CGameHandler.cpp 191 KB

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  1. #include "StdInc.h"
  2. #include "../lib/filesystem/Filesystem.h"
  3. #include "../lib/filesystem/CFileInfo.h"
  4. #include "../lib/int3.h"
  5. #include "../lib/mapping/CCampaignHandler.h"
  6. #include "../lib/StartInfo.h"
  7. #include "../lib/CModHandler.h"
  8. #include "../lib/CArtHandler.h"
  9. #include "../lib/CBuildingHandler.h"
  10. #include "../lib/CDefObjInfoHandler.h"
  11. #include "../lib/CHeroHandler.h"
  12. #include "../lib/CObjectHandler.h"
  13. #include "../lib/CSpellHandler.h"
  14. #include "../lib/CGeneralTextHandler.h"
  15. #include "../lib/CTownHandler.h"
  16. #include "../lib/CCreatureHandler.h"
  17. #include "../lib/CGameState.h"
  18. #include "../lib/BattleState.h"
  19. #include "../lib/CondSh.h"
  20. #include "../lib/NetPacks.h"
  21. #include "../lib/VCMI_Lib.h"
  22. #include "../lib/mapping/CMap.h"
  23. #include "../lib/VCMIDirs.h"
  24. #include "../lib/ScopeGuard.h"
  25. #include "../client/CSoundBase.h"
  26. #include "CGameHandler.h"
  27. #include "CVCMIServer.h"
  28. #include "../lib/CCreatureSet.h"
  29. #include "../lib/CThreadHelper.h"
  30. #include "../lib/GameConstants.h"
  31. #include "../lib/registerTypes/RegisterTypes.h"
  32. /*
  33. * CGameHandler.cpp, part of VCMI engine
  34. *
  35. * Authors: listed in file AUTHORS in main folder
  36. *
  37. * License: GNU General Public License v2.0 or later
  38. * Full text of license available in license.txt file, in main folder
  39. *
  40. */
  41. #ifndef _MSC_VER
  42. #include <boost/thread/xtime.hpp>
  43. #endif
  44. extern bool end2;
  45. #ifdef min
  46. #undef min
  47. #endif
  48. #ifdef max
  49. #undef max
  50. #endif
  51. #define COMPLAIN_RET_IF(cond, txt) do {if(cond){complain(txt); return;}} while(0)
  52. #define COMPLAIN_RET_FALSE_IF(cond, txt) do {if(cond){complain(txt); return false;}} while(0)
  53. #define COMPLAIN_RET(txt) {complain(txt); return false;}
  54. #define COMPLAIN_RETF(txt, FORMAT) {complain(boost::str(boost::format(txt) % FORMAT)); return false;}
  55. #define NEW_ROUND BattleNextRound bnr;\
  56. bnr.round = gs->curB->round + 1;\
  57. sendAndApply(&bnr);
  58. CondSh<bool> battleMadeAction;
  59. CondSh<BattleResult *> battleResult(nullptr);
  60. template <typename T> class CApplyOnGH;
  61. class CBaseForGHApply
  62. {
  63. public:
  64. virtual bool applyOnGH(CGameHandler *gh, CConnection *c, void *pack, PlayerColor player) const =0;
  65. virtual ~CBaseForGHApply(){}
  66. template<typename U> static CBaseForGHApply *getApplier(const U * t=nullptr)
  67. {
  68. return new CApplyOnGH<U>;
  69. }
  70. };
  71. template <typename T> class CApplyOnGH : public CBaseForGHApply
  72. {
  73. public:
  74. bool applyOnGH(CGameHandler *gh, CConnection *c, void *pack, PlayerColor player) const
  75. {
  76. T *ptr = static_cast<T*>(pack);
  77. ptr->c = c;
  78. ptr->player = player;
  79. return ptr->applyGh(gh);
  80. }
  81. };
  82. template <>
  83. class CApplyOnGH<CPack> : public CBaseForGHApply
  84. {
  85. public:
  86. bool applyOnGH(CGameHandler *gh, CConnection *c, void *pack, PlayerColor player) const
  87. {
  88. logGlobal->errorStream() << "Cannot apply on GH plain CPack!";
  89. assert(0);
  90. return false;
  91. }
  92. };
  93. static CApplier<CBaseForGHApply> *applier = nullptr;
  94. CMP_stack cmpst ;
  95. static inline double distance(int3 a, int3 b)
  96. {
  97. return std::sqrt( (double)(a.x-b.x)*(a.x-b.x) + (a.y-b.y)*(a.y-b.y) );
  98. }
  99. static void giveExp(BattleResult &r)
  100. {
  101. r.exp[0] = 0;
  102. r.exp[1] = 0;
  103. for(auto i = r.casualties[!r.winner].begin(); i!=r.casualties[!r.winner].end(); i++)
  104. {
  105. r.exp[r.winner] += VLC->creh->creatures.at(i->first)->valOfBonuses(Bonus::STACK_HEALTH) * i->second;
  106. }
  107. }
  108. PlayerStatus PlayerStatuses::operator[](PlayerColor player)
  109. {
  110. boost::unique_lock<boost::mutex> l(mx);
  111. if(players.find(player) != players.end())
  112. {
  113. return players.at(player);
  114. }
  115. else
  116. {
  117. throw std::runtime_error("No such player!");
  118. }
  119. }
  120. void PlayerStatuses::addPlayer(PlayerColor player)
  121. {
  122. boost::unique_lock<boost::mutex> l(mx);
  123. players[player];
  124. }
  125. bool PlayerStatuses::checkFlag(PlayerColor 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(PlayerColor 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. template <typename T>
  151. void callWith(std::vector<T> args, std::function<void(T)> fun, ui32 which)
  152. {
  153. fun(args[which]);
  154. }
  155. void CGameHandler::levelUpHero(const CGHeroInstance * hero, SecondarySkill skill)
  156. {
  157. changeSecSkill(hero, skill, 1, 0);
  158. expGiven(hero);
  159. }
  160. void CGameHandler::levelUpHero(const CGHeroInstance * hero)
  161. {
  162. // required exp for at least 1 lvl-up hasn't been reached
  163. if(!hero->gainsLevel())
  164. {
  165. return;
  166. }
  167. // give primary skill
  168. logGlobal->traceStream() << hero->name << " got level "<< hero->level;
  169. auto primarySkill = hero->nextPrimarySkill();
  170. SetPrimSkill sps;
  171. sps.id = hero->id;
  172. sps.which = primarySkill;
  173. sps.abs = false;
  174. sps.val = 1;
  175. sendAndApply(&sps);
  176. HeroLevelUp hlu;
  177. hlu.hero = hero;
  178. hlu.primskill = primarySkill;
  179. hlu.skills = hero->getLevelUpProposedSecondarySkills();
  180. if(hlu.skills.size() == 0)
  181. {
  182. sendAndApply(&hlu);
  183. levelUpHero(hero);
  184. }
  185. else if(hlu.skills.size() == 1 || hero->tempOwner == PlayerColor::NEUTRAL) //choose skill automatically
  186. {
  187. sendAndApply(&hlu);
  188. levelUpHero(hero, *RandomGeneratorUtil::nextItem(hlu.skills, hero->skillsInfo.rand));
  189. }
  190. else if(hlu.skills.size() > 1)
  191. {
  192. auto levelUpQuery = make_shared<CHeroLevelUpDialogQuery>(hlu);
  193. hlu.queryID = levelUpQuery->queryID;
  194. queries.addQuery(levelUpQuery);
  195. sendAndApply(&hlu);
  196. //level up will be called on query reply
  197. }
  198. }
  199. void CGameHandler::levelUpCommander (const CCommanderInstance * c, int skill)
  200. {
  201. SetCommanderProperty scp;
  202. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  203. if (hero)
  204. scp.heroid = hero->id;
  205. else
  206. {
  207. complain ("Commander is not led by hero!");
  208. return;
  209. }
  210. scp.accumulatedBonus.subtype = 0;
  211. scp.accumulatedBonus.additionalInfo = 0;
  212. scp.accumulatedBonus.duration = Bonus::PERMANENT;
  213. scp.accumulatedBonus.turnsRemain = 0;
  214. scp.accumulatedBonus.source = Bonus::COMMANDER;
  215. scp.accumulatedBonus.valType = Bonus::BASE_NUMBER;
  216. if (skill <= ECommander::SPELL_POWER)
  217. {
  218. scp.which = SetCommanderProperty::BONUS;
  219. auto difference = [](std::vector< std::vector <ui8> > skillLevels, std::vector <ui8> secondarySkills, int skill)->int
  220. {
  221. int s = std::min (skill, (int)ECommander::SPELL_POWER); //spell power level controls also casts and resistance
  222. return skillLevels.at(skill).at(secondarySkills.at(s)) - (secondarySkills.at(s) ? skillLevels.at(skill).at(secondarySkills.at(s)-1) : 0);
  223. };
  224. switch (skill)
  225. {
  226. case ECommander::ATTACK:
  227. scp.accumulatedBonus.type = Bonus::PRIMARY_SKILL;
  228. scp.accumulatedBonus.subtype = PrimarySkill::ATTACK;
  229. break;
  230. case ECommander::DEFENSE:
  231. scp.accumulatedBonus.type = Bonus::PRIMARY_SKILL;
  232. scp.accumulatedBonus.subtype = PrimarySkill::DEFENSE;
  233. break;
  234. case ECommander::HEALTH:
  235. scp.accumulatedBonus.type = Bonus::STACK_HEALTH;
  236. scp.accumulatedBonus.valType = Bonus::PERCENT_TO_BASE;
  237. break;
  238. case ECommander::DAMAGE:
  239. scp.accumulatedBonus.type = Bonus::CREATURE_DAMAGE;
  240. scp.accumulatedBonus.subtype = 0;
  241. scp.accumulatedBonus.valType = Bonus::PERCENT_TO_BASE;
  242. break;
  243. case ECommander::SPEED:
  244. scp.accumulatedBonus.type = Bonus::STACKS_SPEED;
  245. break;
  246. case ECommander::SPELL_POWER:
  247. scp.accumulatedBonus.type = Bonus::MAGIC_RESISTANCE;
  248. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::RESISTANCE);
  249. sendAndApply (&scp); //additional pack
  250. scp.accumulatedBonus.type = Bonus::CREATURE_SPELL_POWER;
  251. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::SPELL_POWER) * 100; //like hero with spellpower = ability level
  252. sendAndApply (&scp); //additional pack
  253. scp.accumulatedBonus.type = Bonus::CASTS;
  254. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::CASTS);
  255. sendAndApply (&scp); //additional pack
  256. scp.accumulatedBonus.type = Bonus::CREATURE_ENCHANT_POWER; //send normally
  257. break;
  258. }
  259. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, skill);
  260. sendAndApply (&scp);
  261. scp.which = SetCommanderProperty::SECONDARY_SKILL;
  262. scp.additionalInfo = skill;
  263. scp.amount = c->secondarySkills.at(skill) + 1;
  264. sendAndApply (&scp);
  265. }
  266. else if (skill >= 100)
  267. {
  268. scp.which = SetCommanderProperty::SPECIAL_SKILL;
  269. scp.accumulatedBonus = *VLC->creh->skillRequirements.at(skill-100).first;
  270. scp.additionalInfo = skill; //unnormalized
  271. sendAndApply (&scp);
  272. }
  273. expGiven(hero);
  274. }
  275. void CGameHandler::levelUpCommander(const CCommanderInstance * c)
  276. {
  277. if (!c->gainsLevel())
  278. {
  279. return;
  280. }
  281. CommanderLevelUp clu;
  282. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  283. if (hero)
  284. clu.hero = hero;
  285. else
  286. {
  287. complain ("Commander is not led by hero!");
  288. return;
  289. }
  290. //picking sec. skills for choice
  291. for (int i = 0; i <= ECommander::SPELL_POWER; ++i)
  292. {
  293. if (c->secondarySkills.at(i) < ECommander::MAX_SKILL_LEVEL)
  294. clu.skills.push_back(i);
  295. }
  296. int i = 100;
  297. for (auto specialSkill : VLC->creh->skillRequirements)
  298. {
  299. if (c->secondarySkills.at(specialSkill.second.first) == ECommander::MAX_SKILL_LEVEL
  300. && c->secondarySkills.at(specialSkill.second.second) == ECommander::MAX_SKILL_LEVEL
  301. && !vstd::contains (c->specialSKills, i))
  302. clu.skills.push_back (i);
  303. ++i;
  304. }
  305. int skillAmount = clu.skills.size();
  306. if(!skillAmount)
  307. {
  308. sendAndApply(&clu);
  309. levelUpCommander(c);
  310. }
  311. else if(skillAmount == 1 || hero->tempOwner == PlayerColor::NEUTRAL) //choose skill automatically
  312. {
  313. sendAndApply(&clu);
  314. levelUpCommander(c, *RandomGeneratorUtil::nextItem(clu.skills, gs->getRandomGenerator()));
  315. }
  316. else if(skillAmount > 1) //apply and ask for secondary skill
  317. {
  318. auto commanderLevelUp = make_shared<CCommanderLevelUpDialogQuery>(clu);
  319. clu.queryID = commanderLevelUp->queryID;
  320. queries.addQuery(commanderLevelUp);
  321. sendAndApply(&clu);
  322. }
  323. }
  324. void CGameHandler::expGiven(const CGHeroInstance *hero)
  325. {
  326. if(hero->gainsLevel())
  327. levelUpHero(hero);
  328. else if(hero->commander && hero->commander->gainsLevel())
  329. levelUpCommander(hero->commander);
  330. //if(hero->commander && hero->level > hero->commander->level && hero->commander->gainsLevel())
  331. // levelUpCommander(hero->commander);
  332. // else
  333. // levelUpHero(hero);
  334. }
  335. void CGameHandler::changePrimSkill(const CGHeroInstance * hero, PrimarySkill::PrimarySkill which, si64 val, bool abs)
  336. {
  337. if (which == PrimarySkill::EXPERIENCE) // Check if scenario limit reached
  338. {
  339. if (gs->map->levelLimit != 0)
  340. {
  341. TExpType expLimit = VLC->heroh->reqExp(gs->map->levelLimit);
  342. TExpType resultingExp = abs ? val : hero->exp + val;
  343. if (resultingExp > expLimit)
  344. {
  345. // set given experience to max possible, but don't decrease if hero already over top
  346. abs = true;
  347. val = std::max(expLimit, hero->exp);
  348. InfoWindow iw;
  349. iw.player = hero->tempOwner;
  350. iw.text.addTxt(MetaString::GENERAL_TXT, 1); //can gain no more XP
  351. iw.text.addReplacement(hero->name);
  352. sendAndApply(&iw);
  353. }
  354. }
  355. }
  356. SetPrimSkill sps;
  357. sps.id = hero->id;
  358. sps.which = which;
  359. sps.abs = abs;
  360. sps.val = val;
  361. sendAndApply(&sps);
  362. //only for exp - hero may level up
  363. if (which == PrimarySkill::EXPERIENCE)
  364. {
  365. if(hero->commander && hero->commander->alive)
  366. {
  367. //FIXME: trim experience according to map limit?
  368. SetCommanderProperty scp;
  369. scp.heroid = hero->id;
  370. scp.which = SetCommanderProperty::EXPERIENCE;
  371. scp.amount = val;
  372. sendAndApply (&scp);
  373. CBonusSystemNode::treeHasChanged();
  374. }
  375. expGiven(hero);
  376. }
  377. }
  378. void CGameHandler::changeSecSkill( const CGHeroInstance * hero, SecondarySkill which, int val, bool abs/*=false*/ )
  379. {
  380. SetSecSkill sss;
  381. sss.id = hero->id;
  382. sss.which = which;
  383. sss.val = val;
  384. sss.abs = abs;
  385. sendAndApply(&sss);
  386. if(which == SecondarySkill::WISDOM)
  387. {
  388. if(hero && hero->visitedTown)
  389. giveSpells(hero->visitedTown, hero);
  390. }
  391. }
  392. void CGameHandler::endBattle(int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2)
  393. {
  394. LOG_TRACE(logGlobal);
  395. //Fill BattleResult structure with exp info
  396. giveExp(*battleResult.data);
  397. if (battleResult.get()->result == BattleResult::NORMAL) // give 500 exp for defeating hero, unless he escaped
  398. {
  399. if (hero1)
  400. battleResult.data->exp[1] += 500;
  401. if (hero2)
  402. battleResult.data->exp[0] += 500;
  403. }
  404. if (hero1)
  405. battleResult.data->exp[0] = hero1->calculateXp(battleResult.data->exp[0]);//scholar skill
  406. if (hero2)
  407. battleResult.data->exp[1] = hero2->calculateXp(battleResult.data->exp[1]);
  408. const CArmedInstance *bEndArmy1 = gs->curB->sides.at(0).armyObject;
  409. const CArmedInstance *bEndArmy2 = gs->curB->sides.at(1).armyObject;
  410. const BattleResult::EResult result = battleResult.get()->result;
  411. auto findBattleQuery = [this] () -> shared_ptr<CBattleQuery>
  412. {
  413. for(auto &q : queries.allQueries())
  414. {
  415. if(auto bq = std::dynamic_pointer_cast<CBattleQuery>(q))
  416. if(bq->bi == gs->curB)
  417. return bq;
  418. }
  419. return shared_ptr<CBattleQuery>();
  420. };
  421. auto battleQuery = findBattleQuery();
  422. if(!battleQuery)
  423. {
  424. logGlobal->errorStream() << "Cannot find battle query!";
  425. if(gs->initialOpts->mode == StartInfo::DUEL)
  426. {
  427. battleQuery = make_shared<CBattleQuery>(gs->curB);
  428. }
  429. }
  430. if(battleQuery != queries.topQuery(gs->curB->sides[0].color))
  431. complain("Player " + boost::lexical_cast<std::string>(gs->curB->sides[0].color) + " although in battle has no battle query at the top!");
  432. battleQuery->result = *battleResult.data;
  433. //Check how many battle queries were created (number of players blocked by battle)
  434. const int queriedPlayers = battleQuery ? boost::count(queries.allQueries(), battleQuery) : 0;
  435. finishingBattle = make_unique<FinishingBattleHelper>(battleQuery, gs->initialOpts->mode == StartInfo::DUEL, queriedPlayers);
  436. CasualtiesAfterBattle cab1(bEndArmy1, gs->curB), cab2(bEndArmy2, gs->curB); //calculate casualties before deleting battle
  437. if(finishingBattle->duel)
  438. {
  439. duelFinished();
  440. sendAndApply(battleResult.data); //after this point casualties objects are destroyed
  441. return;
  442. }
  443. ChangeSpells cs; //for Eagle Eye
  444. if(finishingBattle->winnerHero)
  445. {
  446. if(int eagleEyeLevel = finishingBattle->winnerHero->getSecSkillLevel(SecondarySkill::EAGLE_EYE))
  447. {
  448. int maxLevel = eagleEyeLevel + 1;
  449. double eagleEyeChance = finishingBattle->winnerHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::EAGLE_EYE);
  450. for(const CSpell *sp : gs->curB->sides.at(!battleResult.data->winner).usedSpellsHistory)
  451. if(sp->level <= maxLevel && !vstd::contains(finishingBattle->winnerHero->spells, sp->id) && gs->getRandomGenerator().nextInt(99) < eagleEyeChance)
  452. cs.spells.insert(sp->id);
  453. }
  454. }
  455. std::vector<ui32> arts; //display them in window
  456. if (result == BattleResult::NORMAL && finishingBattle->winnerHero)
  457. {
  458. if (finishingBattle->loserHero)
  459. {
  460. auto artifactsWorn = finishingBattle->loserHero->artifactsWorn; //TODO: wrap it into a function, somehow (boost::variant -_-)
  461. for (auto artSlot : artifactsWorn)
  462. {
  463. MoveArtifact ma;
  464. ma.src = ArtifactLocation (finishingBattle->loserHero, artSlot.first);
  465. const CArtifactInstance * art = ma.src.getArt();
  466. if (art && !art->artType->isBig() && art->artType->id != 0) // don't move war machines or locked arts (spellbook)
  467. {
  468. arts.push_back (art->artType->id);
  469. ma.dst = ArtifactLocation (finishingBattle->winnerHero, art->firstAvailableSlot(finishingBattle->winnerHero));
  470. sendAndApply(&ma);
  471. }
  472. }
  473. while (!finishingBattle->loserHero->artifactsInBackpack.empty())
  474. {
  475. //we assume that no big artifacts can be found
  476. MoveArtifact ma;
  477. ma.src = ArtifactLocation (finishingBattle->loserHero,
  478. ArtifactPosition(GameConstants::BACKPACK_START)); //backpack automatically shifts arts to beginning
  479. const CArtifactInstance * art = ma.src.getArt();
  480. arts.push_back (art->artType->id);
  481. ma.dst = ArtifactLocation (finishingBattle->winnerHero, art->firstAvailableSlot(finishingBattle->winnerHero));
  482. sendAndApply(&ma);
  483. }
  484. if (finishingBattle->loserHero->commander) //TODO: what if commanders belong to no hero?
  485. {
  486. artifactsWorn = finishingBattle->loserHero->commander->artifactsWorn;
  487. for (auto artSlot : artifactsWorn)
  488. {
  489. MoveArtifact ma;
  490. ma.src = ArtifactLocation (finishingBattle->loserHero->commander.get(), artSlot.first);
  491. const CArtifactInstance * art = ma.src.getArt();
  492. if (art && !art->artType->isBig())
  493. {
  494. arts.push_back (art->artType->id);
  495. ma.dst = ArtifactLocation (finishingBattle->winnerHero, art->firstAvailableSlot(finishingBattle->winnerHero));
  496. sendAndApply(&ma);
  497. }
  498. }
  499. }
  500. }
  501. for (auto armySlot : gs->curB->battleGetArmyObject(!battleResult.data->winner)->stacks)
  502. {
  503. auto artifactsWorn = armySlot.second->artifactsWorn;
  504. for (auto artSlot : artifactsWorn)
  505. {
  506. MoveArtifact ma;
  507. ma.src = ArtifactLocation (armySlot.second, artSlot.first);
  508. const CArtifactInstance * art = ma.src.getArt();
  509. if (art && !art->artType->isBig())
  510. {
  511. arts.push_back (art->artType->id);
  512. ma.dst = ArtifactLocation (finishingBattle->winnerHero, art->firstAvailableSlot(finishingBattle->winnerHero));
  513. sendAndApply(&ma);
  514. }
  515. }
  516. }
  517. }
  518. sendAndApply(battleResult.data); //after this point casualties objects are destroyed
  519. if (arts.size()) //display loot
  520. {
  521. InfoWindow iw;
  522. iw.player = finishingBattle->winnerHero->tempOwner;
  523. iw.text.addTxt (MetaString::GENERAL_TXT, 30); //You have captured enemy artifact
  524. for (auto id : arts) //TODO; separate function to display loot for various ojects?
  525. {
  526. iw.components.push_back (Component (Component::ARTIFACT, id, 0, 0));
  527. if(iw.components.size() >= 14)
  528. {
  529. sendAndApply(&iw);
  530. iw.components.clear();
  531. iw.text.addTxt (MetaString::GENERAL_TXT, 30); //repeat
  532. }
  533. }
  534. if (iw.components.size())
  535. {
  536. sendAndApply(&iw);
  537. }
  538. }
  539. //Eagle Eye secondary skill handling
  540. if(!cs.spells.empty())
  541. {
  542. cs.learn = 1;
  543. cs.hid = finishingBattle->winnerHero->id;
  544. InfoWindow iw;
  545. iw.player = finishingBattle->winnerHero->tempOwner;
  546. iw.text.addTxt(MetaString::GENERAL_TXT, 221); //Through eagle-eyed observation, %s is able to learn %s
  547. iw.text.addReplacement(finishingBattle->winnerHero->name);
  548. std::ostringstream names;
  549. for(int i = 0; i < cs.spells.size(); i++)
  550. {
  551. names << "%s";
  552. if(i < cs.spells.size() - 2)
  553. names << ", ";
  554. else if(i < cs.spells.size() - 1)
  555. names << "%s";
  556. }
  557. names << ".";
  558. iw.text.addReplacement(names.str());
  559. auto it = cs.spells.begin();
  560. for(int i = 0; i < cs.spells.size(); i++, it++)
  561. {
  562. iw.text.addReplacement(MetaString::SPELL_NAME, it->toEnum());
  563. if(i == cs.spells.size() - 2) //we just added pre-last name
  564. iw.text.addReplacement(MetaString::GENERAL_TXT, 141); // " and "
  565. iw.components.push_back(Component(Component::SPELL, *it, 0, 0));
  566. }
  567. sendAndApply(&iw);
  568. sendAndApply(&cs);
  569. }
  570. cab1.takeFromArmy(this);
  571. cab2.takeFromArmy(this); //take casualties after battle is deleted
  572. //if one hero has lost we will erase him
  573. if(battleResult.data->winner!=0 && hero1)
  574. {
  575. RemoveObject ro(hero1->id);
  576. sendAndApply(&ro);
  577. }
  578. if(battleResult.data->winner!=1 && hero2)
  579. {
  580. RemoveObject ro(hero2->id);
  581. sendAndApply(&ro);
  582. }
  583. //give exp
  584. if (battleResult.data->exp[0] && hero1 && battleResult.get()->winner == 0)
  585. changePrimSkill(hero1, PrimarySkill::EXPERIENCE, battleResult.data->exp[0]);
  586. else if (battleResult.data->exp[1] && hero2 && battleResult.get()->winner == 1)
  587. changePrimSkill(hero2, PrimarySkill::EXPERIENCE, battleResult.data->exp[1]);
  588. queries.popIfTop(battleQuery);
  589. //--> continuation (battleAfterLevelUp) occurs after level-up queries are handled or on removing query (above)
  590. }
  591. void CGameHandler::battleAfterLevelUp( const BattleResult &result )
  592. {
  593. LOG_TRACE(logGlobal);
  594. finishingBattle->remainingBattleQueriesCount--;
  595. logGlobal->traceStream() << "Decremented queries count to " << finishingBattle->remainingBattleQueriesCount;
  596. if(finishingBattle->remainingBattleQueriesCount > 0)
  597. //Battle results will be handled when all battle queries are closed
  598. return;
  599. //TODO consider if we really want it to work like above. ATM each player as unblocked as soon as possible
  600. // but the battle consequences are applied after final player is unblocked. Hard to abuse...
  601. // Still, it looks like a hole.
  602. // Necromancy if applicable.
  603. const CStackBasicDescriptor raisedStack = finishingBattle->winnerHero ? finishingBattle->winnerHero->calculateNecromancy(*battleResult.data) : CStackBasicDescriptor();
  604. // Give raised units to winner and show dialog, if any were raised,
  605. // units will be given after casualties are taken
  606. const SlotID necroSlot = raisedStack.type ? finishingBattle->winnerHero->getSlotFor(raisedStack.type) : SlotID();
  607. if (necroSlot != SlotID())
  608. {
  609. finishingBattle->winnerHero->showNecromancyDialog(raisedStack);
  610. addToSlot(StackLocation(finishingBattle->winnerHero, necroSlot), raisedStack.type, raisedStack.count);
  611. }
  612. BattleResultsApplied resultsApplied;
  613. resultsApplied.player1 = finishingBattle->victor;
  614. resultsApplied.player2 = finishingBattle->loser;
  615. sendAndApply(&resultsApplied);
  616. setBattle(nullptr);
  617. if(visitObjectAfterVictory && result.winner==0)
  618. {
  619. logGlobal->traceStream() << "post-victory visit";
  620. visitObjectOnTile(*getTile(finishingBattle->winnerHero->getPosition()), finishingBattle->winnerHero);
  621. }
  622. visitObjectAfterVictory = false;
  623. //handle victory/loss of engaged players
  624. std::set<PlayerColor> playerColors = boost::assign::list_of(finishingBattle->loser)(finishingBattle->victor);
  625. checkVictoryLossConditions(playerColors);
  626. if(result.result == BattleResult::SURRENDER || result.result == BattleResult::ESCAPE) //loser has escaped or surrendered
  627. {
  628. SetAvailableHeroes sah;
  629. sah.player = finishingBattle->loser;
  630. sah.hid[0] = finishingBattle->loserHero->subID;
  631. if(result.result == BattleResult::ESCAPE) //retreat
  632. {
  633. sah.army[0].clear();
  634. sah.army[0].setCreature(SlotID(0), finishingBattle->loserHero->type->initialArmy.at(0).creature, 1);
  635. }
  636. if(const CGHeroInstance *another = getPlayer(finishingBattle->loser)->availableHeroes.at(1))
  637. sah.hid[1] = another->subID;
  638. else
  639. sah.hid[1] = -1;
  640. sendAndApply(&sah);
  641. }
  642. }
  643. void CGameHandler::prepareAttack(BattleAttack &bat, const CStack *att, const CStack *def, int distance, int targetHex)
  644. {
  645. bat.bsa.clear();
  646. bat.stackAttacking = att->ID;
  647. const int attackerLuck = att->LuckVal();
  648. auto sideHeroBlocksLuck = [](const SideInBattle &side){ return NBonus::hasOfType(side.hero, Bonus::BLOCK_LUCK); };
  649. if(!vstd::contains_if(gs->curB->sides, sideHeroBlocksLuck))
  650. {
  651. if(attackerLuck > 0 && gs->getRandomGenerator().nextInt(23) < attackerLuck)
  652. {
  653. bat.flags |= BattleAttack::LUCKY;
  654. }
  655. if (VLC->modh->settings.data["hardcodedFeatures"]["NEGATIVE_LUCK"].Bool()) // negative luck enabled
  656. {
  657. if (attackerLuck < 0 && gs->getRandomGenerator().nextInt(23) < abs(attackerLuck))
  658. {
  659. bat.flags |= BattleAttack::UNLUCKY;
  660. }
  661. }
  662. }
  663. if(gs->getRandomGenerator().nextInt(99) < att->valOfBonuses(Bonus::DOUBLE_DAMAGE_CHANCE))
  664. {
  665. bat.flags |= BattleAttack::DEATH_BLOW;
  666. }
  667. if(att->getCreature()->idNumber == CreatureID::BALLISTA)
  668. {
  669. static const int artilleryLvlToChance[] = {0, 50, 75, 100};
  670. const CGHeroInstance * owner = gs->curB->getHero(att->owner);
  671. int chance = artilleryLvlToChance[owner->getSecSkillLevel(SecondarySkill::ARTILLERY)];
  672. if(chance > gs->getRandomGenerator().nextInt(99))
  673. {
  674. bat.flags |= BattleAttack::BALLISTA_DOUBLE_DMG;
  675. }
  676. }
  677. // only primary target
  678. applyBattleEffects(bat, att, def, distance, false);
  679. if (!bat.shot()) //multiple-hex attack - only in meele
  680. {
  681. std::set<const CStack*> attackedCreatures = gs->curB->getAttackedCreatures(att, targetHex); //creatures other than primary target
  682. for(const CStack * stack : attackedCreatures)
  683. {
  684. if (stack != def) //do not hit same stack twice
  685. {
  686. applyBattleEffects(bat, att, stack, distance, true);
  687. }
  688. }
  689. }
  690. const Bonus * bonus = att->getBonusLocalFirst(Selector::type(Bonus::SPELL_LIKE_ATTACK));
  691. if (bonus && (bat.shot())) //TODO: make it work in meele?
  692. {
  693. bat.bsa.front().flags |= BattleStackAttacked::EFFECT;
  694. bat.bsa.front().effect = VLC->spellh->objects.at(bonus->subtype)->mainEffectAnim; //hopefully it does not interfere with any other effect?
  695. std::set<const CStack*> attackedCreatures = gs->curB->getAffectedCreatures(SpellID(bonus->subtype).toSpell(), bonus->val, att->owner, targetHex);
  696. //TODO: get exact attacked hex for defender
  697. for(const CStack * stack : attackedCreatures)
  698. {
  699. if (stack != def) //do not hit same stack twice
  700. {
  701. applyBattleEffects(bat, att, stack, distance, true);
  702. }
  703. }
  704. }
  705. }
  706. void CGameHandler::applyBattleEffects(BattleAttack &bat, const CStack *att, const CStack *def, int distance, bool secondary) //helper function for prepareAttack
  707. {
  708. BattleStackAttacked bsa;
  709. if (secondary)
  710. bsa.flags |= BattleStackAttacked::SECONDARY; //all other targets do not suffer from spells & spell-like abilities
  711. bsa.attackerID = att->ID;
  712. bsa.stackAttacked = def->ID;
  713. bsa.damageAmount = gs->curB->calculateDmg(att, def, gs->curB->battleGetOwner(att), gs->curB->battleGetOwner(def),
  714. bat.shot(), distance, bat.lucky(), bat.unlucky(), bat.deathBlow(), bat.ballistaDoubleDmg(), gs->getRandomGenerator());
  715. def->prepareAttacked(bsa, gs->getRandomGenerator()); //calculate casualties
  716. //life drain handling
  717. if (att->hasBonusOfType(Bonus::LIFE_DRAIN) && def->isLiving())
  718. {
  719. StacksHealedOrResurrected shi;
  720. shi.lifeDrain = (ui8)true;
  721. shi.tentHealing = (ui8)false;
  722. shi.drainedFrom = def->ID;
  723. StacksHealedOrResurrected::HealInfo hi;
  724. hi.stackID = att->ID;
  725. hi.healedHP = std::min<int> (bsa.damageAmount * att->valOfBonuses (Bonus::LIFE_DRAIN) / 100,
  726. att->MaxHealth() - att->firstHPleft + att->MaxHealth() * (att->baseAmount - att->count) );
  727. hi.lowLevelResurrection = false;
  728. shi.healedStacks.push_back(hi);
  729. if (hi.healedHP > 0)
  730. {
  731. bsa.healedStacks.push_back(shi);
  732. }
  733. }
  734. bat.bsa.push_back(bsa); //add this stack to the list of victims after drain life has been calculated
  735. //fire shield handling
  736. if (!bat.shot() && def->hasBonusOfType(Bonus::FIRE_SHIELD) && !att->hasBonusOfType (Bonus::FIRE_IMMUNITY) && !bsa.killed() )
  737. {
  738. BattleStackAttacked bsa2;
  739. bsa2.stackAttacked = att->ID; //invert
  740. bsa2.attackerID = def->ID;
  741. bsa2.flags |= BattleStackAttacked::EFFECT; //FIXME: play anmation upon efreet and not attacker
  742. bsa2.effect = 11;
  743. bsa2.damageAmount = (bsa.damageAmount * def->valOfBonuses(Bonus::FIRE_SHIELD)) / 100; //TODO: scale with attack/defense
  744. att->prepareAttacked(bsa2, gameState()->getRandomGenerator());
  745. bat.bsa.push_back(bsa2);
  746. }
  747. }
  748. void CGameHandler::handleConnection(std::set<PlayerColor> players, CConnection &c)
  749. {
  750. setThreadName("CGameHandler::handleConnection");
  751. try
  752. {
  753. while(1)//server should never shut connection first //was: while(!end2)
  754. {
  755. CPack *pack = nullptr;
  756. PlayerColor player = PlayerColor::NEUTRAL;
  757. si32 requestID = -999;
  758. int packType = 0;
  759. {
  760. boost::unique_lock<boost::mutex> lock(*c.rmx);
  761. c >> player >> requestID >> pack; //get the package
  762. if(!pack)
  763. {
  764. logGlobal ->errorStream() << boost::format("Received a null package marked as request %d from player %d") % requestID % player;
  765. }
  766. packType = typeList.getTypeID(pack); //get the id of type
  767. logGlobal->traceStream() << boost::format("Received client message (request %d by player %d) of type with ID=%d (%s).\n")
  768. % requestID % player.getNum() % packType % typeid(*pack).name();
  769. }
  770. //prepare struct informing that action was applied
  771. auto sendPackageResponse = [&](bool succesfullyApplied)
  772. {
  773. PackageApplied applied;
  774. applied.player = player;
  775. applied.result = succesfullyApplied;
  776. applied.packType = packType;
  777. applied.requestID = requestID;
  778. boost::unique_lock<boost::mutex> lock(*c.wmx);
  779. c << &applied;
  780. };
  781. CBaseForGHApply *apply = applier->apps[packType]; //and appropriae applier object
  782. if(isBlockedByQueries(pack, player))
  783. {
  784. sendPackageResponse(false);
  785. }
  786. else if(apply)
  787. {
  788. const bool result = apply->applyOnGH(this,&c,pack, player);
  789. if(!result)
  790. complain("Got false in applying... that request must have been fishy!");
  791. logGlobal->traceStream() << "Message successfully applied (result=" << result << ")!";
  792. sendPackageResponse(true);
  793. }
  794. else
  795. {
  796. logGlobal->errorStream() << "Message cannot be applied, cannot find applier (unregistered type)!";
  797. sendPackageResponse(false);
  798. }
  799. vstd::clear_pointer(pack);
  800. }
  801. }
  802. catch(boost::system::system_error &e) //for boost errors just log, not crash - probably client shut down connection
  803. {
  804. assert(!c.connected); //make sure that connection has been marked as broken
  805. logGlobal->errorStream() << e.what();
  806. end2 = true;
  807. }
  808. HANDLE_EXCEPTION(end2 = true);
  809. logGlobal->errorStream() << "Ended handling connection";
  810. }
  811. int CGameHandler::moveStack(int stack, BattleHex dest)
  812. {
  813. int ret = 0;
  814. const CStack *curStack = gs->curB->battleGetStackByID(stack),
  815. *stackAtEnd = gs->curB->battleGetStackByPos(dest);
  816. assert(curStack);
  817. assert(dest < GameConstants::BFIELD_SIZE);
  818. if (gs->curB->tacticDistance)
  819. {
  820. assert(gs->curB->isInTacticRange(dest));
  821. }
  822. if(curStack->position == dest)
  823. return 0;
  824. //initing necessary tables
  825. auto accessibility = getAccesibility(curStack);
  826. //shifting destination (if we have double wide stack and we can occupy dest but not be exactly there)
  827. if(!stackAtEnd && curStack->doubleWide() && !accessibility.accessible(dest, curStack))
  828. {
  829. if(curStack->attackerOwned)
  830. {
  831. if(accessibility.accessible(dest+1, curStack))
  832. dest += BattleHex::RIGHT;
  833. }
  834. else
  835. {
  836. if(accessibility.accessible(dest-1, curStack))
  837. dest += BattleHex::LEFT;
  838. }
  839. }
  840. if((stackAtEnd && stackAtEnd!=curStack && stackAtEnd->alive()) || !accessibility.accessible(dest, curStack))
  841. {
  842. complain("Given destination is not accessible!");
  843. return 0;
  844. }
  845. std::pair< std::vector<BattleHex>, int > path = gs->curB->getPath(curStack->position, dest, curStack);
  846. ret = path.second;
  847. int creSpeed = gs->curB->tacticDistance ? GameConstants::BFIELD_SIZE : curStack->Speed();
  848. if(curStack->hasBonusOfType(Bonus::FLYING))
  849. {
  850. if(path.second <= creSpeed && path.first.size() > 0)
  851. {
  852. //inform clients about move
  853. BattleStackMoved sm;
  854. sm.stack = curStack->ID;
  855. std::vector<BattleHex> tiles;
  856. tiles.push_back(path.first[0]);
  857. sm.tilesToMove = tiles;
  858. sm.distance = path.second;
  859. sm.teleporting = false;
  860. sendAndApply(&sm);
  861. }
  862. }
  863. else //for non-flying creatures
  864. {
  865. // send one package with the creature path information
  866. shared_ptr<const CObstacleInstance> obstacle; //obstacle that interrupted movement
  867. std::vector<BattleHex> tiles;
  868. int tilesToMove = std::max((int)(path.first.size() - creSpeed), 0);
  869. int v = path.first.size()-1;
  870. startWalking:
  871. for(; v >= tilesToMove; --v)
  872. {
  873. BattleHex hex = path.first[v];
  874. tiles.push_back(hex);
  875. if((obstacle = battleGetObstacleOnPos(hex, false)))
  876. {
  877. //we walked onto something, so we finalize this portion of stack movement check into obstacle
  878. break;
  879. }
  880. }
  881. if (tiles.size() > 0)
  882. {
  883. //commit movement
  884. BattleStackMoved sm;
  885. sm.stack = curStack->ID;
  886. sm.distance = path.second;
  887. sm.teleporting = false;
  888. sm.tilesToMove = tiles;
  889. sendAndApply(&sm);
  890. }
  891. //we don't handle obstacle at the destination tile -> it's handled separately in the if at the end
  892. if(obstacle && curStack->position != dest)
  893. {
  894. handleDamageFromObstacle(*obstacle, curStack);
  895. //if stack didn't die in explosion, continue movement
  896. if(!obstacle->stopsMovement() && curStack->alive())
  897. {
  898. obstacle.reset();
  899. tiles.clear();
  900. v--;
  901. goto startWalking; //TODO it's so evil
  902. }
  903. }
  904. }
  905. //handling obstacle on the final field (separate, because it affects both flying and walking stacks)
  906. if(curStack->alive())
  907. {
  908. if(auto theLastObstacle = battleGetObstacleOnPos(curStack->position, false))
  909. {
  910. handleDamageFromObstacle(*theLastObstacle, curStack);
  911. }
  912. }
  913. return ret;
  914. }
  915. CGameHandler::CGameHandler(void)
  916. {
  917. QID = 1;
  918. //gs = nullptr;
  919. IObjectInterface::cb = this;
  920. applier = new CApplier<CBaseForGHApply>;
  921. registerTypesServerPacks(*applier);
  922. visitObjectAfterVictory = false;
  923. queries.gh = this;
  924. }
  925. CGameHandler::~CGameHandler(void)
  926. {
  927. delete applier;
  928. applier = nullptr;
  929. delete gs;
  930. }
  931. void CGameHandler::init(StartInfo *si)
  932. {
  933. if(si->seedToBeUsed == 0)
  934. {
  935. si->seedToBeUsed = std::time(nullptr);
  936. }
  937. gs = new CGameState();
  938. logGlobal->infoStream() << "Gamestate created!";
  939. gs->init(si);
  940. logGlobal->infoStream() << "Gamestate initialized!";
  941. // reset seed, so that clients can't predict any following random values
  942. gs->getRandomGenerator().resetSeed();
  943. for(auto & elem : gs->players)
  944. {
  945. states.addPlayer(elem.first);
  946. }
  947. }
  948. static bool evntCmp(const CMapEvent &a, const CMapEvent &b)
  949. {
  950. return a.earlierThan(b);
  951. }
  952. void CGameHandler::setPortalDwelling(const CGTownInstance * town, bool forced=false, bool clear = false)
  953. {// bool forced = true - if creature should be replaced, if false - only if no creature was set
  954. const PlayerState *p = gs->getPlayer(town->tempOwner);
  955. if(!p)
  956. {
  957. logGlobal->warnStream() << "There is no player owner of town " << town->name << " at " << town->pos;
  958. return;
  959. }
  960. if (forced || town->creatures.at(GameConstants::CREATURES_PER_TOWN).second.empty())//we need to change creature
  961. {
  962. SetAvailableCreatures ssi;
  963. ssi.tid = town->id;
  964. ssi.creatures = town->creatures;
  965. ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.clear();//remove old one
  966. const std::vector<ConstTransitivePtr<CGDwelling> > &dwellings = p->dwellings;
  967. if (dwellings.empty())//no dwellings - just remove
  968. {
  969. sendAndApply(&ssi);
  970. return;
  971. }
  972. auto dwelling = *RandomGeneratorUtil::nextItem(dwellings, gs->getRandomGenerator());
  973. // for multi-creature dwellings like Golem Factory
  974. auto creatureId = RandomGeneratorUtil::nextItem(dwelling->creatures, gs->getRandomGenerator())->second[0];
  975. if(clear)
  976. {
  977. ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = std::max((ui32)1, (VLC->creh->creatures.at(creatureId)->growth)/2);
  978. }
  979. else
  980. {
  981. ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = VLC->creh->creatures.at(creatureId)->growth;
  982. }
  983. ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.push_back(creatureId);
  984. sendAndApply(&ssi);
  985. }
  986. }
  987. void CGameHandler::newTurn()
  988. {
  989. logGlobal->traceStream() << "Turn " << gs->day+1;
  990. NewTurn n;
  991. n.specialWeek = NewTurn::NO_ACTION;
  992. n.creatureid = CreatureID::NONE;
  993. n.day = gs->day + 1;
  994. bool firstTurn = !getDate(Date::DAY);
  995. bool newWeek = getDate(Date::DAY_OF_WEEK) == 7; //day numbers are confusing, as day was not yet switched
  996. bool newMonth = getDate(Date::DAY_OF_MONTH) == 28;
  997. std::map<PlayerColor, si32> hadGold;//starting gold - for buildings like dwarven treasury
  998. if (firstTurn)
  999. {
  1000. for (auto obj : gs->map->objects)
  1001. {
  1002. if (obj && obj->ID == Obj::PRISON) //give imprisoned hero 0 exp to level him up. easiest to do at this point
  1003. {
  1004. changePrimSkill (getHero(obj->id), PrimarySkill::EXPERIENCE, 0);
  1005. }
  1006. }
  1007. }
  1008. if (newWeek && !firstTurn)
  1009. {
  1010. n.specialWeek = NewTurn::NORMAL;
  1011. bool deityOfFireBuilt = false;
  1012. for(const CGTownInstance *t : gs->map->towns)
  1013. {
  1014. if(t->hasBuilt(BuildingID::GRAIL, ETownType::INFERNO))
  1015. {
  1016. deityOfFireBuilt = true;
  1017. break;
  1018. }
  1019. }
  1020. if(deityOfFireBuilt)
  1021. {
  1022. n.specialWeek = NewTurn::DEITYOFFIRE;
  1023. n.creatureid = CreatureID::IMP;
  1024. }
  1025. else
  1026. {
  1027. int monthType = gs->getRandomGenerator().nextInt(99);
  1028. if(newMonth) //new month
  1029. {
  1030. if (monthType < 40) //double growth
  1031. {
  1032. n.specialWeek = NewTurn::DOUBLE_GROWTH;
  1033. if (VLC->modh->settings.ALL_CREATURES_GET_DOUBLE_MONTHS)
  1034. {
  1035. std::pair<int, CreatureID> newMonster(54, VLC->creh->pickRandomMonster(gs->getRandomGenerator()));
  1036. n.creatureid = newMonster.second;
  1037. }
  1038. else if(VLC->creh->doubledCreatures.size())
  1039. {
  1040. const std::vector<CreatureID> doubledCreatures (VLC->creh->doubledCreatures.begin(), VLC->creh->doubledCreatures.end());
  1041. n.creatureid = *RandomGeneratorUtil::nextItem(doubledCreatures, gs->getRandomGenerator());
  1042. }
  1043. else
  1044. {
  1045. complain("Cannot find creature that can be spawned!");
  1046. n.specialWeek = NewTurn::NORMAL;
  1047. }
  1048. }
  1049. else if (monthType < 50)
  1050. n.specialWeek = NewTurn::PLAGUE;
  1051. }
  1052. else //it's a week, but not full month
  1053. {
  1054. if (monthType < 25)
  1055. {
  1056. n.specialWeek = NewTurn::BONUS_GROWTH; //+5
  1057. std::pair<int, CreatureID> newMonster(54, VLC->creh->pickRandomMonster(gs->getRandomGenerator()));
  1058. //TODO do not pick neutrals
  1059. n.creatureid = newMonster.second;
  1060. }
  1061. }
  1062. }
  1063. }
  1064. std::map<ui32, ConstTransitivePtr<CGHeroInstance> > pool = gs->hpool.heroesPool;
  1065. for (auto & elem : gs->players)
  1066. {
  1067. if(elem.first == PlayerColor::NEUTRAL)
  1068. continue;
  1069. else if(elem.first >= PlayerColor::PLAYER_LIMIT)
  1070. assert(0); //illegal player number!
  1071. std::pair<PlayerColor, si32> playerGold(elem.first, elem.second.resources.at(Res::GOLD));
  1072. hadGold.insert(playerGold);
  1073. if(newWeek) //new heroes in tavern
  1074. {
  1075. SetAvailableHeroes sah;
  1076. sah.player = elem.first;
  1077. //pick heroes and their armies
  1078. CHeroClass *banned = nullptr;
  1079. for (int j = 0; j < GameConstants::AVAILABLE_HEROES_PER_PLAYER; j++)
  1080. {
  1081. //first hero - native if possible, second hero -> any other class
  1082. if(CGHeroInstance *h = gs->hpool.pickHeroFor(j == 0, elem.first, getNativeTown(elem.first), pool, gs->getRandomGenerator(), banned))
  1083. {
  1084. sah.hid[j] = h->subID;
  1085. h->initArmy(&sah.army[j]);
  1086. banned = h->type->heroClass;
  1087. }
  1088. else
  1089. sah.hid[j] = -1;
  1090. }
  1091. sendAndApply(&sah);
  1092. }
  1093. n.res[elem.first] = elem.second.resources;
  1094. for(CGHeroInstance *h : (elem).second.heroes)
  1095. {
  1096. if(h->visitedTown)
  1097. giveSpells(h->visitedTown, h);
  1098. NewTurn::Hero hth;
  1099. hth.id = h->id;
  1100. hth.move = h->maxMovePoints(gs->map->getTile(h->getPosition(false)).terType != ETerrainType::WATER);
  1101. if(h->visitedTown && h->visitedTown->hasBuilt(BuildingID::MAGES_GUILD_1)) //if hero starts turn in town with mage guild
  1102. hth.mana = std::max(h->mana, h->manaLimit()); //restore all mana
  1103. else
  1104. hth.mana = std::max((si32)(0), std::max(h->mana, std::min((si32)(h->mana + h->manaRegain()), h->manaLimit())));
  1105. n.heroes.insert(hth);
  1106. if(!firstTurn) //not first day
  1107. {
  1108. n.res[elem.first][Res::GOLD] += h->valOfBonuses(Selector::typeSubtype(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::ESTATES)); //estates
  1109. for (int k = 0; k < GameConstants::RESOURCE_QUANTITY; k++)
  1110. {
  1111. n.res[elem.first][k] += h->valOfBonuses(Bonus::GENERATE_RESOURCE, k);
  1112. }
  1113. }
  1114. }
  1115. }
  1116. for(CGTownInstance *t : gs->map->towns)
  1117. {
  1118. PlayerColor player = t->tempOwner;
  1119. handleTownEvents(t, n);
  1120. if(newWeek) //first day of week
  1121. {
  1122. if(t->hasBuilt(BuildingID::PORTAL_OF_SUMMON, ETownType::DUNGEON))
  1123. setPortalDwelling(t, true, (n.specialWeek == NewTurn::PLAGUE ? true : false)); //set creatures for Portal of Summoning
  1124. if(!firstTurn)
  1125. if (t->hasBuilt(BuildingID::TREASURY, ETownType::RAMPART) && player < PlayerColor::PLAYER_LIMIT)
  1126. n.res[player][Res::GOLD] += hadGold.at(player)/10; //give 10% of starting gold
  1127. if (!vstd::contains(n.cres, t->id))
  1128. {
  1129. n.cres[t->id].tid = t->id;
  1130. n.cres[t->id].creatures = t->creatures;
  1131. }
  1132. auto & sac = n.cres.at(t->id);
  1133. for (int k=0; k < GameConstants::CREATURES_PER_TOWN; k++) //creature growths
  1134. {
  1135. if (!t->creatures.at(k).second.empty()) // there are creatures at this level
  1136. {
  1137. ui32 &availableCount = sac.creatures.at(k).first;
  1138. const CCreature *cre = VLC->creh->creatures.at(t->creatures.at(k).second.back());
  1139. if (n.specialWeek == NewTurn::PLAGUE)
  1140. availableCount = t->creatures.at(k).first / 2; //halve their number, no growth
  1141. else
  1142. {
  1143. if(firstTurn) //first day of game: use only basic growths
  1144. availableCount = cre->growth;
  1145. else
  1146. availableCount += t->creatureGrowth(k);
  1147. //Deity of fire week - upgrade both imps and upgrades
  1148. if (n.specialWeek == NewTurn::DEITYOFFIRE && vstd::contains(t->creatures.at(k).second, n.creatureid))
  1149. availableCount += 15;
  1150. if( cre->idNumber == n.creatureid ) //bonus week, effect applies only to identical creatures
  1151. {
  1152. if(n.specialWeek == NewTurn::DOUBLE_GROWTH)
  1153. availableCount *= 2;
  1154. else if(n.specialWeek == NewTurn::BONUS_GROWTH)
  1155. availableCount += 5;
  1156. }
  1157. }
  1158. }
  1159. }
  1160. }
  1161. if(!firstTurn && player < PlayerColor::PLAYER_LIMIT)//not the first day and town not neutral
  1162. {
  1163. if(t->hasBuilt(BuildingID::RESOURCE_SILO)) //there is resource silo
  1164. {
  1165. if(t->town->primaryRes == Res::WOOD_AND_ORE) //we'll give wood and ore
  1166. {
  1167. n.res[player][Res::WOOD] ++;
  1168. n.res[player][Res::ORE] ++;
  1169. }
  1170. else
  1171. {
  1172. if (t->town->primaryRes != Res::GOLD)
  1173. n.res[player][t->town->primaryRes] ++;
  1174. }
  1175. }
  1176. n.res[player][Res::GOLD] += t->dailyIncome();
  1177. }
  1178. if(t->hasBuilt(BuildingID::GRAIL, ETownType::TOWER))
  1179. {
  1180. // Skyship, probably easier to handle same as Veil of darkness
  1181. //do it every new day after veils apply
  1182. if (player != PlayerColor::NEUTRAL) //do not reveal fow for neutral player
  1183. {
  1184. FoWChange fw;
  1185. fw.mode = 1;
  1186. fw.player = player;
  1187. // find all hidden tiles
  1188. const auto & fow = gs->getPlayerTeam(player)->fogOfWarMap;
  1189. for (size_t i=0; i<fow.size(); i++)
  1190. for (size_t j=0; j<fow.at(i).size(); j++)
  1191. for (size_t k=0; k<fow.at(i).at(j).size(); k++)
  1192. if (!fow.at(i).at(j).at(k))
  1193. fw.tiles.insert(int3(i,j,k));
  1194. sendAndApply (&fw);
  1195. }
  1196. }
  1197. if (t->hasBonusOfType (Bonus::DARKNESS))
  1198. {
  1199. t->hideTiles(t->getOwner(), t->getBonusLocalFirst(Selector::type(Bonus::DARKNESS))->val);
  1200. }
  1201. //unhiding what shouldn't be hidden? //that's handled in netpacks client
  1202. }
  1203. if(newMonth)
  1204. {
  1205. SetAvailableArtifacts saa;
  1206. saa.id = -1;
  1207. pickAllowedArtsSet(saa.arts);
  1208. sendAndApply(&saa);
  1209. }
  1210. sendAndApply(&n);
  1211. if(newWeek)
  1212. {
  1213. //spawn wandering monsters
  1214. if (newMonth && (n.specialWeek == NewTurn::DOUBLE_GROWTH || n.specialWeek == NewTurn::DEITYOFFIRE))
  1215. {
  1216. spawnWanderingMonsters(n.creatureid);
  1217. }
  1218. //new week info popup
  1219. if(!firstTurn)
  1220. {
  1221. InfoWindow iw;
  1222. switch (n.specialWeek)
  1223. {
  1224. case NewTurn::DOUBLE_GROWTH:
  1225. iw.text.addTxt(MetaString::ARRAY_TXT, 131);
  1226. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1227. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1228. break;
  1229. case NewTurn::PLAGUE:
  1230. iw.text.addTxt(MetaString::ARRAY_TXT, 132);
  1231. break;
  1232. case NewTurn::BONUS_GROWTH:
  1233. iw.text.addTxt(MetaString::ARRAY_TXT, 134);
  1234. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1235. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1236. break;
  1237. case NewTurn::DEITYOFFIRE:
  1238. iw.text.addTxt(MetaString::ARRAY_TXT, 135);
  1239. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 42); //%s imp
  1240. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 42); //%s imp
  1241. iw.text.addReplacement2(15); //%+d 15
  1242. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 43); //%s familiar
  1243. iw.text.addReplacement2(15); //%+d 15
  1244. break;
  1245. default:
  1246. if (newMonth)
  1247. {
  1248. iw.text.addTxt(MetaString::ARRAY_TXT, (130));
  1249. iw.text.addReplacement(MetaString::ARRAY_TXT, gs->getRandomGenerator().nextInt(32, 41));
  1250. }
  1251. else
  1252. {
  1253. iw.text.addTxt(MetaString::ARRAY_TXT, (133));
  1254. iw.text.addReplacement(MetaString::ARRAY_TXT, gs->getRandomGenerator().nextInt(43, 57));
  1255. }
  1256. }
  1257. for (auto & elem : gs->players)
  1258. {
  1259. iw.player = elem.first;
  1260. sendAndApply(&iw);
  1261. }
  1262. }
  1263. }
  1264. logGlobal->traceStream() << "Info about turn " << n.day << "has been sent!";
  1265. handleTimeEvents();
  1266. //call objects
  1267. for(auto & elem : gs->map->objects)
  1268. {
  1269. if(elem)
  1270. elem->newTurn();
  1271. }
  1272. synchronizeArtifactHandlerLists(); //new day events may have changed them. TODO better of managing that
  1273. }
  1274. void CGameHandler::run(bool resume)
  1275. {
  1276. LOG_TRACE_PARAMS(logGlobal, "resume=%d", resume);
  1277. using namespace boost::posix_time;
  1278. for(CConnection *cc : conns)
  1279. {
  1280. if(!resume)
  1281. {
  1282. (*cc) << gs->initialOpts; // gs->scenarioOps
  1283. }
  1284. std::set<PlayerColor> players;
  1285. (*cc) >> players; //how many players will be handled at that client
  1286. std::stringstream sbuffer;
  1287. sbuffer << "Connection " << cc->connectionID << " will handle " << players.size() << " player: ";
  1288. for(PlayerColor color : players)
  1289. {
  1290. sbuffer << color << " ";
  1291. {
  1292. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  1293. connections[color] = cc;
  1294. }
  1295. }
  1296. logGlobal->infoStream() << sbuffer.str();
  1297. cc->addStdVecItems(gs);
  1298. cc->enableStackSendingByID();
  1299. cc->disableSmartPointerSerialization();
  1300. }
  1301. for(auto & elem : conns)
  1302. {
  1303. std::set<PlayerColor> pom;
  1304. for(auto j = connections.cbegin(); j!=connections.cend();j++)
  1305. if(j->second == elem)
  1306. pom.insert(j->first);
  1307. boost::thread(boost::bind(&CGameHandler::handleConnection,this,pom,boost::ref(*elem)));
  1308. }
  1309. if(gs->scenarioOps->mode == StartInfo::DUEL)
  1310. {
  1311. runBattle();
  1312. end2 = true;
  1313. while(conns.size() && (*conns.begin())->isOpen())
  1314. boost::this_thread::sleep(boost::posix_time::milliseconds(5)); //give time client to close socket
  1315. return;
  1316. }
  1317. auto playerTurnOrder = generatePlayerTurnOrder();
  1318. while(!end2)
  1319. {
  1320. if(!resume) newTurn();
  1321. std::list<PlayerColor>::iterator it;
  1322. if(resume)
  1323. {
  1324. it = std::find(playerTurnOrder.begin(), playerTurnOrder.end(), gs->currentPlayer);
  1325. }
  1326. else
  1327. {
  1328. it = playerTurnOrder.begin();
  1329. }
  1330. resume = false;
  1331. for(; it != playerTurnOrder.end(); it++)
  1332. {
  1333. auto playerColor = *it;
  1334. if(gs->players[playerColor].status == EPlayerStatus::INGAME)
  1335. {
  1336. states.setFlag(playerColor, &PlayerStatus::makingTurn, true);
  1337. YourTurn yt;
  1338. yt.player = playerColor;
  1339. applyAndSend(&yt);
  1340. checkVictoryLossConditionsForAll();
  1341. //wait till turn is done
  1342. boost::unique_lock<boost::mutex> lock(states.mx);
  1343. while(states.players.at(playerColor).makingTurn && !end2)
  1344. {
  1345. static time_duration p = milliseconds(200);
  1346. states.cv.timed_wait(lock,p);
  1347. }
  1348. }
  1349. }
  1350. }
  1351. while(conns.size() && (*conns.begin())->isOpen())
  1352. boost::this_thread::sleep(boost::posix_time::milliseconds(5)); //give time client to close socket
  1353. }
  1354. std::list<PlayerColor> CGameHandler::generatePlayerTurnOrder() const
  1355. {
  1356. // Generate player turn order
  1357. std::list<PlayerColor> playerTurnOrder;
  1358. for(const auto & player : gs->players) // add human players first
  1359. {
  1360. if(player.second.human)
  1361. playerTurnOrder.push_back(player.first);
  1362. }
  1363. for(const auto & player : gs->players) // then add non-human players
  1364. {
  1365. if(!player.second.human)
  1366. playerTurnOrder.push_back(player.first);
  1367. }
  1368. return std::move(playerTurnOrder);
  1369. }
  1370. void CGameHandler::setupBattle( int3 tile, const CArmedInstance *armies[2], const CGHeroInstance *heroes[2], bool creatureBank, const CGTownInstance *town )
  1371. {
  1372. battleResult.set(nullptr);
  1373. //send info about battles
  1374. BattleStart bs;
  1375. bs.info = gs->setupBattle(tile, armies, heroes, creatureBank, town);
  1376. sendAndApply(&bs);
  1377. }
  1378. void CGameHandler::checkForBattleEnd()
  1379. {
  1380. if(auto result = battleIsFinished())
  1381. {
  1382. setBattleResult(BattleResult::NORMAL, *result);
  1383. }
  1384. }
  1385. void CGameHandler::giveSpells( const CGTownInstance *t, const CGHeroInstance *h )
  1386. {
  1387. if(!h->hasSpellbook())
  1388. return; //hero hasn't spellbook
  1389. ChangeSpells cs;
  1390. cs.hid = h->id;
  1391. cs.learn = true;
  1392. for(int i=0; i<std::min(t->mageGuildLevel(),h->getSecSkillLevel(SecondarySkill::WISDOM)+2);i++)
  1393. {
  1394. if (t->hasBuilt(BuildingID::GRAIL, ETownType::CONFLUX)) //Aurora Borealis
  1395. {
  1396. std::vector<SpellID> spells;
  1397. getAllowedSpells(spells, i);
  1398. for (auto & spell : spells)
  1399. cs.spells.insert(spell);
  1400. }
  1401. else
  1402. {
  1403. for(int j=0; j<t->spellsAtLevel(i+1,true) && j<t->spells.at(i).size(); j++)
  1404. {
  1405. if(!vstd::contains(h->spells,t->spells.at(i).at(j)))
  1406. cs.spells.insert(t->spells.at(i).at(j));
  1407. }
  1408. }
  1409. }
  1410. if(!cs.spells.empty())
  1411. sendAndApply(&cs);
  1412. }
  1413. void CGameHandler::setBlockVis(ObjectInstanceID objid, bool bv)
  1414. {
  1415. SetObjectProperty sop(objid,2,bv);
  1416. sendAndApply(&sop);
  1417. }
  1418. bool CGameHandler::removeObject( const CGObjectInstance * obj )
  1419. {
  1420. if(!obj || !getObj(obj->id))
  1421. {
  1422. logGlobal->errorStream() << "Something wrong, that object already has been removed or hasn't existed!";
  1423. return false;
  1424. }
  1425. RemoveObject ro;
  1426. ro.id = obj->id;
  1427. sendAndApply(&ro);
  1428. checkVictoryLossConditionsForAll(); //eg if monster escaped (removing objs after battle is done dircetly by endBattle, not this function)
  1429. return true;
  1430. }
  1431. void CGameHandler::setAmount(ObjectInstanceID objid, ui32 val)
  1432. {
  1433. SetObjectProperty sop(objid,3,val);
  1434. sendAndApply(&sop);
  1435. }
  1436. bool CGameHandler::moveHero( ObjectInstanceID hid, int3 dst, ui8 teleporting, PlayerColor asker /*= 255*/ )
  1437. {
  1438. const CGHeroInstance *h = getHero(hid);
  1439. if(!h || (asker != PlayerColor::NEUTRAL && (teleporting || h->getOwner() != gs->currentPlayer)) //not turn of that hero or player can't simply teleport hero (at least not with this function)
  1440. )
  1441. {
  1442. logGlobal->errorStream() << "Illegal call to move hero!";
  1443. return false;
  1444. }
  1445. logGlobal->traceStream() << "Player " << asker << " wants to move hero "<< hid.getNum() << " from "<< h->pos << " to " << dst;
  1446. const int3 hmpos = dst + int3(-1,0,0);
  1447. if(!gs->map->isInTheMap(hmpos))
  1448. {
  1449. logGlobal->errorStream() << "Destination tile is outside the map!";
  1450. return false;
  1451. }
  1452. const TerrainTile t = *gs->getTile(hmpos);
  1453. const int cost = gs->getMovementCost(h, h->getPosition(), hmpos, h->hasBonusOfType(Bonus::FLYING_MOVEMENT), h->movement);
  1454. const int3 guardPos = gs->guardingCreaturePosition(hmpos);
  1455. const bool embarking = !h->boat && !t.visitableObjects.empty() && t.visitableObjects.back()->ID == Obj::BOAT;
  1456. const bool disembarking = h->boat && t.terType != ETerrainType::WATER && !t.blocked;
  1457. //result structure for start - movement failed, no move points used
  1458. TryMoveHero tmh;
  1459. tmh.id = hid;
  1460. tmh.start = h->pos;
  1461. tmh.end = dst;
  1462. tmh.result = TryMoveHero::FAILED;
  1463. tmh.movePoints = h->movement;
  1464. //check if destination tile is available
  1465. //it's a rock or blocked and not visitable tile
  1466. //OR hero is on land and dest is water and (there is not present only one object - boat)
  1467. if(((t.terType == ETerrainType::ROCK || (t.blocked && !t.visitable && !h->hasBonusOfType(Bonus::FLYING_MOVEMENT) ))
  1468. && complain("Cannot move hero, destination tile is blocked!"))
  1469. || ((!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)
  1470. && complain("Cannot move hero, destination tile is on water!"))
  1471. || ((h->boat && t.terType != ETerrainType::WATER && t.blocked)
  1472. && complain("Cannot disembark hero, tile is blocked!"))
  1473. || ( (distance(h->pos, dst) >= 1.5 && !teleporting)
  1474. && complain("Tiles are not neighboring!"))
  1475. || ( (h->inTownGarrison)
  1476. && complain("Can not move garrisoned hero!"))
  1477. || ((h->movement < cost && dst != h->pos && !teleporting)
  1478. && complain("Hero doesn't have any movement points left!"))
  1479. /*|| (states.checkFlag(h->tempOwner, &PlayerStatus::engagedIntoBattle)
  1480. && complain("Cannot move hero during the battle"))*/)
  1481. {
  1482. //send info about movement failure
  1483. sendAndApply(&tmh);
  1484. return false;
  1485. }
  1486. //several generic blocks of code
  1487. // should be called if hero changes tile but before applying TryMoveHero package
  1488. auto leaveTile = [&]()
  1489. {
  1490. for(CGObjectInstance *obj : gs->map->getTile(int3(h->pos.x-1, h->pos.y, h->pos.z)).visitableObjects)
  1491. {
  1492. obj->onHeroLeave(h);
  1493. }
  1494. this->getTilesInRange(tmh.fowRevealed, h->getSightCenter()+(tmh.end-tmh.start), h->getSightRadious(), h->tempOwner, 1);
  1495. };
  1496. auto doMove = [&](TryMoveHero::EResult result, EGuardLook lookForGuards,
  1497. EVisitDest visitDest, ELEaveTile leavingTile) -> bool
  1498. {
  1499. LOG_TRACE_PARAMS(logGlobal, "Hero %s starts movement from %s to %s", h->name % tmh.start % tmh.end);
  1500. auto moveQuery = make_shared<CHeroMovementQuery>(tmh, h);
  1501. queries.addQuery(moveQuery);
  1502. if(leavingTile == LEAVING_TILE)
  1503. leaveTile();
  1504. tmh.result = result;
  1505. sendAndApply(&tmh);
  1506. if(lookForGuards == CHECK_FOR_GUARDS && this->isInTheMap(guardPos))
  1507. {
  1508. tmh.attackedFrom = guardPos;
  1509. const TerrainTile &guardTile = *gs->getTile(guardPos);
  1510. objectVisited(guardTile.visitableObjects.back(), h);
  1511. moveQuery->visitDestAfterVictory = visitDest==VISIT_DEST;
  1512. }
  1513. else if(visitDest == VISIT_DEST)
  1514. {
  1515. visitObjectOnTile(t, h);
  1516. }
  1517. queries.popIfTop(moveQuery);
  1518. logGlobal->traceStream() << "Hero " << h->name << " ends movement";
  1519. return result != TryMoveHero::FAILED;
  1520. };
  1521. //interaction with blocking object (like resources)
  1522. auto blockingVisit = [&]() -> bool
  1523. {
  1524. for(CGObjectInstance *obj : t.visitableObjects)
  1525. {
  1526. if(obj != h && obj->blockVisit && !obj->passableFor(h->tempOwner))
  1527. {
  1528. return doMove(TryMoveHero::BLOCKING_VISIT, this->IGNORE_GUARDS, VISIT_DEST, REMAINING_ON_TILE);
  1529. //this-> is needed for MVS2010 to recognize scope (?)
  1530. }
  1531. }
  1532. return false;
  1533. };
  1534. if(embarking)
  1535. {
  1536. tmh.movePoints = h->movementPointsAfterEmbark(h->movement, cost, false);
  1537. return doMove(TryMoveHero::EMBARK, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
  1538. //attack guards on embarking? In H3 creatures on water had no zone of control at all
  1539. }
  1540. if(disembarking)
  1541. {
  1542. tmh.movePoints = h->movementPointsAfterEmbark(h->movement, cost, true);
  1543. return doMove(TryMoveHero::DISEMBARK, CHECK_FOR_GUARDS, VISIT_DEST, LEAVING_TILE);
  1544. }
  1545. if(teleporting)
  1546. {
  1547. if(blockingVisit()) // e.g. hero on the other side of teleporter
  1548. return true;
  1549. doMove(TryMoveHero::TELEPORTATION, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
  1550. // visit town for town portal \ castle gates
  1551. // do not use generic visitObjectOnTile to avoid double-teleporting
  1552. // if this moveHero call was triggered by teleporter
  1553. if (!t.visitableObjects.empty())
  1554. {
  1555. if (CGTownInstance * town = dynamic_cast<CGTownInstance *>(t.visitableObjects.back()))
  1556. town->onHeroVisit(h);
  1557. }
  1558. return true;
  1559. }
  1560. //still here? it is standard movement!
  1561. {
  1562. tmh.movePoints = h->movement >= cost
  1563. ? h->movement - cost
  1564. : 0;
  1565. if(blockingVisit())
  1566. return true;
  1567. doMove(TryMoveHero::SUCCESS, CHECK_FOR_GUARDS, VISIT_DEST, LEAVING_TILE);
  1568. return true;
  1569. }
  1570. }
  1571. bool CGameHandler::teleportHero(ObjectInstanceID hid, ObjectInstanceID dstid, ui8 source, PlayerColor asker/* = 255*/)
  1572. {
  1573. const CGHeroInstance *h = getHero(hid);
  1574. const CGTownInstance *t = getTown(dstid);
  1575. if ( !h || !t || h->getOwner() != gs->currentPlayer )
  1576. logGlobal->errorStream()<<"Invalid call to teleportHero!";
  1577. const CGTownInstance *from = h->visitedTown;
  1578. if(((h->getOwner() != t->getOwner())
  1579. && complain("Cannot teleport hero to another player"))
  1580. || ((!from || !from->hasBuilt(BuildingID::CASTLE_GATE, ETownType::INFERNO))
  1581. && complain("Hero must be in town with Castle gate for teleporting"))
  1582. || (!t->hasBuilt(BuildingID::CASTLE_GATE, ETownType::INFERNO)
  1583. && complain("Cannot teleport hero to town without Castle gate in it")))
  1584. return false;
  1585. int3 pos = t->visitablePos();
  1586. pos += h->getVisitableOffset();
  1587. moveHero(hid,pos,1);
  1588. return true;
  1589. }
  1590. void CGameHandler::setOwner(const CGObjectInstance * obj, PlayerColor owner)
  1591. {
  1592. PlayerColor oldOwner = getOwner(obj->id);
  1593. SetObjectProperty sop(obj->id, 1, owner.getNum());
  1594. sendAndApply(&sop);
  1595. std::set<PlayerColor> playerColors = boost::assign::list_of(owner)(oldOwner);
  1596. checkVictoryLossConditions(playerColors);
  1597. if(owner < PlayerColor::PLAYER_LIMIT && dynamic_cast<const CGTownInstance *>(obj)) //town captured
  1598. {
  1599. const CGTownInstance * town = dynamic_cast<const CGTownInstance *>(obj);
  1600. if (town->hasBuilt(BuildingID::PORTAL_OF_SUMMON, ETownType::DUNGEON))
  1601. setPortalDwelling(town, true, false);
  1602. if (!gs->getPlayer(owner)->towns.size())//player lost last town
  1603. {
  1604. InfoWindow iw;
  1605. iw.player = oldOwner;
  1606. 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.
  1607. sendAndApply(&iw);
  1608. }
  1609. }
  1610. const PlayerState * p = gs->getPlayer(owner);
  1611. if((obj->ID == Obj::CREATURE_GENERATOR1 || obj->ID == Obj::CREATURE_GENERATOR4 ) && p && p->dwellings.size()==1)//first dwelling captured
  1612. {
  1613. for(const CGTownInstance *t : gs->getPlayer(owner)->towns)
  1614. {
  1615. if (t->hasBuilt(BuildingID::PORTAL_OF_SUMMON, ETownType::DUNGEON))
  1616. setPortalDwelling(t);//set initial creatures for all portals of summoning
  1617. }
  1618. }
  1619. }
  1620. void CGameHandler::setHoverName(const CGObjectInstance * obj, MetaString* name)
  1621. {
  1622. SetHoverName shn(obj->id, *name);
  1623. sendAndApply(&shn);
  1624. }
  1625. void CGameHandler::showBlockingDialog( BlockingDialog *iw )
  1626. {
  1627. auto dialogQuery = make_shared<CBlockingDialogQuery>(*iw);
  1628. queries.addQuery(dialogQuery);
  1629. iw->queryID = dialogQuery->queryID;
  1630. sendToAllClients(iw);
  1631. }
  1632. void CGameHandler::giveResource(PlayerColor player, Res::ERes which, int val) //TODO: cap according to Bersy's suggestion
  1633. {
  1634. if(!val) return; //don't waste time on empty call
  1635. SetResource sr;
  1636. sr.player = player;
  1637. sr.resid = which;
  1638. sr.val = gs->players.find(player)->second.resources.at(which) + val;
  1639. sendAndApply(&sr);
  1640. }
  1641. void CGameHandler::giveResources(PlayerColor player, TResources resources)
  1642. {
  1643. for(TResources::nziterator i(resources); i.valid(); i++)
  1644. giveResource(player, i->resType, i->resVal);
  1645. }
  1646. void CGameHandler::giveCreatures(const CArmedInstance *obj, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove)
  1647. {
  1648. COMPLAIN_RET_IF(!creatures.stacksCount(), "Strange, giveCreatures called without args!");
  1649. COMPLAIN_RET_IF(obj->stacksCount(), "Cannot give creatures from not-cleared object!");
  1650. COMPLAIN_RET_IF(creatures.stacksCount() > GameConstants::ARMY_SIZE, "Too many stacks to give!");
  1651. //first we move creatures to give to make them army of object-source
  1652. for (auto & elem : creatures.Slots())
  1653. {
  1654. addToSlot(StackLocation(obj, obj->getSlotFor(elem.second->type)), elem.second->type, elem.second->count);
  1655. }
  1656. tryJoiningArmy(obj, h, remove, true);
  1657. }
  1658. void CGameHandler::takeCreatures(ObjectInstanceID objid, const std::vector<CStackBasicDescriptor> &creatures)
  1659. {
  1660. std::vector<CStackBasicDescriptor> cres = creatures;
  1661. if (cres.size() <= 0)
  1662. return;
  1663. const CArmedInstance* obj = static_cast<const CArmedInstance*>(getObj(objid));
  1664. for(CStackBasicDescriptor &sbd : cres)
  1665. {
  1666. TQuantity collected = 0;
  1667. while(collected < sbd.count)
  1668. {
  1669. bool foundSth = false;
  1670. for(auto i = obj->Slots().begin(); i != obj->Slots().end(); i++)
  1671. {
  1672. if(i->second->type == sbd.type)
  1673. {
  1674. TQuantity take = std::min(sbd.count - collected, i->second->count); //collect as much cres as we can
  1675. changeStackCount(StackLocation(obj, i->first), -take, false);
  1676. collected += take;
  1677. foundSth = true;
  1678. break;
  1679. }
  1680. }
  1681. if(!foundSth) //we went through the whole loop and haven't found appropriate cres
  1682. {
  1683. complain("Unexpected failure during taking creatures!");
  1684. return;
  1685. }
  1686. }
  1687. }
  1688. }
  1689. void CGameHandler::showCompInfo(ShowInInfobox * comp)
  1690. {
  1691. sendToAllClients(comp);
  1692. }
  1693. void CGameHandler::heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  1694. {
  1695. HeroVisitCastle vc;
  1696. vc.hid = hero->id;
  1697. vc.tid = obj->id;
  1698. vc.flags |= 1;
  1699. sendAndApply(&vc);
  1700. vistiCastleObjects (obj, hero);
  1701. giveSpells (obj, hero);
  1702. checkVictoryLossConditionsForPlayer(hero->tempOwner); //transported artifact?
  1703. }
  1704. void CGameHandler::vistiCastleObjects (const CGTownInstance *t, const CGHeroInstance *h)
  1705. {
  1706. std::vector<CGTownBuilding*>::const_iterator i;
  1707. for (i = t->bonusingBuildings.begin(); i != t->bonusingBuildings.end(); i++)
  1708. (*i)->onHeroVisit (h);
  1709. }
  1710. void CGameHandler::stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  1711. {
  1712. HeroVisitCastle vc;
  1713. vc.hid = hero->id;
  1714. vc.tid = obj->id;
  1715. sendAndApply(&vc);
  1716. }
  1717. void CGameHandler::removeArtifact(const ArtifactLocation &al)
  1718. {
  1719. assert(al.getArt());
  1720. EraseArtifact ea;
  1721. ea.al = al;
  1722. sendAndApply(&ea);
  1723. }
  1724. void CGameHandler::startBattlePrimary(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile,
  1725. const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank,
  1726. const CGTownInstance *town) //use hero=nullptr for no hero
  1727. {
  1728. engageIntoBattle(army1->tempOwner);
  1729. engageIntoBattle(army2->tempOwner);
  1730. static const CArmedInstance *armies[2];
  1731. armies[0] = army1;
  1732. armies[1] = army2;
  1733. static const CGHeroInstance*heroes[2];
  1734. heroes[0] = hero1;
  1735. heroes[1] = hero2;
  1736. setupBattle(tile, armies, heroes, creatureBank, town); //initializes stacks, places creatures on battlefield, blocks and informs player interfaces
  1737. auto battleQuery = make_shared<CBattleQuery>(gs->curB);
  1738. queries.addQuery(battleQuery);
  1739. boost::thread(&CGameHandler::runBattle, this);
  1740. }
  1741. void CGameHandler::startBattleI( const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, bool creatureBank )
  1742. {
  1743. startBattlePrimary(army1, army2, tile,
  1744. army1->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army1) : nullptr,
  1745. army2->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army2) : nullptr,
  1746. creatureBank);
  1747. }
  1748. void CGameHandler::startBattleI( const CArmedInstance *army1, const CArmedInstance *army2, bool creatureBank)
  1749. {
  1750. startBattleI(army1, army2, army2->visitablePos(), creatureBank);
  1751. }
  1752. void CGameHandler::changeSpells( const CGHeroInstance * hero, bool give, const std::set<SpellID> &spells )
  1753. {
  1754. ChangeSpells cs;
  1755. cs.hid = hero->id;
  1756. cs.spells = spells;
  1757. cs.learn = give;
  1758. sendAndApply(&cs);
  1759. }
  1760. void CGameHandler::sendMessageTo( CConnection &c, const std::string &message )
  1761. {
  1762. SystemMessage sm;
  1763. sm.text = message;
  1764. boost::unique_lock<boost::mutex> lock(*c.wmx);
  1765. c << &sm;
  1766. }
  1767. void CGameHandler::giveHeroBonus( GiveBonus * bonus )
  1768. {
  1769. sendAndApply(bonus);
  1770. }
  1771. void CGameHandler::setMovePoints( SetMovePoints * smp )
  1772. {
  1773. sendAndApply(smp);
  1774. }
  1775. void CGameHandler::setManaPoints( ObjectInstanceID hid, int val )
  1776. {
  1777. SetMana sm;
  1778. sm.hid = hid;
  1779. sm.val = val;
  1780. sendAndApply(&sm);
  1781. }
  1782. void CGameHandler::giveHero( ObjectInstanceID id, PlayerColor player )
  1783. {
  1784. GiveHero gh;
  1785. gh.id = id;
  1786. gh.player = player;
  1787. sendAndApply(&gh);
  1788. }
  1789. void CGameHandler::changeObjPos( ObjectInstanceID objid, int3 newPos, ui8 flags )
  1790. {
  1791. ChangeObjPos cop;
  1792. cop.objid = objid;
  1793. cop.nPos = newPos;
  1794. cop.flags = flags;
  1795. sendAndApply(&cop);
  1796. }
  1797. void CGameHandler::useScholarSkill(ObjectInstanceID fromHero, ObjectInstanceID toHero)
  1798. {
  1799. const CGHeroInstance * h1 = getHero(fromHero);
  1800. const CGHeroInstance * h2 = getHero(toHero);
  1801. if ( h1->getSecSkillLevel(SecondarySkill::SCHOLAR) < h2->getSecSkillLevel(SecondarySkill::SCHOLAR) )
  1802. {
  1803. std::swap (h1,h2);//1st hero need to have higher scholar level for correct message
  1804. std::swap(fromHero, toHero);
  1805. }
  1806. int ScholarLevel = h1->getSecSkillLevel(SecondarySkill::SCHOLAR);//heroes can trade up to this level
  1807. if (!ScholarLevel || !h1->hasSpellbook() || !h2->hasSpellbook() )
  1808. return;//no scholar skill or no spellbook
  1809. int h1Lvl = std::min(ScholarLevel+1, h1->getSecSkillLevel(SecondarySkill::WISDOM)+2),
  1810. h2Lvl = std::min(ScholarLevel+1, h2->getSecSkillLevel(SecondarySkill::WISDOM)+2);//heroes can receive this levels
  1811. ChangeSpells cs1;
  1812. cs1.learn = true;
  1813. cs1.hid = toHero;//giving spells to first hero
  1814. for(auto it : h1->spells)
  1815. if ( h2Lvl >= it.toSpell()->level && !vstd::contains(h2->spells, it))//hero can learn it and don't have it yet
  1816. cs1.spells.insert(it);//spell to learn
  1817. ChangeSpells cs2;
  1818. cs2.learn = true;
  1819. cs2.hid = fromHero;
  1820. for(auto it : h2->spells)
  1821. if ( h1Lvl >= it.toSpell()->level && !vstd::contains(h1->spells, it))
  1822. cs2.spells.insert(it);
  1823. if (!cs1.spells.empty() || !cs2.spells.empty())//create a message
  1824. {
  1825. InfoWindow iw;
  1826. iw.player = h1->tempOwner;
  1827. iw.components.push_back(Component(Component::SEC_SKILL, 18, ScholarLevel, 0));
  1828. iw.text.addTxt(MetaString::GENERAL_TXT, 139);//"%s, who has studied magic extensively,
  1829. iw.text.addReplacement(h1->name);
  1830. if (!cs2.spells.empty())//if found new spell - apply
  1831. {
  1832. iw.text.addTxt(MetaString::GENERAL_TXT, 140);//learns
  1833. int size = cs2.spells.size();
  1834. for(auto it : cs2.spells)
  1835. {
  1836. iw.components.push_back(Component(Component::SPELL, it, 1, 0));
  1837. iw.text.addTxt(MetaString::SPELL_NAME, it.toEnum());
  1838. switch (size--)
  1839. {
  1840. case 2: iw.text.addTxt(MetaString::GENERAL_TXT, 141);
  1841. case 1: break;
  1842. default: iw.text << ", ";
  1843. }
  1844. }
  1845. iw.text.addTxt(MetaString::GENERAL_TXT, 142);//from %s
  1846. iw.text.addReplacement(h2->name);
  1847. sendAndApply(&cs2);
  1848. }
  1849. if (!cs1.spells.empty() && !cs2.spells.empty() )
  1850. {
  1851. iw.text.addTxt(MetaString::GENERAL_TXT, 141);//and
  1852. }
  1853. if (!cs1.spells.empty())
  1854. {
  1855. iw.text.addTxt(MetaString::GENERAL_TXT, 147);//teaches
  1856. int size = cs1.spells.size();
  1857. for(auto it : cs1.spells)
  1858. {
  1859. iw.components.push_back(Component(Component::SPELL, it, 1, 0));
  1860. iw.text.addTxt(MetaString::SPELL_NAME, it.toEnum());
  1861. switch (size--)
  1862. {
  1863. case 2: iw.text.addTxt(MetaString::GENERAL_TXT, 141);
  1864. case 1: break;
  1865. default: iw.text << ", ";
  1866. } }
  1867. iw.text.addTxt(MetaString::GENERAL_TXT, 148);//from %s
  1868. iw.text.addReplacement(h2->name);
  1869. sendAndApply(&cs1);
  1870. }
  1871. sendAndApply(&iw);
  1872. }
  1873. }
  1874. void CGameHandler::heroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)
  1875. {
  1876. auto h1 = getHero(hero1), h2 = getHero(hero2);
  1877. if( gameState()->getPlayerRelations(h1->getOwner(), h2->getOwner()))
  1878. {
  1879. auto exchange = make_shared<CGarrisonDialogQuery>(h1, h2);
  1880. ExchangeDialog hex;
  1881. hex.queryID = exchange->queryID;
  1882. hex.heroes[0] = getHero(hero1);
  1883. hex.heroes[1] = getHero(hero2);
  1884. sendAndApply(&hex);
  1885. useScholarSkill(hero1,hero2);
  1886. queries.addQuery(exchange);
  1887. }
  1888. }
  1889. void CGameHandler::sendToAllClients( CPackForClient * info )
  1890. {
  1891. logGlobal->traceStream() << "Sending to all clients a package of type " << typeid(*info).name();
  1892. for(auto & elem : conns)
  1893. {
  1894. boost::unique_lock<boost::mutex> lock(*(elem)->wmx);
  1895. *elem << info;
  1896. }
  1897. }
  1898. void CGameHandler::sendAndApply(CPackForClient * info)
  1899. {
  1900. sendToAllClients(info);
  1901. gs->apply(info);
  1902. }
  1903. void CGameHandler::applyAndSend(CPackForClient * info)
  1904. {
  1905. gs->apply(info);
  1906. sendToAllClients(info);
  1907. }
  1908. void CGameHandler::sendAndApply(CGarrisonOperationPack * info)
  1909. {
  1910. sendAndApply(static_cast<CPackForClient*>(info));
  1911. checkVictoryLossConditionsForAll();
  1912. }
  1913. void CGameHandler::sendAndApply( SetResource * info )
  1914. {
  1915. sendAndApply(static_cast<CPackForClient*>(info));
  1916. checkVictoryLossConditionsForPlayer(info->player);
  1917. }
  1918. void CGameHandler::sendAndApply( SetResources * info )
  1919. {
  1920. sendAndApply(static_cast<CPackForClient*>(info));
  1921. checkVictoryLossConditionsForPlayer(info->player);
  1922. }
  1923. void CGameHandler::sendAndApply( NewStructures * info )
  1924. {
  1925. sendAndApply(static_cast<CPackForClient*>(info));
  1926. checkVictoryLossConditionsForPlayer(getTown(info->tid)->tempOwner);
  1927. }
  1928. void CGameHandler::save(const std::string & filename )
  1929. {
  1930. logGlobal->errorStream() << "Saving to " << filename;
  1931. CFileInfo info(filename);
  1932. //CResourceHandler::get("local")->createResource(info.getStem() + ".vlgm1");
  1933. CResourceHandler::get("local")->createResource(info.getStem() + ".vsgm1");
  1934. {
  1935. logGlobal->infoStream() << "Ordering clients to serialize...";
  1936. SaveGame sg(info.getStem() + ".vcgm1");
  1937. sendToAllClients(&sg);
  1938. }
  1939. try
  1940. {
  1941. // {
  1942. // logGlobal->infoStream() << "Serializing game info...";
  1943. // CSaveFile save(CResourceHandler::get("local")->getResourceName(ResourceID(info.getStem(), EResType::LIB_SAVEGAME)));
  1944. // // char hlp[8] = "VCMISVG";
  1945. // // save << hlp;
  1946. // saveCommonState(save);
  1947. // }
  1948. {
  1949. CSaveFile save(*CResourceHandler::get("local")->getResourceName(ResourceID(info.getStem(), EResType::SERVER_SAVEGAME)));
  1950. saveCommonState(save);
  1951. logGlobal->infoStream() << "Saving server state";
  1952. save << *this;
  1953. }
  1954. logGlobal->infoStream() << "Game has been successfully saved!";
  1955. }
  1956. catch(std::exception &e)
  1957. {
  1958. logGlobal->errorStream() << "Failed to save game: " << e.what();
  1959. }
  1960. }
  1961. void CGameHandler::close()
  1962. {
  1963. logGlobal->infoStream() << "We have been requested to close.";
  1964. if(gs->initialOpts->mode == StartInfo::DUEL)
  1965. {
  1966. exit(0);
  1967. }
  1968. //for(CConnection *cc : conns)
  1969. // if(cc && cc->socket && cc->socket->is_open())
  1970. // cc->socket->close();
  1971. //exit(0);
  1972. }
  1973. bool CGameHandler::arrangeStacks( ObjectInstanceID id1, ObjectInstanceID id2, ui8 what, SlotID p1, SlotID p2, si32 val, PlayerColor player )
  1974. {
  1975. const CArmedInstance *s1 = static_cast<CArmedInstance*>(gs->getObjInstance(id1)),
  1976. *s2 = static_cast<CArmedInstance*>(gs->getObjInstance(id2));
  1977. const CCreatureSet &S1 = *s1, &S2 = *s2;
  1978. StackLocation sl1(s1, p1), sl2(s2, p2);
  1979. if(!sl1.slot.validSlot() || !sl2.slot.validSlot())
  1980. {
  1981. complain("Invalid slot accessed!");
  1982. return false;
  1983. }
  1984. if(!isAllowedExchange(id1,id2))
  1985. {
  1986. complain("Cannot exchange stacks between these two objects!\n");
  1987. return false;
  1988. }
  1989. if(what==1) //swap
  1990. {
  1991. if ( ((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s1->getStackCount(p1)) //why 254??
  1992. || ((s2->tempOwner != player && s2->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)))
  1993. {
  1994. complain("Can't take troops from another player!");
  1995. return false;
  1996. }
  1997. swapStacks(sl1, sl2);
  1998. }
  1999. else if(what==2)//merge
  2000. {
  2001. if (( s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot merge different creatures stacks!"))
  2002. || (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)) && complain("Can't take troops from another player!")))
  2003. return false;
  2004. moveStack(sl1, sl2);
  2005. }
  2006. else if(what==3) //split
  2007. {
  2008. const int countToMove = val - s2->getStackCount(p2);
  2009. const int countLeftOnSrc = s1->getStackCount(p1) - countToMove;
  2010. if ( (s1->tempOwner != player && countLeftOnSrc < s1->getStackCount(p1) )
  2011. || (s2->tempOwner != player && val < s2->getStackCount(p2) ) )
  2012. {
  2013. complain("Can't move troops of another player!");
  2014. return false;
  2015. }
  2016. //general conditions checking
  2017. if((!vstd::contains(S1.stacks,p1) && complain("no creatures to split"))
  2018. || (val<1 && complain("no creatures to split")) )
  2019. {
  2020. return false;
  2021. }
  2022. if(vstd::contains(S2.stacks,p2)) //dest. slot not free - it must be "rebalancing"...
  2023. {
  2024. int total = s1->getStackCount(p1) + s2->getStackCount(p2);
  2025. if( (total < val && complain("Cannot split that stack, not enough creatures!"))
  2026. || (s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot rebalance different creatures stacks!"))
  2027. )
  2028. {
  2029. return false;
  2030. }
  2031. moveStack(sl1, sl2, countToMove);
  2032. //S2.slots[p2]->count = val;
  2033. //S1.slots[p1]->count = total - val;
  2034. }
  2035. else //split one stack to the two
  2036. {
  2037. if(s1->getStackCount(p1) < val)//not enough creatures
  2038. {
  2039. complain("Cannot split that stack, not enough creatures!");
  2040. return false;
  2041. }
  2042. moveStack(sl1, sl2, val);
  2043. }
  2044. }
  2045. return true;
  2046. }
  2047. PlayerColor CGameHandler::getPlayerAt( CConnection *c ) const
  2048. {
  2049. std::set<PlayerColor> all;
  2050. for(auto i=connections.cbegin(); i!=connections.cend(); i++)
  2051. if(i->second == c)
  2052. all.insert(i->first);
  2053. switch(all.size())
  2054. {
  2055. case 0:
  2056. return PlayerColor::NEUTRAL;
  2057. case 1:
  2058. return *all.begin();
  2059. default:
  2060. {
  2061. //if we have more than one player at this connection, try to pick active one
  2062. if(vstd::contains(all, gs->currentPlayer))
  2063. return gs->currentPlayer;
  2064. else
  2065. return PlayerColor::CANNOT_DETERMINE; //cannot say which player is it
  2066. }
  2067. }
  2068. }
  2069. bool CGameHandler::disbandCreature( ObjectInstanceID id, SlotID pos )
  2070. {
  2071. CArmedInstance *s1 = static_cast<CArmedInstance*>(gs->getObjInstance(id));
  2072. if(!vstd::contains(s1->stacks,pos))
  2073. {
  2074. complain("Illegal call to disbandCreature - no such stack in army!");
  2075. return false;
  2076. }
  2077. eraseStack(StackLocation(s1, pos));
  2078. return true;
  2079. }
  2080. bool CGameHandler::buildStructure( ObjectInstanceID tid, BuildingID requestedID, bool force /*=false*/ )
  2081. {
  2082. const CGTownInstance * t = getTown(tid);
  2083. if(!t)
  2084. COMPLAIN_RETF("No such town (ID=%s)!", tid);
  2085. if(!t->town->buildings.count(requestedID))
  2086. COMPLAIN_RETF("Town of faction %s does not have info about building ID=%s!", t->town->faction->name % tid);
  2087. if (t->hasBuilt(requestedID))
  2088. COMPLAIN_RETF("Building %s is already built in %s", t->town->buildings.at(requestedID)->Name() % t->name);
  2089. const CBuilding * requestedBuilding = t->town->buildings.at(requestedID);
  2090. //Vector with future list of built building and buildings in auto-mode that are not yet built.
  2091. std::vector<const CBuilding*> remainingAutoBuildings;
  2092. std::set<BuildingID> buildingsThatWillBe;
  2093. //Check validity of request
  2094. if(!force)
  2095. {
  2096. switch (requestedBuilding->mode)
  2097. {
  2098. case CBuilding::BUILD_NORMAL :
  2099. if (gs->canBuildStructure(t, requestedID) != EBuildingState::ALLOWED)
  2100. COMPLAIN_RET("Cannot build that building!");
  2101. break;
  2102. case CBuilding::BUILD_AUTO :
  2103. case CBuilding::BUILD_SPECIAL:
  2104. COMPLAIN_RET("This building can not be constructed normally!");
  2105. case CBuilding::BUILD_GRAIL :
  2106. if(requestedBuilding->mode == CBuilding::BUILD_GRAIL) //needs grail
  2107. {
  2108. if(!t->visitingHero || !t->visitingHero->hasArt(ArtifactID::GRAIL))
  2109. COMPLAIN_RET("Cannot build this without grail!")
  2110. else
  2111. removeArtifact(ArtifactLocation(t->visitingHero, t->visitingHero->getArtPos(ArtifactID::GRAIL, false)));
  2112. }
  2113. break;
  2114. }
  2115. }
  2116. //Performs stuff that has to be done after new building is built
  2117. auto processBuiltStructure = [t, this](const BuildingID buildingID)
  2118. {
  2119. if(buildingID >= BuildingID::DWELL_FIRST) //dwelling
  2120. {
  2121. int level = (buildingID - BuildingID::DWELL_FIRST) % GameConstants::CREATURES_PER_TOWN;
  2122. int upgradeNumber = (buildingID - BuildingID::DWELL_FIRST) / GameConstants::CREATURES_PER_TOWN;
  2123. if (upgradeNumber >= t->town->creatures.at(level).size())
  2124. {
  2125. complain(boost::str(boost::format("Error ecountered when building dwelling (bid=%s):"
  2126. "no creature found (upgrade number %d, level %d!")
  2127. % buildingID % upgradeNumber % level));
  2128. return;
  2129. }
  2130. CCreature * crea = VLC->creh->creatures.at(t->town->creatures.at(level).at(upgradeNumber));
  2131. SetAvailableCreatures ssi;
  2132. ssi.tid = t->id;
  2133. ssi.creatures = t->creatures;
  2134. if (ssi.creatures[level].second.empty()) // first creature in a dwelling
  2135. ssi.creatures[level].first = crea->growth;
  2136. ssi.creatures[level].second.push_back(crea->idNumber);
  2137. sendAndApply(&ssi);
  2138. }
  2139. if ( t->subID == ETownType::DUNGEON && buildingID == BuildingID::PORTAL_OF_SUMMON )
  2140. {
  2141. setPortalDwelling(t);
  2142. }
  2143. if(buildingID <= BuildingID::MAGES_GUILD_5) //it's mage guild
  2144. {
  2145. if(t->visitingHero)
  2146. giveSpells(t,t->visitingHero);
  2147. if(t->garrisonHero)
  2148. giveSpells(t,t->garrisonHero);
  2149. }
  2150. };
  2151. //Checks if all requirements will be met with expected building list "buildingsThatWillBe"
  2152. auto areRequirementsFullfilled = [&](const BuildingID & buildID)
  2153. {
  2154. return buildingsThatWillBe.count(buildID);
  2155. };
  2156. //Init the vectors
  2157. for(auto & build : t->town->buildings)
  2158. {
  2159. if(t->hasBuilt(build.first))
  2160. buildingsThatWillBe.insert(build.first);
  2161. else
  2162. {
  2163. if(build.second->mode == CBuilding::BUILD_AUTO) //not built auto building
  2164. remainingAutoBuildings.push_back(build.second);
  2165. }
  2166. }
  2167. //Prepare structure (list of building ids will be filled later)
  2168. NewStructures ns;
  2169. ns.tid = tid;
  2170. ns.builded = force ? t->builded : (t->builded+1);
  2171. std::queue<const CBuilding*> buildingsToAdd;
  2172. buildingsToAdd.push(requestedBuilding);
  2173. while(!buildingsToAdd.empty())
  2174. {
  2175. auto b = buildingsToAdd.front();
  2176. buildingsToAdd.pop();
  2177. ns.bid.insert(b->bid);
  2178. buildingsThatWillBe.insert(b->bid);
  2179. remainingAutoBuildings -= b;
  2180. for(auto autoBuilding : remainingAutoBuildings)
  2181. {
  2182. if (autoBuilding->requirements.test(areRequirementsFullfilled))
  2183. buildingsToAdd.push(autoBuilding);
  2184. }
  2185. }
  2186. //Other post-built events
  2187. for(auto builtID : ns.bid)
  2188. processBuiltStructure(builtID);
  2189. //Take cost
  2190. if (!force)
  2191. {
  2192. SetResources sr;
  2193. sr.player = t->tempOwner;
  2194. sr.res = gs->getPlayer(t->tempOwner)->resources - requestedBuilding->resources;
  2195. sendAndApply(&sr);
  2196. }
  2197. //We know what has been built, appluy changes. Do this as final step to properly update town window
  2198. sendAndApply(&ns);
  2199. // now when everything is built - reveal tiles for lookout tower
  2200. FoWChange fw;
  2201. fw.player = t->tempOwner;
  2202. fw.mode = 1;
  2203. t->getSightTiles(fw.tiles);
  2204. sendAndApply(&fw);
  2205. if(t->visitingHero)
  2206. vistiCastleObjects (t, t->visitingHero);
  2207. if(t->garrisonHero)
  2208. vistiCastleObjects (t, t->garrisonHero);
  2209. checkVictoryLossConditionsForPlayer(t->tempOwner);
  2210. return true;
  2211. }
  2212. bool CGameHandler::razeStructure (ObjectInstanceID tid, BuildingID bid)
  2213. {
  2214. ///incomplete, simply erases target building
  2215. const CGTownInstance * t = getTown(tid);
  2216. if (!vstd::contains(t->builtBuildings, bid))
  2217. return false;
  2218. RazeStructures rs;
  2219. rs.tid = tid;
  2220. rs.bid.insert(bid);
  2221. rs.destroyed = t->destroyed + 1;
  2222. sendAndApply(&rs);
  2223. //TODO: Remove dwellers
  2224. // if (t->subID == 4 && bid == 17) //Veil of Darkness
  2225. // {
  2226. // RemoveBonus rb(RemoveBonus::TOWN);
  2227. // rb.whoID = t->id;
  2228. // rb.source = Bonus::TOWN_STRUCTURE;
  2229. // rb.id = 17;
  2230. // sendAndApply(&rb);
  2231. // }
  2232. return true;
  2233. }
  2234. void CGameHandler::sendMessageToAll( const std::string &message )
  2235. {
  2236. SystemMessage sm;
  2237. sm.text = message;
  2238. sendToAllClients(&sm);
  2239. }
  2240. bool CGameHandler::recruitCreatures( ObjectInstanceID objid, CreatureID crid, ui32 cram, si32 fromLvl )
  2241. {
  2242. const CGDwelling *dw = static_cast<const CGDwelling*>(gs->getObj(objid));
  2243. const CArmedInstance *dst = nullptr;
  2244. const CCreature *c = VLC->creh->creatures.at(crid);
  2245. bool warMachine = c->hasBonusOfType(Bonus::SIEGE_WEAPON);
  2246. //TODO: test for owning
  2247. if(dw->ID == Obj::TOWN)
  2248. dst = (static_cast<const CGTownInstance *>(dw))->getUpperArmy();
  2249. else if(dw->ID == Obj::CREATURE_GENERATOR1 || dw->ID == Obj::CREATURE_GENERATOR4
  2250. || dw->ID == Obj::REFUGEE_CAMP) //advmap dwelling
  2251. dst = getHero(gs->getPlayer(dw->tempOwner)->currentSelection); //TODO: check if current hero is really visiting dwelling
  2252. else if(dw->ID == Obj::WAR_MACHINE_FACTORY)
  2253. dst = dynamic_cast<const CGHeroInstance *>(getTile(dw->visitablePos())->visitableObjects.back());
  2254. assert(dw && dst);
  2255. //verify
  2256. bool found = false;
  2257. int level = 0;
  2258. for(; level < dw->creatures.size(); level++) //iterate through all levels
  2259. {
  2260. if ( (fromLvl != -1) && ( level !=fromLvl ) )
  2261. continue;
  2262. const auto &cur = dw->creatures.at(level); //current level info <amount, list of cr. ids>
  2263. int i = 0;
  2264. for(; i < cur.second.size(); i++) //look for crid among available creatures list on current level
  2265. if(cur.second.at(i) == crid)
  2266. break;
  2267. if(i < cur.second.size())
  2268. {
  2269. found = true;
  2270. cram = std::min(cram, cur.first); //reduce recruited amount up to available amount
  2271. break;
  2272. }
  2273. }
  2274. SlotID slot = dst->getSlotFor(crid);
  2275. if( (!found && complain("Cannot recruit: no such creatures!"))
  2276. || (cram > VLC->creh->creatures.at(crid)->maxAmount(gs->getPlayer(dst->tempOwner)->resources) && complain("Cannot recruit: lack of resources!"))
  2277. || (cram<=0 && complain("Cannot recruit: cram <= 0!"))
  2278. || (!slot.validSlot() && !warMachine && complain("Cannot recruit: no available slot!")))
  2279. {
  2280. return false;
  2281. }
  2282. //recruit
  2283. SetResources sr;
  2284. sr.player = dst->tempOwner;
  2285. sr.res = gs->getPlayer(dst->tempOwner)->resources - (c->cost * cram);
  2286. SetAvailableCreatures sac;
  2287. sac.tid = objid;
  2288. sac.creatures = dw->creatures;
  2289. sac.creatures[level].first -= cram;
  2290. sendAndApply(&sr);
  2291. sendAndApply(&sac);
  2292. if(warMachine)
  2293. {
  2294. const CGHeroInstance *h = dynamic_cast<const CGHeroInstance*>(dst);
  2295. if(!h)
  2296. COMPLAIN_RET("Only hero can buy war machines");
  2297. switch(crid)
  2298. {
  2299. case 146:
  2300. giveHeroNewArtifact(h, VLC->arth->artifacts[4], ArtifactPosition::MACH1);
  2301. break;
  2302. case 147:
  2303. giveHeroNewArtifact(h, VLC->arth->artifacts[6], ArtifactPosition::MACH3);
  2304. break;
  2305. case 148:
  2306. giveHeroNewArtifact(h, VLC->arth->artifacts[5], ArtifactPosition::MACH2);
  2307. break;
  2308. default:
  2309. complain("This war machine cannot be recruited!");
  2310. return false;
  2311. }
  2312. }
  2313. else
  2314. {
  2315. addToSlot(StackLocation(dst, slot), c, cram);
  2316. }
  2317. return true;
  2318. }
  2319. bool CGameHandler::upgradeCreature( ObjectInstanceID objid, SlotID pos, CreatureID upgID )
  2320. {
  2321. CArmedInstance *obj = static_cast<CArmedInstance*>(gs->getObjInstance(objid));
  2322. assert(obj->hasStackAtSlot(pos));
  2323. UpgradeInfo ui = gs->getUpgradeInfo(obj->getStack(pos));
  2324. PlayerColor player = obj->tempOwner;
  2325. const PlayerState *p = getPlayer(player);
  2326. int crQuantity = obj->stacks.at(pos)->count;
  2327. int newIDpos= vstd::find_pos(ui.newID, upgID);//get position of new id in UpgradeInfo
  2328. //check if upgrade is possible
  2329. if( (ui.oldID<0 || newIDpos == -1 ) && complain("That upgrade is not possible!"))
  2330. {
  2331. return false;
  2332. }
  2333. TResources totalCost = ui.cost.at(newIDpos) * crQuantity;
  2334. //check if player has enough resources
  2335. if(!p->resources.canAfford(totalCost))
  2336. COMPLAIN_RET("Cannot upgrade, not enough resources!");
  2337. //take resources
  2338. SetResources sr;
  2339. sr.player = player;
  2340. sr.res = p->resources - totalCost;
  2341. sendAndApply(&sr);
  2342. //upgrade creature
  2343. changeStackType(StackLocation(obj, pos), VLC->creh->creatures.at(upgID));
  2344. return true;
  2345. }
  2346. bool CGameHandler::changeStackType(const StackLocation &sl, CCreature *c)
  2347. {
  2348. if(!sl.army->hasStackAtSlot(sl.slot))
  2349. COMPLAIN_RET("Cannot find a stack to change type");
  2350. SetStackType sst;
  2351. sst.sl = sl;
  2352. sst.type = c;
  2353. sendAndApply(&sst);
  2354. return true;
  2355. }
  2356. void CGameHandler::moveArmy(const CArmedInstance *src, const CArmedInstance *dst, bool allowMerging)
  2357. {
  2358. assert(src->canBeMergedWith(*dst, allowMerging));
  2359. while(src->stacksCount())//while there are unmoved creatures
  2360. {
  2361. auto i = src->Slots().begin(); //iterator to stack to move
  2362. StackLocation sl(src, i->first); //location of stack to move
  2363. SlotID pos = dst->getSlotFor(i->second->type);
  2364. if(!pos.validSlot())
  2365. {
  2366. //try to merge two other stacks to make place
  2367. std::pair<SlotID, SlotID> toMerge;
  2368. if(dst->mergableStacks(toMerge, i->first) && allowMerging)
  2369. {
  2370. moveStack(StackLocation(dst, toMerge.first), StackLocation(dst, toMerge.second)); //merge toMerge.first into toMerge.second
  2371. assert(!dst->hasStackAtSlot(toMerge.first)); //we have now a new free slot
  2372. moveStack(sl, StackLocation(dst, toMerge.first)); //move stack to freed slot
  2373. }
  2374. else
  2375. {
  2376. complain("Unexpected failure during an attempt to move army from " + src->nodeName() + " to " + dst->nodeName() + "!");
  2377. return;
  2378. }
  2379. }
  2380. else
  2381. {
  2382. moveStack(sl, StackLocation(dst, pos));
  2383. }
  2384. }
  2385. }
  2386. bool CGameHandler::garrisonSwap( ObjectInstanceID tid )
  2387. {
  2388. CGTownInstance *town = gs->getTown(tid);
  2389. if(!town->garrisonHero && town->visitingHero) //visiting => garrison, merge armies: town army => hero army
  2390. {
  2391. if(!town->visitingHero->canBeMergedWith(*town))
  2392. {
  2393. complain("Cannot make garrison swap, not enough free slots!");
  2394. return false;
  2395. }
  2396. moveArmy(town, town->visitingHero, true);
  2397. SetHeroesInTown intown;
  2398. intown.tid = tid;
  2399. intown.visiting = ObjectInstanceID();
  2400. intown.garrison = town->visitingHero->id;
  2401. sendAndApply(&intown);
  2402. return true;
  2403. }
  2404. else if (town->garrisonHero && !town->visitingHero) //move hero out of the garrison
  2405. {
  2406. //check if moving hero out of town will break 8 wandering heroes limit
  2407. if(getHeroCount(town->garrisonHero->tempOwner,false) >= 8)
  2408. {
  2409. complain("Cannot move hero out of the garrison, there are already 8 wandering heroes!");
  2410. return false;
  2411. }
  2412. SetHeroesInTown intown;
  2413. intown.tid = tid;
  2414. intown.garrison = ObjectInstanceID();
  2415. intown.visiting = town->garrisonHero->id;
  2416. sendAndApply(&intown);
  2417. return true;
  2418. }
  2419. else if(!!town->garrisonHero && town->visitingHero) //swap visiting and garrison hero
  2420. {
  2421. SetHeroesInTown intown;
  2422. intown.tid = tid;
  2423. intown.garrison = town->visitingHero->id;
  2424. intown.visiting = town->garrisonHero->id;
  2425. sendAndApply(&intown);
  2426. return true;
  2427. }
  2428. else
  2429. {
  2430. complain("Cannot swap garrison hero!");
  2431. return false;
  2432. }
  2433. }
  2434. // With the amount of changes done to the function, it's more like transferArtifacts.
  2435. // 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.
  2436. bool CGameHandler::moveArtifact(const ArtifactLocation &al1, const ArtifactLocation &al2)
  2437. {
  2438. ArtifactLocation src = al1, dst = al2;
  2439. const PlayerColor srcPlayer = src.owningPlayer(), dstPlayer = dst.owningPlayer();
  2440. const CArmedInstance *srcObj = src.relatedObj(), *dstObj = dst.relatedObj();
  2441. // Make sure exchange is even possible between the two heroes.
  2442. if(!isAllowedExchange(srcObj->id, dstObj->id))
  2443. COMPLAIN_RET("That heroes cannot make any exchange!");
  2444. const CArtifactInstance *srcArtifact = src.getArt();
  2445. const CArtifactInstance *destArtifact = dst.getArt();
  2446. if (srcArtifact == nullptr)
  2447. COMPLAIN_RET("No artifact to move!");
  2448. if (destArtifact && srcPlayer != dstPlayer)
  2449. COMPLAIN_RET("Can't touch artifact on hero of another player!");
  2450. // Check if src/dest slots are appropriate for the artifacts exchanged.
  2451. // Moving to the backpack is always allowed.
  2452. if ((!srcArtifact || dst.slot < GameConstants::BACKPACK_START)
  2453. && srcArtifact && !srcArtifact->canBePutAt(dst, true))
  2454. COMPLAIN_RET("Cannot move artifact!");
  2455. if ((srcArtifact && srcArtifact->artType->id == ArtifactID::ART_LOCK) || (destArtifact && destArtifact->artType->id == ArtifactID::ART_LOCK))
  2456. COMPLAIN_RET("Cannot move artifact locks.");
  2457. if (dst.slot >= GameConstants::BACKPACK_START && srcArtifact->artType->isBig())
  2458. COMPLAIN_RET("Cannot put big artifacts in backpack!");
  2459. if (src.slot == ArtifactPosition::MACH4 || dst.slot == ArtifactPosition::MACH4)
  2460. COMPLAIN_RET("Cannot move catapult!");
  2461. if(dst.slot >= GameConstants::BACKPACK_START)
  2462. vstd::amin(dst.slot, ArtifactPosition(GameConstants::BACKPACK_START + dst.getHolderArtSet()->artifactsInBackpack.size()));
  2463. if (src.slot == dst.slot && src.artHolder == dst.artHolder)
  2464. COMPLAIN_RET("Won't move artifact: Dest same as source!");
  2465. if(dst.slot < GameConstants::BACKPACK_START && destArtifact) //moving art to another slot
  2466. {
  2467. //old artifact must be removed first
  2468. moveArtifact(dst, ArtifactLocation(dst.artHolder, ArtifactPosition(
  2469. dst.getHolderArtSet()->artifactsInBackpack.size() + GameConstants::BACKPACK_START)));
  2470. }
  2471. MoveArtifact ma;
  2472. ma.src = src;
  2473. ma.dst = dst;
  2474. sendAndApply(&ma);
  2475. return true;
  2476. }
  2477. /**
  2478. * Assembles or disassembles a combination artifact.
  2479. * @param heroID ID of hero holding the artifact(s).
  2480. * @param artifactSlot The worn slot ID of the combination- or constituent artifact.
  2481. * @param assemble True for assembly operation, false for disassembly.
  2482. * @param assembleTo If assemble is true, this represents the artifact ID of the combination
  2483. * artifact to assemble to. Otherwise it's not used.
  2484. */
  2485. bool CGameHandler::assembleArtifacts (ObjectInstanceID heroID, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo)
  2486. {
  2487. CGHeroInstance *hero = gs->getHero(heroID);
  2488. const CArtifactInstance *destArtifact = hero->getArt(artifactSlot);
  2489. if(!destArtifact)
  2490. COMPLAIN_RET("assembleArtifacts: there is no such artifact instance!");
  2491. if(assemble)
  2492. {
  2493. CArtifact *combinedArt = VLC->arth->artifacts.at(assembleTo);
  2494. if(!combinedArt->constituents)
  2495. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to assemble is not a combined artifacts!");
  2496. if(!vstd::contains(destArtifact->assemblyPossibilities(hero), combinedArt))
  2497. COMPLAIN_RET("assembleArtifacts: It's impossible to assemble requested artifact!");
  2498. AssembledArtifact aa;
  2499. aa.al = ArtifactLocation(hero, artifactSlot);
  2500. aa.builtArt = combinedArt;
  2501. sendAndApply(&aa);
  2502. }
  2503. else
  2504. {
  2505. if(!destArtifact->artType->constituents)
  2506. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble is not a combined artifact!");
  2507. DisassembledArtifact da;
  2508. da.al = ArtifactLocation(hero, artifactSlot);
  2509. sendAndApply(&da);
  2510. }
  2511. return false;
  2512. }
  2513. bool CGameHandler::buyArtifact( ObjectInstanceID hid, ArtifactID aid )
  2514. {
  2515. CGHeroInstance *hero = gs->getHero(hid);
  2516. CGTownInstance *town = hero->visitedTown;
  2517. if(aid==ArtifactID::SPELLBOOK)
  2518. {
  2519. if((!town->hasBuilt(BuildingID::MAGES_GUILD_1) && complain("Cannot buy a spellbook, no mage guild in the town!"))
  2520. || (getResource(hero->getOwner(), Res::GOLD) < GameConstants::SPELLBOOK_GOLD_COST && complain("Cannot buy a spellbook, not enough gold!") )
  2521. || (hero->getArt(ArtifactPosition::SPELLBOOK) && complain("Cannot buy a spellbook, hero already has a one!"))
  2522. )
  2523. return false;
  2524. giveResource(hero->getOwner(),Res::GOLD,-GameConstants::SPELLBOOK_GOLD_COST);
  2525. giveHeroNewArtifact(hero, VLC->arth->artifacts[0], ArtifactPosition::SPELLBOOK);
  2526. assert(hero->getArt(ArtifactPosition::SPELLBOOK));
  2527. giveSpells(town,hero);
  2528. return true;
  2529. }
  2530. else if(aid < 7 && aid > 3) //war machine
  2531. {
  2532. int price = VLC->arth->artifacts.at(aid)->price;
  2533. if(( hero->getArt(ArtifactPosition(9+aid)) && complain("Hero already has this machine!"))
  2534. || (gs->getPlayer(hero->getOwner())->resources.at(Res::GOLD) < price && complain("Not enough gold!")))
  2535. {
  2536. return false;
  2537. }
  2538. if ((town->hasBuilt(BuildingID::BLACKSMITH) && town->town->warMachine == aid )
  2539. || ((town->hasBuilt(BuildingID::BALLISTA_YARD, ETownType::STRONGHOLD)) && aid == ArtifactID::BALLISTA))
  2540. {
  2541. giveResource(hero->getOwner(),Res::GOLD,-price);
  2542. giveHeroNewArtifact(hero, VLC->arth->artifacts.at(aid), ArtifactPosition(9+aid));
  2543. return true;
  2544. }
  2545. else
  2546. COMPLAIN_RET("This machine is unavailable here!");
  2547. }
  2548. return false;
  2549. }
  2550. bool CGameHandler::buyArtifact(const IMarket *m, const CGHeroInstance *h, Res::ERes rid, ArtifactID aid)
  2551. {
  2552. if(!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_ARTIFACT), aid))
  2553. COMPLAIN_RET("That artifact is unavailable!");
  2554. int b1, b2;
  2555. m->getOffer(rid, aid, b1, b2, EMarketMode::RESOURCE_ARTIFACT);
  2556. if(getResource(h->tempOwner, rid) < b1)
  2557. COMPLAIN_RET("You can't afford to buy this artifact!");
  2558. SetResource sr;
  2559. sr.player = h->tempOwner;
  2560. sr.resid = rid;
  2561. sr.val = getResource(h->tempOwner, rid) - b1;
  2562. sendAndApply(&sr);
  2563. SetAvailableArtifacts saa;
  2564. if(m->o->ID == Obj::TOWN)
  2565. {
  2566. saa.id = -1;
  2567. saa.arts = CGTownInstance::merchantArtifacts;
  2568. }
  2569. else if(const CGBlackMarket *bm = dynamic_cast<const CGBlackMarket *>(m->o)) //black market
  2570. {
  2571. saa.id = bm->id.getNum();
  2572. saa.arts = bm->artifacts;
  2573. }
  2574. else
  2575. COMPLAIN_RET("Wrong marktet...");
  2576. bool found = false;
  2577. for(const CArtifact *&art : saa.arts)
  2578. {
  2579. if(art && art->id == aid)
  2580. {
  2581. art = nullptr;
  2582. found = true;
  2583. break;
  2584. }
  2585. }
  2586. if(!found)
  2587. COMPLAIN_RET("Cannot find selected artifact on the list");
  2588. sendAndApply(&saa);
  2589. giveHeroNewArtifact(h, VLC->arth->artifacts.at(aid), ArtifactPosition::FIRST_AVAILABLE);
  2590. return true;
  2591. }
  2592. bool CGameHandler::sellArtifact( const IMarket *m, const CGHeroInstance *h, ArtifactInstanceID aid, Res::ERes rid )
  2593. {
  2594. const CArtifactInstance *art = h->getArtByInstanceId(aid);
  2595. if(!art)
  2596. COMPLAIN_RET("There is no artifact to sell!");
  2597. if(art->artType->id < 7)
  2598. COMPLAIN_RET("Cannot sell a war machine or spellbook!");
  2599. int resVal = 0, dump = 1;
  2600. m->getOffer(art->artType->id, rid, dump, resVal, EMarketMode::ARTIFACT_RESOURCE);
  2601. removeArtifact(ArtifactLocation(h, h->getArtPos(art)));
  2602. giveResource(h->tempOwner, rid, resVal);
  2603. return true;
  2604. }
  2605. //void CGameHandler::lootArtifacts (TArtHolder source, TArtHolder dest, std::vector<ui32> &arts)
  2606. //{
  2607. // //const CGHeroInstance * h1 = dynamic_cast<CGHeroInstance *> source;
  2608. // //auto s = boost::apply_visitor(GetArtifactSetPtr(), source);
  2609. // {
  2610. // }
  2611. //}
  2612. bool CGameHandler::buySecSkill( const IMarket *m, const CGHeroInstance *h, SecondarySkill skill)
  2613. {
  2614. if (!h)
  2615. COMPLAIN_RET("You need hero to buy a skill!");
  2616. if (h->getSecSkillLevel(SecondarySkill(skill)))
  2617. COMPLAIN_RET("Hero already know this skill");
  2618. if (!h->canLearnSkill())
  2619. COMPLAIN_RET("Hero can't learn any more skills");
  2620. if (h->type->heroClass->secSkillProbability.at(skill)==0)//can't learn this skill (like necromancy for most of non-necros)
  2621. COMPLAIN_RET("The hero can't learn this skill!");
  2622. if(!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_SKILL), skill))
  2623. COMPLAIN_RET("That skill is unavailable!");
  2624. if(getResource(h->tempOwner, Res::GOLD) < 2000)//TODO: remove hardcoded resource\summ?
  2625. COMPLAIN_RET("You can't afford to buy this skill");
  2626. SetResource sr;
  2627. sr.player = h->tempOwner;
  2628. sr.resid = Res::GOLD;
  2629. sr.val = getResource(h->tempOwner, Res::GOLD) - 2000;
  2630. sendAndApply(&sr);
  2631. changeSecSkill(h, skill, 1, true);
  2632. return true;
  2633. }
  2634. bool CGameHandler::tradeResources(const IMarket *market, ui32 val, PlayerColor player, ui32 id1, ui32 id2)
  2635. {
  2636. int r1 = gs->getPlayer(player)->resources.at(id1),
  2637. r2 = gs->getPlayer(player)->resources.at(id2);
  2638. vstd::amin(val, r1); //can't trade more resources than have
  2639. int b1, b2; //base quantities for trade
  2640. market->getOffer(id1, id2, b1, b2, EMarketMode::RESOURCE_RESOURCE);
  2641. int units = val / b1; //how many base quantities we trade
  2642. if(val%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  2643. {
  2644. //TODO: complain?
  2645. assert(0);
  2646. }
  2647. SetResource sr;
  2648. sr.player = player;
  2649. sr.resid = static_cast<Res::ERes>(id1);
  2650. sr.val = r1 - b1 * units;
  2651. sendAndApply(&sr);
  2652. sr.resid = static_cast<Res::ERes>(id2);
  2653. sr.val = r2 + b2 * units;
  2654. sendAndApply(&sr);
  2655. return true;
  2656. }
  2657. bool CGameHandler::sellCreatures(ui32 count, const IMarket *market, const CGHeroInstance * hero, SlotID slot, Res::ERes resourceID)
  2658. {
  2659. if(!vstd::contains(hero->Slots(), slot))
  2660. COMPLAIN_RET("Hero doesn't have any creature in that slot!");
  2661. const CStackInstance &s = hero->getStack(slot);
  2662. if( s.count < count //can't sell more creatures than have
  2663. || (hero->Slots().size() == 1 && hero->needsLastStack() && s.count == count)) //can't sell last stack
  2664. {
  2665. COMPLAIN_RET("Not enough creatures in army!");
  2666. }
  2667. int b1, b2; //base quantities for trade
  2668. market->getOffer(s.type->idNumber, resourceID, b1, b2, EMarketMode::CREATURE_RESOURCE);
  2669. int units = count / b1; //how many base quantities we trade
  2670. if(count%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  2671. {
  2672. //TODO: complain?
  2673. assert(0);
  2674. }
  2675. changeStackCount(StackLocation(hero, slot), -count);
  2676. SetResource sr;
  2677. sr.player = hero->tempOwner;
  2678. sr.resid = resourceID;
  2679. sr.val = getResource(hero->tempOwner, resourceID) + b2 * units;
  2680. sendAndApply(&sr);
  2681. return true;
  2682. }
  2683. bool CGameHandler::transformInUndead(const IMarket *market, const CGHeroInstance * hero, SlotID slot)
  2684. {
  2685. const CArmedInstance *army = nullptr;
  2686. if (hero)
  2687. army = hero;
  2688. else
  2689. army = dynamic_cast<const CGTownInstance *>(market->o);
  2690. if (!army)
  2691. COMPLAIN_RET("Incorrect call to transform in undead!");
  2692. if(!army->hasStackAtSlot(slot))
  2693. COMPLAIN_RET("Army doesn't have any creature in that slot!");
  2694. const CStackInstance &s = army->getStack(slot);
  2695. int resCreature;//resulting creature - bone dragons or skeletons
  2696. if (s.hasBonusOfType(Bonus::DRAGON_NATURE))
  2697. resCreature = 68;
  2698. else
  2699. resCreature = 56;
  2700. changeStackType(StackLocation(army, slot), VLC->creh->creatures.at(resCreature));
  2701. return true;
  2702. }
  2703. bool CGameHandler::sendResources(ui32 val, PlayerColor player, Res::ERes r1, PlayerColor r2)
  2704. {
  2705. const PlayerState *p2 = gs->getPlayer(r2, false);
  2706. if(!p2 || p2->status != EPlayerStatus::INGAME)
  2707. {
  2708. complain("Dest player must be in game!");
  2709. return false;
  2710. }
  2711. si32 curRes1 = gs->getPlayer(player)->resources.at(r1),
  2712. curRes2 = gs->getPlayer(r2)->resources.at(r1);
  2713. val = std::min(si32(val),curRes1);
  2714. SetResource sr;
  2715. sr.player = player;
  2716. sr.resid = r1;
  2717. sr.val = curRes1 - val;
  2718. sendAndApply(&sr);
  2719. sr.player = r2;
  2720. sr.val = curRes2 + val;
  2721. sendAndApply(&sr);
  2722. return true;
  2723. }
  2724. bool CGameHandler::setFormation( ObjectInstanceID hid, ui8 formation )
  2725. {
  2726. gs->getHero(hid)-> formation = formation;
  2727. return true;
  2728. }
  2729. bool CGameHandler::hireHero(const CGObjectInstance *obj, ui8 hid, PlayerColor player)
  2730. {
  2731. const PlayerState *p = gs->getPlayer(player);
  2732. const CGTownInstance *t = gs->getTown(obj->id);
  2733. static const int GOLD_NEEDED = 2500;
  2734. //common preconditions
  2735. if( (p->resources.at(Res::GOLD)<GOLD_NEEDED && complain("Not enough gold for buying hero!"))
  2736. || (getHeroCount(player, false) >= GameConstants::MAX_HEROES_PER_PLAYER && complain("Cannot hire hero, only 8 wandering heroes are allowed!")))
  2737. return false;
  2738. if(t) //tavern in town
  2739. {
  2740. if( (!t->hasBuilt(BuildingID::TAVERN) && complain("No tavern!"))
  2741. || (t->visitingHero && complain("There is visiting hero - no place!")))
  2742. return false;
  2743. }
  2744. else if(obj->ID == Obj::TAVERN)
  2745. {
  2746. if(getTile(obj->visitablePos())->visitableObjects.back() != obj && complain("Tavern entry must be unoccupied!"))
  2747. return false;
  2748. }
  2749. const CGHeroInstance *nh = p->availableHeroes.at(hid);
  2750. if (!nh)
  2751. {
  2752. complain ("Hero is not available for hiring!");
  2753. return false;
  2754. }
  2755. HeroRecruited hr;
  2756. hr.tid = obj->id;
  2757. hr.hid = nh->subID;
  2758. hr.player = player;
  2759. hr.tile = obj->visitablePos() + nh->getVisitableOffset();
  2760. sendAndApply(&hr);
  2761. std::map<ui32, ConstTransitivePtr<CGHeroInstance> > pool = gs->unusedHeroesFromPool();
  2762. const CGHeroInstance *theOtherHero = p->availableHeroes.at(!hid);
  2763. const CGHeroInstance *newHero = nullptr;
  2764. if (theOtherHero) //on XXL maps all heroes can be imprisoned :(
  2765. newHero = gs->hpool.pickHeroFor(false, player, getNativeTown(player), pool, gs->getRandomGenerator(), theOtherHero->type->heroClass);
  2766. SetAvailableHeroes sah;
  2767. sah.player = player;
  2768. if(newHero)
  2769. {
  2770. sah.hid[hid] = newHero->subID;
  2771. sah.army[hid].clear();
  2772. sah.army[hid].setCreature(SlotID(0), newHero->type->initialArmy[0].creature, 1);
  2773. }
  2774. else
  2775. sah.hid[hid] = -1;
  2776. sah.hid[!hid] = theOtherHero ? theOtherHero->subID : -1;
  2777. sendAndApply(&sah);
  2778. SetResource sr;
  2779. sr.player = player;
  2780. sr.resid = Res::GOLD;
  2781. sr.val = p->resources.at(Res::GOLD) - GOLD_NEEDED;
  2782. sendAndApply(&sr);
  2783. if(t)
  2784. {
  2785. vistiCastleObjects (t, nh);
  2786. giveSpells (t,nh);
  2787. }
  2788. return true;
  2789. }
  2790. bool CGameHandler::queryReply(QueryID qid, ui32 answer, PlayerColor player)
  2791. {
  2792. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  2793. logGlobal->traceStream() << boost::format("Player %s attempts answering query %d with answer %d") % player % qid % answer;
  2794. auto topQuery = queries.topQuery(player);
  2795. COMPLAIN_RET_FALSE_IF(!topQuery, "This player doesn't have any queries!");
  2796. COMPLAIN_RET_FALSE_IF(topQuery->queryID != qid, "This player top query has different ID!");
  2797. COMPLAIN_RET_FALSE_IF(!topQuery->endsByPlayerAnswer(), "This query cannot be ended by player's answer!");
  2798. if(auto dialogQuery = std::dynamic_pointer_cast<CDialogQuery>(topQuery))
  2799. dialogQuery->answer = answer;
  2800. queries.popQuery(topQuery);
  2801. return true;
  2802. }
  2803. static EndAction end_action;
  2804. bool CGameHandler::makeBattleAction( BattleAction &ba )
  2805. {
  2806. bool ok = true;
  2807. const CStack *stack = battleGetStackByID(ba.stackNumber); //may be nullptr if action is not about stack
  2808. const CStack *destinationStack = ba.actionType == Battle::WALK_AND_ATTACK ? gs->curB->battleGetStackByPos(ba.additionalInfo)
  2809. : ba.actionType == Battle::SHOOT ? gs->curB->battleGetStackByPos(ba.destinationTile)
  2810. : nullptr;
  2811. const bool isAboutActiveStack = stack && (stack == battleActiveStack());
  2812. logGlobal->traceStream() << boost::format(
  2813. "Making action: type=%d; side=%d; stack=%s; dst=%s; additionalInfo=%d; stackAtDst=%s")
  2814. % ba.actionType % (int)ba.side % (stack ? stack->getName() : std::string("none"))
  2815. % ba.destinationTile % ba.additionalInfo % (destinationStack ? destinationStack->getName() : std::string("none"));
  2816. switch(ba.actionType)
  2817. {
  2818. case Battle::WALK: //walk
  2819. case Battle::DEFEND: //defend
  2820. case Battle::WAIT: //wait
  2821. case Battle::WALK_AND_ATTACK: //walk or attack
  2822. case Battle::SHOOT: //shoot
  2823. case Battle::CATAPULT: //catapult
  2824. case Battle::STACK_HEAL: //healing with First Aid Tent
  2825. case Battle::DAEMON_SUMMONING:
  2826. case Battle::MONSTER_SPELL:
  2827. if(!stack)
  2828. {
  2829. complain("No such stack!");
  2830. return false;
  2831. }
  2832. if(!stack->alive())
  2833. {
  2834. complain("This stack is dead: " + stack->nodeName());
  2835. return false;
  2836. }
  2837. if(battleTacticDist())
  2838. {
  2839. if(stack && !stack->attackerOwned != battleGetTacticsSide())
  2840. {
  2841. complain("This is not a stack of side that has tactics!");
  2842. return false;
  2843. }
  2844. }
  2845. else if(!isAboutActiveStack)
  2846. {
  2847. complain("Action has to be about active stack!");
  2848. return false;
  2849. }
  2850. }
  2851. switch(ba.actionType)
  2852. {
  2853. case Battle::END_TACTIC_PHASE: //wait
  2854. case Battle::BAD_MORALE:
  2855. case Battle::NO_ACTION:
  2856. {
  2857. StartAction start_action(ba);
  2858. sendAndApply(&start_action);
  2859. sendAndApply(&end_action);
  2860. break;
  2861. }
  2862. case Battle::WALK:
  2863. {
  2864. StartAction start_action(ba);
  2865. sendAndApply(&start_action); //start movement
  2866. int walkedTiles = moveStack(ba.stackNumber,ba.destinationTile); //move
  2867. if(!walkedTiles)
  2868. complain("Stack failed movement!");
  2869. sendAndApply(&end_action);
  2870. break;
  2871. }
  2872. case Battle::DEFEND:
  2873. {
  2874. //defensive stance //TODO: remove this bonus when stack becomes active
  2875. SetStackEffect sse;
  2876. sse.effect.push_back( Bonus(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, 20, -1, PrimarySkill::DEFENSE, Bonus::PERCENT_TO_ALL) );
  2877. sse.effect.push_back( Bonus(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, gs->curB->stacks.at(ba.stackNumber)->valOfBonuses(Bonus::DEFENSIVE_STANCE),
  2878. -1, PrimarySkill::DEFENSE, Bonus::ADDITIVE_VALUE));
  2879. sse.stacks.push_back(ba.stackNumber);
  2880. sendAndApply(&sse);
  2881. //don't break - we share code with next case
  2882. }
  2883. case Battle::WAIT:
  2884. {
  2885. StartAction start_action(ba);
  2886. sendAndApply(&start_action);
  2887. sendAndApply(&end_action);
  2888. break;
  2889. }
  2890. case Battle::RETREAT: //retreat/flee
  2891. {
  2892. if(!gs->curB->battleCanFlee(gs->curB->sides.at(ba.side).color))
  2893. complain("Cannot retreat!");
  2894. else
  2895. setBattleResult(BattleResult::ESCAPE, !ba.side); //surrendering side loses
  2896. break;
  2897. }
  2898. case Battle::SURRENDER:
  2899. {
  2900. PlayerColor player = gs->curB->sides.at(ba.side).color;
  2901. int cost = gs->curB->battleGetSurrenderCost(player);
  2902. if(cost < 0)
  2903. complain("Cannot surrender!");
  2904. else if(getResource(player, Res::GOLD) < cost)
  2905. complain("Not enough gold to surrender!");
  2906. else
  2907. {
  2908. giveResource(player, Res::GOLD, -cost);
  2909. setBattleResult(BattleResult::SURRENDER, !ba.side); //surrendering side loses
  2910. }
  2911. break;
  2912. }
  2913. case Battle::WALK_AND_ATTACK: //walk or attack
  2914. {
  2915. StartAction start_action(ba);
  2916. sendAndApply(&start_action); //start movement and attack
  2917. if(!stack || !destinationStack)
  2918. {
  2919. sendAndApply(&end_action);
  2920. break;
  2921. }
  2922. BattleHex startingPos = stack->position;
  2923. int distance = moveStack(ba.stackNumber, ba.destinationTile);
  2924. logGlobal->traceStream() << stack->nodeName() << " will attack " << destinationStack->nodeName();
  2925. if(stack->position != ba.destinationTile //we wasn't able to reach destination tile
  2926. && !(stack->doubleWide()
  2927. && ( stack->position == ba.destinationTile + (stack->attackerOwned ? +1 : -1 ) )
  2928. ) //nor occupy specified hex
  2929. )
  2930. {
  2931. std::string problem = "We cannot move this stack to its destination " + stack->getCreature()->namePl;
  2932. logGlobal->warnStream() << problem;
  2933. complain(problem);
  2934. ok = false;
  2935. sendAndApply(&end_action);
  2936. break;
  2937. }
  2938. if(destinationStack && stack->ID == destinationStack->ID) //we should just move, it will be handled by following check
  2939. {
  2940. destinationStack = nullptr;
  2941. }
  2942. if(!destinationStack)
  2943. {
  2944. complain(boost::str(boost::format("walk and attack error: no stack at additionalInfo tile (%d)!\n") % ba.additionalInfo));
  2945. ok = false;
  2946. sendAndApply(&end_action);
  2947. break;
  2948. }
  2949. if( !CStack::isMeleeAttackPossible(stack, destinationStack) )
  2950. {
  2951. complain("Attack cannot be performed!");
  2952. sendAndApply(&end_action);
  2953. ok = false;
  2954. break;
  2955. }
  2956. //attack
  2957. int totalAttacks = 1 + stack->getBonuses(Selector::type (Bonus::ADDITIONAL_ATTACK),
  2958. (Selector::effectRange(Bonus::NO_LIMIT).Or(Selector::effectRange(Bonus::ONLY_MELEE_FIGHT))))->totalValue(); //all unspicified attacks + melee attacks
  2959. for (int i = 0; i < totalAttacks; ++i)
  2960. {
  2961. if (stack &&
  2962. stack->alive() && //move can cause death, eg. by walking into the moat
  2963. destinationStack->alive())
  2964. {
  2965. BattleAttack bat;
  2966. prepareAttack(bat, stack, destinationStack, (i ? 0 : distance), ba.additionalInfo); //no distance travelled on second attack
  2967. //prepareAttack(bat, stack, stackAtEnd, 0, ba.additionalInfo);
  2968. handleAttackBeforeCasting(bat); //only before first attack
  2969. sendAndApply(&bat);
  2970. handleAfterAttackCasting(bat);
  2971. }
  2972. //counterattack
  2973. if (destinationStack
  2974. && !stack->hasBonusOfType(Bonus::BLOCKS_RETALIATION)
  2975. && destinationStack->ableToRetaliate()
  2976. && stack->alive()) //attacker may have died (fire shield)
  2977. {
  2978. BattleAttack bat;
  2979. prepareAttack(bat, destinationStack, stack, 0, stack->position);
  2980. bat.flags |= BattleAttack::COUNTER;
  2981. sendAndApply(&bat);
  2982. handleAfterAttackCasting(bat);
  2983. }
  2984. }
  2985. //return
  2986. if(stack->hasBonusOfType(Bonus::RETURN_AFTER_STRIKE) && startingPos != stack->position && stack->alive())
  2987. {
  2988. moveStack(ba.stackNumber, startingPos);
  2989. //NOTE: curStack->ID == ba.stackNumber (rev 1431)
  2990. }
  2991. sendAndApply(&end_action);
  2992. break;
  2993. }
  2994. case Battle::SHOOT:
  2995. {
  2996. if( !gs->curB->battleCanShoot(stack, ba.destinationTile) )
  2997. {
  2998. complain("Cannot shoot!");
  2999. break;
  3000. }
  3001. StartAction start_action(ba);
  3002. sendAndApply(&start_action); //start shooting
  3003. {
  3004. BattleAttack bat;
  3005. bat.flags |= BattleAttack::SHOT;
  3006. prepareAttack(bat, stack, destinationStack, 0, ba.destinationTile);
  3007. handleAttackBeforeCasting(bat);
  3008. sendAndApply(&bat);
  3009. handleAfterAttackCasting(bat);
  3010. }
  3011. //second shot for ballista, only if hero has advanced artillery
  3012. const CGHeroInstance * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  3013. if( destinationStack->alive()
  3014. && (stack->getCreature()->idNumber == CreatureID::BALLISTA)
  3015. && (attackingHero->getSecSkillLevel(SecondarySkill::ARTILLERY) >= SecSkillLevel::ADVANCED)
  3016. )
  3017. {
  3018. BattleAttack bat2;
  3019. bat2.flags |= BattleAttack::SHOT;
  3020. prepareAttack(bat2, stack, destinationStack, 0, ba.destinationTile);
  3021. sendAndApply(&bat2);
  3022. }
  3023. //allow more than one additional attack
  3024. int additionalAttacks = stack->getBonuses(Selector::type (Bonus::ADDITIONAL_ATTACK),
  3025. (Selector::effectRange(Bonus::NO_LIMIT).Or(Selector::effectRange(Bonus::ONLY_DISTANCE_FIGHT))))->totalValue();
  3026. for (int i = 0; i < additionalAttacks; ++i)
  3027. {
  3028. if(
  3029. stack->alive()
  3030. && destinationStack->alive()
  3031. && stack->shots
  3032. )
  3033. {
  3034. BattleAttack bat;
  3035. bat.flags |= BattleAttack::SHOT;
  3036. prepareAttack(bat, stack, destinationStack, 0, ba.destinationTile);
  3037. sendAndApply(&bat);
  3038. handleAfterAttackCasting(bat);
  3039. }
  3040. }
  3041. sendAndApply(&end_action);
  3042. break;
  3043. }
  3044. case Battle::CATAPULT:
  3045. {
  3046. auto getCatapultHitChance = [&](EWallPart::EWallPart part, const CHeroHandler::SBallisticsLevelInfo & sbi) -> int
  3047. {
  3048. switch(part)
  3049. {
  3050. case EWallPart::GATE:
  3051. return sbi.gate;
  3052. case EWallPart::KEEP:
  3053. return sbi.keep;
  3054. case EWallPart::BOTTOM_TOWER:
  3055. case EWallPart::UPPER_TOWER:
  3056. return sbi.tower;
  3057. case EWallPart::BOTTOM_WALL:
  3058. case EWallPart::BELOW_GATE:
  3059. case EWallPart::OVER_GATE:
  3060. case EWallPart::UPPER_WALL:
  3061. return sbi.wall;
  3062. default:
  3063. return 0;
  3064. }
  3065. };
  3066. StartAction start_action(ba);
  3067. sendAndApply(&start_action);
  3068. auto onExit = vstd::makeScopeGuard([&]{ sendAndApply(&end_action); }); //if we started than we have to finish
  3069. const CGHeroInstance * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  3070. CHeroHandler::SBallisticsLevelInfo sbi = VLC->heroh->ballistics.at(attackingHero->getSecSkillLevel(SecondarySkill::BALLISTICS));
  3071. auto wallPart = gs->curB->battleHexToWallPart(ba.destinationTile);
  3072. if(!gs->curB->isWallPartPotentiallyAttackable(wallPart))
  3073. {
  3074. complain("catapult tried to attack non-catapultable hex!");
  3075. break;
  3076. }
  3077. //in successive iterations damage is dealt but not yet subtracted from wall's HPs
  3078. auto &currentHP = gs->curB->si.wallState;
  3079. if (currentHP.at(wallPart) == EWallState::DESTROYED || currentHP.at(wallPart) == EWallState::NONE)
  3080. {
  3081. complain("catapult tried to attack already destroyed wall part!");
  3082. break;
  3083. }
  3084. for(int g=0; g<sbi.shots; ++g)
  3085. {
  3086. bool hitSuccessfull = false;
  3087. auto attackedPart = wallPart;
  3088. do // catapult has chance to attack desired target. Othervice - attacks randomly
  3089. {
  3090. if(currentHP.at(attackedPart) != EWallState::DESTROYED && // this part can be hit
  3091. currentHP.at(attackedPart) != EWallState::NONE &&
  3092. gs->getRandomGenerator().nextInt(99) < getCatapultHitChance(attackedPart, sbi))//hit is successful
  3093. {
  3094. hitSuccessfull = true;
  3095. }
  3096. else // select new target
  3097. {
  3098. std::vector<EWallPart::EWallPart> allowedTargets;
  3099. for (size_t i=0; i< currentHP.size(); i++)
  3100. {
  3101. if (currentHP.at(i) != EWallState::DESTROYED &&
  3102. currentHP.at(i) != EWallState::NONE)
  3103. allowedTargets.push_back(EWallPart::EWallPart(i));
  3104. }
  3105. if (allowedTargets.empty())
  3106. break;
  3107. attackedPart = *RandomGeneratorUtil::nextItem(allowedTargets, gs->getRandomGenerator());
  3108. }
  3109. }
  3110. while (!hitSuccessfull);
  3111. if (!hitSuccessfull) // break triggered - no target to shoot at
  3112. break;
  3113. CatapultAttack ca; //package for clients
  3114. CatapultAttack::AttackInfo attack;
  3115. attack.attackedPart = attackedPart;
  3116. attack.destinationTile = ba.destinationTile;
  3117. attack.damageDealt = 0;
  3118. int dmgChance[] = { sbi.noDmg, sbi.oneDmg, sbi.twoDmg }; //dmgChance[i] - chance for doing i dmg when hit is successful
  3119. int dmgRand = gs->getRandomGenerator().nextInt(99);
  3120. //accumulating dmgChance
  3121. dmgChance[1] += dmgChance[0];
  3122. dmgChance[2] += dmgChance[1];
  3123. //calculating dealt damage
  3124. for(int damage = 0; damage < ARRAY_COUNT(dmgChance); ++damage)
  3125. {
  3126. if(dmgRand <= dmgChance[damage])
  3127. {
  3128. attack.damageDealt = damage;
  3129. break;
  3130. }
  3131. }
  3132. // attacked tile may have changed - update destination
  3133. attack.destinationTile = gs->curB->wallPartToBattleHex(EWallPart::EWallPart(attack.attackedPart));
  3134. logGlobal->traceStream() << "Catapult attacks " << (int)attack.attackedPart
  3135. << " dealing " << (int)attack.damageDealt << " damage";
  3136. //removing creatures in turrets / keep if one is destroyed
  3137. if(attack.damageDealt > 0 && (attackedPart == EWallPart::KEEP ||
  3138. attackedPart == EWallPart::BOTTOM_TOWER || attackedPart == EWallPart::UPPER_TOWER))
  3139. {
  3140. int posRemove = -1;
  3141. switch(attackedPart)
  3142. {
  3143. case EWallPart::KEEP:
  3144. posRemove = -2;
  3145. break;
  3146. case EWallPart::BOTTOM_TOWER:
  3147. posRemove = -3;
  3148. break;
  3149. case EWallPart::UPPER_TOWER:
  3150. posRemove = -4;
  3151. break;
  3152. }
  3153. BattleStacksRemoved bsr;
  3154. for(auto & elem : gs->curB->stacks)
  3155. {
  3156. if(elem->position == posRemove)
  3157. {
  3158. bsr.stackIDs.insert( elem->ID );
  3159. break;
  3160. }
  3161. }
  3162. sendAndApply(&bsr);
  3163. }
  3164. ca.attacker = ba.stackNumber;
  3165. ca.attackedParts.push_back(attack);
  3166. sendAndApply(&ca);
  3167. }
  3168. //finish by scope guard
  3169. break;
  3170. }
  3171. case Battle::STACK_HEAL: //healing with First Aid Tent
  3172. {
  3173. StartAction start_action(ba);
  3174. sendAndApply(&start_action);
  3175. const CGHeroInstance * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  3176. const CStack *healer = gs->curB->battleGetStackByID(ba.stackNumber),
  3177. *destStack = gs->curB->battleGetStackByPos(ba.destinationTile);
  3178. if(healer == nullptr || destStack == nullptr || !healer->hasBonusOfType(Bonus::HEALER))
  3179. {
  3180. complain("There is either no healer, no destination, or healer cannot heal :P");
  3181. }
  3182. int maxHealable = destStack->MaxHealth() - destStack->firstHPleft;
  3183. int maxiumHeal = healer->count * std::max(10, attackingHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::FIRST_AID));
  3184. int healed = std::min(maxHealable, maxiumHeal);
  3185. if(healed == 0)
  3186. {
  3187. //nothing to heal.. should we complain?
  3188. }
  3189. else
  3190. {
  3191. StacksHealedOrResurrected shr;
  3192. shr.lifeDrain = false;
  3193. shr.tentHealing = true;
  3194. shr.drainedFrom = ba.stackNumber;
  3195. StacksHealedOrResurrected::HealInfo hi;
  3196. hi.healedHP = healed;
  3197. hi.lowLevelResurrection = 0;
  3198. hi.stackID = destStack->ID;
  3199. shr.healedStacks.push_back(hi);
  3200. sendAndApply(&shr);
  3201. }
  3202. sendAndApply(&end_action);
  3203. break;
  3204. }
  3205. case Battle::DAEMON_SUMMONING:
  3206. //TODO: From Strategija:
  3207. //Summon Demon is a level 2 spell.
  3208. {
  3209. StartAction start_action(ba);
  3210. sendAndApply(&start_action);
  3211. const CStack *summoner = gs->curB->battleGetStackByID(ba.stackNumber),
  3212. *destStack = gs->curB->battleGetStackByPos(ba.destinationTile, false);
  3213. BattleStackAdded bsa;
  3214. bsa.attacker = summoner->attackerOwned;
  3215. bsa.creID = CreatureID(summoner->getBonusLocalFirst(Selector::type(Bonus::DAEMON_SUMMONING))->subtype); //in case summoner can summon more than one type of monsters... scream!
  3216. ui64 risedHp = summoner->count * summoner->valOfBonuses(Bonus::DAEMON_SUMMONING, bsa.creID.toEnum());
  3217. ui64 targetHealth = destStack->getCreature()->MaxHealth() * destStack->baseAmount;
  3218. ui64 canRiseHp = std::min(targetHealth, risedHp);
  3219. ui32 canRiseAmount = canRiseHp / VLC->creh->creatures.at(bsa.creID)->MaxHealth();
  3220. bsa.amount = std::min(canRiseAmount, destStack->baseAmount);
  3221. bsa.pos = gs->curB->getAvaliableHex(bsa.creID, bsa.attacker, destStack->position);
  3222. bsa.summoned = false;
  3223. if (bsa.amount) //there's rare possibility single creature cannot rise desired type
  3224. {
  3225. BattleStacksRemoved bsr; //remove body
  3226. bsr.stackIDs.insert(destStack->ID);
  3227. sendAndApply(&bsr);
  3228. sendAndApply(&bsa);
  3229. BattleSetStackProperty ssp;
  3230. ssp.stackID = ba.stackNumber;
  3231. ssp.which = BattleSetStackProperty::CASTS; //reduce number of casts
  3232. ssp.val = -1;
  3233. ssp.absolute = false;
  3234. sendAndApply(&ssp);
  3235. }
  3236. sendAndApply(&end_action);
  3237. break;
  3238. }
  3239. case Battle::MONSTER_SPELL:
  3240. {
  3241. StartAction start_action(ba);
  3242. sendAndApply(&start_action);
  3243. const CStack * stack = gs->curB->battleGetStackByID(ba.stackNumber);
  3244. SpellID spellID = SpellID(ba.additionalInfo);
  3245. BattleHex destination(ba.destinationTile);
  3246. const Bonus *randSpellcaster = stack->getBonusLocalFirst(Selector::type(Bonus::RANDOM_SPELLCASTER));
  3247. const Bonus * spellcaster = stack->getBonusLocalFirst(Selector::typeSubtype(Bonus::SPELLCASTER, spellID));
  3248. //TODO special bonus for genies ability
  3249. if(randSpellcaster && battleGetRandomStackSpell(stack, CBattleInfoCallback::RANDOM_AIMED) < 0)
  3250. spellID = battleGetRandomStackSpell(stack, CBattleInfoCallback::RANDOM_GENIE);
  3251. if(spellID < 0)
  3252. complain("That stack can't cast spells!");
  3253. else
  3254. {
  3255. int spellLvl = 0;
  3256. if (spellcaster)
  3257. vstd::amax(spellLvl, spellcaster->val);
  3258. if (randSpellcaster)
  3259. vstd::amax(spellLvl, randSpellcaster->val);
  3260. vstd::amin (spellLvl, 3);
  3261. int casterSide = gs->curB->whatSide(stack->owner);
  3262. const CGHeroInstance * secHero = gs->curB->getHero(gs->curB->theOtherPlayer(stack->owner));
  3263. handleSpellCasting(spellID, spellLvl, destination, casterSide, stack->owner, nullptr, secHero, 0, ECastingMode::CREATURE_ACTIVE_CASTING, stack);
  3264. }
  3265. sendAndApply(&end_action);
  3266. break;
  3267. }
  3268. }
  3269. if(ba.stackNumber == gs->curB->activeStack || battleResult.get()) //active stack has moved or battle has finished
  3270. battleMadeAction.setn(true);
  3271. return ok;
  3272. }
  3273. void CGameHandler::playerMessage( PlayerColor player, const std::string &message )
  3274. {
  3275. bool cheated=true;
  3276. PlayerMessage temp_message(player, message);
  3277. sendAndApply(&temp_message);
  3278. if(message == "vcmiistari") //give all spells and 999 mana
  3279. {
  3280. SetMana sm;
  3281. ChangeSpells cs;
  3282. CGHeroInstance *h = gs->getHero(gs->getPlayer(player)->currentSelection);
  3283. if(!h && complain("Cannot realize cheat, no hero selected!")) return;
  3284. sm.hid = cs.hid = h->id;
  3285. //give all spells
  3286. cs.learn = 1;
  3287. for(auto spell : VLC->spellh->objects)
  3288. {
  3289. if(!spell->creatureAbility)
  3290. cs.spells.insert(spell->id);
  3291. }
  3292. //give mana
  3293. sm.val = 999;
  3294. if(!h->hasSpellbook()) //hero doesn't have spellbook
  3295. giveHeroNewArtifact(h, VLC->arth->artifacts.at(0), ArtifactPosition::SPELLBOOK); //give spellbook
  3296. sendAndApply(&cs);
  3297. sendAndApply(&sm);
  3298. }
  3299. else if (message == "vcmiarmenelos") //build all buildings in selected town
  3300. {
  3301. CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
  3302. CGTownInstance *town;
  3303. if (hero)
  3304. town = hero->visitedTown;
  3305. else
  3306. town = gs->getTown(gs->getPlayer(player)->currentSelection);
  3307. if (town)
  3308. {
  3309. for (auto & build : town->town->buildings)
  3310. {
  3311. if (!town->hasBuilt(build.first)
  3312. && !build.second->Name().empty()
  3313. && build.first != BuildingID::SHIP)
  3314. {
  3315. buildStructure(town->id, build.first, true);
  3316. }
  3317. }
  3318. }
  3319. }
  3320. else if(message == "vcmiainur") //gives 5 archangels into each slot
  3321. {
  3322. CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
  3323. const CCreature *archangel = VLC->creh->creatures.at(13);
  3324. if(!hero) return;
  3325. for(int i = 0; i < GameConstants::ARMY_SIZE; i++)
  3326. if(!hero->hasStackAtSlot(SlotID(i)))
  3327. insertNewStack(StackLocation(hero, SlotID(i)), archangel, 5);
  3328. }
  3329. else if(message == "vcmiangband") //gives 10 black knight into each slot
  3330. {
  3331. CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
  3332. const CCreature *blackKnight = VLC->creh->creatures.at(66);
  3333. if(!hero) return;
  3334. for(int i = 0; i < GameConstants::ARMY_SIZE; i++)
  3335. if(!hero->hasStackAtSlot(SlotID(i)))
  3336. insertNewStack(StackLocation(hero, SlotID(i)), blackKnight, 10);
  3337. }
  3338. else if(message == "vcminoldor") //all war machines
  3339. {
  3340. CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
  3341. if(!hero) return;
  3342. if(!hero->getArt(ArtifactPosition::MACH1))
  3343. giveHeroNewArtifact(hero, VLC->arth->artifacts.at(4), ArtifactPosition::MACH1);
  3344. if(!hero->getArt(ArtifactPosition::MACH2))
  3345. giveHeroNewArtifact(hero, VLC->arth->artifacts.at(5), ArtifactPosition::MACH2);
  3346. if(!hero->getArt(ArtifactPosition::MACH3))
  3347. giveHeroNewArtifact(hero, VLC->arth->artifacts.at(6), ArtifactPosition::MACH3);
  3348. }
  3349. else if(message == "vcminahar") //1000000 movement points
  3350. {
  3351. CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
  3352. if(!hero) return;
  3353. SetMovePoints smp;
  3354. smp.hid = hero->id;
  3355. smp.val = 1000000;
  3356. sendAndApply(&smp);
  3357. }
  3358. else if(message == "vcmiformenos") //give resources
  3359. {
  3360. SetResources sr;
  3361. sr.player = player;
  3362. sr.res = gs->getPlayer(player)->resources;
  3363. for(int i=0;i<Res::GOLD;i++)
  3364. sr.res[i] += 100;
  3365. sr.res[Res::GOLD] += 100000; //100k
  3366. sendAndApply(&sr);
  3367. }
  3368. else if(message == "vcmieagles") //reveal FoW
  3369. {
  3370. FoWChange fc;
  3371. fc.mode = 1;
  3372. fc.player = player;
  3373. auto hlp_tab = new int3[gs->map->width * gs->map->height * (gs->map->twoLevel ? 2 : 1)];
  3374. int lastUnc = 0;
  3375. for(int i=0;i<gs->map->width;i++)
  3376. for(int j=0;j<gs->map->height;j++)
  3377. for(int k = 0; k < (gs->map->twoLevel ? 2 : 1); k++)
  3378. if(!gs->getPlayerTeam(fc.player)->fogOfWarMap.at(i).at(j).at(k))
  3379. hlp_tab[lastUnc++] = int3(i,j,k);
  3380. fc.tiles.insert(hlp_tab, hlp_tab + lastUnc);
  3381. delete [] hlp_tab;
  3382. sendAndApply(&fc);
  3383. }
  3384. else if(message == "vcmiglorfindel") //selected hero gains a new level
  3385. {
  3386. CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
  3387. changePrimSkill(hero, PrimarySkill::EXPERIENCE, VLC->heroh->reqExp(hero->level+1) - VLC->heroh->reqExp(hero->level));
  3388. }
  3389. else if(message == "vcmisilmaril") //player wins
  3390. {
  3391. gs->getPlayer(player)->enteredWinningCheatCode = 1;
  3392. }
  3393. else if(message == "vcmimelkor") //player looses
  3394. {
  3395. gs->getPlayer(player)->enteredLosingCheatCode = 1;
  3396. }
  3397. else if (message == "vcmiforgeofnoldorking") //hero gets all artifacts except war machines, spell scrolls and spell book
  3398. {
  3399. CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
  3400. if(!hero) return;
  3401. for (int g = 7; g < VLC->arth->artifacts.size(); ++g) //including artifacts from mods
  3402. giveHeroNewArtifact(hero, VLC->arth->artifacts.at(g), ArtifactPosition::PRE_FIRST);
  3403. }
  3404. else
  3405. cheated = false;
  3406. if(cheated)
  3407. {
  3408. SystemMessage temp_message(VLC->generaltexth->allTexts.at(260));
  3409. sendAndApply(&temp_message);
  3410. checkVictoryLossConditionsForPlayer(player);//Player enter win code or got required art\creature
  3411. }
  3412. }
  3413. void CGameHandler::handleSpellCasting( SpellID spellID, int spellLvl, BattleHex destination, ui8 casterSide, PlayerColor casterColor, const CGHeroInstance * caster, const CGHeroInstance * secHero,
  3414. int usedSpellPower, ECastingMode::ECastingMode mode, const CStack * stack, si32 selectedStack)
  3415. {
  3416. const CSpell *spell = SpellID(spellID).toSpell();
  3417. //Helper local function that creates obstacle on given position. Obstacle type is inferred from spell type.
  3418. //It creates, sends and applies needed package.
  3419. auto placeObstacle = [&](BattleHex pos)
  3420. {
  3421. static int obstacleIdToGive = gs->curB->obstacles.size()
  3422. ? (gs->curB->obstacles.back()->uniqueID+1)
  3423. : 0;
  3424. auto obstacle = make_shared<SpellCreatedObstacle>();
  3425. switch(spellID.toEnum()) // :/
  3426. {
  3427. case SpellID::QUICKSAND:
  3428. obstacle->obstacleType = CObstacleInstance::QUICKSAND;
  3429. obstacle->turnsRemaining = -1;
  3430. obstacle->visibleForAnotherSide = false;
  3431. break;
  3432. case SpellID::LAND_MINE:
  3433. obstacle->obstacleType = CObstacleInstance::LAND_MINE;
  3434. obstacle->turnsRemaining = -1;
  3435. obstacle->visibleForAnotherSide = false;
  3436. break;
  3437. case SpellID::FIRE_WALL:
  3438. obstacle->obstacleType = CObstacleInstance::FIRE_WALL;
  3439. obstacle->turnsRemaining = 2;
  3440. obstacle->visibleForAnotherSide = true;
  3441. break;
  3442. case SpellID::FORCE_FIELD:
  3443. obstacle->obstacleType = CObstacleInstance::FORCE_FIELD;
  3444. obstacle->turnsRemaining = 2;
  3445. obstacle->visibleForAnotherSide = true;
  3446. break;
  3447. default:
  3448. //this function cannot be used with spells that do not create obstacles
  3449. assert(0);
  3450. }
  3451. obstacle->pos = pos;
  3452. obstacle->casterSide = casterSide;
  3453. obstacle->ID = spellID;
  3454. obstacle->spellLevel = spellLvl;
  3455. obstacle->casterSpellPower = usedSpellPower;
  3456. obstacle->uniqueID = obstacleIdToGive++;
  3457. BattleObstaclePlaced bop;
  3458. bop.obstacle = obstacle;
  3459. sendAndApply(&bop);
  3460. };
  3461. BattleSpellCast sc;
  3462. sc.side = casterSide;
  3463. sc.id = spellID;
  3464. sc.skill = spellLvl;
  3465. sc.tile = destination;
  3466. sc.dmgToDisplay = 0;
  3467. sc.castedByHero = (bool)caster;
  3468. sc.attackerType = (stack ? stack->type->idNumber : CreatureID(CreatureID::NONE));
  3469. sc.manaGained = 0;
  3470. sc.spellCost = 0;
  3471. if (caster) //calculate spell cost
  3472. {
  3473. sc.spellCost = gs->curB->battleGetSpellCost(SpellID(spellID).toSpell(), caster);
  3474. if (secHero && mode == ECastingMode::HERO_CASTING) //handle mana channel
  3475. {
  3476. int manaChannel = 0;
  3477. for(CStack * stack : gs->curB->stacks) //TODO: shouldn't bonus system handle it somehow?
  3478. {
  3479. if (stack->owner == secHero->tempOwner)
  3480. {
  3481. vstd::amax(manaChannel, stack->valOfBonuses(Bonus::MANA_CHANNELING));
  3482. }
  3483. }
  3484. sc.manaGained = (manaChannel * sc.spellCost) / 100;
  3485. }
  3486. }
  3487. //calculating affected creatures for all spells
  3488. //must be vector, as in Chain Lightning order matters
  3489. std::vector<const CStack*> attackedCres; //what is that and what is sc.afectedCres?
  3490. if (mode != ECastingMode::ENCHANTER_CASTING)
  3491. {
  3492. auto creatures = gs->curB->getAffectedCreatures(spell, spellLvl, casterColor, destination);
  3493. std::copy(creatures.begin(), creatures.end(), std::back_inserter(attackedCres));
  3494. }
  3495. else //enchanter - hit all possible stacks
  3496. {
  3497. for (const CStack * stack : gs->curB->stacks)
  3498. {
  3499. /*if it's non negative spell and our unit or non positive spell and hostile unit */
  3500. if((!spell->isNegative() && stack->owner == casterColor)
  3501. || (!spell->isPositive() && stack->owner != casterColor))
  3502. {
  3503. if(stack->isValidTarget()) //TODO: allow dead targets somewhere in the future
  3504. {
  3505. attackedCres.push_back(stack);
  3506. }
  3507. }
  3508. }
  3509. }
  3510. for (auto cre : attackedCres)
  3511. {
  3512. sc.affectedCres.insert (cre->ID);
  3513. }
  3514. //checking if creatures resist
  3515. sc.resisted = gs->curB->calculateResistedStacks(spell, caster, secHero, attackedCres, casterColor, mode, usedSpellPower, spellLvl, gs->getRandomGenerator());
  3516. //calculating dmg to display
  3517. if (spellID == SpellID::DEATH_STARE || spellID == SpellID::ACID_BREATH_DAMAGE)
  3518. {
  3519. sc.dmgToDisplay = usedSpellPower;
  3520. if (spellID == SpellID::DEATH_STARE)
  3521. vstd::amin(sc.dmgToDisplay, (*attackedCres.begin())->count); //stack is already reduced after attack
  3522. }
  3523. StacksInjured si;
  3524. //applying effects
  3525. if (spell->isOffensiveSpell())
  3526. {
  3527. int spellDamage = 0;
  3528. if (stack && mode != ECastingMode::MAGIC_MIRROR)
  3529. {
  3530. int unitSpellPower = stack->valOfBonuses(Bonus::SPECIFIC_SPELL_POWER, spellID.toEnum());
  3531. if (unitSpellPower)
  3532. sc.dmgToDisplay = spellDamage = stack->count * unitSpellPower; //TODO: handle immunities
  3533. else //Faerie Dragon
  3534. {
  3535. usedSpellPower = stack->valOfBonuses(Bonus::CREATURE_SPELL_POWER) * stack->count / 100;
  3536. sc.dmgToDisplay = 0;
  3537. }
  3538. }
  3539. int chainLightningModifier = 0;
  3540. for(auto & attackedCre : attackedCres)
  3541. {
  3542. if(vstd::contains(sc.resisted, (attackedCre)->ID)) //this creature resisted the spell
  3543. continue;
  3544. BattleStackAttacked bsa;
  3545. if ((destination > -1 && (attackedCre)->coversPos(destination)) || (spell->getLevelInfo(spellLvl).range == "X" || mode == ECastingMode::ENCHANTER_CASTING))
  3546. //display effect only upon primary target of area spell
  3547. //FIXME: if no stack is attacked, there is no animation and interface freezes
  3548. {
  3549. bsa.flags |= BattleStackAttacked::EFFECT;
  3550. bsa.effect = spell->mainEffectAnim;
  3551. }
  3552. if (spellDamage)
  3553. bsa.damageAmount = spellDamage >> chainLightningModifier;
  3554. else
  3555. bsa.damageAmount = gs->curB->calculateSpellDmg(spell, caster, attackedCre, spellLvl, usedSpellPower) >> chainLightningModifier;
  3556. sc.dmgToDisplay += bsa.damageAmount;
  3557. bsa.stackAttacked = (attackedCre)->ID;
  3558. if (mode == ECastingMode::ENCHANTER_CASTING) //multiple damage spells cast
  3559. bsa.attackerID = stack->ID;
  3560. else
  3561. bsa.attackerID = -1;
  3562. (attackedCre)->prepareAttacked(bsa, gs->getRandomGenerator());
  3563. si.stacks.push_back(bsa);
  3564. if (spellID == SpellID::CHAIN_LIGHTNING)
  3565. ++chainLightningModifier;
  3566. }
  3567. }
  3568. if (spell->hasEffects())
  3569. {
  3570. int stackSpellPower = 0;
  3571. if (stack && mode != ECastingMode::MAGIC_MIRROR)
  3572. {
  3573. stackSpellPower = stack->valOfBonuses(Bonus::CREATURE_ENCHANT_POWER);
  3574. }
  3575. SetStackEffect sse;
  3576. Bonus pseudoBonus;
  3577. pseudoBonus.sid = spellID;
  3578. pseudoBonus.val = spellLvl;
  3579. pseudoBonus.turnsRemain = gs->curB->calculateSpellDuration(spell, caster, stackSpellPower ? stackSpellPower : usedSpellPower);
  3580. CStack::stackEffectToFeature(sse.effect, pseudoBonus);
  3581. if (spellID == SpellID::SHIELD || spellID == SpellID::AIR_SHIELD)
  3582. {
  3583. sse.effect.back().val = (100 - sse.effect.back().val); //fix to original config: shield should display damage reduction
  3584. }
  3585. if (spellID == SpellID::BIND && stack)//bind
  3586. {
  3587. sse.effect.back().additionalInfo = stack->ID; //we need to know who casted Bind
  3588. }
  3589. const Bonus * bonus = nullptr;
  3590. if (caster)
  3591. bonus = caster->getBonusLocalFirst(Selector::typeSubtype(Bonus::SPECIAL_PECULIAR_ENCHANT, spellID));
  3592. //TODO does hero specialty should affects his stack casting spells?
  3593. si32 power = 0;
  3594. for(const CStack *affected : attackedCres)
  3595. {
  3596. if(vstd::contains(sc.resisted, affected->ID)) //this creature resisted the spell
  3597. continue;
  3598. sse.stacks.push_back(affected->ID);
  3599. //Apply hero specials - peculiar enchants
  3600. const ui8 tier = std::max((ui8)1, affected->getCreature()->level); //don't divide by 0 for certain creatures (commanders, war machines)
  3601. if (bonus)
  3602. {
  3603. switch(bonus->additionalInfo)
  3604. {
  3605. case 0: //normal
  3606. {
  3607. switch(tier)
  3608. {
  3609. case 1: case 2:
  3610. power = 3;
  3611. break;
  3612. case 3: case 4:
  3613. power = 2;
  3614. break;
  3615. case 5: case 6:
  3616. power = 1;
  3617. break;
  3618. }
  3619. Bonus specialBonus(sse.effect.back());
  3620. specialBonus.val = power; //it doesn't necessarily make sense for some spells, use it wisely
  3621. sse.uniqueBonuses.push_back (std::pair<ui32,Bonus> (affected->ID, specialBonus)); //additional premy to given effect
  3622. }
  3623. break;
  3624. case 1: //only Coronius as yet
  3625. {
  3626. power = std::max(5 - tier, 0);
  3627. Bonus specialBonus = CStack::featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK, power, pseudoBonus.turnsRemain);
  3628. specialBonus.sid = spellID;
  3629. sse.uniqueBonuses.push_back (std::pair<ui32,Bonus> (affected->ID, specialBonus)); //additional attack to Slayer effect
  3630. }
  3631. break;
  3632. }
  3633. }
  3634. if (caster && caster->hasBonusOfType(Bonus::SPECIAL_BLESS_DAMAGE, spellID)) //TODO: better handling of bonus percentages
  3635. {
  3636. int damagePercent = caster->level * caster->valOfBonuses(Bonus::SPECIAL_BLESS_DAMAGE, spellID.toEnum()) / tier;
  3637. Bonus specialBonus = CStack::featureGenerator(Bonus::CREATURE_DAMAGE, 0, damagePercent, pseudoBonus.turnsRemain);
  3638. specialBonus.valType = Bonus::PERCENT_TO_ALL;
  3639. specialBonus.sid = spellID;
  3640. sse.uniqueBonuses.push_back (std::pair<ui32,Bonus> (affected->ID, specialBonus));
  3641. }
  3642. }
  3643. if(!sse.stacks.empty())
  3644. sendAndApply(&sse);
  3645. }
  3646. if (spell->isRisingSpell() || spell->id == SpellID::CURE)
  3647. {
  3648. int hpGained = 0;
  3649. if (stack)
  3650. {
  3651. int unitSpellPower = stack->valOfBonuses(Bonus::SPECIFIC_SPELL_POWER, spellID.toEnum());
  3652. if (unitSpellPower)
  3653. hpGained = stack->count * unitSpellPower; //Archangel
  3654. else //Faerie Dragon-like effect - unused fo far
  3655. usedSpellPower = stack->valOfBonuses(Bonus::CREATURE_SPELL_POWER) * stack->count / 100;
  3656. }
  3657. StacksHealedOrResurrected shr;
  3658. shr.lifeDrain = (ui8)false;
  3659. shr.tentHealing = (ui8)false;
  3660. for(auto & attackedCre : attackedCres)
  3661. {
  3662. if(vstd::contains(sc.resisted, (attackedCre)->ID) //this creature resisted the spell
  3663. || (spellID == SpellID::ANIMATE_DEAD && !(attackedCre)->hasBonusOfType(Bonus::UNDEAD)) //we try to cast animate dead on living stack, TODO: showuld be not affected earlier
  3664. )
  3665. continue;
  3666. StacksHealedOrResurrected::HealInfo hi;
  3667. hi.stackID = (attackedCre)->ID;
  3668. if (stack) //casted by creature
  3669. {
  3670. if (hpGained)
  3671. {
  3672. hi.healedHP = gs->curB->calculateHealedHP(hpGained, spell, attackedCre); //archangel
  3673. }
  3674. else
  3675. hi.healedHP = gs->curB->calculateHealedHP(spell, usedSpellPower, spellLvl, attackedCre); //any typical spell (commander's cure or animate dead)
  3676. }
  3677. else
  3678. hi.healedHP = gs->curB->calculateHealedHP(caster, spell, attackedCre, gs->curB->battleGetStackByID(selectedStack)); //Casted by hero
  3679. hi.lowLevelResurrection = spellLvl <= 1;
  3680. shr.healedStacks.push_back(hi);
  3681. }
  3682. if(!shr.healedStacks.empty())
  3683. sendAndApply(&shr);
  3684. if (spellID == SpellID::SACRIFICE) //remove victim
  3685. {
  3686. if (selectedStack == gs->curB->activeStack)
  3687. //set another active stack than the one removed, or bad things will happen
  3688. //TODO: make that part of BattleStacksRemoved? what about client update?
  3689. {
  3690. //makeStackDoNothing(gs->curB->getStack (selectedStack));
  3691. BattleSetActiveStack sas;
  3692. //std::vector<const CStack *> hlp;
  3693. //battleGetStackQueue(hlp, 1, selectedStack); //next after this one
  3694. //if(hlp.size())
  3695. //{
  3696. // sas.stack = hlp[0]->ID;
  3697. //}
  3698. //else
  3699. // complain ("No new stack to activate!");
  3700. sas.stack = gs->curB->getNextStack()->ID; //why the hell next stack has same ID as current?
  3701. sendAndApply(&sas);
  3702. }
  3703. BattleStacksRemoved bsr;
  3704. bsr.stackIDs.insert (selectedStack); //somehow it works for teleport?
  3705. sendAndApply(&bsr);
  3706. }
  3707. }
  3708. switch (spellID)
  3709. {
  3710. case SpellID::QUICKSAND:
  3711. case SpellID::LAND_MINE:
  3712. {
  3713. std::vector<BattleHex> availableTiles;
  3714. for(int i = 0; i < GameConstants::BFIELD_SIZE; i += 1)
  3715. {
  3716. BattleHex hex = i;
  3717. if(hex.getX() > 2 && hex.getX() < 14 && !battleGetStackByPos(hex, false) && !battleGetObstacleOnPos(hex, false))
  3718. availableTiles.push_back(hex);
  3719. }
  3720. boost::range::random_shuffle(availableTiles);
  3721. const int patchesForSkill[] = {4, 4, 6, 8};
  3722. const int patchesToPut = std::min<int>(patchesForSkill[spellLvl], availableTiles.size());
  3723. //land mines or quicksand patches are handled as spell created obstacles
  3724. for (int i = 0; i < patchesToPut; i++)
  3725. placeObstacle(availableTiles.at(i));
  3726. }
  3727. break;
  3728. case SpellID::FORCE_FIELD:
  3729. placeObstacle(destination);
  3730. break;
  3731. case SpellID::FIRE_WALL:
  3732. {
  3733. //fire wall is build from multiple obstacles - one fire piece for each affected hex
  3734. auto affectedHexes = spell->rangeInHexes(destination, spellLvl, casterSide);
  3735. for(BattleHex hex : affectedHexes)
  3736. placeObstacle(hex);
  3737. }
  3738. break;
  3739. case SpellID::TELEPORT:
  3740. {
  3741. BattleStackMoved bsm;
  3742. bsm.distance = -1;
  3743. bsm.stack = selectedStack;
  3744. std::vector<BattleHex> tiles;
  3745. tiles.push_back(destination);
  3746. bsm.tilesToMove = tiles;
  3747. bsm.teleporting = true;
  3748. sendAndApply(&bsm);
  3749. break;
  3750. }
  3751. case SpellID::SUMMON_FIRE_ELEMENTAL:
  3752. case SpellID::SUMMON_EARTH_ELEMENTAL:
  3753. case SpellID::SUMMON_WATER_ELEMENTAL:
  3754. case SpellID::SUMMON_AIR_ELEMENTAL:
  3755. { //elemental summoning
  3756. CreatureID creID;
  3757. switch(spellID)
  3758. {
  3759. case SpellID::SUMMON_FIRE_ELEMENTAL:
  3760. creID = CreatureID::FIRE_ELEMENTAL;
  3761. break;
  3762. case SpellID::SUMMON_EARTH_ELEMENTAL:
  3763. creID = CreatureID::EARTH_ELEMENTAL;
  3764. break;
  3765. case SpellID::SUMMON_WATER_ELEMENTAL:
  3766. creID = CreatureID::WATER_ELEMENTAL;
  3767. break;
  3768. case SpellID::SUMMON_AIR_ELEMENTAL:
  3769. creID = CreatureID::AIR_ELEMENTAL;
  3770. break;
  3771. }
  3772. BattleStackAdded bsa;
  3773. bsa.creID = creID;
  3774. bsa.attacker = !(bool)casterSide;
  3775. bsa.summoned = true;
  3776. bsa.pos = gs->curB->getAvaliableHex(creID, !(bool)casterSide); //TODO: unify it
  3777. //TODO stack casting -> probably power will be zero; set the proper number of creatures manually
  3778. int percentBonus = caster ? caster->valOfBonuses(Bonus::SPECIFIC_SPELL_DAMAGE, spellID.toEnum()) : 0;
  3779. bsa.amount = usedSpellPower
  3780. * SpellID(spellID).toSpell()->getPower(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 SpellID::CLONE:
  3789. {
  3790. const CStack * clonedStack = nullptr;
  3791. if (attackedCres.size())
  3792. clonedStack = *attackedCres.begin();
  3793. if (!clonedStack)
  3794. {
  3795. complain ("No target stack to clone!");
  3796. break;
  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 SpellID::REMOVE_OBSTACLE:
  3814. {
  3815. if(auto obstacleToRemove = battleGetObstacleOnPos(destination, false))
  3816. {
  3817. ObstaclesRemoved obr;
  3818. obr.obstacles.insert(obstacleToRemove->uniqueID);
  3819. sendAndApply(&obr);
  3820. }
  3821. else
  3822. complain("There's no obstacle to remove!");
  3823. }
  3824. break;
  3825. case SpellID::DEATH_STARE: //handled in a bit different way
  3826. {
  3827. for(auto & attackedCre : attackedCres)
  3828. {
  3829. if((attackedCre)->hasBonusOfType(Bonus::UNDEAD) || (attackedCre)->hasBonusOfType(Bonus::NON_LIVING)) //this creature is immune
  3830. {
  3831. sc.dmgToDisplay = 0; //TODO: handle Death Stare for multiple targets (?)
  3832. continue;
  3833. }
  3834. BattleStackAttacked bsa;
  3835. bsa.flags |= BattleStackAttacked::EFFECT;
  3836. bsa.effect = spell->mainEffectAnim; //from config\spell-Info.txt
  3837. bsa.damageAmount = usedSpellPower * (attackedCre)->valOfBonuses(Bonus::STACK_HEALTH);
  3838. bsa.stackAttacked = (attackedCre)->ID;
  3839. bsa.attackerID = -1;
  3840. (attackedCre)->prepareAttacked(bsa, gameState()->getRandomGenerator());
  3841. si.stacks.push_back(bsa);
  3842. }
  3843. }
  3844. break;
  3845. case SpellID::ACID_BREATH_DAMAGE: //new effect, separate from acid breath defense reduction
  3846. {
  3847. for(auto & attackedCre : attackedCres) //no immunities
  3848. {
  3849. BattleStackAttacked bsa;
  3850. bsa.flags |= BattleStackAttacked::EFFECT;
  3851. bsa.effect = spell->mainEffectAnim;
  3852. bsa.damageAmount = usedSpellPower; //damage times the number of attackers
  3853. bsa.stackAttacked = (attackedCre)->ID;
  3854. bsa.attackerID = -1;
  3855. (attackedCre)->prepareAttacked(bsa, gameState()->getRandomGenerator());
  3856. si.stacks.push_back(bsa);
  3857. }
  3858. }
  3859. break;
  3860. }
  3861. sendAndApply(&sc);
  3862. if(!si.stacks.empty()) //after spellcast info shows
  3863. sendAndApply(&si);
  3864. if (mode == ECastingMode::CREATURE_ACTIVE_CASTING || mode == ECastingMode::ENCHANTER_CASTING) //reduce number of casts remaining
  3865. {
  3866. BattleSetStackProperty ssp;
  3867. ssp.stackID = stack->ID;
  3868. ssp.which = BattleSetStackProperty::CASTS;
  3869. ssp.val = -1;
  3870. ssp.absolute = false;
  3871. sendAndApply(&ssp);
  3872. }
  3873. //Magic Mirror effect
  3874. if (spell->isNegative() && mode != ECastingMode::MAGIC_MIRROR && spell->level && spell->getLevelInfo(0).range == "0") //it is actual spell and can be reflected to single target, no recurrence
  3875. {
  3876. for(auto & attackedCre : attackedCres)
  3877. {
  3878. int mirrorChance = (attackedCre)->valOfBonuses(Bonus::MAGIC_MIRROR);
  3879. if(mirrorChance > gs->getRandomGenerator().nextInt(99))
  3880. {
  3881. std::vector<CStack *> mirrorTargets;
  3882. std::vector<CStack *> & battleStacks = gs->curB->stacks;
  3883. for (auto & battleStack : battleStacks)
  3884. {
  3885. if(battleStack->owner == gs->curB->sides.at(casterSide).color) //get enemy stacks which can be affected by this spell
  3886. {
  3887. if (!gs->curB->battleIsImmune(nullptr, spell, ECastingMode::MAGIC_MIRROR, battleStack->position))
  3888. mirrorTargets.push_back(battleStack);
  3889. }
  3890. }
  3891. if (!mirrorTargets.empty())
  3892. {
  3893. int targetHex = (*RandomGeneratorUtil::nextItem(mirrorTargets, gs->getRandomGenerator()))->position;
  3894. handleSpellCasting(spellID, 0, targetHex, 1 - casterSide, (attackedCre)->owner, nullptr, (caster ? caster : nullptr), usedSpellPower, ECastingMode::MAGIC_MIRROR, (attackedCre));
  3895. }
  3896. }
  3897. }
  3898. }
  3899. }
  3900. bool CGameHandler::makeCustomAction( BattleAction &ba )
  3901. {
  3902. switch(ba.actionType)
  3903. {
  3904. case Battle::HERO_SPELL:
  3905. {
  3906. COMPLAIN_RET_FALSE_IF(ba.side > 1, "Side must be 0 or 1!");
  3907. const CGHeroInstance *h = gs->curB->battleGetFightingHero(ba.side);
  3908. const CGHeroInstance *secondHero = gs->curB->battleGetFightingHero(!ba.side);
  3909. if(!h)
  3910. {
  3911. logGlobal->warnStream() << "Wrong caster!";
  3912. return false;
  3913. }
  3914. if(ba.additionalInfo >= VLC->spellh->objects.size())
  3915. {
  3916. logGlobal->warnStream() << "Wrong spell id (" << ba.additionalInfo << ")!";
  3917. return false;
  3918. }
  3919. const CSpell *s = SpellID(ba.additionalInfo).toSpell();
  3920. if (s->mainEffectAnim > -1
  3921. || s->id == SpellID::CLONE
  3922. || s->id >= SpellID::SUMMON_FIRE_ELEMENTAL
  3923. || s->id <= SpellID::SUMMON_AIR_ELEMENTAL
  3924. || s->id <= SpellID::SUMMON_EARTH_ELEMENTAL
  3925. || s->id <= SpellID::SUMMON_WATER_ELEMENTAL)
  3926. //TODO: special effects, like Clone
  3927. {
  3928. ui8 skill = h->getSpellSchoolLevel(s); //skill level
  3929. ESpellCastProblem::ESpellCastProblem escp = gs->curB->battleCanCastThisSpell(h->tempOwner, s, ECastingMode::HERO_CASTING);
  3930. if(escp != ESpellCastProblem::OK)
  3931. {
  3932. logGlobal->warnStream() << "Spell cannot be cast!";
  3933. logGlobal->warnStream() << "Problem : " << escp;
  3934. return false;
  3935. }
  3936. StartAction start_action(ba);
  3937. sendAndApply(&start_action); //start spell casting
  3938. handleSpellCasting (SpellID(ba.additionalInfo), skill, ba.destinationTile, ba.side, h->tempOwner,
  3939. h, secondHero, h->getPrimSkillLevel(PrimarySkill::SPELL_POWER),
  3940. ECastingMode::HERO_CASTING, nullptr, ba.selectedStack);
  3941. sendAndApply(&end_action);
  3942. if( !gs->curB->battleGetStackByID(gs->curB->activeStack, true))
  3943. {
  3944. battleMadeAction.setn(true);
  3945. }
  3946. checkForBattleEnd();
  3947. if(battleResult.get())
  3948. {
  3949. battleMadeAction.setn(true);
  3950. //battle will be ended by startBattle function
  3951. //endBattle(gs->curB->tile, gs->curB->heroes[0], gs->curB->heroes[1]);
  3952. }
  3953. return true;
  3954. }
  3955. else
  3956. {
  3957. logGlobal->warnStream() << "Spell " << s->name << " is not yet supported!";
  3958. return false;
  3959. }
  3960. }
  3961. }
  3962. return false;
  3963. }
  3964. void CGameHandler::stackTurnTrigger(const CStack * st)
  3965. {
  3966. BattleTriggerEffect bte;
  3967. bte.stackID = st->ID;
  3968. bte.effect = -1;
  3969. bte.val = 0;
  3970. bte.additionalInfo = 0;
  3971. if (st->alive())
  3972. {
  3973. //unbind
  3974. if (st->getEffect (SpellID::BIND))
  3975. {
  3976. bool unbind = true;
  3977. BonusList bl = *(st->getBonuses(Selector::type(Bonus::BIND_EFFECT)));
  3978. std::set<const CStack*> stacks = gs->curB-> batteAdjacentCreatures(st);
  3979. for(Bonus * b : bl)
  3980. {
  3981. const CStack * stack = gs->curB->battleGetStackByID(b->additionalInfo); //binding stack must be alive and adjacent
  3982. if (stack)
  3983. {
  3984. if (vstd::contains(stacks, stack)) //binding stack is still present
  3985. {
  3986. unbind = false;
  3987. }
  3988. }
  3989. }
  3990. if (unbind)
  3991. {
  3992. BattleSetStackProperty ssp;
  3993. ssp.which = BattleSetStackProperty::UNBIND;
  3994. ssp.stackID = st->ID;
  3995. sendAndApply(&ssp);
  3996. }
  3997. }
  3998. //regeneration
  3999. if(st->hasBonusOfType(Bonus::HP_REGENERATION))
  4000. {
  4001. bte.effect = Bonus::HP_REGENERATION;
  4002. bte.val = std::min((int)(st->MaxHealth() - st->firstHPleft), st->valOfBonuses(Bonus::HP_REGENERATION));
  4003. }
  4004. if(st->hasBonusOfType(Bonus::FULL_HP_REGENERATION))
  4005. {
  4006. bte.effect = Bonus::HP_REGENERATION;
  4007. bte.val = st->MaxHealth() - st->firstHPleft;
  4008. }
  4009. if (bte.val) //anything to heal
  4010. sendAndApply(&bte);
  4011. if(st->hasBonusOfType(Bonus::POISON))
  4012. {
  4013. const Bonus * b = st->getBonusLocalFirst(Selector::source(Bonus::SPELL_EFFECT, SpellID::POISON).And(Selector::type(Bonus::STACK_HEALTH)));
  4014. if (b) //TODO: what if not?...
  4015. {
  4016. bte.val = std::max (b->val - 10, -(st->valOfBonuses(Bonus::POISON)));
  4017. if (bte.val < b->val) //(negative) poison effect increases - update it
  4018. {
  4019. bte.effect = Bonus::POISON;
  4020. sendAndApply(&bte);
  4021. }
  4022. }
  4023. }
  4024. if (st->hasBonusOfType(Bonus::MANA_DRAIN) && !vstd::contains(st->state, EBattleStackState::DRAINED_MANA))
  4025. {
  4026. const CGHeroInstance * enemy = gs->curB->getHero(gs->curB->theOtherPlayer(st->owner));
  4027. //const CGHeroInstance * owner = gs->curB->getHero(st->owner);
  4028. if (enemy)
  4029. {
  4030. ui32 manaDrained = st->valOfBonuses(Bonus::MANA_DRAIN);
  4031. vstd::amin(manaDrained, gs->curB->battleGetFightingHero(0)->mana);
  4032. if (manaDrained)
  4033. {
  4034. bte.effect = Bonus::MANA_DRAIN;
  4035. bte.val = manaDrained;
  4036. bte.additionalInfo = enemy->id.getNum(); //for sanity
  4037. sendAndApply(&bte);
  4038. }
  4039. }
  4040. }
  4041. if (st->isLiving() && !st->hasBonusOfType(Bonus::FEARLESS))
  4042. {
  4043. bool fearsomeCreature = false;
  4044. for(CStack * stack : gs->curB->stacks)
  4045. {
  4046. if (stack->owner != st->owner && stack->alive() && stack->hasBonusOfType(Bonus::FEAR))
  4047. {
  4048. fearsomeCreature = true;
  4049. break;
  4050. }
  4051. }
  4052. if (fearsomeCreature)
  4053. {
  4054. if (gs->getRandomGenerator().nextInt(99) < 10) //fixed 10%
  4055. {
  4056. bte.effect = Bonus::FEAR;
  4057. sendAndApply(&bte);
  4058. }
  4059. }
  4060. }
  4061. BonusList bl = *(st->getBonuses(Selector::type(Bonus::ENCHANTER)));
  4062. int side = gs->curB->whatSide(st->owner);
  4063. if (bl.size() && st->casts && !gs->curB->sides.at(side).enchanterCounter)
  4064. {
  4065. auto bonus = *RandomGeneratorUtil::nextItem(bl, gs->getRandomGenerator());
  4066. auto spellID = SpellID(bonus->subtype);
  4067. if (gs->curB->battleCanCastThisSpell(st->owner, SpellID(spellID).toSpell(), ECastingMode::ENCHANTER_CASTING) == ESpellCastProblem::OK) //TODO: select another available?
  4068. {
  4069. int spellLeveL = bonus->val; //spell level
  4070. const CGHeroInstance * enemyHero = gs->curB->getHero(gs->curB->theOtherPlayer(st->owner));
  4071. handleSpellCasting(spellID, spellLeveL, -1, side, st->owner, nullptr, enemyHero, 0, ECastingMode::ENCHANTER_CASTING, st);
  4072. BattleSetStackProperty ssp;
  4073. ssp.which = BattleSetStackProperty::ENCHANTER_COUNTER;
  4074. ssp.absolute = false;
  4075. ssp.val = bonus->additionalInfo; //increase cooldown counter
  4076. ssp.stackID = st->ID;
  4077. sendAndApply(&ssp);
  4078. }
  4079. }
  4080. bl = *(st->getBonuses(Selector::type(Bonus::ENCHANTED)));
  4081. for (auto b : bl)
  4082. {
  4083. SetStackEffect sse;
  4084. int val = bl.valOfBonuses (Selector::typeSubtype(b->type, b->subtype));
  4085. if (val > 3)
  4086. {
  4087. for (auto s : gs->curB->battleGetAllStacks())
  4088. {
  4089. if (st->owner == s->owner && s->isValidTarget()) //all allied
  4090. sse.stacks.push_back (s->ID);
  4091. }
  4092. }
  4093. else
  4094. sse.stacks.push_back (st->ID);
  4095. Bonus pseudoBonus;
  4096. pseudoBonus.sid = b->subtype;
  4097. pseudoBonus.val = ((val > 3) ? (val - 3) : val);
  4098. pseudoBonus.turnsRemain = 50;
  4099. st->stackEffectToFeature (sse.effect, pseudoBonus);
  4100. if (sse.effect.size())
  4101. sendAndApply (&sse);
  4102. }
  4103. }
  4104. }
  4105. void CGameHandler::handleDamageFromObstacle(const CObstacleInstance &obstacle, const CStack * curStack)
  4106. {
  4107. //we want to determine following vars depending on obstacle type
  4108. int damage = -1;
  4109. int effect = -1;
  4110. bool oneTimeObstacle = false;
  4111. //helper info
  4112. const SpellCreatedObstacle *spellObstacle = dynamic_cast<const SpellCreatedObstacle*>(&obstacle); //not nice but we may need spell params
  4113. const ui8 side = !curStack->attackerOwned; //if enemy is defending (false = 0), side of enemy hero is 1 (true)
  4114. const CGHeroInstance *hero = gs->curB->battleGetFightingHero(side);
  4115. if(obstacle.obstacleType == CObstacleInstance::MOAT)
  4116. {
  4117. damage = battleGetMoatDmg();
  4118. }
  4119. else if(obstacle.obstacleType == CObstacleInstance::LAND_MINE)
  4120. {
  4121. //You don't get hit by a Mine you can see.
  4122. if(gs->curB->battleIsObstacleVisibleForSide(obstacle, (BattlePerspective::BattlePerspective)side))
  4123. return;
  4124. oneTimeObstacle = true;
  4125. effect = 82; //makes
  4126. damage = gs->curB->calculateSpellDmg(SpellID(SpellID::LAND_MINE).toSpell(), hero, curStack,
  4127. spellObstacle->spellLevel, spellObstacle->casterSpellPower);
  4128. //TODO even if obstacle wasn't created by hero (Tower "moat") it should deal dmg as if casted by hero,
  4129. //if it is bigger than default dmg. Or is it just irrelevant H3 implementation quirk
  4130. }
  4131. else if(obstacle.obstacleType == CObstacleInstance::FIRE_WALL)
  4132. {
  4133. damage = gs->curB->calculateSpellDmg(SpellID(SpellID::FIRE_WALL).toSpell(), hero, curStack,
  4134. spellObstacle->spellLevel, spellObstacle->casterSpellPower);
  4135. }
  4136. else
  4137. {
  4138. //no other obstacle does damage to stack
  4139. return;
  4140. }
  4141. BattleStackAttacked bsa;
  4142. if(effect >= 0)
  4143. {
  4144. bsa.flags |= BattleStackAttacked::EFFECT;
  4145. bsa.effect = effect; //makes POOF
  4146. }
  4147. bsa.damageAmount = damage;
  4148. bsa.stackAttacked = curStack->ID;
  4149. bsa.attackerID = -1;
  4150. curStack->prepareAttacked(bsa, gameState()->getRandomGenerator());
  4151. StacksInjured si;
  4152. si.stacks.push_back(bsa);
  4153. sendAndApply(&si);
  4154. if(oneTimeObstacle)
  4155. removeObstacle(obstacle);
  4156. }
  4157. void CGameHandler::handleTimeEvents()
  4158. {
  4159. gs->map->events.sort(evntCmp);
  4160. while(gs->map->events.size() && gs->map->events.front().firstOccurence+1 == gs->day)
  4161. {
  4162. CMapEvent ev = gs->map->events.front();
  4163. for(int player = 0; player < PlayerColor::PLAYER_LIMIT_I; player++)
  4164. {
  4165. PlayerState *pinfo = gs->getPlayer(PlayerColor(player));
  4166. if( pinfo //player exists
  4167. && (ev.players & 1<<player) //event is enabled to this player
  4168. && ((ev.computerAffected && !pinfo->human)
  4169. || (ev.humanAffected && pinfo->human)
  4170. )
  4171. )
  4172. {
  4173. //give resources
  4174. SetResources sr;
  4175. sr.player = PlayerColor(player);
  4176. sr.res = pinfo->resources + ev.resources;
  4177. //prepare dialog
  4178. InfoWindow iw;
  4179. iw.player = PlayerColor(player);
  4180. iw.text << ev.message;
  4181. for (int i=0; i<ev.resources.size(); i++)
  4182. {
  4183. if(ev.resources.at(i)) //if resource is changed, we add it to the dialog
  4184. iw.components.push_back(Component(Component::RESOURCE,i,ev.resources.at(i),0));
  4185. }
  4186. if (iw.components.size())
  4187. {
  4188. sr.res.amax(0); // If removing too much resources, adjust the amount so the total doesn't become negative.
  4189. sendAndApply(&sr); //update player resources if changed
  4190. }
  4191. sendAndApply(&iw); //show dialog
  4192. }
  4193. } //PLAYERS LOOP
  4194. if(ev.nextOccurence)
  4195. {
  4196. gs->map->events.pop_front();
  4197. ev.firstOccurence += ev.nextOccurence;
  4198. auto it = gs->map->events.begin();
  4199. while ( it !=gs->map->events.end() && it->earlierThanOrEqual(ev))
  4200. it++;
  4201. gs->map->events.insert(it, ev);
  4202. }
  4203. else
  4204. {
  4205. gs->map->events.pop_front();
  4206. }
  4207. }
  4208. //TODO send only if changed
  4209. UpdateMapEvents ume;
  4210. ume.events = gs->map->events;
  4211. sendAndApply(&ume);
  4212. }
  4213. void CGameHandler::handleTownEvents(CGTownInstance * town, NewTurn &n)
  4214. {
  4215. town->events.sort(evntCmp);
  4216. while(town->events.size() && town->events.front().firstOccurence == gs->day)
  4217. {
  4218. PlayerColor player = town->tempOwner;
  4219. CCastleEvent ev = town->events.front();
  4220. PlayerState *pinfo = gs->getPlayer(player);
  4221. if( pinfo //player exists
  4222. && (ev.players & 1<<player.getNum()) //event is enabled to this player
  4223. && ((ev.computerAffected && !pinfo->human)
  4224. || (ev.humanAffected && pinfo->human) ) )
  4225. {
  4226. // dialog
  4227. InfoWindow iw;
  4228. iw.player = player;
  4229. iw.text << ev.message;
  4230. if(ev.resources.nonZero())
  4231. {
  4232. TResources was = n.res[player];
  4233. n.res[player] += ev.resources;
  4234. n.res[player].amax(0);
  4235. for (int i=0; i<ev.resources.size(); i++)
  4236. if(ev.resources.at(i) && pinfo->resources.at(i) != n.res.at(player).at(i)) //if resource had changed, we add it to the dialog
  4237. iw.components.push_back(Component(Component::RESOURCE,i,n.res.at(player).at(i)-was.at(i),0));
  4238. }
  4239. for(auto & i : ev.buildings)
  4240. {
  4241. if ( town->hasBuilt(i))
  4242. {
  4243. buildStructure(town->id, i, true);
  4244. iw.components.push_back(Component(Component::BUILDING, town->subID, i, 0));
  4245. }
  4246. }
  4247. if (!ev.creatures.empty() && !vstd::contains(n.cres, town->id))
  4248. {
  4249. n.cres[town->id].tid = town->id;
  4250. n.cres[town->id].creatures = town->creatures;
  4251. }
  4252. auto & sac = n.cres[town->id];
  4253. for(si32 i=0;i<ev.creatures.size();i++) //creature growths
  4254. {
  4255. if(!town->creatures.at(i).second.empty() && ev.creatures.at(i) > 0)//there is dwelling
  4256. {
  4257. sac.creatures[i].first += ev.creatures.at(i);
  4258. iw.components.push_back(Component(Component::CREATURE,
  4259. town->creatures.at(i).second.back(), ev.creatures.at(i), 0));
  4260. }
  4261. }
  4262. sendAndApply(&iw); //show dialog
  4263. }
  4264. if(ev.nextOccurence)
  4265. {
  4266. town->events.pop_front();
  4267. ev.firstOccurence += ev.nextOccurence;
  4268. auto it = town->events.begin();
  4269. while ( it != town->events.end() && it->earlierThanOrEqual(ev))
  4270. it++;
  4271. town->events.insert(it, ev);
  4272. }
  4273. else
  4274. {
  4275. town->events.pop_front();
  4276. }
  4277. }
  4278. //TODO send only if changed
  4279. UpdateCastleEvents uce;
  4280. uce.town = town->id;
  4281. uce.events = town->events;
  4282. sendAndApply(&uce);
  4283. }
  4284. bool CGameHandler::complain( const std::string &problem )
  4285. {
  4286. sendMessageToAll("Server encountered a problem: " + problem);
  4287. logGlobal->errorStream() << problem;
  4288. return true;
  4289. }
  4290. void CGameHandler::showGarrisonDialog( ObjectInstanceID upobj, ObjectInstanceID hid, bool removableUnits)
  4291. {
  4292. //PlayerColor player = getOwner(hid);
  4293. auto upperArmy = dynamic_cast<const CArmedInstance*>(getObj(upobj));
  4294. auto lowerArmy = dynamic_cast<const CArmedInstance*>(getObj(hid));
  4295. assert(lowerArmy);
  4296. assert(upperArmy);
  4297. auto garrisonQuery = make_shared<CGarrisonDialogQuery>(upperArmy, lowerArmy);
  4298. queries.addQuery(garrisonQuery);
  4299. GarrisonDialog gd;
  4300. gd.hid = hid;
  4301. gd.objid = upobj;
  4302. gd.removableUnits = removableUnits;
  4303. gd.queryID = garrisonQuery->queryID;
  4304. sendAndApply(&gd);
  4305. }
  4306. void CGameHandler::showThievesGuildWindow(PlayerColor player, ObjectInstanceID requestingObjId)
  4307. {
  4308. OpenWindow ow;
  4309. ow.window = OpenWindow::THIEVES_GUILD;
  4310. ow.id1 = player.getNum();
  4311. ow.id2 = requestingObjId.getNum();
  4312. sendAndApply(&ow);
  4313. }
  4314. bool CGameHandler::isAllowedExchange( ObjectInstanceID id1, ObjectInstanceID id2 )
  4315. {
  4316. if(id1 == id2)
  4317. return true;
  4318. const CGObjectInstance *o1 = getObj(id1), *o2 = getObj(id2);
  4319. if(!o1 || !o2)
  4320. return true; //arranging stacks within an object should be always allowed
  4321. if (o1 && o2)
  4322. {
  4323. if(o1->ID == Obj::TOWN)
  4324. {
  4325. const CGTownInstance *t = static_cast<const CGTownInstance*>(o1);
  4326. if(t->visitingHero == o2 || t->garrisonHero == o2)
  4327. return true;
  4328. }
  4329. if(o2->ID == Obj::TOWN)
  4330. {
  4331. const CGTownInstance *t = static_cast<const CGTownInstance*>(o2);
  4332. if(t->visitingHero == o1 || t->garrisonHero == o1)
  4333. return true;
  4334. }
  4335. if (o1->ID == Obj::HERO && o2->ID == Obj::HERO)
  4336. {
  4337. const CGHeroInstance *h1 = static_cast<const CGHeroInstance*>(o1);
  4338. const CGHeroInstance *h2 = static_cast<const CGHeroInstance*>(o2);
  4339. // two heroes in same town (garrisoned and visiting)
  4340. if (h1->visitedTown != nullptr && h2->visitedTown != nullptr && h1->visitedTown == h2->visitedTown)
  4341. return true;
  4342. }
  4343. //Ongoing garrison exchange
  4344. if(auto dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries.topQuery(o1->tempOwner)))
  4345. {
  4346. if(dialog->exchangingArmies.at(0) == o1 && dialog->exchangingArmies.at(1) == o2)
  4347. return true;
  4348. if(dialog->exchangingArmies.at(1) == o1 && dialog->exchangingArmies.at(0) == o2)
  4349. return true;
  4350. }
  4351. }
  4352. return false;
  4353. }
  4354. void CGameHandler::objectVisited( const CGObjectInstance * obj, const CGHeroInstance * h )
  4355. {
  4356. logGlobal->traceStream() << h->nodeName() << " visits " << obj->getHoverText();
  4357. auto visitQuery = make_shared<CObjectVisitQuery>(obj, h, obj->visitablePos());
  4358. queries.addQuery(visitQuery); //TODO real visit pos
  4359. HeroVisit hv;
  4360. hv.obj = obj;
  4361. hv.hero = h;
  4362. hv.player = h->tempOwner;
  4363. hv.starting = true;
  4364. sendAndApply(&hv);
  4365. obj->onHeroVisit(h);
  4366. queries.popIfTop(visitQuery); //visit ends here if no queries were created
  4367. }
  4368. void CGameHandler::objectVisitEnded(const CObjectVisitQuery &query)
  4369. {
  4370. logGlobal->traceStream() << query.visitingHero->nodeName() << " visit ends.\n";
  4371. HeroVisit hv;
  4372. hv.player = query.players.front();
  4373. hv.obj = nullptr; //not necessary, moreover may have been deleted in the meantime
  4374. hv.hero = query.visitingHero;
  4375. assert(hv.hero);
  4376. hv.starting = false;
  4377. sendAndApply(&hv);
  4378. }
  4379. bool CGameHandler::buildBoat( ObjectInstanceID objid )
  4380. {
  4381. const IShipyard *obj = IShipyard::castFrom(getObj(objid));
  4382. if(obj->shipyardStatus() != IBoatGenerator::GOOD)
  4383. {
  4384. complain("Cannot build boat in this shipyard!");
  4385. return false;
  4386. }
  4387. else if(obj->o->ID == Obj::TOWN
  4388. && !static_cast<const CGTownInstance*>(obj)->hasBuilt(BuildingID::SHIPYARD))
  4389. {
  4390. complain("Cannot build boat in the town - no shipyard!");
  4391. return false;
  4392. }
  4393. const PlayerColor playerID = obj->o->tempOwner;
  4394. TResources boatCost;
  4395. obj->getBoatCost(boatCost);
  4396. TResources aviable = gs->getPlayer(playerID)->resources;
  4397. if (!aviable.canAfford(boatCost))
  4398. {
  4399. complain("Not enough resources to build a boat!");
  4400. return false;
  4401. }
  4402. int3 tile = obj->bestLocation();
  4403. if(!gs->map->isInTheMap(tile))
  4404. {
  4405. complain("Cannot find appropriate tile for a boat!");
  4406. return false;
  4407. }
  4408. //take boat cost
  4409. SetResources sr;
  4410. sr.player = playerID;
  4411. sr.res = (aviable - boatCost);
  4412. sendAndApply(&sr);
  4413. //create boat
  4414. NewObject no;
  4415. no.ID = Obj::BOAT;
  4416. no.subID = obj->getBoatType();
  4417. no.pos = tile + int3(1,0,0);
  4418. sendAndApply(&no);
  4419. return true;
  4420. }
  4421. void CGameHandler::engageIntoBattle( PlayerColor player )
  4422. {
  4423. //notify interfaces
  4424. PlayerBlocked pb;
  4425. pb.player = player;
  4426. pb.reason = PlayerBlocked::UPCOMING_BATTLE;
  4427. pb.startOrEnd = PlayerBlocked::BLOCKADE_STARTED;
  4428. sendAndApply(&pb);
  4429. }
  4430. void CGameHandler::checkVictoryLossConditions(const std::set<PlayerColor> & playerColors)
  4431. {
  4432. for(auto playerColor : playerColors)
  4433. {
  4434. if(gs->getPlayer(playerColor))
  4435. checkVictoryLossConditionsForPlayer(playerColor);
  4436. }
  4437. }
  4438. void CGameHandler::checkVictoryLossConditionsForAll()
  4439. {
  4440. std::set<PlayerColor> playerColors;
  4441. for(int i = 0; i < PlayerColor::PLAYER_LIMIT_I; ++i)
  4442. {
  4443. playerColors.insert(PlayerColor(i));
  4444. }
  4445. checkVictoryLossConditions(playerColors);
  4446. }
  4447. void CGameHandler::checkVictoryLossConditionsForPlayer(PlayerColor player)
  4448. {
  4449. const PlayerState *p = gs->getPlayer(player);
  4450. if(p->status != EPlayerStatus::INGAME) return;
  4451. auto victoryLossCheckResult = gs->checkForVictoryAndLoss(player);
  4452. if(victoryLossCheckResult.victory() || victoryLossCheckResult.loss())
  4453. {
  4454. InfoWindow iw;
  4455. getVictoryLossMessage(player, victoryLossCheckResult, iw);
  4456. sendAndApply(&iw);
  4457. PlayerEndsGame peg;
  4458. peg.player = player;
  4459. peg.victoryLossCheckResult = victoryLossCheckResult;
  4460. sendAndApply(&peg);
  4461. if(victoryLossCheckResult.victory())
  4462. {
  4463. //one player won -> all enemies lost
  4464. for (auto i = gs->players.cbegin(); i!=gs->players.cend(); i++)
  4465. {
  4466. if(i->first != player && gs->getPlayer(i->first)->status == EPlayerStatus::INGAME)
  4467. {
  4468. peg.player = i->first;
  4469. peg.victoryLossCheckResult = gameState()->getPlayerRelations(player, i->first) == PlayerRelations::ALLIES ?
  4470. victoryLossCheckResult : victoryLossCheckResult.invert(); // ally of winner
  4471. InfoWindow iw;
  4472. getVictoryLossMessage(player, peg.victoryLossCheckResult, iw);
  4473. iw.player = i->first;
  4474. sendAndApply(&iw);
  4475. sendAndApply(&peg);
  4476. }
  4477. }
  4478. if(p->human)
  4479. {
  4480. end2 = true;
  4481. if(gs->scenarioOps->campState)
  4482. {
  4483. std::vector<CGHeroInstance *> crossoverHeroes;
  4484. for(CGHeroInstance * hero : gs->map->heroesOnMap)
  4485. {
  4486. if(hero->tempOwner == player)
  4487. {
  4488. // keep all heroes from the winning player
  4489. crossoverHeroes.push_back(hero);
  4490. }
  4491. else if(vstd::contains(gs->scenarioOps->campState->getCurrentScenario().keepHeroes, HeroTypeID(hero->subID)))
  4492. {
  4493. // keep hero whether lost or won (like Xeron in AB campaign)
  4494. crossoverHeroes.push_back(hero);
  4495. }
  4496. }
  4497. // keep lost heroes which are in heroes pool
  4498. for(auto & heroPair : gs->hpool.heroesPool)
  4499. {
  4500. if(vstd::contains(gs->scenarioOps->campState->getCurrentScenario().keepHeroes, HeroTypeID(heroPair.first)))
  4501. {
  4502. crossoverHeroes.push_back(heroPair.second.get());
  4503. }
  4504. }
  4505. gs->scenarioOps->campState->setCurrentMapAsConquered(crossoverHeroes);
  4506. //Request clients to change connection mode
  4507. PrepareForAdvancingCampaign pfac;
  4508. sendAndApply(&pfac);
  4509. //Change connection mode
  4510. if(getPlayer(player)->human && getStartInfo()->campState)
  4511. {
  4512. for(auto connection : conns)
  4513. connection->prepareForSendingHeroes();
  4514. }
  4515. UpdateCampaignState ucs;
  4516. ucs.camp = gs->scenarioOps->campState;
  4517. sendAndApply(&ucs);
  4518. }
  4519. }
  4520. }
  4521. else
  4522. {
  4523. //player lost -> all his objects become unflagged (neutral)
  4524. auto hlp = p->heroes;
  4525. for (auto i = hlp.cbegin(); i != hlp.cend(); i++) //eliminate heroes
  4526. removeObject(*i);
  4527. for (auto i = gs->map->objects.cbegin(); i != gs->map->objects.cend(); i++) //unflag objs
  4528. {
  4529. if(*i && (*i)->tempOwner == player)
  4530. setOwner(*i,PlayerColor::NEUTRAL);
  4531. }
  4532. //eliminating one player may cause victory of another:
  4533. std::set<PlayerColor> playerColors;
  4534. for(int i = 0; i < PlayerColor::PLAYER_LIMIT_I; ++i)
  4535. {
  4536. if(player.getNum() != i) playerColors.insert(PlayerColor(i));
  4537. }
  4538. //notify all players
  4539. for (auto i = gs->players.cbegin(); i!=gs->players.cend(); i++)
  4540. {
  4541. if(i->first != player && gs->getPlayer(i->first)->status == EPlayerStatus::INGAME)
  4542. {
  4543. InfoWindow iw;
  4544. getVictoryLossMessage(player, victoryLossCheckResult.invert(), iw);
  4545. iw.player = i->first;
  4546. sendAndApply(&iw);
  4547. }
  4548. }
  4549. checkVictoryLossConditions(playerColors);
  4550. }
  4551. auto playerInfo = gs->getPlayer(gs->currentPlayer, false);
  4552. // If we are called before the actual game start, there might be no current player
  4553. if(playerInfo && playerInfo->status != EPlayerStatus::INGAME)
  4554. {
  4555. // If player making turn has lost his turn must be over as well
  4556. states.setFlag(gs->currentPlayer, &PlayerStatus::makingTurn, false);
  4557. }
  4558. }
  4559. }
  4560. void CGameHandler::getVictoryLossMessage(PlayerColor player, EVictoryLossCheckResult victoryLossCheckResult, InfoWindow & out) const
  4561. {
  4562. out.player = player;
  4563. out.text.clear();
  4564. out.text << victoryLossCheckResult.messageToSelf;
  4565. // hackish, insert one player-specific string, if applicable
  4566. if (victoryLossCheckResult.messageToSelf.find("%s") != std::string::npos)
  4567. out.text.addReplacement(MetaString::COLOR, player.getNum());
  4568. out.components.push_back(Component(Component::FLAG, player.getNum(), 0, 0));
  4569. }
  4570. bool CGameHandler::dig( const CGHeroInstance *h )
  4571. {
  4572. for (auto i = gs->map->objects.cbegin(); i != gs->map->objects.cend(); i++) //unflag objs
  4573. {
  4574. if(*i && (*i)->ID == Obj::HOLE && (*i)->pos == h->getPosition())
  4575. {
  4576. complain("Cannot dig - there is already a hole under the hero!");
  4577. return false;
  4578. }
  4579. }
  4580. if(h->diggingStatus() != CGHeroInstance::CAN_DIG) //checks for terrain and movement
  4581. COMPLAIN_RETF("Hero cannot dig (error code %d)!", h->diggingStatus());
  4582. //create a hole
  4583. NewObject no;
  4584. no.ID = Obj::HOLE;
  4585. no.pos = h->getPosition();
  4586. no.subID = 0;
  4587. sendAndApply(&no);
  4588. //take MPs
  4589. SetMovePoints smp;
  4590. smp.hid = h->id;
  4591. smp.val = 0;
  4592. sendAndApply(&smp);
  4593. InfoWindow iw;
  4594. iw.player = h->tempOwner;
  4595. if(gs->map->grailPos == h->getPosition())
  4596. {
  4597. iw.text.addTxt(MetaString::GENERAL_TXT, 58); //"Congratulations! After spending many hours digging here, your hero has uncovered the "
  4598. iw.text.addTxt(MetaString::ART_NAMES, 2);
  4599. iw.soundID = soundBase::ULTIMATEARTIFACT;
  4600. giveHeroNewArtifact(h, VLC->arth->artifacts.at(2), ArtifactPosition::PRE_FIRST); //give grail
  4601. sendAndApply(&iw);
  4602. iw.soundID = soundBase::invalid;
  4603. iw.text.clear();
  4604. iw.text.addTxt(MetaString::ART_DESCR, 2);
  4605. sendAndApply(&iw);
  4606. }
  4607. else
  4608. {
  4609. iw.text.addTxt(MetaString::GENERAL_TXT, 59); //"Nothing here. \n Where could it be?"
  4610. iw.soundID = soundBase::Dig;
  4611. sendAndApply(&iw);
  4612. }
  4613. return true;
  4614. }
  4615. void CGameHandler::attackCasting(const BattleAttack & bat, Bonus::BonusType attackMode, const CStack * attacker)
  4616. {
  4617. if(attacker->hasBonusOfType(attackMode))
  4618. {
  4619. std::set<SpellID> spellsToCast;
  4620. TBonusListPtr spells = attacker->getBonuses(Selector::type(attackMode));
  4621. for(const Bonus *sf : *spells)
  4622. {
  4623. spellsToCast.insert (SpellID(sf->subtype));
  4624. }
  4625. for(SpellID spellID : spellsToCast)
  4626. {
  4627. const CStack * oneOfAttacked = nullptr;
  4628. for (auto & elem : bat.bsa)
  4629. {
  4630. if (elem.newAmount > 0 && !elem.isSecondary()) //apply effects only to first target stack if it's alive
  4631. {
  4632. oneOfAttacked = gs->curB->battleGetStackByID(elem.stackAttacked);
  4633. break;
  4634. }
  4635. }
  4636. bool castMe = false;
  4637. if(oneOfAttacked == nullptr) //all attacked creatures have been killed
  4638. return;
  4639. int spellLevel = 0;
  4640. TBonusListPtr spellsByType = attacker->getBonuses(Selector::typeSubtype(attackMode, spellID));
  4641. for(const Bonus *sf : *spellsByType)
  4642. {
  4643. vstd::amax(spellLevel, sf->additionalInfo % 1000); //pick highest level
  4644. int meleeRanged = sf->additionalInfo / 1000;
  4645. if (meleeRanged == 0 || (meleeRanged == 1 && bat.shot()) || (meleeRanged == 2 && !bat.shot()))
  4646. castMe = true;
  4647. }
  4648. int chance = attacker->valOfBonuses((Selector::typeSubtype(attackMode, spellID)));
  4649. vstd::amin (chance, 100);
  4650. int destination = oneOfAttacked->position;
  4651. const CSpell * spell = SpellID(spellID).toSpell();
  4652. if(gs->curB->battleCanCastThisSpellHere(attacker->owner, spell, ECastingMode::AFTER_ATTACK_CASTING, oneOfAttacked->position) != ESpellCastProblem::OK)
  4653. continue;
  4654. //check if spell should be casted (probability handling)
  4655. if(gs->getRandomGenerator().nextInt(99) >= chance)
  4656. continue;
  4657. //casting //TODO: check if spell can be blocked or target is immune
  4658. if (castMe) //stacks use 0 spell power. If needed, default = 3 or custom value is used
  4659. handleSpellCasting(spellID, spellLevel, destination, !attacker->attackerOwned, attacker->owner, nullptr, nullptr, 0, ECastingMode::AFTER_ATTACK_CASTING, attacker);
  4660. }
  4661. }
  4662. }
  4663. void CGameHandler::handleAttackBeforeCasting (const BattleAttack & bat)
  4664. {
  4665. const CStack * attacker = gs->curB->battleGetStackByID(bat.stackAttacking);
  4666. attackCasting(bat, Bonus::SPELL_BEFORE_ATTACK, attacker); //no death stare / acid breath needed?
  4667. }
  4668. void CGameHandler::handleAfterAttackCasting( const BattleAttack & bat )
  4669. {
  4670. const CStack * attacker = gs->curB->battleGetStackByID(bat.stackAttacking);
  4671. if (!attacker) //could be already dead
  4672. return;
  4673. attackCasting(bat, Bonus::SPELL_AFTER_ATTACK, attacker);
  4674. if(bat.bsa.at(0).newAmount <= 0)
  4675. {
  4676. //don't try death stare or acid breath on dead stack (crash!)
  4677. return;
  4678. }
  4679. if (attacker->hasBonusOfType(Bonus::DEATH_STARE) && bat.bsa.size())
  4680. {
  4681. // mechanics of Death Stare as in H3:
  4682. // each gorgon have 10% chance to kill (counted separately in H3) -> binomial distribution
  4683. //original formula x = min(x, (gorgons_count + 9)/10);
  4684. double chanceToKill = attacker->valOfBonuses(Bonus::DEATH_STARE, 0) / 100.0f;
  4685. vstd::amin(chanceToKill, 1); //cap at 100%
  4686. std::binomial_distribution<> distribution(attacker->count, chanceToKill);
  4687. std::mt19937 rng(std::time(nullptr));
  4688. int staredCreatures = distribution(rng);
  4689. double cap = 1 / std::max(chanceToKill, (double)(0.01));//don't divide by 0
  4690. int maxToKill = (attacker->count + cap - 1) / cap; //not much more than chance * count
  4691. vstd::amin(staredCreatures, maxToKill);
  4692. staredCreatures += (attacker->level() * attacker->valOfBonuses(Bonus::DEATH_STARE, 1)) / gs->curB->battleGetStackByID(bat.bsa.at(0).stackAttacked)->level();
  4693. if (staredCreatures)
  4694. {
  4695. if (bat.bsa.at(0).newAmount > 0) //TODO: death stare was not originally available for multiple-hex attacks, but...
  4696. handleSpellCasting(SpellID::DEATH_STARE, 0, gs->curB->battleGetStackByID(bat.bsa.at(0).stackAttacked)->position,
  4697. !attacker->attackerOwned, attacker->owner, nullptr, nullptr, staredCreatures, ECastingMode::AFTER_ATTACK_CASTING, attacker);
  4698. }
  4699. }
  4700. int acidDamage = 0;
  4701. TBonusListPtr acidBreath = attacker->getBonuses(Selector::type(Bonus::ACID_BREATH));
  4702. for(const Bonus *b : *acidBreath)
  4703. {
  4704. if (b->additionalInfo > gs->getRandomGenerator().nextInt(99))
  4705. acidDamage += b->val;
  4706. }
  4707. if (acidDamage)
  4708. {
  4709. handleSpellCasting(SpellID::ACID_BREATH_DAMAGE, 0, gs->curB->battleGetStackByID(bat.bsa.at(0).stackAttacked)->position,
  4710. !attacker->attackerOwned, attacker->owner, nullptr, nullptr,
  4711. acidDamage * attacker->count, ECastingMode::AFTER_ATTACK_CASTING, attacker);
  4712. }
  4713. }
  4714. bool CGameHandler::castSpell(const CGHeroInstance *h, SpellID spellID, const int3 &pos)
  4715. {
  4716. const CSpell *s = spellID.toSpell();
  4717. int cost = h->getSpellCost(s);
  4718. int schoolLevel = h->getSpellSchoolLevel(s);
  4719. if(!h->canCastThisSpell(s))
  4720. COMPLAIN_RET("Hero cannot cast this spell!");
  4721. if(h->mana < cost)
  4722. COMPLAIN_RET("Hero doesn't have enough spell points to cast this spell!");
  4723. if(s->combatSpell)
  4724. COMPLAIN_RET("This function can be used only for adventure map spells!");
  4725. AdvmapSpellCast asc;
  4726. asc.caster = h;
  4727. asc.spellID = spellID;
  4728. sendAndApply(&asc);
  4729. switch(spellID)
  4730. {
  4731. case SpellID::SUMMON_BOAT:
  4732. {
  4733. //check if spell works at all
  4734. if(gs->getRandomGenerator().nextInt(99) >= s->getPower(schoolLevel)) //power is % chance of success
  4735. {
  4736. InfoWindow iw;
  4737. iw.player = h->tempOwner;
  4738. iw.text.addTxt(MetaString::GENERAL_TXT, 336); //%s tried to summon a boat, but failed.
  4739. iw.text.addReplacement(h->name);
  4740. sendAndApply(&iw);
  4741. break;
  4742. }
  4743. //try to find unoccupied boat to summon
  4744. const CGBoat *nearest = nullptr;
  4745. double dist = 0;
  4746. int3 summonPos = h->bestLocation();
  4747. if(summonPos.x < 0)
  4748. COMPLAIN_RET("There is no water tile available!");
  4749. for(const CGObjectInstance *obj : gs->map->objects)
  4750. {
  4751. if(obj && obj->ID == Obj::BOAT)
  4752. {
  4753. const CGBoat *b = static_cast<const CGBoat*>(obj);
  4754. if(b->hero) continue; //we're looking for unoccupied boat
  4755. double nDist = distance(b->pos, h->getPosition());
  4756. if(!nearest || nDist < dist) //it's first boat or closer than previous
  4757. {
  4758. nearest = b;
  4759. dist = nDist;
  4760. }
  4761. }
  4762. }
  4763. if(nearest) //we found boat to summon
  4764. {
  4765. ChangeObjPos cop;
  4766. cop.objid = nearest->id;
  4767. cop.nPos = summonPos + int3(1,0,0);;
  4768. cop.flags = 1;
  4769. sendAndApply(&cop);
  4770. }
  4771. else if(schoolLevel < 2) //none or basic level -> cannot create boat :(
  4772. {
  4773. InfoWindow iw;
  4774. iw.player = h->tempOwner;
  4775. iw.text.addTxt(MetaString::GENERAL_TXT, 335); //There are no boats to summon.
  4776. sendAndApply(&iw);
  4777. }
  4778. else //create boat
  4779. {
  4780. NewObject no;
  4781. no.ID = Obj::BOAT;
  4782. no.subID = h->getBoatType();
  4783. no.pos = summonPos + int3(1,0,0);;
  4784. sendAndApply(&no);
  4785. }
  4786. break;
  4787. }
  4788. case SpellID::SCUTTLE_BOAT:
  4789. {
  4790. //check if spell works at all
  4791. if(gs->getRandomGenerator().nextInt(99) >= s->getPower(schoolLevel)) //power is % chance of success
  4792. {
  4793. InfoWindow iw;
  4794. iw.player = h->tempOwner;
  4795. iw.text.addTxt(MetaString::GENERAL_TXT, 337); //%s tried to scuttle the boat, but failed
  4796. iw.text.addReplacement(h->name);
  4797. sendAndApply(&iw);
  4798. break;
  4799. }
  4800. if(!gs->map->isInTheMap(pos))
  4801. COMPLAIN_RET("Invalid dst tile for scuttle!");
  4802. //TODO: test range, visibility
  4803. const TerrainTile *t = &gs->map->getTile(pos);
  4804. if(!t->visitableObjects.size() || t->visitableObjects.back()->ID != Obj::BOAT)
  4805. COMPLAIN_RET("There is no boat to scuttle!");
  4806. RemoveObject ro;
  4807. ro.id = t->visitableObjects.back()->id;
  4808. sendAndApply(&ro);
  4809. break;
  4810. }
  4811. case SpellID::DIMENSION_DOOR:
  4812. {
  4813. const TerrainTile *dest = getTile(pos);
  4814. const TerrainTile *curr = getTile(h->getSightCenter());
  4815. if(!dest)
  4816. COMPLAIN_RET("Destination tile doesn't exist!");
  4817. if(!h->movement)
  4818. COMPLAIN_RET("Hero needs movement points to cast Dimension Door!");
  4819. if(h->getBonusesCount(Bonus::SPELL_EFFECT, SpellID::DIMENSION_DOOR) >= s->getPower(schoolLevel)) //limit casts per turn
  4820. {
  4821. InfoWindow iw;
  4822. iw.player = h->tempOwner;
  4823. iw.text.addTxt(MetaString::GENERAL_TXT, 338); //%s is not skilled enough to cast this spell again today.
  4824. iw.text.addReplacement(h->name);
  4825. sendAndApply(&iw);
  4826. break;
  4827. }
  4828. GiveBonus gb;
  4829. gb.id = h->id.getNum();
  4830. gb.bonus = Bonus(Bonus::ONE_DAY, Bonus::NONE, Bonus::SPELL_EFFECT, 0, SpellID::DIMENSION_DOOR);
  4831. sendAndApply(&gb);
  4832. if(!dest->isClear(curr)) //wrong dest tile
  4833. {
  4834. InfoWindow iw;
  4835. iw.player = h->tempOwner;
  4836. iw.text.addTxt(MetaString::GENERAL_TXT, 70); //Dimension Door failed!
  4837. sendAndApply(&iw);
  4838. break;
  4839. }
  4840. if (moveHero(h->id, pos + h->getVisitableOffset(), true))
  4841. {
  4842. SetMovePoints smp;
  4843. smp.hid = h->id;
  4844. smp.val = std::max<ui32>(0, h->movement - 300);
  4845. sendAndApply(&smp);
  4846. }
  4847. }
  4848. break;
  4849. case SpellID::FLY:
  4850. {
  4851. int subtype = schoolLevel >= 2 ? 1 : 2; //adv or expert
  4852. GiveBonus gb;
  4853. gb.id = h->id.getNum();
  4854. gb.bonus = Bonus(Bonus::ONE_DAY, Bonus::FLYING_MOVEMENT, Bonus::SPELL_EFFECT, 0, SpellID::FLY, subtype);
  4855. sendAndApply(&gb);
  4856. }
  4857. break;
  4858. case SpellID::WATER_WALK:
  4859. {
  4860. int subtype = schoolLevel >= 2 ? 1 : 2; //adv or expert
  4861. GiveBonus gb;
  4862. gb.id = h->id.getNum();
  4863. gb.bonus = Bonus(Bonus::ONE_DAY, Bonus::WATER_WALKING, Bonus::SPELL_EFFECT, 0, SpellID::WATER_WALK, subtype);
  4864. sendAndApply(&gb);
  4865. }
  4866. break;
  4867. case SpellID::TOWN_PORTAL:
  4868. {
  4869. if (!gs->map->isInTheMap(pos))
  4870. COMPLAIN_RET("Destination tile not present!")
  4871. TerrainTile tile = gs->map->getTile(pos);
  4872. if (tile.visitableObjects.empty() || tile.visitableObjects.back()->ID != Obj::TOWN )
  4873. COMPLAIN_RET("Town not found for Town Portal!");
  4874. CGTownInstance * town = static_cast<CGTownInstance*>(tile.visitableObjects.back());
  4875. if (town->tempOwner != h->tempOwner)
  4876. COMPLAIN_RET("Can't teleport to another player!");
  4877. if (town->visitingHero)
  4878. COMPLAIN_RET("Can't teleport to occupied town!");
  4879. if (h->getSpellSchoolLevel(s) < 2)
  4880. {
  4881. double dist = town->pos.dist2d(h->pos);
  4882. ObjectInstanceID nearest = town->id; //nearest town's ID
  4883. for(const CGTownInstance * currTown : gs->getPlayer(h->tempOwner)->towns)
  4884. {
  4885. double curDist = currTown->pos.dist2d(h->pos);
  4886. if (nearest == ObjectInstanceID() || curDist < dist)
  4887. {
  4888. nearest = town->id;
  4889. dist = curDist;
  4890. }
  4891. }
  4892. if (town->id != nearest)
  4893. COMPLAIN_RET("This hero can only teleport to nearest town!")
  4894. }
  4895. moveHero(h->id, town->visitablePos() + h->getVisitableOffset() ,1);
  4896. }
  4897. break;
  4898. case SpellID::VISIONS:
  4899. case SpellID::VIEW_EARTH:
  4900. case SpellID::DISGUISE:
  4901. case SpellID::VIEW_AIR:
  4902. default:
  4903. COMPLAIN_RET("This spell is not implemented yet!");
  4904. }
  4905. SetMana sm;
  4906. sm.hid = h->id;
  4907. sm.val = h->mana - cost;
  4908. sendAndApply(&sm);
  4909. return true;
  4910. }
  4911. void CGameHandler::visitObjectOnTile(const TerrainTile &t, const CGHeroInstance * h)
  4912. {
  4913. if (!t.visitableObjects.empty())
  4914. {
  4915. //to prevent self-visiting heroes on space press
  4916. if(t.visitableObjects.back() != h)
  4917. objectVisited(t.visitableObjects.back(), h);
  4918. else if(t.visitableObjects.size() > 1)
  4919. objectVisited(*(t.visitableObjects.end()-2),h);
  4920. }
  4921. }
  4922. bool CGameHandler::sacrificeCreatures(const IMarket *market, const CGHeroInstance *hero, SlotID slot, ui32 count)
  4923. {
  4924. int oldCount = hero->getStackCount(slot);
  4925. if(oldCount < count)
  4926. COMPLAIN_RET("Not enough creatures to sacrifice!")
  4927. else if(oldCount == count && hero->Slots().size() == 1 && hero->needsLastStack())
  4928. COMPLAIN_RET("Cannot sacrifice last creature!");
  4929. int crid = hero->getStack(slot).type->idNumber;
  4930. changeStackCount(StackLocation(hero, slot), -count);
  4931. int dump, exp;
  4932. market->getOffer(crid, 0, dump, exp, EMarketMode::CREATURE_EXP);
  4933. exp *= count;
  4934. changePrimSkill(hero, PrimarySkill::EXPERIENCE, hero->calculateXp(exp));
  4935. return true;
  4936. }
  4937. bool CGameHandler::sacrificeArtifact(const IMarket * m, const CGHeroInstance * hero, ArtifactPosition slot)
  4938. {
  4939. ArtifactLocation al(hero, slot);
  4940. const CArtifactInstance *a = al.getArt();
  4941. if(!a)
  4942. COMPLAIN_RET("Cannot find artifact to sacrifice!");
  4943. int dmp, expToGive;
  4944. m->getOffer(hero->getArtTypeId(slot), 0, dmp, expToGive, EMarketMode::ARTIFACT_EXP);
  4945. removeArtifact(al);
  4946. changePrimSkill(hero, PrimarySkill::EXPERIENCE, expToGive);
  4947. return true;
  4948. }
  4949. void CGameHandler::makeStackDoNothing(const CStack * next)
  4950. {
  4951. BattleAction doNothing;
  4952. doNothing.actionType = Battle::NO_ACTION;
  4953. doNothing.additionalInfo = 0;
  4954. doNothing.destinationTile = -1;
  4955. doNothing.side = !next->attackerOwned;
  4956. doNothing.stackNumber = next->ID;
  4957. makeAutomaticAction(next, doNothing);
  4958. }
  4959. bool CGameHandler::insertNewStack(const StackLocation &sl, const CCreature *c, TQuantity count)
  4960. {
  4961. if(sl.army->hasStackAtSlot(sl.slot))
  4962. COMPLAIN_RET("Slot is already taken!");
  4963. if(!sl.slot.validSlot())
  4964. COMPLAIN_RET("Cannot insert stack to that slot!");
  4965. InsertNewStack ins;
  4966. ins.sl = sl;
  4967. ins.stack = CStackBasicDescriptor(c, count);
  4968. sendAndApply(&ins);
  4969. return true;
  4970. }
  4971. bool CGameHandler::eraseStack(const StackLocation &sl, bool forceRemoval/* = false*/)
  4972. {
  4973. if(!sl.army->hasStackAtSlot(sl.slot))
  4974. COMPLAIN_RET("Cannot find a stack to erase");
  4975. if(sl.army->Slots().size() == 1 //from the last stack
  4976. && sl.army->needsLastStack() //that must be left
  4977. && !forceRemoval) //ignore above conditions if we are forcing removal
  4978. {
  4979. COMPLAIN_RET("Cannot erase the last stack!");
  4980. }
  4981. EraseStack es;
  4982. es.sl = sl;
  4983. sendAndApply(&es);
  4984. return true;
  4985. }
  4986. bool CGameHandler::changeStackCount(const StackLocation &sl, TQuantity count, bool absoluteValue /*= false*/)
  4987. {
  4988. TQuantity currentCount = sl.army->getStackCount(sl.slot);
  4989. if((absoluteValue && count < 0)
  4990. || (!absoluteValue && -count > currentCount))
  4991. {
  4992. COMPLAIN_RET("Cannot take more stacks than present!");
  4993. }
  4994. if((currentCount == -count && !absoluteValue)
  4995. || (!count && absoluteValue))
  4996. {
  4997. eraseStack(sl);
  4998. }
  4999. else
  5000. {
  5001. ChangeStackCount csc;
  5002. csc.sl = sl;
  5003. csc.count = count;
  5004. csc.absoluteValue = absoluteValue;
  5005. sendAndApply(&csc);
  5006. }
  5007. return true;
  5008. }
  5009. bool CGameHandler::addToSlot(const StackLocation &sl, const CCreature *c, TQuantity count)
  5010. {
  5011. const CCreature *slotC = sl.army->getCreature(sl.slot);
  5012. if(!slotC) //slot is empty
  5013. insertNewStack(sl, c, count);
  5014. else if(c == slotC)
  5015. changeStackCount(sl, count);
  5016. else
  5017. {
  5018. COMPLAIN_RET("Cannot add " + c->namePl + " to slot " + boost::lexical_cast<std::string>(sl.slot) + "!");
  5019. }
  5020. return true;
  5021. }
  5022. void CGameHandler::tryJoiningArmy(const CArmedInstance *src, const CArmedInstance *dst, bool removeObjWhenFinished, bool allowMerging)
  5023. {
  5024. if(removeObjWhenFinished)
  5025. removeAfterVisit(src);
  5026. if(!src->canBeMergedWith(*dst, allowMerging))
  5027. {
  5028. if (allowMerging) //do that, add all matching creatures.
  5029. {
  5030. bool cont = true;
  5031. while (cont)
  5032. {
  5033. for(auto i = src->stacks.begin(); i != src->stacks.end(); i++)//while there are unmoved creatures
  5034. {
  5035. SlotID pos = dst->getSlotFor(i->second->type);
  5036. if(pos.validSlot())
  5037. {
  5038. moveStack(StackLocation(src, i->first), StackLocation(dst, pos));
  5039. cont = true;
  5040. break; //or iterator crashes
  5041. }
  5042. cont = false;
  5043. }
  5044. }
  5045. }
  5046. showGarrisonDialog(src->id, dst->id, true); //show garrison window and optionally remove ourselves from map when player ends
  5047. }
  5048. else //merge
  5049. {
  5050. moveArmy(src, dst, allowMerging);
  5051. }
  5052. }
  5053. bool CGameHandler::moveStack(const StackLocation &src, const StackLocation &dst, TQuantity count)
  5054. {
  5055. if(!src.army->hasStackAtSlot(src.slot))
  5056. COMPLAIN_RET("No stack to move!");
  5057. if(dst.army->hasStackAtSlot(dst.slot) && dst.army->getCreature(dst.slot) != src.army->getCreature(src.slot))
  5058. COMPLAIN_RET("Cannot move: stack of different type at destination pos!");
  5059. if(!dst.slot.validSlot())
  5060. COMPLAIN_RET("Cannot move stack to that slot!");
  5061. if(count == -1)
  5062. {
  5063. count = src.army->getStackCount(src.slot);
  5064. }
  5065. if(src.army != dst.army //moving away
  5066. && count == src.army->getStackCount(src.slot) //all creatures
  5067. && src.army->Slots().size() == 1 //from the last stack
  5068. && src.army->needsLastStack()) //that must be left
  5069. {
  5070. COMPLAIN_RET("Cannot move away the last creature!");
  5071. }
  5072. RebalanceStacks rs;
  5073. rs.src = src;
  5074. rs.dst = dst;
  5075. rs.count = count;
  5076. sendAndApply(&rs);
  5077. return true;
  5078. }
  5079. bool CGameHandler::swapStacks(const StackLocation &sl1, const StackLocation &sl2)
  5080. {
  5081. if(!sl1.army->hasStackAtSlot(sl1.slot))
  5082. return moveStack(sl2, sl1);
  5083. else if(!sl2.army->hasStackAtSlot(sl2.slot))
  5084. return moveStack(sl1, sl2);
  5085. else
  5086. {
  5087. SwapStacks ss;
  5088. ss.sl1 = sl1;
  5089. ss.sl2 = sl2;
  5090. sendAndApply(&ss);
  5091. return true;
  5092. }
  5093. }
  5094. void CGameHandler::runBattle()
  5095. {
  5096. setBattle(gs->curB);
  5097. assert(gs->curB);
  5098. //TODO: pre-tactic stuff, call scripts etc.
  5099. //tactic round
  5100. {
  5101. while(gs->curB->tacticDistance && !battleResult.get())
  5102. boost::this_thread::sleep(boost::posix_time::milliseconds(50));
  5103. }
  5104. //spells opening battle
  5105. for(int i = 0; i < 2; ++i)
  5106. {
  5107. auto h = gs->curB->battleGetFightingHero(i);
  5108. if(h && h->hasBonusOfType(Bonus::OPENING_BATTLE_SPELL))
  5109. {
  5110. TBonusListPtr bl = h->getBonuses(Selector::type(Bonus::OPENING_BATTLE_SPELL));
  5111. for (Bonus *b : *bl)
  5112. {
  5113. handleSpellCasting(SpellID(b->subtype), 3, -1, 0, h->tempOwner, nullptr, gs->curB->battleGetFightingHero(1-i), b->val, ECastingMode::HERO_CASTING, nullptr);
  5114. }
  5115. }
  5116. }
  5117. //main loop
  5118. while(!battleResult.get()) //till the end of the battle ;]
  5119. {
  5120. NEW_ROUND;
  5121. auto obstacles = gs->curB->obstacles; //we copy container, because we're going to modify it
  5122. for(auto &obstPtr : obstacles)
  5123. {
  5124. if(const SpellCreatedObstacle *sco = dynamic_cast<const SpellCreatedObstacle *>(obstPtr.get()))
  5125. if(sco->turnsRemaining == 0)
  5126. removeObstacle(*obstPtr);
  5127. }
  5128. const BattleInfo & curB = *gs->curB;
  5129. //remove clones after all mechanics and animations are handled!
  5130. std::set <const CStack*> stacksToRemove;
  5131. for (auto stack : curB.stacks)
  5132. {
  5133. if (stack->idDeadClone())
  5134. stacksToRemove.insert(stack);
  5135. }
  5136. for (auto stack : stacksToRemove)
  5137. {
  5138. BattleStacksRemoved bsr;
  5139. bsr.stackIDs.insert(stack->ID);
  5140. sendAndApply(&bsr);
  5141. }
  5142. //stack loop
  5143. const CStack *next;
  5144. while(!battleResult.get() && (next = curB.getNextStack()) && next->willMove())
  5145. {
  5146. //check for bad morale => freeze
  5147. int nextStackMorale = next->MoraleVal();
  5148. if( nextStackMorale < 0 &&
  5149. !(NBonus::hasOfType(gs->curB->battleGetFightingHero(0), Bonus::BLOCK_MORALE)
  5150. || NBonus::hasOfType(gs->curB->battleGetFightingHero(1), Bonus::BLOCK_MORALE)) //checking if gs->curB->heroes have (or don't have) morale blocking bonuses)
  5151. )
  5152. {
  5153. if(gs->getRandomGenerator().nextInt(23) < -2 * nextStackMorale)
  5154. {
  5155. //unit loses its turn - empty freeze action
  5156. BattleAction ba;
  5157. ba.actionType = Battle::BAD_MORALE;
  5158. ba.additionalInfo = 1;
  5159. ba.side = !next->attackerOwned;
  5160. ba.stackNumber = next->ID;
  5161. makeAutomaticAction(next, ba);
  5162. continue;
  5163. }
  5164. }
  5165. if(next->hasBonusOfType(Bonus::ATTACKS_NEAREST_CREATURE)) //while in berserk
  5166. { //fixme: stack should not attack itself
  5167. std::pair<const CStack *, int> attackInfo = curB.getNearestStack(next, boost::logic::indeterminate);
  5168. if(attackInfo.first != nullptr)
  5169. {
  5170. BattleAction attack;
  5171. attack.actionType = Battle::WALK_AND_ATTACK;
  5172. attack.side = !next->attackerOwned;
  5173. attack.stackNumber = next->ID;
  5174. attack.additionalInfo = attackInfo.first->position;
  5175. attack.destinationTile = attackInfo.second;
  5176. makeAutomaticAction(next, attack);
  5177. }
  5178. else
  5179. {
  5180. makeStackDoNothing(next);
  5181. }
  5182. continue;
  5183. }
  5184. const CGHeroInstance * curOwner = gs->curB->battleGetOwner(next);
  5185. if( (next->position < 0 || next->getCreature()->idNumber == CreatureID::BALLISTA) //arrow turret or ballista
  5186. && (!curOwner || curOwner->getSecSkillLevel(SecondarySkill::ARTILLERY) == 0)) //hero has no artillery
  5187. {
  5188. BattleAction attack;
  5189. attack.actionType = Battle::SHOOT;
  5190. attack.side = !next->attackerOwned;
  5191. attack.stackNumber = next->ID;
  5192. for(auto & elem : gs->curB->stacks)
  5193. {
  5194. if(elem->owner != next->owner && elem->isValidTarget())
  5195. {
  5196. attack.destinationTile = elem->position;
  5197. break;
  5198. }
  5199. }
  5200. makeAutomaticAction(next, attack);
  5201. continue;
  5202. }
  5203. if(next->getCreature()->idNumber == CreatureID::CATAPULT && (!curOwner || curOwner->getSecSkillLevel(SecondarySkill::BALLISTICS) == 0)) //catapult, hero has no ballistics
  5204. {
  5205. const auto & attackableBattleHexes = curB.getAttackableBattleHexes();
  5206. if(!attackableBattleHexes.empty())
  5207. {
  5208. BattleAction attack;
  5209. attack.destinationTile = *RandomGeneratorUtil::nextItem(attackableBattleHexes, gs->getRandomGenerator());
  5210. attack.actionType = Battle::CATAPULT;
  5211. attack.additionalInfo = 0;
  5212. attack.side = !next->attackerOwned;
  5213. attack.stackNumber = next->ID;
  5214. makeAutomaticAction(next, attack);
  5215. }
  5216. else
  5217. {
  5218. makeStackDoNothing(next);
  5219. }
  5220. continue;
  5221. }
  5222. if(next->getCreature()->idNumber == CreatureID::FIRST_AID_TENT)
  5223. {
  5224. std::vector< const CStack * > possibleStacks;
  5225. //is there any clean algorithm for that? (boost.range seems to lack copy_if) -> remove_copy_if?
  5226. for(const CStack *s : battleGetAllStacks())
  5227. if(s->owner == next->owner && s->canBeHealed())
  5228. possibleStacks.push_back(s);
  5229. if(!possibleStacks.size())
  5230. {
  5231. makeStackDoNothing(next);
  5232. continue;
  5233. }
  5234. if(!curOwner || curOwner->getSecSkillLevel(SecondarySkill::FIRST_AID) == 0) //no hero or hero has no first aid
  5235. {
  5236. range::random_shuffle(possibleStacks);
  5237. const CStack * toBeHealed = possibleStacks.front();
  5238. BattleAction heal;
  5239. heal.actionType = Battle::STACK_HEAL;
  5240. heal.additionalInfo = 0;
  5241. heal.destinationTile = toBeHealed->position;
  5242. heal.side = !next->attackerOwned;
  5243. heal.stackNumber = next->ID;
  5244. makeAutomaticAction(next, heal);
  5245. continue;
  5246. }
  5247. }
  5248. int numberOfAsks = 1;
  5249. bool breakOuter = false;
  5250. do
  5251. {//ask interface and wait for answer
  5252. if(!battleResult.get())
  5253. {
  5254. stackTurnTrigger(next); //various effects
  5255. if (vstd::contains(next->state, EBattleStackState::FEAR))
  5256. {
  5257. makeStackDoNothing(next); //end immediately if stack was affected by fear
  5258. }
  5259. else
  5260. {
  5261. logGlobal->traceStream() << "Activating " << next->nodeName();
  5262. BattleSetActiveStack sas;
  5263. sas.stack = next->ID;
  5264. sendAndApply(&sas);
  5265. boost::unique_lock<boost::mutex> lock(battleMadeAction.mx);
  5266. battleMadeAction.data = false;
  5267. while (next->alive() && //next is invalid after sacrificing current stack :?
  5268. (!battleMadeAction.data && !battleResult.get())) //active stack hasn't made its action and battle is still going
  5269. battleMadeAction.cond.wait(lock);
  5270. }
  5271. }
  5272. if(battleResult.get()) //don't touch it, battle could be finished while waiting got action
  5273. {
  5274. breakOuter = true;
  5275. break;
  5276. }
  5277. //we're after action, all results applied
  5278. checkForBattleEnd(); //check if this action ended the battle
  5279. //check for good morale
  5280. nextStackMorale = next->MoraleVal();
  5281. if(!vstd::contains(next->state,EBattleStackState::HAD_MORALE) //only one extra move per turn possible
  5282. && !vstd::contains(next->state,EBattleStackState::DEFENDING)
  5283. && !next->waited()
  5284. && !vstd::contains(next->state, EBattleStackState::FEAR)
  5285. && next->alive()
  5286. && nextStackMorale > 0
  5287. && !(NBonus::hasOfType(gs->curB->battleGetFightingHero(0), Bonus::BLOCK_MORALE)
  5288. || NBonus::hasOfType(gs->curB->battleGetFightingHero(1), Bonus::BLOCK_MORALE)) //checking if gs->curB->heroes have (or don't have) morale blocking bonuses
  5289. )
  5290. {
  5291. if(gs->getRandomGenerator().nextInt(23) < nextStackMorale) //this stack hasn't got morale this turn
  5292. {
  5293. BattleTriggerEffect bte;
  5294. bte.stackID = next->ID;
  5295. bte.effect = Bonus::MORALE;
  5296. bte.val = 1;
  5297. bte.additionalInfo = 0;
  5298. sendAndApply(&bte); //play animation
  5299. ++numberOfAsks; //move this stack once more
  5300. }
  5301. }
  5302. --numberOfAsks;
  5303. } while (numberOfAsks > 0);
  5304. if (breakOuter)
  5305. {
  5306. break;
  5307. }
  5308. }
  5309. }
  5310. endBattle(gs->curB->tile, gs->curB->battleGetFightingHero(0), gs->curB->battleGetFightingHero(1));
  5311. }
  5312. bool CGameHandler::makeAutomaticAction(const CStack *stack, BattleAction &ba)
  5313. {
  5314. BattleSetActiveStack bsa;
  5315. bsa.stack = stack->ID;
  5316. bsa.askPlayerInterface = false;
  5317. sendAndApply(&bsa);
  5318. bool ret = makeBattleAction(ba);
  5319. checkForBattleEnd();
  5320. return ret;
  5321. }
  5322. void CGameHandler::giveHeroArtifact(const CGHeroInstance *h, const CArtifactInstance *a, ArtifactPosition pos)
  5323. {
  5324. assert(a->artType);
  5325. ArtifactLocation al;
  5326. al.artHolder = const_cast<CGHeroInstance*>(h);
  5327. ArtifactPosition slot = ArtifactPosition::PRE_FIRST;
  5328. if(pos < 0)
  5329. {
  5330. if(pos == ArtifactPosition::FIRST_AVAILABLE)
  5331. slot = a->firstAvailableSlot(h);
  5332. else
  5333. slot = a->firstBackpackSlot(h);
  5334. }
  5335. else
  5336. {
  5337. slot = pos;
  5338. }
  5339. al.slot = slot;
  5340. if(slot < 0 || !a->canBePutAt(al))
  5341. {
  5342. complain("Cannot put artifact in that slot!");
  5343. return;
  5344. }
  5345. putArtifact(al, a);
  5346. }
  5347. void CGameHandler::putArtifact(const ArtifactLocation &al, const CArtifactInstance *a)
  5348. {
  5349. PutArtifact pa;
  5350. pa.art = a;
  5351. pa.al = al;
  5352. sendAndApply(&pa);
  5353. }
  5354. void CGameHandler::giveHeroNewArtifact(const CGHeroInstance *h, const CArtifact *artType, ArtifactPosition pos)
  5355. {
  5356. CArtifactInstance *a = nullptr;
  5357. if(!artType->constituents)
  5358. {
  5359. a = new CArtifactInstance();
  5360. }
  5361. else
  5362. {
  5363. a = new CCombinedArtifactInstance();
  5364. }
  5365. a->artType = artType; //*NOT* via settype -> all bonus-related stuff must be done by NewArtifact apply
  5366. NewArtifact na;
  5367. na.art = a;
  5368. sendAndApply(&na); // -> updates a!!!, will create a on other machines
  5369. giveHeroArtifact(h, a, pos);
  5370. }
  5371. void CGameHandler::setBattleResult(BattleResult::EResult resultType, int victoriusSide)
  5372. {
  5373. if(battleResult.get())
  5374. {
  5375. complain("There is already set result?");
  5376. return;
  5377. }
  5378. auto br = new BattleResult;
  5379. br->result = resultType;
  5380. br->winner = victoriusSide; //surrendering side loses
  5381. gs->curB->calculateCasualties(br->casualties);
  5382. battleResult.set(br);
  5383. }
  5384. void CGameHandler::commitPackage( CPackForClient *pack )
  5385. {
  5386. sendAndApply(pack);
  5387. }
  5388. void CGameHandler::spawnWanderingMonsters(CreatureID creatureID)
  5389. {
  5390. std::vector<int3>::iterator tile;
  5391. std::vector<int3> tiles;
  5392. getFreeTiles(tiles);
  5393. ui32 amount = tiles.size() / 200; //Chance is 0.5% for each tile
  5394. std::random_shuffle(tiles.begin(), tiles.end());
  5395. logGlobal->traceStream() << "Spawning wandering monsters. Found " << tiles.size() << " free tiles. Creature type: " << creatureID;
  5396. const CCreature *cre = VLC->creh->creatures.at(creatureID);
  5397. for (int i = 0; i < amount; ++i)
  5398. {
  5399. tile = tiles.begin();
  5400. logGlobal->traceStream() << "\tSpawning monster at " << *tile;
  5401. putNewMonster(creatureID, cre->getRandomAmount(std::rand), *tile);
  5402. tiles.erase(tile); //not use it again
  5403. }
  5404. }
  5405. void CGameHandler::removeObstacle(const CObstacleInstance &obstacle)
  5406. {
  5407. ObstaclesRemoved obsRem;
  5408. obsRem.obstacles.insert(obstacle.uniqueID);
  5409. sendAndApply(&obsRem);
  5410. }
  5411. void CGameHandler::synchronizeArtifactHandlerLists()
  5412. {
  5413. UpdateArtHandlerLists uahl;
  5414. uahl.treasures = VLC->arth->treasures;
  5415. uahl.minors = VLC->arth->minors;
  5416. uahl.majors = VLC->arth->majors;
  5417. uahl.relics = VLC->arth->relics;
  5418. sendAndApply(&uahl);
  5419. }
  5420. bool CGameHandler::isValidObject(const CGObjectInstance *obj) const
  5421. {
  5422. return vstd::contains(gs->map->objects, obj);
  5423. }
  5424. bool CGameHandler::isBlockedByQueries(const CPack *pack, PlayerColor player)
  5425. {
  5426. if(dynamic_cast<const PlayerMessage*>(pack))
  5427. return false;
  5428. auto query = queries.topQuery(player);
  5429. if(query && query->blocksPack(pack))
  5430. {
  5431. complain(boost::str(boost::format("Player %s has to answer queries before attempting any further actions. Top query is %s!") % player % query->toString()));
  5432. return true;
  5433. }
  5434. return false;
  5435. }
  5436. void CGameHandler::removeAfterVisit(const CGObjectInstance *object)
  5437. {
  5438. //If the object is being visited, there must be a matching query
  5439. for(const auto &query : queries.allQueries())
  5440. {
  5441. if(auto someVistQuery = std::dynamic_pointer_cast<CObjectVisitQuery>(query))
  5442. {
  5443. if(someVistQuery->visitedObject == object)
  5444. {
  5445. someVistQuery->removeObjectAfterVisit = true;
  5446. return;
  5447. }
  5448. }
  5449. };
  5450. //If we haven't returned so far, there is no query and no visit, call was wrong
  5451. assert("This function needs to be called during the object visit!");
  5452. }
  5453. bool CGameHandler::isVisitCoveredByAnotherQuery(const CGObjectInstance *obj, const CGHeroInstance *hero)
  5454. {
  5455. if(auto topQuery = queries.topQuery(hero->getOwner()))
  5456. if(auto visit = std::dynamic_pointer_cast<const CObjectVisitQuery>(topQuery))
  5457. return !(visit->visitedObject == obj && visit->visitingHero == hero);
  5458. return true;
  5459. }
  5460. void CGameHandler::duelFinished()
  5461. {
  5462. auto si = getStartInfo();
  5463. auto getName = [&](int i){ return si->getIthPlayersSettings(gs->curB->sides.at(i).color).name; };
  5464. int casualtiesPoints = 0;
  5465. logGlobal->debugStream() << boost::format("Winner side %d\nWinner casualties:")
  5466. % (int)battleResult.data->winner;
  5467. for(auto & elem : battleResult.data->casualties[battleResult.data->winner])
  5468. {
  5469. const CCreature *c = VLC->creh->creatures[elem.first];
  5470. logGlobal->debugStream() << boost::format("\t* %d of %s") % elem.second % c->namePl;
  5471. casualtiesPoints += c->AIValue * elem.second;
  5472. }
  5473. logGlobal->debugStream() << boost::format("Total casualties points: %d") % casualtiesPoints;
  5474. time_t timeNow;
  5475. time(&timeNow);
  5476. std::ofstream out(cmdLineOptions["resultsFile"].as<std::string>(), std::ios::app);
  5477. if(out)
  5478. {
  5479. out << boost::format("%s\t%s\t%s\t%d\t%d\t%d\t%s\n") % si->mapname % getName(0) % getName(1)
  5480. % battleResult.data->winner % battleResult.data->result % casualtiesPoints
  5481. % asctime(localtime(&timeNow));
  5482. }
  5483. else
  5484. {
  5485. logGlobal->errorStream() << "Cannot open to write " << cmdLineOptions["resultsFile"].as<std::string>();
  5486. }
  5487. CSaveFile resultFile("result.vdrst");
  5488. resultFile << *battleResult.data;
  5489. BattleResultsApplied resultsApplied;
  5490. resultsApplied.player1 = finishingBattle->victor;
  5491. resultsApplied.player2 = finishingBattle->loser;
  5492. sendAndApply(&resultsApplied);
  5493. return;
  5494. }
  5495. CasualtiesAfterBattle::CasualtiesAfterBattle(const CArmedInstance *army, BattleInfo *bat)
  5496. {
  5497. heroWithDeadCommander = ObjectInstanceID();
  5498. PlayerColor color = army->tempOwner;
  5499. if(color == PlayerColor::UNFLAGGABLE)
  5500. color = PlayerColor::NEUTRAL;
  5501. for(CStack *st : bat->stacks)
  5502. {
  5503. if(vstd::contains(st->state, EBattleStackState::SUMMONED)) //don't take into account summoned stacks
  5504. continue;
  5505. if (st->owner != color) //remove only our stacks
  5506. continue;
  5507. //FIXME: this info is also used in BattleInfo::calculateCasualties, refactor
  5508. st->count = std::max (0, st->count - st->resurrected);
  5509. if (!st->count && !st->base) //we can imagine stacks of war mahcines that are not spawned by artifacts?
  5510. {
  5511. auto warMachine = VLC->arth->creatureToMachineID(st->type->idNumber);
  5512. if (warMachine != ArtifactID::NONE)
  5513. {
  5514. auto hero = dynamic_cast<const CGHeroInstance*> (army);
  5515. if (hero)
  5516. removedWarMachines.push_back (ArtifactLocation(hero, hero->getArtPos(warMachine, true)));
  5517. }
  5518. }
  5519. if(!army->slotEmpty(st->slot) && st->count < army->getStackCount(st->slot))
  5520. {
  5521. StackLocation sl(army, st->slot);
  5522. if(st->alive())
  5523. newStackCounts.push_back(std::pair<StackLocation, int>(sl, st->count));
  5524. else
  5525. newStackCounts.push_back(std::pair<StackLocation, int>(sl, 0));
  5526. }
  5527. if (st->base && !st->count)
  5528. {
  5529. auto c = dynamic_cast <const CCommanderInstance *>(st->base);
  5530. if (c) //switch commander status to dead
  5531. {
  5532. auto h = dynamic_cast <const CGHeroInstance *>(army);
  5533. if (h && h->commander == c)
  5534. heroWithDeadCommander = army->id; //TODO: unify commander handling
  5535. }
  5536. }
  5537. }
  5538. }
  5539. void CasualtiesAfterBattle::takeFromArmy(CGameHandler *gh)
  5540. {
  5541. for(TStackAndItsNewCount &ncount : newStackCounts)
  5542. {
  5543. if(ncount.second > 0)
  5544. gh->changeStackCount(ncount.first, ncount.second, true);
  5545. else
  5546. gh->eraseStack(ncount.first, true);
  5547. }
  5548. for (auto al : removedWarMachines)
  5549. {
  5550. gh->removeArtifact(al);
  5551. }
  5552. if (heroWithDeadCommander != ObjectInstanceID())
  5553. {
  5554. SetCommanderProperty scp;
  5555. scp.heroid = heroWithDeadCommander;
  5556. scp.which = SetCommanderProperty::ALIVE;
  5557. scp.amount = 0;
  5558. gh->sendAndApply (&scp);
  5559. }
  5560. }
  5561. CGameHandler::FinishingBattleHelper::FinishingBattleHelper(shared_ptr<const CBattleQuery> Query, bool Duel, int RemainingBattleQueriesCount)
  5562. {
  5563. assert(Query->result);
  5564. assert(Query->bi);
  5565. auto &result = *Query->result;
  5566. auto &info = *Query->bi;
  5567. winnerHero = result.winner != 0 ? info.sides[1].hero : info.sides[0].hero;
  5568. loserHero = result.winner != 0 ? info.sides[0].hero : info.sides[1].hero;
  5569. victor = info.sides[result.winner].color;
  5570. loser = info.sides[!result.winner].color;
  5571. duel = Duel;
  5572. remainingBattleQueriesCount = RemainingBattleQueriesCount;
  5573. }
  5574. CGameHandler::FinishingBattleHelper::FinishingBattleHelper()
  5575. {
  5576. winnerHero = loserHero = nullptr;
  5577. }