero(gs->getPlayer(dw->tempOwner)->currentSelection); //TODO: check if current hero is really visiting dwelling
  2311. else if(dw->ID == Obj::WAR_MACHINE_FACTORY)
  2312. dst = dynamic_cast<const CGHeroInstance *>(getTile(dw->visitablePos())->visitableObjects.back());
  2313. assert(dw && dst);
  2314. //verify
  2315. bool found = false;
  2316. int level = 0;
  2317. typedef std::pair<const int,int> Parka;
  2318. for(; level < dw->creatures.size(); level++) //iterate through all levels
  2319. {
  2320. if ( (fromLvl != -1) && ( level !=fromLvl ) )
  2321. continue;
  2322. const std::pair<ui32, std::vector<ui32> > &cur = dw->creatures[level]; //current level info <amount, list of cr. ids>
  2323. int i = 0;
  2324. for(; i < cur.second.size(); i++) //look for crid among available creatures list on current level
  2325. if(cur.second[i] == crid)
  2326. break;
  2327. if(i < cur.second.size())
  2328. {
  2329. found = true;
  2330. cram = std::min(cram, cur.first); //reduce recruited amount up to available amount
  2331. break;
  2332. }
  2333. }
  2334. int slot = dst->getSlotFor(crid);
  2335. if( (!found && complain("Cannot recruit: no such creatures!"))
  2336. || (cram > VLC->creh->creatures[crid]->maxAmount(gs->getPlayer(dst->tempOwner)->resources) && complain("Cannot recruit: lack of resources!"))
  2337. || (cram<=0 && complain("Cannot recruit: cram <= 0!"))
  2338. || (slot<0 && !warMachine && complain("Cannot recruit: no available slot!")))
  2339. {
  2340. return false;
  2341. }
  2342. //recruit
  2343. SetResources sr;
  2344. sr.player = dst->tempOwner;
  2345. sr.res = gs->getPlayer(dst->tempOwner)->resources - (c->cost * cram);
  2346. SetAvailableCreatures sac;
  2347. sac.tid = objid;
  2348. sac.creatures = dw->creatures;
  2349. sac.creatures[level].first -= cram;
  2350. sendAndApply(&sr);
  2351. sendAndApply(&sac);
  2352. if(warMachine)
  2353. {
  2354. const CGHeroInstance *h = dynamic_cast<const CGHeroInstance*>(dst);
  2355. if(!h)
  2356. COMPLAIN_RET("Only hero can buy war machines");
  2357. switch(crid)
  2358. {
  2359. case 146:
  2360. giveHeroNewArtifact(h, VLC->arth->artifacts[4], ArtifactPosition::MACH1);
  2361. break;
  2362. case 147:
  2363. giveHeroNewArtifact(h, VLC->arth->artifacts[6], ArtifactPosition::MACH3);
  2364. break;
  2365. case 148:
  2366. giveHeroNewArtifact(h, VLC->arth->artifacts[5], ArtifactPosition::MACH2);
  2367. break;
  2368. default:
  2369. complain("This war machine cannot be recruited!");
  2370. return false;
  2371. }
  2372. }
  2373. else
  2374. {
  2375. addToSlot(StackLocation(dst, slot), c, cram);
  2376. }
  2377. return true;
  2378. }
  2379. bool CGameHandler::upgradeCreature( ui32 objid, ui8 pos, ui32 upgID )
  2380. {
  2381. CArmedInstance *obj = static_cast<CArmedInstance*>(gs->map->objects[objid].get());
  2382. assert(obj->hasStackAtSlot(pos));
  2383. UpgradeInfo ui = gs->getUpgradeInfo(obj->getStack(pos));
  2384. int player = obj->tempOwner;
  2385. const PlayerState *p = getPlayer(player);
  2386. int crQuantity = obj->stacks[pos]->count;
  2387. int newIDpos= vstd::find_pos(ui.newID, upgID);//get position of new id in UpgradeInfo
  2388. //check if upgrade is possible
  2389. if( (ui.oldID<0 || newIDpos == -1 ) && complain("That upgrade is not possible!"))
  2390. {
  2391. return false;
  2392. }
  2393. TResources totalCost = ui.cost[newIDpos] * crQuantity;
  2394. //check if player has enough resources
  2395. if(!p->resources.canAfford(totalCost))
  2396. COMPLAIN_RET("Cannot upgrade, not enough resources!");
  2397. //take resources
  2398. SetResources sr;
  2399. sr.player = player;
  2400. sr.res = p->resources - totalCost;
  2401. sendAndApply(&sr);
  2402. //upgrade creature
  2403. changeStackType(StackLocation(obj, pos), VLC->creh->creatures[upgID]);
  2404. return true;
  2405. }
  2406. bool CGameHandler::changeStackType(const StackLocation &sl, CCreature *c)
  2407. {
  2408. if(!sl.army->hasStackAtSlot(sl.slot))
  2409. COMPLAIN_RET("Cannot find a stack to change type");
  2410. SetStackType sst;
  2411. sst.sl = sl;
  2412. sst.type = c;
  2413. sendAndApply(&sst);
  2414. return true;
  2415. }
  2416. void CGameHandler::moveArmy(const CArmedInstance *src, const CArmedInstance *dst, bool allowMerging)
  2417. {
  2418. assert(src->canBeMergedWith(*dst, allowMerging));
  2419. while(src->stacksCount())//while there are unmoved creatures
  2420. {
  2421. TSlots::const_iterator i = src->Slots().begin(); //iterator to stack to move
  2422. StackLocation sl(src, i->first); //location of stack to move
  2423. TSlot pos = dst->getSlotFor(i->second->type);
  2424. if(pos < 0)
  2425. {
  2426. //try to merge two other stacks to make place
  2427. std::pair<TSlot, TSlot> toMerge;
  2428. if(dst->mergableStacks(toMerge, i->first) && allowMerging)
  2429. {
  2430. moveStack(StackLocation(dst, toMerge.first), StackLocation(dst, toMerge.second)); //merge toMerge.first into toMerge.second
  2431. assert(!dst->hasStackAtSlot(toMerge.first)); //we have now a new free slot
  2432. moveStack(sl, StackLocation(dst, toMerge.first)); //move stack to freed slot
  2433. }
  2434. else
  2435. {
  2436. complain("Unexpected failure during an attempt to move army from " + src->nodeName() + " to " + dst->nodeName() + "!");
  2437. return;
  2438. }
  2439. }
  2440. else
  2441. {
  2442. moveStack(sl, StackLocation(dst, pos));
  2443. }
  2444. }
  2445. }
  2446. bool CGameHandler::garrisonSwap( si32 tid )
  2447. {
  2448. CGTownInstance *town = gs->getTown(tid);
  2449. if(!town->garrisonHero && town->visitingHero) //visiting => garrison, merge armies: town army => hero army
  2450. {
  2451. if(!town->visitingHero->canBeMergedWith(*town))
  2452. {
  2453. complain("Cannot make garrison swap, not enough free slots!");
  2454. return false;
  2455. }
  2456. moveArmy(town, town->visitingHero, true);
  2457. SetHeroesInTown intown;
  2458. intown.tid = tid;
  2459. intown.visiting = -1;
  2460. intown.garrison = town->visitingHero->id;
  2461. sendAndApply(&intown);
  2462. return true;
  2463. }
  2464. else if (town->garrisonHero && !town->visitingHero) //move hero out of the garrison
  2465. {
  2466. //check if moving hero out of town will break 8 wandering heroes limit
  2467. if(getHeroCount(town->garrisonHero->tempOwner,false) >= 8)
  2468. {
  2469. complain("Cannot move hero out of the garrison, there are already 8 wandering heroes!");
  2470. return false;
  2471. }
  2472. SetHeroesInTown intown;
  2473. intown.tid = tid;
  2474. intown.garrison = -1;
  2475. intown.visiting = town->garrisonHero->id;
  2476. sendAndApply(&intown);
  2477. return true;
  2478. }
  2479. else if(!!town->garrisonHero && town->visitingHero) //swap visiting and garrison hero
  2480. {
  2481. SetHeroesInTown intown;
  2482. intown.tid = tid;
  2483. intown.garrison = town->visitingHero->id;
  2484. intown.visiting = town->garrisonHero->id;
  2485. sendAndApply(&intown);
  2486. return true;
  2487. }
  2488. else
  2489. {
  2490. complain("Cannot swap garrison hero!");
  2491. return false;
  2492. }
  2493. }
  2494. // With the amount of changes done to the function, it's more like transferArtifacts.
  2495. // 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.
  2496. bool CGameHandler::moveArtifact(const ArtifactLocation &al1, const ArtifactLocation &al2)
  2497. {
  2498. ArtifactLocation src = al1, dst = al2;
  2499. const int srcPlayer = src.owningPlayer(), dstPlayer = dst.owningPlayer();
  2500. const CArmedInstance *srcObj = src.relatedObj(), *dstObj = dst.relatedObj();
  2501. // Make sure exchange is even possible between the two heroes.
  2502. if(!isAllowedExchange(srcObj->id, dstObj->id))
  2503. COMPLAIN_RET("That heroes cannot make any exchange!");
  2504. const CArtifactInstance *srcArtifact = src.getArt();
  2505. const CArtifactInstance *destArtifact = dst.getArt();
  2506. if (srcArtifact == NULL)
  2507. COMPLAIN_RET("No artifact to move!");
  2508. if (destArtifact && srcPlayer != dstPlayer)
  2509. COMPLAIN_RET("Can't touch artifact on hero of another player!");
  2510. // Check if src/dest slots are appropriate for the artifacts exchanged.
  2511. // Moving to the backpack is always allowed.
  2512. if ((!srcArtifact || dst.slot < GameConstants::BACKPACK_START)
  2513. && srcArtifact && !srcArtifact->canBePutAt(dst, true))
  2514. COMPLAIN_RET("Cannot move artifact!");
  2515. if ((srcArtifact && srcArtifact->artType->id == GameConstants::ID_LOCK) || (destArtifact && destArtifact->artType->id == GameConstants::ID_LOCK))
  2516. COMPLAIN_RET("Cannot move artifact locks.");
  2517. if (dst.slot >= GameConstants::BACKPACK_START && srcArtifact->artType->isBig())
  2518. COMPLAIN_RET("Cannot put big artifacts in backpack!");
  2519. if (src.slot == ArtifactPosition::MACH4 || dst.slot == ArtifactPosition::MACH4)
  2520. COMPLAIN_RET("Cannot move catapult!");
  2521. if(dst.slot >= GameConstants::BACKPACK_START)
  2522. vstd::amin(dst.slot, static_cast<ArtifactPosition::ArtifactPosition>(GameConstants::BACKPACK_START + dst.getHolderArtSet()->artifactsInBackpack.size()));
  2523. if (src.slot == dst.slot && src.artHolder == dst.artHolder)
  2524. COMPLAIN_RET("Won't move artifact: Dest same as source!");
  2525. if(dst.slot < GameConstants::BACKPACK_START && destArtifact) //moving art to another slot
  2526. {
  2527. //old artifact must be removed first
  2528. moveArtifact(dst, ArtifactLocation(dst.artHolder, static_cast<ArtifactPosition::ArtifactPosition>(
  2529. dst.getHolderArtSet()->artifactsInBackpack.size() + GameConstants::BACKPACK_START)));
  2530. }
  2531. MoveArtifact ma;
  2532. ma.src = src;
  2533. ma.dst = dst;
  2534. sendAndApply(&ma);
  2535. return true;
  2536. }
  2537. /**
  2538. * Assembles or disassembles a combination artifact.
  2539. * @param heroID ID of hero holding the artifact(s).
  2540. * @param artifactSlot The worn slot ID of the combination- or constituent artifact.
  2541. * @param assemble True for assembly operation, false for disassembly.
  2542. * @param assembleTo If assemble is true, this represents the artifact ID of the combination
  2543. * artifact to assemble to. Otherwise it's not used.
  2544. */
  2545. bool CGameHandler::assembleArtifacts (si32 heroID, ArtifactPosition::ArtifactPosition artifactSlot, bool assemble, ui32 assembleTo)
  2546. {
  2547. CGHeroInstance *hero = gs->getHero(heroID);
  2548. const CArtifactInstance *destArtifact = hero->getArt(artifactSlot);
  2549. if(!destArtifact)
  2550. COMPLAIN_RET("assembleArtifacts: there is no such artifact instance!");
  2551. if(assemble)
  2552. {
  2553. CArtifact *combinedArt = VLC->arth->artifacts[assembleTo];
  2554. if(!combinedArt->constituents)
  2555. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to assemble is not a combined artifacts!");
  2556. if(!vstd::contains(destArtifact->assemblyPossibilities(hero), combinedArt))
  2557. COMPLAIN_RET("assembleArtifacts: It's impossible to assemble requested artifact!");
  2558. AssembledArtifact aa;
  2559. aa.al = ArtifactLocation(hero, artifactSlot);
  2560. aa.builtArt = combinedArt;
  2561. sendAndApply(&aa);
  2562. }
  2563. else
  2564. {
  2565. if(!destArtifact->artType->constituents)
  2566. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble is not a combined artifact!");
  2567. DisassembledArtifact da;
  2568. da.al = ArtifactLocation(hero, artifactSlot);
  2569. sendAndApply(&da);
  2570. }
  2571. return false;
  2572. }
  2573. bool CGameHandler::buyArtifact( ui32 hid, TArtifactID aid )
  2574. {
  2575. CGHeroInstance *hero = gs->getHero(hid);
  2576. CGTownInstance *town = hero->visitedTown;
  2577. if(aid==ArtifactID::SPELLBOOK)
  2578. {
  2579. if((!town->hasBuilt(EBuilding::MAGES_GUILD_1) && complain("Cannot buy a spellbook, no mage guild in the town!"))
  2580. || (getResource(hero->getOwner(), Res::GOLD) < GameConstants::SPELLBOOK_GOLD_COST && complain("Cannot buy a spellbook, not enough gold!") )
  2581. || (hero->getArt(ArtifactPosition::SPELLBOOK) && complain("Cannot buy a spellbook, hero already has a one!"))
  2582. )
  2583. return false;
  2584. giveResource(hero->getOwner(),Res::GOLD,-GameConstants::SPELLBOOK_GOLD_COST);
  2585. giveHeroNewArtifact(hero, VLC->arth->artifacts[0], ArtifactPosition::SPELLBOOK);
  2586. assert(hero->getArt(ArtifactPosition::SPELLBOOK));
  2587. giveSpells(town,hero);
  2588. return true;
  2589. }
  2590. else if(aid < 7 && aid > 3) //war machine
  2591. {
  2592. int price = VLC->arth->artifacts[aid]->price;
  2593. if(( hero->getArt(static_cast<ArtifactPosition::ArtifactPosition>(9+aid)) && complain("Hero already has this machine!"))
  2594. || (gs->getPlayer(hero->getOwner())->resources[Res::GOLD] < price && complain("Not enough gold!")))
  2595. {
  2596. return false;
  2597. }
  2598. if ((town->hasBuilt(EBuilding::BLACKSMITH) && town->town->warMachine == aid )
  2599. || ((town->hasBuilt(EBuilding::BALLISTA_YARD, ETownType::STRONGHOLD)) && aid == ArtifactID::BALLISTA))
  2600. {
  2601. giveResource(hero->getOwner(),Res::GOLD,-price);
  2602. giveHeroNewArtifact(hero, VLC->arth->artifacts[aid], static_cast<ArtifactPosition::ArtifactPosition>(9+aid));
  2603. return true;
  2604. }
  2605. else
  2606. COMPLAIN_RET("This machine is unavailable here!");
  2607. }
  2608. return false;
  2609. }
  2610. bool CGameHandler::buyArtifact(const IMarket *m, const CGHeroInstance *h, Res::ERes rid, TArtifactID aid)
  2611. {
  2612. if(!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_ARTIFACT), aid))
  2613. COMPLAIN_RET("That artifact is unavailable!");
  2614. int b1, b2;
  2615. m->getOffer(rid, aid, b1, b2, EMarketMode::RESOURCE_ARTIFACT);
  2616. if(getResource(h->tempOwner, rid) < b1)
  2617. COMPLAIN_RET("You can't afford to buy this artifact!");
  2618. SetResource sr;
  2619. sr.player = h->tempOwner;
  2620. sr.resid = rid;
  2621. sr.val = getResource(h->tempOwner, rid) - b1;
  2622. sendAndApply(&sr);
  2623. SetAvailableArtifacts saa;
  2624. if(m->o->ID == Obj::TOWN)
  2625. {
  2626. saa.id = -1;
  2627. saa.arts = CGTownInstance::merchantArtifacts;
  2628. }
  2629. else if(const CGBlackMarket *bm = dynamic_cast<const CGBlackMarket *>(m->o)) //black market
  2630. {
  2631. saa.id = bm->id;
  2632. saa.arts = bm->artifacts;
  2633. }
  2634. else
  2635. COMPLAIN_RET("Wrong marktet...");
  2636. bool found = false;
  2637. BOOST_FOREACH(const CArtifact *&art, saa.arts)
  2638. {
  2639. if(art && art->id == aid)
  2640. {
  2641. art = NULL;
  2642. found = true;
  2643. break;
  2644. }
  2645. }
  2646. if(!found)
  2647. COMPLAIN_RET("Cannot find selected artifact on the list");
  2648. sendAndApply(&saa);
  2649. giveHeroNewArtifact(h, VLC->arth->artifacts[aid], ArtifactPosition::FIRST_AVAILABLE);
  2650. return true;
  2651. }
  2652. bool CGameHandler::sellArtifact( const IMarket *m, const CGHeroInstance *h, TArtifactInstanceID aid, Res::ERes rid )
  2653. {
  2654. const CArtifactInstance *art = h->getArtByInstanceId(aid);
  2655. if(!art)
  2656. COMPLAIN_RET("There is no artifact to sell!");
  2657. if(art->artType->id < 7)
  2658. COMPLAIN_RET("Cannot sell a war machine or spellbook!");
  2659. int resVal = 0, dump = 1;
  2660. m->getOffer(art->artType->id, rid, dump, resVal, EMarketMode::ARTIFACT_RESOURCE);
  2661. removeArtifact(ArtifactLocation(h, h->getArtPos(art)));
  2662. giveResource(h->tempOwner, rid, resVal);
  2663. return true;
  2664. }
  2665. //void CGameHandler::lootArtifacts (TArtHolder source, TArtHolder dest, std::vector<ui32> &arts)
  2666. //{
  2667. // //const CGHeroInstance * h1 = dynamic_cast<CGHeroInstance *> source;
  2668. // //auto s = boost::apply_visitor(GetArtifactSetPtr(), source);
  2669. // {
  2670. // }
  2671. //}
  2672. bool CGameHandler::buySecSkill( const IMarket *m, const CGHeroInstance *h, SecondarySkill::SecondarySkill skill)
  2673. {
  2674. if (!h)
  2675. COMPLAIN_RET("You need hero to buy a skill!");
  2676. if (h->getSecSkillLevel(static_cast<SecondarySkill::SecondarySkill>(skill)))
  2677. COMPLAIN_RET("Hero already know this skill");
  2678. if (!h->canLearnSkill())
  2679. COMPLAIN_RET("Hero can't learn any more skills");
  2680. if (h->type->heroClass->secSkillProbability[skill]==0)//can't learn this skill (like necromancy for most of non-necros)
  2681. COMPLAIN_RET("The hero can't learn this skill!");
  2682. if(!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_SKILL), skill))
  2683. COMPLAIN_RET("That skill is unavailable!");
  2684. if(getResource(h->tempOwner, Res::GOLD) < 2000)//TODO: remove hardcoded resource\summ?
  2685. COMPLAIN_RET("You can't afford to buy this skill");
  2686. SetResource sr;
  2687. sr.player = h->tempOwner;
  2688. sr.resid = Res::GOLD;
  2689. sr.val = getResource(h->tempOwner, Res::GOLD) - 2000;
  2690. sendAndApply(&sr);
  2691. changeSecSkill(h->id, skill, 1, true);
  2692. return true;
  2693. }
  2694. bool CGameHandler::tradeResources(const IMarket *market, ui32 val, ui8 player, ui32 id1, ui32 id2)
  2695. {
  2696. int r1 = gs->getPlayer(player)->resources[id1],
  2697. r2 = gs->getPlayer(player)->resources[id2];
  2698. vstd::amin(val, r1); //can't trade more resources than have
  2699. int b1, b2; //base quantities for trade
  2700. market->getOffer(id1, id2, b1, b2, EMarketMode::RESOURCE_RESOURCE);
  2701. int units = val / b1; //how many base quantities we trade
  2702. if(val%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  2703. {
  2704. //TODO: complain?
  2705. assert(0);
  2706. }
  2707. SetResource sr;
  2708. sr.player = player;
  2709. sr.resid = static_cast<Res::ERes>(id1);
  2710. sr.val = r1 - b1 * units;
  2711. sendAndApply(&sr);
  2712. sr.resid = static_cast<Res::ERes>(id2);
  2713. sr.val = r2 + b2 * units;
  2714. sendAndApply(&sr);
  2715. return true;
  2716. }
  2717. bool CGameHandler::sellCreatures(ui32 count, const IMarket *market, const CGHeroInstance * hero, ui32 slot, Res::ERes resourceID)
  2718. {
  2719. if(!vstd::contains(hero->Slots(), slot))
  2720. COMPLAIN_RET("Hero doesn't have any creature in that slot!");
  2721. const CStackInstance &s = hero->getStack(slot);
  2722. if( s.count < count //can't sell more creatures than have
  2723. || (hero->Slots().size() == 1 && hero->needsLastStack() && s.count == count)) //can't sell last stack
  2724. {
  2725. COMPLAIN_RET("Not enough creatures in army!");
  2726. }
  2727. int b1, b2; //base quantities for trade
  2728. market->getOffer(s.type->idNumber, resourceID, b1, b2, EMarketMode::CREATURE_RESOURCE);
  2729. int units = count / b1; //how many base quantities we trade
  2730. if(count%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  2731. {
  2732. //TODO: complain?
  2733. assert(0);
  2734. }
  2735. changeStackCount(StackLocation(hero, slot), -count);
  2736. SetResource sr;
  2737. sr.player = hero->tempOwner;
  2738. sr.resid = resourceID;
  2739. sr.val = getResource(hero->tempOwner, resourceID) + b2 * units;
  2740. sendAndApply(&sr);
  2741. return true;
  2742. }
  2743. bool CGameHandler::transformInUndead(const IMarket *market, const CGHeroInstance * hero, ui32 slot)
  2744. {
  2745. const CArmedInstance *army = NULL;
  2746. if (hero)
  2747. army = hero;
  2748. else
  2749. army = dynamic_cast<const CGTownInstance *>(market->o);
  2750. if (!army)
  2751. COMPLAIN_RET("Incorrect call to transform in undead!");
  2752. if(!army->hasStackAtSlot(slot))
  2753. COMPLAIN_RET("Army doesn't have any creature in that slot!");
  2754. const CStackInstance &s = army->getStack(slot);
  2755. int resCreature;//resulting creature - bone dragons or skeletons
  2756. if (s.hasBonusOfType(Bonus::DRAGON_NATURE))
  2757. resCreature = 68;
  2758. else
  2759. resCreature = 56;
  2760. changeStackType(StackLocation(army, slot), VLC->creh->creatures[resCreature]);
  2761. return true;
  2762. }
  2763. bool CGameHandler::sendResources(ui32 val, TPlayerColor player, Res::ERes r1, TPlayerColor r2)
  2764. {
  2765. const PlayerState *p2 = gs->getPlayer(r2, false);
  2766. if(!p2 || p2->status != PlayerState::INGAME)
  2767. {
  2768. complain("Dest player must be in game!");
  2769. return false;
  2770. }
  2771. si32 curRes1 = gs->getPlayer(player)->resources[r1], curRes2 = gs->getPlayer(r2)->resources[r1];
  2772. val = std::min(si32(val),curRes1);
  2773. SetResource sr;
  2774. sr.player = player;
  2775. sr.resid = r1;
  2776. sr.val = curRes1 - val;
  2777. sendAndApply(&sr);
  2778. sr.player = r2;
  2779. sr.val = curRes2 + val;
  2780. sendAndApply(&sr);
  2781. return true;
  2782. }
  2783. bool CGameHandler::setFormation( si32 hid, ui8 formation )
  2784. {
  2785. gs->getHero(hid)-> formation = formation;
  2786. return true;
  2787. }
  2788. bool CGameHandler::hireHero(const CGObjectInstance *obj, ui8 hid, ui8 player)
  2789. {
  2790. const PlayerState *p = gs->getPlayer(player);
  2791. const CGTownInstance *t = gs->getTown(obj->id);
  2792. //common preconditions
  2793. if( (p->resources[Res::GOLD]<2500 && complain("Not enough gold for buying hero!"))
  2794. || (getHeroCount(player, false) >= GameConstants::MAX_HEROES_PER_PLAYER && complain("Cannot hire hero, only 8 wandering heroes are allowed!")))
  2795. return false;
  2796. if(t) //tavern in town
  2797. {
  2798. if( (!t->hasBuilt(EBuilding::TAVERN) && complain("No tavern!"))
  2799. || (t->visitingHero && complain("There is visiting hero - no place!")))
  2800. return false;
  2801. }
  2802. else if(obj->ID == Obj::TAVERN)
  2803. {
  2804. if(getTile(obj->visitablePos())->visitableObjects.back() != obj && complain("Tavern entry must be unoccupied!"))
  2805. return false;
  2806. }
  2807. const CGHeroInstance *nh = p->availableHeroes[hid];
  2808. if (!nh)
  2809. {
  2810. complain ("Hero is not available for hiring!");
  2811. return false;
  2812. }
  2813. HeroRecruited hr;
  2814. hr.tid = obj->id;
  2815. hr.hid = nh->subID;
  2816. hr.player = player;
  2817. hr.tile = obj->visitablePos() + nh->getVisitableOffset();
  2818. sendAndApply(&hr);
  2819. bmap<ui32, ConstTransitivePtr<CGHeroInstance> > pool = gs->unusedHeroesFromPool();
  2820. const CGHeroInstance *theOtherHero = p->availableHeroes[!hid];
  2821. const CGHeroInstance *newHero = NULL;
  2822. if (theOtherHero) //on XXL maps all heroes can be imprisoned :(
  2823. newHero = gs->hpool.pickHeroFor(false, player, getNativeTown(player), pool, theOtherHero->type->heroClass);
  2824. SetAvailableHeroes sah;
  2825. sah.player = player;
  2826. if(newHero)
  2827. {
  2828. sah.hid[hid] = newHero->subID;
  2829. sah.army[hid].clear();
  2830. sah.army[hid].setCreature(0, newHero->type->initialArmy[0].creature, 1);
  2831. }
  2832. else
  2833. sah.hid[hid] = -1;
  2834. sah.hid[!hid] = theOtherHero ? theOtherHero->subID : -1;
  2835. sendAndApply(&sah);
  2836. SetResource sr;
  2837. sr.player = player;
  2838. sr.resid = Res::GOLD;
  2839. sr.val = p->resources[Res::GOLD] - 2500;
  2840. sendAndApply(&sr);
  2841. if(t)
  2842. {
  2843. vistiCastleObjects (t, nh);
  2844. giveSpells (t,nh);
  2845. }
  2846. return true;
  2847. }
  2848. bool CGameHandler::queryReply(ui32 qid, ui32 answer, ui8 player)
  2849. {
  2850. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  2851. states.removeQuery(player, qid);
  2852. if(vstd::contains(callbacks,qid))
  2853. {
  2854. CFunctionList<void(ui32)> callb = callbacks[qid];
  2855. callbacks.erase(qid);
  2856. if(callb)
  2857. callb(answer);
  2858. }
  2859. else
  2860. {
  2861. complain("Unknown query reply!");
  2862. return false;
  2863. }
  2864. return true;
  2865. }
  2866. static EndAction end_action;
  2867. bool CGameHandler::makeBattleAction( BattleAction &ba )
  2868. {
  2869. tlog1 << "\tMaking action of type " << ba.actionType << std::endl;
  2870. bool ok = true;
  2871. const CStack *stack = battleGetStackByID(ba.stackNumber); //may be nullptr if action is not about stack
  2872. const bool isAboutActiveStack = stack && (stack == battleActiveStack());
  2873. switch(ba.actionType)
  2874. {
  2875. case Battle::WALK: //walk
  2876. case Battle::DEFEND: //defend
  2877. case Battle::WAIT: //wait
  2878. case Battle::WALK_AND_ATTACK: //walk or attack
  2879. case Battle::SHOOT: //shoot
  2880. case Battle::CATAPULT: //catapult
  2881. case Battle::STACK_HEAL: //healing with First Aid Tent
  2882. case Battle::DAEMON_SUMMONING:
  2883. case Battle::MONSTER_SPELL:
  2884. if(!stack)
  2885. {
  2886. complain("No such stack!");
  2887. return false;
  2888. }
  2889. if(!stack->alive())
  2890. {
  2891. complain("This stack is dead: " + stack->nodeName());
  2892. return false;
  2893. }
  2894. if(battleTacticDist())
  2895. {
  2896. if(stack && !stack->attackerOwned != battleGetTacticsSide())
  2897. {
  2898. complain("This is not a stack of side that has tactics!");
  2899. return false;
  2900. }
  2901. }
  2902. else if(!isAboutActiveStack)
  2903. {
  2904. complain("Action has to be about active stack!");
  2905. return false;
  2906. }
  2907. }
  2908. switch(ba.actionType)
  2909. {
  2910. case Battle::END_TACTIC_PHASE: //wait
  2911. case Battle::BAD_MORALE:
  2912. case Battle::NO_ACTION:
  2913. {
  2914. StartAction start_action(ba);
  2915. sendAndApply(&start_action);
  2916. sendAndApply(&end_action);
  2917. break;
  2918. }
  2919. case Battle::WALK:
  2920. {
  2921. StartAction start_action(ba);
  2922. sendAndApply(&start_action); //start movement
  2923. int walkedTiles = moveStack(ba.stackNumber,ba.destinationTile); //move
  2924. if(!walkedTiles)
  2925. complain("Stack failed movement!");
  2926. sendAndApply(&end_action);
  2927. break;
  2928. }
  2929. case Battle::DEFEND:
  2930. {
  2931. //defensive stance //TODO: remove this bonus when stack becomes active
  2932. SetStackEffect sse;
  2933. sse.effect.push_back( Bonus(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, 20, -1, PrimarySkill::DEFENSE, Bonus::PERCENT_TO_ALL) );
  2934. sse.effect.push_back( Bonus(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, gs->curB->stacks[ba.stackNumber]->valOfBonuses(Bonus::DEFENSIVE_STANCE),
  2935. -1, PrimarySkill::DEFENSE, Bonus::ADDITIVE_VALUE));
  2936. sse.stacks.push_back(ba.stackNumber);
  2937. sendAndApply(&sse);
  2938. //don't break - we share code with next case
  2939. }
  2940. case Battle::WAIT:
  2941. {
  2942. StartAction start_action(ba);
  2943. sendAndApply(&start_action);
  2944. sendAndApply(&end_action);
  2945. break;
  2946. }
  2947. case Battle::RETREAT: //retreat/flee
  2948. {
  2949. if(!gs->curB->battleCanFlee(gs->curB->sides[ba.side]))
  2950. complain("Cannot retreat!");
  2951. else
  2952. setBattleResult(BattleResult::ESCAPE, !ba.side); //surrendering side loses
  2953. break;
  2954. }
  2955. case Battle::SURRENDER:
  2956. {
  2957. int player = gs->curB->sides[ba.side];
  2958. int cost = gs->curB->battleGetSurrenderCost(player);
  2959. if(cost < 0)
  2960. complain("Cannot surrender!");
  2961. else if(getResource(player, Res::GOLD) < cost)
  2962. complain("Not enough gold to surrender!");
  2963. else
  2964. {
  2965. giveResource(player, Res::GOLD, -cost);
  2966. setBattleResult(BattleResult::SURRENDER, !ba.side); //surrendering side loses
  2967. }
  2968. break;
  2969. }
  2970. break;
  2971. case Battle::WALK_AND_ATTACK: //walk or attack
  2972. {
  2973. StartAction start_action(ba);
  2974. sendAndApply(&start_action); //start movement and attack
  2975. const CStack *stackAtEnd = gs->curB->battleGetStackByPos(ba.additionalInfo);
  2976. if(!stack || !stackAtEnd)
  2977. {
  2978. sendAndApply(&end_action);
  2979. break;
  2980. }
  2981. BattleHex startingPos = stack->position;
  2982. int distance = moveStack(ba.stackNumber, ba.destinationTile);
  2983. tlog5 << stack->nodeName() << " will attack " << stackAtEnd->nodeName() << std::endl;
  2984. if(stack->position != ba.destinationTile //we wasn't able to reach destination tile
  2985. && !(stack->doubleWide()
  2986. && ( stack->position == ba.destinationTile + (stack->attackerOwned ? +1 : -1 ) )
  2987. ) //nor occupy specified hex
  2988. )
  2989. {
  2990. std::string problem = "We cannot move this stack to its destination " + stack->getCreature()->namePl;
  2991. tlog3 << problem << std::endl;
  2992. complain(problem);
  2993. ok = false;
  2994. sendAndApply(&end_action);
  2995. break;
  2996. }
  2997. if(stackAtEnd && stack->ID == stackAtEnd->ID) //we should just move, it will be handled by following check
  2998. {
  2999. stackAtEnd = NULL;
  3000. }
  3001. if(!stackAtEnd)
  3002. {
  3003. complain(boost::str(boost::format("walk and attack error: no stack at additionalInfo tile (%d)!\n") % ba.additionalInfo));
  3004. ok = false;
  3005. sendAndApply(&end_action);
  3006. break;
  3007. }
  3008. if( !CStack::isMeleeAttackPossible(stack, stackAtEnd) )
  3009. {
  3010. complain("Attack cannot be performed!");
  3011. sendAndApply(&end_action);
  3012. ok = false;
  3013. break;
  3014. }
  3015. //attack
  3016. if(stack->alive()) //move can cause death, eg. by walking into the moat
  3017. {
  3018. BattleAttack bat;
  3019. prepareAttack(bat, stack, stackAtEnd, distance, ba.additionalInfo);
  3020. handleAttackBeforeCasting(bat); //only before first attack
  3021. sendAndApply(&bat);
  3022. handleAfterAttackCasting(bat);
  3023. }
  3024. //counterattack
  3025. if(!stack->hasBonusOfType(Bonus::BLOCKS_RETALIATION)
  3026. && stackAtEnd->ableToRetaliate()
  3027. && stack->alive()) //attacker may have died (fire shield)
  3028. {
  3029. BattleAttack bat;
  3030. prepareAttack(bat, stackAtEnd, stack, 0, stack->position);
  3031. bat.flags |= BattleAttack::COUNTER;
  3032. sendAndApply(&bat);
  3033. handleAfterAttackCasting(bat);
  3034. }
  3035. //second attack
  3036. if(stack //FIXME: clones tend to disapear during actions
  3037. && stack->valOfBonuses(Bonus::ADDITIONAL_ATTACK) > 0
  3038. && !stack->hasBonusOfType(Bonus::SHOOTER)
  3039. && stack->alive()
  3040. && stackAtEnd->alive() )
  3041. {
  3042. BattleAttack bat;
  3043. prepareAttack(bat, stack, stackAtEnd, 0, ba.additionalInfo);
  3044. sendAndApply(&bat);
  3045. handleAfterAttackCasting(bat);
  3046. }
  3047. //return
  3048. if(stack->hasBonusOfType(Bonus::RETURN_AFTER_STRIKE) && startingPos != stack->position && stack->alive())
  3049. {
  3050. moveStack(ba.stackNumber, startingPos);
  3051. //NOTE: curStack->ID == ba.stackNumber (rev 1431)
  3052. }
  3053. sendAndApply(&end_action);
  3054. break;
  3055. }
  3056. case Battle::SHOOT:
  3057. {
  3058. const CStack *destStack= gs->curB->battleGetStackByPos(ba.destinationTile);
  3059. if( !gs->curB->battleCanShoot(stack, ba.destinationTile) )
  3060. {
  3061. complain("Cannot shoot!");
  3062. break;
  3063. }
  3064. StartAction start_action(ba);
  3065. sendAndApply(&start_action); //start shooting
  3066. {
  3067. BattleAttack bat;
  3068. bat.flags |= BattleAttack::SHOT;
  3069. prepareAttack(bat, stack, destStack, 0, ba.destinationTile);
  3070. handleAttackBeforeCasting(bat);
  3071. sendAndApply(&bat);
  3072. handleAfterAttackCasting(bat);
  3073. }
  3074. //ballista & artillery handling
  3075. if(destStack->alive() && stack->getCreature()->idNumber == 146)
  3076. {
  3077. BattleAttack bat2;
  3078. bat2.flags |= BattleAttack::SHOT;
  3079. prepareAttack(bat2, stack, destStack, 0, ba.destinationTile);
  3080. sendAndApply(&bat2);
  3081. }
  3082. //TODO: allow more than one additional attack
  3083. if(stack->valOfBonuses(Bonus::ADDITIONAL_ATTACK) > 0 //if unit shots twice let's make another shot
  3084. && stack->alive()
  3085. && destStack->alive()
  3086. && stack->shots
  3087. )
  3088. {
  3089. BattleAttack bat;
  3090. bat.flags |= BattleAttack::SHOT;
  3091. prepareAttack(bat, stack, destStack, 0, ba.destinationTile);
  3092. sendAndApply(&bat);
  3093. handleAfterAttackCasting(bat);
  3094. }
  3095. sendAndApply(&end_action);
  3096. break;
  3097. }
  3098. case Battle::CATAPULT:
  3099. {
  3100. StartAction start_action(ba);
  3101. sendAndApply(&start_action);
  3102. const CGHeroInstance * attackingHero = gs->curB->heroes[ba.side];
  3103. CHeroHandler::SBallisticsLevelInfo sbi = VLC->heroh->ballistics[attackingHero->getSecSkillLevel(SecondarySkill::BALLISTICS)];
  3104. int attackedPart = gs->curB->battleHexToWallPart(ba.destinationTile);
  3105. if(attackedPart < 0)
  3106. {
  3107. complain("catapult tried to attack non-catapultable hex!");
  3108. break;
  3109. }
  3110. int wallInitHP = gs->curB->si.wallState[attackedPart];
  3111. int dmgAlreadyDealt = 0; //in successive iterations damage is dealt but not yet subtracted from wall's HPs
  3112. for(int g=0; g<sbi.shots; ++g)
  3113. {
  3114. if(wallInitHP + dmgAlreadyDealt == 3) //it's not destroyed
  3115. continue;
  3116. CatapultAttack ca; //package for clients
  3117. std::pair< std::pair< ui8, si16 >, ui8> attack; //<< attackedPart , destination tile >, damageDealt >
  3118. attack.first.first = attackedPart;
  3119. attack.first.second = ba.destinationTile;
  3120. attack.second = 0;
  3121. int chanceForHit = 0;
  3122. int dmgChance[] = { sbi.noDmg, sbi.oneDmg, sbi.twoDmg }; //dmgChance[i] - chance for doing i dmg when hit is successful
  3123. switch(attackedPart)
  3124. {
  3125. case 0: //keep
  3126. chanceForHit = sbi.keep;
  3127. break;
  3128. case 1: //bottom tower
  3129. case 6: //upper tower
  3130. chanceForHit = sbi.tower;
  3131. break;
  3132. case 2: //bottom wall
  3133. case 3: //below gate
  3134. case 4: //over gate
  3135. case 5: //upper wall
  3136. chanceForHit = sbi.wall;
  3137. break;
  3138. case 7: //gate
  3139. chanceForHit = sbi.gate;
  3140. break;
  3141. }
  3142. if(rand()%100 <= chanceForHit) //hit is successful
  3143. {
  3144. int dmgRand = rand()%100;
  3145. //accumulating dmgChance
  3146. dmgChance[1] += dmgChance[0];
  3147. dmgChance[2] += dmgChance[1];
  3148. //calculating dealt damage
  3149. for(int v = 0; v < ARRAY_COUNT(dmgChance); ++v)
  3150. {
  3151. if(dmgRand <= dmgChance[v])
  3152. {
  3153. attack.second = std::min(3 - dmgAlreadyDealt - wallInitHP, v);
  3154. dmgAlreadyDealt += attack.second;
  3155. break;
  3156. }
  3157. }
  3158. //removing creatures in turrets / keep if one is destroyed
  3159. if(attack.second > 0 && (attackedPart == 0 || attackedPart == 1 || attackedPart == 6))
  3160. {
  3161. int posRemove = -1;
  3162. switch(attackedPart)
  3163. {
  3164. case 0: //keep
  3165. posRemove = -2;
  3166. break;
  3167. case 1: //bottom tower
  3168. posRemove = -3;
  3169. break;
  3170. case 6: //upper tower
  3171. posRemove = -4;
  3172. break;
  3173. }
  3174. BattleStacksRemoved bsr;
  3175. for(int g=0; g<gs->curB->stacks.size(); ++g)
  3176. {
  3177. if(gs->curB->stacks[g]->position == posRemove)
  3178. {
  3179. bsr.stackIDs.insert( gs->curB->stacks[g]->ID );
  3180. break;
  3181. }
  3182. }
  3183. sendAndApply(&bsr);
  3184. }
  3185. }
  3186. ca.attacker = ba.stackNumber;
  3187. ca.attackedParts.insert(attack);
  3188. sendAndApply(&ca);
  3189. }
  3190. sendAndApply(&end_action);
  3191. break;
  3192. }
  3193. case Battle::STACK_HEAL: //healing with First Aid Tent
  3194. {
  3195. StartAction start_action(ba);
  3196. sendAndApply(&start_action);
  3197. const CGHeroInstance * attackingHero = gs->curB->heroes[ba.side];
  3198. const CStack *healer = gs->curB->battleGetStackByID(ba.stackNumber),
  3199. *destStack = gs->curB->battleGetStackByPos(ba.destinationTile);
  3200. if(healer == NULL || destStack == NULL || !healer->hasBonusOfType(Bonus::HEALER))
  3201. {
  3202. complain("There is either no healer, no destination, or healer cannot heal :P");
  3203. }
  3204. int maxHealable = destStack->MaxHealth() - destStack->firstHPleft;
  3205. int maxiumHeal = healer->count * std::max(10, attackingHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::FIRST_AID));
  3206. int healed = std::min(maxHealable, maxiumHeal);
  3207. if(healed == 0)
  3208. {
  3209. //nothing to heal.. should we complain?
  3210. }
  3211. else
  3212. {
  3213. StacksHealedOrResurrected shr;
  3214. shr.lifeDrain = (ui8)false;
  3215. shr.tentHealing = (ui8)true;
  3216. shr.drainedFrom = ba.stackNumber;
  3217. StacksHealedOrResurrected::HealInfo hi;
  3218. hi.healedHP = healed;
  3219. hi.lowLevelResurrection = 0;
  3220. hi.stackID = destStack->ID;
  3221. shr.healedStacks.push_back(hi);
  3222. sendAndApply(&shr);
  3223. }
  3224. sendAndApply(&end_action);
  3225. break;
  3226. }
  3227. case Battle::DAEMON_SUMMONING:
  3228. //TODO: From Strategija:
  3229. //Summon Demon is a level 2 spell.
  3230. {
  3231. StartAction start_action(ba);
  3232. sendAndApply(&start_action);
  3233. const CStack *summoner = gs->curB->battleGetStackByID(ba.stackNumber),
  3234. *destStack = gs->curB->battleGetStackByPos(ba.destinationTile, false);
  3235. BattleStackAdded bsa;
  3236. bsa.attacker = summoner->attackerOwned;
  3237. bsa.creID = summoner->getBonusLocalFirst(Selector::type(Bonus::DAEMON_SUMMONING))->subtype; //in case summoner can summon more than one type of monsters... scream!
  3238. ui64 risedHp = summoner->count * summoner->valOfBonuses(Bonus::DAEMON_SUMMONING, bsa.creID);
  3239. bsa.amount = std::min ((ui32)(risedHp / VLC->creh->creatures[bsa.creID]->MaxHealth()), destStack->baseAmount);
  3240. bsa.pos = gs->curB->getAvaliableHex(bsa.creID, bsa.attacker, destStack->position);
  3241. bsa.summoned = false;
  3242. if (bsa.amount) //there's rare possibility single creature cannot rise desired type
  3243. {
  3244. BattleStacksRemoved bsr; //remove body
  3245. bsr.stackIDs.insert(destStack->ID);
  3246. sendAndApply(&bsr);
  3247. sendAndApply(&bsa);
  3248. BattleSetStackProperty ssp;
  3249. ssp.stackID = ba.stackNumber;
  3250. ssp.which = BattleSetStackProperty::CASTS; //reduce number of casts
  3251. ssp.val = -1;
  3252. ssp.absolute = false;
  3253. sendAndApply(&ssp);
  3254. }
  3255. sendAndApply(&end_action);
  3256. break;
  3257. }
  3258. case Battle::MONSTER_SPELL:
  3259. {
  3260. StartAction start_action(ba);
  3261. sendAndApply(&start_action);
  3262. const CStack * stack = gs->curB->battleGetStackByID(ba.stackNumber);
  3263. int spellID = ba.additionalInfo;
  3264. BattleHex destination(ba.destinationTile);
  3265. const Bonus *randSpellcaster = stack->getBonusLocalFirst(Selector::type(Bonus::RANDOM_SPELLCASTER));
  3266. const Bonus * spellcaster = stack->getBonusLocalFirst(Selector::typeSubtype(Bonus::SPELLCASTER, spellID));
  3267. //TODO special bonus for genies ability
  3268. if(randSpellcaster && battleGetRandomStackSpell(stack, CBattleInfoCallback::RANDOM_AIMED) < 0)
  3269. spellID = battleGetRandomStackSpell(stack, CBattleInfoCallback::RANDOM_GENIE);
  3270. if(spellID < 0)
  3271. complain("That stack can't cast spells!");
  3272. else
  3273. {
  3274. int spellLvl = 0;
  3275. if (spellcaster)
  3276. vstd::amax(spellLvl, spellcaster->val);
  3277. if (randSpellcaster)
  3278. vstd::amax(spellLvl, randSpellcaster->val);
  3279. vstd::amin (spellLvl, 3);
  3280. int casterSide = gs->curB->whatSide(stack->owner);
  3281. const CGHeroInstance * secHero = gs->curB->getHero(gs->curB->theOtherPlayer(stack->owner));
  3282. handleSpellCasting(spellID, spellLvl, destination, casterSide, stack->owner, NULL, secHero, 0, ECastingMode::CREATURE_ACTIVE_CASTING, stack);
  3283. }
  3284. sendAndApply(&end_action);
  3285. break;
  3286. }
  3287. }
  3288. if(ba.stackNumber == gs->curB->activeStack || battleResult.get()) //active stack has moved or battle has finished
  3289. battleMadeAction.setn(true);
  3290. return ok;
  3291. }
  3292. void CGameHandler::playerMessage( TPlayerColor player, const std::string &message )
  3293. {
  3294. bool cheated=true;
  3295. PlayerMessage temp_message(player,message);
  3296. sendAndApply(&temp_message);
  3297. if(message == "vcmiistari") //give all spells and 999 mana
  3298. {
  3299. SetMana sm;
  3300. ChangeSpells cs;
  3301. CGHeroInstance *h = gs->getHero(gs->getPlayer(player)->currentSelection);
  3302. if(!h && complain("Cannot realize cheat, no hero selected!")) return;
  3303. sm.hid = cs.hid = h->id;
  3304. //give all spells
  3305. cs.learn = 1;
  3306. for(int i=0;i<VLC->spellh->spells.size();i++)
  3307. {
  3308. if(!VLC->spellh->spells[i]->creatureAbility)
  3309. cs.spells.insert(i);
  3310. }
  3311. //give mana
  3312. sm.val = 999;
  3313. if(!h->hasSpellbook()) //hero doesn't have spellbook
  3314. giveHeroNewArtifact(h, VLC->arth->artifacts[0], ArtifactPosition::SPELLBOOK); //give spellbook
  3315. sendAndApply(&cs);
  3316. sendAndApply(&sm);
  3317. }
  3318. else if (message == "vcmiarmenelos") //build all buildings in selected town
  3319. {
  3320. CGTownInstance *town = gs->getTown(gs->getPlayer(player)->currentSelection);
  3321. if (town)
  3322. {
  3323. BOOST_FOREACH (auto & build, town->town->buildings)
  3324. {
  3325. if (!town->hasBuilt(build.first) && !build.second->Name().empty())
  3326. {
  3327. buildStructure(town->id, build.first, true);
  3328. }
  3329. }
  3330. }
  3331. }
  3332. else if(message == "vcmiainur") //gives 5 archangels into each slot
  3333. {
  3334. CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
  3335. const CCreature *archangel = VLC->creh->creatures[13];
  3336. if(!hero) return;
  3337. for(int i = 0; i < GameConstants::ARMY_SIZE; i++)
  3338. if(!hero->hasStackAtSlot(i))
  3339. insertNewStack(StackLocation(hero, i), archangel, 5);
  3340. }
  3341. else if(message == "vcmiangband") //gives 10 black knight into each slot
  3342. {
  3343. CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
  3344. const CCreature *blackKnight = VLC->creh->creatures[66];
  3345. if(!hero) return;
  3346. for(int i = 0; i < GameConstants::ARMY_SIZE; i++)
  3347. if(!hero->hasStackAtSlot(i))
  3348. insertNewStack(StackLocation(hero, i), blackKnight, 10);
  3349. }
  3350. else if(message == "vcminoldor") //all war machines
  3351. {
  3352. CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
  3353. if(!hero) return;
  3354. if(!hero->getArt(ArtifactPosition::MACH1))
  3355. giveHeroNewArtifact(hero, VLC->arth->artifacts[4], ArtifactPosition::MACH1);
  3356. if(!hero->getArt(ArtifactPosition::MACH2))
  3357. giveHeroNewArtifact(hero, VLC->arth->artifacts[5], ArtifactPosition::MACH2);
  3358. if(!hero->getArt(ArtifactPosition::MACH3))
  3359. giveHeroNewArtifact(hero, VLC->arth->artifacts[6], ArtifactPosition::MACH3);
  3360. }
  3361. else if(message == "vcminahar") //1000000 movement points
  3362. {
  3363. CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
  3364. if(!hero) return;
  3365. SetMovePoints smp;
  3366. smp.hid = hero->id;
  3367. smp.val = 1000000;
  3368. sendAndApply(&smp);
  3369. }
  3370. else if(message == "vcmiformenos") //give resources
  3371. {
  3372. SetResources sr;
  3373. sr.player = player;
  3374. sr.res = gs->getPlayer(player)->resources;
  3375. for(int i=0;i<Res::GOLD;i++)
  3376. sr.res[i] += 100;
  3377. sr.res[Res::GOLD] += 100000; //100k
  3378. sendAndApply(&sr);
  3379. }
  3380. else if(message == "vcmieagles") //reveal FoW
  3381. {
  3382. FoWChange fc;
  3383. fc.mode = 1;
  3384. fc.player = player;
  3385. int3 * hlp_tab = new int3[gs->map->width * gs->map->height * (gs->map->twoLevel ? 2 : 1)];
  3386. int lastUnc = 0;
  3387. for(int i=0;i<gs->map->width;i++)
  3388. for(int j=0;j<gs->map->height;j++)
  3389. for(int k = 0; k < (gs->map->twoLevel ? 2 : 1); k++)
  3390. if(!gs->getPlayerTeam(fc.player)->fogOfWarMap[i][j][k])
  3391. hlp_tab[lastUnc++] = int3(i,j,k);
  3392. fc.tiles.insert(hlp_tab, hlp_tab + lastUnc);
  3393. delete [] hlp_tab;
  3394. sendAndApply(&fc);
  3395. }
  3396. else if(message == "vcmiglorfindel") //selected hero gains a new level
  3397. {
  3398. CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
  3399. changePrimSkill(hero->id, PrimarySkill::EXPERIENCE, VLC->heroh->reqExp(hero->level+1) - VLC->heroh->reqExp(hero->level));
  3400. }
  3401. else if(message == "vcmisilmaril") //player wins
  3402. {
  3403. gs->getPlayer(player)->enteredWinningCheatCode = 1;
  3404. }
  3405. else if(message == "vcmimelkor") //player looses
  3406. {
  3407. gs->getPlayer(player)->enteredLosingCheatCode = 1;
  3408. }
  3409. else if (message == "vcmiforgeofnoldorking") //hero gets all artifacts except war machines, spell scrolls and spell book
  3410. {
  3411. CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
  3412. if(!hero) return;
  3413. for (int g=7; g<=140; ++g)
  3414. giveHeroNewArtifact(hero, VLC->arth->artifacts[g], ArtifactPosition::PRE_FIRST);
  3415. }
  3416. else
  3417. cheated = false;
  3418. if(cheated)
  3419. {
  3420. SystemMessage temp_message(VLC->generaltexth->allTexts[260]);
  3421. sendAndApply(&temp_message);
  3422. checkLossVictory(player);//Player enter win code or got required art\creature
  3423. }
  3424. }
  3425. void CGameHandler::handleSpellCasting( int spellID, int spellLvl, BattleHex destination, ui8 casterSide, TPlayerColor casterColor, const CGHeroInstance * caster, const CGHeroInstance * secHero,
  3426. int usedSpellPower, ECastingMode::ECastingMode mode, const CStack * stack, si32 selectedStack)
  3427. {
  3428. const CSpell *spell = VLC->spellh->spells[spellID];
  3429. //Helper local function that creates obstacle on given position. Obstacle type is inferred from spell type.
  3430. //It creates, sends and applies needed package.
  3431. auto placeObstacle = [&](BattleHex pos)
  3432. {
  3433. static int obstacleIdToGive = gs->curB->obstacles.size()
  3434. ? (gs->curB->obstacles.back()->uniqueID+1)
  3435. : 0;
  3436. auto obstacle = make_shared<SpellCreatedObstacle>();
  3437. switch(spellID) // :/
  3438. {
  3439. case Spells::QUICKSAND:
  3440. obstacle->obstacleType = CObstacleInstance::QUICKSAND;
  3441. obstacle->turnsRemaining = -1;
  3442. obstacle->visibleForAnotherSide = false;
  3443. break;
  3444. case Spells::LAND_MINE:
  3445. obstacle->obstacleType = CObstacleInstance::LAND_MINE;
  3446. obstacle->turnsRemaining = -1;
  3447. obstacle->visibleForAnotherSide = false;
  3448. break;
  3449. case Spells::FIRE_WALL:
  3450. obstacle->obstacleType = CObstacleInstance::FIRE_WALL;
  3451. obstacle->turnsRemaining = 2;
  3452. obstacle->visibleForAnotherSide = true;
  3453. break;
  3454. case Spells::FORCE_FIELD:
  3455. obstacle->obstacleType = CObstacleInstance::FORCE_FIELD;
  3456. obstacle->turnsRemaining = 2;
  3457. obstacle->visibleForAnotherSide = true;
  3458. break;
  3459. default:
  3460. //this function cannot be used with spells that do not create obstacles
  3461. assert(0);
  3462. }
  3463. obstacle->pos = pos;
  3464. obstacle->casterSide = casterSide;
  3465. obstacle->ID = spellID;
  3466. obstacle->spellLevel = spellLvl;
  3467. obstacle->casterSpellPower = usedSpellPower;
  3468. obstacle->uniqueID = obstacleIdToGive++;
  3469. BattleObstaclePlaced bop;
  3470. bop.obstacle = obstacle;
  3471. sendAndApply(&bop);
  3472. };
  3473. BattleSpellCast sc;
  3474. sc.side = casterSide;
  3475. sc.id = spellID;
  3476. sc.skill = spellLvl;
  3477. sc.tile = destination;
  3478. sc.dmgToDisplay = 0;
  3479. sc.castedByHero = (bool)caster;
  3480. sc.attackerType = (stack ? stack->type->idNumber : -1);
  3481. sc.manaGained = 0;
  3482. sc.spellCost = 0;
  3483. if (caster) //calculate spell cost
  3484. {
  3485. sc.spellCost = gs->curB->battleGetSpellCost(VLC->spellh->spells[spellID], caster);
  3486. if (secHero && mode == ECastingMode::HERO_CASTING) //handle mana channel
  3487. {
  3488. int manaChannel = 0;
  3489. BOOST_FOREACH(CStack * stack, gs->curB->stacks) //TODO: shouldn't bonus system handle it somehow?
  3490. {
  3491. if (stack->owner == secHero->tempOwner)
  3492. {
  3493. vstd::amax(manaChannel, stack->valOfBonuses(Bonus::MANA_CHANNELING));
  3494. }
  3495. }
  3496. sc.manaGained = (manaChannel * sc.spellCost) / 100;
  3497. }
  3498. }
  3499. //calculating affected creatures for all spells
  3500. std::set<const CStack*> attackedCres;
  3501. if (mode != ECastingMode::ENCHANTER_CASTING)
  3502. {
  3503. attackedCres = gs->curB->getAffectedCreatures(spell, spellLvl, casterColor, destination);
  3504. for(std::set<const CStack*>::const_iterator it = attackedCres.begin(); it != attackedCres.end(); ++it)
  3505. {
  3506. sc.affectedCres.insert((*it)->ID);
  3507. }
  3508. }
  3509. else //enchanter - hit all possible stacks
  3510. {
  3511. BOOST_FOREACH (const CStack * stack, gs->curB->stacks)
  3512. {
  3513. /*if it's non negative spell and our unit or non positive spell and hostile unit */
  3514. if((!spell->isNegative() && stack->owner == casterColor)
  3515. || (!spell->isPositive() && stack->owner != casterColor))
  3516. {
  3517. if(stack->isValidTarget()) //TODO: allow dead targets somewhere in the future
  3518. {
  3519. attackedCres.insert(stack);
  3520. }
  3521. }
  3522. }
  3523. }
  3524. //checking if creatures resist
  3525. sc.resisted = gs->curB->calculateResistedStacks(spell, caster, secHero, attackedCres, casterColor, mode, usedSpellPower, spellLvl);
  3526. //calculating dmg to display
  3527. for(std::set<const CStack*>::iterator it = attackedCres.begin(); it != attackedCres.end(); ++it)
  3528. {
  3529. if(vstd::contains(sc.resisted, (*it)->ID)) //this creature resisted the spell
  3530. continue;
  3531. sc.dmgToDisplay += gs->curB->calculateSpellDmg(spell, caster, *it, spellLvl, usedSpellPower);
  3532. }
  3533. if (spellID == Spells::DEATH_STARE || spellID == Spells::ACID_BREATH_DAMAGE)
  3534. {
  3535. sc.dmgToDisplay = usedSpellPower;
  3536. if (spellID == Spells::DEATH_STARE)
  3537. vstd::amin(sc.dmgToDisplay, (*attackedCres.begin())->count); //stack is already reduced after attack
  3538. }
  3539. StacksInjured si;
  3540. //applying effects
  3541. if (spell->isOffensiveSpell())
  3542. {
  3543. int spellDamage = 0;
  3544. if (stack && mode != ECastingMode::MAGIC_MIRROR)
  3545. {
  3546. int unitSpellPower = stack->valOfBonuses(Bonus::SPECIFIC_SPELL_POWER, spellID);
  3547. if (unitSpellPower)
  3548. sc.dmgToDisplay = spellDamage = stack->count * unitSpellPower; //TODO: handle immunities
  3549. else //Faerie Dragon
  3550. {
  3551. usedSpellPower = stack->valOfBonuses(Bonus::CREATURE_SPELL_POWER) * stack->count / 100;
  3552. sc.dmgToDisplay = 0;
  3553. }
  3554. }
  3555. int chainLightningModifier = 0;
  3556. for(auto it = attackedCres.begin(); it != attackedCres.end(); ++it)
  3557. {
  3558. if(vstd::contains(sc.resisted, (*it)->ID)) //this creature resisted the spell
  3559. continue;
  3560. BattleStackAttacked bsa;
  3561. if ((destination > -1 && (*it)->coversPos(destination)) || (spell->range[spellLvl] == "X" || mode == ECastingMode::ENCHANTER_CASTING))
  3562. //display effect only upon primary target of area spell
  3563. {
  3564. bsa.flags |= BattleStackAttacked::EFFECT;
  3565. bsa.effect = spell->mainEffectAnim;
  3566. }
  3567. if (spellDamage)
  3568. bsa.damageAmount = spellDamage >> chainLightningModifier;
  3569. else
  3570. {
  3571. bsa.damageAmount = gs->curB->calculateSpellDmg(spell, caster, *it, spellLvl, usedSpellPower) >> chainLightningModifier;
  3572. sc.dmgToDisplay += bsa.damageAmount;
  3573. }
  3574. bsa.stackAttacked = (*it)->ID;
  3575. if (mode == ECastingMode::ENCHANTER_CASTING) //multiple damage spells cast
  3576. bsa.attackerID = stack->ID;
  3577. else
  3578. bsa.attackerID = -1;
  3579. (*it)->prepareAttacked(bsa);
  3580. si.stacks.push_back(bsa);
  3581. if (spellID == Spells::CHAIN_LIGHTNING)
  3582. ++chainLightningModifier;
  3583. }
  3584. }
  3585. else if (spell->hasEffects())
  3586. {
  3587. int stackSpellPower = 0;
  3588. if (stack && mode != ECastingMode::MAGIC_MIRROR)
  3589. {
  3590. stackSpellPower = stack->valOfBonuses(Bonus::CREATURE_ENCHANT_POWER);
  3591. }
  3592. SetStackEffect sse;
  3593. Bonus pseudoBonus;
  3594. pseudoBonus.sid = spellID;
  3595. pseudoBonus.val = spellLvl;
  3596. pseudoBonus.turnsRemain = gs->curB->calculateSpellDuration(spell, caster, stackSpellPower ? stackSpellPower : usedSpellPower);
  3597. CStack::stackEffectToFeature(sse.effect, pseudoBonus);
  3598. if (spellID == Spells::SHIELD || spellID == Spells::AIR_SHIELD)
  3599. {
  3600. sse.effect.back().val = (100 - sse.effect.back().val); //fix to original config: shiled should display damage reduction
  3601. }
  3602. if (spellID == Spells::BIND && stack)//bind
  3603. {
  3604. sse.effect.back().additionalInfo = stack->ID; //we need to know who casted Bind
  3605. }
  3606. const Bonus * bonus = NULL;
  3607. if (caster)
  3608. bonus = caster->getBonusLocalFirst(Selector::typeSubtype(Bonus::SPECIAL_PECULIAR_ENCHANT, spellID));
  3609. //TODO does hero specialty should affects his stack casting spells?
  3610. si32 power = 0;
  3611. BOOST_FOREACH(const CStack *affected, attackedCres)
  3612. {
  3613. if(vstd::contains(sc.resisted, affected->ID)) //this creature resisted the spell
  3614. continue;
  3615. sse.stacks.push_back(affected->ID);
  3616. //Apply hero specials - peculiar enchants
  3617. const ui8 tier = std::max((ui8)1, affected->getCreature()->level); //don't divide by 0 for certain creatures (commanders, war machines)
  3618. if (bonus)
  3619. {
  3620. switch(bonus->additionalInfo)
  3621. {
  3622. case 0: //normal
  3623. {
  3624. switch(tier)
  3625. {
  3626. case 1: case 2:
  3627. power = 3;
  3628. break;
  3629. case 3: case 4:
  3630. power = 2;
  3631. break;
  3632. case 5: case 6:
  3633. power = 1;
  3634. break;
  3635. }
  3636. Bonus specialBonus(sse.effect.back());
  3637. specialBonus.val = power; //it doesn't necessarily make sense for some spells, use it wisely
  3638. sse.uniqueBonuses.push_back (std::pair<ui32,Bonus> (affected->ID, specialBonus)); //additional premy to given effect
  3639. }
  3640. break;
  3641. case 1: //only Coronius as yet
  3642. {
  3643. power = std::max(5 - tier, 0);
  3644. Bonus specialBonus = CStack::featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK, power, pseudoBonus.turnsRemain);
  3645. specialBonus.sid = spellID;
  3646. sse.uniqueBonuses.push_back (std::pair<ui32,Bonus> (affected->ID, specialBonus)); //additional attack to Slayer effect
  3647. }
  3648. break;
  3649. }
  3650. }
  3651. if (caster && caster->hasBonusOfType(Bonus::SPECIAL_BLESS_DAMAGE, spellID)) //TODO: better handling of bonus percentages
  3652. {
  3653. int damagePercent = caster->level * caster->valOfBonuses(Bonus::SPECIAL_BLESS_DAMAGE, spellID) / tier;
  3654. Bonus specialBonus = CStack::featureGenerator(Bonus::CREATURE_DAMAGE, 0, damagePercent, pseudoBonus.turnsRemain);
  3655. specialBonus.valType = Bonus::PERCENT_TO_ALL;
  3656. specialBonus.sid = spellID;
  3657. sse.uniqueBonuses.push_back (std::pair<ui32,Bonus> (affected->ID, specialBonus));
  3658. }
  3659. }
  3660. if(!sse.stacks.empty())
  3661. sendAndApply(&sse);
  3662. }
  3663. else if (spell->isRisingSpell() || spell->id == Spells::CURE)
  3664. {
  3665. int hpGained = 0;
  3666. if (stack)
  3667. {
  3668. int unitSpellPower = stack->valOfBonuses(Bonus::SPECIFIC_SPELL_POWER, spellID);
  3669. if (unitSpellPower)
  3670. hpGained = stack->count * unitSpellPower; //Archangel
  3671. else //Faerie Dragon-like effect - unused fo far
  3672. usedSpellPower = stack->valOfBonuses(Bonus::CREATURE_SPELL_POWER) * stack->count / 100;
  3673. }
  3674. StacksHealedOrResurrected shr;
  3675. shr.lifeDrain = (ui8)false;
  3676. shr.tentHealing = (ui8)false;
  3677. for(auto it = attackedCres.begin(); it != attackedCres.end(); ++it)
  3678. {
  3679. if(vstd::contains(sc.resisted, (*it)->ID) //this creature resisted the spell
  3680. || (spellID == Spells::ANIMATE_DEAD && !(*it)->hasBonusOfType(Bonus::UNDEAD)) //we try to cast animate dead on living stack, TODO: showuld be not affected earlier
  3681. )
  3682. continue;
  3683. StacksHealedOrResurrected::HealInfo hi;
  3684. hi.stackID = (*it)->ID;
  3685. if (stack) //casted by creature
  3686. {
  3687. if (hpGained)
  3688. {
  3689. hi.healedHP = gs->curB->calculateHealedHP(hpGained, spell, *it); //archangel
  3690. }
  3691. else
  3692. hi.healedHP = gs->curB->calculateHealedHP(spell, usedSpellPower, spellLvl, *it); //any typical spell (commander's cure or animate dead)
  3693. }
  3694. else
  3695. hi.healedHP = gs->curB->calculateHealedHP(caster, spell, *it, gs->curB->battleGetStackByID(selectedStack)); //Casted by hero
  3696. hi.lowLevelResurrection = spellLvl <= 1;
  3697. shr.healedStacks.push_back(hi);
  3698. }
  3699. if(!shr.healedStacks.empty())
  3700. sendAndApply(&shr);
  3701. if (spellID == Spells::SACRIFICE) //remove victim
  3702. {
  3703. BattleStacksRemoved bsr;
  3704. bsr.stackIDs.insert (selectedStack); //somehow it works for teleport?
  3705. sendAndApply(&bsr);
  3706. }
  3707. }
  3708. else
  3709. switch (spellID)
  3710. {
  3711. case Spells::QUICKSAND:
  3712. case Spells::LAND_MINE:
  3713. {
  3714. std::vector<BattleHex> availableTiles;
  3715. for(int i = 0; i < GameConstants::BFIELD_SIZE; i += 1)
  3716. {
  3717. BattleHex hex = i;
  3718. if(hex.getX() > 2 && hex.getX() < 14 && !battleGetStackByPos(hex, false) & !battleGetObstacleOnPos(hex, false))
  3719. availableTiles.push_back(hex);
  3720. }
  3721. boost::range::random_shuffle(availableTiles);
  3722. const int patchesForSkill[] = {4, 4, 6, 8};
  3723. const int patchesToPut = std::min<int>(patchesForSkill[spellLvl], availableTiles.size());
  3724. //land mines or quicksand patches are handled as spell created obstacles
  3725. for (int i = 0; i < patchesToPut; i++)
  3726. placeObstacle(availableTiles[i]);
  3727. }
  3728. break;
  3729. case Spells::FORCE_FIELD:
  3730. placeObstacle(destination);
  3731. break;
  3732. case Spells::FIRE_WALL:
  3733. {
  3734. //fire wall is build from multiple obstacles - one fire piece for each affected hex
  3735. auto affectedHexes = spell->rangeInHexes(destination, spellLvl, casterSide);
  3736. BOOST_FOREACH(BattleHex hex, affectedHexes)
  3737. placeObstacle(hex);
  3738. }
  3739. break;
  3740. case Spells::TELEPORT:
  3741. {
  3742. BattleStackMoved bsm;
  3743. bsm.distance = -1;
  3744. bsm.stack = selectedStack;
  3745. std::vector<BattleHex> tiles;
  3746. tiles.push_back(destination);
  3747. bsm.tilesToMove = tiles;
  3748. bsm.teleporting = true;
  3749. sendAndApply(&bsm);
  3750. break;
  3751. }
  3752. case Spells::SUMMON_FIRE_ELEMENTAL:
  3753. case Spells::SUMMON_EARTH_ELEMENTAL:
  3754. case Spells::SUMMON_WATER_ELEMENTAL:
  3755. case Spells::SUMMON_AIR_ELEMENTAL:
  3756. { //elemental summoning
  3757. int creID;
  3758. switch(spellID)
  3759. {
  3760. case Spells::SUMMON_FIRE_ELEMENTAL:
  3761. creID = 114;
  3762. break;
  3763. case Spells::SUMMON_EARTH_ELEMENTAL:
  3764. creID = 113;
  3765. break;
  3766. case Spells::SUMMON_WATER_ELEMENTAL:
  3767. creID = 115;
  3768. break;
  3769. case Spells::SUMMON_AIR_ELEMENTAL:
  3770. creID = 112;
  3771. break;
  3772. }
  3773. BattleStackAdded bsa;
  3774. bsa.creID = creID;
  3775. bsa.attacker = !(bool)casterSide;
  3776. bsa.summoned = true;
  3777. bsa.pos = gs->curB->getAvaliableHex(creID, !(bool)casterSide); //TODO: unify it
  3778. //TODO stack casting -> probably power will be zero; set the proper number of creatures manually
  3779. int percentBonus = caster ? caster->valOfBonuses(Bonus::SPECIFIC_SPELL_DAMAGE, spellID) : 0;
  3780. bsa.amount = usedSpellPower * VLC->spellh->spells[spellID]->powers[spellLvl] *
  3781. (100 + percentBonus) / 100.0; //new feature - percentage bonus
  3782. if(bsa.amount)
  3783. sendAndApply(&bsa);
  3784. else
  3785. complain("Summoning elementals didn't summon any!");
  3786. }
  3787. break;
  3788. case Spells::CLONE:
  3789. {
  3790. const CStack * clonedStack = NULL;
  3791. if (attackedCres.size())
  3792. clonedStack = *attackedCres.begin();
  3793. if (!clonedStack)
  3794. {
  3795. complain ("No target stack to clone!");
  3796. return;
  3797. }
  3798. BattleStackAdded bsa;
  3799. bsa.creID = clonedStack->type->idNumber;
  3800. bsa.attacker = !(bool)casterSide;
  3801. bsa.summoned = true;
  3802. bsa.pos = gs->curB->getAvaliableHex(bsa.creID, !(bool)casterSide); //TODO: unify it
  3803. bsa.amount = clonedStack->count;
  3804. sendAndApply (&bsa);
  3805. BattleSetStackProperty ssp;
  3806. ssp.stackID = gs->curB->stacks.back()->ID; //how to get recent stack?
  3807. ssp.which = BattleSetStackProperty::CLONED; //using enum values
  3808. ssp.val = 0;
  3809. ssp.absolute = 1;
  3810. sendAndApply(&ssp);
  3811. }
  3812. break;
  3813. case Spells::REMOVE_OBSTACLE:
  3814. {
  3815. ObstaclesRemoved obr;
  3816. BOOST_FOREACH(auto &obstacle, battleGetAllObstacles())
  3817. {
  3818. if(vstd::contains(obstacle->getBlockedTiles(), destination))
  3819. obr.obstacles.insert(obstacle->uniqueID);
  3820. }
  3821. if(!obr.obstacles.empty())
  3822. sendAndApply(&obr);
  3823. else
  3824. complain("There's no obstacle to remove!");
  3825. break;
  3826. }
  3827. break;
  3828. case Spells::DEATH_STARE: //handled in a bit different way
  3829. {
  3830. for(auto it = attackedCres.begin(); it != attackedCres.end(); ++it)
  3831. {
  3832. if((*it)->hasBonusOfType(Bonus::UNDEAD) || (*it)->hasBonusOfType(Bonus::NON_LIVING)) //this creature is immune
  3833. {
  3834. sc.dmgToDisplay = 0; //TODO: handle Death Stare for multiple targets (?)
  3835. continue;
  3836. }
  3837. BattleStackAttacked bsa;
  3838. bsa.flags |= BattleStackAttacked::EFFECT;
  3839. bsa.effect = spell->mainEffectAnim; //from config\spell-Info.txt
  3840. bsa.damageAmount = usedSpellPower * (*it)->valOfBonuses(Bonus::STACK_HEALTH);
  3841. bsa.stackAttacked = (*it)->ID;
  3842. bsa.attackerID = -1;
  3843. (*it)->prepareAttacked(bsa);
  3844. si.stacks.push_back(bsa);
  3845. }
  3846. }
  3847. break;
  3848. case Spells::ACID_BREATH_DAMAGE: //new effect, separate from acid breath defense reduction
  3849. {
  3850. for(auto it = attackedCres.begin(); it != attackedCres.end(); ++it) //no immunities
  3851. {
  3852. BattleStackAttacked bsa;
  3853. bsa.flags |= BattleStackAttacked::EFFECT;
  3854. bsa.effect = spell->mainEffectAnim;
  3855. bsa.damageAmount = usedSpellPower; //damage times the number of attackers
  3856. bsa.stackAttacked = (*it)->ID;
  3857. bsa.attackerID = -1;
  3858. (*it)->prepareAttacked(bsa);
  3859. si.stacks.push_back(bsa);
  3860. }
  3861. }
  3862. break;
  3863. }
  3864. sendAndApply(&sc);
  3865. if(!si.stacks.empty()) //after spellcast info shows
  3866. sendAndApply(&si);
  3867. if (mode == ECastingMode::CREATURE_ACTIVE_CASTING || mode == ECastingMode::ENCHANTER_CASTING) //reduce number of casts remaining
  3868. {
  3869. BattleSetStackProperty ssp;
  3870. ssp.stackID = stack->ID;
  3871. ssp.which = BattleSetStackProperty::CASTS;
  3872. ssp.val = -1;
  3873. ssp.absolute = false;
  3874. sendAndApply(&ssp);
  3875. }
  3876. //Magic Mirror effect
  3877. if (spell->isNegative() && mode != ECastingMode::MAGIC_MIRROR && spell->level && spell->range[0] == "0") //it is actual spell and can be reflected to single target, no recurrence
  3878. {
  3879. for(auto it = attackedCres.begin(); it != attackedCres.end(); ++it)
  3880. {
  3881. int mirrorChance = (*it)->valOfBonuses(Bonus::MAGIC_MIRROR);
  3882. if(mirrorChance > rand()%100)
  3883. {
  3884. std::vector<CStack *> mirrorTargets;
  3885. std::vector<CStack *> & battleStacks = gs->curB->stacks;
  3886. for (size_t j = 0; j < battleStacks.size(); ++j)
  3887. {
  3888. if(battleStacks[j]->owner == casterSide) //get enemy stacks which can be affected by this spell
  3889. {
  3890. if (!gs->curB->battleIsImmune(NULL, spell, ECastingMode::MAGIC_MIRROR, battleStacks[j]->position))
  3891. mirrorTargets.push_back(battleStacks[j]);
  3892. }
  3893. }
  3894. if (mirrorTargets.size())
  3895. {
  3896. int targetHex = mirrorTargets[rand() % mirrorTargets.size()]->position;
  3897. handleSpellCasting(spellID, 0, targetHex, 1 - casterSide, (*it)->owner, NULL, (caster ? caster : NULL), usedSpellPower, ECastingMode::MAGIC_MIRROR, (*it));
  3898. }
  3899. }
  3900. }
  3901. }
  3902. }
  3903. bool CGameHandler::makeCustomAction( BattleAction &ba )
  3904. {
  3905. switch(ba.actionType)
  3906. {
  3907. case Battle::HERO_SPELL:
  3908. {
  3909. const CGHeroInstance *h = gs->curB->heroes[ba.side];
  3910. const CGHeroInstance *secondHero = gs->curB->heroes[!ba.side];
  3911. if(!h)
  3912. {
  3913. tlog2 << "Wrong caster!\n";
  3914. return false;
  3915. }
  3916. if(ba.additionalInfo >= VLC->spellh->spells.size())
  3917. {
  3918. tlog2 << "Wrong spell id (" << ba.additionalInfo << ")!\n";
  3919. return false;
  3920. }
  3921. const CSpell *s = VLC->spellh->spells[ba.additionalInfo];
  3922. if (s->mainEffectAnim > -1 || (s->id >= 66 || s->id <= 69) || s->id == Spells::CLONE) //allow summon elementals
  3923. //TODO: special effects, like Clone
  3924. {
  3925. ui8 skill = h->getSpellSchoolLevel(s); //skill level
  3926. ESpellCastProblem::ESpellCastProblem escp = gs->curB->battleCanCastThisSpell(h->tempOwner, s, ECastingMode::HERO_CASTING);
  3927. if(escp != ESpellCastProblem::OK)
  3928. {
  3929. tlog2 << "Spell cannot be cast!\n";
  3930. tlog2 << "Problem : " << escp << std::endl;
  3931. return false;
  3932. }
  3933. StartAction start_action(ba);
  3934. sendAndApply(&start_action); //start spell casting
  3935. handleSpellCasting (ba.additionalInfo, skill, ba.destinationTile, ba.side, h->tempOwner,
  3936. h, secondHero, h->getPrimSkillLevel(PrimarySkill::SPELL_POWER),
  3937. ECastingMode::HERO_CASTING, NULL, ba.selectedStack);
  3938. sendAndApply(&end_action);
  3939. if( !gs->curB->battleGetStackByID(gs->curB->activeStack, false)->alive() )
  3940. {
  3941. battleMadeAction.setn(true);
  3942. }
  3943. checkForBattleEnd();
  3944. if(battleResult.get())
  3945. {
  3946. battleMadeAction.setn(true);
  3947. //battle will be ended by startBattle function
  3948. //endBattle(gs->curB->tile, gs->curB->heroes[0], gs->curB->heroes[1]);
  3949. }
  3950. return true;
  3951. }
  3952. else
  3953. {
  3954. tlog2 << "Spell " << s->name << " is not yet supported!\n";
  3955. return false;
  3956. }
  3957. }
  3958. }
  3959. return false;
  3960. }
  3961. void CGameHandler::stackTurnTrigger(const CStack * st)
  3962. {
  3963. BattleTriggerEffect bte;
  3964. bte.stackID = st->ID;
  3965. bte.effect = -1;
  3966. bte.val = 0;
  3967. bte.additionalInfo = 0;
  3968. if (st->alive())
  3969. {
  3970. //unbind
  3971. if (st->getEffect(72))
  3972. {
  3973. bool unbind = true;
  3974. BonusList bl = *(st->getBonuses(Selector::type(Bonus::BIND_EFFECT)));
  3975. std::set<const CStack*> stacks = gs->curB-> batteAdjacentCreatures(st);
  3976. BOOST_FOREACH(Bonus * b, bl)
  3977. {
  3978. const CStack * stack = gs->curB->battleGetStackByID(b->additionalInfo); //binding stack must be alive and adjacent
  3979. if (stack)
  3980. {
  3981. if (vstd::contains(stacks, stack)) //binding stack is still present
  3982. {
  3983. unbind = false;
  3984. }
  3985. }
  3986. }
  3987. if (unbind)
  3988. {
  3989. BattleSetStackProperty ssp;
  3990. ssp.which = BattleSetStackProperty::UNBIND;
  3991. ssp.stackID = st->ID;
  3992. sendAndApply(&ssp);
  3993. }
  3994. }
  3995. //regeneration
  3996. if(st->hasBonusOfType(Bonus::HP_REGENERATION))
  3997. {
  3998. bte.effect = Bonus::HP_REGENERATION;
  3999. bte.val = std::min((int)(st->MaxHealth() - st->firstHPleft), st->valOfBonuses(Bonus::HP_REGENERATION));
  4000. }
  4001. if(st->hasBonusOfType(Bonus::FULL_HP_REGENERATION))
  4002. {
  4003. bte.effect = Bonus::HP_REGENERATION;
  4004. bte.val = st->MaxHealth() - st->firstHPleft;
  4005. }
  4006. if (bte.val) //anything to heal
  4007. sendAndApply(&bte);
  4008. if(st->hasBonusOfType(Bonus::POISON))
  4009. {
  4010. const Bonus * b = st->getBonusLocalFirst(Selector::source(Bonus::SPELL_EFFECT, 71) && Selector::type(Bonus::STACK_HEALTH));
  4011. if (b) //TODO: what if not?...
  4012. {
  4013. bte.val = std::max (b->val - 10, -(st->valOfBonuses(Bonus::POISON)));
  4014. if (bte.val < b->val) //(negative) poison effect increases - update it
  4015. {
  4016. bte.effect = Bonus::POISON;
  4017. sendAndApply(&bte);
  4018. }
  4019. }
  4020. }
  4021. if (st->hasBonusOfType(Bonus::MANA_DRAIN) && !vstd::contains(st->state, EBattleStackState::DRAINED_MANA))
  4022. {
  4023. const CGHeroInstance * enemy = gs->curB->getHero(gs->curB->theOtherPlayer(st->owner));
  4024. if (enemy)
  4025. {
  4026. ui32 manaDrained = st->valOfBonuses(Bonus::MANA_DRAIN);
  4027. vstd::amin (manaDrained, gs->curB->heroes[0]->mana);
  4028. if (manaDrained)
  4029. {
  4030. bte.effect = Bonus::MANA_DRAIN;
  4031. bte.val = manaDrained;
  4032. bte.additionalInfo = enemy->id; //for sanity
  4033. sendAndApply(&bte);
  4034. }
  4035. }
  4036. }
  4037. if (!st->hasBonusOfType(Bonus::FEARLESS))
  4038. {
  4039. bool fearsomeCreature = false;
  4040. BOOST_FOREACH(CStack * stack, gs->curB->stacks)
  4041. {
  4042. if (stack->owner != st->owner && stack->hasBonusOfType(Bonus::FEAR))
  4043. {
  4044. fearsomeCreature = true;
  4045. break;
  4046. }
  4047. }
  4048. if (fearsomeCreature)
  4049. {
  4050. if (rand() % 100 < 10) //fixed 10%
  4051. {
  4052. bte.effect = Bonus::FEAR;
  4053. sendAndApply(&bte);
  4054. }
  4055. }
  4056. }
  4057. BonusList bl = *(st->getBonuses(Selector::type(Bonus::ENCHANTER)));
  4058. int side = gs->curB->whatSide(st->owner);
  4059. if (bl.size() && st->casts && !gs->curB->enchanterCounter[side])
  4060. {
  4061. int index = rand() % bl.size();
  4062. int spellID = bl[index]->subtype; //spell ID
  4063. if (gs->curB->battleCanCastThisSpell(st->owner, VLC->spellh->spells[spellID], ECastingMode::ENCHANTER_CASTING)) //TODO: select another?
  4064. {
  4065. int spellLeveL = bl[index]->val; //spell level
  4066. const CGHeroInstance * enemyHero = gs->curB->getHero(gs->curB->theOtherPlayer(st->owner));
  4067. handleSpellCasting(spellID, spellLeveL, -1, side, st->owner, NULL, enemyHero, 0, ECastingMode::ENCHANTER_CASTING, st);
  4068. BattleSetStackProperty ssp;
  4069. ssp.which = BattleSetStackProperty::ENCHANTER_COUNTER;
  4070. ssp.absolute = false;
  4071. ssp.val = bl[index]->additionalInfo; //increase cooldown counter
  4072. ssp.stackID = st->ID;
  4073. sendAndApply(&ssp);
  4074. }
  4075. }
  4076. bl = *(st->getBonuses(Selector::type(Bonus::ENCHANTED)));
  4077. BOOST_FOREACH (auto b, bl)
  4078. {
  4079. SetStackEffect sse;
  4080. int val = bl.valOfBonuses (Selector::typeSubtype(b->type, b->subtype));
  4081. if (val > 3)
  4082. {
  4083. BOOST_FOREACH (auto s, gs->curB->battleGetAllStacks())
  4084. {
  4085. if (st->owner == s->owner && s->isValidTarget()) //all allied
  4086. sse.stacks.push_back (s->ID);
  4087. }
  4088. }
  4089. else
  4090. sse.stacks.push_back (st->ID);
  4091. Bonus pseudoBonus;
  4092. pseudoBonus.sid = b->subtype;
  4093. pseudoBonus.val = ((val > 3) ? (val - 3) : val);
  4094. pseudoBonus.turnsRemain = 50;
  4095. st->stackEffectToFeature (sse.effect, pseudoBonus);
  4096. sendAndApply (&sse);
  4097. }
  4098. }
  4099. }
  4100. void CGameHandler::handleDamageFromObstacle(const CObstacleInstance &obstacle, const CStack * curStack)
  4101. {
  4102. //we want to determine following vars depending on obstacle type
  4103. int damage = -1;
  4104. int effect = -1;
  4105. bool oneTimeObstacle = false;
  4106. //helper info
  4107. const SpellCreatedObstacle *spellObstacle = dynamic_cast<const SpellCreatedObstacle*>(&obstacle); //not nice but we may need spell params
  4108. const ui8 side = curStack->attackerOwned; //if enemy is defending (false = 0), side of our hero is also 0 (attacker)
  4109. const CGHeroInstance *hero = gs->curB->heroes[side];
  4110. if(obstacle.obstacleType == CObstacleInstance::MOAT)
  4111. {
  4112. damage = battleGetMoatDmg();
  4113. }
  4114. else if(obstacle.obstacleType == CObstacleInstance::LAND_MINE)
  4115. {
  4116. //You don't get hit by a Mine you can see.
  4117. if(gs->curB->battleIsObstacleVisibleForSide(obstacle, (BattlePerspective::BattlePerspective)side))
  4118. return;
  4119. oneTimeObstacle = true;
  4120. effect = 82; //makes
  4121. damage = gs->curB->calculateSpellDmg(VLC->spellh->spells[Spells::LAND_MINE], hero, curStack,
  4122. spellObstacle->spellLevel, spellObstacle->casterSpellPower);
  4123. //TODO even if obstacle wasn't created by hero (Tower "moat") it should deal dmg as if casted by hero,
  4124. //if it is bigger than default dmg. Or is it just irrelevant H3 implementation quirk
  4125. }
  4126. else if(obstacle.obstacleType == CObstacleInstance::FIRE_WALL)
  4127. {
  4128. damage = gs->curB->calculateSpellDmg(VLC->spellh->spells[Spells::FIRE_WALL], hero, curStack,
  4129. spellObstacle->spellLevel, spellObstacle->casterSpellPower);
  4130. }
  4131. else
  4132. {
  4133. //no other obstacle does damage to stack
  4134. return;
  4135. }
  4136. BattleStackAttacked bsa;
  4137. if(effect >= 0)
  4138. {
  4139. bsa.flags |= BattleStackAttacked::EFFECT;
  4140. bsa.effect = effect; //makes POOF
  4141. }
  4142. bsa.damageAmount = damage;
  4143. bsa.stackAttacked = curStack->ID;
  4144. bsa.attackerID = -1;
  4145. curStack->prepareAttacked(bsa);
  4146. StacksInjured si;
  4147. si.stacks.push_back(bsa);
  4148. sendAndApply(&si);
  4149. if(oneTimeObstacle)
  4150. removeObstacle(obstacle);
  4151. }
  4152. void CGameHandler::handleTimeEvents()
  4153. {
  4154. gs->map->events.sort(evntCmp);
  4155. while(gs->map->events.size() && gs->map->events.front()->firstOccurence+1 == gs->day)
  4156. {
  4157. CMapEvent *ev = gs->map->events.front();
  4158. for(int player = 0; player < GameConstants::PLAYER_LIMIT; player++)
  4159. {
  4160. PlayerState *pinfo = gs->getPlayer(player);
  4161. if( pinfo //player exists
  4162. && (ev->players & 1<<player) //event is enabled to this player
  4163. && ((ev->computerAffected && !pinfo->human)
  4164. || (ev->humanAffected && pinfo->human)
  4165. )
  4166. )
  4167. {
  4168. //give resources
  4169. SetResources sr;
  4170. sr.player = player;
  4171. sr.res = pinfo->resources + ev->resources;
  4172. //prepare dialog
  4173. InfoWindow iw;
  4174. iw.player = player;
  4175. iw.text << ev->message;
  4176. for (int i=0; i<ev->resources.size(); i++)
  4177. {
  4178. if(ev->resources[i]) //if resource is changed, we add it to the dialog
  4179. iw.components.push_back(Component(Component::RESOURCE,i,ev->resources[i],0));
  4180. }
  4181. if (iw.components.size())
  4182. {
  4183. sr.res.amax(0); // If removing too much resources, adjust the amount so the total doesn't become negative.
  4184. sendAndApply(&sr); //update player resources if changed
  4185. }
  4186. sendAndApply(&iw); //show dialog
  4187. }
  4188. } //PLAYERS LOOP
  4189. if(ev->nextOccurence)
  4190. {
  4191. gs->map->events.pop_front();
  4192. ev->firstOccurence += ev->nextOccurence;
  4193. std::list<ConstTransitivePtr<CMapEvent> >::iterator it = gs->map->events.begin();
  4194. while ( it !=gs->map->events.end() && (*it)->earlierThanOrEqual(*ev))
  4195. it++;
  4196. gs->map->events.insert(it, ev);
  4197. }
  4198. else
  4199. {
  4200. delete ev;
  4201. gs->map->events.pop_front();
  4202. }
  4203. }
  4204. }
  4205. void CGameHandler::handleTownEvents(CGTownInstance * town, NewTurn &n, std::map<si32, std::map<si32, si32> > &newCreas)
  4206. {
  4207. //TODO event removing desync!!!
  4208. town->events.sort(evntCmp);
  4209. while(town->events.size() && town->events.front()->firstOccurence == gs->day)
  4210. {
  4211. ui8 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) //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[i] && pinfo->resources[i] != n.res[player][i]) //if resource had changed, we add it to the dialog
  4230. iw.components.push_back(Component(Component::RESOURCE,i,n.res[player][i]-was[i],0));
  4231. }
  4232. for(std::set<si32>::iterator i = ev->buildings.begin(); i!=ev->buildings.end();i++)
  4233. if ( town->hasBuilt(*i))
  4234. {
  4235. buildStructure(town->id, *i, true);
  4236. iw.components.push_back(Component(Component::BUILDING, town->subID, *i, 0));
  4237. }
  4238. for(si32 i=0;i<ev->creatures.size();i++) //creature growths
  4239. {
  4240. if(town->creatureDwellingLevel(i) >= 0 && ev->creatures[i])//there is dwelling
  4241. {
  4242. newCreas[town->id][i] += ev->creatures[i];
  4243. iw.components.push_back(Component(Component::CREATURE,
  4244. town->creatures[i].second.back(), ev->creatures[i], 0));
  4245. }
  4246. }
  4247. sendAndApply(&iw); //show dialog
  4248. }
  4249. if(ev->nextOccurence)
  4250. {
  4251. town->events.pop_front();
  4252. ev->firstOccurence += ev->nextOccurence;
  4253. std::list<CCastleEvent*>::iterator it = town->events.begin();
  4254. while ( it !=town->events.end() && (*it)->earlierThanOrEqual(*ev))
  4255. it++;
  4256. town->events.insert(it, ev);
  4257. }
  4258. else
  4259. {
  4260. delete ev;
  4261. town->events.pop_front();
  4262. }
  4263. }
  4264. }
  4265. bool CGameHandler::complain( const std::string &problem )
  4266. {
  4267. sendMessageToAll("Server encountered a problem: " + problem);
  4268. tlog1 << problem << std::endl;
  4269. return true;
  4270. }
  4271. ui32 CGameHandler::getQueryResult( ui8 player, int queryID )
  4272. {
  4273. //TODO: write
  4274. return 0;
  4275. }
  4276. void CGameHandler::showGarrisonDialog( int upobj, int hid, bool removableUnits, const boost::function<void()> &cb )
  4277. {
  4278. ui8 player = getOwner(hid);
  4279. GarrisonDialog gd;
  4280. gd.hid = hid;
  4281. gd.objid = upobj;
  4282. gd.removableUnits = removableUnits;
  4283. {
  4284. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  4285. prepareNewQuery(&gd, player);
  4286. //register callback manually since we need to use query ID that's given in result of prepareNewQuery call
  4287. callbacks[gd.queryID] = [=](ui32 answer)
  4288. {
  4289. // Garrison callback calls the "original callback" and closes the exchange between objs.
  4290. if (cb)
  4291. cb();
  4292. boost::unique_lock<boost::recursive_mutex> lockGsm(this->gsm);
  4293. allowedExchanges.erase(gd.queryID);
  4294. };
  4295. allowedExchanges[gd.queryID] = std::pair<si32,si32>(upobj,hid);
  4296. sendAndApply(&gd);
  4297. }
  4298. }
  4299. void CGameHandler::showThievesGuildWindow(int player, int requestingObjId)
  4300. {
  4301. OpenWindow ow;
  4302. ow.window = OpenWindow::THIEVES_GUILD;
  4303. ow.id1 = player;
  4304. ow.id2 = requestingObjId;
  4305. sendAndApply(&ow);
  4306. }
  4307. bool CGameHandler::isAllowedArrangePack(const ArrangeStacks *pack)
  4308. {
  4309. return isAllowedExchangeForQuery(pack->id1, pack->id2);
  4310. }
  4311. bool CGameHandler::isAllowedExchangeForQuery(int id1, int id2) {
  4312. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  4313. for(std::map<ui32, std::pair<si32,si32> >::const_iterator i = allowedExchanges.begin(); i!=allowedExchanges.end(); i++)
  4314. if((id1 == i->second.first && id2 == i->second.second) ||
  4315. (id2 == i->second.first && id1 == i->second.second))
  4316. return true;
  4317. return false;
  4318. }
  4319. bool CGameHandler::isAllowedExchange( int id1, int id2 )
  4320. {
  4321. if(id1 == id2)
  4322. return true;
  4323. if (isAllowedExchangeForQuery(id1, id2))
  4324. return true;
  4325. const CGObjectInstance *o1 = getObj(id1), *o2 = getObj(id2);
  4326. if (o1 && o2)
  4327. {
  4328. if(o1->ID == Obj::TOWN)
  4329. {
  4330. const CGTownInstance *t = static_cast<const CGTownInstance*>(o1);
  4331. if(t->visitingHero == o2 || t->garrisonHero == o2)
  4332. return true;
  4333. }
  4334. if(o2->ID == Obj::TOWN)
  4335. {
  4336. const CGTownInstance *t = static_cast<const CGTownInstance*>(o2);
  4337. if(t->visitingHero == o1 || t->garrisonHero == o1)
  4338. return true;
  4339. }
  4340. if(o1->ID == Obj::HERO && o2->ID == Obj::HERO
  4341. && distance(o1->pos, o2->pos) < 2) //hero stands on the same tile or on the neighbouring tiles
  4342. {
  4343. //TODO: it's workaround, we should check if first hero visited second and player hasn't closed exchange window
  4344. //(to block moving stacks for free [without visiting] between heroes)
  4345. return true;
  4346. }
  4347. }
  4348. else //not exchanging between heroes, TODO: more sophisticated logic
  4349. {
  4350. return true;
  4351. }
  4352. return false;
  4353. }
  4354. void CGameHandler::objectVisited( const CGObjectInstance * obj, const CGHeroInstance * h )
  4355. {
  4356. HeroVisit hv;
  4357. hv.obj = obj;
  4358. hv.hero = h;
  4359. hv.starting = true;
  4360. sendAndApply(&hv);
  4361. obj->onHeroVisit(h);
  4362. hv.obj = NULL; //not necessary, moreover may have been deleted in the meantime
  4363. hv.starting = false;
  4364. sendAndApply(&hv);
  4365. }
  4366. bool CGameHandler::buildBoat( ui32 objid )
  4367. {
  4368. const IShipyard *obj = IShipyard::castFrom(getObj(objid));
  4369. if(obj->state() != IBoatGenerator::GOOD)
  4370. {
  4371. complain("Cannot build boat in this shipyard!");
  4372. return false;
  4373. }
  4374. else if(obj->o->ID == Obj::TOWN
  4375. && !static_cast<const CGTownInstance*>(obj)->hasBuilt(EBuilding::SHIPYARD))
  4376. {
  4377. complain("Cannot build boat in the town - no shipyard!");
  4378. return false;
  4379. }
  4380. const TPlayerColor playerID = obj->o->tempOwner;
  4381. TResources boatCost;
  4382. obj->getBoatCost(boatCost);
  4383. TResources aviable = gs->getPlayer(playerID)->resources;
  4384. if (!aviable.canAfford(boatCost))
  4385. {
  4386. complain("Not enough resources to build a boat!");
  4387. return false;
  4388. }
  4389. int3 tile = obj->bestLocation();
  4390. if(!gs->map->isInTheMap(tile))
  4391. {
  4392. complain("Cannot find appropriate tile for a boat!");
  4393. return false;
  4394. }
  4395. //take boat cost
  4396. SetResources sr;
  4397. sr.player = playerID;
  4398. sr.res = (aviable - boatCost);
  4399. sendAndApply(&sr);
  4400. //create boat
  4401. NewObject no;
  4402. no.ID = Obj::BOAT;
  4403. no.subID = obj->getBoatType();
  4404. no.pos = tile + int3(1,0,0);
  4405. sendAndApply(&no);
  4406. return true;
  4407. }
  4408. void CGameHandler::engageIntoBattle( ui8 player )
  4409. {
  4410. if(vstd::contains(states.players, player))
  4411. states.setFlag(player,&PlayerStatus::engagedIntoBattle,true);
  4412. //notify interfaces
  4413. PlayerBlocked pb;
  4414. pb.player = player;
  4415. pb.reason = PlayerBlocked::UPCOMING_BATTLE;
  4416. sendAndApply(&pb);
  4417. }
  4418. void CGameHandler::winLoseHandle(ui8 players )
  4419. {
  4420. for(size_t i = 0; i < GameConstants::PLAYER_LIMIT; i++)
  4421. {
  4422. if(players & 1<<i && gs->getPlayer(i))
  4423. {
  4424. checkLossVictory(i);
  4425. }
  4426. }
  4427. }
  4428. void CGameHandler::checkLossVictory( TPlayerColor player )
  4429. {
  4430. const PlayerState *p = gs->getPlayer(player);
  4431. if(p->status) //player already won / lost
  4432. return;
  4433. int loss = gs->lossCheck(player);
  4434. int vic = gs->victoryCheck(player);
  4435. if(!loss && !vic)
  4436. return;
  4437. InfoWindow iw;
  4438. getLossVicMessage(player, vic ? vic : loss , vic, iw);
  4439. sendAndApply(&iw);
  4440. PlayerEndsGame peg;
  4441. peg.player = player;
  4442. peg.victory = vic;
  4443. sendAndApply(&peg);
  4444. if(vic) //one player won -> all enemies lost
  4445. {
  4446. iw.text.localStrings.front().second++; //message about losing because enemy won first is just after victory message
  4447. for (auto i = gs->players.cbegin(); i!=gs->players.cend(); i++)
  4448. {
  4449. if(i->first < GameConstants::PLAYER_LIMIT && i->first != player)//FIXME: skip already eliminated players?
  4450. {
  4451. iw.player = i->first;
  4452. sendAndApply(&iw);
  4453. peg.player = i->first;
  4454. peg.victory = gameState()->getPlayerRelations(player, i->first) == PlayerRelations::ALLIES; // ally of winner
  4455. sendAndApply(&peg);
  4456. }
  4457. }
  4458. }
  4459. else //player lost -> all his objects become unflagged (neutral)
  4460. {
  4461. auto hlp = p->heroes;
  4462. for (auto i = hlp.cbegin(); i != hlp.cend(); i++) //eliminate heroes
  4463. removeObject((*i)->id);
  4464. for (auto i = gs->map->objects.cbegin(); i != gs->map->objects.cend(); i++) //unflag objs
  4465. {
  4466. if(*i && (*i)->tempOwner == player)
  4467. setOwner((**i).id,GameConstants::NEUTRAL_PLAYER);
  4468. }
  4469. //eliminating one player may cause victory of another:
  4470. winLoseHandle(GameConstants::ALL_PLAYERS & ~(1<<player));
  4471. }
  4472. if(vic && p->human)
  4473. {
  4474. end2 = true;
  4475. if(gs->scenarioOps->campState)
  4476. {
  4477. std::vector<CGHeroInstance *> hes;
  4478. BOOST_FOREACH(CGHeroInstance * ghi, gs->map->heroes)
  4479. {
  4480. if (ghi->tempOwner == player)
  4481. {
  4482. hes.push_back(ghi);
  4483. }
  4484. }
  4485. gs->scenarioOps->campState->mapConquered(hes);
  4486. UpdateCampaignState ucs;
  4487. ucs.camp = gs->scenarioOps->campState;
  4488. sendAndApply(&ucs);
  4489. }
  4490. }
  4491. }
  4492. void CGameHandler::getLossVicMessage( ui8 player, si8 standard, bool victory, InfoWindow &out ) const
  4493. {
  4494. // const PlayerState *p = gs->getPlayer(player);
  4495. // if(!p->human)
  4496. // return; //AI doesn't need text info of loss
  4497. out.player = player;
  4498. if(victory)
  4499. {
  4500. if(standard > 0) //not std loss
  4501. {
  4502. switch(gs->map->victoryCondition.condition)
  4503. {
  4504. case EVictoryConditionType::ARTIFACT:
  4505. out.text.addTxt(MetaString::GENERAL_TXT, 280); //Congratulations! You have found the %s, and can claim victory!
  4506. out.text.addReplacement(MetaString::ART_NAMES,gs->map->victoryCondition.objectId); //artifact name
  4507. break;
  4508. case EVictoryConditionType::GATHERTROOP:
  4509. out.text.addTxt(MetaString::GENERAL_TXT, 276); //Congratulations! You have over %d %s in your armies. Your enemies have no choice but to bow down before your power!
  4510. out.text.addReplacement(gs->map->victoryCondition.count);
  4511. out.text.addReplacement(MetaString::CRE_PL_NAMES, gs->map->victoryCondition.objectId);
  4512. break;
  4513. case EVictoryConditionType::GATHERRESOURCE:
  4514. out.text.addTxt(MetaString::GENERAL_TXT, 278); //Congratulations! You have collected over %d %s in your treasury. Victory is yours!
  4515. out.text.addReplacement(gs->map->victoryCondition.count);
  4516. out.text.addReplacement(MetaString::RES_NAMES, gs->map->victoryCondition.objectId);
  4517. break;
  4518. case EVictoryConditionType::BUILDCITY:
  4519. out.text.addTxt(MetaString::GENERAL_TXT, 282); //Congratulations! You have successfully upgraded your town, and can claim victory!
  4520. break;
  4521. case EVictoryConditionType::BUILDGRAIL:
  4522. out.text.addTxt(MetaString::GENERAL_TXT, 284); //Congratulations! You have constructed a permanent home for the Grail, and can claim victory!
  4523. break;
  4524. case EVictoryConditionType::BEATHERO:
  4525. {
  4526. out.text.addTxt(MetaString::GENERAL_TXT, 252); //Congratulations! You have completed your quest to defeat the enemy hero %s. Victory is yours!
  4527. const CGHeroInstance *h = dynamic_cast<const CGHeroInstance*>(gs->map->victoryCondition.obj);
  4528. assert(h);
  4529. out.text.addReplacement(h->name);
  4530. }
  4531. break;
  4532. case EVictoryConditionType::CAPTURECITY:
  4533. {
  4534. out.text.addTxt(MetaString::GENERAL_TXT, 249); //Congratulations! You captured %s, and are victorious!
  4535. const CGTownInstance *t = dynamic_cast<const CGTownInstance*>(gs->map->victoryCondition.obj);
  4536. assert(t);
  4537. out.text.addReplacement(t->name);
  4538. }
  4539. break;
  4540. case EVictoryConditionType::BEATMONSTER:
  4541. out.text.addTxt(MetaString::GENERAL_TXT, 286); //Congratulations! You have completed your quest to kill the fearsome beast, and can claim victory!
  4542. break;
  4543. case EVictoryConditionType::TAKEDWELLINGS:
  4544. out.text.addTxt(MetaString::GENERAL_TXT, 288); //Congratulations! Your flag flies on the dwelling of every creature. Victory is yours!
  4545. break;
  4546. case EVictoryConditionType::TAKEMINES:
  4547. out.text.addTxt(MetaString::GENERAL_TXT, 290); //Congratulations! Your flag flies on every mine. Victory is yours!
  4548. break;
  4549. case EVictoryConditionType::TRANSPORTITEM:
  4550. out.text.addTxt(MetaString::GENERAL_TXT, 292); //Congratulations! You have reached your destination, precious cargo intact, and can claim victory!
  4551. break;
  4552. }
  4553. }
  4554. else
  4555. {
  4556. out.text.addTxt(MetaString::GENERAL_TXT, 659); //Congratulations! You have reached your destination, precious cargo intact, and can claim victory!
  4557. }
  4558. }
  4559. else
  4560. {
  4561. if(standard > 0) //not std loss
  4562. {
  4563. switch(gs->map->lossCondition.typeOfLossCon)
  4564. {
  4565. case ELossConditionType::LOSSCASTLE:
  4566. {
  4567. out.text.addTxt(MetaString::GENERAL_TXT, 251); //The town of %s has fallen - all is lost!
  4568. const CGTownInstance *t = dynamic_cast<const CGTownInstance*>(gs->map->lossCondition.obj);
  4569. assert(t);
  4570. out.text.addReplacement(t->name);
  4571. }
  4572. break;
  4573. case ELossConditionType::LOSSHERO:
  4574. {
  4575. out.text.addTxt(MetaString::GENERAL_TXT, 253); //The hero, %s, has suffered defeat - your quest is over!
  4576. const CGHeroInstance *h = dynamic_cast<const CGHeroInstance*>(gs->map->lossCondition.obj);
  4577. assert(h);
  4578. out.text.addReplacement(h->name);
  4579. }
  4580. break;
  4581. case ELossConditionType::TIMEEXPIRES:
  4582. out.text.addTxt(MetaString::GENERAL_TXT, 254); //Alas, time has run out on your quest. All is lost.
  4583. break;
  4584. }
  4585. }
  4586. else if(standard == 2)
  4587. {
  4588. out.text.addTxt(MetaString::GENERAL_TXT, 7);//%s, your heroes abandon you, and you are banished from this land.
  4589. out.text.addReplacement(MetaString::COLOR, player);
  4590. out.components.push_back(Component(Component::FLAG,player,0,0));
  4591. }
  4592. else //lost all towns and heroes
  4593. {
  4594. out.text.addTxt(MetaString::GENERAL_TXT, 660); //All your forces have been defeated, and you are banished from this land!
  4595. }
  4596. }
  4597. }
  4598. bool CGameHandler::dig( const CGHeroInstance *h )
  4599. {
  4600. for (auto i = gs->map->objects.cbegin(); i != gs->map->objects.cend(); i++) //unflag objs
  4601. {
  4602. if(*i && (*i)->ID == Obj::HOLE && (*i)->pos == h->getPosition())
  4603. {
  4604. complain("Cannot dig - there is already a hole under the hero!");
  4605. return false;
  4606. }
  4607. }
  4608. if(h->diggingStatus() != CGHeroInstance::CAN_DIG) //checks for terrain and movement
  4609. COMPLAIN_RETF("Hero cannot dig (error code %d)!", h->diggingStatus());
  4610. //create a hole
  4611. NewObject no;
  4612. no.ID = Obj::HOLE;
  4613. no.pos = h->getPosition();
  4614. no.subID = getTile(no.pos)->terType;
  4615. sendAndApply(&no);
  4616. //take MPs
  4617. SetMovePoints smp;
  4618. smp.hid = h->id;
  4619. smp.val = 0;
  4620. sendAndApply(&smp);
  4621. InfoWindow iw;
  4622. iw.player = h->tempOwner;
  4623. if(gs->map->grailPos == h->getPosition())
  4624. {
  4625. iw.text.addTxt(MetaString::GENERAL_TXT, 58); //"Congratulations! After spending many hours digging here, your hero has uncovered the "
  4626. iw.text.addTxt(MetaString::ART_NAMES, 2);
  4627. iw.soundID = soundBase::ULTIMATEARTIFACT;
  4628. giveHeroNewArtifact(h, VLC->arth->artifacts[2], ArtifactPosition::PRE_FIRST); //give grail
  4629. sendAndApply(&iw);
  4630. iw.soundID = soundBase::invalid;
  4631. iw.text.clear();
  4632. iw.text.addTxt(MetaString::ART_DESCR, 2);
  4633. sendAndApply(&iw);
  4634. }
  4635. else
  4636. {
  4637. iw.text.addTxt(MetaString::GENERAL_TXT, 59); //"Nothing here. \n Where could it be?"
  4638. iw.soundID = soundBase::Dig;
  4639. sendAndApply(&iw);
  4640. }
  4641. return true;
  4642. }
  4643. void CGameHandler::attackCasting(const BattleAttack & bat, Bonus::BonusType attackMode, const CStack * attacker)
  4644. {
  4645. if(attacker->hasBonusOfType(attackMode))
  4646. {
  4647. std::set<ui32> spellsToCast;
  4648. TBonusListPtr spells = attacker->getBonuses(Selector::type(attackMode));
  4649. BOOST_FOREACH(const Bonus *sf, *spells)
  4650. {
  4651. spellsToCast.insert (sf->subtype);
  4652. }
  4653. BOOST_FOREACH(ui32 spellID, spellsToCast)
  4654. {
  4655. const CStack * oneOfAttacked = NULL;
  4656. for (int g=0; g<bat.bsa.size(); ++g)
  4657. {
  4658. if (bat.bsa[g].newAmount > 0 && !bat.bsa[g].isSecondary()) //apply effects only to first target stack if it's alive
  4659. {
  4660. oneOfAttacked = gs->curB->battleGetStackByID(bat.bsa[g].stackAttacked);
  4661. break;
  4662. }
  4663. }
  4664. bool castMe = false;
  4665. int meleeRanged;
  4666. if(oneOfAttacked == NULL) //all attacked creatures have been killed
  4667. return;
  4668. int spellLevel = 0;
  4669. TBonusListPtr spellsByType = attacker->getBonuses(Selector::typeSubtype(attackMode, spellID));
  4670. BOOST_FOREACH(const Bonus *sf, *spellsByType)
  4671. {
  4672. vstd::amax(spellLevel, sf->additionalInfo % 1000); //pick highest level
  4673. meleeRanged = sf->additionalInfo / 1000;
  4674. if (meleeRanged == 0 || (meleeRanged == 1 && bat.shot()) || (meleeRanged == 2 && !bat.shot()))
  4675. castMe = true;
  4676. }
  4677. int chance = attacker->valOfBonuses((Selector::typeSubtype(attackMode, spellID)));
  4678. vstd::amin (chance, 100);
  4679. int destination = oneOfAttacked->position;
  4680. const CSpell * spell = VLC->spellh->spells[spellID];
  4681. if(gs->curB->battleCanCastThisSpellHere(attacker->owner, spell, ECastingMode::AFTER_ATTACK_CASTING, oneOfAttacked->position) != ESpellCastProblem::OK)
  4682. continue;
  4683. //check if spell should be casted (probability handling)
  4684. if(rand()%100 >= chance)
  4685. continue;
  4686. //casting //TODO: check if spell can be blocked or target is immune
  4687. if (castMe) //stacks use 0 spell power. If needed, default = 3 or custom value is used
  4688. handleSpellCasting(spellID, spellLevel, destination, !attacker->attackerOwned, attacker->owner, NULL, NULL, 0, ECastingMode::AFTER_ATTACK_CASTING, attacker);
  4689. }
  4690. }
  4691. }
  4692. void CGameHandler::handleAttackBeforeCasting (const BattleAttack & bat)
  4693. {
  4694. const CStack * attacker = gs->curB->battleGetStackByID(bat.stackAttacking);
  4695. attackCasting(bat, Bonus::SPELL_BEFORE_ATTACK, attacker); //no detah stare / acid bretah needed?
  4696. }
  4697. void CGameHandler::handleAfterAttackCasting( const BattleAttack & bat )
  4698. {
  4699. const CStack * attacker = gs->curB->battleGetStackByID(bat.stackAttacking);
  4700. if (!attacker) //could be already dead
  4701. return;
  4702. attackCasting(bat, Bonus::SPELL_AFTER_ATTACK, attacker);
  4703. if(bat.bsa[0].newAmount <= 0)
  4704. {
  4705. //don't try death stare or acid breath on dead stack (crash!)
  4706. return;
  4707. }
  4708. if (attacker->hasBonusOfType(Bonus::DEATH_STARE)) // spell id 79
  4709. {
  4710. // mechanics of Death Stare as in H3:
  4711. // each gorgon have 10% chance to kill (counted separately in H3) -> binomial distribution
  4712. // maximum amount that can be killed is ( gorgons_count / 10 ), rounded up
  4713. double chanceToKill = double(attacker->count * attacker->valOfBonuses(Bonus::DEATH_STARE, 0)) / 100;
  4714. vstd::amin(chanceToKill, 1); //cap at 100%
  4715. boost::binomial_distribution<> distr(attacker->count, chanceToKill);
  4716. boost::mt19937 rng(rand());
  4717. boost::variate_generator<boost::mt19937&, boost::binomial_distribution<> > dice (rng, distr);
  4718. int staredCreatures = dice();
  4719. int maxToKill = (attacker->count * chanceToKill + 99) / 100;
  4720. vstd::amin(staredCreatures, maxToKill);
  4721. staredCreatures += attacker->type->level * attacker->valOfBonuses(Bonus::DEATH_STARE, 1);
  4722. if (staredCreatures)
  4723. {
  4724. if (bat.bsa.size() && bat.bsa[0].newAmount > 0) //TODO: death stare was not originally available for multiple-hex attacks, but...
  4725. handleSpellCasting(79, 0, gs->curB->battleGetStackByID(bat.bsa[0].stackAttacked)->position,
  4726. !attacker->attackerOwned, attacker->owner, NULL, NULL, staredCreatures, ECastingMode::AFTER_ATTACK_CASTING, attacker);
  4727. }
  4728. }
  4729. int acidDamage = 0;
  4730. TBonusListPtr acidBreath = attacker->getBonuses(Selector::type(Bonus::ACID_BREATH));
  4731. BOOST_FOREACH(const Bonus *b, *acidBreath)
  4732. {
  4733. if (b->additionalInfo > rand()%100)
  4734. acidDamage += b->val;
  4735. }
  4736. if (acidDamage)
  4737. {
  4738. handleSpellCasting(81, 0, gs->curB->battleGetStackByID(bat.bsa[0].stackAttacked)->position,
  4739. !attacker->attackerOwned, attacker->owner, NULL, NULL,
  4740. acidDamage * attacker->count, ECastingMode::AFTER_ATTACK_CASTING, attacker);
  4741. }
  4742. }
  4743. bool CGameHandler::castSpell(const CGHeroInstance *h, int spellID, const int3 &pos)
  4744. {
  4745. const CSpell *s = VLC->spellh->spells[spellID];
  4746. int cost = h->getSpellCost(s);
  4747. int schoolLevel = h->getSpellSchoolLevel(s);
  4748. if(!h->canCastThisSpell(s))
  4749. COMPLAIN_RET("Hero cannot cast this spell!");
  4750. if(h->mana < cost)
  4751. COMPLAIN_RET("Hero doesn't have enough spell points to cast this spell!");
  4752. if(s->combatSpell)
  4753. COMPLAIN_RET("This function can be used only for adventure map spells!");
  4754. AdvmapSpellCast asc;
  4755. asc.caster = h;
  4756. asc.spellID = spellID;
  4757. sendAndApply(&asc);
  4758. using namespace Spells;
  4759. switch(spellID)
  4760. {
  4761. case SUMMON_BOAT: //Summon Boat
  4762. {
  4763. //check if spell works at all
  4764. if(rand() % 100 >= s->powers[schoolLevel]) //power is % chance of success
  4765. {
  4766. InfoWindow iw;
  4767. iw.player = h->tempOwner;
  4768. iw.text.addTxt(MetaString::GENERAL_TXT, 336); //%s tried to summon a boat, but failed.
  4769. iw.text.addReplacement(h->name);
  4770. sendAndApply(&iw);
  4771. break;
  4772. }
  4773. //try to find unoccupied boat to summon
  4774. const CGBoat *nearest = NULL;
  4775. double dist = 0;
  4776. int3 summonPos = h->bestLocation();
  4777. if(summonPos.x < 0)
  4778. COMPLAIN_RET("There is no water tile available!");
  4779. BOOST_FOREACH(const CGObjectInstance *obj, gs->map->objects)
  4780. {
  4781. if(obj && obj->ID == Obj::BOAT)
  4782. {
  4783. const CGBoat *b = static_cast<const CGBoat*>(obj);
  4784. if(b->hero) continue; //we're looking for unoccupied boat
  4785. double nDist = distance(b->pos, h->getPosition());
  4786. if(!nearest || nDist < dist) //it's first boat or closer than previous
  4787. {
  4788. nearest = b;
  4789. dist = nDist;
  4790. }
  4791. }
  4792. }
  4793. if(nearest) //we found boat to summon
  4794. {
  4795. ChangeObjPos cop;
  4796. cop.objid = nearest->id;
  4797. cop.nPos = summonPos + int3(1,0,0);;
  4798. cop.flags = 1;
  4799. sendAndApply(&cop);
  4800. }
  4801. else if(schoolLevel < 2) //none or basic level -> cannot create boat :(
  4802. {
  4803. InfoWindow iw;
  4804. iw.player = h->tempOwner;
  4805. iw.text.addTxt(MetaString::GENERAL_TXT, 335); //There are no boats to summon.
  4806. sendAndApply(&iw);
  4807. }
  4808. else //create boat
  4809. {
  4810. NewObject no;
  4811. no.ID = 8;
  4812. no.subID = h->getBoatType();
  4813. no.pos = summonPos + int3(1,0,0);;
  4814. sendAndApply(&no);
  4815. }
  4816. break;
  4817. }
  4818. case SCUTTLE_BOAT: //Scuttle Boat
  4819. {
  4820. //check if spell works at all
  4821. if(rand() % 100 >= s->powers[schoolLevel]) //power is % chance of success
  4822. {
  4823. InfoWindow iw;
  4824. iw.player = h->tempOwner;
  4825. iw.text.addTxt(MetaString::GENERAL_TXT, 337); //%s tried to scuttle the boat, but failed
  4826. iw.text.addReplacement(h->name);
  4827. sendAndApply(&iw);
  4828. break;
  4829. }
  4830. if(!gs->map->isInTheMap(pos))
  4831. COMPLAIN_RET("Invalid dst tile for scuttle!");
  4832. //TODO: test range, visibility
  4833. const TerrainTile *t = &gs->map->getTile(pos);
  4834. if(!t->visitableObjects.size() || t->visitableObjects.back()->ID != Obj::BOAT)
  4835. COMPLAIN_RET("There is no boat to scuttle!");
  4836. RemoveObject ro;
  4837. ro.id = t->visitableObjects.back()->id;
  4838. sendAndApply(&ro);
  4839. break;
  4840. }
  4841. case DIMENSION_DOOR: //Dimension Door
  4842. {
  4843. const TerrainTile *dest = getTile(pos);
  4844. const TerrainTile *curr = getTile(h->getSightCenter());
  4845. if(!dest)
  4846. COMPLAIN_RET("Destination tile doesn't exist!");
  4847. if(!h->movement)
  4848. COMPLAIN_RET("Hero needs movement points to cast Dimension Door!");
  4849. if(h->getBonusesCount(Bonus::SPELL_EFFECT, Spells::DIMENSION_DOOR) >= s->powers[schoolLevel]) //limit casts per turn
  4850. {
  4851. InfoWindow iw;
  4852. iw.player = h->tempOwner;
  4853. iw.text.addTxt(MetaString::GENERAL_TXT, 338); //%s is not skilled enough to cast this spell again today.
  4854. iw.text.addReplacement(h->name);
  4855. sendAndApply(&iw);
  4856. break;
  4857. }
  4858. GiveBonus gb;
  4859. gb.id = h->id;
  4860. gb.bonus = Bonus(Bonus::ONE_DAY, Bonus::NONE, Bonus::SPELL_EFFECT, 0, Spells::DIMENSION_DOOR);
  4861. sendAndApply(&gb);
  4862. if(!dest->isClear(curr)) //wrong dest tile
  4863. {
  4864. InfoWindow iw;
  4865. iw.player = h->tempOwner;
  4866. iw.text.addTxt(MetaString::GENERAL_TXT, 70); //Dimension Door failed!
  4867. sendAndApply(&iw);
  4868. break;
  4869. }
  4870. if (moveHero(h->id, pos + h->getVisitableOffset(), true))
  4871. {
  4872. SetMovePoints smp;
  4873. smp.hid = h->id;
  4874. smp.val = std::max<ui32>(0, h->movement - 300);
  4875. sendAndApply(&smp);
  4876. }
  4877. }
  4878. break;
  4879. case FLY: //Fly
  4880. {
  4881. int subtype = schoolLevel >= 2 ? 1 : 2; //adv or expert
  4882. GiveBonus gb;
  4883. gb.id = h->id;
  4884. gb.bonus = Bonus(Bonus::ONE_DAY, Bonus::FLYING_MOVEMENT, Bonus::SPELL_EFFECT, 0, Spells::FLY, subtype);
  4885. sendAndApply(&gb);
  4886. }
  4887. break;
  4888. case WATER_WALK: //Water Walk
  4889. {
  4890. int subtype = schoolLevel >= 2 ? 1 : 2; //adv or expert
  4891. GiveBonus gb;
  4892. gb.id = h->id;
  4893. gb.bonus = Bonus(Bonus::ONE_DAY, Bonus::WATER_WALKING, Bonus::SPELL_EFFECT, 0, Spells::WATER_WALK, subtype);
  4894. sendAndApply(&gb);
  4895. }
  4896. break;
  4897. case TOWN_PORTAL: //Town Portal
  4898. {
  4899. if (!gs->map->isInTheMap(pos))
  4900. COMPLAIN_RET("Destination tile not present!")
  4901. TerrainTile tile = gs->map->getTile(pos);
  4902. if (tile.visitableObjects.empty() || tile.visitableObjects.back()->ID != Obj::TOWN )
  4903. COMPLAIN_RET("Town not found for Town Portal!");
  4904. CGTownInstance * town = static_cast<CGTownInstance*>(tile.visitableObjects.back());
  4905. if (town->tempOwner != h->tempOwner)
  4906. COMPLAIN_RET("Can't teleport to another player!");
  4907. if (town->visitingHero)
  4908. COMPLAIN_RET("Can't teleport to occupied town!");
  4909. if (h->getSpellSchoolLevel(s) < 2)
  4910. {
  4911. double dist = town->pos.dist2d(h->pos);
  4912. int nearest = town->id; //nearest town's ID
  4913. BOOST_FOREACH(const CGTownInstance * currTown, gs->getPlayer(h->tempOwner)->towns)
  4914. {
  4915. double curDist = currTown->pos.dist2d(h->pos);
  4916. if (nearest == -1 || curDist < dist)
  4917. {
  4918. nearest = town->id;
  4919. dist = curDist;
  4920. }
  4921. }
  4922. if (town->id != nearest)
  4923. COMPLAIN_RET("This hero can only teleport to nearest town!")
  4924. }
  4925. moveHero(h->id, town->visitablePos() + h->getVisitableOffset() ,1);
  4926. }
  4927. break;
  4928. case VISIONS: //Visions
  4929. case VIEW_EARTH: //View Earth
  4930. case DISGUISE: //Disguise
  4931. case VIEW_AIR: //View Air
  4932. default:
  4933. COMPLAIN_RET("This spell is not implemented yet!");
  4934. break;
  4935. }
  4936. SetMana sm;
  4937. sm.hid = h->id;
  4938. sm.val = h->mana - cost;
  4939. sendAndApply(&sm);
  4940. return true;
  4941. }
  4942. void CGameHandler::visitObjectOnTile(const TerrainTile &t, const CGHeroInstance * h)
  4943. {
  4944. if (!t.visitableObjects.empty())
  4945. {
  4946. //to prevent self-visiting heroes on space press
  4947. if(t.visitableObjects.back() != h)
  4948. objectVisited(t.visitableObjects.back(), h);
  4949. else if(t.visitableObjects.size() > 1)
  4950. objectVisited(*(t.visitableObjects.end()-2),h);
  4951. }
  4952. }
  4953. bool CGameHandler::tryAttackingGuard(const int3 &guardPos, const CGHeroInstance * h)
  4954. {
  4955. if(!gs->map->isInTheMap(guardPos))
  4956. return false;
  4957. const TerrainTile &guardTile = gs->map->terrain[guardPos.x][guardPos.y][guardPos.z];
  4958. objectVisited(guardTile.visitableObjects.back(), h);
  4959. visitObjectAfterVictory = true;
  4960. return true;
  4961. }
  4962. bool CGameHandler::sacrificeCreatures(const IMarket *market, const CGHeroInstance *hero, TSlot slot, ui32 count)
  4963. {
  4964. int oldCount = hero->getStackCount(slot);
  4965. if(oldCount < count)
  4966. COMPLAIN_RET("Not enough creatures to sacrifice!")
  4967. else if(oldCount == count && hero->Slots().size() == 1 && hero->needsLastStack())
  4968. COMPLAIN_RET("Cannot sacrifice last creature!");
  4969. int crid = hero->getStack(slot).type->idNumber;
  4970. changeStackCount(StackLocation(hero, slot), -count);
  4971. int dump, exp;
  4972. market->getOffer(crid, 0, dump, exp, EMarketMode::CREATURE_EXP);
  4973. exp *= count;
  4974. changePrimSkill(hero->id, PrimarySkill::EXPERIENCE, hero->calculateXp(exp));
  4975. return true;
  4976. }
  4977. bool CGameHandler::sacrificeArtifact(const IMarket * m, const CGHeroInstance * hero, ArtifactPosition::ArtifactPosition slot)
  4978. {
  4979. ArtifactLocation al(hero, slot);
  4980. const CArtifactInstance *a = al.getArt();
  4981. if(!a)
  4982. COMPLAIN_RET("Cannot find artifact to sacrifice!");
  4983. int dmp, expToGive;
  4984. m->getOffer(hero->getArtTypeId(slot), 0, dmp, expToGive, EMarketMode::ARTIFACT_EXP);
  4985. removeArtifact(al);
  4986. changePrimSkill(hero->id, PrimarySkill::EXPERIENCE, expToGive);
  4987. return true;
  4988. }
  4989. void CGameHandler::makeStackDoNothing(const CStack * next)
  4990. {
  4991. BattleAction doNothing;
  4992. doNothing.actionType = Battle::NO_ACTION;
  4993. doNothing.additionalInfo = 0;
  4994. doNothing.destinationTile = -1;
  4995. doNothing.side = !next->attackerOwned;
  4996. doNothing.stackNumber = next->ID;
  4997. makeAutomaticAction(next, doNothing);
  4998. }
  4999. bool CGameHandler::insertNewStack(const StackLocation &sl, const CCreature *c, TQuantity count)
  5000. {
  5001. if(sl.army->hasStackAtSlot(sl.slot))
  5002. COMPLAIN_RET("Slot is already taken!");
  5003. if(!sl.validSlot())
  5004. COMPLAIN_RET("Cannot insert stack to that slot!");
  5005. InsertNewStack ins;
  5006. ins.sl = sl;
  5007. ins.stack = CStackBasicDescriptor(c, count);
  5008. sendAndApply(&ins);
  5009. return true;
  5010. }
  5011. bool CGameHandler::eraseStack(const StackLocation &sl, bool forceRemoval/* = false*/)
  5012. {
  5013. if(!sl.army->hasStackAtSlot(sl.slot))
  5014. COMPLAIN_RET("Cannot find a stack to erase");
  5015. if(sl.army->Slots().size() == 1 //from the last stack
  5016. && sl.army->needsLastStack() //that must be left
  5017. && !forceRemoval) //ignore above conditions if we are forcing removal
  5018. {
  5019. COMPLAIN_RET("Cannot erase the last stack!");
  5020. }
  5021. EraseStack es;
  5022. es.sl = sl;
  5023. sendAndApply(&es);
  5024. return true;
  5025. }
  5026. bool CGameHandler::changeStackCount(const StackLocation &sl, TQuantity count, bool absoluteValue /*= false*/)
  5027. {
  5028. TQuantity currentCount = sl.army->getStackCount(sl.slot);
  5029. if((absoluteValue && count < 0)
  5030. || (!absoluteValue && -count > currentCount))
  5031. {
  5032. COMPLAIN_RET("Cannot take more stacks than present!");
  5033. }
  5034. if((currentCount == -count && !absoluteValue)
  5035. || (!count && absoluteValue))
  5036. {
  5037. eraseStack(sl);
  5038. }
  5039. else
  5040. {
  5041. ChangeStackCount csc;
  5042. csc.sl = sl;
  5043. csc.count = count;
  5044. csc.absoluteValue = absoluteValue;
  5045. sendAndApply(&csc);
  5046. }
  5047. return true;
  5048. }
  5049. bool CGameHandler::addToSlot(const StackLocation &sl, const CCreature *c, TQuantity count)
  5050. {
  5051. const CCreature *slotC = sl.army->getCreature(sl.slot);
  5052. if(!slotC) //slot is empty
  5053. insertNewStack(sl, c, count);
  5054. else if(c == slotC)
  5055. changeStackCount(sl, count);
  5056. else
  5057. {
  5058. COMPLAIN_RET("Cannot add " + c->namePl + " to slot " + boost::lexical_cast<std::string>(sl.slot) + "!");
  5059. }
  5060. return true;
  5061. }
  5062. void CGameHandler::tryJoiningArmy(const CArmedInstance *src, const CArmedInstance *dst, bool removeObjWhenFinished, bool allowMerging)
  5063. {
  5064. if(!src->canBeMergedWith(*dst, allowMerging))
  5065. {
  5066. if (allowMerging) //do that, add all matching creatures.
  5067. {
  5068. bool cont = true;
  5069. while (cont)
  5070. {
  5071. for(TSlots::const_iterator i = src->stacks.begin(); i != src->stacks.end(); i++)//while there are unmoved creatures
  5072. {
  5073. TSlot pos = dst->getSlotFor(i->second->type);
  5074. if(pos > -1)
  5075. {
  5076. moveStack(StackLocation(src, i->first), StackLocation(dst, pos));
  5077. cont = true;
  5078. break; //or iterator crashes
  5079. }
  5080. cont = false;
  5081. }
  5082. }
  5083. }
  5084. boost::function<void()> removeOrNot = 0;
  5085. if(removeObjWhenFinished)
  5086. removeOrNot = boost::bind(&IGameCallback::removeObject,this,src->id);
  5087. showGarrisonDialog(src->id, dst->id, true, removeOrNot); //show garrison window and optionally remove ourselves from map when player ends
  5088. }
  5089. else //merge
  5090. {
  5091. moveArmy(src, dst, allowMerging);
  5092. if(removeObjWhenFinished)
  5093. removeObject(src->id);
  5094. }
  5095. }
  5096. bool CGameHandler::moveStack(const StackLocation &src, const StackLocation &dst, TQuantity count)
  5097. {
  5098. if(!src.army->hasStackAtSlot(src.slot))
  5099. COMPLAIN_RET("No stack to move!");
  5100. if(dst.army->hasStackAtSlot(dst.slot) && dst.army->getCreature(dst.slot) != src.army->getCreature(src.slot))
  5101. COMPLAIN_RET("Cannot move: stack of different type at destination pos!");
  5102. if(!dst.validSlot())
  5103. COMPLAIN_RET("Cannot move stack to that slot!");
  5104. if(count == -1)
  5105. {
  5106. count = src.army->getStackCount(src.slot);
  5107. }
  5108. if(src.army != dst.army //moving away
  5109. && count == src.army->getStackCount(src.slot) //all creatures
  5110. && src.army->Slots().size() == 1 //from the last stack
  5111. && src.army->needsLastStack()) //that must be left
  5112. {
  5113. COMPLAIN_RET("Cannot move away the last creature!");
  5114. }
  5115. RebalanceStacks rs;
  5116. rs.src = src;
  5117. rs.dst = dst;
  5118. rs.count = count;
  5119. sendAndApply(&rs);
  5120. return true;
  5121. }
  5122. bool CGameHandler::swapStacks(const StackLocation &sl1, const StackLocation &sl2)
  5123. {
  5124. if(!sl1.army->hasStackAtSlot(sl1.slot))
  5125. return moveStack(sl2, sl1);
  5126. else if(!sl2.army->hasStackAtSlot(sl2.slot))
  5127. return moveStack(sl1, sl2);
  5128. else
  5129. {
  5130. SwapStacks ss;
  5131. ss.sl1 = sl1;
  5132. ss.sl2 = sl2;
  5133. sendAndApply(&ss);
  5134. return true;
  5135. }
  5136. }
  5137. void CGameHandler::runBattle()
  5138. {
  5139. setBattle(gs->curB);
  5140. assert(gs->curB);
  5141. //TODO: pre-tactic stuff, call scripts etc.
  5142. //tactic round
  5143. {
  5144. while(gs->curB->tacticDistance && !battleResult.get())
  5145. boost::this_thread::sleep(boost::posix_time::milliseconds(50));
  5146. }
  5147. //spells opening battle
  5148. for(int i=0; i<ARRAY_COUNT(gs->curB->heroes); ++i)
  5149. {
  5150. if(gs->curB->heroes[i] && gs->curB->heroes[i]->hasBonusOfType(Bonus::OPENING_BATTLE_SPELL))
  5151. {
  5152. TBonusListPtr bl = gs->curB->heroes[i]->getBonuses(Selector::type(Bonus::OPENING_BATTLE_SPELL));
  5153. BOOST_FOREACH (Bonus *b, *bl)
  5154. {
  5155. handleSpellCasting(b->subtype, 3, -1, 0, gs->curB->heroes[i]->tempOwner, NULL, gs->curB->heroes[1-i], b->val, ECastingMode::HERO_CASTING, NULL);
  5156. }
  5157. }
  5158. }
  5159. //main loop
  5160. while(!battleResult.get()) //till the end of the battle ;]
  5161. {
  5162. NEW_ROUND;
  5163. auto obstacles = gs->curB->obstacles; //we copy container, because we're going to modify it
  5164. BOOST_FOREACH(auto &obstPtr, obstacles)
  5165. {
  5166. if(const SpellCreatedObstacle *sco = dynamic_cast<const SpellCreatedObstacle *>(obstPtr.get()))
  5167. if(sco->turnsRemaining == 0)
  5168. removeObstacle(*obstPtr);
  5169. }
  5170. const BattleInfo & curB = *gs->curB;
  5171. //stack loop
  5172. const CStack *next;
  5173. while(!battleResult.get() && (next = curB.getNextStack()) && next->willMove())
  5174. {
  5175. //check for bad morale => freeze
  5176. int nextStackMorale = next->MoraleVal();
  5177. if( nextStackMorale < 0 &&
  5178. !(NBonus::hasOfType(gs->curB->heroes[0], Bonus::BLOCK_MORALE) || NBonus::hasOfType(gs->curB->heroes[1], Bonus::BLOCK_MORALE)) //checking if gs->curB->heroes have (or don't have) morale blocking bonuses)
  5179. )
  5180. {
  5181. if( rand()%24 < -2 * nextStackMorale)
  5182. {
  5183. //unit loses its turn - empty freeze action
  5184. BattleAction ba;
  5185. ba.actionType = Battle::BAD_MORALE;
  5186. ba.additionalInfo = 1;
  5187. ba.side = !next->attackerOwned;
  5188. ba.stackNumber = next->ID;
  5189. makeAutomaticAction(next, ba);
  5190. continue;
  5191. }
  5192. }
  5193. if(next->hasBonusOfType(Bonus::ATTACKS_NEAREST_CREATURE)) //while in berserk
  5194. {
  5195. std::pair<const CStack *, int> attackInfo = curB.getNearestStack(next, boost::logic::indeterminate);
  5196. if(attackInfo.first != NULL)
  5197. {
  5198. BattleAction attack;
  5199. attack.actionType = Battle::WALK_AND_ATTACK;
  5200. attack.side = !next->attackerOwned;
  5201. attack.stackNumber = next->ID;
  5202. attack.additionalInfo = attackInfo.first->position;
  5203. attack.destinationTile = attackInfo.second;
  5204. makeAutomaticAction(next, attack);
  5205. }
  5206. else
  5207. {
  5208. makeStackDoNothing(next);
  5209. }
  5210. continue;
  5211. }
  5212. const CGHeroInstance * curOwner = gs->curB->battleGetOwner(next);
  5213. if( (next->position < 0 || next->getCreature()->idNumber == 146) //arrow turret or ballista
  5214. && (!curOwner || curOwner->getSecSkillLevel(SecondarySkill::ARTILLERY) == 0)) //hero has no artillery
  5215. {
  5216. BattleAction attack;
  5217. attack.actionType = Battle::SHOOT;
  5218. attack.side = !next->attackerOwned;
  5219. attack.stackNumber = next->ID;
  5220. for(int g=0; g<gs->curB->stacks.size(); ++g)
  5221. {
  5222. if(gs->curB->stacks[g]->owner != next->owner && gs->curB->stacks[g]->isValidTarget())
  5223. {
  5224. attack.destinationTile = gs->curB->stacks[g]->position;
  5225. break;
  5226. }
  5227. }
  5228. makeAutomaticAction(next, attack);
  5229. continue;
  5230. }
  5231. if(next->getCreature()->idNumber == 145 && (!curOwner || curOwner->getSecSkillLevel(SecondarySkill::BALLISTICS) == 0)) //catapult, hero has no ballistics
  5232. {
  5233. BattleAction attack;
  5234. static const int wallHexes[] = {50, 183, 182, 130, 62, 29, 12, 95};
  5235. attack.destinationTile = wallHexes[ rand()%ARRAY_COUNT(wallHexes) ];
  5236. attack.actionType = Battle::CATAPULT;
  5237. attack.additionalInfo = 0;
  5238. attack.side = !next->attackerOwned;
  5239. attack.stackNumber = next->ID;
  5240. makeAutomaticAction(next, attack);
  5241. continue;
  5242. }
  5243. if(next->getCreature()->idNumber == 147) //first aid tent
  5244. {
  5245. std::vector< const CStack * > possibleStacks;
  5246. //is there any clean algorithm for that? (boost.range seems to lack copy_if) -> remove_copy_if?
  5247. BOOST_FOREACH(const CStack *s, battleGetAllStacks())
  5248. if(s->owner == next->owner && s->canBeHealed())
  5249. possibleStacks.push_back(s);
  5250. if(!possibleStacks.size())
  5251. {
  5252. makeStackDoNothing(next);
  5253. continue;
  5254. }
  5255. if(!curOwner || curOwner->getSecSkillLevel(SecondarySkill::FIRST_AID) == 0) //no hero or hero has no first aid
  5256. {
  5257. range::random_shuffle(possibleStacks);
  5258. const CStack * toBeHealed = possibleStacks.front();
  5259. BattleAction heal;
  5260. heal.actionType = Battle::STACK_HEAL;
  5261. heal.additionalInfo = 0;
  5262. heal.destinationTile = toBeHealed->position;
  5263. heal.side = !next->attackerOwned;
  5264. heal.stackNumber = next->ID;
  5265. makeAutomaticAction(next, heal);
  5266. continue;
  5267. }
  5268. }
  5269. int numberOfAsks = 1;
  5270. bool breakOuter = false;
  5271. do
  5272. {//ask interface and wait for answer
  5273. if(!battleResult.get())
  5274. {
  5275. stackTurnTrigger(next); //various effects
  5276. if (vstd::contains(next->state, EBattleStackState::FEAR))
  5277. {
  5278. makeStackDoNothing(next); //end immediately if stack was affected by fear
  5279. }
  5280. else
  5281. {
  5282. tlog5 << "Activating " << next->nodeName() << std::endl;
  5283. BattleSetActiveStack sas;
  5284. sas.stack = next->ID;
  5285. sendAndApply(&sas);
  5286. boost::unique_lock<boost::mutex> lock(battleMadeAction.mx);
  5287. battleMadeAction.data = false;
  5288. while (next->alive() &&
  5289. (!battleMadeAction.data && !battleResult.get())) //active stack hasn't made its action and battle is still going
  5290. battleMadeAction.cond.wait(lock);
  5291. }
  5292. }
  5293. if(battleResult.get()) //don't touch it, battle could be finished while waiting got action
  5294. {
  5295. breakOuter = true;
  5296. break;
  5297. }
  5298. //we're after action, all results applied
  5299. checkForBattleEnd(); //check if this action ended the battle
  5300. //check for good morale
  5301. nextStackMorale = next->MoraleVal();
  5302. if(!vstd::contains(next->state,EBattleStackState::HAD_MORALE) //only one extra move per turn possible
  5303. && !vstd::contains(next->state,EBattleStackState::DEFENDING)
  5304. && !next->waited()
  5305. && !vstd::contains(next->state, EBattleStackState::FEAR)
  5306. && next->alive()
  5307. && nextStackMorale > 0
  5308. && !(NBonus::hasOfType(gs->curB->heroes[0], Bonus::BLOCK_MORALE) || NBonus::hasOfType(gs->curB->heroes[1], Bonus::BLOCK_MORALE)) //checking if gs->curB->heroes have (or don't have) morale blocking bonuses
  5309. )
  5310. {
  5311. if(rand()%24 < nextStackMorale) //this stack hasn't got morale this turn
  5312. {
  5313. BattleTriggerEffect bte;
  5314. bte.stackID = next->ID;
  5315. bte.effect = Bonus::MORALE;
  5316. bte.val = 1;
  5317. bte.additionalInfo = 0;
  5318. sendAndApply(&bte); //play animation
  5319. ++numberOfAsks; //move this stack once more
  5320. }
  5321. }
  5322. --numberOfAsks;
  5323. } while (numberOfAsks > 0);
  5324. if (breakOuter)
  5325. {
  5326. break;
  5327. }
  5328. }
  5329. }
  5330. endBattle(gs->curB->tile, gs->curB->heroes[0], gs->curB->heroes[1]);
  5331. }
  5332. bool CGameHandler::makeAutomaticAction(const CStack *stack, BattleAction &ba)
  5333. {
  5334. BattleSetActiveStack bsa;
  5335. bsa.stack = stack->ID;
  5336. bsa.askPlayerInterface = false;
  5337. sendAndApply(&bsa);
  5338. bool ret = makeBattleAction(ba);
  5339. checkForBattleEnd();
  5340. return ret;
  5341. }
  5342. void CGameHandler::giveHeroArtifact(const CGHeroInstance *h, const CArtifactInstance *a, ArtifactPosition::ArtifactPosition pos)
  5343. {
  5344. assert(a->artType);
  5345. ArtifactLocation al;
  5346. al.artHolder = const_cast<CGHeroInstance*>(h);
  5347. ArtifactPosition::ArtifactPosition slot = ArtifactPosition::PRE_FIRST;
  5348. if(pos < 0)
  5349. {
  5350. if(pos == ArtifactPosition::FIRST_AVAILABLE)
  5351. slot = a->firstAvailableSlot(h);
  5352. else
  5353. slot = a->firstBackpackSlot(h);
  5354. }
  5355. else
  5356. {
  5357. slot = pos;
  5358. }
  5359. al.slot = slot;
  5360. if(slot < 0 || !a->canBePutAt(al))
  5361. {
  5362. complain("Cannot put artifact in that slot!");
  5363. return;
  5364. }
  5365. putArtifact(al, a);
  5366. }
  5367. void CGameHandler::putArtifact(const ArtifactLocation &al, const CArtifactInstance *a)
  5368. {
  5369. PutArtifact pa;
  5370. pa.art = a;
  5371. pa.al = al;
  5372. sendAndApply(&pa);
  5373. }
  5374. void CGameHandler::giveHeroNewArtifact(const CGHeroInstance *h, const CArtifact *artType, ArtifactPosition::ArtifactPosition pos)
  5375. {
  5376. CArtifactInstance *a = NULL;
  5377. if(!artType->constituents)
  5378. {
  5379. a = new CArtifactInstance();
  5380. }
  5381. else
  5382. {
  5383. a = new CCombinedArtifactInstance();
  5384. }
  5385. a->artType = artType; //*NOT* via settype -> all bonus-related stuff must be done by NewArtifact apply
  5386. NewArtifact na;
  5387. na.art = a;
  5388. sendAndApply(&na); // -> updates a!!!, will create a on other machines
  5389. giveHeroArtifact(h, a, pos);
  5390. }
  5391. void CGameHandler::setBattleResult(BattleResult::EResult resultType, int victoriusSide)
  5392. {
  5393. if(battleResult.get())
  5394. {
  5395. complain("There is already set result?");
  5396. return;
  5397. }
  5398. BattleResult *br = new BattleResult;
  5399. br->result = resultType;
  5400. br->winner = victoriusSide; //surrendering side loses
  5401. gs->curB->calculateCasualties(br->casualties);
  5402. battleResult.set(br);
  5403. }
  5404. void CGameHandler::commitPackage( CPackForClient *pack )
  5405. {
  5406. sendAndApply(pack);
  5407. }
  5408. void CGameHandler::spawnWanderingMonsters(int creatureID)
  5409. {
  5410. std::vector<int3>::iterator tile;
  5411. std::vector<int3> tiles;
  5412. getFreeTiles(tiles);
  5413. ui32 amount = tiles.size() / 200; //Chance is 0.5% for each tile
  5414. std::random_shuffle(tiles.begin(), tiles.end());
  5415. tlog5 << "Spawning wandering monsters. Found " << tiles.size() << " free tiles. Creature type: " << creatureID << std::endl;
  5416. const CCreature *cre = VLC->creh->creatures[creatureID];
  5417. for (int i = 0; i < amount; ++i)
  5418. {
  5419. tile = tiles.begin();
  5420. tlog5 << "\tSpawning monster at " << *tile << std::endl;
  5421. putNewMonster(creatureID, cre->getRandomAmount(std::rand), *tile);
  5422. tiles.erase(tile); //not use it again
  5423. }
  5424. }
  5425. bool CGameHandler::isBlockedByQueries(const CPack *pack, int packType, ui8 player)
  5426. {
  5427. //it's always legal to send query reply (we'll check later if it makes sense)
  5428. if(packType == typeList.getTypeID<QueryReply>())
  5429. return false;
  5430. if(packType == typeList.getTypeID<ArrangeStacks>() && isAllowedArrangePack((const ArrangeStacks*)pack))
  5431. return false;
  5432. //if there are no queries, nothing is blocking
  5433. if(states.getQueriesCount(player) == 0)
  5434. return false;
  5435. return true; //block package
  5436. }
  5437. void CGameHandler::removeObstacle(const CObstacleInstance &obstacle)
  5438. {
  5439. ObstaclesRemoved obsRem;
  5440. obsRem.obstacles.insert(obstacle.uniqueID);
  5441. sendAndApply(&obsRem);
  5442. }
  5443. CasualtiesAfterBattle::CasualtiesAfterBattle(const CArmedInstance *army, BattleInfo *bat)
  5444. {
  5445. heroWithDeadCommander = -1;
  5446. int color = army->tempOwner;
  5447. if(color == 254)
  5448. color = GameConstants::NEUTRAL_PLAYER;
  5449. BOOST_FOREACH(CStack *st, bat->stacks)
  5450. {
  5451. if(vstd::contains(st->state, EBattleStackState::SUMMONED)) //don't take into account summoned stacks
  5452. continue;
  5453. if(st->owner==color && !army->slotEmpty(st->slot) && st->count < army->getStackCount(st->slot))
  5454. {
  5455. StackLocation sl(army, st->slot);
  5456. if(st->alive())
  5457. newStackCounts.push_back(std::pair<StackLocation, int>(sl, st->count));
  5458. else
  5459. newStackCounts.push_back(std::pair<StackLocation, int>(sl, 0));
  5460. }
  5461. if (st->base && !st->count)
  5462. {
  5463. auto c = dynamic_cast <const CCommanderInstance *>(st->base);
  5464. if (c) //switch commander status to dead
  5465. {
  5466. auto h = dynamic_cast <const CGHeroInstance *>(army);
  5467. if (h && h->commander == c)
  5468. heroWithDeadCommander = army->id; //TODO: unify commander handling
  5469. }
  5470. }
  5471. }
  5472. }
  5473. void CasualtiesAfterBattle::takeFromArmy(CGameHandler *gh)
  5474. {
  5475. BOOST_FOREACH(TStackAndItsNewCount &ncount, newStackCounts)
  5476. {
  5477. if(ncount.second > 0)
  5478. gh->changeStackCount(ncount.first, ncount.second, true);
  5479. else
  5480. gh->eraseStack(ncount.first, true);
  5481. }
  5482. if (heroWithDeadCommander > -1)
  5483. {
  5484. SetCommanderProperty scp;
  5485. scp.heroid = heroWithDeadCommander;
  5486. scp.which = SetCommanderProperty::ALIVE;
  5487. scp.amount = 0;
  5488. gh->sendAndApply (&scp);
  5489. }
  5490. }