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/CHeroHandler.h"
  11. #include "../lib/CSpellHandler.h"
  12. #include "../lib/CGeneralTextHandler.h"
  13. #include "../lib/CTownHandler.h"
  14. #include "../lib/CCreatureHandler.h"
  15. #include "../lib/CGameState.h"
  16. #include "../lib/BattleState.h"
  17. #include "../lib/CondSh.h"
  18. #include "../lib/NetPacks.h"
  19. #include "../lib/VCMI_Lib.h"
  20. #include "../lib/mapping/CMap.h"
  21. #include "../lib/VCMIDirs.h"
  22. #include "../lib/ScopeGuard.h"
  23. #include "../lib/CSoundBase.h"
  24. #include "CGameHandler.h"
  25. #include "CVCMIServer.h"
  26. #include "../lib/CCreatureSet.h"
  27. #include "../lib/CThreadHelper.h"
  28. #include "../lib/GameConstants.h"
  29. #include "../lib/registerTypes/RegisterTypes.h"
  30. /*
  31. * CGameHandler.cpp, part of VCMI engine
  32. *
  33. * Authors: listed in file AUTHORS in main folder
  34. *
  35. * License: GNU General Public License v2.0 or later
  36. * Full text of license available in license.txt file, in main folder
  37. *
  38. */
  39. #ifndef _MSC_VER
  40. #include <boost/thread/xtime.hpp>
  41. #endif
  42. extern bool end2;
  43. #ifdef min
  44. #undef min
  45. #endif
  46. #ifdef max
  47. #undef max
  48. #endif
  49. #define COMPLAIN_RET_IF(cond, txt) do {if(cond){complain(txt); return;}} while(0)
  50. #define COMPLAIN_RET_FALSE_IF(cond, txt) do {if(cond){complain(txt); return false;}} while(0)
  51. #define COMPLAIN_RET(txt) {complain(txt); return false;}
  52. #define COMPLAIN_RETF(txt, FORMAT) {complain(boost::str(boost::format(txt) % FORMAT)); return false;}
  53. #define NEW_ROUND BattleNextRound bnr;\
  54. bnr.round = gs->curB->round + 1;\
  55. sendAndApply(&bnr);
  56. CondSh<bool> battleMadeAction;
  57. CondSh<BattleResult *> battleResult(nullptr);
  58. template <typename T> class CApplyOnGH;
  59. class CBaseForGHApply
  60. {
  61. public:
  62. virtual bool applyOnGH(CGameHandler *gh, CConnection *c, void *pack, PlayerColor player) const =0;
  63. virtual ~CBaseForGHApply(){}
  64. template<typename U> static CBaseForGHApply *getApplier(const U * t=nullptr)
  65. {
  66. return new CApplyOnGH<U>;
  67. }
  68. };
  69. template <typename T> class CApplyOnGH : public CBaseForGHApply
  70. {
  71. public:
  72. bool applyOnGH(CGameHandler *gh, CConnection *c, void *pack, PlayerColor player) const
  73. {
  74. T *ptr = static_cast<T*>(pack);
  75. ptr->c = c;
  76. ptr->player = player;
  77. return ptr->applyGh(gh);
  78. }
  79. };
  80. template <>
  81. class CApplyOnGH<CPack> : public CBaseForGHApply
  82. {
  83. public:
  84. bool applyOnGH(CGameHandler *gh, CConnection *c, void *pack, PlayerColor player) const
  85. {
  86. logGlobal->errorStream() << "Cannot apply on GH plain CPack!";
  87. assert(0);
  88. return false;
  89. }
  90. };
  91. static CApplier<CBaseForGHApply> *applier = nullptr;
  92. CMP_stack cmpst ;
  93. static inline double distance(int3 a, int3 b)
  94. {
  95. return std::sqrt( (double)(a.x-b.x)*(a.x-b.x) + (a.y-b.y)*(a.y-b.y) );
  96. }
  97. static void giveExp(BattleResult &r)
  98. {
  99. r.exp[0] = 0;
  100. r.exp[1] = 0;
  101. for(auto i = r.casualties[!r.winner].begin(); i!=r.casualties[!r.winner].end(); i++)
  102. {
  103. r.exp[r.winner] += VLC->creh->creatures.at(i->first)->valOfBonuses(Bonus::STACK_HEALTH) * i->second;
  104. }
  105. }
  106. PlayerStatus PlayerStatuses::operator[](PlayerColor player)
  107. {
  108. boost::unique_lock<boost::mutex> l(mx);
  109. if(players.find(player) != players.end())
  110. {
  111. return players.at(player);
  112. }
  113. else
  114. {
  115. throw std::runtime_error("No such player!");
  116. }
  117. }
  118. void PlayerStatuses::addPlayer(PlayerColor player)
  119. {
  120. boost::unique_lock<boost::mutex> l(mx);
  121. players[player];
  122. }
  123. bool PlayerStatuses::checkFlag(PlayerColor player, bool PlayerStatus::*flag)
  124. {
  125. boost::unique_lock<boost::mutex> l(mx);
  126. if(players.find(player) != players.end())
  127. {
  128. return players[player].*flag;
  129. }
  130. else
  131. {
  132. throw std::runtime_error("No such player!");
  133. }
  134. }
  135. void PlayerStatuses::setFlag(PlayerColor player, bool PlayerStatus::*flag, bool val)
  136. {
  137. boost::unique_lock<boost::mutex> l(mx);
  138. if(players.find(player) != players.end())
  139. {
  140. players[player].*flag = val;
  141. }
  142. else
  143. {
  144. throw std::runtime_error("No such player!");
  145. }
  146. cv.notify_all();
  147. }
  148. template <typename T>
  149. void callWith(std::vector<T> args, std::function<void(T)> fun, ui32 which)
  150. {
  151. fun(args[which]);
  152. }
  153. void CGameHandler::levelUpHero(const CGHeroInstance * hero, SecondarySkill skill)
  154. {
  155. changeSecSkill(hero, skill, 1, 0);
  156. expGiven(hero);
  157. }
  158. void CGameHandler::levelUpHero(const CGHeroInstance * hero)
  159. {
  160. // required exp for at least 1 lvl-up hasn't been reached
  161. if(!hero->gainsLevel())
  162. {
  163. return;
  164. }
  165. // give primary skill
  166. logGlobal->traceStream() << hero->name << " got level "<< hero->level;
  167. auto primarySkill = hero->nextPrimarySkill();
  168. SetPrimSkill sps;
  169. sps.id = hero->id;
  170. sps.which = primarySkill;
  171. sps.abs = false;
  172. sps.val = 1;
  173. sendAndApply(&sps);
  174. HeroLevelUp hlu;
  175. hlu.hero = hero;
  176. hlu.primskill = primarySkill;
  177. hlu.skills = hero->getLevelUpProposedSecondarySkills();
  178. if(hlu.skills.size() == 0)
  179. {
  180. sendAndApply(&hlu);
  181. levelUpHero(hero);
  182. }
  183. else if(hlu.skills.size() == 1 || hero->tempOwner == PlayerColor::NEUTRAL) //choose skill automatically
  184. {
  185. sendAndApply(&hlu);
  186. levelUpHero(hero, *RandomGeneratorUtil::nextItem(hlu.skills, hero->skillsInfo.rand));
  187. }
  188. else if(hlu.skills.size() > 1)
  189. {
  190. auto levelUpQuery = make_shared<CHeroLevelUpDialogQuery>(hlu);
  191. hlu.queryID = levelUpQuery->queryID;
  192. queries.addQuery(levelUpQuery);
  193. sendAndApply(&hlu);
  194. //level up will be called on query reply
  195. }
  196. }
  197. void CGameHandler::levelUpCommander (const CCommanderInstance * c, int skill)
  198. {
  199. SetCommanderProperty scp;
  200. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  201. if (hero)
  202. scp.heroid = hero->id;
  203. else
  204. {
  205. complain ("Commander is not led by hero!");
  206. return;
  207. }
  208. scp.accumulatedBonus.subtype = 0;
  209. scp.accumulatedBonus.additionalInfo = 0;
  210. scp.accumulatedBonus.duration = Bonus::PERMANENT;
  211. scp.accumulatedBonus.turnsRemain = 0;
  212. scp.accumulatedBonus.source = Bonus::COMMANDER;
  213. scp.accumulatedBonus.valType = Bonus::BASE_NUMBER;
  214. if (skill <= ECommander::SPELL_POWER)
  215. {
  216. scp.which = SetCommanderProperty::BONUS;
  217. auto difference = [](std::vector< std::vector <ui8> > skillLevels, std::vector <ui8> secondarySkills, int skill)->int
  218. {
  219. int s = std::min (skill, (int)ECommander::SPELL_POWER); //spell power level controls also casts and resistance
  220. return skillLevels.at(skill).at(secondarySkills.at(s)) - (secondarySkills.at(s) ? skillLevels.at(skill).at(secondarySkills.at(s)-1) : 0);
  221. };
  222. switch (skill)
  223. {
  224. case ECommander::ATTACK:
  225. scp.accumulatedBonus.type = Bonus::PRIMARY_SKILL;
  226. scp.accumulatedBonus.subtype = PrimarySkill::ATTACK;
  227. break;
  228. case ECommander::DEFENSE:
  229. scp.accumulatedBonus.type = Bonus::PRIMARY_SKILL;
  230. scp.accumulatedBonus.subtype = PrimarySkill::DEFENSE;
  231. break;
  232. case ECommander::HEALTH:
  233. scp.accumulatedBonus.type = Bonus::STACK_HEALTH;
  234. scp.accumulatedBonus.valType = Bonus::PERCENT_TO_BASE;
  235. break;
  236. case ECommander::DAMAGE:
  237. scp.accumulatedBonus.type = Bonus::CREATURE_DAMAGE;
  238. scp.accumulatedBonus.subtype = 0;
  239. scp.accumulatedBonus.valType = Bonus::PERCENT_TO_BASE;
  240. break;
  241. case ECommander::SPEED:
  242. scp.accumulatedBonus.type = Bonus::STACKS_SPEED;
  243. break;
  244. case ECommander::SPELL_POWER:
  245. scp.accumulatedBonus.type = Bonus::MAGIC_RESISTANCE;
  246. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::RESISTANCE);
  247. sendAndApply (&scp); //additional pack
  248. scp.accumulatedBonus.type = Bonus::CREATURE_SPELL_POWER;
  249. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::SPELL_POWER) * 100; //like hero with spellpower = ability level
  250. sendAndApply (&scp); //additional pack
  251. scp.accumulatedBonus.type = Bonus::CASTS;
  252. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::CASTS);
  253. sendAndApply (&scp); //additional pack
  254. scp.accumulatedBonus.type = Bonus::CREATURE_ENCHANT_POWER; //send normally
  255. break;
  256. }
  257. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, skill);
  258. sendAndApply (&scp);
  259. scp.which = SetCommanderProperty::SECONDARY_SKILL;
  260. scp.additionalInfo = skill;
  261. scp.amount = c->secondarySkills.at(skill) + 1;
  262. sendAndApply (&scp);
  263. }
  264. else if (skill >= 100)
  265. {
  266. scp.which = SetCommanderProperty::SPECIAL_SKILL;
  267. scp.accumulatedBonus = *VLC->creh->skillRequirements.at(skill-100).first;
  268. scp.additionalInfo = skill; //unnormalized
  269. sendAndApply (&scp);
  270. }
  271. expGiven(hero);
  272. }
  273. void CGameHandler::levelUpCommander(const CCommanderInstance * c)
  274. {
  275. if (!c->gainsLevel())
  276. {
  277. return;
  278. }
  279. CommanderLevelUp clu;
  280. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  281. if (hero)
  282. clu.hero = hero;
  283. else
  284. {
  285. complain ("Commander is not led by hero!");
  286. return;
  287. }
  288. //picking sec. skills for choice
  289. for (int i = 0; i <= ECommander::SPELL_POWER; ++i)
  290. {
  291. if (c->secondarySkills.at(i) < ECommander::MAX_SKILL_LEVEL)
  292. clu.skills.push_back(i);
  293. }
  294. int i = 100;
  295. for (auto specialSkill : VLC->creh->skillRequirements)
  296. {
  297. if (c->secondarySkills.at(specialSkill.second.first) == ECommander::MAX_SKILL_LEVEL
  298. && c->secondarySkills.at(specialSkill.second.second) == ECommander::MAX_SKILL_LEVEL
  299. && !vstd::contains (c->specialSKills, i))
  300. clu.skills.push_back (i);
  301. ++i;
  302. }
  303. int skillAmount = clu.skills.size();
  304. if(!skillAmount)
  305. {
  306. sendAndApply(&clu);
  307. levelUpCommander(c);
  308. }
  309. else if(skillAmount == 1 || hero->tempOwner == PlayerColor::NEUTRAL) //choose skill automatically
  310. {
  311. sendAndApply(&clu);
  312. levelUpCommander(c, *RandomGeneratorUtil::nextItem(clu.skills, gs->getRandomGenerator()));
  313. }
  314. else if(skillAmount > 1) //apply and ask for secondary skill
  315. {
  316. auto commanderLevelUp = make_shared<CCommanderLevelUpDialogQuery>(clu);
  317. clu.queryID = commanderLevelUp->queryID;
  318. queries.addQuery(commanderLevelUp);
  319. sendAndApply(&clu);
  320. }
  321. }
  322. void CGameHandler::expGiven(const CGHeroInstance *hero)
  323. {
  324. if(hero->gainsLevel())
  325. levelUpHero(hero);
  326. else if(hero->commander && hero->commander->gainsLevel())
  327. levelUpCommander(hero->commander);
  328. //if(hero->commander && hero->level > hero->commander->level && hero->commander->gainsLevel())
  329. // levelUpCommander(hero->commander);
  330. // else
  331. // levelUpHero(hero);
  332. }
  333. void CGameHandler::changePrimSkill(const CGHeroInstance * hero, PrimarySkill::PrimarySkill which, si64 val, bool abs)
  334. {
  335. if (which == PrimarySkill::EXPERIENCE) // Check if scenario limit reached
  336. {
  337. if (gs->map->levelLimit != 0)
  338. {
  339. TExpType expLimit = VLC->heroh->reqExp(gs->map->levelLimit);
  340. TExpType resultingExp = abs ? val : hero->exp + val;
  341. if (resultingExp > expLimit)
  342. {
  343. // set given experience to max possible, but don't decrease if hero already over top
  344. abs = true;
  345. val = std::max(expLimit, hero->exp);
  346. InfoWindow iw;
  347. iw.player = hero->tempOwner;
  348. iw.text.addTxt(MetaString::GENERAL_TXT, 1); //can gain no more XP
  349. iw.text.addReplacement(hero->name);
  350. sendAndApply(&iw);
  351. }
  352. }
  353. }
  354. SetPrimSkill sps;
  355. sps.id = hero->id;
  356. sps.which = which;
  357. sps.abs = abs;
  358. sps.val = val;
  359. sendAndApply(&sps);
  360. //only for exp - hero may level up
  361. if (which == PrimarySkill::EXPERIENCE)
  362. {
  363. if(hero->commander && hero->commander->alive)
  364. {
  365. //FIXME: trim experience according to map limit?
  366. SetCommanderProperty scp;
  367. scp.heroid = hero->id;
  368. scp.which = SetCommanderProperty::EXPERIENCE;
  369. scp.amount = val;
  370. sendAndApply (&scp);
  371. CBonusSystemNode::treeHasChanged();
  372. }
  373. expGiven(hero);
  374. }
  375. }
  376. void CGameHandler::changeSecSkill( const CGHeroInstance * hero, SecondarySkill which, int val, bool abs/*=false*/ )
  377. {
  378. SetSecSkill sss;
  379. sss.id = hero->id;
  380. sss.which = which;
  381. sss.val = val;
  382. sss.abs = abs;
  383. sendAndApply(&sss);
  384. if(which == SecondarySkill::WISDOM)
  385. {
  386. if(hero && hero->visitedTown)
  387. giveSpells(hero->visitedTown, hero);
  388. }
  389. }
  390. void CGameHandler::endBattle(int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2)
  391. {
  392. LOG_TRACE(logGlobal);
  393. //Fill BattleResult structure with exp info
  394. giveExp(*battleResult.data);
  395. if (battleResult.get()->result == BattleResult::NORMAL) // give 500 exp for defeating hero, unless he escaped
  396. {
  397. if (hero1)
  398. battleResult.data->exp[1] += 500;
  399. if (hero2)
  400. battleResult.data->exp[0] += 500;
  401. }
  402. if (hero1)
  403. battleResult.data->exp[0] = hero1->calculateXp(battleResult.data->exp[0]);//scholar skill
  404. if (hero2)
  405. battleResult.data->exp[1] = hero2->calculateXp(battleResult.data->exp[1]);
  406. const CArmedInstance *bEndArmy1 = gs->curB->sides.at(0).armyObject;
  407. const CArmedInstance *bEndArmy2 = gs->curB->sides.at(1).armyObject;
  408. const BattleResult::EResult result = battleResult.get()->result;
  409. auto findBattleQuery = [this] () -> shared_ptr<CBattleQuery>
  410. {
  411. for(auto &q : queries.allQueries())
  412. {
  413. if(auto bq = std::dynamic_pointer_cast<CBattleQuery>(q))
  414. if(bq->bi == gs->curB)
  415. return bq;
  416. }
  417. return shared_ptr<CBattleQuery>();
  418. };
  419. auto battleQuery = findBattleQuery();
  420. if(!battleQuery)
  421. {
  422. logGlobal->errorStream() << "Cannot find battle query!";
  423. if(gs->initialOpts->mode == StartInfo::DUEL)
  424. {
  425. battleQuery = make_shared<CBattleQuery>(gs->curB);
  426. }
  427. }
  428. if(battleQuery != queries.topQuery(gs->curB->sides[0].color))
  429. complain("Player " + boost::lexical_cast<std::string>(gs->curB->sides[0].color) + " although in battle has no battle query at the top!");
  430. battleQuery->result = *battleResult.data;
  431. //Check how many battle queries were created (number of players blocked by battle)
  432. const int queriedPlayers = battleQuery ? boost::count(queries.allQueries(), battleQuery) : 0;
  433. finishingBattle = make_unique<FinishingBattleHelper>(battleQuery, gs->initialOpts->mode == StartInfo::DUEL, queriedPlayers);
  434. CasualtiesAfterBattle cab1(bEndArmy1, gs->curB), cab2(bEndArmy2, gs->curB); //calculate casualties before deleting battle
  435. if(finishingBattle->duel)
  436. {
  437. duelFinished();
  438. sendAndApply(battleResult.data); //after this point casualties objects are destroyed
  439. return;
  440. }
  441. ChangeSpells cs; //for Eagle Eye
  442. if(finishingBattle->winnerHero)
  443. {
  444. if(int eagleEyeLevel = finishingBattle->winnerHero->getSecSkillLevel(SecondarySkill::EAGLE_EYE))
  445. {
  446. int maxLevel = eagleEyeLevel + 1;
  447. double eagleEyeChance = finishingBattle->winnerHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::EAGLE_EYE);
  448. for(const CSpell *sp : gs->curB->sides.at(!battleResult.data->winner).usedSpellsHistory)
  449. if(sp->level <= maxLevel && !vstd::contains(finishingBattle->winnerHero->spells, sp->id) && gs->getRandomGenerator().nextInt(99) < eagleEyeChance)
  450. cs.spells.insert(sp->id);
  451. }
  452. }
  453. std::vector<ui32> arts; //display them in window
  454. if (result == BattleResult::NORMAL && finishingBattle->winnerHero)
  455. {
  456. if (finishingBattle->loserHero)
  457. {
  458. auto artifactsWorn = finishingBattle->loserHero->artifactsWorn; //TODO: wrap it into a function, somehow (boost::variant -_-)
  459. for (auto artSlot : artifactsWorn)
  460. {
  461. MoveArtifact ma;
  462. ma.src = ArtifactLocation (finishingBattle->loserHero, artSlot.first);
  463. const CArtifactInstance * art = ma.src.getArt();
  464. if (art && !art->artType->isBig() && art->artType->id != 0) // don't move war machines or locked arts (spellbook)
  465. {
  466. arts.push_back (art->artType->id);
  467. ma.dst = ArtifactLocation (finishingBattle->winnerHero, art->firstAvailableSlot(finishingBattle->winnerHero));
  468. sendAndApply(&ma);
  469. }
  470. }
  471. while (!finishingBattle->loserHero->artifactsInBackpack.empty())
  472. {
  473. //we assume that no big artifacts can be found
  474. MoveArtifact ma;
  475. ma.src = ArtifactLocation (finishingBattle->loserHero,
  476. ArtifactPosition(GameConstants::BACKPACK_START)); //backpack automatically shifts arts to beginning
  477. const CArtifactInstance * art = ma.src.getArt();
  478. arts.push_back (art->artType->id);
  479. ma.dst = ArtifactLocation (finishingBattle->winnerHero, art->firstAvailableSlot(finishingBattle->winnerHero));
  480. sendAndApply(&ma);
  481. }
  482. if (finishingBattle->loserHero->commander) //TODO: what if commanders belong to no hero?
  483. {
  484. artifactsWorn = finishingBattle->loserHero->commander->artifactsWorn;
  485. for (auto artSlot : artifactsWorn)
  486. {
  487. MoveArtifact ma;
  488. ma.src = ArtifactLocation (finishingBattle->loserHero->commander.get(), artSlot.first);
  489. const CArtifactInstance * art = ma.src.getArt();
  490. if (art && !art->artType->isBig())
  491. {
  492. arts.push_back (art->artType->id);
  493. ma.dst = ArtifactLocation (finishingBattle->winnerHero, art->firstAvailableSlot(finishingBattle->winnerHero));
  494. sendAndApply(&ma);
  495. }
  496. }
  497. }
  498. }
  499. for (auto armySlot : gs->curB->battleGetArmyObject(!battleResult.data->winner)->stacks)
  500. {
  501. auto artifactsWorn = armySlot.second->artifactsWorn;
  502. for (auto artSlot : artifactsWorn)
  503. {
  504. MoveArtifact ma;
  505. ma.src = ArtifactLocation (armySlot.second, artSlot.first);
  506. const CArtifactInstance * art = ma.src.getArt();
  507. if (art && !art->artType->isBig())
  508. {
  509. arts.push_back (art->artType->id);
  510. ma.dst = ArtifactLocation (finishingBattle->winnerHero, art->firstAvailableSlot(finishingBattle->winnerHero));
  511. sendAndApply(&ma);
  512. }
  513. }
  514. }
  515. }
  516. sendAndApply(battleResult.data); //after this point casualties objects are destroyed
  517. if (arts.size()) //display loot
  518. {
  519. InfoWindow iw;
  520. iw.player = finishingBattle->winnerHero->tempOwner;
  521. iw.text.addTxt (MetaString::GENERAL_TXT, 30); //You have captured enemy artifact
  522. for (auto id : arts) //TODO; separate function to display loot for various ojects?
  523. {
  524. iw.components.push_back (Component (Component::ARTIFACT, id, 0, 0));
  525. if(iw.components.size() >= 14)
  526. {
  527. sendAndApply(&iw);
  528. iw.components.clear();
  529. }
  530. }
  531. if (iw.components.size())
  532. {
  533. sendAndApply(&iw);
  534. }
  535. }
  536. //Eagle Eye secondary skill handling
  537. if(!cs.spells.empty())
  538. {
  539. cs.learn = 1;
  540. cs.hid = finishingBattle->winnerHero->id;
  541. InfoWindow iw;
  542. iw.player = finishingBattle->winnerHero->tempOwner;
  543. iw.text.addTxt(MetaString::GENERAL_TXT, 221); //Through eagle-eyed observation, %s is able to learn %s
  544. iw.text.addReplacement(finishingBattle->winnerHero->name);
  545. std::ostringstream names;
  546. for(int i = 0; i < cs.spells.size(); i++)
  547. {
  548. names << "%s";
  549. if(i < cs.spells.size() - 2)
  550. names << ", ";
  551. else if(i < cs.spells.size() - 1)
  552. names << "%s";
  553. }
  554. names << ".";
  555. iw.text.addReplacement(names.str());
  556. auto it = cs.spells.begin();
  557. for(int i = 0; i < cs.spells.size(); i++, it++)
  558. {
  559. iw.text.addReplacement(MetaString::SPELL_NAME, it->toEnum());
  560. if(i == cs.spells.size() - 2) //we just added pre-last name
  561. iw.text.addReplacement(MetaString::GENERAL_TXT, 141); // " and "
  562. iw.components.push_back(Component(Component::SPELL, *it, 0, 0));
  563. }
  564. sendAndApply(&iw);
  565. sendAndApply(&cs);
  566. }
  567. cab1.takeFromArmy(this);
  568. cab2.takeFromArmy(this); //take casualties after battle is deleted
  569. //if one hero has lost we will erase him
  570. if(battleResult.data->winner!=0 && hero1)
  571. {
  572. RemoveObject ro(hero1->id);
  573. sendAndApply(&ro);
  574. }
  575. if(battleResult.data->winner!=1 && hero2)
  576. {
  577. RemoveObject ro(hero2->id);
  578. sendAndApply(&ro);
  579. }
  580. //give exp
  581. if (battleResult.data->exp[0] && hero1 && battleResult.get()->winner == 0)
  582. changePrimSkill(hero1, PrimarySkill::EXPERIENCE, battleResult.data->exp[0]);
  583. else if (battleResult.data->exp[1] && hero2 && battleResult.get()->winner == 1)
  584. changePrimSkill(hero2, PrimarySkill::EXPERIENCE, battleResult.data->exp[1]);
  585. queries.popIfTop(battleQuery);
  586. //--> continuation (battleAfterLevelUp) occurs after level-up queries are handled or on removing query (above)
  587. }
  588. void CGameHandler::battleAfterLevelUp( const BattleResult &result )
  589. {
  590. LOG_TRACE(logGlobal);
  591. finishingBattle->remainingBattleQueriesCount--;
  592. logGlobal->traceStream() << "Decremented queries count to " << finishingBattle->remainingBattleQueriesCount;
  593. if(finishingBattle->remainingBattleQueriesCount > 0)
  594. //Battle results will be handled when all battle queries are closed
  595. return;
  596. //TODO consider if we really want it to work like above. ATM each player as unblocked as soon as possible
  597. // but the battle consequences are applied after final player is unblocked. Hard to abuse...
  598. // Still, it looks like a hole.
  599. // Necromancy if applicable.
  600. const CStackBasicDescriptor raisedStack = finishingBattle->winnerHero ? finishingBattle->winnerHero->calculateNecromancy(*battleResult.data) : CStackBasicDescriptor();
  601. // Give raised units to winner and show dialog, if any were raised,
  602. // units will be given after casualties are taken
  603. const SlotID necroSlot = raisedStack.type ? finishingBattle->winnerHero->getSlotFor(raisedStack.type) : SlotID();
  604. if (necroSlot != SlotID())
  605. {
  606. finishingBattle->winnerHero->showNecromancyDialog(raisedStack);
  607. addToSlot(StackLocation(finishingBattle->winnerHero, necroSlot), raisedStack.type, raisedStack.count);
  608. }
  609. BattleResultsApplied resultsApplied;
  610. resultsApplied.player1 = finishingBattle->victor;
  611. resultsApplied.player2 = finishingBattle->loser;
  612. sendAndApply(&resultsApplied);
  613. setBattle(nullptr);
  614. if(visitObjectAfterVictory && result.winner==0)
  615. {
  616. logGlobal->traceStream() << "post-victory visit";
  617. visitObjectOnTile(*getTile(finishingBattle->winnerHero->getPosition()), finishingBattle->winnerHero);
  618. }
  619. visitObjectAfterVictory = false;
  620. //handle victory/loss of engaged players
  621. std::set<PlayerColor> playerColors = boost::assign::list_of(finishingBattle->loser)(finishingBattle->victor);
  622. checkVictoryLossConditions(playerColors);
  623. if(result.result == BattleResult::SURRENDER || result.result == BattleResult::ESCAPE) //loser has escaped or surrendered
  624. {
  625. SetAvailableHeroes sah;
  626. sah.player = finishingBattle->loser;
  627. sah.hid[0] = finishingBattle->loserHero->subID;
  628. if(result.result == BattleResult::ESCAPE) //retreat
  629. {
  630. sah.army[0].clear();
  631. sah.army[0].setCreature(SlotID(0), finishingBattle->loserHero->type->initialArmy.at(0).creature, 1);
  632. }
  633. if(const CGHeroInstance *another = getPlayer(finishingBattle->loser)->availableHeroes.at(1))
  634. sah.hid[1] = another->subID;
  635. else
  636. sah.hid[1] = -1;
  637. sendAndApply(&sah);
  638. }
  639. }
  640. void CGameHandler::prepareAttack(BattleAttack &bat, const CStack *att, const CStack *def, int distance, int targetHex)
  641. {
  642. bat.bsa.clear();
  643. bat.stackAttacking = att->ID;
  644. const int attackerLuck = att->LuckVal();
  645. auto sideHeroBlocksLuck = [](const SideInBattle &side){ return NBonus::hasOfType(side.hero, Bonus::BLOCK_LUCK); };
  646. if(!vstd::contains_if(gs->curB->sides, sideHeroBlocksLuck))
  647. {
  648. if(attackerLuck > 0 && gs->getRandomGenerator().nextInt(23) < attackerLuck)
  649. {
  650. bat.flags |= BattleAttack::LUCKY;
  651. }
  652. if (VLC->modh->settings.data["hardcodedFeatures"]["NEGATIVE_LUCK"].Bool()) // negative luck enabled
  653. {
  654. if (attackerLuck < 0 && gs->getRandomGenerator().nextInt(23) < abs(attackerLuck))
  655. {
  656. bat.flags |= BattleAttack::UNLUCKY;
  657. }
  658. }
  659. }
  660. if(gs->getRandomGenerator().nextInt(99) < att->valOfBonuses(Bonus::DOUBLE_DAMAGE_CHANCE))
  661. {
  662. bat.flags |= BattleAttack::DEATH_BLOW;
  663. }
  664. if(att->getCreature()->idNumber == CreatureID::BALLISTA)
  665. {
  666. static const int artilleryLvlToChance[] = {0, 50, 75, 100};
  667. const CGHeroInstance * owner = gs->curB->getHero(att->owner);
  668. int chance = artilleryLvlToChance[owner->getSecSkillLevel(SecondarySkill::ARTILLERY)];
  669. if(chance > gs->getRandomGenerator().nextInt(99))
  670. {
  671. bat.flags |= BattleAttack::BALLISTA_DOUBLE_DMG;
  672. }
  673. }
  674. // only primary target
  675. applyBattleEffects(bat, att, def, distance, false);
  676. if (!bat.shot()) //multiple-hex attack - only in meele
  677. {
  678. std::set<const CStack*> attackedCreatures = gs->curB->getAttackedCreatures(att, targetHex); //creatures other than primary target
  679. for(const CStack * stack : attackedCreatures)
  680. {
  681. if (stack != def) //do not hit same stack twice
  682. {
  683. applyBattleEffects(bat, att, stack, distance, true);
  684. }
  685. }
  686. }
  687. const Bonus * bonus = att->getBonusLocalFirst(Selector::type(Bonus::SPELL_LIKE_ATTACK));
  688. if (bonus && (bat.shot())) //TODO: make it work in meele?
  689. {
  690. bat.bsa.front().flags |= BattleStackAttacked::EFFECT;
  691. bat.bsa.front().effect = VLC->spellh->objects.at(bonus->subtype)->mainEffectAnim; //hopefully it does not interfere with any other effect?
  692. std::set<const CStack*> attackedCreatures = gs->curB->getAffectedCreatures(SpellID(bonus->subtype).toSpell(), bonus->val, att->owner, targetHex);
  693. //TODO: get exact attacked hex for defender
  694. for(const CStack * stack : attackedCreatures)
  695. {
  696. if (stack != def) //do not hit same stack twice
  697. {
  698. applyBattleEffects(bat, att, stack, distance, true);
  699. }
  700. }
  701. }
  702. }
  703. void CGameHandler::applyBattleEffects(BattleAttack &bat, const CStack *att, const CStack *def, int distance, bool secondary) //helper function for prepareAttack
  704. {
  705. BattleStackAttacked bsa;
  706. if (secondary)
  707. bsa.flags |= BattleStackAttacked::SECONDARY; //all other targets do not suffer from spells & spell-like abilities
  708. bsa.attackerID = att->ID;
  709. bsa.stackAttacked = def->ID;
  710. bsa.damageAmount = gs->curB->calculateDmg(att, def, gs->curB->battleGetOwner(att), gs->curB->battleGetOwner(def),
  711. bat.shot(), distance, bat.lucky(), bat.unlucky(), bat.deathBlow(), bat.ballistaDoubleDmg(), gs->getRandomGenerator());
  712. def->prepareAttacked(bsa, gs->getRandomGenerator()); //calculate casualties
  713. //life drain handling
  714. if (att->hasBonusOfType(Bonus::LIFE_DRAIN) && def->isLiving())
  715. {
  716. StacksHealedOrResurrected shi;
  717. shi.lifeDrain = (ui8)true;
  718. shi.tentHealing = (ui8)false;
  719. shi.drainedFrom = def->ID;
  720. StacksHealedOrResurrected::HealInfo hi;
  721. hi.stackID = att->ID;
  722. hi.healedHP = std::min<int> (bsa.damageAmount * att->valOfBonuses (Bonus::LIFE_DRAIN) / 100,
  723. att->MaxHealth() - att->firstHPleft + att->MaxHealth() * (att->baseAmount - att->count) );
  724. hi.lowLevelResurrection = false;
  725. shi.healedStacks.push_back(hi);
  726. if (hi.healedHP > 0)
  727. {
  728. bsa.healedStacks.push_back(shi);
  729. }
  730. }
  731. bat.bsa.push_back(bsa); //add this stack to the list of victims after drain life has been calculated
  732. //fire shield handling
  733. if (!bat.shot() && def->hasBonusOfType(Bonus::FIRE_SHIELD) && !att->hasBonusOfType (Bonus::FIRE_IMMUNITY) && !bsa.killed() )
  734. {
  735. BattleStackAttacked bsa2;
  736. bsa2.stackAttacked = att->ID; //invert
  737. bsa2.attackerID = def->ID;
  738. bsa2.flags |= BattleStackAttacked::EFFECT; //FIXME: play anmation upon efreet and not attacker
  739. bsa2.effect = 11;
  740. bsa2.damageAmount = (bsa.damageAmount * def->valOfBonuses(Bonus::FIRE_SHIELD)) / 100; //TODO: scale with attack/defense
  741. att->prepareAttacked(bsa2, gameState()->getRandomGenerator());
  742. bat.bsa.push_back(bsa2);
  743. }
  744. }
  745. void CGameHandler::handleConnection(std::set<PlayerColor> players, CConnection &c)
  746. {
  747. setThreadName("CGameHandler::handleConnection");
  748. try
  749. {
  750. while(1)//server should never shut connection first //was: while(!end2)
  751. {
  752. CPack *pack = nullptr;
  753. PlayerColor player = PlayerColor::NEUTRAL;
  754. si32 requestID = -999;
  755. int packType = 0;
  756. {
  757. boost::unique_lock<boost::mutex> lock(*c.rmx);
  758. c >> player >> requestID >> pack; //get the package
  759. if(!pack)
  760. {
  761. logGlobal ->errorStream() << boost::format("Received a null package marked as request %d from player %d") % requestID % player;
  762. }
  763. packType = typeList.getTypeID(pack); //get the id of type
  764. logGlobal->traceStream() << boost::format("Received client message (request %d by player %d) of type with ID=%d (%s).\n")
  765. % requestID % player.getNum() % packType % typeid(*pack).name();
  766. }
  767. //prepare struct informing that action was applied
  768. auto sendPackageResponse = [&](bool succesfullyApplied)
  769. {
  770. PackageApplied applied;
  771. applied.player = player;
  772. applied.result = succesfullyApplied;
  773. applied.packType = packType;
  774. applied.requestID = requestID;
  775. boost::unique_lock<boost::mutex> lock(*c.wmx);
  776. c << &applied;
  777. };
  778. CBaseForGHApply *apply = applier->apps[packType]; //and appropriae applier object
  779. if(isBlockedByQueries(pack, player))
  780. {
  781. sendPackageResponse(false);
  782. }
  783. else if(apply)
  784. {
  785. const bool result = apply->applyOnGH(this,&c,pack, player);
  786. if(!result)
  787. complain("Got false in applying... that request must have been fishy!");
  788. logGlobal->traceStream() << "Message successfully applied (result=" << result << ")!";
  789. sendPackageResponse(true);
  790. }
  791. else
  792. {
  793. logGlobal->errorStream() << "Message cannot be applied, cannot find applier (unregistered type)!";
  794. sendPackageResponse(false);
  795. }
  796. vstd::clear_pointer(pack);
  797. }
  798. }
  799. catch(boost::system::system_error &e) //for boost errors just log, not crash - probably client shut down connection
  800. {
  801. assert(!c.connected); //make sure that connection has been marked as broken
  802. logGlobal->errorStream() << e.what();
  803. end2 = true;
  804. }
  805. HANDLE_EXCEPTION(end2 = true);
  806. logGlobal->errorStream() << "Ended handling connection";
  807. }
  808. int CGameHandler::moveStack(int stack, BattleHex dest)
  809. {
  810. int ret = 0;
  811. const CStack *curStack = gs->curB->battleGetStackByID(stack),
  812. *stackAtEnd = gs->curB->battleGetStackByPos(dest);
  813. assert(curStack);
  814. assert(dest < GameConstants::BFIELD_SIZE);
  815. if (gs->curB->tacticDistance)
  816. {
  817. assert(gs->curB->isInTacticRange(dest));
  818. }
  819. if(curStack->position == dest)
  820. return 0;
  821. //initing necessary tables
  822. auto accessibility = getAccesibility(curStack);
  823. //shifting destination (if we have double wide stack and we can occupy dest but not be exactly there)
  824. if(!stackAtEnd && curStack->doubleWide() && !accessibility.accessible(dest, curStack))
  825. {
  826. if(curStack->attackerOwned)
  827. {
  828. if(accessibility.accessible(dest+1, curStack))
  829. dest += BattleHex::RIGHT;
  830. }
  831. else
  832. {
  833. if(accessibility.accessible(dest-1, curStack))
  834. dest += BattleHex::LEFT;
  835. }
  836. }
  837. if((stackAtEnd && stackAtEnd!=curStack && stackAtEnd->alive()) || !accessibility.accessible(dest, curStack))
  838. {
  839. complain("Given destination is not accessible!");
  840. return 0;
  841. }
  842. std::pair< std::vector<BattleHex>, int > path = gs->curB->getPath(curStack->position, dest, curStack);
  843. ret = path.second;
  844. int creSpeed = gs->curB->tacticDistance ? GameConstants::BFIELD_SIZE : curStack->Speed();
  845. if(curStack->hasBonusOfType(Bonus::FLYING))
  846. {
  847. if(path.second <= creSpeed && path.first.size() > 0)
  848. {
  849. //inform clients about move
  850. BattleStackMoved sm;
  851. sm.stack = curStack->ID;
  852. std::vector<BattleHex> tiles;
  853. tiles.push_back(path.first[0]);
  854. sm.tilesToMove = tiles;
  855. sm.distance = path.second;
  856. sm.teleporting = false;
  857. sendAndApply(&sm);
  858. }
  859. }
  860. else //for non-flying creatures
  861. {
  862. // send one package with the creature path information
  863. shared_ptr<const CObstacleInstance> obstacle; //obstacle that interrupted movement
  864. std::vector<BattleHex> tiles;
  865. int tilesToMove = std::max((int)(path.first.size() - creSpeed), 0);
  866. int v = path.first.size()-1;
  867. startWalking:
  868. for(; v >= tilesToMove; --v)
  869. {
  870. BattleHex hex = path.first[v];
  871. tiles.push_back(hex);
  872. if((obstacle = battleGetObstacleOnPos(hex, false)))
  873. {
  874. //we walked onto something, so we finalize this portion of stack movement check into obstacle
  875. break;
  876. }
  877. }
  878. if (tiles.size() > 0)
  879. {
  880. //commit movement
  881. BattleStackMoved sm;
  882. sm.stack = curStack->ID;
  883. sm.distance = path.second;
  884. sm.teleporting = false;
  885. sm.tilesToMove = tiles;
  886. sendAndApply(&sm);
  887. }
  888. //we don't handle obstacle at the destination tile -> it's handled separately in the if at the end
  889. if(obstacle && curStack->position != dest)
  890. {
  891. handleDamageFromObstacle(*obstacle, curStack);
  892. //if stack didn't die in explosion, continue movement
  893. if(!obstacle->stopsMovement() && curStack->alive())
  894. {
  895. obstacle.reset();
  896. tiles.clear();
  897. v--;
  898. goto startWalking; //TODO it's so evil
  899. }
  900. }
  901. }
  902. //handling obstacle on the final field (separate, because it affects both flying and walking stacks)
  903. if(curStack->alive())
  904. {
  905. if(auto theLastObstacle = battleGetObstacleOnPos(curStack->position, false))
  906. {
  907. handleDamageFromObstacle(*theLastObstacle, curStack);
  908. }
  909. }
  910. return ret;
  911. }
  912. CGameHandler::CGameHandler(void)
  913. {
  914. QID = 1;
  915. //gs = nullptr;
  916. IObjectInterface::cb = this;
  917. applier = new CApplier<CBaseForGHApply>;
  918. registerTypesServerPacks(*applier);
  919. visitObjectAfterVictory = false;
  920. queries.gh = this;
  921. }
  922. CGameHandler::~CGameHandler(void)
  923. {
  924. delete applier;
  925. applier = nullptr;
  926. delete gs;
  927. }
  928. void CGameHandler::init(StartInfo *si)
  929. {
  930. if(si->seedToBeUsed == 0)
  931. {
  932. si->seedToBeUsed = std::time(nullptr);
  933. }
  934. gs = new CGameState();
  935. logGlobal->infoStream() << "Gamestate created!";
  936. gs->init(si);
  937. logGlobal->infoStream() << "Gamestate initialized!";
  938. // reset seed, so that clients can't predict any following random values
  939. gs->getRandomGenerator().resetSeed();
  940. for(auto & elem : gs->players)
  941. {
  942. states.addPlayer(elem.first);
  943. }
  944. }
  945. static bool evntCmp(const CMapEvent &a, const CMapEvent &b)
  946. {
  947. return a.earlierThan(b);
  948. }
  949. void CGameHandler::setPortalDwelling(const CGTownInstance * town, bool forced=false, bool clear = false)
  950. {// bool forced = true - if creature should be replaced, if false - only if no creature was set
  951. const PlayerState *p = gs->getPlayer(town->tempOwner);
  952. if(!p)
  953. {
  954. logGlobal->warnStream() << "There is no player owner of town " << town->name << " at " << town->pos;
  955. return;
  956. }
  957. if (forced || town->creatures.at(GameConstants::CREATURES_PER_TOWN).second.empty())//we need to change creature
  958. {
  959. SetAvailableCreatures ssi;
  960. ssi.tid = town->id;
  961. ssi.creatures = town->creatures;
  962. ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.clear();//remove old one
  963. const std::vector<ConstTransitivePtr<CGDwelling> > &dwellings = p->dwellings;
  964. if (dwellings.empty())//no dwellings - just remove
  965. {
  966. sendAndApply(&ssi);
  967. return;
  968. }
  969. auto dwelling = *RandomGeneratorUtil::nextItem(dwellings, gs->getRandomGenerator());
  970. // for multi-creature dwellings like Golem Factory
  971. auto creatureId = RandomGeneratorUtil::nextItem(dwelling->creatures, gs->getRandomGenerator())->second[0];
  972. if(clear)
  973. {
  974. ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = std::max((ui32)1, (VLC->creh->creatures.at(creatureId)->growth)/2);
  975. }
  976. else
  977. {
  978. ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = VLC->creh->creatures.at(creatureId)->growth;
  979. }
  980. ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.push_back(creatureId);
  981. sendAndApply(&ssi);
  982. }
  983. }
  984. void CGameHandler::newTurn()
  985. {
  986. logGlobal->traceStream() << "Turn " << gs->day+1;
  987. NewTurn n;
  988. n.specialWeek = NewTurn::NO_ACTION;
  989. n.creatureid = CreatureID::NONE;
  990. n.day = gs->day + 1;
  991. bool firstTurn = !getDate(Date::DAY);
  992. bool newWeek = getDate(Date::DAY_OF_WEEK) == 7; //day numbers are confusing, as day was not yet switched
  993. bool newMonth = getDate(Date::DAY_OF_MONTH) == 28;
  994. std::map<PlayerColor, si32> hadGold;//starting gold - for buildings like dwarven treasury
  995. if (firstTurn)
  996. {
  997. for (auto obj : gs->map->objects)
  998. {
  999. if (obj && obj->ID == Obj::PRISON) //give imprisoned hero 0 exp to level him up. easiest to do at this point
  1000. {
  1001. changePrimSkill (getHero(obj->id), PrimarySkill::EXPERIENCE, 0);
  1002. }
  1003. }
  1004. }
  1005. if (newWeek && !firstTurn)
  1006. {
  1007. n.specialWeek = NewTurn::NORMAL;
  1008. bool deityOfFireBuilt = false;
  1009. for(const CGTownInstance *t : gs->map->towns)
  1010. {
  1011. if(t->hasBuilt(BuildingID::GRAIL, ETownType::INFERNO))
  1012. {
  1013. deityOfFireBuilt = true;
  1014. break;
  1015. }
  1016. }
  1017. if(deityOfFireBuilt)
  1018. {
  1019. n.specialWeek = NewTurn::DEITYOFFIRE;
  1020. n.creatureid = CreatureID::IMP;
  1021. }
  1022. else
  1023. {
  1024. int monthType = gs->getRandomGenerator().nextInt(99);
  1025. if(newMonth) //new month
  1026. {
  1027. if (monthType < 40) //double growth
  1028. {
  1029. n.specialWeek = NewTurn::DOUBLE_GROWTH;
  1030. if (VLC->modh->settings.ALL_CREATURES_GET_DOUBLE_MONTHS)
  1031. {
  1032. std::pair<int, CreatureID> newMonster(54, VLC->creh->pickRandomMonster(gs->getRandomGenerator()));
  1033. n.creatureid = newMonster.second;
  1034. }
  1035. else if(VLC->creh->doubledCreatures.size())
  1036. {
  1037. const std::vector<CreatureID> doubledCreatures (VLC->creh->doubledCreatures.begin(), VLC->creh->doubledCreatures.end());
  1038. n.creatureid = *RandomGeneratorUtil::nextItem(doubledCreatures, gs->getRandomGenerator());
  1039. }
  1040. else
  1041. {
  1042. complain("Cannot find creature that can be spawned!");
  1043. n.specialWeek = NewTurn::NORMAL;
  1044. }
  1045. }
  1046. else if (monthType < 50)
  1047. n.specialWeek = NewTurn::PLAGUE;
  1048. }
  1049. else //it's a week, but not full month
  1050. {
  1051. if (monthType < 25)
  1052. {
  1053. n.specialWeek = NewTurn::BONUS_GROWTH; //+5
  1054. std::pair<int, CreatureID> newMonster(54, VLC->creh->pickRandomMonster(gs->getRandomGenerator()));
  1055. //TODO do not pick neutrals
  1056. n.creatureid = newMonster.second;
  1057. }
  1058. }
  1059. }
  1060. }
  1061. std::map<ui32, ConstTransitivePtr<CGHeroInstance> > pool = gs->hpool.heroesPool;
  1062. for (auto & elem : gs->players)
  1063. {
  1064. if(elem.first == PlayerColor::NEUTRAL)
  1065. continue;
  1066. else if(elem.first >= PlayerColor::PLAYER_LIMIT)
  1067. assert(0); //illegal player number!
  1068. std::pair<PlayerColor, si32> playerGold(elem.first, elem.second.resources.at(Res::GOLD));
  1069. hadGold.insert(playerGold);
  1070. if(newWeek) //new heroes in tavern
  1071. {
  1072. SetAvailableHeroes sah;
  1073. sah.player = elem.first;
  1074. //pick heroes and their armies
  1075. CHeroClass *banned = nullptr;
  1076. for (int j = 0; j < GameConstants::AVAILABLE_HEROES_PER_PLAYER; j++)
  1077. {
  1078. //first hero - native if possible, second hero -> any other class
  1079. if(CGHeroInstance *h = gs->hpool.pickHeroFor(j == 0, elem.first, getNativeTown(elem.first), pool, gs->getRandomGenerator(), banned))
  1080. {
  1081. sah.hid[j] = h->subID;
  1082. h->initArmy(&sah.army[j]);
  1083. banned = h->type->heroClass;
  1084. }
  1085. else
  1086. sah.hid[j] = -1;
  1087. }
  1088. sendAndApply(&sah);
  1089. }
  1090. n.res[elem.first] = elem.second.resources;
  1091. for(CGHeroInstance *h : (elem).second.heroes)
  1092. {
  1093. if(h->visitedTown)
  1094. giveSpells(h->visitedTown, h);
  1095. NewTurn::Hero hth;
  1096. hth.id = h->id;
  1097. hth.move = h->maxMovePoints(gs->map->getTile(h->getPosition(false)).terType != ETerrainType::WATER);
  1098. if(h->visitedTown && h->visitedTown->hasBuilt(BuildingID::MAGES_GUILD_1)) //if hero starts turn in town with mage guild
  1099. hth.mana = std::max(h->mana, h->manaLimit()); //restore all mana
  1100. else
  1101. hth.mana = std::max((si32)(0), std::max(h->mana, std::min((si32)(h->mana + h->manaRegain()), h->manaLimit())));
  1102. n.heroes.insert(hth);
  1103. if(!firstTurn) //not first day
  1104. {
  1105. n.res[elem.first][Res::GOLD] += h->valOfBonuses(Selector::typeSubtype(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::ESTATES)); //estates
  1106. for (int k = 0; k < GameConstants::RESOURCE_QUANTITY; k++)
  1107. {
  1108. n.res[elem.first][k] += h->valOfBonuses(Bonus::GENERATE_RESOURCE, k);
  1109. }
  1110. }
  1111. }
  1112. }
  1113. for(CGTownInstance *t : gs->map->towns)
  1114. {
  1115. PlayerColor player = t->tempOwner;
  1116. handleTownEvents(t, n);
  1117. if(newWeek) //first day of week
  1118. {
  1119. if(t->hasBuilt(BuildingID::PORTAL_OF_SUMMON, ETownType::DUNGEON))
  1120. setPortalDwelling(t, true, (n.specialWeek == NewTurn::PLAGUE ? true : false)); //set creatures for Portal of Summoning
  1121. if(!firstTurn)
  1122. if (t->hasBuilt(BuildingID::TREASURY, ETownType::RAMPART) && player < PlayerColor::PLAYER_LIMIT)
  1123. n.res[player][Res::GOLD] += hadGold.at(player)/10; //give 10% of starting gold
  1124. if (!vstd::contains(n.cres, t->id))
  1125. {
  1126. n.cres[t->id].tid = t->id;
  1127. n.cres[t->id].creatures = t->creatures;
  1128. }
  1129. auto & sac = n.cres.at(t->id);
  1130. for (int k=0; k < GameConstants::CREATURES_PER_TOWN; k++) //creature growths
  1131. {
  1132. if (!t->creatures.at(k).second.empty()) // there are creatures at this level
  1133. {
  1134. ui32 &availableCount = sac.creatures.at(k).first;
  1135. const CCreature *cre = VLC->creh->creatures.at(t->creatures.at(k).second.back());
  1136. if (n.specialWeek == NewTurn::PLAGUE)
  1137. availableCount = t->creatures.at(k).first / 2; //halve their number, no growth
  1138. else
  1139. {
  1140. if(firstTurn) //first day of game: use only basic growths
  1141. availableCount = cre->growth;
  1142. else
  1143. availableCount += t->creatureGrowth(k);
  1144. //Deity of fire week - upgrade both imps and upgrades
  1145. if (n.specialWeek == NewTurn::DEITYOFFIRE && vstd::contains(t->creatures.at(k).second, n.creatureid))
  1146. availableCount += 15;
  1147. if( cre->idNumber == n.creatureid ) //bonus week, effect applies only to identical creatures
  1148. {
  1149. if(n.specialWeek == NewTurn::DOUBLE_GROWTH)
  1150. availableCount *= 2;
  1151. else if(n.specialWeek == NewTurn::BONUS_GROWTH)
  1152. availableCount += 5;
  1153. }
  1154. }
  1155. }
  1156. }
  1157. }
  1158. if(!firstTurn && player < PlayerColor::PLAYER_LIMIT)//not the first day and town not neutral
  1159. {
  1160. n.res[player] = n.res[player] + t->dailyIncome();
  1161. }
  1162. if(t->hasBuilt(BuildingID::GRAIL, ETownType::TOWER))
  1163. {
  1164. // Skyship, probably easier to handle same as Veil of darkness
  1165. //do it every new day after veils apply
  1166. if (player != PlayerColor::NEUTRAL) //do not reveal fow for neutral player
  1167. {
  1168. FoWChange fw;
  1169. fw.mode = 1;
  1170. fw.player = player;
  1171. // find all hidden tiles
  1172. const auto & fow = gs->getPlayerTeam(player)->fogOfWarMap;
  1173. for (size_t i=0; i<fow.size(); i++)
  1174. for (size_t j=0; j<fow.at(i).size(); j++)
  1175. for (size_t k=0; k<fow.at(i).at(j).size(); k++)
  1176. if (!fow.at(i).at(j).at(k))
  1177. fw.tiles.insert(int3(i,j,k));
  1178. sendAndApply (&fw);
  1179. }
  1180. }
  1181. if (t->hasBonusOfType (Bonus::DARKNESS))
  1182. {
  1183. t->hideTiles(t->getOwner(), t->getBonusLocalFirst(Selector::type(Bonus::DARKNESS))->val);
  1184. }
  1185. //unhiding what shouldn't be hidden? //that's handled in netpacks client
  1186. }
  1187. if(newMonth)
  1188. {
  1189. SetAvailableArtifacts saa;
  1190. saa.id = -1;
  1191. pickAllowedArtsSet(saa.arts);
  1192. sendAndApply(&saa);
  1193. }
  1194. sendAndApply(&n);
  1195. if(newWeek)
  1196. {
  1197. //spawn wandering monsters
  1198. if (newMonth && (n.specialWeek == NewTurn::DOUBLE_GROWTH || n.specialWeek == NewTurn::DEITYOFFIRE))
  1199. {
  1200. spawnWanderingMonsters(n.creatureid);
  1201. }
  1202. //new week info popup
  1203. if(!firstTurn)
  1204. {
  1205. InfoWindow iw;
  1206. switch (n.specialWeek)
  1207. {
  1208. case NewTurn::DOUBLE_GROWTH:
  1209. iw.text.addTxt(MetaString::ARRAY_TXT, 131);
  1210. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1211. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1212. break;
  1213. case NewTurn::PLAGUE:
  1214. iw.text.addTxt(MetaString::ARRAY_TXT, 132);
  1215. break;
  1216. case NewTurn::BONUS_GROWTH:
  1217. iw.text.addTxt(MetaString::ARRAY_TXT, 134);
  1218. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1219. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1220. break;
  1221. case NewTurn::DEITYOFFIRE:
  1222. iw.text.addTxt(MetaString::ARRAY_TXT, 135);
  1223. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 42); //%s imp
  1224. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 42); //%s imp
  1225. iw.text.addReplacement2(15); //%+d 15
  1226. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 43); //%s familiar
  1227. iw.text.addReplacement2(15); //%+d 15
  1228. break;
  1229. default:
  1230. if (newMonth)
  1231. {
  1232. iw.text.addTxt(MetaString::ARRAY_TXT, (130));
  1233. iw.text.addReplacement(MetaString::ARRAY_TXT, gs->getRandomGenerator().nextInt(32, 41));
  1234. }
  1235. else
  1236. {
  1237. iw.text.addTxt(MetaString::ARRAY_TXT, (133));
  1238. iw.text.addReplacement(MetaString::ARRAY_TXT, gs->getRandomGenerator().nextInt(43, 57));
  1239. }
  1240. }
  1241. for (auto & elem : gs->players)
  1242. {
  1243. iw.player = elem.first;
  1244. sendAndApply(&iw);
  1245. }
  1246. }
  1247. }
  1248. logGlobal->traceStream() << "Info about turn " << n.day << "has been sent!";
  1249. handleTimeEvents();
  1250. //call objects
  1251. for(auto & elem : gs->map->objects)
  1252. {
  1253. if(elem)
  1254. elem->newTurn();
  1255. }
  1256. synchronizeArtifactHandlerLists(); //new day events may have changed them. TODO better of managing that
  1257. }
  1258. void CGameHandler::run(bool resume)
  1259. {
  1260. LOG_TRACE_PARAMS(logGlobal, "resume=%d", resume);
  1261. using namespace boost::posix_time;
  1262. for(CConnection *cc : conns)
  1263. {
  1264. if(!resume)
  1265. {
  1266. (*cc) << gs->initialOpts; // gs->scenarioOps
  1267. }
  1268. std::set<PlayerColor> players;
  1269. (*cc) >> players; //how many players will be handled at that client
  1270. std::stringstream sbuffer;
  1271. sbuffer << "Connection " << cc->connectionID << " will handle " << players.size() << " player: ";
  1272. for(PlayerColor color : players)
  1273. {
  1274. sbuffer << color << " ";
  1275. {
  1276. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  1277. connections[color] = cc;
  1278. }
  1279. }
  1280. logGlobal->infoStream() << sbuffer.str();
  1281. cc->addStdVecItems(gs);
  1282. cc->enableStackSendingByID();
  1283. cc->disableSmartPointerSerialization();
  1284. }
  1285. for(auto & elem : conns)
  1286. {
  1287. std::set<PlayerColor> pom;
  1288. for(auto j = connections.cbegin(); j!=connections.cend();j++)
  1289. if(j->second == elem)
  1290. pom.insert(j->first);
  1291. boost::thread(boost::bind(&CGameHandler::handleConnection,this,pom,boost::ref(*elem)));
  1292. }
  1293. if(gs->scenarioOps->mode == StartInfo::DUEL)
  1294. {
  1295. runBattle();
  1296. end2 = true;
  1297. while(conns.size() && (*conns.begin())->isOpen())
  1298. boost::this_thread::sleep(boost::posix_time::milliseconds(5)); //give time client to close socket
  1299. return;
  1300. }
  1301. auto playerTurnOrder = generatePlayerTurnOrder();
  1302. while(!end2)
  1303. {
  1304. if(!resume) newTurn();
  1305. std::list<PlayerColor>::iterator it;
  1306. if(resume)
  1307. {
  1308. it = std::find(playerTurnOrder.begin(), playerTurnOrder.end(), gs->currentPlayer);
  1309. }
  1310. else
  1311. {
  1312. it = playerTurnOrder.begin();
  1313. }
  1314. resume = false;
  1315. for(; it != playerTurnOrder.end(); it++)
  1316. {
  1317. auto playerColor = *it;
  1318. if(gs->players[playerColor].status == EPlayerStatus::INGAME)
  1319. {
  1320. states.setFlag(playerColor, &PlayerStatus::makingTurn, true);
  1321. YourTurn yt;
  1322. yt.player = playerColor;
  1323. applyAndSend(&yt);
  1324. checkVictoryLossConditionsForAll();
  1325. //wait till turn is done
  1326. boost::unique_lock<boost::mutex> lock(states.mx);
  1327. while(states.players.at(playerColor).makingTurn && !end2)
  1328. {
  1329. static time_duration p = milliseconds(200);
  1330. states.cv.timed_wait(lock,p);
  1331. }
  1332. }
  1333. }
  1334. }
  1335. while(conns.size() && (*conns.begin())->isOpen())
  1336. boost::this_thread::sleep(boost::posix_time::milliseconds(5)); //give time client to close socket
  1337. }
  1338. std::list<PlayerColor> CGameHandler::generatePlayerTurnOrder() const
  1339. {
  1340. // Generate player turn order
  1341. std::list<PlayerColor> playerTurnOrder;
  1342. for(const auto & player : gs->players) // add human players first
  1343. {
  1344. if(player.second.human)
  1345. playerTurnOrder.push_back(player.first);
  1346. }
  1347. for(const auto & player : gs->players) // then add non-human players
  1348. {
  1349. if(!player.second.human)
  1350. playerTurnOrder.push_back(player.first);
  1351. }
  1352. return std::move(playerTurnOrder);
  1353. }
  1354. void CGameHandler::setupBattle( int3 tile, const CArmedInstance *armies[2], const CGHeroInstance *heroes[2], bool creatureBank, const CGTownInstance *town )
  1355. {
  1356. battleResult.set(nullptr);
  1357. //send info about battles
  1358. BattleStart bs;
  1359. bs.info = gs->setupBattle(tile, armies, heroes, creatureBank, town);
  1360. sendAndApply(&bs);
  1361. }
  1362. void CGameHandler::checkForBattleEnd()
  1363. {
  1364. if(auto result = battleIsFinished())
  1365. {
  1366. setBattleResult(BattleResult::NORMAL, *result);
  1367. }
  1368. }
  1369. void CGameHandler::giveSpells( const CGTownInstance *t, const CGHeroInstance *h )
  1370. {
  1371. if(!h->hasSpellbook())
  1372. return; //hero hasn't spellbook
  1373. ChangeSpells cs;
  1374. cs.hid = h->id;
  1375. cs.learn = true;
  1376. for(int i=0; i<std::min(t->mageGuildLevel(),h->getSecSkillLevel(SecondarySkill::WISDOM)+2);i++)
  1377. {
  1378. if (t->hasBuilt(BuildingID::GRAIL, ETownType::CONFLUX)) //Aurora Borealis
  1379. {
  1380. std::vector<SpellID> spells;
  1381. getAllowedSpells(spells, i);
  1382. for (auto & spell : spells)
  1383. cs.spells.insert(spell);
  1384. }
  1385. else
  1386. {
  1387. for(int j=0; j<t->spellsAtLevel(i+1,true) && j<t->spells.at(i).size(); j++)
  1388. {
  1389. if(!vstd::contains(h->spells,t->spells.at(i).at(j)))
  1390. cs.spells.insert(t->spells.at(i).at(j));
  1391. }
  1392. }
  1393. }
  1394. if(!cs.spells.empty())
  1395. sendAndApply(&cs);
  1396. }
  1397. void CGameHandler::setBlockVis(ObjectInstanceID objid, bool bv)
  1398. {
  1399. SetObjectProperty sop(objid,2,bv);
  1400. sendAndApply(&sop);
  1401. }
  1402. bool CGameHandler::removeObject( const CGObjectInstance * obj )
  1403. {
  1404. if(!obj || !getObj(obj->id))
  1405. {
  1406. logGlobal->errorStream() << "Something wrong, that object already has been removed or hasn't existed!";
  1407. return false;
  1408. }
  1409. RemoveObject ro;
  1410. ro.id = obj->id;
  1411. sendAndApply(&ro);
  1412. checkVictoryLossConditionsForAll(); //eg if monster escaped (removing objs after battle is done dircetly by endBattle, not this function)
  1413. return true;
  1414. }
  1415. void CGameHandler::setAmount(ObjectInstanceID objid, ui32 val)
  1416. {
  1417. SetObjectProperty sop(objid,3,val);
  1418. sendAndApply(&sop);
  1419. }
  1420. bool CGameHandler::moveHero( ObjectInstanceID hid, int3 dst, ui8 teleporting, PlayerColor asker /*= 255*/ )
  1421. {
  1422. const CGHeroInstance *h = getHero(hid);
  1423. 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)
  1424. )
  1425. {
  1426. logGlobal->errorStream() << "Illegal call to move hero!";
  1427. return false;
  1428. }
  1429. logGlobal->traceStream() << "Player " << asker << " wants to move hero "<< hid.getNum() << " from "<< h->pos << " to " << dst;
  1430. const int3 hmpos = dst + int3(-1,0,0);
  1431. if(!gs->map->isInTheMap(hmpos))
  1432. {
  1433. logGlobal->errorStream() << "Destination tile is outside the map!";
  1434. return false;
  1435. }
  1436. const TerrainTile t = *gs->getTile(hmpos);
  1437. const int cost = gs->getMovementCost(h, h->getPosition(), hmpos, h->hasBonusOfType(Bonus::FLYING_MOVEMENT), h->movement);
  1438. const int3 guardPos = gs->guardingCreaturePosition(hmpos);
  1439. const bool embarking = !h->boat && !t.visitableObjects.empty() && t.visitableObjects.back()->ID == Obj::BOAT;
  1440. const bool disembarking = h->boat && t.terType != ETerrainType::WATER && !t.blocked;
  1441. //result structure for start - movement failed, no move points used
  1442. TryMoveHero tmh;
  1443. tmh.id = hid;
  1444. tmh.start = h->pos;
  1445. tmh.end = dst;
  1446. tmh.result = TryMoveHero::FAILED;
  1447. tmh.movePoints = h->movement;
  1448. //check if destination tile is available
  1449. //it's a rock or blocked and not visitable tile
  1450. //OR hero is on land and dest is water and (there is not present only one object - boat)
  1451. if(((t.terType == ETerrainType::ROCK || (t.blocked && !t.visitable && !h->hasBonusOfType(Bonus::FLYING_MOVEMENT) ))
  1452. && complain("Cannot move hero, destination tile is blocked!"))
  1453. || ((!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)
  1454. && complain("Cannot move hero, destination tile is on water!"))
  1455. || ((h->boat && t.terType != ETerrainType::WATER && t.blocked)
  1456. && complain("Cannot disembark hero, tile is blocked!"))
  1457. || ( (distance(h->pos, dst) >= 1.5 && !teleporting)
  1458. && complain("Tiles are not neighboring!"))
  1459. || ( (h->inTownGarrison)
  1460. && complain("Can not move garrisoned hero!"))
  1461. || ((h->movement < cost && dst != h->pos && !teleporting)
  1462. && complain("Hero doesn't have any movement points left!"))
  1463. /*|| (states.checkFlag(h->tempOwner, &PlayerStatus::engagedIntoBattle)
  1464. && complain("Cannot move hero during the battle"))*/)
  1465. {
  1466. //send info about movement failure
  1467. sendAndApply(&tmh);
  1468. return false;
  1469. }
  1470. //several generic blocks of code
  1471. // should be called if hero changes tile but before applying TryMoveHero package
  1472. auto leaveTile = [&]()
  1473. {
  1474. for(CGObjectInstance *obj : gs->map->getTile(int3(h->pos.x-1, h->pos.y, h->pos.z)).visitableObjects)
  1475. {
  1476. obj->onHeroLeave(h);
  1477. }
  1478. this->getTilesInRange(tmh.fowRevealed, h->getSightCenter()+(tmh.end-tmh.start), h->getSightRadious(), h->tempOwner, 1);
  1479. };
  1480. auto doMove = [&](TryMoveHero::EResult result, EGuardLook lookForGuards,
  1481. EVisitDest visitDest, ELEaveTile leavingTile) -> bool
  1482. {
  1483. LOG_TRACE_PARAMS(logGlobal, "Hero %s starts movement from %s to %s", h->name % tmh.start % tmh.end);
  1484. auto moveQuery = make_shared<CHeroMovementQuery>(tmh, h);
  1485. queries.addQuery(moveQuery);
  1486. if(leavingTile == LEAVING_TILE)
  1487. leaveTile();
  1488. tmh.result = result;
  1489. sendAndApply(&tmh);
  1490. if(lookForGuards == CHECK_FOR_GUARDS && this->isInTheMap(guardPos))
  1491. {
  1492. tmh.attackedFrom = guardPos;
  1493. const TerrainTile &guardTile = *gs->getTile(guardPos);
  1494. objectVisited(guardTile.visitableObjects.back(), h);
  1495. moveQuery->visitDestAfterVictory = visitDest==VISIT_DEST;
  1496. }
  1497. else if(visitDest == VISIT_DEST)
  1498. {
  1499. visitObjectOnTile(t, h);
  1500. }
  1501. queries.popIfTop(moveQuery);
  1502. logGlobal->traceStream() << "Hero " << h->name << " ends movement";
  1503. return result != TryMoveHero::FAILED;
  1504. };
  1505. //interaction with blocking object (like resources)
  1506. auto blockingVisit = [&]() -> bool
  1507. {
  1508. for(CGObjectInstance *obj : t.visitableObjects)
  1509. {
  1510. if(obj != h && obj->blockVisit && !obj->passableFor(h->tempOwner))
  1511. {
  1512. return doMove(TryMoveHero::BLOCKING_VISIT, this->IGNORE_GUARDS, VISIT_DEST, REMAINING_ON_TILE);
  1513. //this-> is needed for MVS2010 to recognize scope (?)
  1514. }
  1515. }
  1516. return false;
  1517. };
  1518. if(embarking)
  1519. {
  1520. tmh.movePoints = h->movementPointsAfterEmbark(h->movement, cost, false);
  1521. return doMove(TryMoveHero::EMBARK, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
  1522. //attack guards on embarking? In H3 creatures on water had no zone of control at all
  1523. }
  1524. if(disembarking)
  1525. {
  1526. tmh.movePoints = h->movementPointsAfterEmbark(h->movement, cost, true);
  1527. return doMove(TryMoveHero::DISEMBARK, CHECK_FOR_GUARDS, VISIT_DEST, LEAVING_TILE);
  1528. }
  1529. if(teleporting)
  1530. {
  1531. if(blockingVisit()) // e.g. hero on the other side of teleporter
  1532. return true;
  1533. doMove(TryMoveHero::TELEPORTATION, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
  1534. // visit town for town portal \ castle gates
  1535. // do not use generic visitObjectOnTile to avoid double-teleporting
  1536. // if this moveHero call was triggered by teleporter
  1537. if (!t.visitableObjects.empty())
  1538. {
  1539. if (CGTownInstance * town = dynamic_cast<CGTownInstance *>(t.visitableObjects.back()))
  1540. town->onHeroVisit(h);
  1541. }
  1542. return true;
  1543. }
  1544. //still here? it is standard movement!
  1545. {
  1546. tmh.movePoints = h->movement >= cost
  1547. ? h->movement - cost
  1548. : 0;
  1549. if(blockingVisit())
  1550. return true;
  1551. doMove(TryMoveHero::SUCCESS, CHECK_FOR_GUARDS, VISIT_DEST, LEAVING_TILE);
  1552. return true;
  1553. }
  1554. }
  1555. bool CGameHandler::teleportHero(ObjectInstanceID hid, ObjectInstanceID dstid, ui8 source, PlayerColor asker/* = 255*/)
  1556. {
  1557. const CGHeroInstance *h = getHero(hid);
  1558. const CGTownInstance *t = getTown(dstid);
  1559. if ( !h || !t || h->getOwner() != gs->currentPlayer )
  1560. logGlobal->errorStream()<<"Invalid call to teleportHero!";
  1561. const CGTownInstance *from = h->visitedTown;
  1562. if(((h->getOwner() != t->getOwner())
  1563. && complain("Cannot teleport hero to another player"))
  1564. || ((!from || !from->hasBuilt(BuildingID::CASTLE_GATE, ETownType::INFERNO))
  1565. && complain("Hero must be in town with Castle gate for teleporting"))
  1566. || (!t->hasBuilt(BuildingID::CASTLE_GATE, ETownType::INFERNO)
  1567. && complain("Cannot teleport hero to town without Castle gate in it")))
  1568. return false;
  1569. int3 pos = t->visitablePos();
  1570. pos += h->getVisitableOffset();
  1571. moveHero(hid,pos,1);
  1572. return true;
  1573. }
  1574. void CGameHandler::setOwner(const CGObjectInstance * obj, PlayerColor owner)
  1575. {
  1576. PlayerColor oldOwner = getOwner(obj->id);
  1577. SetObjectProperty sop(obj->id, 1, owner.getNum());
  1578. sendAndApply(&sop);
  1579. std::set<PlayerColor> playerColors = boost::assign::list_of(owner)(oldOwner);
  1580. checkVictoryLossConditions(playerColors);
  1581. if(owner < PlayerColor::PLAYER_LIMIT && dynamic_cast<const CGTownInstance *>(obj)) //town captured
  1582. {
  1583. const CGTownInstance * town = dynamic_cast<const CGTownInstance *>(obj);
  1584. if (town->hasBuilt(BuildingID::PORTAL_OF_SUMMON, ETownType::DUNGEON))
  1585. setPortalDwelling(town, true, false);
  1586. if (!gs->getPlayer(owner)->towns.size())//player lost last town
  1587. {
  1588. InfoWindow iw;
  1589. iw.player = oldOwner;
  1590. 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.
  1591. sendAndApply(&iw);
  1592. }
  1593. }
  1594. const PlayerState * p = gs->getPlayer(owner);
  1595. if((obj->ID == Obj::CREATURE_GENERATOR1 || obj->ID == Obj::CREATURE_GENERATOR4 ) && p && p->dwellings.size()==1)//first dwelling captured
  1596. {
  1597. for(const CGTownInstance *t : gs->getPlayer(owner)->towns)
  1598. {
  1599. if (t->hasBuilt(BuildingID::PORTAL_OF_SUMMON, ETownType::DUNGEON))
  1600. setPortalDwelling(t);//set initial creatures for all portals of summoning
  1601. }
  1602. }
  1603. }
  1604. void CGameHandler::setHoverName(const CGObjectInstance * obj, MetaString* name)
  1605. {
  1606. SetHoverName shn(obj->id, *name);
  1607. sendAndApply(&shn);
  1608. }
  1609. void CGameHandler::showBlockingDialog( BlockingDialog *iw )
  1610. {
  1611. auto dialogQuery = make_shared<CBlockingDialogQuery>(*iw);
  1612. queries.addQuery(dialogQuery);
  1613. iw->queryID = dialogQuery->queryID;
  1614. sendToAllClients(iw);
  1615. }
  1616. void CGameHandler::giveResource(PlayerColor player, Res::ERes which, int val) //TODO: cap according to Bersy's suggestion
  1617. {
  1618. if(!val) return; //don't waste time on empty call
  1619. SetResource sr;
  1620. sr.player = player;
  1621. sr.resid = which;
  1622. sr.val = gs->players.find(player)->second.resources.at(which) + val;
  1623. sendAndApply(&sr);
  1624. }
  1625. void CGameHandler::giveResources(PlayerColor player, TResources resources)
  1626. {
  1627. for(TResources::nziterator i(resources); i.valid(); i++)
  1628. giveResource(player, i->resType, i->resVal);
  1629. }
  1630. void CGameHandler::giveCreatures(const CArmedInstance *obj, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove)
  1631. {
  1632. COMPLAIN_RET_IF(!creatures.stacksCount(), "Strange, giveCreatures called without args!");
  1633. COMPLAIN_RET_IF(obj->stacksCount(), "Cannot give creatures from not-cleared object!");
  1634. COMPLAIN_RET_IF(creatures.stacksCount() > GameConstants::ARMY_SIZE, "Too many stacks to give!");
  1635. //first we move creatures to give to make them army of object-source
  1636. for (auto & elem : creatures.Slots())
  1637. {
  1638. addToSlot(StackLocation(obj, obj->getSlotFor(elem.second->type)), elem.second->type, elem.second->count);
  1639. }
  1640. tryJoiningArmy(obj, h, remove, true);
  1641. }
  1642. void CGameHandler::takeCreatures(ObjectInstanceID objid, const std::vector<CStackBasicDescriptor> &creatures)
  1643. {
  1644. std::vector<CStackBasicDescriptor> cres = creatures;
  1645. if (cres.size() <= 0)
  1646. return;
  1647. const CArmedInstance* obj = static_cast<const CArmedInstance*>(getObj(objid));
  1648. for(CStackBasicDescriptor &sbd : cres)
  1649. {
  1650. TQuantity collected = 0;
  1651. while(collected < sbd.count)
  1652. {
  1653. bool foundSth = false;
  1654. for(auto i = obj->Slots().begin(); i != obj->Slots().end(); i++)
  1655. {
  1656. if(i->second->type == sbd.type)
  1657. {
  1658. TQuantity take = std::min(sbd.count - collected, i->second->count); //collect as much cres as we can
  1659. changeStackCount(StackLocation(obj, i->first), -take, false);
  1660. collected += take;
  1661. foundSth = true;
  1662. break;
  1663. }
  1664. }
  1665. if(!foundSth) //we went through the whole loop and haven't found appropriate cres
  1666. {
  1667. complain("Unexpected failure during taking creatures!");
  1668. return;
  1669. }
  1670. }
  1671. }
  1672. }
  1673. void CGameHandler::showCompInfo(ShowInInfobox * comp)
  1674. {
  1675. sendToAllClients(comp);
  1676. }
  1677. void CGameHandler::heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  1678. {
  1679. HeroVisitCastle vc;
  1680. vc.hid = hero->id;
  1681. vc.tid = obj->id;
  1682. vc.flags |= 1;
  1683. sendAndApply(&vc);
  1684. vistiCastleObjects (obj, hero);
  1685. giveSpells (obj, hero);
  1686. checkVictoryLossConditionsForPlayer(hero->tempOwner); //transported artifact?
  1687. }
  1688. void CGameHandler::vistiCastleObjects (const CGTownInstance *t, const CGHeroInstance *h)
  1689. {
  1690. std::vector<CGTownBuilding*>::const_iterator i;
  1691. for (i = t->bonusingBuildings.begin(); i != t->bonusingBuildings.end(); i++)
  1692. (*i)->onHeroVisit (h);
  1693. }
  1694. void CGameHandler::stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  1695. {
  1696. HeroVisitCastle vc;
  1697. vc.hid = hero->id;
  1698. vc.tid = obj->id;
  1699. sendAndApply(&vc);
  1700. }
  1701. void CGameHandler::removeArtifact(const ArtifactLocation &al)
  1702. {
  1703. assert(al.getArt());
  1704. EraseArtifact ea;
  1705. ea.al = al;
  1706. sendAndApply(&ea);
  1707. }
  1708. void CGameHandler::startBattlePrimary(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile,
  1709. const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank,
  1710. const CGTownInstance *town) //use hero=nullptr for no hero
  1711. {
  1712. engageIntoBattle(army1->tempOwner);
  1713. engageIntoBattle(army2->tempOwner);
  1714. static const CArmedInstance *armies[2];
  1715. armies[0] = army1;
  1716. armies[1] = army2;
  1717. static const CGHeroInstance*heroes[2];
  1718. heroes[0] = hero1;
  1719. heroes[1] = hero2;
  1720. setupBattle(tile, armies, heroes, creatureBank, town); //initializes stacks, places creatures on battlefield, blocks and informs player interfaces
  1721. auto battleQuery = make_shared<CBattleQuery>(gs->curB);
  1722. queries.addQuery(battleQuery);
  1723. boost::thread(&CGameHandler::runBattle, this);
  1724. }
  1725. void CGameHandler::startBattleI( const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, bool creatureBank )
  1726. {
  1727. startBattlePrimary(army1, army2, tile,
  1728. army1->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army1) : nullptr,
  1729. army2->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army2) : nullptr,
  1730. creatureBank);
  1731. }
  1732. void CGameHandler::startBattleI( const CArmedInstance *army1, const CArmedInstance *army2, bool creatureBank)
  1733. {
  1734. startBattleI(army1, army2, army2->visitablePos(), creatureBank);
  1735. }
  1736. void CGameHandler::changeSpells( const CGHeroInstance * hero, bool give, const std::set<SpellID> &spells )
  1737. {
  1738. ChangeSpells cs;
  1739. cs.hid = hero->id;
  1740. cs.spells = spells;
  1741. cs.learn = give;
  1742. sendAndApply(&cs);
  1743. }
  1744. void CGameHandler::sendMessageTo( CConnection &c, const std::string &message )
  1745. {
  1746. SystemMessage sm;
  1747. sm.text = message;
  1748. boost::unique_lock<boost::mutex> lock(*c.wmx);
  1749. c << &sm;
  1750. }
  1751. void CGameHandler::giveHeroBonus( GiveBonus * bonus )
  1752. {
  1753. sendAndApply(bonus);
  1754. }
  1755. void CGameHandler::setMovePoints( SetMovePoints * smp )
  1756. {
  1757. sendAndApply(smp);
  1758. }
  1759. void CGameHandler::setManaPoints( ObjectInstanceID hid, int val )
  1760. {
  1761. SetMana sm;
  1762. sm.hid = hid;
  1763. sm.val = val;
  1764. sendAndApply(&sm);
  1765. }
  1766. void CGameHandler::giveHero( ObjectInstanceID id, PlayerColor player )
  1767. {
  1768. GiveHero gh;
  1769. gh.id = id;
  1770. gh.player = player;
  1771. sendAndApply(&gh);
  1772. }
  1773. void CGameHandler::changeObjPos( ObjectInstanceID objid, int3 newPos, ui8 flags )
  1774. {
  1775. ChangeObjPos cop;
  1776. cop.objid = objid;
  1777. cop.nPos = newPos;
  1778. cop.flags = flags;
  1779. sendAndApply(&cop);
  1780. }
  1781. void CGameHandler::useScholarSkill(ObjectInstanceID fromHero, ObjectInstanceID toHero)
  1782. {
  1783. const CGHeroInstance * h1 = getHero(fromHero);
  1784. const CGHeroInstance * h2 = getHero(toHero);
  1785. if ( h1->getSecSkillLevel(SecondarySkill::SCHOLAR) < h2->getSecSkillLevel(SecondarySkill::SCHOLAR) )
  1786. {
  1787. std::swap (h1,h2);//1st hero need to have higher scholar level for correct message
  1788. std::swap(fromHero, toHero);
  1789. }
  1790. int ScholarLevel = h1->getSecSkillLevel(SecondarySkill::SCHOLAR);//heroes can trade up to this level
  1791. if (!ScholarLevel || !h1->hasSpellbook() || !h2->hasSpellbook() )
  1792. return;//no scholar skill or no spellbook
  1793. int h1Lvl = std::min(ScholarLevel+1, h1->getSecSkillLevel(SecondarySkill::WISDOM)+2),
  1794. h2Lvl = std::min(ScholarLevel+1, h2->getSecSkillLevel(SecondarySkill::WISDOM)+2);//heroes can receive this levels
  1795. ChangeSpells cs1;
  1796. cs1.learn = true;
  1797. cs1.hid = toHero;//giving spells to first hero
  1798. for(auto it : h1->spells)
  1799. if ( h2Lvl >= it.toSpell()->level && !vstd::contains(h2->spells, it))//hero can learn it and don't have it yet
  1800. cs1.spells.insert(it);//spell to learn
  1801. ChangeSpells cs2;
  1802. cs2.learn = true;
  1803. cs2.hid = fromHero;
  1804. for(auto it : h2->spells)
  1805. if ( h1Lvl >= it.toSpell()->level && !vstd::contains(h1->spells, it))
  1806. cs2.spells.insert(it);
  1807. if (!cs1.spells.empty() || !cs2.spells.empty())//create a message
  1808. {
  1809. InfoWindow iw;
  1810. iw.player = h1->tempOwner;
  1811. iw.components.push_back(Component(Component::SEC_SKILL, 18, ScholarLevel, 0));
  1812. iw.text.addTxt(MetaString::GENERAL_TXT, 139);//"%s, who has studied magic extensively,
  1813. iw.text.addReplacement(h1->name);
  1814. if (!cs2.spells.empty())//if found new spell - apply
  1815. {
  1816. iw.text.addTxt(MetaString::GENERAL_TXT, 140);//learns
  1817. int size = cs2.spells.size();
  1818. for(auto it : cs2.spells)
  1819. {
  1820. iw.components.push_back(Component(Component::SPELL, it, 1, 0));
  1821. iw.text.addTxt(MetaString::SPELL_NAME, it.toEnum());
  1822. switch (size--)
  1823. {
  1824. case 2: iw.text.addTxt(MetaString::GENERAL_TXT, 141);
  1825. case 1: break;
  1826. default: iw.text << ", ";
  1827. }
  1828. }
  1829. iw.text.addTxt(MetaString::GENERAL_TXT, 142);//from %s
  1830. iw.text.addReplacement(h2->name);
  1831. sendAndApply(&cs2);
  1832. }
  1833. if (!cs1.spells.empty() && !cs2.spells.empty() )
  1834. {
  1835. iw.text.addTxt(MetaString::GENERAL_TXT, 141);//and
  1836. }
  1837. if (!cs1.spells.empty())
  1838. {
  1839. iw.text.addTxt(MetaString::GENERAL_TXT, 147);//teaches
  1840. int size = cs1.spells.size();
  1841. for(auto it : cs1.spells)
  1842. {
  1843. iw.components.push_back(Component(Component::SPELL, it, 1, 0));
  1844. iw.text.addTxt(MetaString::SPELL_NAME, it.toEnum());
  1845. switch (size--)
  1846. {
  1847. case 2: iw.text.addTxt(MetaString::GENERAL_TXT, 141);
  1848. case 1: break;
  1849. default: iw.text << ", ";
  1850. } }
  1851. iw.text.addTxt(MetaString::GENERAL_TXT, 148);//from %s
  1852. iw.text.addReplacement(h2->name);
  1853. sendAndApply(&cs1);
  1854. }
  1855. sendAndApply(&iw);
  1856. }
  1857. }
  1858. void CGameHandler::heroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)
  1859. {
  1860. auto h1 = getHero(hero1), h2 = getHero(hero2);
  1861. if( gameState()->getPlayerRelations(h1->getOwner(), h2->getOwner()))
  1862. {
  1863. auto exchange = make_shared<CGarrisonDialogQuery>(h1, h2);
  1864. ExchangeDialog hex;
  1865. hex.queryID = exchange->queryID;
  1866. hex.heroes[0] = getHero(hero1);
  1867. hex.heroes[1] = getHero(hero2);
  1868. sendAndApply(&hex);
  1869. useScholarSkill(hero1,hero2);
  1870. queries.addQuery(exchange);
  1871. }
  1872. }
  1873. void CGameHandler::sendToAllClients( CPackForClient * info )
  1874. {
  1875. logGlobal->traceStream() << "Sending to all clients a package of type " << typeid(*info).name();
  1876. for(auto & elem : conns)
  1877. {
  1878. boost::unique_lock<boost::mutex> lock(*(elem)->wmx);
  1879. *elem << info;
  1880. }
  1881. }
  1882. void CGameHandler::sendAndApply(CPackForClient * info)
  1883. {
  1884. sendToAllClients(info);
  1885. gs->apply(info);
  1886. }
  1887. void CGameHandler::applyAndSend(CPackForClient * info)
  1888. {
  1889. gs->apply(info);
  1890. sendToAllClients(info);
  1891. }
  1892. void CGameHandler::sendAndApply(CGarrisonOperationPack * info)
  1893. {
  1894. sendAndApply(static_cast<CPackForClient*>(info));
  1895. checkVictoryLossConditionsForAll();
  1896. }
  1897. void CGameHandler::sendAndApply( SetResource * info )
  1898. {
  1899. sendAndApply(static_cast<CPackForClient*>(info));
  1900. checkVictoryLossConditionsForPlayer(info->player);
  1901. }
  1902. void CGameHandler::sendAndApply( SetResources * info )
  1903. {
  1904. sendAndApply(static_cast<CPackForClient*>(info));
  1905. checkVictoryLossConditionsForPlayer(info->player);
  1906. }
  1907. void CGameHandler::sendAndApply( NewStructures * info )
  1908. {
  1909. sendAndApply(static_cast<CPackForClient*>(info));
  1910. checkVictoryLossConditionsForPlayer(getTown(info->tid)->tempOwner);
  1911. }
  1912. void CGameHandler::save(const std::string & filename )
  1913. {
  1914. logGlobal->errorStream() << "Saving to " << filename;
  1915. CFileInfo info(filename);
  1916. //CResourceHandler::get("local")->createResource(info.getStem() + ".vlgm1");
  1917. CResourceHandler::get("local")->createResource(info.getStem() + ".vsgm1");
  1918. {
  1919. logGlobal->infoStream() << "Ordering clients to serialize...";
  1920. SaveGame sg(info.getStem() + ".vcgm1");
  1921. sendToAllClients(&sg);
  1922. }
  1923. try
  1924. {
  1925. // {
  1926. // logGlobal->infoStream() << "Serializing game info...";
  1927. // CSaveFile save(CResourceHandler::get("local")->getResourceName(ResourceID(info.getStem(), EResType::LIB_SAVEGAME)));
  1928. // // char hlp[8] = "VCMISVG";
  1929. // // save << hlp;
  1930. // saveCommonState(save);
  1931. // }
  1932. {
  1933. CSaveFile save(*CResourceHandler::get("local")->getResourceName(ResourceID(info.getStem(), EResType::SERVER_SAVEGAME)));
  1934. saveCommonState(save);
  1935. logGlobal->infoStream() << "Saving server state";
  1936. save << *this;
  1937. }
  1938. logGlobal->infoStream() << "Game has been successfully saved!";
  1939. }
  1940. catch(std::exception &e)
  1941. {
  1942. logGlobal->errorStream() << "Failed to save game: " << e.what();
  1943. }
  1944. }
  1945. void CGameHandler::close()
  1946. {
  1947. logGlobal->infoStream() << "We have been requested to close.";
  1948. if(gs->initialOpts->mode == StartInfo::DUEL)
  1949. {
  1950. exit(0);
  1951. }
  1952. //for(CConnection *cc : conns)
  1953. // if(cc && cc->socket && cc->socket->is_open())
  1954. // cc->socket->close();
  1955. //exit(0);
  1956. }
  1957. bool CGameHandler::arrangeStacks( ObjectInstanceID id1, ObjectInstanceID id2, ui8 what, SlotID p1, SlotID p2, si32 val, PlayerColor player )
  1958. {
  1959. const CArmedInstance *s1 = static_cast<CArmedInstance*>(gs->getObjInstance(id1)),
  1960. *s2 = static_cast<CArmedInstance*>(gs->getObjInstance(id2));
  1961. const CCreatureSet &S1 = *s1, &S2 = *s2;
  1962. StackLocation sl1(s1, p1), sl2(s2, p2);
  1963. if(!sl1.slot.validSlot() || !sl2.slot.validSlot())
  1964. {
  1965. complain("Invalid slot accessed!");
  1966. return false;
  1967. }
  1968. if(!isAllowedExchange(id1,id2))
  1969. {
  1970. complain("Cannot exchange stacks between these two objects!\n");
  1971. return false;
  1972. }
  1973. if(what==1) //swap
  1974. {
  1975. if ( ((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s1->getStackCount(p1)) //why 254??
  1976. || ((s2->tempOwner != player && s2->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)))
  1977. {
  1978. complain("Can't take troops from another player!");
  1979. return false;
  1980. }
  1981. swapStacks(sl1, sl2);
  1982. }
  1983. else if(what==2)//merge
  1984. {
  1985. if (( s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot merge different creatures stacks!"))
  1986. || (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)) && complain("Can't take troops from another player!")))
  1987. return false;
  1988. moveStack(sl1, sl2);
  1989. }
  1990. else if(what==3) //split
  1991. {
  1992. const int countToMove = val - s2->getStackCount(p2);
  1993. const int countLeftOnSrc = s1->getStackCount(p1) - countToMove;
  1994. if ( (s1->tempOwner != player && countLeftOnSrc < s1->getStackCount(p1) )
  1995. || (s2->tempOwner != player && val < s2->getStackCount(p2) ) )
  1996. {
  1997. complain("Can't move troops of another player!");
  1998. return false;
  1999. }
  2000. //general conditions checking
  2001. if((!vstd::contains(S1.stacks,p1) && complain("no creatures to split"))
  2002. || (val<1 && complain("no creatures to split")) )
  2003. {
  2004. return false;
  2005. }
  2006. if(vstd::contains(S2.stacks,p2)) //dest. slot not free - it must be "rebalancing"...
  2007. {
  2008. int total = s1->getStackCount(p1) + s2->getStackCount(p2);
  2009. if( (total < val && complain("Cannot split that stack, not enough creatures!"))
  2010. || (s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot rebalance different creatures stacks!"))
  2011. )
  2012. {
  2013. return false;
  2014. }
  2015. moveStack(sl1, sl2, countToMove);
  2016. //S2.slots[p2]->count = val;
  2017. //S1.slots[p1]->count = total - val;
  2018. }
  2019. else //split one stack to the two
  2020. {
  2021. if(s1->getStackCount(p1) < val)//not enough creatures
  2022. {
  2023. complain("Cannot split that stack, not enough creatures!");
  2024. return false;
  2025. }
  2026. moveStack(sl1, sl2, val);
  2027. }
  2028. }
  2029. return true;
  2030. }
  2031. PlayerColor CGameHandler::getPlayerAt( CConnection *c ) const
  2032. {
  2033. std::set<PlayerColor> all;
  2034. for(auto i=connections.cbegin(); i!=connections.cend(); i++)
  2035. if(i->second == c)
  2036. all.insert(i->first);
  2037. switch(all.size())
  2038. {
  2039. case 0:
  2040. return PlayerColor::NEUTRAL;
  2041. case 1:
  2042. return *all.begin();
  2043. default:
  2044. {
  2045. //if we have more than one player at this connection, try to pick active one
  2046. if(vstd::contains(all, gs->currentPlayer))
  2047. return gs->currentPlayer;
  2048. else
  2049. return PlayerColor::CANNOT_DETERMINE; //cannot say which player is it
  2050. }
  2051. }
  2052. }
  2053. bool CGameHandler::disbandCreature( ObjectInstanceID id, SlotID pos )
  2054. {
  2055. CArmedInstance *s1 = static_cast<CArmedInstance*>(gs->getObjInstance(id));
  2056. if(!vstd::contains(s1->stacks,pos))
  2057. {
  2058. complain("Illegal call to disbandCreature - no such stack in army!");
  2059. return false;
  2060. }
  2061. eraseStack(StackLocation(s1, pos));
  2062. return true;
  2063. }
  2064. bool CGameHandler::buildStructure( ObjectInstanceID tid, BuildingID requestedID, bool force /*=false*/ )
  2065. {
  2066. const CGTownInstance * t = getTown(tid);
  2067. if(!t)
  2068. COMPLAIN_RETF("No such town (ID=%s)!", tid);
  2069. if(!t->town->buildings.count(requestedID))
  2070. COMPLAIN_RETF("Town of faction %s does not have info about building ID=%s!", t->town->faction->name % tid);
  2071. if (t->hasBuilt(requestedID))
  2072. COMPLAIN_RETF("Building %s is already built in %s", t->town->buildings.at(requestedID)->Name() % t->name);
  2073. const CBuilding * requestedBuilding = t->town->buildings.at(requestedID);
  2074. //Vector with future list of built building and buildings in auto-mode that are not yet built.
  2075. std::vector<const CBuilding*> remainingAutoBuildings;
  2076. std::set<BuildingID> buildingsThatWillBe;
  2077. //Check validity of request
  2078. if(!force)
  2079. {
  2080. switch (requestedBuilding->mode)
  2081. {
  2082. case CBuilding::BUILD_NORMAL :
  2083. if (gs->canBuildStructure(t, requestedID) != EBuildingState::ALLOWED)
  2084. COMPLAIN_RET("Cannot build that building!");
  2085. break;
  2086. case CBuilding::BUILD_AUTO :
  2087. case CBuilding::BUILD_SPECIAL:
  2088. COMPLAIN_RET("This building can not be constructed normally!");
  2089. case CBuilding::BUILD_GRAIL :
  2090. if(requestedBuilding->mode == CBuilding::BUILD_GRAIL) //needs grail
  2091. {
  2092. if(!t->visitingHero || !t->visitingHero->hasArt(ArtifactID::GRAIL))
  2093. COMPLAIN_RET("Cannot build this without grail!")
  2094. else
  2095. removeArtifact(ArtifactLocation(t->visitingHero, t->visitingHero->getArtPos(ArtifactID::GRAIL, false)));
  2096. }
  2097. break;
  2098. }
  2099. }
  2100. //Performs stuff that has to be done after new building is built
  2101. auto processBuiltStructure = [t, this](const BuildingID buildingID)
  2102. {
  2103. if(buildingID >= BuildingID::DWELL_FIRST) //dwelling
  2104. {
  2105. int level = (buildingID - BuildingID::DWELL_FIRST) % GameConstants::CREATURES_PER_TOWN;
  2106. int upgradeNumber = (buildingID - BuildingID::DWELL_FIRST) / GameConstants::CREATURES_PER_TOWN;
  2107. if (upgradeNumber >= t->town->creatures.at(level).size())
  2108. {
  2109. complain(boost::str(boost::format("Error ecountered when building dwelling (bid=%s):"
  2110. "no creature found (upgrade number %d, level %d!")
  2111. % buildingID % upgradeNumber % level));
  2112. return;
  2113. }
  2114. CCreature * crea = VLC->creh->creatures.at(t->town->creatures.at(level).at(upgradeNumber));
  2115. SetAvailableCreatures ssi;
  2116. ssi.tid = t->id;
  2117. ssi.creatures = t->creatures;
  2118. if (ssi.creatures[level].second.empty()) // first creature in a dwelling
  2119. ssi.creatures[level].first = crea->growth;
  2120. ssi.creatures[level].second.push_back(crea->idNumber);
  2121. sendAndApply(&ssi);
  2122. }
  2123. if ( t->subID == ETownType::DUNGEON && buildingID == BuildingID::PORTAL_OF_SUMMON )
  2124. {
  2125. setPortalDwelling(t);
  2126. }
  2127. if(buildingID <= BuildingID::MAGES_GUILD_5) //it's mage guild
  2128. {
  2129. if(t->visitingHero)
  2130. giveSpells(t,t->visitingHero);
  2131. if(t->garrisonHero)
  2132. giveSpells(t,t->garrisonHero);
  2133. }
  2134. };
  2135. //Checks if all requirements will be met with expected building list "buildingsThatWillBe"
  2136. auto areRequirementsFullfilled = [&](const BuildingID & buildID)
  2137. {
  2138. return buildingsThatWillBe.count(buildID);
  2139. };
  2140. //Init the vectors
  2141. for(auto & build : t->town->buildings)
  2142. {
  2143. if(t->hasBuilt(build.first))
  2144. buildingsThatWillBe.insert(build.first);
  2145. else
  2146. {
  2147. if(build.second->mode == CBuilding::BUILD_AUTO) //not built auto building
  2148. remainingAutoBuildings.push_back(build.second);
  2149. }
  2150. }
  2151. //Prepare structure (list of building ids will be filled later)
  2152. NewStructures ns;
  2153. ns.tid = tid;
  2154. ns.builded = force ? t->builded : (t->builded+1);
  2155. std::queue<const CBuilding*> buildingsToAdd;
  2156. buildingsToAdd.push(requestedBuilding);
  2157. while(!buildingsToAdd.empty())
  2158. {
  2159. auto b = buildingsToAdd.front();
  2160. buildingsToAdd.pop();
  2161. ns.bid.insert(b->bid);
  2162. buildingsThatWillBe.insert(b->bid);
  2163. remainingAutoBuildings -= b;
  2164. for(auto autoBuilding : remainingAutoBuildings)
  2165. {
  2166. if (autoBuilding->requirements.test(areRequirementsFullfilled))
  2167. buildingsToAdd.push(autoBuilding);
  2168. }
  2169. }
  2170. //Other post-built events
  2171. for(auto builtID : ns.bid)
  2172. processBuiltStructure(builtID);
  2173. //Take cost
  2174. if (!force)
  2175. {
  2176. SetResources sr;
  2177. sr.player = t->tempOwner;
  2178. sr.res = gs->getPlayer(t->tempOwner)->resources - requestedBuilding->resources;
  2179. sendAndApply(&sr);
  2180. }
  2181. //We know what has been built, appluy changes. Do this as final step to properly update town window
  2182. sendAndApply(&ns);
  2183. // now when everything is built - reveal tiles for lookout tower
  2184. FoWChange fw;
  2185. fw.player = t->tempOwner;
  2186. fw.mode = 1;
  2187. t->getSightTiles(fw.tiles);
  2188. sendAndApply(&fw);
  2189. if(t->visitingHero)
  2190. vistiCastleObjects (t, t->visitingHero);
  2191. if(t->garrisonHero)
  2192. vistiCastleObjects (t, t->garrisonHero);
  2193. checkVictoryLossConditionsForPlayer(t->tempOwner);
  2194. return true;
  2195. }
  2196. bool CGameHandler::razeStructure (ObjectInstanceID tid, BuildingID bid)
  2197. {
  2198. ///incomplete, simply erases target building
  2199. const CGTownInstance * t = getTown(tid);
  2200. if (!vstd::contains(t->builtBuildings, bid))
  2201. return false;
  2202. RazeStructures rs;
  2203. rs.tid = tid;
  2204. rs.bid.insert(bid);
  2205. rs.destroyed = t->destroyed + 1;
  2206. sendAndApply(&rs);
  2207. //TODO: Remove dwellers
  2208. // if (t->subID == 4 && bid == 17) //Veil of Darkness
  2209. // {
  2210. // RemoveBonus rb(RemoveBonus::TOWN);
  2211. // rb.whoID = t->id;
  2212. // rb.source = Bonus::TOWN_STRUCTURE;
  2213. // rb.id = 17;
  2214. // sendAndApply(&rb);
  2215. // }
  2216. return true;
  2217. }
  2218. void CGameHandler::sendMessageToAll( const std::string &message )
  2219. {
  2220. SystemMessage sm;
  2221. sm.text = message;
  2222. sendToAllClients(&sm);
  2223. }
  2224. bool CGameHandler::recruitCreatures( ObjectInstanceID objid, CreatureID crid, ui32 cram, si32 fromLvl )
  2225. {
  2226. const CGDwelling *dw = static_cast<const CGDwelling*>(gs->getObj(objid));
  2227. const CArmedInstance *dst = nullptr;
  2228. const CCreature *c = VLC->creh->creatures.at(crid);
  2229. bool warMachine = c->hasBonusOfType(Bonus::SIEGE_WEAPON);
  2230. //TODO: test for owning
  2231. if(dw->ID == Obj::TOWN)
  2232. dst = (static_cast<const CGTownInstance *>(dw))->getUpperArmy();
  2233. else if(dw->ID == Obj::CREATURE_GENERATOR1 || dw->ID == Obj::CREATURE_GENERATOR4
  2234. || dw->ID == Obj::REFUGEE_CAMP) //advmap dwelling
  2235. dst = getHero(gs->getPlayer(dw->tempOwner)->currentSelection); //TODO: check if current hero is really visiting dwelling
  2236. else if(dw->ID == Obj::WAR_MACHINE_FACTORY)
  2237. dst = dynamic_cast<const CGHeroInstance *>(getTile(dw->visitablePos())->visitableObjects.back());
  2238. assert(dw && dst);
  2239. //verify
  2240. bool found = false;
  2241. int level = 0;
  2242. for(; level < dw->creatures.size(); level++) //iterate through all levels
  2243. {
  2244. if ( (fromLvl != -1) && ( level !=fromLvl ) )
  2245. continue;
  2246. const auto &cur = dw->creatures.at(level); //current level info <amount, list of cr. ids>
  2247. int i = 0;
  2248. for(; i < cur.second.size(); i++) //look for crid among available creatures list on current level
  2249. if(cur.second.at(i) == crid)
  2250. break;
  2251. if(i < cur.second.size())
  2252. {
  2253. found = true;
  2254. cram = std::min(cram, cur.first); //reduce recruited amount up to available amount
  2255. break;
  2256. }
  2257. }
  2258. SlotID slot = dst->getSlotFor(crid);
  2259. if( (!found && complain("Cannot recruit: no such creatures!"))
  2260. || (cram > VLC->creh->creatures.at(crid)->maxAmount(gs->getPlayer(dst->tempOwner)->resources) && complain("Cannot recruit: lack of resources!"))
  2261. || (cram<=0 && complain("Cannot recruit: cram <= 0!"))
  2262. || (!slot.validSlot() && !warMachine && complain("Cannot recruit: no available slot!")))
  2263. {
  2264. return false;
  2265. }
  2266. //recruit
  2267. SetResources sr;
  2268. sr.player = dst->tempOwner;
  2269. sr.res = gs->getPlayer(dst->tempOwner)->resources - (c->cost * cram);
  2270. SetAvailableCreatures sac;
  2271. sac.tid = objid;
  2272. sac.creatures = dw->creatures;
  2273. sac.creatures[level].first -= cram;
  2274. sendAndApply(&sr);
  2275. sendAndApply(&sac);
  2276. if(warMachine)
  2277. {
  2278. const CGHeroInstance *h = dynamic_cast<const CGHeroInstance*>(dst);
  2279. if(!h)
  2280. COMPLAIN_RET("Only hero can buy war machines");
  2281. switch(crid)
  2282. {
  2283. case 146:
  2284. giveHeroNewArtifact(h, VLC->arth->artifacts[4], ArtifactPosition::MACH1);
  2285. break;
  2286. case 147:
  2287. giveHeroNewArtifact(h, VLC->arth->artifacts[6], ArtifactPosition::MACH3);
  2288. break;
  2289. case 148:
  2290. giveHeroNewArtifact(h, VLC->arth->artifacts[5], ArtifactPosition::MACH2);
  2291. break;
  2292. default:
  2293. complain("This war machine cannot be recruited!");
  2294. return false;
  2295. }
  2296. }
  2297. else
  2298. {
  2299. addToSlot(StackLocation(dst, slot), c, cram);
  2300. }
  2301. return true;
  2302. }
  2303. bool CGameHandler::upgradeCreature( ObjectInstanceID objid, SlotID pos, CreatureID upgID )
  2304. {
  2305. CArmedInstance *obj = static_cast<CArmedInstance*>(gs->getObjInstance(objid));
  2306. assert(obj->hasStackAtSlot(pos));
  2307. UpgradeInfo ui = gs->getUpgradeInfo(obj->getStack(pos));
  2308. PlayerColor player = obj->tempOwner;
  2309. const PlayerState *p = getPlayer(player);
  2310. int crQuantity = obj->stacks.at(pos)->count;
  2311. int newIDpos= vstd::find_pos(ui.newID, upgID);//get position of new id in UpgradeInfo
  2312. //check if upgrade is possible
  2313. if( (ui.oldID<0 || newIDpos == -1 ) && complain("That upgrade is not possible!"))
  2314. {
  2315. return false;
  2316. }
  2317. TResources totalCost = ui.cost.at(newIDpos) * crQuantity;
  2318. //check if player has enough resources
  2319. if(!p->resources.canAfford(totalCost))
  2320. COMPLAIN_RET("Cannot upgrade, not enough resources!");
  2321. //take resources
  2322. SetResources sr;
  2323. sr.player = player;
  2324. sr.res = p->resources - totalCost;
  2325. sendAndApply(&sr);
  2326. //upgrade creature
  2327. changeStackType(StackLocation(obj, pos), VLC->creh->creatures.at(upgID));
  2328. return true;
  2329. }
  2330. bool CGameHandler::changeStackType(const StackLocation &sl, CCreature *c)
  2331. {
  2332. if(!sl.army->hasStackAtSlot(sl.slot))
  2333. COMPLAIN_RET("Cannot find a stack to change type");
  2334. SetStackType sst;
  2335. sst.sl = sl;
  2336. sst.type = c;
  2337. sendAndApply(&sst);
  2338. return true;
  2339. }
  2340. void CGameHandler::moveArmy(const CArmedInstance *src, const CArmedInstance *dst, bool allowMerging)
  2341. {
  2342. assert(src->canBeMergedWith(*dst, allowMerging));
  2343. while(src->stacksCount())//while there are unmoved creatures
  2344. {
  2345. auto i = src->Slots().begin(); //iterator to stack to move
  2346. StackLocation sl(src, i->first); //location of stack to move
  2347. SlotID pos = dst->getSlotFor(i->second->type);
  2348. if(!pos.validSlot())
  2349. {
  2350. //try to merge two other stacks to make place
  2351. std::pair<SlotID, SlotID> toMerge;
  2352. if(dst->mergableStacks(toMerge, i->first) && allowMerging)
  2353. {
  2354. moveStack(StackLocation(dst, toMerge.first), StackLocation(dst, toMerge.second)); //merge toMerge.first into toMerge.second
  2355. assert(!dst->hasStackAtSlot(toMerge.first)); //we have now a new free slot
  2356. moveStack(sl, StackLocation(dst, toMerge.first)); //move stack to freed slot
  2357. }
  2358. else
  2359. {
  2360. complain("Unexpected failure during an attempt to move army from " + src->nodeName() + " to " + dst->nodeName() + "!");
  2361. return;
  2362. }
  2363. }
  2364. else
  2365. {
  2366. moveStack(sl, StackLocation(dst, pos));
  2367. }
  2368. }
  2369. }
  2370. bool CGameHandler::garrisonSwap( ObjectInstanceID tid )
  2371. {
  2372. CGTownInstance *town = gs->getTown(tid);
  2373. if(!town->garrisonHero && town->visitingHero) //visiting => garrison, merge armies: town army => hero army
  2374. {
  2375. if(!town->visitingHero->canBeMergedWith(*town))
  2376. {
  2377. complain("Cannot make garrison swap, not enough free slots!");
  2378. return false;
  2379. }
  2380. moveArmy(town, town->visitingHero, true);
  2381. SetHeroesInTown intown;
  2382. intown.tid = tid;
  2383. intown.visiting = ObjectInstanceID();
  2384. intown.garrison = town->visitingHero->id;
  2385. sendAndApply(&intown);
  2386. return true;
  2387. }
  2388. else if (town->garrisonHero && !town->visitingHero) //move hero out of the garrison
  2389. {
  2390. //check if moving hero out of town will break 8 wandering heroes limit
  2391. if(getHeroCount(town->garrisonHero->tempOwner,false) >= 8)
  2392. {
  2393. complain("Cannot move hero out of the garrison, there are already 8 wandering heroes!");
  2394. return false;
  2395. }
  2396. SetHeroesInTown intown;
  2397. intown.tid = tid;
  2398. intown.garrison = ObjectInstanceID();
  2399. intown.visiting = town->garrisonHero->id;
  2400. sendAndApply(&intown);
  2401. return true;
  2402. }
  2403. else if(!!town->garrisonHero && town->visitingHero) //swap visiting and garrison hero
  2404. {
  2405. SetHeroesInTown intown;
  2406. intown.tid = tid;
  2407. intown.garrison = town->visitingHero->id;
  2408. intown.visiting = town->garrisonHero->id;
  2409. sendAndApply(&intown);
  2410. return true;
  2411. }
  2412. else
  2413. {
  2414. complain("Cannot swap garrison hero!");
  2415. return false;
  2416. }
  2417. }
  2418. // With the amount of changes done to the function, it's more like transferArtifacts.
  2419. // 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.
  2420. bool CGameHandler::moveArtifact(const ArtifactLocation &al1, const ArtifactLocation &al2)
  2421. {
  2422. ArtifactLocation src = al1, dst = al2;
  2423. const PlayerColor srcPlayer = src.owningPlayer(), dstPlayer = dst.owningPlayer();
  2424. const CArmedInstance *srcObj = src.relatedObj(), *dstObj = dst.relatedObj();
  2425. // Make sure exchange is even possible between the two heroes.
  2426. if(!isAllowedExchange(srcObj->id, dstObj->id))
  2427. COMPLAIN_RET("That heroes cannot make any exchange!");
  2428. const CArtifactInstance *srcArtifact = src.getArt();
  2429. const CArtifactInstance *destArtifact = dst.getArt();
  2430. if (srcArtifact == nullptr)
  2431. COMPLAIN_RET("No artifact to move!");
  2432. if (destArtifact && srcPlayer != dstPlayer)
  2433. COMPLAIN_RET("Can't touch artifact on hero of another player!");
  2434. // Check if src/dest slots are appropriate for the artifacts exchanged.
  2435. // Moving to the backpack is always allowed.
  2436. if ((!srcArtifact || dst.slot < GameConstants::BACKPACK_START)
  2437. && srcArtifact && !srcArtifact->canBePutAt(dst, true))
  2438. COMPLAIN_RET("Cannot move artifact!");
  2439. if ((srcArtifact && srcArtifact->artType->id == ArtifactID::ART_LOCK) || (destArtifact && destArtifact->artType->id == ArtifactID::ART_LOCK))
  2440. COMPLAIN_RET("Cannot move artifact locks.");
  2441. if (dst.slot >= GameConstants::BACKPACK_START && srcArtifact->artType->isBig())
  2442. COMPLAIN_RET("Cannot put big artifacts in backpack!");
  2443. if (src.slot == ArtifactPosition::MACH4 || dst.slot == ArtifactPosition::MACH4)
  2444. COMPLAIN_RET("Cannot move catapult!");
  2445. if(dst.slot >= GameConstants::BACKPACK_START)
  2446. vstd::amin(dst.slot, ArtifactPosition(GameConstants::BACKPACK_START + dst.getHolderArtSet()->artifactsInBackpack.size()));
  2447. if (src.slot == dst.slot && src.artHolder == dst.artHolder)
  2448. COMPLAIN_RET("Won't move artifact: Dest same as source!");
  2449. if(dst.slot < GameConstants::BACKPACK_START && destArtifact) //moving art to another slot
  2450. {
  2451. //old artifact must be removed first
  2452. moveArtifact(dst, ArtifactLocation(dst.artHolder, ArtifactPosition(
  2453. dst.getHolderArtSet()->artifactsInBackpack.size() + GameConstants::BACKPACK_START)));
  2454. }
  2455. MoveArtifact ma;
  2456. ma.src = src;
  2457. ma.dst = dst;
  2458. sendAndApply(&ma);
  2459. return true;
  2460. }
  2461. /**
  2462. * Assembles or disassembles a combination artifact.
  2463. * @param heroID ID of hero holding the artifact(s).
  2464. * @param artifactSlot The worn slot ID of the combination- or constituent artifact.
  2465. * @param assemble True for assembly operation, false for disassembly.
  2466. * @param assembleTo If assemble is true, this represents the artifact ID of the combination
  2467. * artifact to assemble to. Otherwise it's not used.
  2468. */
  2469. bool CGameHandler::assembleArtifacts (ObjectInstanceID heroID, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo)
  2470. {
  2471. CGHeroInstance *hero = gs->getHero(heroID);
  2472. const CArtifactInstance *destArtifact = hero->getArt(artifactSlot);
  2473. if(!destArtifact)
  2474. COMPLAIN_RET("assembleArtifacts: there is no such artifact instance!");
  2475. if(assemble)
  2476. {
  2477. CArtifact *combinedArt = VLC->arth->artifacts.at(assembleTo);
  2478. if(!combinedArt->constituents)
  2479. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to assemble is not a combined artifacts!");
  2480. if(!vstd::contains(destArtifact->assemblyPossibilities(hero), combinedArt))
  2481. COMPLAIN_RET("assembleArtifacts: It's impossible to assemble requested artifact!");
  2482. AssembledArtifact aa;
  2483. aa.al = ArtifactLocation(hero, artifactSlot);
  2484. aa.builtArt = combinedArt;
  2485. sendAndApply(&aa);
  2486. }
  2487. else
  2488. {
  2489. if(!destArtifact->artType->constituents)
  2490. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble is not a combined artifact!");
  2491. DisassembledArtifact da;
  2492. da.al = ArtifactLocation(hero, artifactSlot);
  2493. sendAndApply(&da);
  2494. }
  2495. return false;
  2496. }
  2497. bool CGameHandler::buyArtifact( ObjectInstanceID hid, ArtifactID aid )
  2498. {
  2499. CGHeroInstance *hero = gs->getHero(hid);
  2500. CGTownInstance *town = hero->visitedTown;
  2501. if(aid==ArtifactID::SPELLBOOK)
  2502. {
  2503. if((!town->hasBuilt(BuildingID::MAGES_GUILD_1) && complain("Cannot buy a spellbook, no mage guild in the town!"))
  2504. || (getResource(hero->getOwner(), Res::GOLD) < GameConstants::SPELLBOOK_GOLD_COST && complain("Cannot buy a spellbook, not enough gold!") )
  2505. || (hero->getArt(ArtifactPosition::SPELLBOOK) && complain("Cannot buy a spellbook, hero already has a one!"))
  2506. )
  2507. return false;
  2508. giveResource(hero->getOwner(),Res::GOLD,-GameConstants::SPELLBOOK_GOLD_COST);
  2509. giveHeroNewArtifact(hero, VLC->arth->artifacts[0], ArtifactPosition::SPELLBOOK);
  2510. assert(hero->getArt(ArtifactPosition::SPELLBOOK));
  2511. giveSpells(town,hero);
  2512. return true;
  2513. }
  2514. else if(aid < 7 && aid > 3) //war machine
  2515. {
  2516. int price = VLC->arth->artifacts.at(aid)->price;
  2517. if(( hero->getArt(ArtifactPosition(9+aid)) && complain("Hero already has this machine!"))
  2518. || (gs->getPlayer(hero->getOwner())->resources.at(Res::GOLD) < price && complain("Not enough gold!")))
  2519. {
  2520. return false;
  2521. }
  2522. if ((town->hasBuilt(BuildingID::BLACKSMITH) && town->town->warMachine == aid )
  2523. || ((town->hasBuilt(BuildingID::BALLISTA_YARD, ETownType::STRONGHOLD)) && aid == ArtifactID::BALLISTA))
  2524. {
  2525. giveResource(hero->getOwner(),Res::GOLD,-price);
  2526. giveHeroNewArtifact(hero, VLC->arth->artifacts.at(aid), ArtifactPosition(9+aid));
  2527. return true;
  2528. }
  2529. else
  2530. COMPLAIN_RET("This machine is unavailable here!");
  2531. }
  2532. return false;
  2533. }
  2534. bool CGameHandler::buyArtifact(const IMarket *m, const CGHeroInstance *h, Res::ERes rid, ArtifactID aid)
  2535. {
  2536. if(!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_ARTIFACT), aid))
  2537. COMPLAIN_RET("That artifact is unavailable!");
  2538. int b1, b2;
  2539. m->getOffer(rid, aid, b1, b2, EMarketMode::RESOURCE_ARTIFACT);
  2540. if(getResource(h->tempOwner, rid) < b1)
  2541. COMPLAIN_RET("You can't afford to buy this artifact!");
  2542. SetResource sr;
  2543. sr.player = h->tempOwner;
  2544. sr.resid = rid;
  2545. sr.val = getResource(h->tempOwner, rid) - b1;
  2546. sendAndApply(&sr);
  2547. SetAvailableArtifacts saa;
  2548. if(m->o->ID == Obj::TOWN)
  2549. {
  2550. saa.id = -1;
  2551. saa.arts = CGTownInstance::merchantArtifacts;
  2552. }
  2553. else if(const CGBlackMarket *bm = dynamic_cast<const CGBlackMarket *>(m->o)) //black market
  2554. {
  2555. saa.id = bm->id.getNum();
  2556. saa.arts = bm->artifacts;
  2557. }
  2558. else
  2559. COMPLAIN_RET("Wrong marktet...");
  2560. bool found = false;
  2561. for(const CArtifact *&art : saa.arts)
  2562. {
  2563. if(art && art->id == aid)
  2564. {
  2565. art = nullptr;
  2566. found = true;
  2567. break;
  2568. }
  2569. }
  2570. if(!found)
  2571. COMPLAIN_RET("Cannot find selected artifact on the list");
  2572. sendAndApply(&saa);
  2573. giveHeroNewArtifact(h, VLC->arth->artifacts.at(aid), ArtifactPosition::FIRST_AVAILABLE);
  2574. return true;
  2575. }
  2576. bool CGameHandler::sellArtifact( const IMarket *m, const CGHeroInstance *h, ArtifactInstanceID aid, Res::ERes rid )
  2577. {
  2578. const CArtifactInstance *art = h->getArtByInstanceId(aid);
  2579. if(!art)
  2580. COMPLAIN_RET("There is no artifact to sell!");
  2581. if(art->artType->id < 7)
  2582. COMPLAIN_RET("Cannot sell a war machine or spellbook!");
  2583. int resVal = 0, dump = 1;
  2584. m->getOffer(art->artType->id, rid, dump, resVal, EMarketMode::ARTIFACT_RESOURCE);
  2585. removeArtifact(ArtifactLocation(h, h->getArtPos(art)));
  2586. giveResource(h->tempOwner, rid, resVal);
  2587. return true;
  2588. }
  2589. //void CGameHandler::lootArtifacts (TArtHolder source, TArtHolder dest, std::vector<ui32> &arts)
  2590. //{
  2591. // //const CGHeroInstance * h1 = dynamic_cast<CGHeroInstance *> source;
  2592. // //auto s = boost::apply_visitor(GetArtifactSetPtr(), source);
  2593. // {
  2594. // }
  2595. //}
  2596. bool CGameHandler::buySecSkill( const IMarket *m, const CGHeroInstance *h, SecondarySkill skill)
  2597. {
  2598. if (!h)
  2599. COMPLAIN_RET("You need hero to buy a skill!");
  2600. if (h->getSecSkillLevel(SecondarySkill(skill)))
  2601. COMPLAIN_RET("Hero already know this skill");
  2602. if (!h->canLearnSkill())
  2603. COMPLAIN_RET("Hero can't learn any more skills");
  2604. if (h->type->heroClass->secSkillProbability.at(skill)==0)//can't learn this skill (like necromancy for most of non-necros)
  2605. COMPLAIN_RET("The hero can't learn this skill!");
  2606. if(!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_SKILL), skill))
  2607. COMPLAIN_RET("That skill is unavailable!");
  2608. if(getResource(h->tempOwner, Res::GOLD) < 2000)//TODO: remove hardcoded resource\summ?
  2609. COMPLAIN_RET("You can't afford to buy this skill");
  2610. SetResource sr;
  2611. sr.player = h->tempOwner;
  2612. sr.resid = Res::GOLD;
  2613. sr.val = getResource(h->tempOwner, Res::GOLD) - 2000;
  2614. sendAndApply(&sr);
  2615. changeSecSkill(h, skill, 1, true);
  2616. return true;
  2617. }
  2618. bool CGameHandler::tradeResources(const IMarket *market, ui32 val, PlayerColor player, ui32 id1, ui32 id2)
  2619. {
  2620. int r1 = gs->getPlayer(player)->resources.at(id1),
  2621. r2 = gs->getPlayer(player)->resources.at(id2);
  2622. vstd::amin(val, r1); //can't trade more resources than have
  2623. int b1, b2; //base quantities for trade
  2624. market->getOffer(id1, id2, b1, b2, EMarketMode::RESOURCE_RESOURCE);
  2625. int units = val / b1; //how many base quantities we trade
  2626. if(val%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  2627. {
  2628. //TODO: complain?
  2629. assert(0);
  2630. }
  2631. SetResource sr;
  2632. sr.player = player;
  2633. sr.resid = static_cast<Res::ERes>(id1);
  2634. sr.val = r1 - b1 * units;
  2635. sendAndApply(&sr);
  2636. sr.resid = static_cast<Res::ERes>(id2);
  2637. sr.val = r2 + b2 * units;
  2638. sendAndApply(&sr);
  2639. return true;
  2640. }
  2641. bool CGameHandler::sellCreatures(ui32 count, const IMarket *market, const CGHeroInstance * hero, SlotID slot, Res::ERes resourceID)
  2642. {
  2643. if(!vstd::contains(hero->Slots(), slot))
  2644. COMPLAIN_RET("Hero doesn't have any creature in that slot!");
  2645. const CStackInstance &s = hero->getStack(slot);
  2646. if( s.count < count //can't sell more creatures than have
  2647. || (hero->Slots().size() == 1 && hero->needsLastStack() && s.count == count)) //can't sell last stack
  2648. {
  2649. COMPLAIN_RET("Not enough creatures in army!");
  2650. }
  2651. int b1, b2; //base quantities for trade
  2652. market->getOffer(s.type->idNumber, resourceID, b1, b2, EMarketMode::CREATURE_RESOURCE);
  2653. int units = count / b1; //how many base quantities we trade
  2654. if(count%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  2655. {
  2656. //TODO: complain?
  2657. assert(0);
  2658. }
  2659. changeStackCount(StackLocation(hero, slot), -count);
  2660. SetResource sr;
  2661. sr.player = hero->tempOwner;
  2662. sr.resid = resourceID;
  2663. sr.val = getResource(hero->tempOwner, resourceID) + b2 * units;
  2664. sendAndApply(&sr);
  2665. return true;
  2666. }
  2667. bool CGameHandler::transformInUndead(const IMarket *market, const CGHeroInstance * hero, SlotID slot)
  2668. {
  2669. const CArmedInstance *army = nullptr;
  2670. if (hero)
  2671. army = hero;
  2672. else
  2673. army = dynamic_cast<const CGTownInstance *>(market->o);
  2674. if (!army)
  2675. COMPLAIN_RET("Incorrect call to transform in undead!");
  2676. if(!army->hasStackAtSlot(slot))
  2677. COMPLAIN_RET("Army doesn't have any creature in that slot!");
  2678. const CStackInstance &s = army->getStack(slot);
  2679. int resCreature;//resulting creature - bone dragons or skeletons
  2680. if (s.hasBonusOfType(Bonus::DRAGON_NATURE))
  2681. resCreature = 68;
  2682. else
  2683. resCreature = 56;
  2684. changeStackType(StackLocation(army, slot), VLC->creh->creatures.at(resCreature));
  2685. return true;
  2686. }
  2687. bool CGameHandler::sendResources(ui32 val, PlayerColor player, Res::ERes r1, PlayerColor r2)
  2688. {
  2689. const PlayerState *p2 = gs->getPlayer(r2, false);
  2690. if(!p2 || p2->status != EPlayerStatus::INGAME)
  2691. {
  2692. complain("Dest player must be in game!");
  2693. return false;
  2694. }
  2695. si32 curRes1 = gs->getPlayer(player)->resources.at(r1),
  2696. curRes2 = gs->getPlayer(r2)->resources.at(r1);
  2697. val = std::min(si32(val),curRes1);
  2698. SetResource sr;
  2699. sr.player = player;
  2700. sr.resid = r1;
  2701. sr.val = curRes1 - val;
  2702. sendAndApply(&sr);
  2703. sr.player = r2;
  2704. sr.val = curRes2 + val;
  2705. sendAndApply(&sr);
  2706. return true;
  2707. }
  2708. bool CGameHandler::setFormation( ObjectInstanceID hid, ui8 formation )
  2709. {
  2710. gs->getHero(hid)-> formation = formation;
  2711. return true;
  2712. }
  2713. bool CGameHandler::hireHero(const CGObjectInstance *obj, ui8 hid, PlayerColor player)
  2714. {
  2715. const PlayerState *p = gs->getPlayer(player);
  2716. const CGTownInstance *t = gs->getTown(obj->id);
  2717. static const int GOLD_NEEDED = 2500;
  2718. //common preconditions
  2719. // if( (p->resources.at(Res::GOLD)<GOLD_NEEDED && complain("Not enough gold for buying hero!"))
  2720. // || (getHeroCount(player, false) >= GameConstants::MAX_HEROES_PER_PLAYER && complain("Cannot hire hero, only 8 wandering heroes are allowed!")))
  2721. if( (p->resources.at(Res::GOLD)<GOLD_NEEDED && complain("Not enough gold for buying hero!"))
  2722. || ((!t) && (getHeroCount(player, false) >= VLC->modh->settings.MAX_HEROES_ON_MAP_PER_PLAYER && complain("Cannot hire hero, too many wandering heroes already!")))
  2723. || ((t) && (getHeroCount(player, true) >= VLC->modh->settings.MAX_HEROES_AVAILABLE_PER_PLAYER && complain("Cannot hire hero, too many heroes garrizoned and wandering already!"))) )
  2724. return false;
  2725. if(t) //tavern in town
  2726. {
  2727. if( (!t->hasBuilt(BuildingID::TAVERN) && complain("No tavern!"))
  2728. || (t->visitingHero && complain("There is visiting hero - no place!")))
  2729. return false;
  2730. }
  2731. else if(obj->ID == Obj::TAVERN)
  2732. {
  2733. if(getTile(obj->visitablePos())->visitableObjects.back() != obj && complain("Tavern entry must be unoccupied!"))
  2734. return false;
  2735. }
  2736. const CGHeroInstance *nh = p->availableHeroes.at(hid);
  2737. if (!nh)
  2738. {
  2739. complain ("Hero is not available for hiring!");
  2740. return false;
  2741. }
  2742. HeroRecruited hr;
  2743. hr.tid = obj->id;
  2744. hr.hid = nh->subID;
  2745. hr.player = player;
  2746. hr.tile = obj->visitablePos() + nh->getVisitableOffset();
  2747. sendAndApply(&hr);
  2748. std::map<ui32, ConstTransitivePtr<CGHeroInstance> > pool = gs->unusedHeroesFromPool();
  2749. const CGHeroInstance *theOtherHero = p->availableHeroes.at(!hid);
  2750. const CGHeroInstance *newHero = nullptr;
  2751. if (theOtherHero) //on XXL maps all heroes can be imprisoned :(
  2752. newHero = gs->hpool.pickHeroFor(false, player, getNativeTown(player), pool, gs->getRandomGenerator(), theOtherHero->type->heroClass);
  2753. SetAvailableHeroes sah;
  2754. sah.player = player;
  2755. if(newHero)
  2756. {
  2757. sah.hid[hid] = newHero->subID;
  2758. sah.army[hid].clear();
  2759. sah.army[hid].setCreature(SlotID(0), newHero->type->initialArmy[0].creature, 1);
  2760. }
  2761. else
  2762. sah.hid[hid] = -1;
  2763. sah.hid[!hid] = theOtherHero ? theOtherHero->subID : -1;
  2764. sendAndApply(&sah);
  2765. SetResource sr;
  2766. sr.player = player;
  2767. sr.resid = Res::GOLD;
  2768. sr.val = p->resources.at(Res::GOLD) - GOLD_NEEDED;
  2769. sendAndApply(&sr);
  2770. if(t)
  2771. {
  2772. vistiCastleObjects (t, nh);
  2773. giveSpells (t,nh);
  2774. }
  2775. return true;
  2776. }
  2777. bool CGameHandler::queryReply(QueryID qid, ui32 answer, PlayerColor player)
  2778. {
  2779. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  2780. logGlobal->traceStream() << boost::format("Player %s attempts answering query %d with answer %d") % player % qid % answer;
  2781. auto topQuery = queries.topQuery(player);
  2782. COMPLAIN_RET_FALSE_IF(!topQuery, "This player doesn't have any queries!");
  2783. COMPLAIN_RET_FALSE_IF(topQuery->queryID != qid, "This player top query has different ID!");
  2784. COMPLAIN_RET_FALSE_IF(!topQuery->endsByPlayerAnswer(), "This query cannot be ended by player's answer!");
  2785. if(auto dialogQuery = std::dynamic_pointer_cast<CDialogQuery>(topQuery))
  2786. dialogQuery->answer = answer;
  2787. queries.popQuery(topQuery);
  2788. return true;
  2789. }
  2790. static EndAction end_action;
  2791. bool CGameHandler::makeBattleAction( BattleAction &ba )
  2792. {
  2793. bool ok = true;
  2794. const CStack *stack = battleGetStackByID(ba.stackNumber); //may be nullptr if action is not about stack
  2795. const CStack *destinationStack = ba.actionType == Battle::WALK_AND_ATTACK ? gs->curB->battleGetStackByPos(ba.additionalInfo)
  2796. : ba.actionType == Battle::SHOOT ? gs->curB->battleGetStackByPos(ba.destinationTile)
  2797. : nullptr;
  2798. const bool isAboutActiveStack = stack && (stack == battleActiveStack());
  2799. logGlobal->traceStream() << boost::format(
  2800. "Making action: type=%d; side=%d; stack=%s; dst=%s; additionalInfo=%d; stackAtDst=%s")
  2801. % ba.actionType % (int)ba.side % (stack ? stack->getName() : std::string("none"))
  2802. % ba.destinationTile % ba.additionalInfo % (destinationStack ? destinationStack->getName() : std::string("none"));
  2803. switch(ba.actionType)
  2804. {
  2805. case Battle::WALK: //walk
  2806. case Battle::DEFEND: //defend
  2807. case Battle::WAIT: //wait
  2808. case Battle::WALK_AND_ATTACK: //walk or attack
  2809. case Battle::SHOOT: //shoot
  2810. case Battle::CATAPULT: //catapult
  2811. case Battle::STACK_HEAL: //healing with First Aid Tent
  2812. case Battle::DAEMON_SUMMONING:
  2813. case Battle::MONSTER_SPELL:
  2814. if(!stack)
  2815. {
  2816. complain("No such stack!");
  2817. return false;
  2818. }
  2819. if(!stack->alive())
  2820. {
  2821. complain("This stack is dead: " + stack->nodeName());
  2822. return false;
  2823. }
  2824. if(battleTacticDist())
  2825. {
  2826. if(stack && !stack->attackerOwned != battleGetTacticsSide())
  2827. {
  2828. complain("This is not a stack of side that has tactics!");
  2829. return false;
  2830. }
  2831. }
  2832. else if(!isAboutActiveStack)
  2833. {
  2834. complain("Action has to be about active stack!");
  2835. return false;
  2836. }
  2837. }
  2838. switch(ba.actionType)
  2839. {
  2840. case Battle::END_TACTIC_PHASE: //wait
  2841. case Battle::BAD_MORALE:
  2842. case Battle::NO_ACTION:
  2843. {
  2844. StartAction start_action(ba);
  2845. sendAndApply(&start_action);
  2846. sendAndApply(&end_action);
  2847. break;
  2848. }
  2849. case Battle::WALK:
  2850. {
  2851. StartAction start_action(ba);
  2852. sendAndApply(&start_action); //start movement
  2853. int walkedTiles = moveStack(ba.stackNumber,ba.destinationTile); //move
  2854. if(!walkedTiles)
  2855. complain("Stack failed movement!");
  2856. sendAndApply(&end_action);
  2857. break;
  2858. }
  2859. case Battle::DEFEND:
  2860. {
  2861. //defensive stance //TODO: remove this bonus when stack becomes active
  2862. SetStackEffect sse;
  2863. sse.effect.push_back( Bonus(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, 20, -1, PrimarySkill::DEFENSE, Bonus::PERCENT_TO_ALL) );
  2864. sse.effect.push_back( Bonus(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, gs->curB->stacks.at(ba.stackNumber)->valOfBonuses(Bonus::DEFENSIVE_STANCE),
  2865. -1, PrimarySkill::DEFENSE, Bonus::ADDITIVE_VALUE));
  2866. sse.stacks.push_back(ba.stackNumber);
  2867. sendAndApply(&sse);
  2868. //don't break - we share code with next case
  2869. }
  2870. case Battle::WAIT:
  2871. {
  2872. StartAction start_action(ba);
  2873. sendAndApply(&start_action);
  2874. sendAndApply(&end_action);
  2875. break;
  2876. }
  2877. case Battle::RETREAT: //retreat/flee
  2878. {
  2879. if(!gs->curB->battleCanFlee(gs->curB->sides.at(ba.side).color))
  2880. complain("Cannot retreat!");
  2881. else
  2882. setBattleResult(BattleResult::ESCAPE, !ba.side); //surrendering side loses
  2883. break;
  2884. }
  2885. case Battle::SURRENDER:
  2886. {
  2887. PlayerColor player = gs->curB->sides.at(ba.side).color;
  2888. int cost = gs->curB->battleGetSurrenderCost(player);
  2889. if(cost < 0)
  2890. complain("Cannot surrender!");
  2891. else if(getResource(player, Res::GOLD) < cost)
  2892. complain("Not enough gold to surrender!");
  2893. else
  2894. {
  2895. giveResource(player, Res::GOLD, -cost);
  2896. setBattleResult(BattleResult::SURRENDER, !ba.side); //surrendering side loses
  2897. }
  2898. break;
  2899. }
  2900. case Battle::WALK_AND_ATTACK: //walk or attack
  2901. {
  2902. StartAction start_action(ba);
  2903. sendAndApply(&start_action); //start movement and attack
  2904. if(!stack || !destinationStack)
  2905. {
  2906. sendAndApply(&end_action);
  2907. break;
  2908. }
  2909. BattleHex startingPos = stack->position;
  2910. int distance = moveStack(ba.stackNumber, ba.destinationTile);
  2911. logGlobal->traceStream() << stack->nodeName() << " will attack " << destinationStack->nodeName();
  2912. if(stack->position != ba.destinationTile //we wasn't able to reach destination tile
  2913. && !(stack->doubleWide()
  2914. && ( stack->position == ba.destinationTile + (stack->attackerOwned ? +1 : -1 ) )
  2915. ) //nor occupy specified hex
  2916. )
  2917. {
  2918. std::string problem = "We cannot move this stack to its destination " + stack->getCreature()->namePl;
  2919. logGlobal->warnStream() << problem;
  2920. complain(problem);
  2921. ok = false;
  2922. sendAndApply(&end_action);
  2923. break;
  2924. }
  2925. if(destinationStack && stack->ID == destinationStack->ID) //we should just move, it will be handled by following check
  2926. {
  2927. destinationStack = nullptr;
  2928. }
  2929. if(!destinationStack)
  2930. {
  2931. complain(boost::str(boost::format("walk and attack error: no stack at additionalInfo tile (%d)!\n") % ba.additionalInfo));
  2932. ok = false;
  2933. sendAndApply(&end_action);
  2934. break;
  2935. }
  2936. if( !CStack::isMeleeAttackPossible(stack, destinationStack) )
  2937. {
  2938. complain("Attack cannot be performed!");
  2939. sendAndApply(&end_action);
  2940. ok = false;
  2941. break;
  2942. }
  2943. //attack
  2944. int totalAttacks = 1 + stack->getBonuses(Selector::type (Bonus::ADDITIONAL_ATTACK),
  2945. (Selector::effectRange(Bonus::NO_LIMIT).Or(Selector::effectRange(Bonus::ONLY_MELEE_FIGHT))))->totalValue(); //all unspicified attacks + melee attacks
  2946. for (int i = 0; i < totalAttacks; ++i)
  2947. {
  2948. if (stack &&
  2949. stack->alive() && //move can cause death, eg. by walking into the moat
  2950. destinationStack->alive())
  2951. {
  2952. BattleAttack bat;
  2953. prepareAttack(bat, stack, destinationStack, (i ? 0 : distance), ba.additionalInfo); //no distance travelled on second attack
  2954. //prepareAttack(bat, stack, stackAtEnd, 0, ba.additionalInfo);
  2955. handleAttackBeforeCasting(bat); //only before first attack
  2956. sendAndApply(&bat);
  2957. handleAfterAttackCasting(bat);
  2958. }
  2959. //counterattack
  2960. if (destinationStack
  2961. && !stack->hasBonusOfType(Bonus::BLOCKS_RETALIATION)
  2962. && destinationStack->ableToRetaliate()
  2963. && stack->alive()) //attacker may have died (fire shield)
  2964. {
  2965. BattleAttack bat;
  2966. prepareAttack(bat, destinationStack, stack, 0, stack->position);
  2967. bat.flags |= BattleAttack::COUNTER;
  2968. sendAndApply(&bat);
  2969. handleAfterAttackCasting(bat);
  2970. }
  2971. }
  2972. //return
  2973. if(stack->hasBonusOfType(Bonus::RETURN_AFTER_STRIKE) && startingPos != stack->position && stack->alive())
  2974. {
  2975. moveStack(ba.stackNumber, startingPos);
  2976. //NOTE: curStack->ID == ba.stackNumber (rev 1431)
  2977. }
  2978. sendAndApply(&end_action);
  2979. break;
  2980. }
  2981. case Battle::SHOOT:
  2982. {
  2983. if( !gs->curB->battleCanShoot(stack, ba.destinationTile) )
  2984. {
  2985. complain("Cannot shoot!");
  2986. break;
  2987. }
  2988. StartAction start_action(ba);
  2989. sendAndApply(&start_action); //start shooting
  2990. {
  2991. BattleAttack bat;
  2992. bat.flags |= BattleAttack::SHOT;
  2993. prepareAttack(bat, stack, destinationStack, 0, ba.destinationTile);
  2994. handleAttackBeforeCasting(bat);
  2995. sendAndApply(&bat);
  2996. handleAfterAttackCasting(bat);
  2997. }
  2998. //second shot for ballista, only if hero has advanced artillery
  2999. const CGHeroInstance * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  3000. if( destinationStack->alive()
  3001. && (stack->getCreature()->idNumber == CreatureID::BALLISTA)
  3002. && (attackingHero->getSecSkillLevel(SecondarySkill::ARTILLERY) >= SecSkillLevel::ADVANCED)
  3003. )
  3004. {
  3005. BattleAttack bat2;
  3006. bat2.flags |= BattleAttack::SHOT;
  3007. prepareAttack(bat2, stack, destinationStack, 0, ba.destinationTile);
  3008. sendAndApply(&bat2);
  3009. }
  3010. //allow more than one additional attack
  3011. int additionalAttacks = stack->getBonuses(Selector::type (Bonus::ADDITIONAL_ATTACK),
  3012. (Selector::effectRange(Bonus::NO_LIMIT).Or(Selector::effectRange(Bonus::ONLY_DISTANCE_FIGHT))))->totalValue();
  3013. for (int i = 0; i < additionalAttacks; ++i)
  3014. {
  3015. if(
  3016. stack->alive()
  3017. && destinationStack->alive()
  3018. && stack->shots
  3019. )
  3020. {
  3021. BattleAttack bat;
  3022. bat.flags |= BattleAttack::SHOT;
  3023. prepareAttack(bat, stack, destinationStack, 0, ba.destinationTile);
  3024. sendAndApply(&bat);
  3025. handleAfterAttackCasting(bat);
  3026. }
  3027. }
  3028. sendAndApply(&end_action);
  3029. break;
  3030. }
  3031. case Battle::CATAPULT:
  3032. {
  3033. auto getCatapultHitChance = [&](EWallPart::EWallPart part, const CHeroHandler::SBallisticsLevelInfo & sbi) -> int
  3034. {
  3035. switch(part)
  3036. {
  3037. case EWallPart::GATE:
  3038. return sbi.gate;
  3039. case EWallPart::KEEP:
  3040. return sbi.keep;
  3041. case EWallPart::BOTTOM_TOWER:
  3042. case EWallPart::UPPER_TOWER:
  3043. return sbi.tower;
  3044. case EWallPart::BOTTOM_WALL:
  3045. case EWallPart::BELOW_GATE:
  3046. case EWallPart::OVER_GATE:
  3047. case EWallPart::UPPER_WALL:
  3048. return sbi.wall;
  3049. default:
  3050. return 0;
  3051. }
  3052. };
  3053. StartAction start_action(ba);
  3054. sendAndApply(&start_action);
  3055. auto onExit = vstd::makeScopeGuard([&]{ sendAndApply(&end_action); }); //if we started than we have to finish
  3056. const CGHeroInstance * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  3057. CHeroHandler::SBallisticsLevelInfo sbi = VLC->heroh->ballistics.at(attackingHero->getSecSkillLevel(SecondarySkill::BALLISTICS));
  3058. auto wallPart = gs->curB->battleHexToWallPart(ba.destinationTile);
  3059. if(!gs->curB->isWallPartPotentiallyAttackable(wallPart))
  3060. {
  3061. complain("catapult tried to attack non-catapultable hex!");
  3062. break;
  3063. }
  3064. //in successive iterations damage is dealt but not yet subtracted from wall's HPs
  3065. auto &currentHP = gs->curB->si.wallState;
  3066. if (currentHP.at(wallPart) == EWallState::DESTROYED || currentHP.at(wallPart) == EWallState::NONE)
  3067. {
  3068. complain("catapult tried to attack already destroyed wall part!");
  3069. break;
  3070. }
  3071. for(int g=0; g<sbi.shots; ++g)
  3072. {
  3073. bool hitSuccessfull = false;
  3074. auto attackedPart = wallPart;
  3075. do // catapult has chance to attack desired target. Othervice - attacks randomly
  3076. {
  3077. if(currentHP.at(attackedPart) != EWallState::DESTROYED && // this part can be hit
  3078. currentHP.at(attackedPart) != EWallState::NONE &&
  3079. gs->getRandomGenerator().nextInt(99) < getCatapultHitChance(attackedPart, sbi))//hit is successful
  3080. {
  3081. hitSuccessfull = true;
  3082. }
  3083. else // select new target
  3084. {
  3085. std::vector<EWallPart::EWallPart> allowedTargets;
  3086. for (size_t i=0; i< currentHP.size(); i++)
  3087. {
  3088. if (currentHP.at(i) != EWallState::DESTROYED &&
  3089. currentHP.at(i) != EWallState::NONE)
  3090. allowedTargets.push_back(EWallPart::EWallPart(i));
  3091. }
  3092. if (allowedTargets.empty())
  3093. break;
  3094. attackedPart = *RandomGeneratorUtil::nextItem(allowedTargets, gs->getRandomGenerator());
  3095. }
  3096. }
  3097. while (!hitSuccessfull);
  3098. if (!hitSuccessfull) // break triggered - no target to shoot at
  3099. break;
  3100. CatapultAttack ca; //package for clients
  3101. CatapultAttack::AttackInfo attack;
  3102. attack.attackedPart = attackedPart;
  3103. attack.destinationTile = ba.destinationTile;
  3104. attack.damageDealt = 0;
  3105. int dmgChance[] = { sbi.noDmg, sbi.oneDmg, sbi.twoDmg }; //dmgChance[i] - chance for doing i dmg when hit is successful
  3106. int dmgRand = gs->getRandomGenerator().nextInt(99);
  3107. //accumulating dmgChance
  3108. dmgChance[1] += dmgChance[0];
  3109. dmgChance[2] += dmgChance[1];
  3110. //calculating dealt damage
  3111. for(int damage = 0; damage < ARRAY_COUNT(dmgChance); ++damage)
  3112. {
  3113. if(dmgRand <= dmgChance[damage])
  3114. {
  3115. attack.damageDealt = damage;
  3116. break;
  3117. }
  3118. }
  3119. // attacked tile may have changed - update destination
  3120. attack.destinationTile = gs->curB->wallPartToBattleHex(EWallPart::EWallPart(attack.attackedPart));
  3121. logGlobal->traceStream() << "Catapult attacks " << (int)attack.attackedPart
  3122. << " dealing " << (int)attack.damageDealt << " damage";
  3123. //removing creatures in turrets / keep if one is destroyed
  3124. if(attack.damageDealt > 0 && (attackedPart == EWallPart::KEEP ||
  3125. attackedPart == EWallPart::BOTTOM_TOWER || attackedPart == EWallPart::UPPER_TOWER))
  3126. {
  3127. int posRemove = -1;
  3128. switch(attackedPart)
  3129. {
  3130. case EWallPart::KEEP:
  3131. posRemove = -2;
  3132. break;
  3133. case EWallPart::BOTTOM_TOWER:
  3134. posRemove = -3;
  3135. break;
  3136. case EWallPart::UPPER_TOWER:
  3137. posRemove = -4;
  3138. break;
  3139. }
  3140. BattleStacksRemoved bsr;
  3141. for(auto & elem : gs->curB->stacks)
  3142. {
  3143. if(elem->position == posRemove)
  3144. {
  3145. bsr.stackIDs.insert( elem->ID );
  3146. break;
  3147. }
  3148. }
  3149. sendAndApply(&bsr);
  3150. }
  3151. ca.attacker = ba.stackNumber;
  3152. ca.attackedParts.push_back(attack);
  3153. sendAndApply(&ca);
  3154. }
  3155. //finish by scope guard
  3156. break;
  3157. }
  3158. case Battle::STACK_HEAL: //healing with First Aid Tent
  3159. {
  3160. StartAction start_action(ba);
  3161. sendAndApply(&start_action);
  3162. const CGHeroInstance * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  3163. const CStack *healer = gs->curB->battleGetStackByID(ba.stackNumber),
  3164. *destStack = gs->curB->battleGetStackByPos(ba.destinationTile);
  3165. if(healer == nullptr || destStack == nullptr || !healer->hasBonusOfType(Bonus::HEALER))
  3166. {
  3167. complain("There is either no healer, no destination, or healer cannot heal :P");
  3168. }
  3169. int maxHealable = destStack->MaxHealth() - destStack->firstHPleft;
  3170. int maxiumHeal = healer->count * std::max(10, attackingHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::FIRST_AID));
  3171. int healed = std::min(maxHealable, maxiumHeal);
  3172. if(healed == 0)
  3173. {
  3174. //nothing to heal.. should we complain?
  3175. }
  3176. else
  3177. {
  3178. StacksHealedOrResurrected shr;
  3179. shr.lifeDrain = false;
  3180. shr.tentHealing = true;
  3181. shr.drainedFrom = ba.stackNumber;
  3182. StacksHealedOrResurrected::HealInfo hi;
  3183. hi.healedHP = healed;
  3184. hi.lowLevelResurrection = 0;
  3185. hi.stackID = destStack->ID;
  3186. shr.healedStacks.push_back(hi);
  3187. sendAndApply(&shr);
  3188. }
  3189. sendAndApply(&end_action);
  3190. break;
  3191. }
  3192. case Battle::DAEMON_SUMMONING:
  3193. //TODO: From Strategija:
  3194. //Summon Demon is a level 2 spell.
  3195. {
  3196. StartAction start_action(ba);
  3197. sendAndApply(&start_action);
  3198. const CStack *summoner = gs->curB->battleGetStackByID(ba.stackNumber),
  3199. *destStack = gs->curB->battleGetStackByPos(ba.destinationTile, false);
  3200. BattleStackAdded bsa;
  3201. bsa.attacker = summoner->attackerOwned;
  3202. bsa.creID = CreatureID(summoner->getBonusLocalFirst(Selector::type(Bonus::DAEMON_SUMMONING))->subtype); //in case summoner can summon more than one type of monsters... scream!
  3203. ui64 risedHp = summoner->count * summoner->valOfBonuses(Bonus::DAEMON_SUMMONING, bsa.creID.toEnum());
  3204. ui64 targetHealth = destStack->getCreature()->MaxHealth() * destStack->baseAmount;
  3205. ui64 canRiseHp = std::min(targetHealth, risedHp);
  3206. ui32 canRiseAmount = canRiseHp / VLC->creh->creatures.at(bsa.creID)->MaxHealth();
  3207. bsa.amount = std::min(canRiseAmount, destStack->baseAmount);
  3208. bsa.pos = gs->curB->getAvaliableHex(bsa.creID, bsa.attacker, destStack->position);
  3209. bsa.summoned = false;
  3210. if (bsa.amount) //there's rare possibility single creature cannot rise desired type
  3211. {
  3212. BattleStacksRemoved bsr; //remove body
  3213. bsr.stackIDs.insert(destStack->ID);
  3214. sendAndApply(&bsr);
  3215. sendAndApply(&bsa);
  3216. BattleSetStackProperty ssp;
  3217. ssp.stackID = ba.stackNumber;
  3218. ssp.which = BattleSetStackProperty::CASTS; //reduce number of casts
  3219. ssp.val = -1;
  3220. ssp.absolute = false;
  3221. sendAndApply(&ssp);
  3222. }
  3223. sendAndApply(&end_action);
  3224. break;
  3225. }
  3226. case Battle::MONSTER_SPELL:
  3227. {
  3228. StartAction start_action(ba);
  3229. sendAndApply(&start_action);
  3230. const CStack * stack = gs->curB->battleGetStackByID(ba.stackNumber);
  3231. SpellID spellID = SpellID(ba.additionalInfo);
  3232. BattleHex destination(ba.destinationTile);
  3233. const Bonus *randSpellcaster = stack->getBonusLocalFirst(Selector::type(Bonus::RANDOM_SPELLCASTER));
  3234. const Bonus * spellcaster = stack->getBonusLocalFirst(Selector::typeSubtype(Bonus::SPELLCASTER, spellID));
  3235. //TODO special bonus for genies ability
  3236. if(randSpellcaster && battleGetRandomStackSpell(stack, CBattleInfoCallback::RANDOM_AIMED) < 0)
  3237. spellID = battleGetRandomStackSpell(stack, CBattleInfoCallback::RANDOM_GENIE);
  3238. if(spellID < 0)
  3239. complain("That stack can't cast spells!");
  3240. else
  3241. {
  3242. int spellLvl = 0;
  3243. if (spellcaster)
  3244. vstd::amax(spellLvl, spellcaster->val);
  3245. if (randSpellcaster)
  3246. vstd::amax(spellLvl, randSpellcaster->val);
  3247. vstd::amin (spellLvl, 3);
  3248. int casterSide = gs->curB->whatSide(stack->owner);
  3249. const CGHeroInstance * secHero = gs->curB->getHero(gs->curB->theOtherPlayer(stack->owner));
  3250. handleSpellCasting(spellID, spellLvl, destination, casterSide, stack->owner, nullptr, secHero, 0, ECastingMode::CREATURE_ACTIVE_CASTING, stack);
  3251. }
  3252. sendAndApply(&end_action);
  3253. break;
  3254. }
  3255. }
  3256. if(ba.stackNumber == gs->curB->activeStack || battleResult.get()) //active stack has moved or battle has finished
  3257. battleMadeAction.setn(true);
  3258. return ok;
  3259. }
  3260. void CGameHandler::playerMessage( PlayerColor player, const std::string &message )
  3261. {
  3262. bool cheated=true;
  3263. PlayerMessage temp_message(player, message);
  3264. sendAndApply(&temp_message);
  3265. if(message == "vcmiistari") //give all spells and 999 mana
  3266. {
  3267. SetMana sm;
  3268. ChangeSpells cs;
  3269. CGHeroInstance *h = gs->getHero(gs->getPlayer(player)->currentSelection);
  3270. if(!h && complain("Cannot realize cheat, no hero selected!")) return;
  3271. sm.hid = cs.hid = h->id;
  3272. //give all spells
  3273. cs.learn = 1;
  3274. for(auto spell : VLC->spellh->objects)
  3275. {
  3276. if(!spell->creatureAbility)
  3277. cs.spells.insert(spell->id);
  3278. }
  3279. //give mana
  3280. sm.val = 999;
  3281. if(!h->hasSpellbook()) //hero doesn't have spellbook
  3282. giveHeroNewArtifact(h, VLC->arth->artifacts.at(0), ArtifactPosition::SPELLBOOK); //give spellbook
  3283. sendAndApply(&cs);
  3284. sendAndApply(&sm);
  3285. }
  3286. else if (message == "vcmiarmenelos") //build all buildings in selected town
  3287. {
  3288. CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
  3289. CGTownInstance *town;
  3290. if (hero)
  3291. town = hero->visitedTown;
  3292. else
  3293. town = gs->getTown(gs->getPlayer(player)->currentSelection);
  3294. if (town)
  3295. {
  3296. for (auto & build : town->town->buildings)
  3297. {
  3298. if (!town->hasBuilt(build.first)
  3299. && !build.second->Name().empty()
  3300. && build.first != BuildingID::SHIP)
  3301. {
  3302. buildStructure(town->id, build.first, true);
  3303. }
  3304. }
  3305. }
  3306. }
  3307. else if(message == "vcmiainur") //gives 5 archangels into each slot
  3308. {
  3309. CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
  3310. const CCreature *archangel = VLC->creh->creatures.at(13);
  3311. if(!hero) return;
  3312. for(int i = 0; i < GameConstants::ARMY_SIZE; i++)
  3313. if(!hero->hasStackAtSlot(SlotID(i)))
  3314. insertNewStack(StackLocation(hero, SlotID(i)), archangel, 5);
  3315. }
  3316. else if(message == "vcmiangband") //gives 10 black knight into each slot
  3317. {
  3318. CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
  3319. const CCreature *blackKnight = VLC->creh->creatures.at(66);
  3320. if(!hero) return;
  3321. for(int i = 0; i < GameConstants::ARMY_SIZE; i++)
  3322. if(!hero->hasStackAtSlot(SlotID(i)))
  3323. insertNewStack(StackLocation(hero, SlotID(i)), blackKnight, 10);
  3324. }
  3325. else if(message == "vcminoldor") //all war machines
  3326. {
  3327. CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
  3328. if(!hero) return;
  3329. if(!hero->getArt(ArtifactPosition::MACH1))
  3330. giveHeroNewArtifact(hero, VLC->arth->artifacts.at(4), ArtifactPosition::MACH1);
  3331. if(!hero->getArt(ArtifactPosition::MACH2))
  3332. giveHeroNewArtifact(hero, VLC->arth->artifacts.at(5), ArtifactPosition::MACH2);
  3333. if(!hero->getArt(ArtifactPosition::MACH3))
  3334. giveHeroNewArtifact(hero, VLC->arth->artifacts.at(6), ArtifactPosition::MACH3);
  3335. }
  3336. else if(message == "vcminahar") //1000000 movement points
  3337. {
  3338. CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
  3339. if(!hero) return;
  3340. SetMovePoints smp;
  3341. smp.hid = hero->id;
  3342. smp.val = 1000000;
  3343. sendAndApply(&smp);
  3344. }
  3345. else if(message == "vcmiformenos") //give resources
  3346. {
  3347. SetResources sr;
  3348. sr.player = player;
  3349. sr.res = gs->getPlayer(player)->resources;
  3350. for(int i=0;i<Res::GOLD;i++)
  3351. sr.res[i] += 100;
  3352. sr.res[Res::GOLD] += 100000; //100k
  3353. sendAndApply(&sr);
  3354. }
  3355. else if(message == "vcmieagles") //reveal FoW
  3356. {
  3357. FoWChange fc;
  3358. fc.mode = 1;
  3359. fc.player = player;
  3360. auto hlp_tab = new int3[gs->map->width * gs->map->height * (gs->map->twoLevel ? 2 : 1)];
  3361. int lastUnc = 0;
  3362. for(int i=0;i<gs->map->width;i++)
  3363. for(int j=0;j<gs->map->height;j++)
  3364. for(int k = 0; k < (gs->map->twoLevel ? 2 : 1); k++)
  3365. if(!gs->getPlayerTeam(fc.player)->fogOfWarMap.at(i).at(j).at(k))
  3366. hlp_tab[lastUnc++] = int3(i,j,k);
  3367. fc.tiles.insert(hlp_tab, hlp_tab + lastUnc);
  3368. delete [] hlp_tab;
  3369. sendAndApply(&fc);
  3370. }
  3371. else if(message == "vcmiglorfindel") //selected hero gains a new level
  3372. {
  3373. CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
  3374. changePrimSkill(hero, PrimarySkill::EXPERIENCE, VLC->heroh->reqExp(hero->level+1) - VLC->heroh->reqExp(hero->level));
  3375. }
  3376. else if(message == "vcmisilmaril") //player wins
  3377. {
  3378. gs->getPlayer(player)->enteredWinningCheatCode = 1;
  3379. }
  3380. else if(message == "vcmimelkor") //player looses
  3381. {
  3382. gs->getPlayer(player)->enteredLosingCheatCode = 1;
  3383. }
  3384. else if (message == "vcmiforgeofnoldorking") //hero gets all artifacts except war machines, spell scrolls and spell book
  3385. {
  3386. CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
  3387. if(!hero) return;
  3388. for (int g = 7; g < VLC->arth->artifacts.size(); ++g) //including artifacts from mods
  3389. giveHeroNewArtifact(hero, VLC->arth->artifacts.at(g), ArtifactPosition::PRE_FIRST);
  3390. }
  3391. else
  3392. cheated = false;
  3393. if(cheated)
  3394. {
  3395. SystemMessage temp_message(VLC->generaltexth->allTexts.at(260));
  3396. sendAndApply(&temp_message);
  3397. checkVictoryLossConditionsForPlayer(player);//Player enter win code or got required art\creature
  3398. }
  3399. }
  3400. void CGameHandler::handleSpellCasting( SpellID spellID, int spellLvl, BattleHex destination, ui8 casterSide, PlayerColor casterColor, const CGHeroInstance * caster, const CGHeroInstance * secHero,
  3401. int usedSpellPower, ECastingMode::ECastingMode mode, const CStack * stack, si32 selectedStack)
  3402. {
  3403. const CSpell * spell = SpellID(spellID).toSpell();
  3404. //Helper local function that creates obstacle on given position. Obstacle type is inferred from spell type.
  3405. //It creates, sends and applies needed package.
  3406. auto placeObstacle = [&](BattleHex pos)
  3407. {
  3408. static int obstacleIdToGive = gs->curB->obstacles.size()
  3409. ? (gs->curB->obstacles.back()->uniqueID+1)
  3410. : 0;
  3411. auto obstacle = make_shared<SpellCreatedObstacle>();
  3412. switch(spellID.toEnum()) // :/
  3413. {
  3414. case SpellID::QUICKSAND:
  3415. obstacle->obstacleType = CObstacleInstance::QUICKSAND;
  3416. obstacle->turnsRemaining = -1;
  3417. obstacle->visibleForAnotherSide = false;
  3418. break;
  3419. case SpellID::LAND_MINE:
  3420. obstacle->obstacleType = CObstacleInstance::LAND_MINE;
  3421. obstacle->turnsRemaining = -1;
  3422. obstacle->visibleForAnotherSide = false;
  3423. break;
  3424. case SpellID::FIRE_WALL:
  3425. obstacle->obstacleType = CObstacleInstance::FIRE_WALL;
  3426. obstacle->turnsRemaining = 2;
  3427. obstacle->visibleForAnotherSide = true;
  3428. break;
  3429. case SpellID::FORCE_FIELD:
  3430. obstacle->obstacleType = CObstacleInstance::FORCE_FIELD;
  3431. obstacle->turnsRemaining = 2;
  3432. obstacle->visibleForAnotherSide = true;
  3433. break;
  3434. default:
  3435. //this function cannot be used with spells that do not create obstacles
  3436. assert(0);
  3437. }
  3438. obstacle->pos = pos;
  3439. obstacle->casterSide = casterSide;
  3440. obstacle->ID = spellID;
  3441. obstacle->spellLevel = spellLvl;
  3442. obstacle->casterSpellPower = usedSpellPower;
  3443. obstacle->uniqueID = obstacleIdToGive++;
  3444. BattleObstaclePlaced bop;
  3445. bop.obstacle = obstacle;
  3446. sendAndApply(&bop);
  3447. };
  3448. BattleSpellCast sc;
  3449. sc.side = casterSide;
  3450. sc.id = spellID;
  3451. sc.skill = spellLvl;
  3452. sc.tile = destination;
  3453. sc.dmgToDisplay = 0;
  3454. sc.castedByHero = (bool)caster;
  3455. sc.attackerType = (stack ? stack->type->idNumber : CreatureID(CreatureID::NONE));
  3456. sc.manaGained = 0;
  3457. sc.spellCost = 0;
  3458. if (caster) //calculate spell cost
  3459. {
  3460. sc.spellCost = gs->curB->battleGetSpellCost(spell, caster);
  3461. if (secHero && mode == ECastingMode::HERO_CASTING) //handle mana channel
  3462. {
  3463. int manaChannel = 0;
  3464. for(CStack * stack : gs->curB->stacks) //TODO: shouldn't bonus system handle it somehow?
  3465. {
  3466. if (stack->owner == secHero->tempOwner)
  3467. {
  3468. vstd::amax(manaChannel, stack->valOfBonuses(Bonus::MANA_CHANNELING));
  3469. }
  3470. }
  3471. sc.manaGained = (manaChannel * sc.spellCost) / 100;
  3472. }
  3473. }
  3474. //calculating affected creatures for all spells
  3475. //must be vector, as in Chain Lightning order matters
  3476. std::vector<const CStack*> attackedCres; //CStack vector is somewhat more suitable than ID vector
  3477. if (mode != ECastingMode::ENCHANTER_CASTING)
  3478. {
  3479. auto creatures = gs->curB->getAffectedCreatures(spell, spellLvl, casterColor, destination);
  3480. std::copy(creatures.begin(), creatures.end(), std::back_inserter(attackedCres));
  3481. }
  3482. else //enchanter - hit all possible stacks
  3483. {
  3484. for (const CStack * stack : gs->curB->stacks)
  3485. {
  3486. /*if it's non negative spell and our unit or non positive spell and hostile unit */
  3487. if((!spell->isNegative() && stack->owner == casterColor)
  3488. || (!spell->isPositive() && stack->owner != casterColor))
  3489. {
  3490. if(stack->isValidTarget()) //TODO: allow dead targets somewhere in the future
  3491. {
  3492. attackedCres.push_back(stack);
  3493. }
  3494. }
  3495. }
  3496. }
  3497. vstd::erase_if(attackedCres,[=](const CStack * s){
  3498. return ESpellCastProblem::OK != gs->curB->battleStackIsImmune(caster,spell,mode,s);
  3499. });
  3500. for (auto cre : attackedCres)
  3501. {
  3502. sc.affectedCres.insert (cre->ID);
  3503. }
  3504. //checking if creatures resist
  3505. //resistance is applied only to negative spells
  3506. if(spell->isNegative())
  3507. {
  3508. for(auto s : attackedCres)
  3509. {
  3510. const int prob = std::min((s)->magicResistance(), 100); //probability of resistance in %
  3511. if(gs->getRandomGenerator().nextInt(99) < prob)
  3512. {
  3513. sc.resisted.push_back(s->ID);
  3514. }
  3515. }
  3516. }
  3517. //calculating dmg to display
  3518. if (spellID == SpellID::DEATH_STARE || spellID == SpellID::ACID_BREATH_DAMAGE)
  3519. {
  3520. sc.dmgToDisplay = usedSpellPower;
  3521. if (spellID == SpellID::DEATH_STARE)
  3522. vstd::amin(sc.dmgToDisplay, (*attackedCres.begin())->count); //stack is already reduced after attack
  3523. }
  3524. StacksInjured si;
  3525. //applying effects
  3526. if (spell->isOffensiveSpell())
  3527. {
  3528. int spellDamage = 0;
  3529. if (stack && mode != ECastingMode::MAGIC_MIRROR)
  3530. {
  3531. int unitSpellPower = stack->valOfBonuses(Bonus::SPECIFIC_SPELL_POWER, spellID.toEnum());
  3532. if (unitSpellPower)
  3533. sc.dmgToDisplay = spellDamage = stack->count * unitSpellPower; //TODO: handle immunities
  3534. else //Faerie Dragon
  3535. {
  3536. usedSpellPower = stack->valOfBonuses(Bonus::CREATURE_SPELL_POWER) * stack->count / 100;
  3537. sc.dmgToDisplay = 0;
  3538. }
  3539. }
  3540. int chainLightningModifier = 0;
  3541. for(auto & attackedCre : attackedCres)
  3542. {
  3543. if(vstd::contains(sc.resisted, (attackedCre)->ID)) //this creature resisted the spell
  3544. continue;
  3545. BattleStackAttacked bsa;
  3546. if ((destination > -1 && (attackedCre)->coversPos(destination)) || (spell->getLevelInfo(spellLvl).range == "X" || mode == ECastingMode::ENCHANTER_CASTING))
  3547. //display effect only upon primary target of area spell
  3548. //FIXME: if no stack is attacked, there is no animation and interface freezes
  3549. {
  3550. bsa.flags |= BattleStackAttacked::EFFECT;
  3551. bsa.effect = spell->mainEffectAnim;
  3552. }
  3553. if (spellDamage)
  3554. bsa.damageAmount = spellDamage >> chainLightningModifier;
  3555. else
  3556. bsa.damageAmount = gs->curB->calculateSpellDmg(spell, caster, attackedCre, spellLvl, usedSpellPower) >> chainLightningModifier;
  3557. sc.dmgToDisplay += bsa.damageAmount;
  3558. bsa.stackAttacked = (attackedCre)->ID;
  3559. if (mode == ECastingMode::ENCHANTER_CASTING) //multiple damage spells cast
  3560. bsa.attackerID = stack->ID;
  3561. else
  3562. bsa.attackerID = -1;
  3563. (attackedCre)->prepareAttacked(bsa, gs->getRandomGenerator());
  3564. si.stacks.push_back(bsa);
  3565. if (spellID == SpellID::CHAIN_LIGHTNING)
  3566. ++chainLightningModifier;
  3567. }
  3568. }
  3569. if (spell->hasEffects())
  3570. {
  3571. int stackSpellPower = 0;
  3572. if (stack && mode != ECastingMode::MAGIC_MIRROR)
  3573. {
  3574. stackSpellPower = stack->valOfBonuses(Bonus::CREATURE_ENCHANT_POWER);
  3575. }
  3576. SetStackEffect sse;
  3577. Bonus pseudoBonus;
  3578. pseudoBonus.sid = spellID;
  3579. pseudoBonus.val = spellLvl;
  3580. pseudoBonus.turnsRemain = gs->curB->calculateSpellDuration(spell, caster, stackSpellPower ? stackSpellPower : usedSpellPower);
  3581. CStack::stackEffectToFeature(sse.effect, pseudoBonus);
  3582. if (spellID == SpellID::SHIELD || spellID == SpellID::AIR_SHIELD)
  3583. {
  3584. sse.effect.back().val = (100 - sse.effect.back().val); //fix to original config: shield should display damage reduction
  3585. }
  3586. if (spellID == SpellID::BIND && stack)//bind
  3587. {
  3588. sse.effect.back().additionalInfo = stack->ID; //we need to know who casted Bind
  3589. }
  3590. const Bonus * bonus = nullptr;
  3591. if (caster)
  3592. bonus = caster->getBonusLocalFirst(Selector::typeSubtype(Bonus::SPECIAL_PECULIAR_ENCHANT, spellID));
  3593. //TODO does hero specialty should affects his stack casting spells?
  3594. si32 power = 0;
  3595. for(const CStack *affected : attackedCres)
  3596. {
  3597. if(vstd::contains(sc.resisted, affected->ID)) //this creature resisted the spell
  3598. continue;
  3599. sse.stacks.push_back(affected->ID);
  3600. //Apply hero specials - peculiar enchants
  3601. const ui8 tier = std::max((ui8)1, affected->getCreature()->level); //don't divide by 0 for certain creatures (commanders, war machines)
  3602. if (bonus)
  3603. {
  3604. switch(bonus->additionalInfo)
  3605. {
  3606. case 0: //normal
  3607. {
  3608. switch(tier)
  3609. {
  3610. case 1: case 2:
  3611. power = 3;
  3612. break;
  3613. case 3: case 4:
  3614. power = 2;
  3615. break;
  3616. case 5: case 6:
  3617. power = 1;
  3618. break;
  3619. }
  3620. Bonus specialBonus(sse.effect.back());
  3621. specialBonus.val = power; //it doesn't necessarily make sense for some spells, use it wisely
  3622. sse.uniqueBonuses.push_back (std::pair<ui32,Bonus> (affected->ID, specialBonus)); //additional premy to given effect
  3623. }
  3624. break;
  3625. case 1: //only Coronius as yet
  3626. {
  3627. power = std::max(5 - tier, 0);
  3628. Bonus specialBonus = CStack::featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK, power, pseudoBonus.turnsRemain);
  3629. specialBonus.sid = spellID;
  3630. sse.uniqueBonuses.push_back (std::pair<ui32,Bonus> (affected->ID, specialBonus)); //additional attack to Slayer effect
  3631. }
  3632. break;
  3633. }
  3634. }
  3635. if (caster && caster->hasBonusOfType(Bonus::SPECIAL_BLESS_DAMAGE, spellID)) //TODO: better handling of bonus percentages
  3636. {
  3637. int damagePercent = caster->level * caster->valOfBonuses(Bonus::SPECIAL_BLESS_DAMAGE, spellID.toEnum()) / tier;
  3638. Bonus specialBonus = CStack::featureGenerator(Bonus::CREATURE_DAMAGE, 0, damagePercent, pseudoBonus.turnsRemain);
  3639. specialBonus.valType = Bonus::PERCENT_TO_ALL;
  3640. specialBonus.sid = spellID;
  3641. sse.uniqueBonuses.push_back (std::pair<ui32,Bonus> (affected->ID, specialBonus));
  3642. }
  3643. }
  3644. if(!sse.stacks.empty())
  3645. sendAndApply(&sse);
  3646. }
  3647. if (spell->isRisingSpell() || spell->id == SpellID::CURE)
  3648. {
  3649. int hpGained = 0;
  3650. if (stack)
  3651. {
  3652. int unitSpellPower = stack->valOfBonuses(Bonus::SPECIFIC_SPELL_POWER, spellID.toEnum());
  3653. if (unitSpellPower)
  3654. hpGained = stack->count * unitSpellPower; //Archangel
  3655. else //Faerie Dragon-like effect - unused so far
  3656. usedSpellPower = stack->valOfBonuses(Bonus::CREATURE_SPELL_POWER) * stack->count / 100;
  3657. }
  3658. StacksHealedOrResurrected shr;
  3659. shr.lifeDrain = false;
  3660. shr.tentHealing = false;
  3661. for(auto & attackedCre : attackedCres)
  3662. {
  3663. StacksHealedOrResurrected::HealInfo hi;
  3664. hi.stackID = (attackedCre)->ID;
  3665. if (stack) //casted by creature
  3666. {
  3667. if (hpGained)
  3668. {
  3669. hi.healedHP = gs->curB->calculateHealedHP(hpGained, spell, attackedCre); //archangel
  3670. }
  3671. else
  3672. hi.healedHP = gs->curB->calculateHealedHP(spell, usedSpellPower, spellLvl, attackedCre); //any typical spell (commander's cure or animate dead)
  3673. }
  3674. else
  3675. hi.healedHP = gs->curB->calculateHealedHP(caster, spell, attackedCre, gs->curB->battleGetStackByID(selectedStack)); //Casted by hero
  3676. hi.lowLevelResurrection = spellLvl <= 1;
  3677. shr.healedStacks.push_back(hi);
  3678. }
  3679. if(!shr.healedStacks.empty())
  3680. sendAndApply(&shr);
  3681. if (spellID == SpellID::SACRIFICE) //remove victim
  3682. {
  3683. if (selectedStack == gs->curB->activeStack)
  3684. //set another active stack than the one removed, or bad things will happen
  3685. //TODO: make that part of BattleStacksRemoved? what about client update?
  3686. {
  3687. //makeStackDoNothing(gs->curB->getStack (selectedStack));
  3688. BattleSetActiveStack sas;
  3689. //std::vector<const CStack *> hlp;
  3690. //battleGetStackQueue(hlp, 1, selectedStack); //next after this one
  3691. //if(hlp.size())
  3692. //{
  3693. // sas.stack = hlp[0]->ID;
  3694. //}
  3695. //else
  3696. // complain ("No new stack to activate!");
  3697. sas.stack = gs->curB->getNextStack()->ID; //why the hell next stack has same ID as current?
  3698. sendAndApply(&sas);
  3699. }
  3700. BattleStacksRemoved bsr;
  3701. bsr.stackIDs.insert (selectedStack); //somehow it works for teleport?
  3702. sendAndApply(&bsr);
  3703. }
  3704. }
  3705. switch (spellID)
  3706. {
  3707. case SpellID::QUICKSAND:
  3708. case SpellID::LAND_MINE:
  3709. {
  3710. std::vector<BattleHex> availableTiles;
  3711. for(int i = 0; i < GameConstants::BFIELD_SIZE; i += 1)
  3712. {
  3713. BattleHex hex = i;
  3714. if(hex.getX() > 2 && hex.getX() < 14 && !battleGetStackByPos(hex, false) && !battleGetObstacleOnPos(hex, false))
  3715. availableTiles.push_back(hex);
  3716. }
  3717. boost::range::random_shuffle(availableTiles);
  3718. const int patchesForSkill[] = {4, 4, 6, 8};
  3719. const int patchesToPut = std::min<int>(patchesForSkill[spellLvl], availableTiles.size());
  3720. //land mines or quicksand patches are handled as spell created obstacles
  3721. for (int i = 0; i < patchesToPut; i++)
  3722. placeObstacle(availableTiles.at(i));
  3723. }
  3724. break;
  3725. case SpellID::FORCE_FIELD:
  3726. placeObstacle(destination);
  3727. break;
  3728. case SpellID::FIRE_WALL:
  3729. {
  3730. //fire wall is build from multiple obstacles - one fire piece for each affected hex
  3731. auto affectedHexes = spell->rangeInHexes(destination, spellLvl, casterSide);
  3732. for(BattleHex hex : affectedHexes)
  3733. placeObstacle(hex);
  3734. }
  3735. break;
  3736. case SpellID::TELEPORT:
  3737. {
  3738. BattleStackMoved bsm;
  3739. bsm.distance = -1;
  3740. bsm.stack = selectedStack;
  3741. std::vector<BattleHex> tiles;
  3742. tiles.push_back(destination);
  3743. bsm.tilesToMove = tiles;
  3744. bsm.teleporting = true;
  3745. sendAndApply(&bsm);
  3746. break;
  3747. }
  3748. case SpellID::SUMMON_FIRE_ELEMENTAL:
  3749. case SpellID::SUMMON_EARTH_ELEMENTAL:
  3750. case SpellID::SUMMON_WATER_ELEMENTAL:
  3751. case SpellID::SUMMON_AIR_ELEMENTAL:
  3752. { //elemental summoning
  3753. CreatureID creID;
  3754. switch(spellID)
  3755. {
  3756. case SpellID::SUMMON_FIRE_ELEMENTAL:
  3757. creID = CreatureID::FIRE_ELEMENTAL;
  3758. break;
  3759. case SpellID::SUMMON_EARTH_ELEMENTAL:
  3760. creID = CreatureID::EARTH_ELEMENTAL;
  3761. break;
  3762. case SpellID::SUMMON_WATER_ELEMENTAL:
  3763. creID = CreatureID::WATER_ELEMENTAL;
  3764. break;
  3765. case SpellID::SUMMON_AIR_ELEMENTAL:
  3766. creID = CreatureID::AIR_ELEMENTAL;
  3767. break;
  3768. }
  3769. BattleStackAdded bsa;
  3770. bsa.creID = creID;
  3771. bsa.attacker = !(bool)casterSide;
  3772. bsa.summoned = true;
  3773. bsa.pos = gs->curB->getAvaliableHex(creID, !(bool)casterSide); //TODO: unify it
  3774. //TODO stack casting -> probably power will be zero; set the proper number of creatures manually
  3775. int percentBonus = caster ? caster->valOfBonuses(Bonus::SPECIFIC_SPELL_DAMAGE, spellID.toEnum()) : 0;
  3776. bsa.amount = usedSpellPower
  3777. * SpellID(spellID).toSpell()->getPower(spellLvl)
  3778. * (100 + percentBonus) / 100.0; //new feature - percentage bonus
  3779. if(bsa.amount)
  3780. sendAndApply(&bsa);
  3781. else
  3782. complain("Summoning elementals didn't summon any!");
  3783. }
  3784. break;
  3785. case SpellID::CLONE:
  3786. {
  3787. const CStack * clonedStack = nullptr;
  3788. if (attackedCres.size())
  3789. clonedStack = *attackedCres.begin();
  3790. if (!clonedStack)
  3791. {
  3792. complain ("No target stack to clone!");
  3793. break;
  3794. }
  3795. BattleStackAdded bsa;
  3796. bsa.creID = clonedStack->type->idNumber;
  3797. bsa.attacker = !(bool)casterSide;
  3798. bsa.summoned = true;
  3799. bsa.pos = gs->curB->getAvaliableHex(bsa.creID, !(bool)casterSide); //TODO: unify it
  3800. bsa.amount = clonedStack->count;
  3801. sendAndApply (&bsa);
  3802. BattleSetStackProperty ssp;
  3803. ssp.stackID = gs->curB->stacks.back()->ID; //how to get recent stack?
  3804. ssp.which = BattleSetStackProperty::CLONED; //using enum values
  3805. ssp.val = 0;
  3806. ssp.absolute = 1;
  3807. sendAndApply(&ssp);
  3808. }
  3809. break;
  3810. case SpellID::REMOVE_OBSTACLE:
  3811. {
  3812. if(auto obstacleToRemove = battleGetObstacleOnPos(destination, false))
  3813. {
  3814. ObstaclesRemoved obr;
  3815. obr.obstacles.insert(obstacleToRemove->uniqueID);
  3816. sendAndApply(&obr);
  3817. }
  3818. else
  3819. complain("There's no obstacle to remove!");
  3820. }
  3821. break;
  3822. case SpellID::DEATH_STARE: //handled in a bit different way
  3823. {
  3824. for(auto & attackedCre : attackedCres)
  3825. {
  3826. BattleStackAttacked bsa;
  3827. bsa.flags |= BattleStackAttacked::EFFECT;
  3828. bsa.effect = spell->mainEffectAnim; //from config\spell-Info.txt
  3829. bsa.damageAmount = usedSpellPower * (attackedCre)->valOfBonuses(Bonus::STACK_HEALTH);
  3830. bsa.stackAttacked = (attackedCre)->ID;
  3831. bsa.attackerID = -1;
  3832. (attackedCre)->prepareAttacked(bsa, gameState()->getRandomGenerator());
  3833. si.stacks.push_back(bsa);
  3834. }
  3835. }
  3836. break;
  3837. case SpellID::ACID_BREATH_DAMAGE: //new effect, separate from acid breath defense reduction
  3838. {
  3839. for(auto & attackedCre : attackedCres) //no immunities
  3840. {
  3841. BattleStackAttacked bsa;
  3842. bsa.flags |= BattleStackAttacked::EFFECT;
  3843. bsa.effect = spell->mainEffectAnim;
  3844. bsa.damageAmount = usedSpellPower; //damage times the number of attackers
  3845. bsa.stackAttacked = (attackedCre)->ID;
  3846. bsa.attackerID = -1;
  3847. (attackedCre)->prepareAttacked(bsa, gameState()->getRandomGenerator());
  3848. si.stacks.push_back(bsa);
  3849. }
  3850. }
  3851. break;
  3852. }
  3853. sendAndApply(&sc);
  3854. if(!si.stacks.empty()) //after spellcast info shows
  3855. sendAndApply(&si);
  3856. if (mode == ECastingMode::CREATURE_ACTIVE_CASTING || mode == ECastingMode::ENCHANTER_CASTING) //reduce number of casts remaining
  3857. {
  3858. BattleSetStackProperty ssp;
  3859. ssp.stackID = stack->ID;
  3860. ssp.which = BattleSetStackProperty::CASTS;
  3861. ssp.val = -1;
  3862. ssp.absolute = false;
  3863. sendAndApply(&ssp);
  3864. }
  3865. //Magic Mirror effect
  3866. 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
  3867. {
  3868. for(auto & attackedCre : attackedCres)
  3869. {
  3870. int mirrorChance = (attackedCre)->valOfBonuses(Bonus::MAGIC_MIRROR);
  3871. if(mirrorChance > gs->getRandomGenerator().nextInt(99))
  3872. {
  3873. std::vector<CStack *> mirrorTargets;
  3874. std::vector<CStack *> & battleStacks = gs->curB->stacks;
  3875. for (auto & battleStack : battleStacks)
  3876. {
  3877. if(battleStack->owner == gs->curB->sides.at(casterSide).color) //get enemy stacks which can be affected by this spell
  3878. {
  3879. if (ESpellCastProblem::OK == gs->curB->battleStackIsImmune(nullptr, spell, ECastingMode::MAGIC_MIRROR, battleStack))
  3880. mirrorTargets.push_back(battleStack);
  3881. }
  3882. }
  3883. if (!mirrorTargets.empty())
  3884. {
  3885. int targetHex = (*RandomGeneratorUtil::nextItem(mirrorTargets, gs->getRandomGenerator()))->position;
  3886. handleSpellCasting(spellID, 0, targetHex, 1 - casterSide, (attackedCre)->owner, nullptr, (caster ? caster : nullptr), usedSpellPower, ECastingMode::MAGIC_MIRROR, (attackedCre));
  3887. }
  3888. }
  3889. }
  3890. }
  3891. }
  3892. bool CGameHandler::makeCustomAction( BattleAction &ba )
  3893. {
  3894. switch(ba.actionType)
  3895. {
  3896. case Battle::HERO_SPELL:
  3897. {
  3898. COMPLAIN_RET_FALSE_IF(ba.side > 1, "Side must be 0 or 1!");
  3899. const CGHeroInstance *h = gs->curB->battleGetFightingHero(ba.side);
  3900. const CGHeroInstance *secondHero = gs->curB->battleGetFightingHero(!ba.side);
  3901. if(!h)
  3902. {
  3903. logGlobal->warnStream() << "Wrong caster!";
  3904. return false;
  3905. }
  3906. if(ba.additionalInfo >= VLC->spellh->objects.size())
  3907. {
  3908. logGlobal->warnStream() << "Wrong spell id (" << ba.additionalInfo << ")!";
  3909. return false;
  3910. }
  3911. const CSpell *s = SpellID(ba.additionalInfo).toSpell();
  3912. if (s->mainEffectAnim > -1
  3913. || s->id == SpellID::CLONE
  3914. || s->id >= SpellID::SUMMON_FIRE_ELEMENTAL
  3915. || s->id <= SpellID::SUMMON_AIR_ELEMENTAL
  3916. || s->id <= SpellID::SUMMON_EARTH_ELEMENTAL
  3917. || s->id <= SpellID::SUMMON_WATER_ELEMENTAL)
  3918. //TODO: special effects, like Clone
  3919. {
  3920. ui8 skill = h->getSpellSchoolLevel(s); //skill level
  3921. ESpellCastProblem::ESpellCastProblem escp = gs->curB->battleCanCastThisSpell(h->tempOwner, s, ECastingMode::HERO_CASTING);
  3922. if(escp != ESpellCastProblem::OK)
  3923. {
  3924. logGlobal->warnStream() << "Spell cannot be cast!";
  3925. logGlobal->warnStream() << "Problem : " << escp;
  3926. return false;
  3927. }
  3928. StartAction start_action(ba);
  3929. sendAndApply(&start_action); //start spell casting
  3930. handleSpellCasting (SpellID(ba.additionalInfo), skill, ba.destinationTile, ba.side, h->tempOwner,
  3931. h, secondHero, h->getPrimSkillLevel(PrimarySkill::SPELL_POWER),
  3932. ECastingMode::HERO_CASTING, nullptr, ba.selectedStack);
  3933. sendAndApply(&end_action);
  3934. if( !gs->curB->battleGetStackByID(gs->curB->activeStack, true))
  3935. {
  3936. battleMadeAction.setn(true);
  3937. }
  3938. checkForBattleEnd();
  3939. if(battleResult.get())
  3940. {
  3941. battleMadeAction.setn(true);
  3942. //battle will be ended by startBattle function
  3943. //endBattle(gs->curB->tile, gs->curB->heroes[0], gs->curB->heroes[1]);
  3944. }
  3945. return true;
  3946. }
  3947. else
  3948. {
  3949. logGlobal->warnStream() << "Spell " << s->name << " is not yet supported!";
  3950. return false;
  3951. }
  3952. }
  3953. }
  3954. return false;
  3955. }
  3956. void CGameHandler::stackTurnTrigger(const CStack * st)
  3957. {
  3958. BattleTriggerEffect bte;
  3959. bte.stackID = st->ID;
  3960. bte.effect = -1;
  3961. bte.val = 0;
  3962. bte.additionalInfo = 0;
  3963. if (st->alive())
  3964. {
  3965. //unbind
  3966. if (st->getEffect (SpellID::BIND))
  3967. {
  3968. bool unbind = true;
  3969. BonusList bl = *(st->getBonuses(Selector::type(Bonus::BIND_EFFECT)));
  3970. std::set<const CStack*> stacks = gs->curB-> batteAdjacentCreatures(st);
  3971. for(Bonus * b : bl)
  3972. {
  3973. const CStack * stack = gs->curB->battleGetStackByID(b->additionalInfo); //binding stack must be alive and adjacent
  3974. if (stack)
  3975. {
  3976. if (vstd::contains(stacks, stack)) //binding stack is still present
  3977. {
  3978. unbind = false;
  3979. }
  3980. }
  3981. }
  3982. if (unbind)
  3983. {
  3984. BattleSetStackProperty ssp;
  3985. ssp.which = BattleSetStackProperty::UNBIND;
  3986. ssp.stackID = st->ID;
  3987. sendAndApply(&ssp);
  3988. }
  3989. }
  3990. //regeneration
  3991. if(st->hasBonusOfType(Bonus::HP_REGENERATION))
  3992. {
  3993. bte.effect = Bonus::HP_REGENERATION;
  3994. bte.val = std::min((int)(st->MaxHealth() - st->firstHPleft), st->valOfBonuses(Bonus::HP_REGENERATION));
  3995. }
  3996. if(st->hasBonusOfType(Bonus::FULL_HP_REGENERATION))
  3997. {
  3998. bte.effect = Bonus::HP_REGENERATION;
  3999. bte.val = st->MaxHealth() - st->firstHPleft;
  4000. }
  4001. if (bte.val) //anything to heal
  4002. sendAndApply(&bte);
  4003. if(st->hasBonusOfType(Bonus::POISON))
  4004. {
  4005. const Bonus * b = st->getBonusLocalFirst(Selector::source(Bonus::SPELL_EFFECT, SpellID::POISON).And(Selector::type(Bonus::STACK_HEALTH)));
  4006. if (b) //TODO: what if not?...
  4007. {
  4008. bte.val = std::max (b->val - 10, -(st->valOfBonuses(Bonus::POISON)));
  4009. if (bte.val < b->val) //(negative) poison effect increases - update it
  4010. {
  4011. bte.effect = Bonus::POISON;
  4012. sendAndApply(&bte);
  4013. }
  4014. }
  4015. }
  4016. if (st->hasBonusOfType(Bonus::MANA_DRAIN) && !vstd::contains(st->state, EBattleStackState::DRAINED_MANA))
  4017. {
  4018. const CGHeroInstance * enemy = gs->curB->getHero(gs->curB->theOtherPlayer(st->owner));
  4019. //const CGHeroInstance * owner = gs->curB->getHero(st->owner);
  4020. if (enemy)
  4021. {
  4022. ui32 manaDrained = st->valOfBonuses(Bonus::MANA_DRAIN);
  4023. vstd::amin(manaDrained, gs->curB->battleGetFightingHero(0)->mana);
  4024. if (manaDrained)
  4025. {
  4026. bte.effect = Bonus::MANA_DRAIN;
  4027. bte.val = manaDrained;
  4028. bte.additionalInfo = enemy->id.getNum(); //for sanity
  4029. sendAndApply(&bte);
  4030. }
  4031. }
  4032. }
  4033. if (st->isLiving() && !st->hasBonusOfType(Bonus::FEARLESS))
  4034. {
  4035. bool fearsomeCreature = false;
  4036. for(CStack * stack : gs->curB->stacks)
  4037. {
  4038. if (stack->owner != st->owner && stack->alive() && stack->hasBonusOfType(Bonus::FEAR))
  4039. {
  4040. fearsomeCreature = true;
  4041. break;
  4042. }
  4043. }
  4044. if (fearsomeCreature)
  4045. {
  4046. if (gs->getRandomGenerator().nextInt(99) < 10) //fixed 10%
  4047. {
  4048. bte.effect = Bonus::FEAR;
  4049. sendAndApply(&bte);
  4050. }
  4051. }
  4052. }
  4053. BonusList bl = *(st->getBonuses(Selector::type(Bonus::ENCHANTER)));
  4054. int side = gs->curB->whatSide(st->owner);
  4055. if (bl.size() && st->casts && !gs->curB->sides.at(side).enchanterCounter)
  4056. {
  4057. auto bonus = *RandomGeneratorUtil::nextItem(bl, gs->getRandomGenerator());
  4058. auto spellID = SpellID(bonus->subtype);
  4059. if (gs->curB->battleCanCastThisSpell(st->owner, SpellID(spellID).toSpell(), ECastingMode::ENCHANTER_CASTING) == ESpellCastProblem::OK) //TODO: select another available?
  4060. {
  4061. int spellLeveL = bonus->val; //spell level
  4062. const CGHeroInstance * enemyHero = gs->curB->getHero(gs->curB->theOtherPlayer(st->owner));
  4063. handleSpellCasting(spellID, spellLeveL, -1, side, st->owner, nullptr, enemyHero, 0, ECastingMode::ENCHANTER_CASTING, st);
  4064. BattleSetStackProperty ssp;
  4065. ssp.which = BattleSetStackProperty::ENCHANTER_COUNTER;
  4066. ssp.absolute = false;
  4067. ssp.val = bonus->additionalInfo; //increase cooldown counter
  4068. ssp.stackID = st->ID;
  4069. sendAndApply(&ssp);
  4070. }
  4071. }
  4072. bl = *(st->getBonuses(Selector::type(Bonus::ENCHANTED)));
  4073. for (auto b : bl)
  4074. {
  4075. SetStackEffect sse;
  4076. int val = bl.valOfBonuses (Selector::typeSubtype(b->type, b->subtype));
  4077. if (val > 3)
  4078. {
  4079. for (auto s : gs->curB->battleGetAllStacks())
  4080. {
  4081. if (st->owner == s->owner && s->isValidTarget()) //all allied
  4082. sse.stacks.push_back (s->ID);
  4083. }
  4084. }
  4085. else
  4086. sse.stacks.push_back (st->ID);
  4087. Bonus pseudoBonus;
  4088. pseudoBonus.sid = b->subtype;
  4089. pseudoBonus.val = ((val > 3) ? (val - 3) : val);
  4090. pseudoBonus.turnsRemain = 50;
  4091. st->stackEffectToFeature (sse.effect, pseudoBonus);
  4092. if (sse.effect.size())
  4093. sendAndApply (&sse);
  4094. }
  4095. }
  4096. }
  4097. void CGameHandler::handleDamageFromObstacle(const CObstacleInstance &obstacle, const CStack * curStack)
  4098. {
  4099. //we want to determine following vars depending on obstacle type
  4100. int damage = -1;
  4101. int effect = -1;
  4102. bool oneTimeObstacle = false;
  4103. //helper info
  4104. const SpellCreatedObstacle *spellObstacle = dynamic_cast<const SpellCreatedObstacle*>(&obstacle); //not nice but we may need spell params
  4105. const ui8 side = !curStack->attackerOwned; //if enemy is defending (false = 0), side of enemy hero is 1 (true)
  4106. const CGHeroInstance *hero = gs->curB->battleGetFightingHero(side);
  4107. if(obstacle.obstacleType == CObstacleInstance::MOAT)
  4108. {
  4109. damage = battleGetMoatDmg();
  4110. }
  4111. else if(obstacle.obstacleType == CObstacleInstance::LAND_MINE)
  4112. {
  4113. //You don't get hit by a Mine you can see.
  4114. if(gs->curB->battleIsObstacleVisibleForSide(obstacle, (BattlePerspective::BattlePerspective)side))
  4115. return;
  4116. oneTimeObstacle = true;
  4117. effect = 82; //makes
  4118. damage = gs->curB->calculateSpellDmg(SpellID(SpellID::LAND_MINE).toSpell(), hero, curStack,
  4119. spellObstacle->spellLevel, spellObstacle->casterSpellPower);
  4120. //TODO even if obstacle wasn't created by hero (Tower "moat") it should deal dmg as if casted by hero,
  4121. //if it is bigger than default dmg. Or is it just irrelevant H3 implementation quirk
  4122. }
  4123. else if(obstacle.obstacleType == CObstacleInstance::FIRE_WALL)
  4124. {
  4125. damage = gs->curB->calculateSpellDmg(SpellID(SpellID::FIRE_WALL).toSpell(), hero, curStack,
  4126. spellObstacle->spellLevel, spellObstacle->casterSpellPower);
  4127. }
  4128. else
  4129. {
  4130. //no other obstacle does damage to stack
  4131. return;
  4132. }
  4133. BattleStackAttacked bsa;
  4134. if(effect >= 0)
  4135. {
  4136. bsa.flags |= BattleStackAttacked::EFFECT;
  4137. bsa.effect = effect; //makes POOF
  4138. }
  4139. bsa.damageAmount = damage;
  4140. bsa.stackAttacked = curStack->ID;
  4141. bsa.attackerID = -1;
  4142. curStack->prepareAttacked(bsa, gameState()->getRandomGenerator());
  4143. StacksInjured si;
  4144. si.stacks.push_back(bsa);
  4145. sendAndApply(&si);
  4146. if(oneTimeObstacle)
  4147. removeObstacle(obstacle);
  4148. }
  4149. void CGameHandler::handleTimeEvents()
  4150. {
  4151. gs->map->events.sort(evntCmp);
  4152. while(gs->map->events.size() && gs->map->events.front().firstOccurence+1 == gs->day)
  4153. {
  4154. CMapEvent ev = gs->map->events.front();
  4155. for(int player = 0; player < PlayerColor::PLAYER_LIMIT_I; player++)
  4156. {
  4157. PlayerState *pinfo = gs->getPlayer(PlayerColor(player));
  4158. if( pinfo //player exists
  4159. && (ev.players & 1<<player) //event is enabled to this player
  4160. && ((ev.computerAffected && !pinfo->human)
  4161. || (ev.humanAffected && pinfo->human)
  4162. )
  4163. )
  4164. {
  4165. //give resources
  4166. SetResources sr;
  4167. sr.player = PlayerColor(player);
  4168. sr.res = pinfo->resources + ev.resources;
  4169. //prepare dialog
  4170. InfoWindow iw;
  4171. iw.player = PlayerColor(player);
  4172. iw.text << ev.message;
  4173. for (int i=0; i<ev.resources.size(); i++)
  4174. {
  4175. if(ev.resources.at(i)) //if resource is changed, we add it to the dialog
  4176. iw.components.push_back(Component(Component::RESOURCE,i,ev.resources.at(i),0));
  4177. }
  4178. if (iw.components.size())
  4179. {
  4180. sr.res.amax(0); // If removing too much resources, adjust the amount so the total doesn't become negative.
  4181. sendAndApply(&sr); //update player resources if changed
  4182. }
  4183. sendAndApply(&iw); //show dialog
  4184. }
  4185. } //PLAYERS LOOP
  4186. if(ev.nextOccurence)
  4187. {
  4188. gs->map->events.pop_front();
  4189. ev.firstOccurence += ev.nextOccurence;
  4190. auto it = gs->map->events.begin();
  4191. while ( it !=gs->map->events.end() && it->earlierThanOrEqual(ev))
  4192. it++;
  4193. gs->map->events.insert(it, ev);
  4194. }
  4195. else
  4196. {
  4197. gs->map->events.pop_front();
  4198. }
  4199. }
  4200. //TODO send only if changed
  4201. UpdateMapEvents ume;
  4202. ume.events = gs->map->events;
  4203. sendAndApply(&ume);
  4204. }
  4205. void CGameHandler::handleTownEvents(CGTownInstance * town, NewTurn &n)
  4206. {
  4207. town->events.sort(evntCmp);
  4208. while(town->events.size() && town->events.front().firstOccurence == gs->day)
  4209. {
  4210. PlayerColor player = town->tempOwner;
  4211. CCastleEvent ev = town->events.front();
  4212. PlayerState *pinfo = gs->getPlayer(player);
  4213. if( pinfo //player exists
  4214. && (ev.players & 1<<player.getNum()) //event is enabled to this player
  4215. && ((ev.computerAffected && !pinfo->human)
  4216. || (ev.humanAffected && pinfo->human) ) )
  4217. {
  4218. // dialog
  4219. InfoWindow iw;
  4220. iw.player = player;
  4221. iw.text << ev.message;
  4222. if(ev.resources.nonZero())
  4223. {
  4224. TResources was = n.res[player];
  4225. n.res[player] += ev.resources;
  4226. n.res[player].amax(0);
  4227. for (int i=0; i<ev.resources.size(); i++)
  4228. 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
  4229. iw.components.push_back(Component(Component::RESOURCE,i,n.res.at(player).at(i)-was.at(i),0));
  4230. }
  4231. for(auto & i : ev.buildings)
  4232. {
  4233. if ( town->hasBuilt(i))
  4234. {
  4235. buildStructure(town->id, i, true);
  4236. iw.components.push_back(Component(Component::BUILDING, town->subID, i, 0));
  4237. }
  4238. }
  4239. if (!ev.creatures.empty() && !vstd::contains(n.cres, town->id))
  4240. {
  4241. n.cres[town->id].tid = town->id;
  4242. n.cres[town->id].creatures = town->creatures;
  4243. }
  4244. auto & sac = n.cres[town->id];
  4245. for(si32 i=0;i<ev.creatures.size();i++) //creature growths
  4246. {
  4247. if(!town->creatures.at(i).second.empty() && ev.creatures.at(i) > 0)//there is dwelling
  4248. {
  4249. sac.creatures[i].first += ev.creatures.at(i);
  4250. iw.components.push_back(Component(Component::CREATURE,
  4251. town->creatures.at(i).second.back(), ev.creatures.at(i), 0));
  4252. }
  4253. }
  4254. sendAndApply(&iw); //show dialog
  4255. }
  4256. if(ev.nextOccurence)
  4257. {
  4258. town->events.pop_front();
  4259. ev.firstOccurence += ev.nextOccurence;
  4260. auto it = town->events.begin();
  4261. while ( it != town->events.end() && it->earlierThanOrEqual(ev))
  4262. it++;
  4263. town->events.insert(it, ev);
  4264. }
  4265. else
  4266. {
  4267. town->events.pop_front();
  4268. }
  4269. }
  4270. //TODO send only if changed
  4271. UpdateCastleEvents uce;
  4272. uce.town = town->id;
  4273. uce.events = town->events;
  4274. sendAndApply(&uce);
  4275. }
  4276. bool CGameHandler::complain( const std::string &problem )
  4277. {
  4278. sendMessageToAll("Server encountered a problem: " + problem);
  4279. logGlobal->errorStream() << problem;
  4280. return true;
  4281. }
  4282. void CGameHandler::showGarrisonDialog( ObjectInstanceID upobj, ObjectInstanceID hid, bool removableUnits)
  4283. {
  4284. //PlayerColor player = getOwner(hid);
  4285. auto upperArmy = dynamic_cast<const CArmedInstance*>(getObj(upobj));
  4286. auto lowerArmy = dynamic_cast<const CArmedInstance*>(getObj(hid));
  4287. assert(lowerArmy);
  4288. assert(upperArmy);
  4289. auto garrisonQuery = make_shared<CGarrisonDialogQuery>(upperArmy, lowerArmy);
  4290. queries.addQuery(garrisonQuery);
  4291. GarrisonDialog gd;
  4292. gd.hid = hid;
  4293. gd.objid = upobj;
  4294. gd.removableUnits = removableUnits;
  4295. gd.queryID = garrisonQuery->queryID;
  4296. sendAndApply(&gd);
  4297. }
  4298. void CGameHandler::showThievesGuildWindow(PlayerColor player, ObjectInstanceID requestingObjId)
  4299. {
  4300. OpenWindow ow;
  4301. ow.window = OpenWindow::THIEVES_GUILD;
  4302. ow.id1 = player.getNum();
  4303. ow.id2 = requestingObjId.getNum();
  4304. sendAndApply(&ow);
  4305. }
  4306. bool CGameHandler::isAllowedExchange( ObjectInstanceID id1, ObjectInstanceID id2 )
  4307. {
  4308. if(id1 == id2)
  4309. return true;
  4310. const CGObjectInstance *o1 = getObj(id1), *o2 = getObj(id2);
  4311. if(!o1 || !o2)
  4312. return true; //arranging stacks within an object should be always allowed
  4313. if (o1 && o2)
  4314. {
  4315. if(o1->ID == Obj::TOWN)
  4316. {
  4317. const CGTownInstance *t = static_cast<const CGTownInstance*>(o1);
  4318. if(t->visitingHero == o2 || t->garrisonHero == o2)
  4319. return true;
  4320. }
  4321. if(o2->ID == Obj::TOWN)
  4322. {
  4323. const CGTownInstance *t = static_cast<const CGTownInstance*>(o2);
  4324. if(t->visitingHero == o1 || t->garrisonHero == o1)
  4325. return true;
  4326. }
  4327. if (o1->ID == Obj::HERO && o2->ID == Obj::HERO)
  4328. {
  4329. const CGHeroInstance *h1 = static_cast<const CGHeroInstance*>(o1);
  4330. const CGHeroInstance *h2 = static_cast<const CGHeroInstance*>(o2);
  4331. // two heroes in same town (garrisoned and visiting)
  4332. if (h1->visitedTown != nullptr && h2->visitedTown != nullptr && h1->visitedTown == h2->visitedTown)
  4333. return true;
  4334. }
  4335. //Ongoing garrison exchange
  4336. if(auto dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries.topQuery(o1->tempOwner)))
  4337. {
  4338. if(dialog->exchangingArmies.at(0) == o1 && dialog->exchangingArmies.at(1) == o2)
  4339. return true;
  4340. if(dialog->exchangingArmies.at(1) == o1 && dialog->exchangingArmies.at(0) == o2)
  4341. return true;
  4342. }
  4343. }
  4344. return false;
  4345. }
  4346. void CGameHandler::objectVisited( const CGObjectInstance * obj, const CGHeroInstance * h )
  4347. {
  4348. logGlobal->traceStream() << h->nodeName() << " visits " << obj->getHoverText();
  4349. auto visitQuery = make_shared<CObjectVisitQuery>(obj, h, obj->visitablePos());
  4350. queries.addQuery(visitQuery); //TODO real visit pos
  4351. HeroVisit hv;
  4352. hv.obj = obj;
  4353. hv.hero = h;
  4354. hv.player = h->tempOwner;
  4355. hv.starting = true;
  4356. sendAndApply(&hv);
  4357. obj->onHeroVisit(h);
  4358. queries.popIfTop(visitQuery); //visit ends here if no queries were created
  4359. }
  4360. void CGameHandler::objectVisitEnded(const CObjectVisitQuery &query)
  4361. {
  4362. logGlobal->traceStream() << query.visitingHero->nodeName() << " visit ends.\n";
  4363. HeroVisit hv;
  4364. hv.player = query.players.front();
  4365. hv.obj = nullptr; //not necessary, moreover may have been deleted in the meantime
  4366. hv.hero = query.visitingHero;
  4367. assert(hv.hero);
  4368. hv.starting = false;
  4369. sendAndApply(&hv);
  4370. }
  4371. bool CGameHandler::buildBoat( ObjectInstanceID objid )
  4372. {
  4373. const IShipyard *obj = IShipyard::castFrom(getObj(objid));
  4374. if(obj->shipyardStatus() != IBoatGenerator::GOOD)
  4375. {
  4376. complain("Cannot build boat in this shipyard!");
  4377. return false;
  4378. }
  4379. else if(obj->o->ID == Obj::TOWN
  4380. && !static_cast<const CGTownInstance*>(obj)->hasBuilt(BuildingID::SHIPYARD))
  4381. {
  4382. complain("Cannot build boat in the town - no shipyard!");
  4383. return false;
  4384. }
  4385. const PlayerColor playerID = obj->o->tempOwner;
  4386. TResources boatCost;
  4387. obj->getBoatCost(boatCost);
  4388. TResources aviable = gs->getPlayer(playerID)->resources;
  4389. if (!aviable.canAfford(boatCost))
  4390. {
  4391. complain("Not enough resources to build a boat!");
  4392. return false;
  4393. }
  4394. int3 tile = obj->bestLocation();
  4395. if(!gs->map->isInTheMap(tile))
  4396. {
  4397. complain("Cannot find appropriate tile for a boat!");
  4398. return false;
  4399. }
  4400. //take boat cost
  4401. SetResources sr;
  4402. sr.player = playerID;
  4403. sr.res = (aviable - boatCost);
  4404. sendAndApply(&sr);
  4405. //create boat
  4406. NewObject no;
  4407. no.ID = Obj::BOAT;
  4408. no.subID = obj->getBoatType();
  4409. no.pos = tile + int3(1,0,0);
  4410. sendAndApply(&no);
  4411. return true;
  4412. }
  4413. void CGameHandler::engageIntoBattle( PlayerColor player )
  4414. {
  4415. //notify interfaces
  4416. PlayerBlocked pb;
  4417. pb.player = player;
  4418. pb.reason = PlayerBlocked::UPCOMING_BATTLE;
  4419. pb.startOrEnd = PlayerBlocked::BLOCKADE_STARTED;
  4420. sendAndApply(&pb);
  4421. }
  4422. void CGameHandler::checkVictoryLossConditions(const std::set<PlayerColor> & playerColors)
  4423. {
  4424. for(auto playerColor : playerColors)
  4425. {
  4426. if(gs->getPlayer(playerColor))
  4427. checkVictoryLossConditionsForPlayer(playerColor);
  4428. }
  4429. }
  4430. void CGameHandler::checkVictoryLossConditionsForAll()
  4431. {
  4432. std::set<PlayerColor> playerColors;
  4433. for(int i = 0; i < PlayerColor::PLAYER_LIMIT_I; ++i)
  4434. {
  4435. playerColors.insert(PlayerColor(i));
  4436. }
  4437. checkVictoryLossConditions(playerColors);
  4438. }
  4439. void CGameHandler::checkVictoryLossConditionsForPlayer(PlayerColor player)
  4440. {
  4441. const PlayerState *p = gs->getPlayer(player);
  4442. if(p->status != EPlayerStatus::INGAME) return;
  4443. auto victoryLossCheckResult = gs->checkForVictoryAndLoss(player);
  4444. if(victoryLossCheckResult.victory() || victoryLossCheckResult.loss())
  4445. {
  4446. InfoWindow iw;
  4447. getVictoryLossMessage(player, victoryLossCheckResult, iw);
  4448. sendAndApply(&iw);
  4449. PlayerEndsGame peg;
  4450. peg.player = player;
  4451. peg.victoryLossCheckResult = victoryLossCheckResult;
  4452. sendAndApply(&peg);
  4453. if(victoryLossCheckResult.victory())
  4454. {
  4455. //one player won -> all enemies lost
  4456. for (auto i = gs->players.cbegin(); i!=gs->players.cend(); i++)
  4457. {
  4458. if(i->first != player && gs->getPlayer(i->first)->status == EPlayerStatus::INGAME)
  4459. {
  4460. peg.player = i->first;
  4461. peg.victoryLossCheckResult = gameState()->getPlayerRelations(player, i->first) == PlayerRelations::ALLIES ?
  4462. victoryLossCheckResult : victoryLossCheckResult.invert(); // ally of winner
  4463. InfoWindow iw;
  4464. getVictoryLossMessage(player, peg.victoryLossCheckResult, iw);
  4465. iw.player = i->first;
  4466. sendAndApply(&iw);
  4467. sendAndApply(&peg);
  4468. }
  4469. }
  4470. if(p->human)
  4471. {
  4472. end2 = true;
  4473. if(gs->scenarioOps->campState)
  4474. {
  4475. std::vector<CGHeroInstance *> crossoverHeroes;
  4476. for(CGHeroInstance * hero : gs->map->heroesOnMap)
  4477. {
  4478. if(hero->tempOwner == player)
  4479. {
  4480. // keep all heroes from the winning player
  4481. crossoverHeroes.push_back(hero);
  4482. }
  4483. else if(vstd::contains(gs->scenarioOps->campState->getCurrentScenario().keepHeroes, HeroTypeID(hero->subID)))
  4484. {
  4485. // keep hero whether lost or won (like Xeron in AB campaign)
  4486. crossoverHeroes.push_back(hero);
  4487. }
  4488. }
  4489. // keep lost heroes which are in heroes pool
  4490. for(auto & heroPair : gs->hpool.heroesPool)
  4491. {
  4492. if(vstd::contains(gs->scenarioOps->campState->getCurrentScenario().keepHeroes, HeroTypeID(heroPair.first)))
  4493. {
  4494. crossoverHeroes.push_back(heroPair.second.get());
  4495. }
  4496. }
  4497. gs->scenarioOps->campState->setCurrentMapAsConquered(crossoverHeroes);
  4498. //Request clients to change connection mode
  4499. PrepareForAdvancingCampaign pfac;
  4500. sendAndApply(&pfac);
  4501. //Change connection mode
  4502. if(getPlayer(player)->human && getStartInfo()->campState)
  4503. {
  4504. for(auto connection : conns)
  4505. connection->prepareForSendingHeroes();
  4506. }
  4507. UpdateCampaignState ucs;
  4508. ucs.camp = gs->scenarioOps->campState;
  4509. sendAndApply(&ucs);
  4510. }
  4511. }
  4512. }
  4513. else
  4514. {
  4515. //player lost -> all his objects become unflagged (neutral)
  4516. auto hlp = p->heroes;
  4517. for (auto i = hlp.cbegin(); i != hlp.cend(); i++) //eliminate heroes
  4518. removeObject(*i);
  4519. for (auto i = gs->map->objects.cbegin(); i != gs->map->objects.cend(); i++) //unflag objs
  4520. {
  4521. if(*i && (*i)->tempOwner == player)
  4522. setOwner(*i,PlayerColor::NEUTRAL);
  4523. }
  4524. //eliminating one player may cause victory of another:
  4525. std::set<PlayerColor> playerColors;
  4526. for(int i = 0; i < PlayerColor::PLAYER_LIMIT_I; ++i)
  4527. {
  4528. if(player.getNum() != i) playerColors.insert(PlayerColor(i));
  4529. }
  4530. //notify all players
  4531. for (auto i = gs->players.cbegin(); i!=gs->players.cend(); i++)
  4532. {
  4533. if(i->first != player && gs->getPlayer(i->first)->status == EPlayerStatus::INGAME)
  4534. {
  4535. InfoWindow iw;
  4536. getVictoryLossMessage(player, victoryLossCheckResult.invert(), iw);
  4537. iw.player = i->first;
  4538. sendAndApply(&iw);
  4539. }
  4540. }
  4541. checkVictoryLossConditions(playerColors);
  4542. }
  4543. auto playerInfo = gs->getPlayer(gs->currentPlayer, false);
  4544. // If we are called before the actual game start, there might be no current player
  4545. if(playerInfo && playerInfo->status != EPlayerStatus::INGAME)
  4546. {
  4547. // If player making turn has lost his turn must be over as well
  4548. states.setFlag(gs->currentPlayer, &PlayerStatus::makingTurn, false);
  4549. }
  4550. }
  4551. }
  4552. void CGameHandler::getVictoryLossMessage(PlayerColor player, EVictoryLossCheckResult victoryLossCheckResult, InfoWindow & out) const
  4553. {
  4554. out.player = player;
  4555. out.text.clear();
  4556. out.text << victoryLossCheckResult.messageToSelf;
  4557. // hackish, insert one player-specific string, if applicable
  4558. if (victoryLossCheckResult.messageToSelf.find("%s") != std::string::npos)
  4559. out.text.addReplacement(MetaString::COLOR, player.getNum());
  4560. out.components.push_back(Component(Component::FLAG, player.getNum(), 0, 0));
  4561. }
  4562. bool CGameHandler::dig( const CGHeroInstance *h )
  4563. {
  4564. for (auto i = gs->map->objects.cbegin(); i != gs->map->objects.cend(); i++) //unflag objs
  4565. {
  4566. if(*i && (*i)->ID == Obj::HOLE && (*i)->pos == h->getPosition())
  4567. {
  4568. complain("Cannot dig - there is already a hole under the hero!");
  4569. return false;
  4570. }
  4571. }
  4572. if(h->diggingStatus() != CGHeroInstance::CAN_DIG) //checks for terrain and movement
  4573. COMPLAIN_RETF("Hero cannot dig (error code %d)!", h->diggingStatus());
  4574. //create a hole
  4575. NewObject no;
  4576. no.ID = Obj::HOLE;
  4577. no.pos = h->getPosition();
  4578. no.subID = 0;
  4579. sendAndApply(&no);
  4580. //take MPs
  4581. SetMovePoints smp;
  4582. smp.hid = h->id;
  4583. smp.val = 0;
  4584. sendAndApply(&smp);
  4585. InfoWindow iw;
  4586. iw.player = h->tempOwner;
  4587. if(gs->map->grailPos == h->getPosition())
  4588. {
  4589. iw.text.addTxt(MetaString::GENERAL_TXT, 58); //"Congratulations! After spending many hours digging here, your hero has uncovered the "
  4590. iw.text.addTxt(MetaString::ART_NAMES, 2);
  4591. iw.soundID = soundBase::ULTIMATEARTIFACT;
  4592. giveHeroNewArtifact(h, VLC->arth->artifacts.at(2), ArtifactPosition::PRE_FIRST); //give grail
  4593. sendAndApply(&iw);
  4594. iw.soundID = soundBase::invalid;
  4595. iw.text.clear();
  4596. iw.text.addTxt(MetaString::ART_DESCR, 2);
  4597. sendAndApply(&iw);
  4598. }
  4599. else
  4600. {
  4601. iw.text.addTxt(MetaString::GENERAL_TXT, 59); //"Nothing here. \n Where could it be?"
  4602. iw.soundID = soundBase::Dig;
  4603. sendAndApply(&iw);
  4604. }
  4605. return true;
  4606. }
  4607. void CGameHandler::attackCasting(const BattleAttack & bat, Bonus::BonusType attackMode, const CStack * attacker)
  4608. {
  4609. if(attacker->hasBonusOfType(attackMode))
  4610. {
  4611. std::set<SpellID> spellsToCast;
  4612. TBonusListPtr spells = attacker->getBonuses(Selector::type(attackMode));
  4613. for(const Bonus *sf : *spells)
  4614. {
  4615. spellsToCast.insert (SpellID(sf->subtype));
  4616. }
  4617. for(SpellID spellID : spellsToCast)
  4618. {
  4619. const CStack * oneOfAttacked = nullptr;
  4620. for (auto & elem : bat.bsa)
  4621. {
  4622. if (elem.newAmount > 0 && !elem.isSecondary()) //apply effects only to first target stack if it's alive
  4623. {
  4624. oneOfAttacked = gs->curB->battleGetStackByID(elem.stackAttacked);
  4625. break;
  4626. }
  4627. }
  4628. bool castMe = false;
  4629. if(oneOfAttacked == nullptr) //all attacked creatures have been killed
  4630. return;
  4631. int spellLevel = 0;
  4632. TBonusListPtr spellsByType = attacker->getBonuses(Selector::typeSubtype(attackMode, spellID));
  4633. for(const Bonus *sf : *spellsByType)
  4634. {
  4635. vstd::amax(spellLevel, sf->additionalInfo % 1000); //pick highest level
  4636. int meleeRanged = sf->additionalInfo / 1000;
  4637. if (meleeRanged == 0 || (meleeRanged == 1 && bat.shot()) || (meleeRanged == 2 && !bat.shot()))
  4638. castMe = true;
  4639. }
  4640. int chance = attacker->valOfBonuses((Selector::typeSubtype(attackMode, spellID)));
  4641. vstd::amin (chance, 100);
  4642. int destination = oneOfAttacked->position;
  4643. const CSpell * spell = SpellID(spellID).toSpell();
  4644. if(gs->curB->battleCanCastThisSpellHere(attacker->owner, spell, ECastingMode::AFTER_ATTACK_CASTING, oneOfAttacked->position) != ESpellCastProblem::OK)
  4645. continue;
  4646. //check if spell should be casted (probability handling)
  4647. if(gs->getRandomGenerator().nextInt(99) >= chance)
  4648. continue;
  4649. //casting //TODO: check if spell can be blocked or target is immune
  4650. if (castMe) //stacks use 0 spell power. If needed, default = 3 or custom value is used
  4651. handleSpellCasting(spellID, spellLevel, destination, !attacker->attackerOwned, attacker->owner, nullptr, nullptr, 0, ECastingMode::AFTER_ATTACK_CASTING, attacker);
  4652. }
  4653. }
  4654. }
  4655. void CGameHandler::handleAttackBeforeCasting (const BattleAttack & bat)
  4656. {
  4657. const CStack * attacker = gs->curB->battleGetStackByID(bat.stackAttacking);
  4658. attackCasting(bat, Bonus::SPELL_BEFORE_ATTACK, attacker); //no death stare / acid breath needed?
  4659. }
  4660. void CGameHandler::handleAfterAttackCasting( const BattleAttack & bat )
  4661. {
  4662. const CStack * attacker = gs->curB->battleGetStackByID(bat.stackAttacking);
  4663. if (!attacker) //could be already dead
  4664. return;
  4665. attackCasting(bat, Bonus::SPELL_AFTER_ATTACK, attacker);
  4666. if(bat.bsa.at(0).newAmount <= 0)
  4667. {
  4668. //don't try death stare or acid breath on dead stack (crash!)
  4669. return;
  4670. }
  4671. if (attacker->hasBonusOfType(Bonus::DEATH_STARE) && bat.bsa.size())
  4672. {
  4673. // mechanics of Death Stare as in H3:
  4674. // each gorgon have 10% chance to kill (counted separately in H3) -> binomial distribution
  4675. //original formula x = min(x, (gorgons_count + 9)/10);
  4676. double chanceToKill = attacker->valOfBonuses(Bonus::DEATH_STARE, 0) / 100.0f;
  4677. vstd::amin(chanceToKill, 1); //cap at 100%
  4678. std::binomial_distribution<> distribution(attacker->count, chanceToKill);
  4679. std::mt19937 rng(std::time(nullptr));
  4680. int staredCreatures = distribution(rng);
  4681. double cap = 1 / std::max(chanceToKill, (double)(0.01));//don't divide by 0
  4682. int maxToKill = (attacker->count + cap - 1) / cap; //not much more than chance * count
  4683. vstd::amin(staredCreatures, maxToKill);
  4684. staredCreatures += (attacker->level() * attacker->valOfBonuses(Bonus::DEATH_STARE, 1)) / gs->curB->battleGetStackByID(bat.bsa.at(0).stackAttacked)->level();
  4685. if (staredCreatures)
  4686. {
  4687. if (bat.bsa.at(0).newAmount > 0) //TODO: death stare was not originally available for multiple-hex attacks, but...
  4688. handleSpellCasting(SpellID::DEATH_STARE, 0, gs->curB->battleGetStackByID(bat.bsa.at(0).stackAttacked)->position,
  4689. !attacker->attackerOwned, attacker->owner, nullptr, nullptr, staredCreatures, ECastingMode::AFTER_ATTACK_CASTING, attacker);
  4690. }
  4691. }
  4692. int acidDamage = 0;
  4693. TBonusListPtr acidBreath = attacker->getBonuses(Selector::type(Bonus::ACID_BREATH));
  4694. for(const Bonus *b : *acidBreath)
  4695. {
  4696. if (b->additionalInfo > gs->getRandomGenerator().nextInt(99))
  4697. acidDamage += b->val;
  4698. }
  4699. if (acidDamage)
  4700. {
  4701. handleSpellCasting(SpellID::ACID_BREATH_DAMAGE, 0, gs->curB->battleGetStackByID(bat.bsa.at(0).stackAttacked)->position,
  4702. !attacker->attackerOwned, attacker->owner, nullptr, nullptr,
  4703. acidDamage * attacker->count, ECastingMode::AFTER_ATTACK_CASTING, attacker);
  4704. }
  4705. }
  4706. bool CGameHandler::castSpell(const CGHeroInstance *h, SpellID spellID, const int3 &pos)
  4707. {
  4708. const CSpell *s = spellID.toSpell();
  4709. int cost = h->getSpellCost(s);
  4710. int schoolLevel = h->getSpellSchoolLevel(s);
  4711. if(!h->canCastThisSpell(s))
  4712. COMPLAIN_RET("Hero cannot cast this spell!");
  4713. if(h->mana < cost)
  4714. COMPLAIN_RET("Hero doesn't have enough spell points to cast this spell!");
  4715. if(s->combatSpell)
  4716. COMPLAIN_RET("This function can be used only for adventure map spells!");
  4717. AdvmapSpellCast asc;
  4718. asc.caster = h;
  4719. asc.spellID = spellID;
  4720. sendAndApply(&asc);
  4721. switch(spellID)
  4722. {
  4723. case SpellID::SUMMON_BOAT:
  4724. {
  4725. //check if spell works at all
  4726. if(gs->getRandomGenerator().nextInt(99) >= s->getPower(schoolLevel)) //power is % chance of success
  4727. {
  4728. InfoWindow iw;
  4729. iw.player = h->tempOwner;
  4730. iw.text.addTxt(MetaString::GENERAL_TXT, 336); //%s tried to summon a boat, but failed.
  4731. iw.text.addReplacement(h->name);
  4732. sendAndApply(&iw);
  4733. break;
  4734. }
  4735. //try to find unoccupied boat to summon
  4736. const CGBoat *nearest = nullptr;
  4737. double dist = 0;
  4738. int3 summonPos = h->bestLocation();
  4739. if(summonPos.x < 0)
  4740. COMPLAIN_RET("There is no water tile available!");
  4741. for(const CGObjectInstance *obj : gs->map->objects)
  4742. {
  4743. if(obj && obj->ID == Obj::BOAT)
  4744. {
  4745. const CGBoat *b = static_cast<const CGBoat*>(obj);
  4746. if(b->hero) continue; //we're looking for unoccupied boat
  4747. double nDist = distance(b->pos, h->getPosition());
  4748. if(!nearest || nDist < dist) //it's first boat or closer than previous
  4749. {
  4750. nearest = b;
  4751. dist = nDist;
  4752. }
  4753. }
  4754. }
  4755. if(nearest) //we found boat to summon
  4756. {
  4757. ChangeObjPos cop;
  4758. cop.objid = nearest->id;
  4759. cop.nPos = summonPos + int3(1,0,0);;
  4760. cop.flags = 1;
  4761. sendAndApply(&cop);
  4762. }
  4763. else if(schoolLevel < 2) //none or basic level -> cannot create boat :(
  4764. {
  4765. InfoWindow iw;
  4766. iw.player = h->tempOwner;
  4767. iw.text.addTxt(MetaString::GENERAL_TXT, 335); //There are no boats to summon.
  4768. sendAndApply(&iw);
  4769. }
  4770. else //create boat
  4771. {
  4772. NewObject no;
  4773. no.ID = Obj::BOAT;
  4774. no.subID = h->getBoatType();
  4775. no.pos = summonPos + int3(1,0,0);;
  4776. sendAndApply(&no);
  4777. }
  4778. break;
  4779. }
  4780. case SpellID::SCUTTLE_BOAT:
  4781. {
  4782. //check if spell works at all
  4783. if(gs->getRandomGenerator().nextInt(99) >= s->getPower(schoolLevel)) //power is % chance of success
  4784. {
  4785. InfoWindow iw;
  4786. iw.player = h->tempOwner;
  4787. iw.text.addTxt(MetaString::GENERAL_TXT, 337); //%s tried to scuttle the boat, but failed
  4788. iw.text.addReplacement(h->name);
  4789. sendAndApply(&iw);
  4790. break;
  4791. }
  4792. if(!gs->map->isInTheMap(pos))
  4793. COMPLAIN_RET("Invalid dst tile for scuttle!");
  4794. //TODO: test range, visibility
  4795. const TerrainTile *t = &gs->map->getTile(pos);
  4796. if(!t->visitableObjects.size() || t->visitableObjects.back()->ID != Obj::BOAT)
  4797. COMPLAIN_RET("There is no boat to scuttle!");
  4798. RemoveObject ro;
  4799. ro.id = t->visitableObjects.back()->id;
  4800. sendAndApply(&ro);
  4801. break;
  4802. }
  4803. case SpellID::DIMENSION_DOOR:
  4804. {
  4805. const TerrainTile *dest = getTile(pos);
  4806. const TerrainTile *curr = getTile(h->getSightCenter());
  4807. if(!dest)
  4808. COMPLAIN_RET("Destination tile doesn't exist!");
  4809. if(!h->movement)
  4810. COMPLAIN_RET("Hero needs movement points to cast Dimension Door!");
  4811. if(h->getBonusesCount(Bonus::SPELL_EFFECT, SpellID::DIMENSION_DOOR) >= s->getPower(schoolLevel)) //limit casts per turn
  4812. {
  4813. InfoWindow iw;
  4814. iw.player = h->tempOwner;
  4815. iw.text.addTxt(MetaString::GENERAL_TXT, 338); //%s is not skilled enough to cast this spell again today.
  4816. iw.text.addReplacement(h->name);
  4817. sendAndApply(&iw);
  4818. break;
  4819. }
  4820. GiveBonus gb;
  4821. gb.id = h->id.getNum();
  4822. gb.bonus = Bonus(Bonus::ONE_DAY, Bonus::NONE, Bonus::SPELL_EFFECT, 0, SpellID::DIMENSION_DOOR);
  4823. sendAndApply(&gb);
  4824. if(!dest->isClear(curr)) //wrong dest tile
  4825. {
  4826. InfoWindow iw;
  4827. iw.player = h->tempOwner;
  4828. iw.text.addTxt(MetaString::GENERAL_TXT, 70); //Dimension Door failed!
  4829. sendAndApply(&iw);
  4830. break;
  4831. }
  4832. if (moveHero(h->id, pos + h->getVisitableOffset(), true))
  4833. {
  4834. SetMovePoints smp;
  4835. smp.hid = h->id;
  4836. smp.val = std::max<ui32>(0, h->movement - 300);
  4837. sendAndApply(&smp);
  4838. }
  4839. }
  4840. break;
  4841. case SpellID::FLY:
  4842. {
  4843. int subtype = schoolLevel >= 2 ? 1 : 2; //adv or expert
  4844. GiveBonus gb;
  4845. gb.id = h->id.getNum();
  4846. gb.bonus = Bonus(Bonus::ONE_DAY, Bonus::FLYING_MOVEMENT, Bonus::SPELL_EFFECT, 0, SpellID::FLY, subtype);
  4847. sendAndApply(&gb);
  4848. }
  4849. break;
  4850. case SpellID::WATER_WALK:
  4851. {
  4852. int subtype = schoolLevel >= 2 ? 1 : 2; //adv or expert
  4853. GiveBonus gb;
  4854. gb.id = h->id.getNum();
  4855. gb.bonus = Bonus(Bonus::ONE_DAY, Bonus::WATER_WALKING, Bonus::SPELL_EFFECT, 0, SpellID::WATER_WALK, subtype);
  4856. sendAndApply(&gb);
  4857. }
  4858. break;
  4859. case SpellID::TOWN_PORTAL:
  4860. {
  4861. if (!gs->map->isInTheMap(pos))
  4862. COMPLAIN_RET("Destination tile not present!")
  4863. TerrainTile tile = gs->map->getTile(pos);
  4864. if (tile.visitableObjects.empty() || tile.visitableObjects.back()->ID != Obj::TOWN )
  4865. COMPLAIN_RET("Town not found for Town Portal!");
  4866. CGTownInstance * town = static_cast<CGTownInstance*>(tile.visitableObjects.back());
  4867. if (town->tempOwner != h->tempOwner)
  4868. COMPLAIN_RET("Can't teleport to another player!");
  4869. if (town->visitingHero)
  4870. COMPLAIN_RET("Can't teleport to occupied town!");
  4871. if (h->getSpellSchoolLevel(s) < 2)
  4872. {
  4873. si32 dist = town->pos.dist2dSQ(h->pos);
  4874. ObjectInstanceID nearest = town->id; //nearest town's ID
  4875. for(const CGTownInstance * currTown : gs->getPlayer(h->tempOwner)->towns)
  4876. {
  4877. si32 currDist = currTown->pos.dist2dSQ(h->pos);
  4878. if (currDist < dist)
  4879. {
  4880. nearest = currTown->id;
  4881. dist = currDist;
  4882. }
  4883. }
  4884. if (town->id != nearest)
  4885. COMPLAIN_RET("This hero can only teleport to nearest town!")
  4886. }
  4887. moveHero(h->id, town->visitablePos() + h->getVisitableOffset() ,1);
  4888. }
  4889. break;
  4890. case SpellID::VISIONS:
  4891. case SpellID::VIEW_EARTH:
  4892. case SpellID::DISGUISE:
  4893. case SpellID::VIEW_AIR:
  4894. default:
  4895. COMPLAIN_RET("This spell is not implemented yet!");
  4896. }
  4897. SetMana sm;
  4898. sm.hid = h->id;
  4899. sm.val = h->mana - cost;
  4900. sendAndApply(&sm);
  4901. return true;
  4902. }
  4903. void CGameHandler::visitObjectOnTile(const TerrainTile &t, const CGHeroInstance * h)
  4904. {
  4905. if (!t.visitableObjects.empty())
  4906. {
  4907. //to prevent self-visiting heroes on space press
  4908. if(t.visitableObjects.back() != h)
  4909. objectVisited(t.visitableObjects.back(), h);
  4910. else if(t.visitableObjects.size() > 1)
  4911. objectVisited(*(t.visitableObjects.end()-2),h);
  4912. }
  4913. }
  4914. bool CGameHandler::sacrificeCreatures(const IMarket *market, const CGHeroInstance *hero, SlotID slot, ui32 count)
  4915. {
  4916. int oldCount = hero->getStackCount(slot);
  4917. if(oldCount < count)
  4918. COMPLAIN_RET("Not enough creatures to sacrifice!")
  4919. else if(oldCount == count && hero->Slots().size() == 1 && hero->needsLastStack())
  4920. COMPLAIN_RET("Cannot sacrifice last creature!");
  4921. int crid = hero->getStack(slot).type->idNumber;
  4922. changeStackCount(StackLocation(hero, slot), -count);
  4923. int dump, exp;
  4924. market->getOffer(crid, 0, dump, exp, EMarketMode::CREATURE_EXP);
  4925. exp *= count;
  4926. changePrimSkill(hero, PrimarySkill::EXPERIENCE, hero->calculateXp(exp));
  4927. return true;
  4928. }
  4929. bool CGameHandler::sacrificeArtifact(const IMarket * m, const CGHeroInstance * hero, ArtifactPosition slot)
  4930. {
  4931. ArtifactLocation al(hero, slot);
  4932. const CArtifactInstance *a = al.getArt();
  4933. if(!a)
  4934. COMPLAIN_RET("Cannot find artifact to sacrifice!");
  4935. int dmp, expToGive;
  4936. m->getOffer(hero->getArtTypeId(slot), 0, dmp, expToGive, EMarketMode::ARTIFACT_EXP);
  4937. removeArtifact(al);
  4938. changePrimSkill(hero, PrimarySkill::EXPERIENCE, expToGive);
  4939. return true;
  4940. }
  4941. void CGameHandler::makeStackDoNothing(const CStack * next)
  4942. {
  4943. BattleAction doNothing;
  4944. doNothing.actionType = Battle::NO_ACTION;
  4945. doNothing.additionalInfo = 0;
  4946. doNothing.destinationTile = -1;
  4947. doNothing.side = !next->attackerOwned;
  4948. doNothing.stackNumber = next->ID;
  4949. makeAutomaticAction(next, doNothing);
  4950. }
  4951. bool CGameHandler::insertNewStack(const StackLocation &sl, const CCreature *c, TQuantity count)
  4952. {
  4953. if(sl.army->hasStackAtSlot(sl.slot))
  4954. COMPLAIN_RET("Slot is already taken!");
  4955. if(!sl.slot.validSlot())
  4956. COMPLAIN_RET("Cannot insert stack to that slot!");
  4957. InsertNewStack ins;
  4958. ins.sl = sl;
  4959. ins.stack = CStackBasicDescriptor(c, count);
  4960. sendAndApply(&ins);
  4961. return true;
  4962. }
  4963. bool CGameHandler::eraseStack(const StackLocation &sl, bool forceRemoval/* = false*/)
  4964. {
  4965. if(!sl.army->hasStackAtSlot(sl.slot))
  4966. COMPLAIN_RET("Cannot find a stack to erase");
  4967. if(sl.army->Slots().size() == 1 //from the last stack
  4968. && sl.army->needsLastStack() //that must be left
  4969. && !forceRemoval) //ignore above conditions if we are forcing removal
  4970. {
  4971. COMPLAIN_RET("Cannot erase the last stack!");
  4972. }
  4973. EraseStack es;
  4974. es.sl = sl;
  4975. sendAndApply(&es);
  4976. return true;
  4977. }
  4978. bool CGameHandler::changeStackCount(const StackLocation &sl, TQuantity count, bool absoluteValue /*= false*/)
  4979. {
  4980. TQuantity currentCount = sl.army->getStackCount(sl.slot);
  4981. if((absoluteValue && count < 0)
  4982. || (!absoluteValue && -count > currentCount))
  4983. {
  4984. COMPLAIN_RET("Cannot take more stacks than present!");
  4985. }
  4986. if((currentCount == -count && !absoluteValue)
  4987. || (!count && absoluteValue))
  4988. {
  4989. eraseStack(sl);
  4990. }
  4991. else
  4992. {
  4993. ChangeStackCount csc;
  4994. csc.sl = sl;
  4995. csc.count = count;
  4996. csc.absoluteValue = absoluteValue;
  4997. sendAndApply(&csc);
  4998. }
  4999. return true;
  5000. }
  5001. bool CGameHandler::addToSlot(const StackLocation &sl, const CCreature *c, TQuantity count)
  5002. {
  5003. const CCreature *slotC = sl.army->getCreature(sl.slot);
  5004. if(!slotC) //slot is empty
  5005. insertNewStack(sl, c, count);
  5006. else if(c == slotC)
  5007. changeStackCount(sl, count);
  5008. else
  5009. {
  5010. COMPLAIN_RET("Cannot add " + c->namePl + " to slot " + boost::lexical_cast<std::string>(sl.slot) + "!");
  5011. }
  5012. return true;
  5013. }
  5014. void CGameHandler::tryJoiningArmy(const CArmedInstance *src, const CArmedInstance *dst, bool removeObjWhenFinished, bool allowMerging)
  5015. {
  5016. if(removeObjWhenFinished)
  5017. removeAfterVisit(src);
  5018. if(!src->canBeMergedWith(*dst, allowMerging))
  5019. {
  5020. if (allowMerging) //do that, add all matching creatures.
  5021. {
  5022. bool cont = true;
  5023. while (cont)
  5024. {
  5025. for(auto i = src->stacks.begin(); i != src->stacks.end(); i++)//while there are unmoved creatures
  5026. {
  5027. SlotID pos = dst->getSlotFor(i->second->type);
  5028. if(pos.validSlot())
  5029. {
  5030. moveStack(StackLocation(src, i->first), StackLocation(dst, pos));
  5031. cont = true;
  5032. break; //or iterator crashes
  5033. }
  5034. cont = false;
  5035. }
  5036. }
  5037. }
  5038. showGarrisonDialog(src->id, dst->id, true); //show garrison window and optionally remove ourselves from map when player ends
  5039. }
  5040. else //merge
  5041. {
  5042. moveArmy(src, dst, allowMerging);
  5043. }
  5044. }
  5045. bool CGameHandler::moveStack(const StackLocation &src, const StackLocation &dst, TQuantity count)
  5046. {
  5047. if(!src.army->hasStackAtSlot(src.slot))
  5048. COMPLAIN_RET("No stack to move!");
  5049. if(dst.army->hasStackAtSlot(dst.slot) && dst.army->getCreature(dst.slot) != src.army->getCreature(src.slot))
  5050. COMPLAIN_RET("Cannot move: stack of different type at destination pos!");
  5051. if(!dst.slot.validSlot())
  5052. COMPLAIN_RET("Cannot move stack to that slot!");
  5053. if(count == -1)
  5054. {
  5055. count = src.army->getStackCount(src.slot);
  5056. }
  5057. if(src.army != dst.army //moving away
  5058. && count == src.army->getStackCount(src.slot) //all creatures
  5059. && src.army->Slots().size() == 1 //from the last stack
  5060. && src.army->needsLastStack()) //that must be left
  5061. {
  5062. COMPLAIN_RET("Cannot move away the last creature!");
  5063. }
  5064. RebalanceStacks rs;
  5065. rs.src = src;
  5066. rs.dst = dst;
  5067. rs.count = count;
  5068. sendAndApply(&rs);
  5069. return true;
  5070. }
  5071. bool CGameHandler::swapStacks(const StackLocation &sl1, const StackLocation &sl2)
  5072. {
  5073. if(!sl1.army->hasStackAtSlot(sl1.slot))
  5074. return moveStack(sl2, sl1);
  5075. else if(!sl2.army->hasStackAtSlot(sl2.slot))
  5076. return moveStack(sl1, sl2);
  5077. else
  5078. {
  5079. SwapStacks ss;
  5080. ss.sl1 = sl1;
  5081. ss.sl2 = sl2;
  5082. sendAndApply(&ss);
  5083. return true;
  5084. }
  5085. }
  5086. void CGameHandler::runBattle()
  5087. {
  5088. setBattle(gs->curB);
  5089. assert(gs->curB);
  5090. //TODO: pre-tactic stuff, call scripts etc.
  5091. //tactic round
  5092. {
  5093. while(gs->curB->tacticDistance && !battleResult.get())
  5094. boost::this_thread::sleep(boost::posix_time::milliseconds(50));
  5095. }
  5096. //spells opening battle
  5097. for(int i = 0; i < 2; ++i)
  5098. {
  5099. auto h = gs->curB->battleGetFightingHero(i);
  5100. if(h && h->hasBonusOfType(Bonus::OPENING_BATTLE_SPELL))
  5101. {
  5102. TBonusListPtr bl = h->getBonuses(Selector::type(Bonus::OPENING_BATTLE_SPELL));
  5103. for (Bonus *b : *bl)
  5104. {
  5105. handleSpellCasting(SpellID(b->subtype), 3, -1, 0, h->tempOwner, nullptr, gs->curB->battleGetFightingHero(1-i), b->val, ECastingMode::HERO_CASTING, nullptr);
  5106. }
  5107. }
  5108. }
  5109. //main loop
  5110. while(!battleResult.get()) //till the end of the battle ;]
  5111. {
  5112. NEW_ROUND;
  5113. auto obstacles = gs->curB->obstacles; //we copy container, because we're going to modify it
  5114. for(auto &obstPtr : obstacles)
  5115. {
  5116. if(const SpellCreatedObstacle *sco = dynamic_cast<const SpellCreatedObstacle *>(obstPtr.get()))
  5117. if(sco->turnsRemaining == 0)
  5118. removeObstacle(*obstPtr);
  5119. }
  5120. const BattleInfo & curB = *gs->curB;
  5121. //remove clones after all mechanics and animations are handled!
  5122. std::set <const CStack*> stacksToRemove;
  5123. for (auto stack : curB.stacks)
  5124. {
  5125. if (stack->idDeadClone())
  5126. stacksToRemove.insert(stack);
  5127. }
  5128. for (auto stack : stacksToRemove)
  5129. {
  5130. BattleStacksRemoved bsr;
  5131. bsr.stackIDs.insert(stack->ID);
  5132. sendAndApply(&bsr);
  5133. }
  5134. //stack loop
  5135. const CStack *next;
  5136. while(!battleResult.get() && (next = curB.getNextStack()) && next->willMove())
  5137. {
  5138. //check for bad morale => freeze
  5139. int nextStackMorale = next->MoraleVal();
  5140. if( nextStackMorale < 0 &&
  5141. !(NBonus::hasOfType(gs->curB->battleGetFightingHero(0), Bonus::BLOCK_MORALE)
  5142. || NBonus::hasOfType(gs->curB->battleGetFightingHero(1), Bonus::BLOCK_MORALE)) //checking if gs->curB->heroes have (or don't have) morale blocking bonuses)
  5143. )
  5144. {
  5145. if(gs->getRandomGenerator().nextInt(23) < -2 * nextStackMorale)
  5146. {
  5147. //unit loses its turn - empty freeze action
  5148. BattleAction ba;
  5149. ba.actionType = Battle::BAD_MORALE;
  5150. ba.additionalInfo = 1;
  5151. ba.side = !next->attackerOwned;
  5152. ba.stackNumber = next->ID;
  5153. makeAutomaticAction(next, ba);
  5154. continue;
  5155. }
  5156. }
  5157. if(next->hasBonusOfType(Bonus::ATTACKS_NEAREST_CREATURE)) //while in berserk
  5158. { //fixme: stack should not attack itself
  5159. std::pair<const CStack *, int> attackInfo = curB.getNearestStack(next, boost::logic::indeterminate);
  5160. if(attackInfo.first != nullptr)
  5161. {
  5162. BattleAction attack;
  5163. attack.actionType = Battle::WALK_AND_ATTACK;
  5164. attack.side = !next->attackerOwned;
  5165. attack.stackNumber = next->ID;
  5166. attack.additionalInfo = attackInfo.first->position;
  5167. attack.destinationTile = attackInfo.second;
  5168. makeAutomaticAction(next, attack);
  5169. }
  5170. else
  5171. {
  5172. makeStackDoNothing(next);
  5173. }
  5174. continue;
  5175. }
  5176. const CGHeroInstance * curOwner = gs->curB->battleGetOwner(next);
  5177. if( (next->position < 0 || next->getCreature()->idNumber == CreatureID::BALLISTA) //arrow turret or ballista
  5178. && (!curOwner || curOwner->getSecSkillLevel(SecondarySkill::ARTILLERY) == 0)) //hero has no artillery
  5179. {
  5180. BattleAction attack;
  5181. attack.actionType = Battle::SHOOT;
  5182. attack.side = !next->attackerOwned;
  5183. attack.stackNumber = next->ID;
  5184. for(auto & elem : gs->curB->stacks)
  5185. {
  5186. if(elem->owner != next->owner && elem->isValidTarget())
  5187. {
  5188. attack.destinationTile = elem->position;
  5189. break;
  5190. }
  5191. }
  5192. makeAutomaticAction(next, attack);
  5193. continue;
  5194. }
  5195. if(next->getCreature()->idNumber == CreatureID::CATAPULT && (!curOwner || curOwner->getSecSkillLevel(SecondarySkill::BALLISTICS) == 0)) //catapult, hero has no ballistics
  5196. {
  5197. const auto & attackableBattleHexes = curB.getAttackableBattleHexes();
  5198. if(!attackableBattleHexes.empty())
  5199. {
  5200. BattleAction attack;
  5201. attack.destinationTile = *RandomGeneratorUtil::nextItem(attackableBattleHexes, gs->getRandomGenerator());
  5202. attack.actionType = Battle::CATAPULT;
  5203. attack.additionalInfo = 0;
  5204. attack.side = !next->attackerOwned;
  5205. attack.stackNumber = next->ID;
  5206. makeAutomaticAction(next, attack);
  5207. }
  5208. else
  5209. {
  5210. makeStackDoNothing(next);
  5211. }
  5212. continue;
  5213. }
  5214. if(next->getCreature()->idNumber == CreatureID::FIRST_AID_TENT)
  5215. {
  5216. TStacks possibleStacks = battleGetStacksIf([&](const CStack * s){
  5217. return s->owner == next->owner && s->canBeHealed();
  5218. });
  5219. if(!possibleStacks.size())
  5220. {
  5221. makeStackDoNothing(next);
  5222. continue;
  5223. }
  5224. if(!curOwner || curOwner->getSecSkillLevel(SecondarySkill::FIRST_AID) == 0) //no hero or hero has no first aid
  5225. {
  5226. range::random_shuffle(possibleStacks);
  5227. const CStack * toBeHealed = possibleStacks.front();
  5228. BattleAction heal;
  5229. heal.actionType = Battle::STACK_HEAL;
  5230. heal.additionalInfo = 0;
  5231. heal.destinationTile = toBeHealed->position;
  5232. heal.side = !next->attackerOwned;
  5233. heal.stackNumber = next->ID;
  5234. makeAutomaticAction(next, heal);
  5235. continue;
  5236. }
  5237. }
  5238. int numberOfAsks = 1;
  5239. bool breakOuter = false;
  5240. do
  5241. {//ask interface and wait for answer
  5242. if(!battleResult.get())
  5243. {
  5244. stackTurnTrigger(next); //various effects
  5245. if (vstd::contains(next->state, EBattleStackState::FEAR))
  5246. {
  5247. makeStackDoNothing(next); //end immediately if stack was affected by fear
  5248. }
  5249. else
  5250. {
  5251. logGlobal->traceStream() << "Activating " << next->nodeName();
  5252. BattleSetActiveStack sas;
  5253. sas.stack = next->ID;
  5254. sendAndApply(&sas);
  5255. boost::unique_lock<boost::mutex> lock(battleMadeAction.mx);
  5256. battleMadeAction.data = false;
  5257. while (next->alive() && //next is invalid after sacrificing current stack :?
  5258. (!battleMadeAction.data && !battleResult.get())) //active stack hasn't made its action and battle is still going
  5259. battleMadeAction.cond.wait(lock);
  5260. }
  5261. }
  5262. if(battleResult.get()) //don't touch it, battle could be finished while waiting got action
  5263. {
  5264. breakOuter = true;
  5265. break;
  5266. }
  5267. //we're after action, all results applied
  5268. checkForBattleEnd(); //check if this action ended the battle
  5269. //check for good morale
  5270. nextStackMorale = next->MoraleVal();
  5271. if(!vstd::contains(next->state,EBattleStackState::HAD_MORALE) //only one extra move per turn possible
  5272. && !vstd::contains(next->state,EBattleStackState::DEFENDING)
  5273. && !next->waited()
  5274. && !vstd::contains(next->state, EBattleStackState::FEAR)
  5275. && next->alive()
  5276. && nextStackMorale > 0
  5277. && !(NBonus::hasOfType(gs->curB->battleGetFightingHero(0), Bonus::BLOCK_MORALE)
  5278. || NBonus::hasOfType(gs->curB->battleGetFightingHero(1), Bonus::BLOCK_MORALE)) //checking if gs->curB->heroes have (or don't have) morale blocking bonuses
  5279. )
  5280. {
  5281. if(gs->getRandomGenerator().nextInt(23) < nextStackMorale) //this stack hasn't got morale this turn
  5282. {
  5283. BattleTriggerEffect bte;
  5284. bte.stackID = next->ID;
  5285. bte.effect = Bonus::MORALE;
  5286. bte.val = 1;
  5287. bte.additionalInfo = 0;
  5288. sendAndApply(&bte); //play animation
  5289. ++numberOfAsks; //move this stack once more
  5290. }
  5291. }
  5292. --numberOfAsks;
  5293. } while (numberOfAsks > 0);
  5294. if (breakOuter)
  5295. {
  5296. break;
  5297. }
  5298. }
  5299. }
  5300. endBattle(gs->curB->tile, gs->curB->battleGetFightingHero(0), gs->curB->battleGetFightingHero(1));
  5301. }
  5302. bool CGameHandler::makeAutomaticAction(const CStack *stack, BattleAction &ba)
  5303. {
  5304. BattleSetActiveStack bsa;
  5305. bsa.stack = stack->ID;
  5306. bsa.askPlayerInterface = false;
  5307. sendAndApply(&bsa);
  5308. bool ret = makeBattleAction(ba);
  5309. checkForBattleEnd();
  5310. return ret;
  5311. }
  5312. void CGameHandler::giveHeroArtifact(const CGHeroInstance *h, const CArtifactInstance *a, ArtifactPosition pos)
  5313. {
  5314. assert(a->artType);
  5315. ArtifactLocation al;
  5316. al.artHolder = const_cast<CGHeroInstance*>(h);
  5317. ArtifactPosition slot = ArtifactPosition::PRE_FIRST;
  5318. if(pos < 0)
  5319. {
  5320. if(pos == ArtifactPosition::FIRST_AVAILABLE)
  5321. slot = a->firstAvailableSlot(h);
  5322. else
  5323. slot = a->firstBackpackSlot(h);
  5324. }
  5325. else
  5326. {
  5327. slot = pos;
  5328. }
  5329. al.slot = slot;
  5330. if(slot < 0 || !a->canBePutAt(al))
  5331. {
  5332. complain("Cannot put artifact in that slot!");
  5333. return;
  5334. }
  5335. putArtifact(al, a);
  5336. }
  5337. void CGameHandler::putArtifact(const ArtifactLocation &al, const CArtifactInstance *a)
  5338. {
  5339. PutArtifact pa;
  5340. pa.art = a;
  5341. pa.al = al;
  5342. sendAndApply(&pa);
  5343. }
  5344. void CGameHandler::giveHeroNewArtifact(const CGHeroInstance *h, const CArtifact *artType, ArtifactPosition pos)
  5345. {
  5346. CArtifactInstance *a = nullptr;
  5347. if(!artType->constituents)
  5348. {
  5349. a = new CArtifactInstance();
  5350. }
  5351. else
  5352. {
  5353. a = new CCombinedArtifactInstance();
  5354. }
  5355. a->artType = artType; //*NOT* via settype -> all bonus-related stuff must be done by NewArtifact apply
  5356. NewArtifact na;
  5357. na.art = a;
  5358. sendAndApply(&na); // -> updates a!!!, will create a on other machines
  5359. giveHeroArtifact(h, a, pos);
  5360. }
  5361. void CGameHandler::setBattleResult(BattleResult::EResult resultType, int victoriusSide)
  5362. {
  5363. if(battleResult.get())
  5364. {
  5365. complain("There is already set result?");
  5366. return;
  5367. }
  5368. auto br = new BattleResult;
  5369. br->result = resultType;
  5370. br->winner = victoriusSide; //surrendering side loses
  5371. gs->curB->calculateCasualties(br->casualties);
  5372. battleResult.set(br);
  5373. }
  5374. void CGameHandler::commitPackage( CPackForClient *pack )
  5375. {
  5376. sendAndApply(pack);
  5377. }
  5378. void CGameHandler::spawnWanderingMonsters(CreatureID creatureID)
  5379. {
  5380. std::vector<int3>::iterator tile;
  5381. std::vector<int3> tiles;
  5382. getFreeTiles(tiles);
  5383. ui32 amount = tiles.size() / 200; //Chance is 0.5% for each tile
  5384. std::random_shuffle(tiles.begin(), tiles.end());
  5385. logGlobal->traceStream() << "Spawning wandering monsters. Found " << tiles.size() << " free tiles. Creature type: " << creatureID;
  5386. const CCreature *cre = VLC->creh->creatures.at(creatureID);
  5387. for (int i = 0; i < amount; ++i)
  5388. {
  5389. tile = tiles.begin();
  5390. logGlobal->traceStream() << "\tSpawning monster at " << *tile;
  5391. putNewMonster(creatureID, cre->getRandomAmount(std::rand), *tile);
  5392. tiles.erase(tile); //not use it again
  5393. }
  5394. }
  5395. void CGameHandler::removeObstacle(const CObstacleInstance &obstacle)
  5396. {
  5397. ObstaclesRemoved obsRem;
  5398. obsRem.obstacles.insert(obstacle.uniqueID);
  5399. sendAndApply(&obsRem);
  5400. }
  5401. void CGameHandler::synchronizeArtifactHandlerLists()
  5402. {
  5403. UpdateArtHandlerLists uahl;
  5404. uahl.treasures = VLC->arth->treasures;
  5405. uahl.minors = VLC->arth->minors;
  5406. uahl.majors = VLC->arth->majors;
  5407. uahl.relics = VLC->arth->relics;
  5408. sendAndApply(&uahl);
  5409. }
  5410. bool CGameHandler::isValidObject(const CGObjectInstance *obj) const
  5411. {
  5412. return vstd::contains(gs->map->objects, obj);
  5413. }
  5414. bool CGameHandler::isBlockedByQueries(const CPack *pack, PlayerColor player)
  5415. {
  5416. if(dynamic_cast<const PlayerMessage*>(pack))
  5417. return false;
  5418. auto query = queries.topQuery(player);
  5419. if(query && query->blocksPack(pack))
  5420. {
  5421. complain(boost::str(boost::format("Player %s has to answer queries before attempting any further actions. Top query is %s!") % player % query->toString()));
  5422. return true;
  5423. }
  5424. return false;
  5425. }
  5426. void CGameHandler::removeAfterVisit(const CGObjectInstance *object)
  5427. {
  5428. //If the object is being visited, there must be a matching query
  5429. for(const auto &query : queries.allQueries())
  5430. {
  5431. if(auto someVistQuery = std::dynamic_pointer_cast<CObjectVisitQuery>(query))
  5432. {
  5433. if(someVistQuery->visitedObject == object)
  5434. {
  5435. someVistQuery->removeObjectAfterVisit = true;
  5436. return;
  5437. }
  5438. }
  5439. };
  5440. //If we haven't returned so far, there is no query and no visit, call was wrong
  5441. assert("This function needs to be called during the object visit!");
  5442. }
  5443. bool CGameHandler::isVisitCoveredByAnotherQuery(const CGObjectInstance *obj, const CGHeroInstance *hero)
  5444. {
  5445. if(auto topQuery = queries.topQuery(hero->getOwner()))
  5446. if(auto visit = std::dynamic_pointer_cast<const CObjectVisitQuery>(topQuery))
  5447. return !(visit->visitedObject == obj && visit->visitingHero == hero);
  5448. return true;
  5449. }
  5450. void CGameHandler::duelFinished()
  5451. {
  5452. auto si = getStartInfo();
  5453. auto getName = [&](int i){ return si->getIthPlayersSettings(gs->curB->sides.at(i).color).name; };
  5454. int casualtiesPoints = 0;
  5455. logGlobal->debugStream() << boost::format("Winner side %d\nWinner casualties:")
  5456. % (int)battleResult.data->winner;
  5457. for(auto & elem : battleResult.data->casualties[battleResult.data->winner])
  5458. {
  5459. const CCreature *c = VLC->creh->creatures[elem.first];
  5460. logGlobal->debugStream() << boost::format("\t* %d of %s") % elem.second % c->namePl;
  5461. casualtiesPoints += c->AIValue * elem.second;
  5462. }
  5463. logGlobal->debugStream() << boost::format("Total casualties points: %d") % casualtiesPoints;
  5464. time_t timeNow;
  5465. time(&timeNow);
  5466. std::ofstream out(cmdLineOptions["resultsFile"].as<std::string>(), std::ios::app);
  5467. if(out)
  5468. {
  5469. out << boost::format("%s\t%s\t%s\t%d\t%d\t%d\t%s\n") % si->mapname % getName(0) % getName(1)
  5470. % battleResult.data->winner % battleResult.data->result % casualtiesPoints
  5471. % asctime(localtime(&timeNow));
  5472. }
  5473. else
  5474. {
  5475. logGlobal->errorStream() << "Cannot open to write " << cmdLineOptions["resultsFile"].as<std::string>();
  5476. }
  5477. CSaveFile resultFile("result.vdrst");
  5478. resultFile << *battleResult.data;
  5479. BattleResultsApplied resultsApplied;
  5480. resultsApplied.player1 = finishingBattle->victor;
  5481. resultsApplied.player2 = finishingBattle->loser;
  5482. sendAndApply(&resultsApplied);
  5483. return;
  5484. }
  5485. CasualtiesAfterBattle::CasualtiesAfterBattle(const CArmedInstance *army, BattleInfo *bat)
  5486. {
  5487. heroWithDeadCommander = ObjectInstanceID();
  5488. PlayerColor color = army->tempOwner;
  5489. if(color == PlayerColor::UNFLAGGABLE)
  5490. color = PlayerColor::NEUTRAL;
  5491. for(CStack *st : bat->stacks)
  5492. {
  5493. if(vstd::contains(st->state, EBattleStackState::SUMMONED)) //don't take into account summoned stacks
  5494. continue;
  5495. if (st->owner != color) //remove only our stacks
  5496. continue;
  5497. //FIXME: this info is also used in BattleInfo::calculateCasualties, refactor
  5498. st->count = std::max (0, st->count - st->resurrected);
  5499. if (!st->count && !st->base) //we can imagine stacks of war mahcines that are not spawned by artifacts?
  5500. {
  5501. auto warMachine = VLC->arth->creatureToMachineID(st->type->idNumber);
  5502. if (warMachine != ArtifactID::NONE)
  5503. {
  5504. auto hero = dynamic_cast<const CGHeroInstance*> (army);
  5505. if (hero)
  5506. removedWarMachines.push_back (ArtifactLocation(hero, hero->getArtPos(warMachine, true)));
  5507. }
  5508. }
  5509. if(!army->slotEmpty(st->slot) && st->count < army->getStackCount(st->slot))
  5510. {
  5511. StackLocation sl(army, st->slot);
  5512. if(st->alive())
  5513. newStackCounts.push_back(std::pair<StackLocation, int>(sl, st->count));
  5514. else
  5515. newStackCounts.push_back(std::pair<StackLocation, int>(sl, 0));
  5516. }
  5517. if (st->base && !st->count)
  5518. {
  5519. auto c = dynamic_cast <const CCommanderInstance *>(st->base);
  5520. if (c) //switch commander status to dead
  5521. {
  5522. auto h = dynamic_cast <const CGHeroInstance *>(army);
  5523. if (h && h->commander == c)
  5524. heroWithDeadCommander = army->id; //TODO: unify commander handling
  5525. }
  5526. }
  5527. }
  5528. }
  5529. void CasualtiesAfterBattle::takeFromArmy(CGameHandler *gh)
  5530. {
  5531. for(TStackAndItsNewCount &ncount : newStackCounts)
  5532. {
  5533. if(ncount.second > 0)
  5534. gh->changeStackCount(ncount.first, ncount.second, true);
  5535. else
  5536. gh->eraseStack(ncount.first, true);
  5537. }
  5538. for (auto al : removedWarMachines)
  5539. {
  5540. gh->removeArtifact(al);
  5541. }
  5542. if (heroWithDeadCommander != ObjectInstanceID())
  5543. {
  5544. SetCommanderProperty scp;
  5545. scp.heroid = heroWithDeadCommander;
  5546. scp.which = SetCommanderProperty::ALIVE;
  5547. scp.amount = 0;
  5548. gh->sendAndApply (&scp);
  5549. }
  5550. }
  5551. CGameHandler::FinishingBattleHelper::FinishingBattleHelper(shared_ptr<const CBattleQuery> Query, bool Duel, int RemainingBattleQueriesCount)
  5552. {
  5553. assert(Query->result);
  5554. assert(Query->bi);
  5555. auto &result = *Query->result;
  5556. auto &info = *Query->bi;
  5557. winnerHero = result.winner != 0 ? info.sides[1].hero : info.sides[0].hero;
  5558. loserHero = result.winner != 0 ? info.sides[0].hero : info.sides[1].hero;
  5559. victor = info.sides[result.winner].color;
  5560. loser = info.sides[!result.winner].color;
  5561. duel = Duel;
  5562. remainingBattleQueriesCount = RemainingBattleQueriesCount;
  5563. }
  5564. CGameHandler::FinishingBattleHelper::FinishingBattleHelper()
  5565. {
  5566. winnerHero = loserHero = nullptr;
  5567. }