CGameHandler.cpp 196 KB

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  1. #include "StdInc.h"
  2. #include "../lib/filesystem/Filesystem.h"
  3. #include "../lib/filesystem/CFileInfo.h"
  4. #include "../lib/int3.h"
  5. #include "../lib/mapping/CCampaignHandler.h"
  6. #include "../lib/StartInfo.h"
  7. #include "../lib/CModHandler.h"
  8. #include "../lib/CArtHandler.h"
  9. #include "../lib/CBuildingHandler.h"
  10. #include "../lib/CDefObjInfoHandler.h"
  11. #include "../lib/CHeroHandler.h"
  12. #include "../lib/CObjectHandler.h"
  13. #include "../lib/CSpellHandler.h"
  14. #include "../lib/CGeneralTextHandler.h"
  15. #include "../lib/CTownHandler.h"
  16. #include "../lib/CCreatureHandler.h"
  17. #include "../lib/CGameState.h"
  18. #include "../lib/BattleState.h"
  19. #include "../lib/CondSh.h"
  20. #include "../lib/NetPacks.h"
  21. #include "../lib/VCMI_Lib.h"
  22. #include "../lib/mapping/CMap.h"
  23. #include "../lib/VCMIDirs.h"
  24. #include "../client/CSoundBase.h"
  25. #include "CGameHandler.h"
  26. #include "CVCMIServer.h"
  27. #include "../lib/CCreatureSet.h"
  28. #include "../lib/CThreadHelper.h"
  29. #include "../lib/GameConstants.h"
  30. #include "../lib/RegisterTypes.h"
  31. /*
  32. * CGameHandler.cpp, part of VCMI engine
  33. *
  34. * Authors: listed in file AUTHORS in main folder
  35. *
  36. * License: GNU General Public License v2.0 or later
  37. * Full text of license available in license.txt file, in main folder
  38. *
  39. */
  40. #ifndef _MSC_VER
  41. #include <boost/thread/xtime.hpp>
  42. #endif
  43. extern bool end2;
  44. #ifdef min
  45. #undef min
  46. #endif
  47. #ifdef max
  48. #undef max
  49. #endif
  50. #define COMPLAIN_RET_IF(cond, txt) do {if(cond){complain(txt); return;}} while(0)
  51. #define COMPLAIN_RET_FALSE_IF(cond, txt) do {if(cond){complain(txt); return false;}} while(0)
  52. #define COMPLAIN_RET(txt) {complain(txt); return false;}
  53. #define COMPLAIN_RETF(txt, FORMAT) {complain(boost::str(boost::format(txt) % FORMAT)); return false;}
  54. #define NEW_ROUND BattleNextRound bnr;\
  55. bnr.round = gs->curB->round + 1;\
  56. sendAndApply(&bnr);
  57. CondSh<bool> battleMadeAction;
  58. CondSh<BattleResult *> battleResult(nullptr);
  59. template <typename T> class CApplyOnGH;
  60. class CBaseForGHApply
  61. {
  62. public:
  63. virtual bool applyOnGH(CGameHandler *gh, CConnection *c, void *pack, PlayerColor player) const =0;
  64. virtual ~CBaseForGHApply(){}
  65. template<typename U> static CBaseForGHApply *getApplier(const U * t=nullptr)
  66. {
  67. return new CApplyOnGH<U>;
  68. }
  69. };
  70. template <typename T> class CApplyOnGH : public CBaseForGHApply
  71. {
  72. public:
  73. bool applyOnGH(CGameHandler *gh, CConnection *c, void *pack, PlayerColor player) const
  74. {
  75. T *ptr = static_cast<T*>(pack);
  76. ptr->c = c;
  77. ptr->player = player;
  78. return ptr->applyGh(gh);
  79. }
  80. };
  81. static CApplier<CBaseForGHApply> *applier = nullptr;
  82. CMP_stack cmpst ;
  83. static inline double distance(int3 a, int3 b)
  84. {
  85. return std::sqrt( (double)(a.x-b.x)*(a.x-b.x) + (a.y-b.y)*(a.y-b.y) );
  86. }
  87. static void giveExp(BattleResult &r)
  88. {
  89. r.exp[0] = 0;
  90. r.exp[1] = 0;
  91. for(auto i = r.casualties[!r.winner].begin(); i!=r.casualties[!r.winner].end(); i++)
  92. {
  93. r.exp[r.winner] += VLC->creh->creatures[i->first]->valOfBonuses(Bonus::STACK_HEALTH) * i->second;
  94. }
  95. }
  96. PlayerStatus PlayerStatuses::operator[](PlayerColor player)
  97. {
  98. boost::unique_lock<boost::mutex> l(mx);
  99. if(players.find(player) != players.end())
  100. {
  101. return players[player];
  102. }
  103. else
  104. {
  105. throw std::runtime_error("No such player!");
  106. }
  107. }
  108. void PlayerStatuses::addPlayer(PlayerColor player)
  109. {
  110. boost::unique_lock<boost::mutex> l(mx);
  111. players[player];
  112. }
  113. bool PlayerStatuses::checkFlag(PlayerColor player, bool PlayerStatus::*flag)
  114. {
  115. boost::unique_lock<boost::mutex> l(mx);
  116. if(players.find(player) != players.end())
  117. {
  118. return players[player].*flag;
  119. }
  120. else
  121. {
  122. throw std::runtime_error("No such player!");
  123. }
  124. }
  125. void PlayerStatuses::setFlag(PlayerColor player, bool PlayerStatus::*flag, bool val)
  126. {
  127. boost::unique_lock<boost::mutex> l(mx);
  128. if(players.find(player) != players.end())
  129. {
  130. players[player].*flag = val;
  131. }
  132. else
  133. {
  134. throw std::runtime_error("No such player!");
  135. }
  136. cv.notify_all();
  137. }
  138. template <typename T>
  139. void callWith(std::vector<T> args, std::function<void(T)> fun, ui32 which)
  140. {
  141. fun(args[which]);
  142. }
  143. void CGameHandler::levelUpHero(const CGHeroInstance * hero, SecondarySkill skill)
  144. {
  145. changeSecSkill(hero, skill, 1, 0);
  146. expGiven(hero);
  147. }
  148. void CGameHandler::levelUpHero(const CGHeroInstance * hero)
  149. {
  150. // required exp for at least 1 lvl-up hasn't been reached
  151. if(!hero->gainsLevel())
  152. {
  153. return;
  154. }
  155. //give prim skill
  156. logGlobal->traceStream() << hero->name <<" got level "<<hero->level;
  157. int r = rand()%100, pom=0, x=0;
  158. auto & skillChances = (hero->level>9) ? hero->type->heroClass->primarySkillLowLevel : hero->type->heroClass->primarySkillHighLevel;
  159. for(;x<GameConstants::PRIMARY_SKILLS;x++)
  160. {
  161. pom += skillChances[x];
  162. if(r<pom)
  163. break;
  164. }
  165. logGlobal->traceStream() << "The hero gets the primary skill with the no. " << x << " with a probability of " << r << "%.";
  166. SetPrimSkill sps;
  167. sps.id = hero->id;
  168. sps.which = static_cast<PrimarySkill::PrimarySkill>(x);
  169. sps.abs = false;
  170. sps.val = 1;
  171. sendAndApply(&sps);
  172. HeroLevelUp hlu;
  173. hlu.hero = hero;
  174. hlu.primskill = static_cast<PrimarySkill::PrimarySkill>(x);
  175. hlu.level = hero->level+1;
  176. hlu.skills = hero->levelUpProposedSkills();
  177. if(hlu.skills.size() == 0)
  178. {
  179. sendAndApply(&hlu);
  180. levelUpHero(hero);
  181. }
  182. else if(hlu.skills.size() == 1 || hero->tempOwner == PlayerColor::NEUTRAL) //choose skill automatically
  183. {
  184. sendAndApply(&hlu);
  185. levelUpHero(hero, vstd::pickRandomElementOf (hlu.skills, rand));
  186. }
  187. else if(hlu.skills.size() > 1)
  188. {
  189. auto levelUpQuery = make_shared<CHeroLevelUpDialogQuery>(hlu);
  190. hlu.queryID = levelUpQuery->queryID;
  191. queries.addQuery(levelUpQuery);
  192. sendAndApply(&hlu);
  193. //level up will be called on query reply
  194. }
  195. }
  196. void CGameHandler::levelUpCommander (const CCommanderInstance * c, int skill)
  197. {
  198. SetCommanderProperty scp;
  199. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  200. if (hero)
  201. scp.heroid = hero->id;
  202. else
  203. {
  204. complain ("Commander is not led by hero!");
  205. return;
  206. }
  207. scp.accumulatedBonus.subtype = 0;
  208. scp.accumulatedBonus.additionalInfo = 0;
  209. scp.accumulatedBonus.duration = Bonus::PERMANENT;
  210. scp.accumulatedBonus.turnsRemain = 0;
  211. scp.accumulatedBonus.source = Bonus::COMMANDER;
  212. scp.accumulatedBonus.valType = Bonus::BASE_NUMBER;
  213. if (skill <= ECommander::SPELL_POWER)
  214. {
  215. scp.which = SetCommanderProperty::BONUS;
  216. auto difference = [](std::vector< std::vector <ui8> > skillLevels, std::vector <ui8> secondarySkills, int skill)->int
  217. {
  218. int s = std::min (skill, (int)ECommander::SPELL_POWER); //spell power level controls also casts and resistance
  219. return skillLevels[skill][secondarySkills[s]] - (secondarySkills[s] ? skillLevels[skill][secondarySkills[s]-1] : 0);
  220. };
  221. switch (skill)
  222. {
  223. case ECommander::ATTACK:
  224. scp.accumulatedBonus.type = Bonus::PRIMARY_SKILL;
  225. scp.accumulatedBonus.subtype = PrimarySkill::ATTACK;
  226. break;
  227. case ECommander::DEFENSE:
  228. scp.accumulatedBonus.type = Bonus::PRIMARY_SKILL;
  229. scp.accumulatedBonus.subtype = PrimarySkill::DEFENSE;
  230. break;
  231. case ECommander::HEALTH:
  232. scp.accumulatedBonus.type = Bonus::STACK_HEALTH;
  233. scp.accumulatedBonus.valType = Bonus::PERCENT_TO_BASE;
  234. break;
  235. case ECommander::DAMAGE:
  236. scp.accumulatedBonus.type = Bonus::CREATURE_DAMAGE;
  237. scp.accumulatedBonus.subtype = 0;
  238. scp.accumulatedBonus.valType = Bonus::PERCENT_TO_BASE;
  239. break;
  240. case ECommander::SPEED:
  241. scp.accumulatedBonus.type = Bonus::STACKS_SPEED;
  242. break;
  243. case ECommander::SPELL_POWER:
  244. scp.accumulatedBonus.type = Bonus::MAGIC_RESISTANCE;
  245. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::RESISTANCE);
  246. sendAndApply (&scp); //additional pack
  247. scp.accumulatedBonus.type = Bonus::CREATURE_SPELL_POWER;
  248. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::SPELL_POWER) * 100; //like hero with spellpower = ability level
  249. sendAndApply (&scp); //additional pack
  250. scp.accumulatedBonus.type = Bonus::CASTS;
  251. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::CASTS);
  252. sendAndApply (&scp); //additional pack
  253. scp.accumulatedBonus.type = Bonus::CREATURE_ENCHANT_POWER; //send normally
  254. break;
  255. }
  256. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, skill);
  257. sendAndApply (&scp);
  258. scp.which = SetCommanderProperty::SECONDARY_SKILL;
  259. scp.additionalInfo = skill;
  260. scp.amount = c->secondarySkills[skill] + 1;
  261. sendAndApply (&scp);
  262. }
  263. else if (skill >= 100)
  264. {
  265. scp.which = SetCommanderProperty::SPECIAL_SKILL;
  266. scp.accumulatedBonus = *VLC->creh->skillRequirements[skill-100].first;
  267. scp.additionalInfo = skill; //unnormalized
  268. sendAndApply (&scp);
  269. }
  270. expGiven(hero);
  271. }
  272. void CGameHandler::levelUpCommander(const CCommanderInstance * c)
  273. {
  274. if (!c->gainsLevel())
  275. {
  276. return;
  277. }
  278. CommanderLevelUp clu;
  279. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  280. if (hero)
  281. clu.hero = hero;
  282. else
  283. {
  284. complain ("Commander is not led by hero!");
  285. return;
  286. }
  287. //picking sec. skills for choice
  288. for (int i = 0; i <= ECommander::SPELL_POWER; ++i)
  289. {
  290. if (c->secondarySkills[i] < ECommander::MAX_SKILL_LEVEL)
  291. clu.skills.push_back(i);
  292. }
  293. int i = 100;
  294. for (auto specialSkill : VLC->creh->skillRequirements)
  295. {
  296. if (c->secondarySkills[specialSkill.second.first] == ECommander::MAX_SKILL_LEVEL
  297. && c->secondarySkills[specialSkill.second.second] == ECommander::MAX_SKILL_LEVEL
  298. && !vstd::contains (c->specialSKills, i))
  299. clu.skills.push_back (i);
  300. ++i;
  301. }
  302. int skillAmount = clu.skills.size();
  303. if(!skillAmount)
  304. {
  305. sendAndApply(&clu);
  306. levelUpCommander(c);
  307. }
  308. else if(skillAmount == 1 || hero->tempOwner == PlayerColor::NEUTRAL) //choose skill automatically
  309. {
  310. sendAndApply(&clu);
  311. levelUpCommander(c, vstd::pickRandomElementOf (clu.skills, rand));
  312. }
  313. else if(skillAmount > 1) //apply and ask for secondary skill
  314. {
  315. auto commanderLevelUp = make_shared<CCommanderLevelUpDialogQuery>(clu);
  316. clu.queryID = commanderLevelUp->queryID;
  317. queries.addQuery(commanderLevelUp);
  318. sendAndApply(&clu);
  319. }
  320. }
  321. void CGameHandler::expGiven(const CGHeroInstance *hero)
  322. {
  323. if(hero->gainsLevel())
  324. levelUpHero(hero);
  325. else if(hero->commander && hero->commander->gainsLevel())
  326. levelUpCommander(hero->commander);
  327. //if(hero->commander && hero->level > hero->commander->level && hero->commander->gainsLevel())
  328. // levelUpCommander(hero->commander);
  329. // else
  330. // levelUpHero(hero);
  331. }
  332. void CGameHandler::changePrimSkill(const CGHeroInstance * hero, PrimarySkill::PrimarySkill which, si64 val, bool abs)
  333. {
  334. SetPrimSkill sps;
  335. sps.id = hero->id;
  336. sps.which = which;
  337. sps.abs = abs;
  338. sps.val = val;
  339. sendAndApply(&sps);
  340. //only for exp - hero may level up
  341. if (which == PrimarySkill::EXPERIENCE)
  342. {
  343. if(hero->commander && hero->commander->alive)
  344. {
  345. SetCommanderProperty scp;
  346. scp.heroid = hero->id;
  347. scp.which = SetCommanderProperty::EXPERIENCE;
  348. scp.amount = val;
  349. sendAndApply (&scp);
  350. CBonusSystemNode::treeHasChanged();
  351. }
  352. expGiven(hero);
  353. }
  354. }
  355. void CGameHandler::changeSecSkill( const CGHeroInstance * hero, SecondarySkill which, int val, bool abs/*=false*/ )
  356. {
  357. SetSecSkill sss;
  358. sss.id = hero->id;
  359. sss.which = which;
  360. sss.val = val;
  361. sss.abs = abs;
  362. sendAndApply(&sss);
  363. if(which == SecondarySkill::WISDOM)
  364. {
  365. if(hero && hero->visitedTown)
  366. giveSpells(hero->visitedTown, hero);
  367. }
  368. }
  369. void CGameHandler::endBattle(int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2)
  370. {
  371. LOG_TRACE(logGlobal);
  372. //Fill BattleResult structure with exp info
  373. giveExp(*battleResult.data);
  374. if (battleResult.get()->result == BattleResult::NORMAL) // give 500 exp for defeating hero, unless he escaped
  375. {
  376. if (hero1)
  377. battleResult.data->exp[1] += 500;
  378. if (hero2)
  379. battleResult.data->exp[0] += 500;
  380. }
  381. if (hero1)
  382. battleResult.data->exp[0] = hero1->calculateXp(battleResult.data->exp[0]);//scholar skill
  383. if (hero2)
  384. battleResult.data->exp[1] = hero2->calculateXp(battleResult.data->exp[1]);
  385. const CArmedInstance *bEndArmy1 = gs->curB->sides[0].armyObject;
  386. const CArmedInstance *bEndArmy2 = gs->curB->sides[1].armyObject;
  387. const BattleResult::EResult result = battleResult.get()->result;
  388. auto findBattleQuery = [this] () -> shared_ptr<CBattleQuery>
  389. {
  390. for(auto &q : queries.allQueries())
  391. {
  392. if(auto bq = std::dynamic_pointer_cast<CBattleQuery>(q))
  393. if(bq->bi == gs->curB)
  394. return bq;
  395. }
  396. return shared_ptr<CBattleQuery>();
  397. };
  398. auto battleQuery = findBattleQuery();
  399. if(!battleQuery)
  400. {
  401. logGlobal->errorStream() << "Cannot find battle query!";
  402. if(gs->initialOpts->mode == StartInfo::DUEL)
  403. {
  404. battleQuery = make_shared<CBattleQuery>(gs->curB);
  405. }
  406. }
  407. if(battleQuery != queries.topQuery(gs->curB->sides[0].color))
  408. complain("Player " + boost::lexical_cast<std::string>(gs->curB->sides[0].color) + " although in battle has no battle query at the top!");
  409. battleQuery->result = *battleResult.data;
  410. //Check how many battle queries were created (number of players blocked by battle)
  411. const int queriedPlayers = battleQuery ? boost::count(queries.allQueries(), battleQuery) : 0;
  412. finishingBattle = make_unique<FinishingBattleHelper>(battleQuery, gs->initialOpts->mode == StartInfo::DUEL, queriedPlayers);
  413. CasualtiesAfterBattle cab1(bEndArmy1, gs->curB), cab2(bEndArmy2, gs->curB); //calculate casualties before deleting battle
  414. if(finishingBattle->duel)
  415. {
  416. duelFinished();
  417. sendAndApply(battleResult.data); //after this point casualties objects are destroyed
  418. return;
  419. }
  420. ChangeSpells cs; //for Eagle Eye
  421. if(finishingBattle->winnerHero)
  422. {
  423. if(int eagleEyeLevel = finishingBattle->winnerHero->getSecSkillLevel(SecondarySkill::EAGLE_EYE))
  424. {
  425. int maxLevel = eagleEyeLevel + 1;
  426. double eagleEyeChance = finishingBattle->winnerHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::EAGLE_EYE);
  427. for(const CSpell *sp : gs->curB->sides[!battleResult.data->winner].usedSpellsHistory)
  428. if(sp->level <= maxLevel && !vstd::contains(finishingBattle->winnerHero->spells, sp->id) && rand() % 100 < eagleEyeChance)
  429. cs.spells.insert(sp->id);
  430. }
  431. }
  432. std::vector<ui32> arts; //display them in window
  433. if (result == BattleResult::NORMAL && finishingBattle->winnerHero)
  434. {
  435. if (finishingBattle->loserHero)
  436. {
  437. auto artifactsWorn = finishingBattle->loserHero->artifactsWorn; //TODO: wrap it into a function, somehow (boost::variant -_-)
  438. for (auto artSlot : artifactsWorn)
  439. {
  440. MoveArtifact ma;
  441. ma.src = ArtifactLocation (finishingBattle->loserHero, artSlot.first);
  442. const CArtifactInstance * art = ma.src.getArt();
  443. if (art && !art->artType->isBig() && art->artType->id != 0) // don't move war machines or locked arts (spellbook)
  444. {
  445. arts.push_back (art->artType->id);
  446. ma.dst = ArtifactLocation (finishingBattle->winnerHero, art->firstAvailableSlot(finishingBattle->winnerHero));
  447. sendAndApply(&ma);
  448. }
  449. }
  450. while (!finishingBattle->loserHero->artifactsInBackpack.empty())
  451. {
  452. //we assume that no big artifacts can be found
  453. MoveArtifact ma;
  454. ma.src = ArtifactLocation (finishingBattle->loserHero,
  455. ArtifactPosition(GameConstants::BACKPACK_START)); //backpack automatically shifts arts to beginning
  456. const CArtifactInstance * art = ma.src.getArt();
  457. arts.push_back (art->artType->id);
  458. ma.dst = ArtifactLocation (finishingBattle->winnerHero, art->firstAvailableSlot(finishingBattle->winnerHero));
  459. sendAndApply(&ma);
  460. }
  461. if (finishingBattle->loserHero->commander) //TODO: what if commanders belong to no hero?
  462. {
  463. artifactsWorn = finishingBattle->loserHero->commander->artifactsWorn;
  464. for (auto artSlot : artifactsWorn)
  465. {
  466. MoveArtifact ma;
  467. ma.src = ArtifactLocation (finishingBattle->loserHero->commander.get(), artSlot.first);
  468. const CArtifactInstance * art = ma.src.getArt();
  469. if (art && !art->artType->isBig())
  470. {
  471. arts.push_back (art->artType->id);
  472. ma.dst = ArtifactLocation (finishingBattle->winnerHero, art->firstAvailableSlot(finishingBattle->winnerHero));
  473. sendAndApply(&ma);
  474. }
  475. }
  476. }
  477. }
  478. for (auto armySlot : gs->curB->battleGetArmyObject(!battleResult.data->winner)->stacks)
  479. {
  480. auto artifactsWorn = armySlot.second->artifactsWorn;
  481. for (auto artSlot : artifactsWorn)
  482. {
  483. MoveArtifact ma;
  484. ma.src = ArtifactLocation (armySlot.second, artSlot.first);
  485. const CArtifactInstance * art = ma.src.getArt();
  486. if (art && !art->artType->isBig())
  487. {
  488. arts.push_back (art->artType->id);
  489. ma.dst = ArtifactLocation (finishingBattle->winnerHero, art->firstAvailableSlot(finishingBattle->winnerHero));
  490. sendAndApply(&ma);
  491. }
  492. }
  493. }
  494. }
  495. sendAndApply(battleResult.data); //after this point casualties objects are destroyed
  496. if (arts.size()) //display loot
  497. {
  498. InfoWindow iw;
  499. iw.player = finishingBattle->winnerHero->tempOwner;
  500. iw.text.addTxt (MetaString::GENERAL_TXT, 30); //You have captured enemy artifact
  501. for (auto id : arts) //TODO; separate function to display loot for various ojects?
  502. {
  503. iw.components.push_back (Component (Component::ARTIFACT, id, 0, 0));
  504. if(iw.components.size() >= 14)
  505. {
  506. sendAndApply(&iw);
  507. iw.components.clear();
  508. iw.text.addTxt (MetaString::GENERAL_TXT, 30); //repeat
  509. }
  510. }
  511. if (iw.components.size())
  512. {
  513. sendAndApply(&iw);
  514. }
  515. }
  516. //Eagle Eye secondary skill handling
  517. if(cs.spells.size())
  518. {
  519. cs.learn = 1;
  520. cs.hid = finishingBattle->winnerHero->id;
  521. InfoWindow iw;
  522. iw.player = finishingBattle->winnerHero->tempOwner;
  523. iw.text.addTxt(MetaString::GENERAL_TXT, 221); //Through eagle-eyed observation, %s is able to learn %s
  524. iw.text.addReplacement(finishingBattle->winnerHero->name);
  525. std::ostringstream names;
  526. for(int i = 0; i < cs.spells.size(); i++)
  527. {
  528. names << "%s";
  529. if(i < cs.spells.size() - 2)
  530. names << ", ";
  531. else if(i < cs.spells.size() - 1)
  532. names << "%s";
  533. }
  534. names << ".";
  535. iw.text.addReplacement(names.str());
  536. auto it = cs.spells.begin();
  537. for(int i = 0; i < cs.spells.size(); i++, it++)
  538. {
  539. iw.text.addReplacement(MetaString::SPELL_NAME, it->toEnum());
  540. if(i == cs.spells.size() - 2) //we just added pre-last name
  541. iw.text.addReplacement(MetaString::GENERAL_TXT, 141); // " and "
  542. iw.components.push_back(Component(Component::SPELL, *it, 0, 0));
  543. }
  544. sendAndApply(&iw);
  545. sendAndApply(&cs);
  546. }
  547. cab1.takeFromArmy(this); cab2.takeFromArmy(this); //take casualties after battle is deleted
  548. //if one hero has lost we will erase him
  549. if(battleResult.data->winner!=0 && hero1)
  550. {
  551. RemoveObject ro(hero1->id);
  552. sendAndApply(&ro);
  553. }
  554. if(battleResult.data->winner!=1 && hero2)
  555. {
  556. RemoveObject ro(hero2->id);
  557. sendAndApply(&ro);
  558. }
  559. //give exp
  560. if (battleResult.data->exp[0] && hero1)
  561. changePrimSkill(hero1, PrimarySkill::EXPERIENCE, battleResult.data->exp[0]);
  562. else if (battleResult.data->exp[1] && hero2)
  563. changePrimSkill(hero2, PrimarySkill::EXPERIENCE, battleResult.data->exp[1]);
  564. queries.popIfTop(battleQuery);
  565. //--> continuation (battleAfterLevelUp) occurs after level-up queries are handled or on removing query (above)
  566. }
  567. void CGameHandler::battleAfterLevelUp( const BattleResult &result )
  568. {
  569. LOG_TRACE(logGlobal);
  570. finishingBattle->remainingBattleQueriesCount--;
  571. logGlobal->traceStream() << "Decremented queries count to " << finishingBattle->remainingBattleQueriesCount;
  572. if(finishingBattle->remainingBattleQueriesCount > 0)
  573. //Battle results will be handled when all battle queries are closed
  574. return;
  575. //TODO consider if we really want it to work like above. ATM each player as unblocked as soon as possible
  576. // but the battle consequences are applied after final player is unblocked. Hard to abuse...
  577. // Still, it looks like a hole.
  578. // Necromancy if applicable.
  579. const CStackBasicDescriptor raisedStack = finishingBattle->winnerHero ? finishingBattle->winnerHero->calculateNecromancy(*battleResult.data) : CStackBasicDescriptor();
  580. // Give raised units to winner and show dialog, if any were raised,
  581. // units will be given after casualties are taken
  582. const SlotID necroSlot = raisedStack.type ? finishingBattle->winnerHero->getSlotFor(raisedStack.type) : SlotID();
  583. if (necroSlot != SlotID())
  584. {
  585. finishingBattle->winnerHero->showNecromancyDialog(raisedStack);
  586. addToSlot(StackLocation(finishingBattle->winnerHero, necroSlot), raisedStack.type, raisedStack.count);
  587. }
  588. BattleResultsApplied resultsApplied;
  589. resultsApplied.player1 = finishingBattle->victor;
  590. resultsApplied.player2 = finishingBattle->loser;
  591. sendAndApply(&resultsApplied);
  592. setBattle(nullptr);
  593. if(visitObjectAfterVictory && result.winner==0)
  594. {
  595. logGlobal->traceStream() << "post-victory visit";
  596. visitObjectOnTile(*getTile(finishingBattle->winnerHero->getPosition()), finishingBattle->winnerHero);
  597. }
  598. visitObjectAfterVictory = false;
  599. winLoseHandle(1<<finishingBattle->loser.getNum() | 1<<finishingBattle->victor.getNum()); //handle victory/loss of engaged players
  600. if(result.result == BattleResult::SURRENDER || result.result == BattleResult::ESCAPE) //loser has escaped or surrendered
  601. {
  602. SetAvailableHeroes sah;
  603. sah.player = finishingBattle->loser;
  604. sah.hid[0] = finishingBattle->loserHero->subID;
  605. if(result.result == BattleResult::ESCAPE) //retreat
  606. {
  607. sah.army[0].clear();
  608. sah.army[0].setCreature(SlotID(0), finishingBattle->loserHero->type->initialArmy[0].creature, 1);
  609. }
  610. if(const CGHeroInstance *another = getPlayer(finishingBattle->loser)->availableHeroes[1])
  611. sah.hid[1] = another->subID;
  612. else
  613. sah.hid[1] = -1;
  614. sendAndApply(&sah);
  615. }
  616. }
  617. void CGameHandler::prepareAttack(BattleAttack &bat, const CStack *att, const CStack *def, int distance, int targetHex)
  618. {
  619. bat.bsa.clear();
  620. bat.stackAttacking = att->ID;
  621. const int attackerLuck = att->LuckVal();
  622. auto sideHeroBlocksLuck = [](const SideInBattle &side){ return NBonus::hasOfType(side.hero, Bonus::BLOCK_LUCK); };
  623. if(!vstd::contains_if(gs->curB->sides, sideHeroBlocksLuck))
  624. {
  625. if(attackerLuck > 0 && rand()%24 < attackerLuck)
  626. {
  627. bat.flags |= BattleAttack::LUCKY;
  628. }
  629. if (VLC->modh->settings.data["hardcodedFeatures"]["NEGATIVE_LUCK"].Bool()) // negative luck enabled
  630. {
  631. if (attackerLuck < 0 && rand()%24 < abs(attackerLuck))
  632. {
  633. bat.flags |= BattleAttack::UNLUCKY;
  634. }
  635. }
  636. }
  637. if (rand()%100 < att->valOfBonuses(Bonus::DOUBLE_DAMAGE_CHANCE))
  638. {
  639. bat.flags |= BattleAttack::DEATH_BLOW;
  640. }
  641. if(att->getCreature()->idNumber == CreatureID::BALLISTA)
  642. {
  643. static const int artilleryLvlToChance[] = {0, 50, 75, 100};
  644. const CGHeroInstance * owner = gs->curB->getHero(att->owner);
  645. int chance = artilleryLvlToChance[owner->getSecSkillLevel(SecondarySkill::ARTILLERY)];
  646. if(chance > rand() % 100)
  647. {
  648. bat.flags |= BattleAttack::BALLISTA_DOUBLE_DMG;
  649. }
  650. }
  651. // only primary target
  652. applyBattleEffects(bat, att, def, distance, false);
  653. if (!bat.shot()) //multiple-hex attack - only in meele
  654. {
  655. std::set<const CStack*> attackedCreatures = gs->curB->getAttackedCreatures(att, targetHex); //creatures other than primary target
  656. for(const CStack * stack : attackedCreatures)
  657. {
  658. if (stack != def) //do not hit same stack twice
  659. {
  660. applyBattleEffects(bat, att, stack, distance, true);
  661. }
  662. }
  663. }
  664. const Bonus * bonus = att->getBonusLocalFirst(Selector::type(Bonus::SPELL_LIKE_ATTACK));
  665. if (bonus && (bat.shot())) //TODO: make it work in meele?
  666. {
  667. bat.bsa.front().flags |= BattleStackAttacked::EFFECT;
  668. bat.bsa.front().effect = VLC->spellh->spells[bonus->subtype]->mainEffectAnim; //hopefully it does not interfere with any other effect?
  669. std::set<const CStack*> attackedCreatures = gs->curB->getAffectedCreatures(SpellID(bonus->subtype).toSpell(), bonus->val, att->owner, targetHex);
  670. //TODO: get exact attacked hex for defender
  671. for(const CStack * stack : attackedCreatures)
  672. {
  673. if (stack != def) //do not hit same stack twice
  674. {
  675. applyBattleEffects(bat, att, stack, distance, true);
  676. }
  677. }
  678. }
  679. }
  680. void CGameHandler::applyBattleEffects(BattleAttack &bat, const CStack *att, const CStack *def, int distance, bool secondary) //helper function for prepareAttack
  681. {
  682. BattleStackAttacked bsa;
  683. if (secondary)
  684. bsa.flags |= BattleStackAttacked::SECONDARY; //all other targets do not suffer from spells & spell-like abilities
  685. bsa.attackerID = att->ID;
  686. bsa.stackAttacked = def->ID;
  687. bsa.damageAmount = gs->curB->calculateDmg(att, def, gs->curB->battleGetOwner(att), gs->curB->battleGetOwner(def), bat.shot(), distance, bat.lucky(), bat.unlucky(), bat.deathBlow(), bat.ballistaDoubleDmg());
  688. def->prepareAttacked(bsa); //calculate casualties
  689. //life drain handling
  690. if (att->hasBonusOfType(Bonus::LIFE_DRAIN) && def->isLiving())
  691. {
  692. StacksHealedOrResurrected shi;
  693. shi.lifeDrain = (ui8)true;
  694. shi.tentHealing = (ui8)false;
  695. shi.drainedFrom = def->ID;
  696. StacksHealedOrResurrected::HealInfo hi;
  697. hi.stackID = att->ID;
  698. hi.healedHP = std::min<int> (bsa.damageAmount * att->valOfBonuses (Bonus::LIFE_DRAIN) / 100,
  699. att->MaxHealth() - att->firstHPleft + att->MaxHealth() * (att->baseAmount - att->count) );
  700. hi.lowLevelResurrection = false;
  701. shi.healedStacks.push_back(hi);
  702. if (hi.healedHP > 0)
  703. {
  704. bsa.healedStacks.push_back(shi);
  705. }
  706. }
  707. bat.bsa.push_back(bsa); //add this stack to the list of victims after drain life has been calculated
  708. //fire shield handling
  709. if (!bat.shot() && def->hasBonusOfType(Bonus::FIRE_SHIELD) && !att->hasBonusOfType (Bonus::FIRE_IMMUNITY) && !bsa.killed() )
  710. {
  711. BattleStackAttacked bsa2;
  712. bsa2.stackAttacked = att->ID; //invert
  713. bsa2.attackerID = def->ID;
  714. bsa2.flags |= BattleStackAttacked::EFFECT; //FIXME: play anmation upon efreet and not attacker
  715. bsa2.effect = 11;
  716. bsa2.damageAmount = (bsa.damageAmount * def->valOfBonuses(Bonus::FIRE_SHIELD)) / 100; //TODO: scale with attack/defense
  717. att->prepareAttacked(bsa2);
  718. bat.bsa.push_back(bsa2);
  719. }
  720. }
  721. void CGameHandler::handleConnection(std::set<PlayerColor> players, CConnection &c)
  722. {
  723. setThreadName("CGameHandler::handleConnection");
  724. srand(time(nullptr));
  725. try
  726. {
  727. while(1)//server should never shut connection first //was: while(!end2)
  728. {
  729. CPack *pack = nullptr;
  730. PlayerColor player = PlayerColor::NEUTRAL;
  731. si32 requestID = -999;
  732. int packType = 0;
  733. {
  734. boost::unique_lock<boost::mutex> lock(*c.rmx);
  735. c >> player >> requestID >> pack; //get the package
  736. if(!pack)
  737. {
  738. logGlobal ->errorStream() << boost::format("Received a null package marked as request %d from player %d") % requestID % player;
  739. }
  740. packType = typeList.getTypeID(pack); //get the id of type
  741. logGlobal->traceStream() << boost::format("Received client message (request %d by player %d) of type with ID=%d (%s).\n")
  742. % requestID % player.getNum() % packType % typeid(*pack).name();
  743. }
  744. //prepare struct informing that action was applied
  745. auto sendPackageResponse = [&](bool succesfullyApplied)
  746. {
  747. PackageApplied applied;
  748. applied.player = player;
  749. applied.result = succesfullyApplied;
  750. applied.packType = packType;
  751. applied.requestID = requestID;
  752. boost::unique_lock<boost::mutex> lock(*c.wmx);
  753. c << &applied;
  754. };
  755. CBaseForGHApply *apply = applier->apps[packType]; //and appropriae applier object
  756. if(isBlockedByQueries(pack, player))
  757. {
  758. sendPackageResponse(false);
  759. }
  760. else if(apply)
  761. {
  762. const bool result = apply->applyOnGH(this,&c,pack, player);
  763. if(!result)
  764. complain("Got false in applying... that request must have been fishy!");
  765. logGlobal->traceStream() << "Message successfully applied (result=" << result << ")!";
  766. sendPackageResponse(true);
  767. }
  768. else
  769. {
  770. logGlobal->errorStream() << "Message cannot be applied, cannot find applier (unregistered type)!";
  771. sendPackageResponse(false);
  772. }
  773. vstd::clear_pointer(pack);
  774. }
  775. }
  776. catch(boost::system::system_error &e) //for boost errors just log, not crash - probably client shut down connection
  777. {
  778. assert(!c.connected); //make sure that connection has been marked as broken
  779. logGlobal->errorStream() << e.what();
  780. end2 = true;
  781. }
  782. HANDLE_EXCEPTION(end2 = true);
  783. logGlobal->errorStream() << "Ended handling connection";
  784. }
  785. int CGameHandler::moveStack(int stack, BattleHex dest)
  786. {
  787. int ret = 0;
  788. const CStack *curStack = gs->curB->battleGetStackByID(stack),
  789. *stackAtEnd = gs->curB->battleGetStackByPos(dest);
  790. assert(curStack);
  791. assert(dest < GameConstants::BFIELD_SIZE);
  792. if (gs->curB->tacticDistance)
  793. {
  794. assert(gs->curB->isInTacticRange(dest));
  795. }
  796. if(curStack->position == dest)
  797. return 0;
  798. //initing necessary tables
  799. auto accessibility = getAccesibility(curStack);
  800. //shifting destination (if we have double wide stack and we can occupy dest but not be exactly there)
  801. if(!stackAtEnd && curStack->doubleWide() && !accessibility.accessible(dest, curStack))
  802. {
  803. if(curStack->attackerOwned)
  804. {
  805. if(accessibility.accessible(dest+1, curStack))
  806. dest += BattleHex::RIGHT;
  807. }
  808. else
  809. {
  810. if(accessibility.accessible(dest-1, curStack))
  811. dest += BattleHex::LEFT;
  812. }
  813. }
  814. if((stackAtEnd && stackAtEnd!=curStack && stackAtEnd->alive()) || !accessibility.accessible(dest, curStack))
  815. {
  816. complain("Given destination is not accessible!");
  817. return 0;
  818. }
  819. std::pair< std::vector<BattleHex>, int > path = gs->curB->getPath(curStack->position, dest, curStack);
  820. ret = path.second;
  821. int creSpeed = gs->curB->tacticDistance ? GameConstants::BFIELD_SIZE : curStack->Speed();
  822. if(curStack->hasBonusOfType(Bonus::FLYING))
  823. {
  824. if(path.second <= creSpeed && path.first.size() > 0)
  825. {
  826. //inform clients about move
  827. BattleStackMoved sm;
  828. sm.stack = curStack->ID;
  829. std::vector<BattleHex> tiles;
  830. tiles.push_back(path.first[0]);
  831. sm.tilesToMove = tiles;
  832. sm.distance = path.second;
  833. sm.teleporting = false;
  834. sendAndApply(&sm);
  835. }
  836. }
  837. else //for non-flying creatures
  838. {
  839. // send one package with the creature path information
  840. shared_ptr<const CObstacleInstance> obstacle; //obstacle that interrupted movement
  841. std::vector<BattleHex> tiles;
  842. int tilesToMove = std::max((int)(path.first.size() - creSpeed), 0);
  843. int v = path.first.size()-1;
  844. startWalking:
  845. for(; v >= tilesToMove; --v)
  846. {
  847. BattleHex hex = path.first[v];
  848. tiles.push_back(hex);
  849. if((obstacle = battleGetObstacleOnPos(hex, false)))
  850. {
  851. //we walked onto something, so we finalize this portion of stack movement check into obstacle
  852. break;
  853. }
  854. }
  855. if (tiles.size() > 0)
  856. {
  857. //commit movement
  858. BattleStackMoved sm;
  859. sm.stack = curStack->ID;
  860. sm.distance = path.second;
  861. sm.teleporting = false;
  862. sm.tilesToMove = tiles;
  863. sendAndApply(&sm);
  864. }
  865. //we don't handle obstacle at the destination tile -> it's handled separately in the if at the end
  866. if(obstacle && curStack->position != dest)
  867. {
  868. handleDamageFromObstacle(*obstacle, curStack);
  869. //if stack didn't die in explosion, continue movement
  870. if(!obstacle->stopsMovement() && curStack->alive())
  871. {
  872. obstacle.reset();
  873. tiles.clear();
  874. v--;
  875. goto startWalking; //TODO it's so evil
  876. }
  877. }
  878. }
  879. //handling obstacle on the final field (separate, because it affects both flying and walking stacks)
  880. if(curStack->alive())
  881. {
  882. if(auto theLastObstacle = battleGetObstacleOnPos(curStack->position, false))
  883. {
  884. handleDamageFromObstacle(*theLastObstacle, curStack);
  885. }
  886. }
  887. return ret;
  888. }
  889. CGameHandler::CGameHandler(void)
  890. {
  891. QID = 1;
  892. //gs = nullptr;
  893. IObjectInterface::cb = this;
  894. applier = new CApplier<CBaseForGHApply>;
  895. registerTypes3(*applier);
  896. visitObjectAfterVictory = false;
  897. queries.gh = this;
  898. }
  899. CGameHandler::~CGameHandler(void)
  900. {
  901. delete applier;
  902. applier = nullptr;
  903. delete gs;
  904. }
  905. void CGameHandler::init(StartInfo *si)
  906. {
  907. //extern DLL_LINKAGE std::minstd_rand ran;
  908. if(!si->seedToBeUsed)
  909. si->seedToBeUsed = std::time(nullptr);
  910. gs = new CGameState();
  911. logGlobal->infoStream() << "Gamestate created!";
  912. gs->init(si);
  913. logGlobal->infoStream() << "Gamestate initialized!";
  914. for(auto & elem : gs->players)
  915. states.addPlayer(elem.first);
  916. }
  917. static bool evntCmp(const CMapEvent &a, const CMapEvent &b)
  918. {
  919. return a.earlierThan(b);
  920. }
  921. void CGameHandler::setPortalDwelling(const CGTownInstance * town, bool forced=false, bool clear = false)
  922. {// bool forced = true - if creature should be replaced, if false - only if no creature was set
  923. const PlayerState *p = gs->getPlayer(town->tempOwner);
  924. if(!p)
  925. {
  926. logGlobal->warnStream() << "There is no player owner of town " << town->name << " at " << town->pos;
  927. return;
  928. }
  929. if (forced || town->creatures[GameConstants::CREATURES_PER_TOWN].second.empty())//we need to change creature
  930. {
  931. SetAvailableCreatures ssi;
  932. ssi.tid = town->id;
  933. ssi.creatures = town->creatures;
  934. ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.clear();//remove old one
  935. const std::vector<ConstTransitivePtr<CGDwelling> > &dwellings = p->dwellings;
  936. if (dwellings.empty())//no dwellings - just remove
  937. {
  938. sendAndApply(&ssi);
  939. return;
  940. }
  941. ui32 dwellpos = rand()%dwellings.size();//take random dwelling
  942. ui32 creapos = rand()%dwellings[dwellpos]->creatures.size();//for multi-creature dwellings like Golem Factory
  943. CreatureID creature = dwellings[dwellpos]->creatures[creapos].second[0];
  944. if (clear)
  945. ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = std::max((ui32)1, (VLC->creh->creatures[creature]->growth)/2);
  946. else
  947. ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = VLC->creh->creatures[creature]->growth;
  948. ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.push_back(creature);
  949. sendAndApply(&ssi);
  950. }
  951. }
  952. void CGameHandler::newTurn()
  953. {
  954. logGlobal->traceStream() << "Turn " << gs->day+1;
  955. NewTurn n;
  956. n.specialWeek = NewTurn::NO_ACTION;
  957. n.creatureid = CreatureID::NONE;
  958. n.day = gs->day + 1;
  959. bool firstTurn = !getDate(Date::DAY);
  960. bool newWeek = getDate(Date::DAY_OF_WEEK) == 7; //day numbers are confusing, as day was not yet switched
  961. bool newMonth = getDate(Date::DAY_OF_MONTH) == 28;
  962. std::map<PlayerColor, si32> hadGold;//starting gold - for buildings like dwarven treasury
  963. srand(time(nullptr));
  964. if (firstTurn)
  965. {
  966. for (auto obj : gs->map->objects)
  967. {
  968. if (obj && obj->ID == Obj::PRISON) //give imprisoned hero 0 exp to level him up. easiest to do at this point
  969. {
  970. changePrimSkill (getHero(obj->id), PrimarySkill::EXPERIENCE, 0);
  971. }
  972. }
  973. }
  974. if (newWeek && !firstTurn)
  975. {
  976. n.specialWeek = NewTurn::NORMAL;
  977. bool deityOfFireBuilt = false;
  978. for(const CGTownInstance *t : gs->map->towns)
  979. {
  980. if(t->hasBuilt(BuildingID::GRAIL, ETownType::INFERNO))
  981. {
  982. deityOfFireBuilt = true;
  983. break;
  984. }
  985. }
  986. if(deityOfFireBuilt)
  987. {
  988. n.specialWeek = NewTurn::DEITYOFFIRE;
  989. n.creatureid = CreatureID::IMP;
  990. }
  991. else
  992. {
  993. int monthType = rand()%100;
  994. if(newMonth) //new month
  995. {
  996. if (monthType < 40) //double growth
  997. {
  998. n.specialWeek = NewTurn::DOUBLE_GROWTH;
  999. if (VLC->modh->settings.ALL_CREATURES_GET_DOUBLE_MONTHS)
  1000. {
  1001. std::pair<int, CreatureID> newMonster(54, VLC->creh->pickRandomMonster([]{ return rand(); }));
  1002. n.creatureid = newMonster.second;
  1003. }
  1004. else if(VLC->creh->doubledCreatures.size())
  1005. {
  1006. const std::vector<CreatureID> doubledCreatures (VLC->creh->doubledCreatures.begin(), VLC->creh->doubledCreatures.end());
  1007. n.creatureid = vstd::pickRandomElementOf(doubledCreatures, []{ return rand(); });
  1008. }
  1009. else
  1010. {
  1011. complain("Cannot find creature that can be spawned!");
  1012. n.specialWeek = NewTurn::NORMAL;
  1013. }
  1014. }
  1015. else if (monthType < 50)
  1016. n.specialWeek = NewTurn::PLAGUE;
  1017. }
  1018. else //it's a week, but not full month
  1019. {
  1020. if (monthType < 25)
  1021. {
  1022. n.specialWeek = NewTurn::BONUS_GROWTH; //+5
  1023. std::pair<int, CreatureID> newMonster(54, VLC->creh->pickRandomMonster([]{ return rand(); }));
  1024. //TODO do not pick neutrals
  1025. n.creatureid = newMonster.second;
  1026. }
  1027. }
  1028. }
  1029. }
  1030. bmap<ui32, ConstTransitivePtr<CGHeroInstance> > pool = gs->hpool.heroesPool;
  1031. for (auto & elem : gs->players)
  1032. {
  1033. if(elem.first == PlayerColor::NEUTRAL)
  1034. continue;
  1035. else if(elem.first >= PlayerColor::PLAYER_LIMIT)
  1036. assert(0); //illegal player number!
  1037. std::pair<PlayerColor, si32> playerGold(elem.first, elem.second.resources[Res::GOLD]);
  1038. hadGold.insert(playerGold);
  1039. if(newWeek) //new heroes in tavern
  1040. {
  1041. SetAvailableHeroes sah;
  1042. sah.player = elem.first;
  1043. //pick heroes and their armies
  1044. CHeroClass *banned = nullptr;
  1045. for (int j = 0; j < GameConstants::AVAILABLE_HEROES_PER_PLAYER; j++)
  1046. {
  1047. if(CGHeroInstance *h = gs->hpool.pickHeroFor(j == 0, elem.first, getNativeTown(elem.first), pool, banned)) //first hero - native if possible, second hero -> any other class
  1048. {
  1049. sah.hid[j] = h->subID;
  1050. h->initArmy(&sah.army[j]);
  1051. banned = h->type->heroClass;
  1052. }
  1053. else
  1054. sah.hid[j] = -1;
  1055. }
  1056. sendAndApply(&sah);
  1057. }
  1058. n.res[elem.first] = elem.second.resources;
  1059. for(CGHeroInstance *h : (elem).second.heroes)
  1060. {
  1061. if(h->visitedTown)
  1062. giveSpells(h->visitedTown, h);
  1063. NewTurn::Hero hth;
  1064. hth.id = h->id;
  1065. hth.move = h->maxMovePoints(gs->map->getTile(h->getPosition(false)).terType != ETerrainType::WATER);
  1066. if(h->visitedTown && h->visitedTown->hasBuilt(BuildingID::MAGES_GUILD_1)) //if hero starts turn in town with mage guild
  1067. hth.mana = std::max(h->mana, h->manaLimit()); //restore all mana
  1068. else
  1069. hth.mana = std::max((si32)(0), std::max(h->mana, std::min((si32)(h->mana + h->manaRegain()), h->manaLimit())));
  1070. n.heroes.insert(hth);
  1071. if(!firstTurn) //not first day
  1072. {
  1073. n.res[elem.first][Res::GOLD] += h->valOfBonuses(Selector::typeSubtype(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::ESTATES)); //estates
  1074. for (int k = 0; k < GameConstants::RESOURCE_QUANTITY; k++)
  1075. {
  1076. n.res[elem.first][k] += h->valOfBonuses(Bonus::GENERATE_RESOURCE, k);
  1077. }
  1078. }
  1079. }
  1080. }
  1081. for(CGTownInstance *t : gs->map->towns)
  1082. {
  1083. PlayerColor player = t->tempOwner;
  1084. handleTownEvents(t, n);
  1085. if(newWeek) //first day of week
  1086. {
  1087. if(t->hasBuilt(BuildingID::PORTAL_OF_SUMMON, ETownType::DUNGEON))
  1088. setPortalDwelling(t, true, (n.specialWeek == NewTurn::PLAGUE ? true : false)); //set creatures for Portal of Summoning
  1089. if(!firstTurn)
  1090. if (t->hasBuilt(BuildingID::TREASURY, ETownType::RAMPART) && player < PlayerColor::PLAYER_LIMIT)
  1091. n.res[player][Res::GOLD] += hadGold[player]/10; //give 10% of starting gold
  1092. if (!vstd::contains(n.cres, t->id))
  1093. {
  1094. n.cres[t->id].tid = t->id;
  1095. n.cres[t->id].creatures = t->creatures;
  1096. }
  1097. auto & sac = n.cres[t->id];
  1098. for (int k=0; k < GameConstants::CREATURES_PER_TOWN; k++) //creature growths
  1099. {
  1100. if(t->creatureDwellingLevel(k) >= 0)//there is dwelling (k-level)
  1101. {
  1102. ui32 &availableCount = sac.creatures[k].first;
  1103. const CCreature *cre = VLC->creh->creatures[t->creatures[k].second.back()];
  1104. if (n.specialWeek == NewTurn::PLAGUE)
  1105. availableCount = t->creatures[k].first / 2; //halve their number, no growth
  1106. else
  1107. {
  1108. if(firstTurn) //first day of game: use only basic growths
  1109. availableCount = cre->growth;
  1110. else
  1111. availableCount += t->creatureGrowth(k);
  1112. //Deity of fire week - upgrade both imps and upgrades
  1113. if (n.specialWeek == NewTurn::DEITYOFFIRE && vstd::contains(t->creatures[k].second, n.creatureid))
  1114. availableCount += 15;
  1115. if( cre->idNumber == n.creatureid ) //bonus week, effect applies only to identical creatures
  1116. {
  1117. if(n.specialWeek == NewTurn::DOUBLE_GROWTH)
  1118. availableCount *= 2;
  1119. else if(n.specialWeek == NewTurn::BONUS_GROWTH)
  1120. availableCount += 5;
  1121. }
  1122. }
  1123. }
  1124. }
  1125. }
  1126. if(!firstTurn && player < PlayerColor::PLAYER_LIMIT)//not the first day and town not neutral
  1127. {
  1128. if(t->hasBuilt(BuildingID::RESOURCE_SILO)) //there is resource silo
  1129. {
  1130. if(t->town->primaryRes == Res::WOOD_AND_ORE) //we'll give wood and ore
  1131. {
  1132. n.res[player][Res::WOOD] ++;
  1133. n.res[player][Res::ORE] ++;
  1134. }
  1135. else
  1136. {
  1137. n.res[player][t->town->primaryRes] ++;
  1138. }
  1139. }
  1140. n.res[player][Res::GOLD] += t->dailyIncome();
  1141. }
  1142. if(t->hasBuilt(BuildingID::GRAIL, ETownType::TOWER))
  1143. {
  1144. // Skyship, probably easier to handle same as Veil of darkness
  1145. //do it every new day after veils apply
  1146. if (player != PlayerColor::NEUTRAL) //do not reveal fow for neutral player
  1147. {
  1148. FoWChange fw;
  1149. fw.mode = 1;
  1150. fw.player = player;
  1151. // find all hidden tiles
  1152. auto & fow = gs->getPlayerTeam(player)->fogOfWarMap;
  1153. for (size_t i=0; i<fow.size(); i++)
  1154. for (size_t j=0; j<fow[i].size(); j++)
  1155. for (size_t k=0; k<fow[i][j].size(); k++)
  1156. if (!fow[i][j][k])
  1157. fw.tiles.insert(int3(i,j,k));
  1158. sendAndApply (&fw);
  1159. }
  1160. }
  1161. if (t->hasBonusOfType (Bonus::DARKNESS))
  1162. {
  1163. t->hideTiles(t->getOwner(), t->getBonusLocalFirst(Selector::type(Bonus::DARKNESS))->val);
  1164. }
  1165. //unhiding what shouldn't be hidden? //that's handled in netpacks client
  1166. }
  1167. if(newMonth)
  1168. {
  1169. SetAvailableArtifacts saa;
  1170. saa.id = -1;
  1171. pickAllowedArtsSet(saa.arts);
  1172. sendAndApply(&saa);
  1173. }
  1174. sendAndApply(&n);
  1175. if(newWeek)
  1176. {
  1177. //spawn wandering monsters
  1178. if (newMonth && (n.specialWeek == NewTurn::DOUBLE_GROWTH || n.specialWeek == NewTurn::DEITYOFFIRE))
  1179. {
  1180. spawnWanderingMonsters(n.creatureid);
  1181. }
  1182. //new week info popup
  1183. if(!firstTurn)
  1184. {
  1185. InfoWindow iw;
  1186. switch (n.specialWeek)
  1187. {
  1188. case NewTurn::DOUBLE_GROWTH:
  1189. iw.text.addTxt(MetaString::ARRAY_TXT, 131);
  1190. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1191. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1192. break;
  1193. case NewTurn::PLAGUE:
  1194. iw.text.addTxt(MetaString::ARRAY_TXT, 132);
  1195. break;
  1196. case NewTurn::BONUS_GROWTH:
  1197. iw.text.addTxt(MetaString::ARRAY_TXT, 134);
  1198. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1199. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1200. break;
  1201. case NewTurn::DEITYOFFIRE:
  1202. iw.text.addTxt(MetaString::ARRAY_TXT, 135);
  1203. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 42); //%s imp
  1204. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 42); //%s imp
  1205. iw.text.addReplacement2(15); //%+d 15
  1206. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 43); //%s familiar
  1207. iw.text.addReplacement2(15); //%+d 15
  1208. break;
  1209. default:
  1210. if (newMonth)
  1211. {
  1212. iw.text.addTxt(MetaString::ARRAY_TXT, (130));
  1213. iw.text.addReplacement(MetaString::ARRAY_TXT, 32 + rand()%10);
  1214. }
  1215. else
  1216. {
  1217. iw.text.addTxt(MetaString::ARRAY_TXT, (133));
  1218. iw.text.addReplacement(MetaString::ARRAY_TXT, 43 + rand()%15);
  1219. }
  1220. }
  1221. for (auto & elem : gs->players)
  1222. {
  1223. iw.player = elem.first;
  1224. sendAndApply(&iw);
  1225. }
  1226. }
  1227. }
  1228. logGlobal->traceStream() << "Info about turn " << n.day << "has been sent!";
  1229. handleTimeEvents();
  1230. //call objects
  1231. for(auto & elem : gs->map->objects)
  1232. {
  1233. if(elem)
  1234. elem->newTurn();
  1235. }
  1236. winLoseHandle(0xff);
  1237. //warn players without town
  1238. if(gs->day)
  1239. {
  1240. for (auto i=gs->players.cbegin() ; i!=gs->players.cend();i++)
  1241. {
  1242. if(i->second.status || i->second.towns.size() || i->second.color >= PlayerColor::PLAYER_LIMIT)
  1243. continue;
  1244. InfoWindow iw;
  1245. iw.player = i->first;
  1246. iw.components.push_back(Component(Component::FLAG, i->first.getNum(), 0, 0));
  1247. if(!i->second.daysWithoutCastle)
  1248. {
  1249. 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.
  1250. iw.text.addReplacement(MetaString::COLOR, i->first.getNum());
  1251. }
  1252. else if(i->second.daysWithoutCastle == 6)
  1253. {
  1254. iw.text.addTxt(MetaString::ARRAY_TXT,129); //%s, this is your last day to capture a town or you will be banished from this land.
  1255. iw.text.addReplacement(MetaString::COLOR, i->first.getNum());
  1256. }
  1257. else
  1258. {
  1259. iw.text.addTxt(MetaString::ARRAY_TXT,128); //%s, you only have %d days left to capture a town or you will be banished from this land.
  1260. iw.text.addReplacement(MetaString::COLOR, i->first.getNum());
  1261. iw.text.addReplacement(7 - i->second.daysWithoutCastle);
  1262. }
  1263. sendAndApply(&iw);
  1264. }
  1265. }
  1266. synchronizeArtifactHandlerLists(); //new day events may have changed them. TODO better of managing that
  1267. }
  1268. void CGameHandler::run(bool resume)
  1269. {
  1270. LOG_TRACE_PARAMS(logGlobal, "resume=%d", resume);
  1271. using namespace boost::posix_time;
  1272. for(CConnection *cc : conns)
  1273. {
  1274. if(!resume)
  1275. {
  1276. (*cc) << gs->initialOpts; // gs->scenarioOps
  1277. }
  1278. std::set<PlayerColor> players;
  1279. (*cc) >> players; //how many players will be handled at that client
  1280. std::stringstream sbuffer;
  1281. sbuffer << "Connection " << cc->connectionID << " will handle " << players.size() << " player: ";
  1282. for(PlayerColor color : players)
  1283. {
  1284. sbuffer << color << " ";
  1285. {
  1286. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  1287. connections[color] = cc;
  1288. }
  1289. }
  1290. logGlobal->infoStream() << sbuffer.str();
  1291. cc->addStdVecItems(gs);
  1292. cc->enableStackSendingByID();
  1293. cc->disableSmartPointerSerialization();
  1294. }
  1295. for(auto & elem : conns)
  1296. {
  1297. std::set<PlayerColor> pom;
  1298. for(auto j = connections.cbegin(); j!=connections.cend();j++)
  1299. if(j->second == elem)
  1300. pom.insert(j->first);
  1301. boost::thread(boost::bind(&CGameHandler::handleConnection,this,pom,boost::ref(*elem)));
  1302. }
  1303. if(gs->scenarioOps->mode == StartInfo::DUEL)
  1304. {
  1305. runBattle();
  1306. end2 = true;
  1307. while(conns.size() && (*conns.begin())->isOpen())
  1308. boost::this_thread::sleep(boost::posix_time::milliseconds(5)); //give time client to close socket
  1309. return;
  1310. }
  1311. while (!end2)
  1312. {
  1313. if(!resume)
  1314. newTurn();
  1315. std::map<PlayerColor,PlayerState>::iterator i;
  1316. if(!resume)
  1317. i = gs->players.begin();
  1318. else
  1319. i = gs->players.find(gs->currentPlayer);
  1320. resume = false;
  1321. for(; i != gs->players.end(); i++)
  1322. {
  1323. if((i->second.towns.size()==0 && i->second.heroes.size()==0)
  1324. || i->first>=PlayerColor::PLAYER_LIMIT
  1325. || i->second.status)
  1326. {
  1327. continue;
  1328. }
  1329. states.setFlag(i->first,&PlayerStatus::makingTurn,true);
  1330. {
  1331. YourTurn yt;
  1332. yt.player = i->first;
  1333. applyAndSend(&yt);
  1334. }
  1335. //wait till turn is done
  1336. boost::unique_lock<boost::mutex> lock(states.mx);
  1337. while(states.players[i->first].makingTurn && !end2)
  1338. {
  1339. static time_duration p = milliseconds(200);
  1340. states.cv.timed_wait(lock,p);
  1341. }
  1342. }
  1343. }
  1344. while(conns.size() && (*conns.begin())->isOpen())
  1345. boost::this_thread::sleep(boost::posix_time::milliseconds(5)); //give time client to close socket
  1346. }
  1347. void CGameHandler::setupBattle( int3 tile, const CArmedInstance *armies[2], const CGHeroInstance *heroes[2], bool creatureBank, const CGTownInstance *town )
  1348. {
  1349. battleResult.set(nullptr);
  1350. //send info about battles
  1351. BattleStart bs;
  1352. bs.info = gs->setupBattle(tile, armies, heroes, creatureBank, town);
  1353. sendAndApply(&bs);
  1354. }
  1355. void CGameHandler::checkForBattleEnd()
  1356. {
  1357. auto &stacks = gs->curB->stacks;
  1358. //checking winning condition
  1359. bool hasStack[2]; //hasStack[0] - true if attacker has a living stack; defender similarly
  1360. hasStack[0] = hasStack[1] = false;
  1361. for(auto & stack : stacks)
  1362. {
  1363. if(stack->alive() && !stack->hasBonusOfType(Bonus::SIEGE_WEAPON))
  1364. {
  1365. hasStack[1-stack->attackerOwned] = true;
  1366. }
  1367. }
  1368. if(!hasStack[0] || !hasStack[1]) //somebody has won
  1369. {
  1370. setBattleResult(BattleResult::NORMAL, hasStack[1]);
  1371. }
  1372. }
  1373. void CGameHandler::giveSpells( const CGTownInstance *t, const CGHeroInstance *h )
  1374. {
  1375. if(!h->hasSpellbook())
  1376. return; //hero hasn't spellbook
  1377. ChangeSpells cs;
  1378. cs.hid = h->id;
  1379. cs.learn = true;
  1380. for(int i=0; i<std::min(t->mageGuildLevel(),h->getSecSkillLevel(SecondarySkill::WISDOM)+2);i++)
  1381. {
  1382. if (t->hasBuilt(BuildingID::GRAIL, ETownType::CONFLUX)) //Aurora Borealis
  1383. {
  1384. std::vector<SpellID> spells;
  1385. getAllowedSpells(spells, i);
  1386. for (auto & spell : spells)
  1387. cs.spells.insert(spell);
  1388. }
  1389. else
  1390. {
  1391. for(int j=0; j<t->spellsAtLevel(i+1,true) && j<t->spells[i].size(); j++)
  1392. {
  1393. if(!vstd::contains(h->spells,t->spells[i][j]))
  1394. cs.spells.insert(t->spells[i][j]);
  1395. }
  1396. }
  1397. }
  1398. if(cs.spells.size())
  1399. sendAndApply(&cs);
  1400. }
  1401. void CGameHandler::setBlockVis(ObjectInstanceID objid, bool bv)
  1402. {
  1403. SetObjectProperty sop(objid,2,bv);
  1404. sendAndApply(&sop);
  1405. }
  1406. bool CGameHandler::removeObject( const CGObjectInstance * obj )
  1407. {
  1408. if(!obj || !getObj(obj->id))
  1409. {
  1410. logGlobal->errorStream() << "Something wrong, that object already has been removed or hasn't existed!";
  1411. return false;
  1412. }
  1413. RemoveObject ro;
  1414. ro.id = obj->id;
  1415. sendAndApply(&ro);
  1416. winLoseHandle(255); //eg if monster escaped (removing objs after battle is done dircetly by endBattle, not this function)
  1417. return true;
  1418. }
  1419. void CGameHandler::setAmount(ObjectInstanceID objid, ui32 val)
  1420. {
  1421. SetObjectProperty sop(objid,3,val);
  1422. sendAndApply(&sop);
  1423. }
  1424. bool CGameHandler::moveHero( ObjectInstanceID hid, int3 dst, ui8 teleporting, PlayerColor asker /*= 255*/ )
  1425. {
  1426. const CGHeroInstance *h = getHero(hid);
  1427. 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)
  1428. )
  1429. {
  1430. logGlobal->errorStream() << "Illegal call to move hero!";
  1431. return false;
  1432. }
  1433. logGlobal->traceStream() << "Player " << asker << " wants to move hero "<< hid.getNum() << " from "<< h->pos << " to " << dst;
  1434. const int3 hmpos = dst + int3(-1,0,0);
  1435. if(!gs->map->isInTheMap(hmpos))
  1436. {
  1437. logGlobal->errorStream() << "Destination tile is outside the map!";
  1438. return false;
  1439. }
  1440. const TerrainTile t = *gs->getTile(hmpos);
  1441. const int cost = gs->getMovementCost(h, h->getPosition(false), hmpos, h->movement);
  1442. const int3 guardPos = gs->guardingCreaturePosition(hmpos);
  1443. const bool embarking = !h->boat && !t.visitableObjects.empty() && t.visitableObjects.back()->ID == Obj::BOAT;
  1444. const bool disembarking = h->boat && t.terType != ETerrainType::WATER && !t.blocked;
  1445. //result structure for start - movement failed, no move points used
  1446. TryMoveHero tmh;
  1447. tmh.id = hid;
  1448. tmh.start = h->pos;
  1449. tmh.end = dst;
  1450. tmh.result = TryMoveHero::FAILED;
  1451. tmh.movePoints = h->movement;
  1452. //check if destination tile is available
  1453. //it's a rock or blocked and not visitable tile
  1454. //OR hero is on land and dest is water and (there is not present only one object - boat)
  1455. if(((t.terType == ETerrainType::ROCK || (t.blocked && !t.visitable && !h->hasBonusOfType(Bonus::FLYING_MOVEMENT) ))
  1456. && complain("Cannot move hero, destination tile is blocked!"))
  1457. || ((!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)
  1458. && complain("Cannot move hero, destination tile is on water!"))
  1459. || ((h->boat && t.terType != ETerrainType::WATER && t.blocked)
  1460. && complain("Cannot disembark hero, tile is blocked!"))
  1461. || ( (distance(h->pos, dst) >= 1.5 && !teleporting)
  1462. && complain("Tiles are not neighboring!"))
  1463. || ( (h->inTownGarrison)
  1464. && complain("Can not move garrisoned hero!"))
  1465. || ((h->movement < cost && dst != h->pos && !teleporting)
  1466. && complain("Hero doesn't have any movement points left!"))
  1467. /*|| (states.checkFlag(h->tempOwner, &PlayerStatus::engagedIntoBattle)
  1468. && complain("Cannot move hero during the battle"))*/)
  1469. {
  1470. //send info about movement failure
  1471. sendAndApply(&tmh);
  1472. return false;
  1473. }
  1474. //several generic blocks of code
  1475. // should be called if hero changes tile but before applying TryMoveHero package
  1476. auto leaveTile = [&]()
  1477. {
  1478. for(CGObjectInstance *obj : gs->map->getTile(int3(h->pos.x-1, h->pos.y, h->pos.z)).visitableObjects)
  1479. {
  1480. obj->onHeroLeave(h);
  1481. }
  1482. this->getTilesInRange(tmh.fowRevealed, h->getSightCenter()+(tmh.end-tmh.start), h->getSightRadious(), h->tempOwner, 1);
  1483. };
  1484. auto doMove = [&](TryMoveHero::EResult result, EGuardLook lookForGuards,
  1485. EVisitDest visitDest, ELEaveTile leavingTile) -> bool
  1486. {
  1487. LOG_TRACE_PARAMS(logGlobal, "Hero %s starts movement from %s to %s", h->name % tmh.start % tmh.end);
  1488. auto moveQuery = make_shared<CHeroMovementQuery>(tmh, h);
  1489. queries.addQuery(moveQuery);
  1490. if(leavingTile == LEAVING_TILE)
  1491. leaveTile();
  1492. tmh.result = result;
  1493. sendAndApply(&tmh);
  1494. if(lookForGuards == CHECK_FOR_GUARDS && this->isInTheMap(guardPos))
  1495. {
  1496. tmh.attackedFrom = guardPos;
  1497. const TerrainTile &guardTile = *gs->getTile(guardPos);
  1498. objectVisited(guardTile.visitableObjects.back(), h);
  1499. moveQuery->visitDestAfterVictory = visitDest==VISIT_DEST;
  1500. }
  1501. else if(visitDest == VISIT_DEST)
  1502. {
  1503. visitObjectOnTile(t, h);
  1504. }
  1505. queries.popIfTop(moveQuery);
  1506. logGlobal->traceStream() << "Hero " << h->name << " ends movement";
  1507. return result != TryMoveHero::FAILED;
  1508. };
  1509. //interaction with blocking object (like resources)
  1510. auto blockingVisit = [&]() -> bool
  1511. {
  1512. for(CGObjectInstance *obj : t.visitableObjects)
  1513. {
  1514. if(obj != h && obj->blockVisit && !obj->passableFor(h->tempOwner))
  1515. {
  1516. return doMove(TryMoveHero::BLOCKING_VISIT, this->IGNORE_GUARDS, VISIT_DEST, REMAINING_ON_TILE);
  1517. //this-> is needed for MVS2010 to recognize scope (?)
  1518. }
  1519. }
  1520. return false;
  1521. };
  1522. if(embarking)
  1523. {
  1524. tmh.movePoints = h->movementPointsAfterEmbark(h->movement, cost, false);
  1525. return doMove(TryMoveHero::EMBARK, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
  1526. //attack guards on embarking? In H3 creatures on water had no zone of control at all
  1527. }
  1528. if(disembarking)
  1529. {
  1530. tmh.movePoints = h->movementPointsAfterEmbark(h->movement, cost, true);
  1531. return doMove(TryMoveHero::DISEMBARK, CHECK_FOR_GUARDS, VISIT_DEST, LEAVING_TILE);
  1532. }
  1533. if(teleporting)
  1534. {
  1535. if(blockingVisit()) // e.g. hero on the other side of teleporter
  1536. return true;
  1537. doMove(TryMoveHero::TELEPORTATION, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
  1538. // visit town for town portal \ castle gates
  1539. // do not use generic visitObjectOnTile to avoid double-teleporting
  1540. // if this moveHero call was triggered by teleporter
  1541. if (!t.visitableObjects.empty())
  1542. {
  1543. if (CGTownInstance * town = dynamic_cast<CGTownInstance *>(t.visitableObjects.back()))
  1544. town->onHeroVisit(h);
  1545. }
  1546. return true;
  1547. }
  1548. //still here? it is standard movement!
  1549. {
  1550. tmh.movePoints = h->movement >= cost
  1551. ? h->movement - cost
  1552. : 0;
  1553. if(blockingVisit())
  1554. return true;
  1555. doMove(TryMoveHero::SUCCESS, CHECK_FOR_GUARDS, VISIT_DEST, LEAVING_TILE);
  1556. return true;
  1557. }
  1558. }
  1559. bool CGameHandler::teleportHero(ObjectInstanceID hid, ObjectInstanceID dstid, ui8 source, PlayerColor asker/* = 255*/)
  1560. {
  1561. const CGHeroInstance *h = getHero(hid);
  1562. const CGTownInstance *t = getTown(dstid);
  1563. if ( !h || !t || h->getOwner() != gs->currentPlayer )
  1564. logGlobal->errorStream()<<"Invalid call to teleportHero!";
  1565. const CGTownInstance *from = h->visitedTown;
  1566. if(((h->getOwner() != t->getOwner())
  1567. && complain("Cannot teleport hero to another player"))
  1568. || ((!from || from->hasBuilt(BuildingID::CASTLE_GATE, ETownType::INFERNO))
  1569. && complain("Hero must be in town with Castle gate for teleporting"))
  1570. || (t->hasBuilt(BuildingID::CASTLE_GATE, ETownType::INFERNO)
  1571. && complain("Cannot teleport hero to town without Castle gate in it")))
  1572. return false;
  1573. int3 pos = t->visitablePos();
  1574. pos += h->getVisitableOffset();
  1575. moveHero(hid,pos,1);
  1576. return true;
  1577. }
  1578. void CGameHandler::setOwner(const CGObjectInstance * obj, PlayerColor owner)
  1579. {
  1580. PlayerColor oldOwner = getOwner(obj->id);
  1581. SetObjectProperty sop(obj->id, 1, owner.getNum());
  1582. sendAndApply(&sop);
  1583. winLoseHandle(1<<owner.getNum() | 1<<oldOwner.getNum());
  1584. if(owner < PlayerColor::PLAYER_LIMIT && dynamic_cast<const CGTownInstance *>(obj)) //town captured
  1585. {
  1586. const CGTownInstance * town = dynamic_cast<const CGTownInstance *>(obj);
  1587. if (town->hasBuilt(BuildingID::PORTAL_OF_SUMMON, ETownType::DUNGEON))
  1588. setPortalDwelling(town, true, false);
  1589. if (!gs->getPlayer(owner)->towns.size())//player lost last town
  1590. {
  1591. InfoWindow iw;
  1592. iw.player = oldOwner;
  1593. 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.
  1594. sendAndApply(&iw);
  1595. }
  1596. }
  1597. const PlayerState * p = gs->getPlayer(owner);
  1598. if((obj->ID == Obj::CREATURE_GENERATOR1 || obj->ID == Obj::CREATURE_GENERATOR4 ) && p && p->dwellings.size()==1)//first dwelling captured
  1599. {
  1600. for(const CGTownInstance *t : gs->getPlayer(owner)->towns)
  1601. {
  1602. if (t->hasBuilt(BuildingID::PORTAL_OF_SUMMON, ETownType::DUNGEON))
  1603. setPortalDwelling(t);//set initial creatures for all portals of summoning
  1604. }
  1605. }
  1606. }
  1607. void CGameHandler::setHoverName(const CGObjectInstance * obj, MetaString* name)
  1608. {
  1609. SetHoverName shn(obj->id, *name);
  1610. sendAndApply(&shn);
  1611. }
  1612. void CGameHandler::showBlockingDialog( BlockingDialog *iw )
  1613. {
  1614. auto dialogQuery = make_shared<CBlockingDialogQuery>(*iw);
  1615. queries.addQuery(dialogQuery);
  1616. iw->queryID = dialogQuery->queryID;
  1617. sendToAllClients(iw);
  1618. }
  1619. void CGameHandler::giveResource(PlayerColor player, Res::ERes which, int val) //TODO: cap according to Bersy's suggestion
  1620. {
  1621. if(!val) return; //don't waste time on empty call
  1622. SetResource sr;
  1623. sr.player = player;
  1624. sr.resid = which;
  1625. sr.val = gs->players.find(player)->second.resources[which] + val;
  1626. sendAndApply(&sr);
  1627. }
  1628. void CGameHandler::giveResources(PlayerColor player, TResources resources)
  1629. {
  1630. for(TResources::nziterator i(resources); i.valid(); i++)
  1631. giveResource(player, i->resType, i->resVal);
  1632. }
  1633. void CGameHandler::giveCreatures(const CArmedInstance *obj, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove)
  1634. {
  1635. COMPLAIN_RET_IF(!creatures.stacksCount(), "Strange, giveCreatures called without args!");
  1636. COMPLAIN_RET_IF(obj->stacksCount(), "Cannot give creatures from not-cleared object!");
  1637. COMPLAIN_RET_IF(creatures.stacksCount() > GameConstants::ARMY_SIZE, "Too many stacks to give!");
  1638. //first we move creatures to give to make them army of object-source
  1639. for (auto & elem : creatures.Slots())
  1640. {
  1641. addToSlot(StackLocation(obj, obj->getSlotFor(elem.second->type)), elem.second->type, elem.second->count);
  1642. }
  1643. tryJoiningArmy(obj, h, remove, true);
  1644. }
  1645. void CGameHandler::takeCreatures(ObjectInstanceID objid, const std::vector<CStackBasicDescriptor> &creatures)
  1646. {
  1647. std::vector<CStackBasicDescriptor> cres = creatures;
  1648. if (cres.size() <= 0)
  1649. return;
  1650. const CArmedInstance* obj = static_cast<const CArmedInstance*>(getObj(objid));
  1651. for(CStackBasicDescriptor &sbd : cres)
  1652. {
  1653. TQuantity collected = 0;
  1654. while(collected < sbd.count)
  1655. {
  1656. bool foundSth = false;
  1657. for(auto i = obj->Slots().begin(); i != obj->Slots().end(); i++)
  1658. {
  1659. if(i->second->type == sbd.type)
  1660. {
  1661. TQuantity take = std::min(sbd.count - collected, i->second->count); //collect as much cres as we can
  1662. changeStackCount(StackLocation(obj, i->first), -take, false);
  1663. collected += take;
  1664. foundSth = true;
  1665. break;
  1666. }
  1667. }
  1668. if(!foundSth) //we went through the whole loop and haven't found appropriate cres
  1669. {
  1670. complain("Unexpected failure during taking creatures!");
  1671. return;
  1672. }
  1673. }
  1674. }
  1675. }
  1676. void CGameHandler::showCompInfo(ShowInInfobox * comp)
  1677. {
  1678. sendToAllClients(comp);
  1679. }
  1680. void CGameHandler::heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  1681. {
  1682. HeroVisitCastle vc;
  1683. vc.hid = hero->id;
  1684. vc.tid = obj->id;
  1685. vc.flags |= 1;
  1686. sendAndApply(&vc);
  1687. vistiCastleObjects (obj, hero);
  1688. giveSpells (obj, hero);
  1689. if(gs->map->victoryCondition.condition == EVictoryConditionType::TRANSPORTITEM)
  1690. checkLossVictory(hero->tempOwner); //transported artifact?
  1691. }
  1692. void CGameHandler::vistiCastleObjects (const CGTownInstance *t, const CGHeroInstance *h)
  1693. {
  1694. std::vector<CGTownBuilding*>::const_iterator i;
  1695. for (i = t->bonusingBuildings.begin(); i != t->bonusingBuildings.end(); i++)
  1696. (*i)->onHeroVisit (h);
  1697. }
  1698. void CGameHandler::stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  1699. {
  1700. HeroVisitCastle vc;
  1701. vc.hid = hero->id;
  1702. vc.tid = obj->id;
  1703. sendAndApply(&vc);
  1704. }
  1705. void CGameHandler::removeArtifact(const ArtifactLocation &al)
  1706. {
  1707. assert(al.getArt());
  1708. EraseArtifact ea;
  1709. ea.al = al;
  1710. sendAndApply(&ea);
  1711. }
  1712. void CGameHandler::startBattlePrimary(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile,
  1713. const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank,
  1714. const CGTownInstance *town) //use hero=nullptr for no hero
  1715. {
  1716. engageIntoBattle(army1->tempOwner);
  1717. engageIntoBattle(army2->tempOwner);
  1718. static const CArmedInstance *armies[2];
  1719. armies[0] = army1;
  1720. armies[1] = army2;
  1721. static const CGHeroInstance*heroes[2];
  1722. heroes[0] = hero1;
  1723. heroes[1] = hero2;
  1724. setupBattle(tile, armies, heroes, creatureBank, town); //initializes stacks, places creatures on battlefield, blocks and informs player interfaces
  1725. auto battleQuery = make_shared<CBattleQuery>(gs->curB);
  1726. queries.addQuery(battleQuery);
  1727. boost::thread(&CGameHandler::runBattle, this);
  1728. }
  1729. void CGameHandler::startBattleI( const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, bool creatureBank )
  1730. {
  1731. startBattlePrimary(army1, army2, tile,
  1732. army1->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army1) : nullptr,
  1733. army2->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army2) : nullptr,
  1734. creatureBank);
  1735. }
  1736. void CGameHandler::startBattleI( const CArmedInstance *army1, const CArmedInstance *army2, bool creatureBank)
  1737. {
  1738. startBattleI(army1, army2, army2->visitablePos(), creatureBank);
  1739. }
  1740. void CGameHandler::changeSpells( const CGHeroInstance * hero, bool give, const std::set<SpellID> &spells )
  1741. {
  1742. ChangeSpells cs;
  1743. cs.hid = hero->id;
  1744. cs.spells = spells;
  1745. cs.learn = give;
  1746. sendAndApply(&cs);
  1747. }
  1748. void CGameHandler::sendMessageTo( CConnection &c, const std::string &message )
  1749. {
  1750. SystemMessage sm;
  1751. sm.text = message;
  1752. boost::unique_lock<boost::mutex> lock(*c.wmx);
  1753. c << &sm;
  1754. }
  1755. void CGameHandler::giveHeroBonus( GiveBonus * bonus )
  1756. {
  1757. sendAndApply(bonus);
  1758. }
  1759. void CGameHandler::setMovePoints( SetMovePoints * smp )
  1760. {
  1761. sendAndApply(smp);
  1762. }
  1763. void CGameHandler::setManaPoints( ObjectInstanceID hid, int val )
  1764. {
  1765. SetMana sm;
  1766. sm.hid = hid;
  1767. sm.val = val;
  1768. sendAndApply(&sm);
  1769. }
  1770. void CGameHandler::giveHero( ObjectInstanceID id, PlayerColor player )
  1771. {
  1772. GiveHero gh;
  1773. gh.id = id;
  1774. gh.player = player;
  1775. sendAndApply(&gh);
  1776. }
  1777. void CGameHandler::changeObjPos( ObjectInstanceID objid, int3 newPos, ui8 flags )
  1778. {
  1779. ChangeObjPos cop;
  1780. cop.objid = objid;
  1781. cop.nPos = newPos;
  1782. cop.flags = flags;
  1783. sendAndApply(&cop);
  1784. }
  1785. void CGameHandler::useScholarSkill(ObjectInstanceID fromHero, ObjectInstanceID toHero)
  1786. {
  1787. const CGHeroInstance * h1 = getHero(fromHero);
  1788. const CGHeroInstance * h2 = getHero(toHero);
  1789. if ( h1->getSecSkillLevel(SecondarySkill::SCHOLAR) < h2->getSecSkillLevel(SecondarySkill::SCHOLAR) )
  1790. {
  1791. std::swap (h1,h2);//1st hero need to have higher scholar level for correct message
  1792. std::swap(fromHero, toHero);
  1793. }
  1794. int ScholarLevel = h1->getSecSkillLevel(SecondarySkill::SCHOLAR);//heroes can trade up to this level
  1795. if (!ScholarLevel || !h1->hasSpellbook() || !h2->hasSpellbook() )
  1796. return;//no scholar skill or no spellbook
  1797. int h1Lvl = std::min(ScholarLevel+1, h1->getSecSkillLevel(SecondarySkill::WISDOM)+2),
  1798. h2Lvl = std::min(ScholarLevel+1, h2->getSecSkillLevel(SecondarySkill::WISDOM)+2);//heroes can receive this levels
  1799. ChangeSpells cs1;
  1800. cs1.learn = true;
  1801. cs1.hid = toHero;//giving spells to first hero
  1802. for(auto it : h1->spells)
  1803. if ( h2Lvl >= it.toSpell()->level && !vstd::contains(h2->spells, it))//hero can learn it and don't have it yet
  1804. cs1.spells.insert(it);//spell to learn
  1805. ChangeSpells cs2;
  1806. cs2.learn = true;
  1807. cs2.hid = fromHero;
  1808. for(auto it : h2->spells)
  1809. if ( h1Lvl >= it.toSpell()->level && !vstd::contains(h1->spells, it))
  1810. cs2.spells.insert(it);
  1811. if (cs1.spells.size() || cs2.spells.size())//create a message
  1812. {
  1813. InfoWindow iw;
  1814. iw.player = h1->tempOwner;
  1815. iw.components.push_back(Component(Component::SEC_SKILL, 18, ScholarLevel, 0));
  1816. iw.text.addTxt(MetaString::GENERAL_TXT, 139);//"%s, who has studied magic extensively,
  1817. iw.text.addReplacement(h1->name);
  1818. if (cs2.spells.size())//if found new spell - apply
  1819. {
  1820. iw.text.addTxt(MetaString::GENERAL_TXT, 140);//learns
  1821. int size = cs2.spells.size();
  1822. for(auto it : cs2.spells)
  1823. {
  1824. iw.components.push_back(Component(Component::SPELL, it, 1, 0));
  1825. iw.text.addTxt(MetaString::SPELL_NAME, it.toEnum());
  1826. switch (size--)
  1827. {
  1828. case 2: iw.text.addTxt(MetaString::GENERAL_TXT, 141);
  1829. case 1: break;
  1830. default: iw.text << ", ";
  1831. }
  1832. }
  1833. iw.text.addTxt(MetaString::GENERAL_TXT, 142);//from %s
  1834. iw.text.addReplacement(h2->name);
  1835. sendAndApply(&cs2);
  1836. }
  1837. if (cs1.spells.size() && cs2.spells.size() )
  1838. {
  1839. iw.text.addTxt(MetaString::GENERAL_TXT, 141);//and
  1840. }
  1841. if (cs1.spells.size())
  1842. {
  1843. iw.text.addTxt(MetaString::GENERAL_TXT, 147);//teaches
  1844. int size = cs1.spells.size();
  1845. for(auto it : cs1.spells)
  1846. {
  1847. iw.components.push_back(Component(Component::SPELL, it, 1, 0));
  1848. iw.text.addTxt(MetaString::SPELL_NAME, it.toEnum());
  1849. switch (size--)
  1850. {
  1851. case 2: iw.text.addTxt(MetaString::GENERAL_TXT, 141);
  1852. case 1: break;
  1853. default: iw.text << ", ";
  1854. } }
  1855. iw.text.addTxt(MetaString::GENERAL_TXT, 148);//from %s
  1856. iw.text.addReplacement(h2->name);
  1857. sendAndApply(&cs1);
  1858. }
  1859. sendAndApply(&iw);
  1860. }
  1861. }
  1862. void CGameHandler::heroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)
  1863. {
  1864. auto h1 = getHero(hero1), h2 = getHero(hero2);
  1865. if( gameState()->getPlayerRelations(h1->getOwner(), h2->getOwner()))
  1866. {
  1867. auto exchange = make_shared<CGarrisonDialogQuery>(h1, h2);
  1868. ExchangeDialog hex;
  1869. hex.queryID = exchange->queryID;
  1870. hex.heroes[0] = getHero(hero1);
  1871. hex.heroes[1] = getHero(hero2);
  1872. sendAndApply(&hex);
  1873. useScholarSkill(hero1,hero2);
  1874. queries.addQuery(exchange);
  1875. }
  1876. }
  1877. void CGameHandler::sendToAllClients( CPackForClient * info )
  1878. {
  1879. logGlobal->traceStream() << "Sending to all clients a package of type " << typeid(*info).name();
  1880. for(auto & elem : conns)
  1881. {
  1882. boost::unique_lock<boost::mutex> lock(*(elem)->wmx);
  1883. *elem << info;
  1884. }
  1885. }
  1886. void CGameHandler::sendAndApply(CPackForClient * info)
  1887. {
  1888. sendToAllClients(info);
  1889. gs->apply(info);
  1890. }
  1891. void CGameHandler::applyAndSend(CPackForClient * info)
  1892. {
  1893. gs->apply(info);
  1894. sendToAllClients(info);
  1895. }
  1896. void CGameHandler::sendAndApply(CGarrisonOperationPack * info)
  1897. {
  1898. sendAndApply((CPackForClient*)info);
  1899. if(gs->map->victoryCondition.condition == EVictoryConditionType::GATHERTROOP)
  1900. winLoseHandle();
  1901. }
  1902. void CGameHandler::sendAndApply( SetResource * info )
  1903. {
  1904. sendAndApply((CPackForClient*)info);
  1905. if(gs->map->victoryCondition.condition == EVictoryConditionType::GATHERRESOURCE)
  1906. checkLossVictory(info->player);
  1907. }
  1908. void CGameHandler::sendAndApply( SetResources * info )
  1909. {
  1910. sendAndApply((CPackForClient*)info);
  1911. if(gs->map->victoryCondition.condition == EVictoryConditionType::GATHERRESOURCE)
  1912. checkLossVictory(info->player);
  1913. }
  1914. void CGameHandler::sendAndApply( NewStructures * info )
  1915. {
  1916. sendAndApply((CPackForClient*)info);
  1917. if(gs->map->victoryCondition.condition == EVictoryConditionType::BUILDCITY)
  1918. checkLossVictory(getTown(info->tid)->tempOwner);
  1919. }
  1920. void CGameHandler::save(const std::string & filename )
  1921. {
  1922. logGlobal->errorStream() << "Saving to " << filename;
  1923. CFileInfo info(filename);
  1924. //CResourceHandler::get()->createResource(info.getStem() + ".vlgm1");
  1925. CResourceHandler::get()->createResource(info.getStem() + ".vsgm1");
  1926. {
  1927. logGlobal->infoStream() << "Ordering clients to serialize...";
  1928. SaveGame sg(info.getStem() + ".vcgm1");
  1929. sendToAllClients(&sg);
  1930. }
  1931. try
  1932. {
  1933. // {
  1934. // logGlobal->infoStream() << "Serializing game info...";
  1935. // CSaveFile save(CResourceHandler::get()->getResourceName(ResourceID(info.getStem(), EResType::LIB_SAVEGAME)));
  1936. // // char hlp[8] = "VCMISVG";
  1937. // // save << hlp;
  1938. // saveCommonState(save);
  1939. // }
  1940. {
  1941. CSaveFile save(*CResourceHandler::get()->getResourceName(ResourceID(info.getStem(), EResType::SERVER_SAVEGAME)));
  1942. saveCommonState(save);
  1943. logGlobal->infoStream() << "Saving server state";
  1944. save << *this;
  1945. }
  1946. logGlobal->infoStream() << "Game has been successfully saved!";
  1947. }
  1948. catch(std::exception &e)
  1949. {
  1950. logGlobal->errorStream() << "Failed to save game: " << e.what();
  1951. }
  1952. }
  1953. void CGameHandler::close()
  1954. {
  1955. logGlobal->infoStream() << "We have been requested to close.";
  1956. if(gs->initialOpts->mode == StartInfo::DUEL)
  1957. {
  1958. exit(0);
  1959. }
  1960. //for(CConnection *cc : conns)
  1961. // if(cc && cc->socket && cc->socket->is_open())
  1962. // cc->socket->close();
  1963. //exit(0);
  1964. }
  1965. bool CGameHandler::arrangeStacks( ObjectInstanceID id1, ObjectInstanceID id2, ui8 what, SlotID p1, SlotID p2, si32 val, PlayerColor player )
  1966. {
  1967. const CArmedInstance *s1 = static_cast<CArmedInstance*>(gs->getObjInstance(id1)),
  1968. *s2 = static_cast<CArmedInstance*>(gs->getObjInstance(id2));
  1969. const CCreatureSet &S1 = *s1, &S2 = *s2;
  1970. StackLocation sl1(s1, p1), sl2(s2, p2);
  1971. if(!sl1.slot.validSlot() || !sl2.slot.validSlot())
  1972. {
  1973. complain("Invalid slot accessed!");
  1974. return false;
  1975. }
  1976. if(!isAllowedExchange(id1,id2))
  1977. {
  1978. complain("Cannot exchange stacks between these two objects!\n");
  1979. return false;
  1980. }
  1981. if(what==1) //swap
  1982. {
  1983. if ( ((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s1->getStackCount(p1)) //why 254??
  1984. || ((s2->tempOwner != player && s2->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)))
  1985. {
  1986. complain("Can't take troops from another player!");
  1987. return false;
  1988. }
  1989. swapStacks(sl1, sl2);
  1990. }
  1991. else if(what==2)//merge
  1992. {
  1993. if (( s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot merge different creatures stacks!"))
  1994. || (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)) && complain("Can't take troops from another player!")))
  1995. return false;
  1996. moveStack(sl1, sl2);
  1997. }
  1998. else if(what==3) //split
  1999. {
  2000. if ( (s1->tempOwner != player && s1->getStackCount(p1) < s1->getStackCount(p1) )
  2001. || (s2->tempOwner != player && s2->getStackCount(p2) < s2->getStackCount(p2) ) )
  2002. {
  2003. complain("Can't move troops of another player!");
  2004. return false;
  2005. }
  2006. //general conditions checking
  2007. if((!vstd::contains(S1.stacks,p1) && complain("no creatures to split"))
  2008. || (val<1 && complain("no creatures to split")) )
  2009. {
  2010. return false;
  2011. }
  2012. if(vstd::contains(S2.stacks,p2)) //dest. slot not free - it must be "rebalancing"...
  2013. {
  2014. int total = s1->getStackCount(p1) + s2->getStackCount(p2);
  2015. if( (total < val && complain("Cannot split that stack, not enough creatures!"))
  2016. || (s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot rebalance different creatures stacks!"))
  2017. )
  2018. {
  2019. return false;
  2020. }
  2021. moveStack(sl1, sl2, val - s2->getStackCount(p2));
  2022. //S2.slots[p2]->count = val;
  2023. //S1.slots[p1]->count = total - val;
  2024. }
  2025. else //split one stack to the two
  2026. {
  2027. if(s1->getStackCount(p1) < val)//not enough creatures
  2028. {
  2029. complain("Cannot split that stack, not enough creatures!");
  2030. return false;
  2031. }
  2032. moveStack(sl1, sl2, val);
  2033. }
  2034. }
  2035. return true;
  2036. }
  2037. PlayerColor CGameHandler::getPlayerAt( CConnection *c ) const
  2038. {
  2039. std::set<PlayerColor> all;
  2040. for(auto i=connections.cbegin(); i!=connections.cend(); i++)
  2041. if(i->second == c)
  2042. all.insert(i->first);
  2043. switch(all.size())
  2044. {
  2045. case 0:
  2046. return PlayerColor::NEUTRAL;
  2047. case 1:
  2048. return *all.begin();
  2049. default:
  2050. {
  2051. //if we have more than one player at this connection, try to pick active one
  2052. if(vstd::contains(all, gs->currentPlayer))
  2053. return gs->currentPlayer;
  2054. else
  2055. return PlayerColor::CANNOT_DETERMINE; //cannot say which player is it
  2056. }
  2057. }
  2058. }
  2059. bool CGameHandler::disbandCreature( ObjectInstanceID id, SlotID pos )
  2060. {
  2061. CArmedInstance *s1 = static_cast<CArmedInstance*>(gs->getObjInstance(id));
  2062. if(!vstd::contains(s1->stacks,pos))
  2063. {
  2064. complain("Illegal call to disbandCreature - no such stack in army!");
  2065. return false;
  2066. }
  2067. eraseStack(StackLocation(s1, pos));
  2068. return true;
  2069. }
  2070. bool CGameHandler::buildStructure( ObjectInstanceID tid, BuildingID requestedID, bool force /*=false*/ )
  2071. {
  2072. const CGTownInstance * t = getTown(tid);
  2073. if(!t)
  2074. COMPLAIN_RETF("No such town (ID=%s)!", tid);
  2075. if(!t->town->buildings.count(requestedID))
  2076. COMPLAIN_RETF("Town of faction %s does not have info about building ID=%s!", t->town->faction->name % tid);
  2077. const CBuilding * requestedBuilding = t->town->buildings[requestedID];
  2078. //Vector with future list of built building and buildings in auto-mode that are not yet built.
  2079. std::vector<const CBuilding*> buildingsThatWillBe, remainingAutoBuildings;
  2080. //Check validity of request
  2081. if(!force)
  2082. {
  2083. switch (requestedBuilding->mode)
  2084. {
  2085. case CBuilding::BUILD_NORMAL :
  2086. case CBuilding::BUILD_AUTO :
  2087. if (gs->canBuildStructure(t, requestedID) != EBuildingState::ALLOWED)
  2088. COMPLAIN_RET("Cannot build that building!");
  2089. break;
  2090. case CBuilding::BUILD_SPECIAL:
  2091. COMPLAIN_RET("This building can not be constructed!");
  2092. break;
  2093. case CBuilding::BUILD_GRAIL :
  2094. if(requestedBuilding->mode == CBuilding::BUILD_GRAIL) //needs grail
  2095. {
  2096. if(!t->visitingHero || !t->visitingHero->hasArt(ArtifactID::GRAIL))
  2097. COMPLAIN_RET("Cannot build this without grail!")
  2098. else
  2099. removeArtifact(ArtifactLocation(t->visitingHero, t->visitingHero->getArtPos(ArtifactID::GRAIL, false)));
  2100. }
  2101. break;
  2102. }
  2103. }
  2104. //Performs stuff that has to be done after new building is built
  2105. auto processBuiltStructure = [t, this](const BuildingID buildingID)
  2106. {
  2107. if(buildingID >= BuildingID::DWELL_FIRST) //dwelling
  2108. {
  2109. int level = (buildingID - BuildingID::DWELL_FIRST) % GameConstants::CREATURES_PER_TOWN;
  2110. int upgradeNumber = (buildingID - BuildingID::DWELL_FIRST) / GameConstants::CREATURES_PER_TOWN;
  2111. if (upgradeNumber >= t->town->creatures[level].size())
  2112. {
  2113. complain(boost::str(boost::format("Error ecountered when building dwelling (bid=%s):"
  2114. "no creature found (upgrade number %d, level %d!")
  2115. % buildingID % upgradeNumber % level));
  2116. return;
  2117. }
  2118. CCreature * crea = VLC->creh->creatures[t->town->creatures[level][upgradeNumber]];
  2119. SetAvailableCreatures ssi;
  2120. ssi.tid = t->id;
  2121. ssi.creatures = t->creatures;
  2122. if (buildingID <= BuildingID::DWELL_LAST)
  2123. ssi.creatures[level].first = crea->growth;
  2124. ssi.creatures[level].second.push_back(crea->idNumber);
  2125. sendAndApply(&ssi);
  2126. }
  2127. if ( t->subID == ETownType::DUNGEON && buildingID == BuildingID::PORTAL_OF_SUMMON )
  2128. {
  2129. setPortalDwelling(t);
  2130. }
  2131. if(buildingID <= BuildingID::MAGES_GUILD_5) //it's mage guild
  2132. {
  2133. if(t->visitingHero)
  2134. giveSpells(t,t->visitingHero);
  2135. if(t->garrisonHero)
  2136. giveSpells(t,t->garrisonHero);
  2137. }
  2138. };
  2139. //Checks if all requirements will be met with expected building list "buildingsThatWillBe"
  2140. auto allRequirementsFullfilled = [&buildingsThatWillBe, t](const CBuilding *b)
  2141. {
  2142. for(auto requirementID : b->requirements)
  2143. if(!vstd::contains(buildingsThatWillBe, t->town->buildings[requirementID]))
  2144. return false;
  2145. return true;
  2146. };
  2147. //Init the vectors
  2148. for(auto & build : t->town->buildings)
  2149. {
  2150. if(t->hasBuilt(build.first))
  2151. buildingsThatWillBe.push_back(build.second);
  2152. else if(build.second->mode == CBuilding::BUILD_AUTO) //not built auto building
  2153. remainingAutoBuildings.push_back(build.second);
  2154. }
  2155. //Prepare structure (list of building ids will be filled later)
  2156. NewStructures ns;
  2157. ns.tid = tid;
  2158. ns.builded = force ? t->builded : (t->builded+1);
  2159. std::queue<const CBuilding*> buildingsToAdd;
  2160. buildingsToAdd.push(requestedBuilding);
  2161. while(buildingsToAdd.size())
  2162. {
  2163. auto b = buildingsToAdd.front();
  2164. buildingsToAdd.pop();
  2165. ns.bid.insert(b->bid);
  2166. buildingsThatWillBe.push_back(b);
  2167. remainingAutoBuildings -= b;
  2168. for(auto autoBuilding : remainingAutoBuildings)
  2169. {
  2170. if(allRequirementsFullfilled(autoBuilding))
  2171. buildingsToAdd.push(autoBuilding);
  2172. }
  2173. }
  2174. //Other post-built events
  2175. for(auto builtID : ns.bid)
  2176. processBuiltStructure(builtID);
  2177. //Take cost
  2178. if (!force)
  2179. {
  2180. SetResources sr;
  2181. sr.player = t->tempOwner;
  2182. sr.res = gs->getPlayer(t->tempOwner)->resources - requestedBuilding->resources;
  2183. sendAndApply(&sr);
  2184. }
  2185. //We know what has been built, appluy changes. Do this as final step to properly update town window
  2186. sendAndApply(&ns);
  2187. // now when everything is built - reveal tiles for lookout tower
  2188. FoWChange fw;
  2189. fw.player = t->tempOwner;
  2190. fw.mode = 1;
  2191. t->getSightTiles(fw.tiles);
  2192. sendAndApply(&fw);
  2193. if(t->visitingHero)
  2194. vistiCastleObjects (t, t->visitingHero);
  2195. if(t->garrisonHero)
  2196. vistiCastleObjects (t, t->garrisonHero);
  2197. checkLossVictory(t->tempOwner);
  2198. return true;
  2199. }
  2200. bool CGameHandler::razeStructure (ObjectInstanceID tid, BuildingID bid)
  2201. {
  2202. ///incomplete, simply erases target building
  2203. const CGTownInstance * t = getTown(tid);
  2204. if (!vstd::contains(t->builtBuildings, bid))
  2205. return false;
  2206. RazeStructures rs;
  2207. rs.tid = tid;
  2208. rs.bid.insert(bid);
  2209. rs.destroyed = t->destroyed + 1;
  2210. sendAndApply(&rs);
  2211. //TODO: Remove dwellers
  2212. // if (t->subID == 4 && bid == 17) //Veil of Darkness
  2213. // {
  2214. // RemoveBonus rb(RemoveBonus::TOWN);
  2215. // rb.whoID = t->id;
  2216. // rb.source = Bonus::TOWN_STRUCTURE;
  2217. // rb.id = 17;
  2218. // sendAndApply(&rb);
  2219. // }
  2220. return true;
  2221. }
  2222. void CGameHandler::sendMessageToAll( const std::string &message )
  2223. {
  2224. SystemMessage sm;
  2225. sm.text = message;
  2226. sendToAllClients(&sm);
  2227. }
  2228. bool CGameHandler::recruitCreatures( ObjectInstanceID objid, CreatureID crid, ui32 cram, si32 fromLvl )
  2229. {
  2230. const CGDwelling *dw = static_cast<const CGDwelling*>(gs->getObj(objid));
  2231. const CArmedInstance *dst = nullptr;
  2232. const CCreature *c = VLC->creh->creatures[crid];
  2233. bool warMachine = c->hasBonusOfType(Bonus::SIEGE_WEAPON);
  2234. //TODO: test for owning
  2235. if(dw->ID == Obj::TOWN)
  2236. dst = (static_cast<const CGTownInstance *>(dw))->getUpperArmy();
  2237. else if(dw->ID == Obj::CREATURE_GENERATOR1 || dw->ID == Obj::CREATURE_GENERATOR4
  2238. || dw->ID == Obj::REFUGEE_CAMP) //advmap dwelling
  2239. dst = getHero(gs->getPlayer(dw->tempOwner)->currentSelection); //TODO: check if current hero is really visiting dwelling
  2240. else if(dw->ID == Obj::WAR_MACHINE_FACTORY)
  2241. dst = dynamic_cast<const CGHeroInstance *>(getTile(dw->visitablePos())->visitableObjects.back());
  2242. assert(dw && dst);
  2243. //verify
  2244. bool found = false;
  2245. int level = 0;
  2246. for(; level < dw->creatures.size(); level++) //iterate through all levels
  2247. {
  2248. if ( (fromLvl != -1) && ( level !=fromLvl ) )
  2249. continue;
  2250. const auto &cur = dw->creatures[level]; //current level info <amount, list of cr. ids>
  2251. int i = 0;
  2252. for(; i < cur.second.size(); i++) //look for crid among available creatures list on current level
  2253. if(cur.second[i] == crid)
  2254. break;
  2255. if(i < cur.second.size())
  2256. {
  2257. found = true;
  2258. cram = std::min(cram, cur.first); //reduce recruited amount up to available amount
  2259. break;
  2260. }
  2261. }
  2262. SlotID slot = dst->getSlotFor(crid);
  2263. if( (!found && complain("Cannot recruit: no such creatures!"))
  2264. || (cram > VLC->creh->creatures[crid]->maxAmount(gs->getPlayer(dst->tempOwner)->resources) && complain("Cannot recruit: lack of resources!"))
  2265. || (cram<=0 && complain("Cannot recruit: cram <= 0!"))
  2266. || (!slot.validSlot() && !warMachine && complain("Cannot recruit: no available slot!")))
  2267. {
  2268. return false;
  2269. }
  2270. //recruit
  2271. SetResources sr;
  2272. sr.player = dst->tempOwner;
  2273. sr.res = gs->getPlayer(dst->tempOwner)->resources - (c->cost * cram);
  2274. SetAvailableCreatures sac;
  2275. sac.tid = objid;
  2276. sac.creatures = dw->creatures;
  2277. sac.creatures[level].first -= cram;
  2278. sendAndApply(&sr);
  2279. sendAndApply(&sac);
  2280. if(warMachine)
  2281. {
  2282. const CGHeroInstance *h = dynamic_cast<const CGHeroInstance*>(dst);
  2283. if(!h)
  2284. COMPLAIN_RET("Only hero can buy war machines");
  2285. switch(crid)
  2286. {
  2287. case 146:
  2288. giveHeroNewArtifact(h, VLC->arth->artifacts[4], ArtifactPosition::MACH1);
  2289. break;
  2290. case 147:
  2291. giveHeroNewArtifact(h, VLC->arth->artifacts[6], ArtifactPosition::MACH3);
  2292. break;
  2293. case 148:
  2294. giveHeroNewArtifact(h, VLC->arth->artifacts[5], ArtifactPosition::MACH2);
  2295. break;
  2296. default:
  2297. complain("This war machine cannot be recruited!");
  2298. return false;
  2299. }
  2300. }
  2301. else
  2302. {
  2303. addToSlot(StackLocation(dst, slot), c, cram);
  2304. }
  2305. return true;
  2306. }
  2307. bool CGameHandler::upgradeCreature( ObjectInstanceID objid, SlotID pos, CreatureID upgID )
  2308. {
  2309. CArmedInstance *obj = static_cast<CArmedInstance*>(gs->getObjInstance(objid));
  2310. assert(obj->hasStackAtSlot(pos));
  2311. UpgradeInfo ui = gs->getUpgradeInfo(obj->getStack(pos));
  2312. PlayerColor player = obj->tempOwner;
  2313. const PlayerState *p = getPlayer(player);
  2314. int crQuantity = obj->stacks[pos]->count;
  2315. int newIDpos= vstd::find_pos(ui.newID, upgID);//get position of new id in UpgradeInfo
  2316. //check if upgrade is possible
  2317. if( (ui.oldID<0 || newIDpos == -1 ) && complain("That upgrade is not possible!"))
  2318. {
  2319. return false;
  2320. }
  2321. TResources totalCost = ui.cost[newIDpos] * crQuantity;
  2322. //check if player has enough resources
  2323. if(!p->resources.canAfford(totalCost))
  2324. COMPLAIN_RET("Cannot upgrade, not enough resources!");
  2325. //take resources
  2326. SetResources sr;
  2327. sr.player = player;
  2328. sr.res = p->resources - totalCost;
  2329. sendAndApply(&sr);
  2330. //upgrade creature
  2331. changeStackType(StackLocation(obj, pos), VLC->creh->creatures[upgID]);
  2332. return true;
  2333. }
  2334. bool CGameHandler::changeStackType(const StackLocation &sl, CCreature *c)
  2335. {
  2336. if(!sl.army->hasStackAtSlot(sl.slot))
  2337. COMPLAIN_RET("Cannot find a stack to change type");
  2338. SetStackType sst;
  2339. sst.sl = sl;
  2340. sst.type = c;
  2341. sendAndApply(&sst);
  2342. return true;
  2343. }
  2344. void CGameHandler::moveArmy(const CArmedInstance *src, const CArmedInstance *dst, bool allowMerging)
  2345. {
  2346. assert(src->canBeMergedWith(*dst, allowMerging));
  2347. while(src->stacksCount())//while there are unmoved creatures
  2348. {
  2349. auto i = src->Slots().begin(); //iterator to stack to move
  2350. StackLocation sl(src, i->first); //location of stack to move
  2351. SlotID pos = dst->getSlotFor(i->second->type);
  2352. if(!pos.validSlot())
  2353. {
  2354. //try to merge two other stacks to make place
  2355. std::pair<SlotID, SlotID> toMerge;
  2356. if(dst->mergableStacks(toMerge, i->first) && allowMerging)
  2357. {
  2358. moveStack(StackLocation(dst, toMerge.first), StackLocation(dst, toMerge.second)); //merge toMerge.first into toMerge.second
  2359. assert(!dst->hasStackAtSlot(toMerge.first)); //we have now a new free slot
  2360. moveStack(sl, StackLocation(dst, toMerge.first)); //move stack to freed slot
  2361. }
  2362. else
  2363. {
  2364. complain("Unexpected failure during an attempt to move army from " + src->nodeName() + " to " + dst->nodeName() + "!");
  2365. return;
  2366. }
  2367. }
  2368. else
  2369. {
  2370. moveStack(sl, StackLocation(dst, pos));
  2371. }
  2372. }
  2373. }
  2374. bool CGameHandler::garrisonSwap( ObjectInstanceID tid )
  2375. {
  2376. CGTownInstance *town = gs->getTown(tid);
  2377. if(!town->garrisonHero && town->visitingHero) //visiting => garrison, merge armies: town army => hero army
  2378. {
  2379. if(!town->visitingHero->canBeMergedWith(*town))
  2380. {
  2381. complain("Cannot make garrison swap, not enough free slots!");
  2382. return false;
  2383. }
  2384. moveArmy(town, town->visitingHero, true);
  2385. SetHeroesInTown intown;
  2386. intown.tid = tid;
  2387. intown.visiting = ObjectInstanceID();
  2388. intown.garrison = town->visitingHero->id;
  2389. sendAndApply(&intown);
  2390. return true;
  2391. }
  2392. else if (town->garrisonHero && !town->visitingHero) //move hero out of the garrison
  2393. {
  2394. //check if moving hero out of town will break 8 wandering heroes limit
  2395. if(getHeroCount(town->garrisonHero->tempOwner,false) >= 8)
  2396. {
  2397. complain("Cannot move hero out of the garrison, there are already 8 wandering heroes!");
  2398. return false;
  2399. }
  2400. SetHeroesInTown intown;
  2401. intown.tid = tid;
  2402. intown.garrison = ObjectInstanceID();
  2403. intown.visiting = town->garrisonHero->id;
  2404. sendAndApply(&intown);
  2405. return true;
  2406. }
  2407. else if(!!town->garrisonHero && town->visitingHero) //swap visiting and garrison hero
  2408. {
  2409. SetHeroesInTown intown;
  2410. intown.tid = tid;
  2411. intown.garrison = town->visitingHero->id;
  2412. intown.visiting = town->garrisonHero->id;
  2413. sendAndApply(&intown);
  2414. return true;
  2415. }
  2416. else
  2417. {
  2418. complain("Cannot swap garrison hero!");
  2419. return false;
  2420. }
  2421. }
  2422. // With the amount of changes done to the function, it's more like transferArtifacts.
  2423. // 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.
  2424. bool CGameHandler::moveArtifact(const ArtifactLocation &al1, const ArtifactLocation &al2)
  2425. {
  2426. ArtifactLocation src = al1, dst = al2;
  2427. const PlayerColor srcPlayer = src.owningPlayer(), dstPlayer = dst.owningPlayer();
  2428. const CArmedInstance *srcObj = src.relatedObj(), *dstObj = dst.relatedObj();
  2429. // Make sure exchange is even possible between the two heroes.
  2430. if(!isAllowedExchange(srcObj->id, dstObj->id))
  2431. COMPLAIN_RET("That heroes cannot make any exchange!");
  2432. const CArtifactInstance *srcArtifact = src.getArt();
  2433. const CArtifactInstance *destArtifact = dst.getArt();
  2434. if (srcArtifact == nullptr)
  2435. COMPLAIN_RET("No artifact to move!");
  2436. if (destArtifact && srcPlayer != dstPlayer)
  2437. COMPLAIN_RET("Can't touch artifact on hero of another player!");
  2438. // Check if src/dest slots are appropriate for the artifacts exchanged.
  2439. // Moving to the backpack is always allowed.
  2440. if ((!srcArtifact || dst.slot < GameConstants::BACKPACK_START)
  2441. && srcArtifact && !srcArtifact->canBePutAt(dst, true))
  2442. COMPLAIN_RET("Cannot move artifact!");
  2443. if ((srcArtifact && srcArtifact->artType->id == ArtifactID::ART_LOCK) || (destArtifact && destArtifact->artType->id == ArtifactID::ART_LOCK))
  2444. COMPLAIN_RET("Cannot move artifact locks.");
  2445. if (dst.slot >= GameConstants::BACKPACK_START && srcArtifact->artType->isBig())
  2446. COMPLAIN_RET("Cannot put big artifacts in backpack!");
  2447. if (src.slot == ArtifactPosition::MACH4 || dst.slot == ArtifactPosition::MACH4)
  2448. COMPLAIN_RET("Cannot move catapult!");
  2449. if(dst.slot >= GameConstants::BACKPACK_START)
  2450. vstd::amin(dst.slot, ArtifactPosition(GameConstants::BACKPACK_START + dst.getHolderArtSet()->artifactsInBackpack.size()));
  2451. if (src.slot == dst.slot && src.artHolder == dst.artHolder)
  2452. COMPLAIN_RET("Won't move artifact: Dest same as source!");
  2453. if(dst.slot < GameConstants::BACKPACK_START && destArtifact) //moving art to another slot
  2454. {
  2455. //old artifact must be removed first
  2456. moveArtifact(dst, ArtifactLocation(dst.artHolder, ArtifactPosition(
  2457. dst.getHolderArtSet()->artifactsInBackpack.size() + GameConstants::BACKPACK_START)));
  2458. }
  2459. MoveArtifact ma;
  2460. ma.src = src;
  2461. ma.dst = dst;
  2462. sendAndApply(&ma);
  2463. return true;
  2464. }
  2465. /**
  2466. * Assembles or disassembles a combination artifact.
  2467. * @param heroID ID of hero holding the artifact(s).
  2468. * @param artifactSlot The worn slot ID of the combination- or constituent artifact.
  2469. * @param assemble True for assembly operation, false for disassembly.
  2470. * @param assembleTo If assemble is true, this represents the artifact ID of the combination
  2471. * artifact to assemble to. Otherwise it's not used.
  2472. */
  2473. bool CGameHandler::assembleArtifacts (ObjectInstanceID heroID, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo)
  2474. {
  2475. CGHeroInstance *hero = gs->getHero(heroID);
  2476. const CArtifactInstance *destArtifact = hero->getArt(artifactSlot);
  2477. if(!destArtifact)
  2478. COMPLAIN_RET("assembleArtifacts: there is no such artifact instance!");
  2479. if(assemble)
  2480. {
  2481. CArtifact *combinedArt = VLC->arth->artifacts[assembleTo];
  2482. if(!combinedArt->constituents)
  2483. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to assemble is not a combined artifacts!");
  2484. if(!vstd::contains(destArtifact->assemblyPossibilities(hero), combinedArt))
  2485. COMPLAIN_RET("assembleArtifacts: It's impossible to assemble requested artifact!");
  2486. AssembledArtifact aa;
  2487. aa.al = ArtifactLocation(hero, artifactSlot);
  2488. aa.builtArt = combinedArt;
  2489. sendAndApply(&aa);
  2490. }
  2491. else
  2492. {
  2493. if(!destArtifact->artType->constituents)
  2494. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble is not a combined artifact!");
  2495. DisassembledArtifact da;
  2496. da.al = ArtifactLocation(hero, artifactSlot);
  2497. sendAndApply(&da);
  2498. }
  2499. return false;
  2500. }
  2501. bool CGameHandler::buyArtifact( ObjectInstanceID hid, ArtifactID aid )
  2502. {
  2503. CGHeroInstance *hero = gs->getHero(hid);
  2504. CGTownInstance *town = hero->visitedTown;
  2505. if(aid==ArtifactID::SPELLBOOK)
  2506. {
  2507. if((!town->hasBuilt(BuildingID::MAGES_GUILD_1) && complain("Cannot buy a spellbook, no mage guild in the town!"))
  2508. || (getResource(hero->getOwner(), Res::GOLD) < GameConstants::SPELLBOOK_GOLD_COST && complain("Cannot buy a spellbook, not enough gold!") )
  2509. || (hero->getArt(ArtifactPosition::SPELLBOOK) && complain("Cannot buy a spellbook, hero already has a one!"))
  2510. )
  2511. return false;
  2512. giveResource(hero->getOwner(),Res::GOLD,-GameConstants::SPELLBOOK_GOLD_COST);
  2513. giveHeroNewArtifact(hero, VLC->arth->artifacts[0], ArtifactPosition::SPELLBOOK);
  2514. assert(hero->getArt(ArtifactPosition::SPELLBOOK));
  2515. giveSpells(town,hero);
  2516. return true;
  2517. }
  2518. else if(aid < 7 && aid > 3) //war machine
  2519. {
  2520. int price = VLC->arth->artifacts[aid]->price;
  2521. if(( hero->getArt(ArtifactPosition(9+aid)) && complain("Hero already has this machine!"))
  2522. || (gs->getPlayer(hero->getOwner())->resources[Res::GOLD] < price && complain("Not enough gold!")))
  2523. {
  2524. return false;
  2525. }
  2526. if ((town->hasBuilt(BuildingID::BLACKSMITH) && town->town->warMachine == aid )
  2527. || ((town->hasBuilt(BuildingID::BALLISTA_YARD, ETownType::STRONGHOLD)) && aid == ArtifactID::BALLISTA))
  2528. {
  2529. giveResource(hero->getOwner(),Res::GOLD,-price);
  2530. giveHeroNewArtifact(hero, VLC->arth->artifacts[aid], ArtifactPosition(9+aid));
  2531. return true;
  2532. }
  2533. else
  2534. COMPLAIN_RET("This machine is unavailable here!");
  2535. }
  2536. return false;
  2537. }
  2538. bool CGameHandler::buyArtifact(const IMarket *m, const CGHeroInstance *h, Res::ERes rid, ArtifactID aid)
  2539. {
  2540. if(!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_ARTIFACT), aid))
  2541. COMPLAIN_RET("That artifact is unavailable!");
  2542. int b1, b2;
  2543. m->getOffer(rid, aid, b1, b2, EMarketMode::RESOURCE_ARTIFACT);
  2544. if(getResource(h->tempOwner, rid) < b1)
  2545. COMPLAIN_RET("You can't afford to buy this artifact!");
  2546. SetResource sr;
  2547. sr.player = h->tempOwner;
  2548. sr.resid = rid;
  2549. sr.val = getResource(h->tempOwner, rid) - b1;
  2550. sendAndApply(&sr);
  2551. SetAvailableArtifacts saa;
  2552. if(m->o->ID == Obj::TOWN)
  2553. {
  2554. saa.id = -1;
  2555. saa.arts = CGTownInstance::merchantArtifacts;
  2556. }
  2557. else if(const CGBlackMarket *bm = dynamic_cast<const CGBlackMarket *>(m->o)) //black market
  2558. {
  2559. saa.id = bm->id.getNum();
  2560. saa.arts = bm->artifacts;
  2561. }
  2562. else
  2563. COMPLAIN_RET("Wrong marktet...");
  2564. bool found = false;
  2565. for(const CArtifact *&art : saa.arts)
  2566. {
  2567. if(art && art->id == aid)
  2568. {
  2569. art = nullptr;
  2570. found = true;
  2571. break;
  2572. }
  2573. }
  2574. if(!found)
  2575. COMPLAIN_RET("Cannot find selected artifact on the list");
  2576. sendAndApply(&saa);
  2577. giveHeroNewArtifact(h, VLC->arth->artifacts[aid], ArtifactPosition::FIRST_AVAILABLE);
  2578. return true;
  2579. }
  2580. bool CGameHandler::sellArtifact( const IMarket *m, const CGHeroInstance *h, ArtifactInstanceID aid, Res::ERes rid )
  2581. {
  2582. const CArtifactInstance *art = h->getArtByInstanceId(aid);
  2583. if(!art)
  2584. COMPLAIN_RET("There is no artifact to sell!");
  2585. if(art->artType->id < 7)
  2586. COMPLAIN_RET("Cannot sell a war machine or spellbook!");
  2587. int resVal = 0, dump = 1;
  2588. m->getOffer(art->artType->id, rid, dump, resVal, EMarketMode::ARTIFACT_RESOURCE);
  2589. removeArtifact(ArtifactLocation(h, h->getArtPos(art)));
  2590. giveResource(h->tempOwner, rid, resVal);
  2591. return true;
  2592. }
  2593. //void CGameHandler::lootArtifacts (TArtHolder source, TArtHolder dest, std::vector<ui32> &arts)
  2594. //{
  2595. // //const CGHeroInstance * h1 = dynamic_cast<CGHeroInstance *> source;
  2596. // //auto s = boost::apply_visitor(GetArtifactSetPtr(), source);
  2597. // {
  2598. // }
  2599. //}
  2600. bool CGameHandler::buySecSkill( const IMarket *m, const CGHeroInstance *h, SecondarySkill skill)
  2601. {
  2602. if (!h)
  2603. COMPLAIN_RET("You need hero to buy a skill!");
  2604. if (h->getSecSkillLevel(SecondarySkill(skill)))
  2605. COMPLAIN_RET("Hero already know this skill");
  2606. if (!h->canLearnSkill())
  2607. COMPLAIN_RET("Hero can't learn any more skills");
  2608. if (h->type->heroClass->secSkillProbability[skill]==0)//can't learn this skill (like necromancy for most of non-necros)
  2609. COMPLAIN_RET("The hero can't learn this skill!");
  2610. if(!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_SKILL), skill))
  2611. COMPLAIN_RET("That skill is unavailable!");
  2612. if(getResource(h->tempOwner, Res::GOLD) < 2000)//TODO: remove hardcoded resource\summ?
  2613. COMPLAIN_RET("You can't afford to buy this skill");
  2614. SetResource sr;
  2615. sr.player = h->tempOwner;
  2616. sr.resid = Res::GOLD;
  2617. sr.val = getResource(h->tempOwner, Res::GOLD) - 2000;
  2618. sendAndApply(&sr);
  2619. changeSecSkill(h, skill, 1, true);
  2620. return true;
  2621. }
  2622. bool CGameHandler::tradeResources(const IMarket *market, ui32 val, PlayerColor player, ui32 id1, ui32 id2)
  2623. {
  2624. int r1 = gs->getPlayer(player)->resources[id1],
  2625. r2 = gs->getPlayer(player)->resources[id2];
  2626. vstd::amin(val, r1); //can't trade more resources than have
  2627. int b1, b2; //base quantities for trade
  2628. market->getOffer(id1, id2, b1, b2, EMarketMode::RESOURCE_RESOURCE);
  2629. int units = val / b1; //how many base quantities we trade
  2630. if(val%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  2631. {
  2632. //TODO: complain?
  2633. assert(0);
  2634. }
  2635. SetResource sr;
  2636. sr.player = player;
  2637. sr.resid = static_cast<Res::ERes>(id1);
  2638. sr.val = r1 - b1 * units;
  2639. sendAndApply(&sr);
  2640. sr.resid = static_cast<Res::ERes>(id2);
  2641. sr.val = r2 + b2 * units;
  2642. sendAndApply(&sr);
  2643. return true;
  2644. }
  2645. bool CGameHandler::sellCreatures(ui32 count, const IMarket *market, const CGHeroInstance * hero, SlotID slot, Res::ERes resourceID)
  2646. {
  2647. if(!vstd::contains(hero->Slots(), slot))
  2648. COMPLAIN_RET("Hero doesn't have any creature in that slot!");
  2649. const CStackInstance &s = hero->getStack(slot);
  2650. if( s.count < count //can't sell more creatures than have
  2651. || (hero->Slots().size() == 1 && hero->needsLastStack() && s.count == count)) //can't sell last stack
  2652. {
  2653. COMPLAIN_RET("Not enough creatures in army!");
  2654. }
  2655. int b1, b2; //base quantities for trade
  2656. market->getOffer(s.type->idNumber, resourceID, b1, b2, EMarketMode::CREATURE_RESOURCE);
  2657. int units = count / b1; //how many base quantities we trade
  2658. if(count%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  2659. {
  2660. //TODO: complain?
  2661. assert(0);
  2662. }
  2663. changeStackCount(StackLocation(hero, slot), -count);
  2664. SetResource sr;
  2665. sr.player = hero->tempOwner;
  2666. sr.resid = resourceID;
  2667. sr.val = getResource(hero->tempOwner, resourceID) + b2 * units;
  2668. sendAndApply(&sr);
  2669. return true;
  2670. }
  2671. bool CGameHandler::transformInUndead(const IMarket *market, const CGHeroInstance * hero, SlotID slot)
  2672. {
  2673. const CArmedInstance *army = nullptr;
  2674. if (hero)
  2675. army = hero;
  2676. else
  2677. army = dynamic_cast<const CGTownInstance *>(market->o);
  2678. if (!army)
  2679. COMPLAIN_RET("Incorrect call to transform in undead!");
  2680. if(!army->hasStackAtSlot(slot))
  2681. COMPLAIN_RET("Army doesn't have any creature in that slot!");
  2682. const CStackInstance &s = army->getStack(slot);
  2683. int resCreature;//resulting creature - bone dragons or skeletons
  2684. if (s.hasBonusOfType(Bonus::DRAGON_NATURE))
  2685. resCreature = 68;
  2686. else
  2687. resCreature = 56;
  2688. changeStackType(StackLocation(army, slot), VLC->creh->creatures[resCreature]);
  2689. return true;
  2690. }
  2691. bool CGameHandler::sendResources(ui32 val, PlayerColor player, Res::ERes r1, PlayerColor r2)
  2692. {
  2693. const PlayerState *p2 = gs->getPlayer(r2, false);
  2694. if(!p2 || p2->status != EPlayerStatus::INGAME)
  2695. {
  2696. complain("Dest player must be in game!");
  2697. return false;
  2698. }
  2699. si32 curRes1 = gs->getPlayer(player)->resources[r1], curRes2 = gs->getPlayer(r2)->resources[r1];
  2700. val = std::min(si32(val),curRes1);
  2701. SetResource sr;
  2702. sr.player = player;
  2703. sr.resid = r1;
  2704. sr.val = curRes1 - val;
  2705. sendAndApply(&sr);
  2706. sr.player = r2;
  2707. sr.val = curRes2 + val;
  2708. sendAndApply(&sr);
  2709. return true;
  2710. }
  2711. bool CGameHandler::setFormation( ObjectInstanceID hid, ui8 formation )
  2712. {
  2713. gs->getHero(hid)-> formation = formation;
  2714. return true;
  2715. }
  2716. bool CGameHandler::hireHero(const CGObjectInstance *obj, ui8 hid, PlayerColor player)
  2717. {
  2718. const PlayerState *p = gs->getPlayer(player);
  2719. const CGTownInstance *t = gs->getTown(obj->id);
  2720. static const int GOLD_NEEDED = 2500;
  2721. //common preconditions
  2722. if( (p->resources[Res::GOLD]<GOLD_NEEDED && complain("Not enough gold for buying hero!"))
  2723. || (getHeroCount(player, false) >= GameConstants::MAX_HEROES_PER_PLAYER && complain("Cannot hire hero, only 8 wandering heroes are allowed!")))
  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[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. bmap<ui32, ConstTransitivePtr<CGHeroInstance> > pool = gs->unusedHeroesFromPool();
  2749. const CGHeroInstance *theOtherHero = p->availableHeroes[!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, 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[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. logGlobal->errorStream() << "\tMaking action of type " << ba.actionType;
  2794. bool ok = true;
  2795. const CStack *stack = battleGetStackByID(ba.stackNumber); //may be nullptr if action is not about stack
  2796. const bool isAboutActiveStack = stack && (stack == battleActiveStack());
  2797. switch(ba.actionType)
  2798. {
  2799. case Battle::WALK: //walk
  2800. case Battle::DEFEND: //defend
  2801. case Battle::WAIT: //wait
  2802. case Battle::WALK_AND_ATTACK: //walk or attack
  2803. case Battle::SHOOT: //shoot
  2804. case Battle::CATAPULT: //catapult
  2805. case Battle::STACK_HEAL: //healing with First Aid Tent
  2806. case Battle::DAEMON_SUMMONING:
  2807. case Battle::MONSTER_SPELL:
  2808. if(!stack)
  2809. {
  2810. complain("No such stack!");
  2811. return false;
  2812. }
  2813. if(!stack->alive())
  2814. {
  2815. complain("This stack is dead: " + stack->nodeName());
  2816. return false;
  2817. }
  2818. if(battleTacticDist())
  2819. {
  2820. if(stack && !stack->attackerOwned != battleGetTacticsSide())
  2821. {
  2822. complain("This is not a stack of side that has tactics!");
  2823. return false;
  2824. }
  2825. }
  2826. else if(!isAboutActiveStack)
  2827. {
  2828. complain("Action has to be about active stack!");
  2829. return false;
  2830. }
  2831. }
  2832. switch(ba.actionType)
  2833. {
  2834. case Battle::END_TACTIC_PHASE: //wait
  2835. case Battle::BAD_MORALE:
  2836. case Battle::NO_ACTION:
  2837. {
  2838. StartAction start_action(ba);
  2839. sendAndApply(&start_action);
  2840. sendAndApply(&end_action);
  2841. break;
  2842. }
  2843. case Battle::WALK:
  2844. {
  2845. StartAction start_action(ba);
  2846. sendAndApply(&start_action); //start movement
  2847. int walkedTiles = moveStack(ba.stackNumber,ba.destinationTile); //move
  2848. if(!walkedTiles)
  2849. complain("Stack failed movement!");
  2850. sendAndApply(&end_action);
  2851. break;
  2852. }
  2853. case Battle::DEFEND:
  2854. {
  2855. //defensive stance //TODO: remove this bonus when stack becomes active
  2856. SetStackEffect sse;
  2857. sse.effect.push_back( Bonus(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, 20, -1, PrimarySkill::DEFENSE, Bonus::PERCENT_TO_ALL) );
  2858. sse.effect.push_back( Bonus(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, gs->curB->stacks[ba.stackNumber]->valOfBonuses(Bonus::DEFENSIVE_STANCE),
  2859. -1, PrimarySkill::DEFENSE, Bonus::ADDITIVE_VALUE));
  2860. sse.stacks.push_back(ba.stackNumber);
  2861. sendAndApply(&sse);
  2862. //don't break - we share code with next case
  2863. }
  2864. case Battle::WAIT:
  2865. {
  2866. StartAction start_action(ba);
  2867. sendAndApply(&start_action);
  2868. sendAndApply(&end_action);
  2869. break;
  2870. }
  2871. case Battle::RETREAT: //retreat/flee
  2872. {
  2873. if(!gs->curB->battleCanFlee(gs->curB->sides[ba.side].color))
  2874. complain("Cannot retreat!");
  2875. else
  2876. setBattleResult(BattleResult::ESCAPE, !ba.side); //surrendering side loses
  2877. break;
  2878. }
  2879. case Battle::SURRENDER:
  2880. {
  2881. PlayerColor player = gs->curB->sides[ba.side].color;
  2882. int cost = gs->curB->battleGetSurrenderCost(player);
  2883. if(cost < 0)
  2884. complain("Cannot surrender!");
  2885. else if(getResource(player, Res::GOLD) < cost)
  2886. complain("Not enough gold to surrender!");
  2887. else
  2888. {
  2889. giveResource(player, Res::GOLD, -cost);
  2890. setBattleResult(BattleResult::SURRENDER, !ba.side); //surrendering side loses
  2891. }
  2892. break;
  2893. }
  2894. break;
  2895. case Battle::WALK_AND_ATTACK: //walk or attack
  2896. {
  2897. StartAction start_action(ba);
  2898. sendAndApply(&start_action); //start movement and attack
  2899. const CStack *stackAtEnd = gs->curB->battleGetStackByPos(ba.additionalInfo);
  2900. if(!stack || !stackAtEnd)
  2901. {
  2902. sendAndApply(&end_action);
  2903. break;
  2904. }
  2905. BattleHex startingPos = stack->position;
  2906. int distance = moveStack(ba.stackNumber, ba.destinationTile);
  2907. logGlobal->traceStream() << stack->nodeName() << " will attack " << stackAtEnd->nodeName();
  2908. if(stack->position != ba.destinationTile //we wasn't able to reach destination tile
  2909. && !(stack->doubleWide()
  2910. && ( stack->position == ba.destinationTile + (stack->attackerOwned ? +1 : -1 ) )
  2911. ) //nor occupy specified hex
  2912. )
  2913. {
  2914. std::string problem = "We cannot move this stack to its destination " + stack->getCreature()->namePl;
  2915. logGlobal->warnStream() << problem;
  2916. complain(problem);
  2917. ok = false;
  2918. sendAndApply(&end_action);
  2919. break;
  2920. }
  2921. if(stackAtEnd && stack->ID == stackAtEnd->ID) //we should just move, it will be handled by following check
  2922. {
  2923. stackAtEnd = nullptr;
  2924. }
  2925. if(!stackAtEnd)
  2926. {
  2927. complain(boost::str(boost::format("walk and attack error: no stack at additionalInfo tile (%d)!\n") % ba.additionalInfo));
  2928. ok = false;
  2929. sendAndApply(&end_action);
  2930. break;
  2931. }
  2932. if( !CStack::isMeleeAttackPossible(stack, stackAtEnd) )
  2933. {
  2934. complain("Attack cannot be performed!");
  2935. sendAndApply(&end_action);
  2936. ok = false;
  2937. break;
  2938. }
  2939. //attack
  2940. int totalAttacks = 1 + stack->getBonuses(Selector::type (Bonus::ADDITIONAL_ATTACK),
  2941. (Selector::effectRange(Bonus::NO_LIMIT).Or(Selector::effectRange(Bonus::ONLY_MELEE_FIGHT))))->totalValue(); //all unspicified attacks + melee attacks
  2942. for (int i = 0; i < totalAttacks; ++i)
  2943. {
  2944. if (stack &&
  2945. stack->alive() && //move can cause death, eg. by walking into the moat
  2946. stackAtEnd->alive())
  2947. {
  2948. BattleAttack bat;
  2949. prepareAttack(bat, stack, stackAtEnd, (i ? 0 : distance), ba.additionalInfo); //no distance travelled on second attack
  2950. //prepareAttack(bat, stack, stackAtEnd, 0, ba.additionalInfo);
  2951. handleAttackBeforeCasting(bat); //only before first attack
  2952. sendAndApply(&bat);
  2953. handleAfterAttackCasting(bat);
  2954. }
  2955. //counterattack
  2956. if (!stack->hasBonusOfType(Bonus::BLOCKS_RETALIATION)
  2957. && stackAtEnd->ableToRetaliate()
  2958. && stack->alive()) //attacker may have died (fire shield)
  2959. {
  2960. BattleAttack bat;
  2961. prepareAttack(bat, stackAtEnd, stack, 0, stack->position);
  2962. bat.flags |= BattleAttack::COUNTER;
  2963. sendAndApply(&bat);
  2964. handleAfterAttackCasting(bat);
  2965. }
  2966. }
  2967. //return
  2968. if(stack->hasBonusOfType(Bonus::RETURN_AFTER_STRIKE) && startingPos != stack->position && stack->alive())
  2969. {
  2970. moveStack(ba.stackNumber, startingPos);
  2971. //NOTE: curStack->ID == ba.stackNumber (rev 1431)
  2972. }
  2973. sendAndApply(&end_action);
  2974. break;
  2975. }
  2976. case Battle::SHOOT:
  2977. {
  2978. const CStack *destStack= gs->curB->battleGetStackByPos(ba.destinationTile);
  2979. if( !gs->curB->battleCanShoot(stack, ba.destinationTile) )
  2980. {
  2981. complain("Cannot shoot!");
  2982. break;
  2983. }
  2984. StartAction start_action(ba);
  2985. sendAndApply(&start_action); //start shooting
  2986. {
  2987. BattleAttack bat;
  2988. bat.flags |= BattleAttack::SHOT;
  2989. prepareAttack(bat, stack, destStack, 0, ba.destinationTile);
  2990. handleAttackBeforeCasting(bat);
  2991. sendAndApply(&bat);
  2992. handleAfterAttackCasting(bat);
  2993. }
  2994. //second shot for ballista, only if hero has advanced artillery
  2995. const CGHeroInstance * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  2996. if( destStack->alive()
  2997. && (stack->getCreature()->idNumber == CreatureID::BALLISTA)
  2998. && (attackingHero->getSecSkillLevel(SecondarySkill::ARTILLERY) >= SecSkillLevel::ADVANCED)
  2999. )
  3000. {
  3001. BattleAttack bat2;
  3002. bat2.flags |= BattleAttack::SHOT;
  3003. prepareAttack(bat2, stack, destStack, 0, ba.destinationTile);
  3004. sendAndApply(&bat2);
  3005. }
  3006. //allow more than one additional attack
  3007. int additionalAttacks = stack->getBonuses(Selector::type (Bonus::ADDITIONAL_ATTACK),
  3008. (Selector::effectRange(Bonus::NO_LIMIT).Or(Selector::effectRange(Bonus::ONLY_DISTANCE_FIGHT))))->totalValue();
  3009. for (int i = 0; i < additionalAttacks; ++i)
  3010. {
  3011. if(
  3012. stack->alive()
  3013. && destStack->alive()
  3014. && stack->shots
  3015. )
  3016. {
  3017. BattleAttack bat;
  3018. bat.flags |= BattleAttack::SHOT;
  3019. prepareAttack(bat, stack, destStack, 0, ba.destinationTile);
  3020. sendAndApply(&bat);
  3021. handleAfterAttackCasting(bat);
  3022. }
  3023. }
  3024. sendAndApply(&end_action);
  3025. break;
  3026. }
  3027. case Battle::CATAPULT:
  3028. {
  3029. auto getCatapultHitChance = [&](EWallParts::EWallParts part, const CHeroHandler::SBallisticsLevelInfo & sbi) -> int
  3030. {
  3031. switch(part)
  3032. {
  3033. case EWallParts::GATE:
  3034. return sbi.gate;
  3035. case EWallParts::KEEP:
  3036. return sbi.keep;
  3037. case EWallParts::BOTTOM_TOWER:
  3038. case EWallParts::UPPER_TOWER:
  3039. return sbi.tower;
  3040. case EWallParts::BOTTOM_WALL:
  3041. case EWallParts::BELOW_GATE:
  3042. case EWallParts::OVER_GATE:
  3043. case EWallParts::UPPER_WALL:
  3044. return sbi.wall;
  3045. default:
  3046. return 0;
  3047. }
  3048. };
  3049. StartAction start_action(ba);
  3050. sendAndApply(&start_action);
  3051. const CGHeroInstance * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  3052. CHeroHandler::SBallisticsLevelInfo sbi = VLC->heroh->ballistics[attackingHero->getSecSkillLevel(SecondarySkill::BALLISTICS)];
  3053. EWallParts::EWallParts desiredTarget = gs->curB->battleHexToWallPart(ba.destinationTile);
  3054. if(desiredTarget < 0)
  3055. {
  3056. complain("catapult tried to attack non-catapultable hex!");
  3057. break;
  3058. }
  3059. //in successive iterations damage is dealt but not yet subtracted from wall's HPs
  3060. auto currentHP = gs->curB->si.wallState;
  3061. if (currentHP[desiredTarget] != EWallState::DESTROYED &&
  3062. currentHP[desiredTarget] != EWallState::NONE)
  3063. desiredTarget = EWallParts::INVALID;
  3064. for(int g=0; g<sbi.shots; ++g)
  3065. {
  3066. bool hitSuccessfull = false;
  3067. EWallParts::EWallParts attackedPart = desiredTarget;
  3068. do // catapult has chance to attack desired target. Othervice - attacks randomly
  3069. {
  3070. if(currentHP[attackedPart] != EWallState::DESTROYED && // this part can be hit
  3071. currentHP[attackedPart] != EWallState::NONE &&
  3072. rand()%100 < getCatapultHitChance(attackedPart, sbi))//hit is successful
  3073. {
  3074. hitSuccessfull = true;
  3075. }
  3076. else // select new target
  3077. {
  3078. std::vector<EWallParts::EWallParts> allowedTargets;
  3079. for (size_t i=0; i< currentHP.size(); i++)
  3080. {
  3081. if (currentHP[i] != EWallState::DESTROYED &&
  3082. currentHP[i] != EWallState::NONE)
  3083. allowedTargets.push_back(EWallParts::EWallParts(i));
  3084. }
  3085. if (allowedTargets.empty())
  3086. break;
  3087. attackedPart = allowedTargets[rand()%allowedTargets.size()];
  3088. }
  3089. }
  3090. while (!hitSuccessfull);
  3091. if (!hitSuccessfull) // break triggered - no target to shoot at
  3092. break;
  3093. CatapultAttack ca; //package for clients
  3094. CatapultAttack::AttackInfo attack;
  3095. attack.attackedPart = attackedPart;
  3096. attack.destinationTile = ba.destinationTile;
  3097. attack.damageDealt = 0;
  3098. int dmgChance[] = { sbi.noDmg, sbi.oneDmg, sbi.twoDmg }; //dmgChance[i] - chance for doing i dmg when hit is successful
  3099. int dmgRand = rand()%100;
  3100. //accumulating dmgChance
  3101. dmgChance[1] += dmgChance[0];
  3102. dmgChance[2] += dmgChance[1];
  3103. //calculating dealt damage
  3104. for(int damage = 0; damage < ARRAY_COUNT(dmgChance); ++damage)
  3105. {
  3106. if(dmgRand <= dmgChance[damage])
  3107. {
  3108. currentHP[attackedPart] = SiegeInfo::applyDamage(EWallState::EWallState(currentHP[attackedPart]), damage);
  3109. attack.damageDealt = damage;
  3110. break;
  3111. }
  3112. }
  3113. // attacked tile may have changed - update destination
  3114. attack.destinationTile = gs->curB->wallPartToBattleHex(EWallParts::EWallParts(attack.attackedPart));
  3115. logGlobal->traceStream() << "Catapult attacks " << (int)attack.attackedPart
  3116. << " dealing " << (int)attack.damageDealt << " damage";
  3117. //removing creatures in turrets / keep if one is destroyed
  3118. if(attack.damageDealt > 0 && (attackedPart == EWallParts::KEEP ||
  3119. attackedPart == EWallParts::BOTTOM_TOWER || attackedPart == EWallParts::UPPER_TOWER))
  3120. {
  3121. int posRemove = -1;
  3122. switch(attackedPart)
  3123. {
  3124. case EWallParts::KEEP:
  3125. posRemove = -2;
  3126. break;
  3127. case EWallParts::BOTTOM_TOWER:
  3128. posRemove = -3;
  3129. break;
  3130. case EWallParts::UPPER_TOWER:
  3131. posRemove = -4;
  3132. break;
  3133. }
  3134. BattleStacksRemoved bsr;
  3135. for(auto & elem : gs->curB->stacks)
  3136. {
  3137. if(elem->position == posRemove)
  3138. {
  3139. bsr.stackIDs.insert( elem->ID );
  3140. break;
  3141. }
  3142. }
  3143. sendAndApply(&bsr);
  3144. }
  3145. ca.attacker = ba.stackNumber;
  3146. ca.attackedParts.push_back(attack);
  3147. sendAndApply(&ca);
  3148. }
  3149. sendAndApply(&end_action);
  3150. break;
  3151. }
  3152. case Battle::STACK_HEAL: //healing with First Aid Tent
  3153. {
  3154. StartAction start_action(ba);
  3155. sendAndApply(&start_action);
  3156. const CGHeroInstance * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  3157. const CStack *healer = gs->curB->battleGetStackByID(ba.stackNumber),
  3158. *destStack = gs->curB->battleGetStackByPos(ba.destinationTile);
  3159. if(healer == nullptr || destStack == nullptr || !healer->hasBonusOfType(Bonus::HEALER))
  3160. {
  3161. complain("There is either no healer, no destination, or healer cannot heal :P");
  3162. }
  3163. int maxHealable = destStack->MaxHealth() - destStack->firstHPleft;
  3164. int maxiumHeal = healer->count * std::max(10, attackingHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::FIRST_AID));
  3165. int healed = std::min(maxHealable, maxiumHeal);
  3166. if(healed == 0)
  3167. {
  3168. //nothing to heal.. should we complain?
  3169. }
  3170. else
  3171. {
  3172. StacksHealedOrResurrected shr;
  3173. shr.lifeDrain = false;
  3174. shr.tentHealing = true;
  3175. shr.drainedFrom = ba.stackNumber;
  3176. StacksHealedOrResurrected::HealInfo hi;
  3177. hi.healedHP = healed;
  3178. hi.lowLevelResurrection = 0;
  3179. hi.stackID = destStack->ID;
  3180. shr.healedStacks.push_back(hi);
  3181. sendAndApply(&shr);
  3182. }
  3183. sendAndApply(&end_action);
  3184. break;
  3185. }
  3186. case Battle::DAEMON_SUMMONING:
  3187. //TODO: From Strategija:
  3188. //Summon Demon is a level 2 spell.
  3189. {
  3190. StartAction start_action(ba);
  3191. sendAndApply(&start_action);
  3192. const CStack *summoner = gs->curB->battleGetStackByID(ba.stackNumber),
  3193. *destStack = gs->curB->battleGetStackByPos(ba.destinationTile, false);
  3194. BattleStackAdded bsa;
  3195. bsa.attacker = summoner->attackerOwned;
  3196. bsa.creID = CreatureID(summoner->getBonusLocalFirst(Selector::type(Bonus::DAEMON_SUMMONING))->subtype); //in case summoner can summon more than one type of monsters... scream!
  3197. ui64 risedHp = summoner->count * summoner->valOfBonuses(Bonus::DAEMON_SUMMONING, bsa.creID.toEnum());
  3198. ui64 targetHealth = destStack->getCreature()->MaxHealth() * destStack->baseAmount;
  3199. ui64 canRiseHp = std::min(targetHealth, risedHp);
  3200. ui32 canRiseAmount = canRiseHp / VLC->creh->creatures[bsa.creID]->MaxHealth();
  3201. bsa.amount = std::min(canRiseAmount, destStack->baseAmount);
  3202. bsa.pos = gs->curB->getAvaliableHex(bsa.creID, bsa.attacker, destStack->position);
  3203. bsa.summoned = false;
  3204. if (bsa.amount) //there's rare possibility single creature cannot rise desired type
  3205. {
  3206. BattleStacksRemoved bsr; //remove body
  3207. bsr.stackIDs.insert(destStack->ID);
  3208. sendAndApply(&bsr);
  3209. sendAndApply(&bsa);
  3210. BattleSetStackProperty ssp;
  3211. ssp.stackID = ba.stackNumber;
  3212. ssp.which = BattleSetStackProperty::CASTS; //reduce number of casts
  3213. ssp.val = -1;
  3214. ssp.absolute = false;
  3215. sendAndApply(&ssp);
  3216. }
  3217. sendAndApply(&end_action);
  3218. break;
  3219. }
  3220. case Battle::MONSTER_SPELL:
  3221. {
  3222. StartAction start_action(ba);
  3223. sendAndApply(&start_action);
  3224. const CStack * stack = gs->curB->battleGetStackByID(ba.stackNumber);
  3225. SpellID spellID = SpellID(ba.additionalInfo);
  3226. BattleHex destination(ba.destinationTile);
  3227. const Bonus *randSpellcaster = stack->getBonusLocalFirst(Selector::type(Bonus::RANDOM_SPELLCASTER));
  3228. const Bonus * spellcaster = stack->getBonusLocalFirst(Selector::typeSubtype(Bonus::SPELLCASTER, spellID));
  3229. //TODO special bonus for genies ability
  3230. if(randSpellcaster && battleGetRandomStackSpell(stack, CBattleInfoCallback::RANDOM_AIMED) < 0)
  3231. spellID = battleGetRandomStackSpell(stack, CBattleInfoCallback::RANDOM_GENIE);
  3232. if(spellID < 0)
  3233. complain("That stack can't cast spells!");
  3234. else
  3235. {
  3236. int spellLvl = 0;
  3237. if (spellcaster)
  3238. vstd::amax(spellLvl, spellcaster->val);
  3239. if (randSpellcaster)
  3240. vstd::amax(spellLvl, randSpellcaster->val);
  3241. vstd::amin (spellLvl, 3);
  3242. int casterSide = gs->curB->whatSide(stack->owner);
  3243. const CGHeroInstance * secHero = gs->curB->getHero(gs->curB->theOtherPlayer(stack->owner));
  3244. handleSpellCasting(spellID, spellLvl, destination, casterSide, stack->owner, nullptr, secHero, 0, ECastingMode::CREATURE_ACTIVE_CASTING, stack);
  3245. }
  3246. sendAndApply(&end_action);
  3247. break;
  3248. }
  3249. }
  3250. if(ba.stackNumber == gs->curB->activeStack || battleResult.get()) //active stack has moved or battle has finished
  3251. battleMadeAction.setn(true);
  3252. return ok;
  3253. }
  3254. void CGameHandler::playerMessage( PlayerColor player, const std::string &message )
  3255. {
  3256. bool cheated=true;
  3257. PlayerMessage temp_message(player, message);
  3258. sendAndApply(&temp_message);
  3259. if(message == "vcmiistari") //give all spells and 999 mana
  3260. {
  3261. SetMana sm;
  3262. ChangeSpells cs;
  3263. CGHeroInstance *h = gs->getHero(gs->getPlayer(player)->currentSelection);
  3264. if(!h && complain("Cannot realize cheat, no hero selected!")) return;
  3265. sm.hid = cs.hid = h->id;
  3266. //give all spells
  3267. cs.learn = 1;
  3268. for(auto spell : VLC->spellh->spells)
  3269. {
  3270. if(!spell->creatureAbility)
  3271. cs.spells.insert(spell->id);
  3272. }
  3273. //give mana
  3274. sm.val = 999;
  3275. if(!h->hasSpellbook()) //hero doesn't have spellbook
  3276. giveHeroNewArtifact(h, VLC->arth->artifacts[0], ArtifactPosition::SPELLBOOK); //give spellbook
  3277. sendAndApply(&cs);
  3278. sendAndApply(&sm);
  3279. }
  3280. else if (message == "vcmiarmenelos") //build all buildings in selected town
  3281. {
  3282. CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
  3283. CGTownInstance *town;
  3284. if (hero)
  3285. town = hero->visitedTown;
  3286. else
  3287. town = gs->getTown(gs->getPlayer(player)->currentSelection);
  3288. if (town)
  3289. {
  3290. for (auto & build : town->town->buildings)
  3291. {
  3292. if (!town->hasBuilt(build.first)
  3293. && !build.second->Name().empty()
  3294. && build.first != BuildingID::SHIP)
  3295. {
  3296. buildStructure(town->id, build.first, true);
  3297. }
  3298. }
  3299. }
  3300. }
  3301. else if(message == "vcmiainur") //gives 5 archangels into each slot
  3302. {
  3303. CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
  3304. const CCreature *archangel = VLC->creh->creatures[13];
  3305. if(!hero) return;
  3306. for(int i = 0; i < GameConstants::ARMY_SIZE; i++)
  3307. if(!hero->hasStackAtSlot(SlotID(i)))
  3308. insertNewStack(StackLocation(hero, SlotID(i)), archangel, 5);
  3309. }
  3310. else if(message == "vcmiangband") //gives 10 black knight into each slot
  3311. {
  3312. CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
  3313. const CCreature *blackKnight = VLC->creh->creatures[66];
  3314. if(!hero) return;
  3315. for(int i = 0; i < GameConstants::ARMY_SIZE; i++)
  3316. if(!hero->hasStackAtSlot(SlotID(i)))
  3317. insertNewStack(StackLocation(hero, SlotID(i)), blackKnight, 10);
  3318. }
  3319. else if(message == "vcminoldor") //all war machines
  3320. {
  3321. CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
  3322. if(!hero) return;
  3323. if(!hero->getArt(ArtifactPosition::MACH1))
  3324. giveHeroNewArtifact(hero, VLC->arth->artifacts[4], ArtifactPosition::MACH1);
  3325. if(!hero->getArt(ArtifactPosition::MACH2))
  3326. giveHeroNewArtifact(hero, VLC->arth->artifacts[5], ArtifactPosition::MACH2);
  3327. if(!hero->getArt(ArtifactPosition::MACH3))
  3328. giveHeroNewArtifact(hero, VLC->arth->artifacts[6], ArtifactPosition::MACH3);
  3329. }
  3330. else if(message == "vcminahar") //1000000 movement points
  3331. {
  3332. CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
  3333. if(!hero) return;
  3334. SetMovePoints smp;
  3335. smp.hid = hero->id;
  3336. smp.val = 1000000;
  3337. sendAndApply(&smp);
  3338. }
  3339. else if(message == "vcmiformenos") //give resources
  3340. {
  3341. SetResources sr;
  3342. sr.player = player;
  3343. sr.res = gs->getPlayer(player)->resources;
  3344. for(int i=0;i<Res::GOLD;i++)
  3345. sr.res[i] += 100;
  3346. sr.res[Res::GOLD] += 100000; //100k
  3347. sendAndApply(&sr);
  3348. }
  3349. else if(message == "vcmieagles") //reveal FoW
  3350. {
  3351. FoWChange fc;
  3352. fc.mode = 1;
  3353. fc.player = player;
  3354. auto hlp_tab = new int3[gs->map->width * gs->map->height * (gs->map->twoLevel ? 2 : 1)];
  3355. int lastUnc = 0;
  3356. for(int i=0;i<gs->map->width;i++)
  3357. for(int j=0;j<gs->map->height;j++)
  3358. for(int k = 0; k < (gs->map->twoLevel ? 2 : 1); k++)
  3359. if(!gs->getPlayerTeam(fc.player)->fogOfWarMap[i][j][k])
  3360. hlp_tab[lastUnc++] = int3(i,j,k);
  3361. fc.tiles.insert(hlp_tab, hlp_tab + lastUnc);
  3362. delete [] hlp_tab;
  3363. sendAndApply(&fc);
  3364. }
  3365. else if(message == "vcmiglorfindel") //selected hero gains a new level
  3366. {
  3367. CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
  3368. changePrimSkill(hero, PrimarySkill::EXPERIENCE, VLC->heroh->reqExp(hero->level+1) - VLC->heroh->reqExp(hero->level));
  3369. }
  3370. else if(message == "vcmisilmaril") //player wins
  3371. {
  3372. gs->getPlayer(player)->enteredWinningCheatCode = 1;
  3373. }
  3374. else if(message == "vcmimelkor") //player looses
  3375. {
  3376. gs->getPlayer(player)->enteredLosingCheatCode = 1;
  3377. }
  3378. else if (message == "vcmiforgeofnoldorking") //hero gets all artifacts except war machines, spell scrolls and spell book
  3379. {
  3380. CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
  3381. if(!hero) return;
  3382. for (int g = 7; g < VLC->arth->artifacts.size(); ++g) //including artifacts from mods
  3383. giveHeroNewArtifact(hero, VLC->arth->artifacts[g], ArtifactPosition::PRE_FIRST);
  3384. }
  3385. else
  3386. cheated = false;
  3387. if(cheated)
  3388. {
  3389. SystemMessage temp_message(VLC->generaltexth->allTexts[260]);
  3390. sendAndApply(&temp_message);
  3391. checkLossVictory(player);//Player enter win code or got required art\creature
  3392. }
  3393. }
  3394. void CGameHandler::handleSpellCasting( SpellID spellID, int spellLvl, BattleHex destination, ui8 casterSide, PlayerColor casterColor, const CGHeroInstance * caster, const CGHeroInstance * secHero,
  3395. int usedSpellPower, ECastingMode::ECastingMode mode, const CStack * stack, si32 selectedStack)
  3396. {
  3397. const CSpell *spell = SpellID(spellID).toSpell();
  3398. //Helper local function that creates obstacle on given position. Obstacle type is inferred from spell type.
  3399. //It creates, sends and applies needed package.
  3400. auto placeObstacle = [&](BattleHex pos)
  3401. {
  3402. static int obstacleIdToGive = gs->curB->obstacles.size()
  3403. ? (gs->curB->obstacles.back()->uniqueID+1)
  3404. : 0;
  3405. auto obstacle = make_shared<SpellCreatedObstacle>();
  3406. switch(spellID.toEnum()) // :/
  3407. {
  3408. case SpellID::QUICKSAND:
  3409. obstacle->obstacleType = CObstacleInstance::QUICKSAND;
  3410. obstacle->turnsRemaining = -1;
  3411. obstacle->visibleForAnotherSide = false;
  3412. break;
  3413. case SpellID::LAND_MINE:
  3414. obstacle->obstacleType = CObstacleInstance::LAND_MINE;
  3415. obstacle->turnsRemaining = -1;
  3416. obstacle->visibleForAnotherSide = false;
  3417. break;
  3418. case SpellID::FIRE_WALL:
  3419. obstacle->obstacleType = CObstacleInstance::FIRE_WALL;
  3420. obstacle->turnsRemaining = 2;
  3421. obstacle->visibleForAnotherSide = true;
  3422. break;
  3423. case SpellID::FORCE_FIELD:
  3424. obstacle->obstacleType = CObstacleInstance::FORCE_FIELD;
  3425. obstacle->turnsRemaining = 2;
  3426. obstacle->visibleForAnotherSide = true;
  3427. break;
  3428. default:
  3429. //this function cannot be used with spells that do not create obstacles
  3430. assert(0);
  3431. }
  3432. obstacle->pos = pos;
  3433. obstacle->casterSide = casterSide;
  3434. obstacle->ID = spellID;
  3435. obstacle->spellLevel = spellLvl;
  3436. obstacle->casterSpellPower = usedSpellPower;
  3437. obstacle->uniqueID = obstacleIdToGive++;
  3438. BattleObstaclePlaced bop;
  3439. bop.obstacle = obstacle;
  3440. sendAndApply(&bop);
  3441. };
  3442. BattleSpellCast sc;
  3443. sc.side = casterSide;
  3444. sc.id = spellID;
  3445. sc.skill = spellLvl;
  3446. sc.tile = destination;
  3447. sc.dmgToDisplay = 0;
  3448. sc.castedByHero = (bool)caster;
  3449. sc.attackerType = (stack ? stack->type->idNumber : CreatureID(CreatureID::NONE));
  3450. sc.manaGained = 0;
  3451. sc.spellCost = 0;
  3452. if (caster) //calculate spell cost
  3453. {
  3454. sc.spellCost = gs->curB->battleGetSpellCost(SpellID(spellID).toSpell(), caster);
  3455. if (secHero && mode == ECastingMode::HERO_CASTING) //handle mana channel
  3456. {
  3457. int manaChannel = 0;
  3458. for(CStack * stack : gs->curB->stacks) //TODO: shouldn't bonus system handle it somehow?
  3459. {
  3460. if (stack->owner == secHero->tempOwner)
  3461. {
  3462. vstd::amax(manaChannel, stack->valOfBonuses(Bonus::MANA_CHANNELING));
  3463. }
  3464. }
  3465. sc.manaGained = (manaChannel * sc.spellCost) / 100;
  3466. }
  3467. }
  3468. //calculating affected creatures for all spells
  3469. //must be vector, as in Chain Lightning order matters
  3470. std::vector<const CStack*> attackedCres; //what is that and what is sc.afectedCres?
  3471. if (mode != ECastingMode::ENCHANTER_CASTING)
  3472. {
  3473. auto creatures = gs->curB->getAffectedCreatures(spell, spellLvl, casterColor, destination);
  3474. std::copy(creatures.begin(), creatures.end(), std::back_inserter(attackedCres));
  3475. }
  3476. else //enchanter - hit all possible stacks
  3477. {
  3478. for (const CStack * stack : gs->curB->stacks)
  3479. {
  3480. /*if it's non negative spell and our unit or non positive spell and hostile unit */
  3481. if((!spell->isNegative() && stack->owner == casterColor)
  3482. || (!spell->isPositive() && stack->owner != casterColor))
  3483. {
  3484. if(stack->isValidTarget()) //TODO: allow dead targets somewhere in the future
  3485. {
  3486. attackedCres.push_back(stack);
  3487. }
  3488. }
  3489. }
  3490. }
  3491. for (auto cre : attackedCres)
  3492. {
  3493. sc.affectedCres.insert (cre->ID);
  3494. }
  3495. //checking if creatures resist
  3496. sc.resisted = gs->curB->calculateResistedStacks(spell, caster, secHero, attackedCres, casterColor, mode, usedSpellPower, spellLvl);
  3497. //calculating dmg to display
  3498. if (spellID == SpellID::DEATH_STARE || spellID == SpellID::ACID_BREATH_DAMAGE)
  3499. {
  3500. sc.dmgToDisplay = usedSpellPower;
  3501. if (spellID == SpellID::DEATH_STARE)
  3502. vstd::amin(sc.dmgToDisplay, (*attackedCres.begin())->count); //stack is already reduced after attack
  3503. }
  3504. StacksInjured si;
  3505. //applying effects
  3506. if (spell->isOffensiveSpell())
  3507. {
  3508. int spellDamage = 0;
  3509. if (stack && mode != ECastingMode::MAGIC_MIRROR)
  3510. {
  3511. int unitSpellPower = stack->valOfBonuses(Bonus::SPECIFIC_SPELL_POWER, spellID.toEnum());
  3512. if (unitSpellPower)
  3513. sc.dmgToDisplay = spellDamage = stack->count * unitSpellPower; //TODO: handle immunities
  3514. else //Faerie Dragon
  3515. {
  3516. usedSpellPower = stack->valOfBonuses(Bonus::CREATURE_SPELL_POWER) * stack->count / 100;
  3517. sc.dmgToDisplay = 0;
  3518. }
  3519. }
  3520. int chainLightningModifier = 0;
  3521. for(auto & attackedCre : attackedCres)
  3522. {
  3523. if(vstd::contains(sc.resisted, (attackedCre)->ID)) //this creature resisted the spell
  3524. continue;
  3525. BattleStackAttacked bsa;
  3526. if ((destination > -1 && (attackedCre)->coversPos(destination)) || (spell->range[spellLvl] == "X" || mode == ECastingMode::ENCHANTER_CASTING))
  3527. //display effect only upon primary target of area spell
  3528. //FIXME: if no stack is attacked, ther eis no animation and interface freezes
  3529. {
  3530. bsa.flags |= BattleStackAttacked::EFFECT;
  3531. bsa.effect = spell->mainEffectAnim;
  3532. }
  3533. if (spellDamage)
  3534. bsa.damageAmount = spellDamage >> chainLightningModifier;
  3535. else
  3536. bsa.damageAmount = gs->curB->calculateSpellDmg(spell, caster, attackedCre, spellLvl, usedSpellPower) >> chainLightningModifier;
  3537. sc.dmgToDisplay += bsa.damageAmount;
  3538. bsa.stackAttacked = (attackedCre)->ID;
  3539. if (mode == ECastingMode::ENCHANTER_CASTING) //multiple damage spells cast
  3540. bsa.attackerID = stack->ID;
  3541. else
  3542. bsa.attackerID = -1;
  3543. (attackedCre)->prepareAttacked(bsa);
  3544. si.stacks.push_back(bsa);
  3545. if (spellID == SpellID::CHAIN_LIGHTNING)
  3546. ++chainLightningModifier;
  3547. }
  3548. }
  3549. else if (spell->hasEffects())
  3550. {
  3551. int stackSpellPower = 0;
  3552. if (stack && mode != ECastingMode::MAGIC_MIRROR)
  3553. {
  3554. stackSpellPower = stack->valOfBonuses(Bonus::CREATURE_ENCHANT_POWER);
  3555. }
  3556. SetStackEffect sse;
  3557. Bonus pseudoBonus;
  3558. pseudoBonus.sid = spellID;
  3559. pseudoBonus.val = spellLvl;
  3560. pseudoBonus.turnsRemain = gs->curB->calculateSpellDuration(spell, caster, stackSpellPower ? stackSpellPower : usedSpellPower);
  3561. CStack::stackEffectToFeature(sse.effect, pseudoBonus);
  3562. if (spellID == SpellID::SHIELD || spellID == SpellID::AIR_SHIELD)
  3563. {
  3564. sse.effect.back().val = (100 - sse.effect.back().val); //fix to original config: shiled should display damage reduction
  3565. }
  3566. if (spellID == SpellID::BIND && stack)//bind
  3567. {
  3568. sse.effect.back().additionalInfo = stack->ID; //we need to know who casted Bind
  3569. }
  3570. const Bonus * bonus = nullptr;
  3571. if (caster)
  3572. bonus = caster->getBonusLocalFirst(Selector::typeSubtype(Bonus::SPECIAL_PECULIAR_ENCHANT, spellID));
  3573. //TODO does hero specialty should affects his stack casting spells?
  3574. si32 power = 0;
  3575. for(const CStack *affected : attackedCres)
  3576. {
  3577. if(vstd::contains(sc.resisted, affected->ID)) //this creature resisted the spell
  3578. continue;
  3579. sse.stacks.push_back(affected->ID);
  3580. //Apply hero specials - peculiar enchants
  3581. const ui8 tier = std::max((ui8)1, affected->getCreature()->level); //don't divide by 0 for certain creatures (commanders, war machines)
  3582. if (bonus)
  3583. {
  3584. switch(bonus->additionalInfo)
  3585. {
  3586. case 0: //normal
  3587. {
  3588. switch(tier)
  3589. {
  3590. case 1: case 2:
  3591. power = 3;
  3592. break;
  3593. case 3: case 4:
  3594. power = 2;
  3595. break;
  3596. case 5: case 6:
  3597. power = 1;
  3598. break;
  3599. }
  3600. Bonus specialBonus(sse.effect.back());
  3601. specialBonus.val = power; //it doesn't necessarily make sense for some spells, use it wisely
  3602. sse.uniqueBonuses.push_back (std::pair<ui32,Bonus> (affected->ID, specialBonus)); //additional premy to given effect
  3603. }
  3604. break;
  3605. case 1: //only Coronius as yet
  3606. {
  3607. power = std::max(5 - tier, 0);
  3608. Bonus specialBonus = CStack::featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK, power, pseudoBonus.turnsRemain);
  3609. specialBonus.sid = spellID;
  3610. sse.uniqueBonuses.push_back (std::pair<ui32,Bonus> (affected->ID, specialBonus)); //additional attack to Slayer effect
  3611. }
  3612. break;
  3613. }
  3614. }
  3615. if (caster && caster->hasBonusOfType(Bonus::SPECIAL_BLESS_DAMAGE, spellID)) //TODO: better handling of bonus percentages
  3616. {
  3617. int damagePercent = caster->level * caster->valOfBonuses(Bonus::SPECIAL_BLESS_DAMAGE, spellID.toEnum()) / tier;
  3618. Bonus specialBonus = CStack::featureGenerator(Bonus::CREATURE_DAMAGE, 0, damagePercent, pseudoBonus.turnsRemain);
  3619. specialBonus.valType = Bonus::PERCENT_TO_ALL;
  3620. specialBonus.sid = spellID;
  3621. sse.uniqueBonuses.push_back (std::pair<ui32,Bonus> (affected->ID, specialBonus));
  3622. }
  3623. }
  3624. if(!sse.stacks.empty())
  3625. sendAndApply(&sse);
  3626. }
  3627. else if (spell->isRisingSpell() || spell->id == SpellID::CURE)
  3628. {
  3629. int hpGained = 0;
  3630. if (stack)
  3631. {
  3632. int unitSpellPower = stack->valOfBonuses(Bonus::SPECIFIC_SPELL_POWER, spellID.toEnum());
  3633. if (unitSpellPower)
  3634. hpGained = stack->count * unitSpellPower; //Archangel
  3635. else //Faerie Dragon-like effect - unused fo far
  3636. usedSpellPower = stack->valOfBonuses(Bonus::CREATURE_SPELL_POWER) * stack->count / 100;
  3637. }
  3638. StacksHealedOrResurrected shr;
  3639. shr.lifeDrain = (ui8)false;
  3640. shr.tentHealing = (ui8)false;
  3641. for(auto & attackedCre : attackedCres)
  3642. {
  3643. if(vstd::contains(sc.resisted, (attackedCre)->ID) //this creature resisted the spell
  3644. || (spellID == SpellID::ANIMATE_DEAD && !(attackedCre)->hasBonusOfType(Bonus::UNDEAD)) //we try to cast animate dead on living stack, TODO: showuld be not affected earlier
  3645. )
  3646. continue;
  3647. StacksHealedOrResurrected::HealInfo hi;
  3648. hi.stackID = (attackedCre)->ID;
  3649. if (stack) //casted by creature
  3650. {
  3651. if (hpGained)
  3652. {
  3653. hi.healedHP = gs->curB->calculateHealedHP(hpGained, spell, attackedCre); //archangel
  3654. }
  3655. else
  3656. hi.healedHP = gs->curB->calculateHealedHP(spell, usedSpellPower, spellLvl, attackedCre); //any typical spell (commander's cure or animate dead)
  3657. }
  3658. else
  3659. hi.healedHP = gs->curB->calculateHealedHP(caster, spell, attackedCre, gs->curB->battleGetStackByID(selectedStack)); //Casted by hero
  3660. hi.lowLevelResurrection = spellLvl <= 1;
  3661. shr.healedStacks.push_back(hi);
  3662. }
  3663. if(!shr.healedStacks.empty())
  3664. sendAndApply(&shr);
  3665. if (spellID == SpellID::SACRIFICE) //remove victim
  3666. {
  3667. BattleStacksRemoved bsr;
  3668. bsr.stackIDs.insert (selectedStack); //somehow it works for teleport?
  3669. sendAndApply(&bsr);
  3670. }
  3671. }
  3672. else
  3673. switch (spellID)
  3674. {
  3675. case SpellID::QUICKSAND:
  3676. case SpellID::LAND_MINE:
  3677. {
  3678. std::vector<BattleHex> availableTiles;
  3679. for(int i = 0; i < GameConstants::BFIELD_SIZE; i += 1)
  3680. {
  3681. BattleHex hex = i;
  3682. if(hex.getX() > 2 && hex.getX() < 14 && !battleGetStackByPos(hex, false) & !battleGetObstacleOnPos(hex, false))
  3683. availableTiles.push_back(hex);
  3684. }
  3685. boost::range::random_shuffle(availableTiles);
  3686. const int patchesForSkill[] = {4, 4, 6, 8};
  3687. const int patchesToPut = std::min<int>(patchesForSkill[spellLvl], availableTiles.size());
  3688. //land mines or quicksand patches are handled as spell created obstacles
  3689. for (int i = 0; i < patchesToPut; i++)
  3690. placeObstacle(availableTiles[i]);
  3691. }
  3692. break;
  3693. case SpellID::FORCE_FIELD:
  3694. placeObstacle(destination);
  3695. break;
  3696. case SpellID::FIRE_WALL:
  3697. {
  3698. //fire wall is build from multiple obstacles - one fire piece for each affected hex
  3699. auto affectedHexes = spell->rangeInHexes(destination, spellLvl, casterSide);
  3700. for(BattleHex hex : affectedHexes)
  3701. placeObstacle(hex);
  3702. }
  3703. break;
  3704. case SpellID::TELEPORT:
  3705. {
  3706. BattleStackMoved bsm;
  3707. bsm.distance = -1;
  3708. bsm.stack = selectedStack;
  3709. std::vector<BattleHex> tiles;
  3710. tiles.push_back(destination);
  3711. bsm.tilesToMove = tiles;
  3712. bsm.teleporting = true;
  3713. sendAndApply(&bsm);
  3714. break;
  3715. }
  3716. case SpellID::SUMMON_FIRE_ELEMENTAL:
  3717. case SpellID::SUMMON_EARTH_ELEMENTAL:
  3718. case SpellID::SUMMON_WATER_ELEMENTAL:
  3719. case SpellID::SUMMON_AIR_ELEMENTAL:
  3720. { //elemental summoning
  3721. CreatureID creID;
  3722. switch(spellID)
  3723. {
  3724. case SpellID::SUMMON_FIRE_ELEMENTAL:
  3725. creID = CreatureID::FIRE_ELEMENTAL;
  3726. break;
  3727. case SpellID::SUMMON_EARTH_ELEMENTAL:
  3728. creID = CreatureID::EARTH_ELEMENTAL;
  3729. break;
  3730. case SpellID::SUMMON_WATER_ELEMENTAL:
  3731. creID = CreatureID::WATER_ELEMENTAL;
  3732. break;
  3733. case SpellID::SUMMON_AIR_ELEMENTAL:
  3734. creID = CreatureID::AIR_ELEMENTAL;
  3735. break;
  3736. }
  3737. BattleStackAdded bsa;
  3738. bsa.creID = creID;
  3739. bsa.attacker = !(bool)casterSide;
  3740. bsa.summoned = true;
  3741. bsa.pos = gs->curB->getAvaliableHex(creID, !(bool)casterSide); //TODO: unify it
  3742. //TODO stack casting -> probably power will be zero; set the proper number of creatures manually
  3743. int percentBonus = caster ? caster->valOfBonuses(Bonus::SPECIFIC_SPELL_DAMAGE, spellID.toEnum()) : 0;
  3744. bsa.amount = usedSpellPower
  3745. * SpellID(spellID).toSpell()->powers[spellLvl]
  3746. * (100 + percentBonus) / 100.0; //new feature - percentage bonus
  3747. if(bsa.amount)
  3748. sendAndApply(&bsa);
  3749. else
  3750. complain("Summoning elementals didn't summon any!");
  3751. }
  3752. break;
  3753. case SpellID::CLONE:
  3754. {
  3755. const CStack * clonedStack = nullptr;
  3756. if (attackedCres.size())
  3757. clonedStack = *attackedCres.begin();
  3758. if (!clonedStack)
  3759. {
  3760. complain ("No target stack to clone!");
  3761. return;
  3762. }
  3763. BattleStackAdded bsa;
  3764. bsa.creID = clonedStack->type->idNumber;
  3765. bsa.attacker = !(bool)casterSide;
  3766. bsa.summoned = true;
  3767. bsa.pos = gs->curB->getAvaliableHex(bsa.creID, !(bool)casterSide); //TODO: unify it
  3768. bsa.amount = clonedStack->count;
  3769. sendAndApply (&bsa);
  3770. BattleSetStackProperty ssp;
  3771. ssp.stackID = gs->curB->stacks.back()->ID; //how to get recent stack?
  3772. ssp.which = BattleSetStackProperty::CLONED; //using enum values
  3773. ssp.val = 0;
  3774. ssp.absolute = 1;
  3775. sendAndApply(&ssp);
  3776. }
  3777. break;
  3778. case SpellID::REMOVE_OBSTACLE:
  3779. {
  3780. if(auto obstacleToRemove = battleGetObstacleOnPos(destination, false))
  3781. {
  3782. ObstaclesRemoved obr;
  3783. obr.obstacles.insert(obstacleToRemove->uniqueID);
  3784. sendAndApply(&obr);
  3785. }
  3786. else
  3787. complain("There's no obstacle to remove!");
  3788. }
  3789. break;
  3790. case SpellID::DEATH_STARE: //handled in a bit different way
  3791. {
  3792. for(auto & attackedCre : attackedCres)
  3793. {
  3794. if((attackedCre)->hasBonusOfType(Bonus::UNDEAD) || (attackedCre)->hasBonusOfType(Bonus::NON_LIVING)) //this creature is immune
  3795. {
  3796. sc.dmgToDisplay = 0; //TODO: handle Death Stare for multiple targets (?)
  3797. continue;
  3798. }
  3799. BattleStackAttacked bsa;
  3800. bsa.flags |= BattleStackAttacked::EFFECT;
  3801. bsa.effect = spell->mainEffectAnim; //from config\spell-Info.txt
  3802. bsa.damageAmount = usedSpellPower * (attackedCre)->valOfBonuses(Bonus::STACK_HEALTH);
  3803. bsa.stackAttacked = (attackedCre)->ID;
  3804. bsa.attackerID = -1;
  3805. (attackedCre)->prepareAttacked(bsa);
  3806. si.stacks.push_back(bsa);
  3807. }
  3808. }
  3809. break;
  3810. case SpellID::ACID_BREATH_DAMAGE: //new effect, separate from acid breath defense reduction
  3811. {
  3812. for(auto & attackedCre : attackedCres) //no immunities
  3813. {
  3814. BattleStackAttacked bsa;
  3815. bsa.flags |= BattleStackAttacked::EFFECT;
  3816. bsa.effect = spell->mainEffectAnim;
  3817. bsa.damageAmount = usedSpellPower; //damage times the number of attackers
  3818. bsa.stackAttacked = (attackedCre)->ID;
  3819. bsa.attackerID = -1;
  3820. (attackedCre)->prepareAttacked(bsa);
  3821. si.stacks.push_back(bsa);
  3822. }
  3823. }
  3824. break;
  3825. }
  3826. sendAndApply(&sc);
  3827. if(!si.stacks.empty()) //after spellcast info shows
  3828. sendAndApply(&si);
  3829. if (mode == ECastingMode::CREATURE_ACTIVE_CASTING || mode == ECastingMode::ENCHANTER_CASTING) //reduce number of casts remaining
  3830. {
  3831. BattleSetStackProperty ssp;
  3832. ssp.stackID = stack->ID;
  3833. ssp.which = BattleSetStackProperty::CASTS;
  3834. ssp.val = -1;
  3835. ssp.absolute = false;
  3836. sendAndApply(&ssp);
  3837. }
  3838. //Magic Mirror effect
  3839. if (spell->isNegative() && mode != ECastingMode::MAGIC_MIRROR && spell->level && spell->range[0] == "0") //it is actual spell and can be reflected to single target, no recurrence
  3840. {
  3841. for(auto & attackedCre : attackedCres)
  3842. {
  3843. int mirrorChance = (attackedCre)->valOfBonuses(Bonus::MAGIC_MIRROR);
  3844. if(mirrorChance > rand()%100)
  3845. {
  3846. std::vector<CStack *> mirrorTargets;
  3847. std::vector<CStack *> & battleStacks = gs->curB->stacks;
  3848. for (auto & battleStack : battleStacks)
  3849. {
  3850. if(battleStack->owner == gs->curB->sides[casterSide].color) //get enemy stacks which can be affected by this spell
  3851. {
  3852. if (!gs->curB->battleIsImmune(nullptr, spell, ECastingMode::MAGIC_MIRROR, battleStack->position))
  3853. mirrorTargets.push_back(battleStack);
  3854. }
  3855. }
  3856. if (mirrorTargets.size())
  3857. {
  3858. int targetHex = mirrorTargets[rand() % mirrorTargets.size()]->position;
  3859. handleSpellCasting(spellID, 0, targetHex, 1 - casterSide, (attackedCre)->owner, nullptr, (caster ? caster : nullptr), usedSpellPower, ECastingMode::MAGIC_MIRROR, (attackedCre));
  3860. }
  3861. }
  3862. }
  3863. }
  3864. }
  3865. bool CGameHandler::makeCustomAction( BattleAction &ba )
  3866. {
  3867. switch(ba.actionType)
  3868. {
  3869. case Battle::HERO_SPELL:
  3870. {
  3871. COMPLAIN_RET_FALSE_IF(ba.side > 1, "Side must be 0 or 1!");
  3872. const CGHeroInstance *h = gs->curB->battleGetFightingHero(ba.side);
  3873. const CGHeroInstance *secondHero = gs->curB->battleGetFightingHero(!ba.side);
  3874. if(!h)
  3875. {
  3876. logGlobal->warnStream() << "Wrong caster!";
  3877. return false;
  3878. }
  3879. if(ba.additionalInfo >= VLC->spellh->spells.size())
  3880. {
  3881. logGlobal->warnStream() << "Wrong spell id (" << ba.additionalInfo << ")!";
  3882. return false;
  3883. }
  3884. const CSpell *s = SpellID(ba.additionalInfo).toSpell();
  3885. if (s->mainEffectAnim > -1 || (s->id >= 66 || s->id <= 69) || s->id == SpellID::CLONE) //allow summon elementals
  3886. //TODO: special effects, like Clone
  3887. {
  3888. ui8 skill = h->getSpellSchoolLevel(s); //skill level
  3889. ESpellCastProblem::ESpellCastProblem escp = gs->curB->battleCanCastThisSpell(h->tempOwner, s, ECastingMode::HERO_CASTING);
  3890. if(escp != ESpellCastProblem::OK)
  3891. {
  3892. logGlobal->warnStream() << "Spell cannot be cast!";
  3893. logGlobal->warnStream() << "Problem : " << escp;
  3894. return false;
  3895. }
  3896. StartAction start_action(ba);
  3897. sendAndApply(&start_action); //start spell casting
  3898. handleSpellCasting (SpellID(ba.additionalInfo), skill, ba.destinationTile, ba.side, h->tempOwner,
  3899. h, secondHero, h->getPrimSkillLevel(PrimarySkill::SPELL_POWER),
  3900. ECastingMode::HERO_CASTING, nullptr, ba.selectedStack);
  3901. sendAndApply(&end_action);
  3902. if( !gs->curB->battleGetStackByID(gs->curB->activeStack, false)->alive() )
  3903. {
  3904. battleMadeAction.setn(true);
  3905. }
  3906. checkForBattleEnd();
  3907. if(battleResult.get())
  3908. {
  3909. battleMadeAction.setn(true);
  3910. //battle will be ended by startBattle function
  3911. //endBattle(gs->curB->tile, gs->curB->heroes[0], gs->curB->heroes[1]);
  3912. }
  3913. return true;
  3914. }
  3915. else
  3916. {
  3917. logGlobal->warnStream() << "Spell " << s->name << " is not yet supported!";
  3918. return false;
  3919. }
  3920. }
  3921. }
  3922. return false;
  3923. }
  3924. void CGameHandler::stackTurnTrigger(const CStack * st)
  3925. {
  3926. BattleTriggerEffect bte;
  3927. bte.stackID = st->ID;
  3928. bte.effect = -1;
  3929. bte.val = 0;
  3930. bte.additionalInfo = 0;
  3931. if (st->alive())
  3932. {
  3933. //unbind
  3934. if (st->getEffect (SpellID::BIND))
  3935. {
  3936. bool unbind = true;
  3937. BonusList bl = *(st->getBonuses(Selector::type(Bonus::BIND_EFFECT)));
  3938. std::set<const CStack*> stacks = gs->curB-> batteAdjacentCreatures(st);
  3939. for(Bonus * b : bl)
  3940. {
  3941. const CStack * stack = gs->curB->battleGetStackByID(b->additionalInfo); //binding stack must be alive and adjacent
  3942. if (stack)
  3943. {
  3944. if (vstd::contains(stacks, stack)) //binding stack is still present
  3945. {
  3946. unbind = false;
  3947. }
  3948. }
  3949. }
  3950. if (unbind)
  3951. {
  3952. BattleSetStackProperty ssp;
  3953. ssp.which = BattleSetStackProperty::UNBIND;
  3954. ssp.stackID = st->ID;
  3955. sendAndApply(&ssp);
  3956. }
  3957. }
  3958. //regeneration
  3959. if(st->hasBonusOfType(Bonus::HP_REGENERATION))
  3960. {
  3961. bte.effect = Bonus::HP_REGENERATION;
  3962. bte.val = std::min((int)(st->MaxHealth() - st->firstHPleft), st->valOfBonuses(Bonus::HP_REGENERATION));
  3963. }
  3964. if(st->hasBonusOfType(Bonus::FULL_HP_REGENERATION))
  3965. {
  3966. bte.effect = Bonus::HP_REGENERATION;
  3967. bte.val = st->MaxHealth() - st->firstHPleft;
  3968. }
  3969. if (bte.val) //anything to heal
  3970. sendAndApply(&bte);
  3971. if(st->hasBonusOfType(Bonus::POISON))
  3972. {
  3973. const Bonus * b = st->getBonusLocalFirst(Selector::source(Bonus::SPELL_EFFECT, SpellID::POISON).And(Selector::type(Bonus::STACK_HEALTH)));
  3974. if (b) //TODO: what if not?...
  3975. {
  3976. bte.val = std::max (b->val - 10, -(st->valOfBonuses(Bonus::POISON)));
  3977. if (bte.val < b->val) //(negative) poison effect increases - update it
  3978. {
  3979. bte.effect = Bonus::POISON;
  3980. sendAndApply(&bte);
  3981. }
  3982. }
  3983. }
  3984. if (st->hasBonusOfType(Bonus::MANA_DRAIN) && !vstd::contains(st->state, EBattleStackState::DRAINED_MANA))
  3985. {
  3986. const CGHeroInstance * enemy = gs->curB->getHero(gs->curB->theOtherPlayer(st->owner));
  3987. //const CGHeroInstance * owner = gs->curB->getHero(st->owner);
  3988. if (enemy)
  3989. {
  3990. ui32 manaDrained = st->valOfBonuses(Bonus::MANA_DRAIN);
  3991. vstd::amin(manaDrained, gs->curB->battleGetFightingHero(0)->mana);
  3992. if (manaDrained)
  3993. {
  3994. bte.effect = Bonus::MANA_DRAIN;
  3995. bte.val = manaDrained;
  3996. bte.additionalInfo = enemy->id.getNum(); //for sanity
  3997. sendAndApply(&bte);
  3998. }
  3999. }
  4000. }
  4001. if (st->isLiving() && !st->hasBonusOfType(Bonus::FEARLESS))
  4002. {
  4003. bool fearsomeCreature = false;
  4004. for(CStack * stack : gs->curB->stacks)
  4005. {
  4006. if (stack->owner != st->owner && stack->alive() && stack->hasBonusOfType(Bonus::FEAR))
  4007. {
  4008. fearsomeCreature = true;
  4009. break;
  4010. }
  4011. }
  4012. if (fearsomeCreature)
  4013. {
  4014. if (rand() % 100 < 10) //fixed 10%
  4015. {
  4016. bte.effect = Bonus::FEAR;
  4017. sendAndApply(&bte);
  4018. }
  4019. }
  4020. }
  4021. BonusList bl = *(st->getBonuses(Selector::type(Bonus::ENCHANTER)));
  4022. int side = gs->curB->whatSide(st->owner);
  4023. if (bl.size() && st->casts && !gs->curB->sides[side].enchanterCounter)
  4024. {
  4025. int index = rand() % bl.size();
  4026. SpellID spellID = SpellID(bl[index]->subtype);
  4027. if (gs->curB->battleCanCastThisSpell(st->owner, SpellID(spellID).toSpell(), ECastingMode::ENCHANTER_CASTING) == ESpellCastProblem::OK) //TODO: select another available?
  4028. {
  4029. int spellLeveL = bl[index]->val; //spell level
  4030. const CGHeroInstance * enemyHero = gs->curB->getHero(gs->curB->theOtherPlayer(st->owner));
  4031. handleSpellCasting(spellID, spellLeveL, -1, side, st->owner, nullptr, enemyHero, 0, ECastingMode::ENCHANTER_CASTING, st);
  4032. BattleSetStackProperty ssp;
  4033. ssp.which = BattleSetStackProperty::ENCHANTER_COUNTER;
  4034. ssp.absolute = false;
  4035. ssp.val = bl[index]->additionalInfo; //increase cooldown counter
  4036. ssp.stackID = st->ID;
  4037. sendAndApply(&ssp);
  4038. }
  4039. }
  4040. bl = *(st->getBonuses(Selector::type(Bonus::ENCHANTED)));
  4041. for (auto b : bl)
  4042. {
  4043. SetStackEffect sse;
  4044. int val = bl.valOfBonuses (Selector::typeSubtype(b->type, b->subtype));
  4045. if (val > 3)
  4046. {
  4047. for (auto s : gs->curB->battleGetAllStacks())
  4048. {
  4049. if (st->owner == s->owner && s->isValidTarget()) //all allied
  4050. sse.stacks.push_back (s->ID);
  4051. }
  4052. }
  4053. else
  4054. sse.stacks.push_back (st->ID);
  4055. Bonus pseudoBonus;
  4056. pseudoBonus.sid = b->subtype;
  4057. pseudoBonus.val = ((val > 3) ? (val - 3) : val);
  4058. pseudoBonus.turnsRemain = 50;
  4059. st->stackEffectToFeature (sse.effect, pseudoBonus);
  4060. if (sse.effect.size())
  4061. sendAndApply (&sse);
  4062. }
  4063. }
  4064. }
  4065. void CGameHandler::handleDamageFromObstacle(const CObstacleInstance &obstacle, const CStack * curStack)
  4066. {
  4067. //we want to determine following vars depending on obstacle type
  4068. int damage = -1;
  4069. int effect = -1;
  4070. bool oneTimeObstacle = false;
  4071. //helper info
  4072. const SpellCreatedObstacle *spellObstacle = dynamic_cast<const SpellCreatedObstacle*>(&obstacle); //not nice but we may need spell params
  4073. const ui8 side = !curStack->attackerOwned; //if enemy is defending (false = 0), side of enemy hero is 1 (true)
  4074. const CGHeroInstance *hero = gs->curB->battleGetFightingHero(side);
  4075. if(obstacle.obstacleType == CObstacleInstance::MOAT)
  4076. {
  4077. damage = battleGetMoatDmg();
  4078. }
  4079. else if(obstacle.obstacleType == CObstacleInstance::LAND_MINE)
  4080. {
  4081. //You don't get hit by a Mine you can see.
  4082. if(gs->curB->battleIsObstacleVisibleForSide(obstacle, (BattlePerspective::BattlePerspective)side))
  4083. return;
  4084. oneTimeObstacle = true;
  4085. effect = 82; //makes
  4086. damage = gs->curB->calculateSpellDmg(SpellID(SpellID::LAND_MINE).toSpell(), hero, curStack,
  4087. spellObstacle->spellLevel, spellObstacle->casterSpellPower);
  4088. //TODO even if obstacle wasn't created by hero (Tower "moat") it should deal dmg as if casted by hero,
  4089. //if it is bigger than default dmg. Or is it just irrelevant H3 implementation quirk
  4090. }
  4091. else if(obstacle.obstacleType == CObstacleInstance::FIRE_WALL)
  4092. {
  4093. damage = gs->curB->calculateSpellDmg(SpellID(SpellID::FIRE_WALL).toSpell(), hero, curStack,
  4094. spellObstacle->spellLevel, spellObstacle->casterSpellPower);
  4095. }
  4096. else
  4097. {
  4098. //no other obstacle does damage to stack
  4099. return;
  4100. }
  4101. BattleStackAttacked bsa;
  4102. if(effect >= 0)
  4103. {
  4104. bsa.flags |= BattleStackAttacked::EFFECT;
  4105. bsa.effect = effect; //makes POOF
  4106. }
  4107. bsa.damageAmount = damage;
  4108. bsa.stackAttacked = curStack->ID;
  4109. bsa.attackerID = -1;
  4110. curStack->prepareAttacked(bsa);
  4111. StacksInjured si;
  4112. si.stacks.push_back(bsa);
  4113. sendAndApply(&si);
  4114. if(oneTimeObstacle)
  4115. removeObstacle(obstacle);
  4116. }
  4117. void CGameHandler::handleTimeEvents()
  4118. {
  4119. gs->map->events.sort(evntCmp);
  4120. while(gs->map->events.size() && gs->map->events.front().firstOccurence+1 == gs->day)
  4121. {
  4122. CMapEvent ev = gs->map->events.front();
  4123. for(int player = 0; player < PlayerColor::PLAYER_LIMIT_I; player++)
  4124. {
  4125. PlayerState *pinfo = gs->getPlayer(PlayerColor(player));
  4126. if( pinfo //player exists
  4127. && (ev.players & 1<<player) //event is enabled to this player
  4128. && ((ev.computerAffected && !pinfo->human)
  4129. || (ev.humanAffected && pinfo->human)
  4130. )
  4131. )
  4132. {
  4133. //give resources
  4134. SetResources sr;
  4135. sr.player = PlayerColor(player);
  4136. sr.res = pinfo->resources + ev.resources;
  4137. //prepare dialog
  4138. InfoWindow iw;
  4139. iw.player = PlayerColor(player);
  4140. iw.text << ev.message;
  4141. for (int i=0; i<ev.resources.size(); i++)
  4142. {
  4143. if(ev.resources[i]) //if resource is changed, we add it to the dialog
  4144. iw.components.push_back(Component(Component::RESOURCE,i,ev.resources[i],0));
  4145. }
  4146. if (iw.components.size())
  4147. {
  4148. sr.res.amax(0); // If removing too much resources, adjust the amount so the total doesn't become negative.
  4149. sendAndApply(&sr); //update player resources if changed
  4150. }
  4151. sendAndApply(&iw); //show dialog
  4152. }
  4153. } //PLAYERS LOOP
  4154. if(ev.nextOccurence)
  4155. {
  4156. gs->map->events.pop_front();
  4157. ev.firstOccurence += ev.nextOccurence;
  4158. auto it = gs->map->events.begin();
  4159. while ( it !=gs->map->events.end() && it->earlierThanOrEqual(ev))
  4160. it++;
  4161. gs->map->events.insert(it, ev);
  4162. }
  4163. else
  4164. {
  4165. gs->map->events.pop_front();
  4166. }
  4167. }
  4168. //TODO send only if changed
  4169. UpdateMapEvents ume;
  4170. ume.events = gs->map->events;
  4171. sendAndApply(&ume);
  4172. }
  4173. void CGameHandler::handleTownEvents(CGTownInstance * town, NewTurn &n)
  4174. {
  4175. town->events.sort(evntCmp);
  4176. while(town->events.size() && town->events.front().firstOccurence == gs->day)
  4177. {
  4178. PlayerColor player = town->tempOwner;
  4179. CCastleEvent ev = town->events.front();
  4180. PlayerState *pinfo = gs->getPlayer(player);
  4181. if( pinfo //player exists
  4182. && (ev.players & 1<<player.getNum()) //event is enabled to this player
  4183. && ((ev.computerAffected && !pinfo->human)
  4184. || (ev.humanAffected && pinfo->human) ) )
  4185. {
  4186. // dialog
  4187. InfoWindow iw;
  4188. iw.player = player;
  4189. iw.text << ev.message;
  4190. if(ev.resources.nonZero())
  4191. {
  4192. TResources was = n.res[player];
  4193. n.res[player] += ev.resources;
  4194. n.res[player].amax(0);
  4195. for (int i=0; i<ev.resources.size(); i++)
  4196. if(ev.resources[i] && pinfo->resources[i] != n.res[player][i]) //if resource had changed, we add it to the dialog
  4197. iw.components.push_back(Component(Component::RESOURCE,i,n.res[player][i]-was[i],0));
  4198. }
  4199. for(auto & i : ev.buildings)
  4200. {
  4201. if ( town->hasBuilt(i))
  4202. {
  4203. buildStructure(town->id, i, true);
  4204. iw.components.push_back(Component(Component::BUILDING, town->subID, i, 0));
  4205. }
  4206. }
  4207. if (!ev.creatures.empty() && !vstd::contains(n.cres, town->id))
  4208. {
  4209. n.cres[town->id].tid = town->id;
  4210. n.cres[town->id].creatures = town->creatures;
  4211. }
  4212. auto & sac = n.cres[town->id];
  4213. for(si32 i=0;i<ev.creatures.size();i++) //creature growths
  4214. {
  4215. if(town->creatureDwellingLevel(i) >= 0 && ev.creatures[i])//there is dwelling
  4216. {
  4217. sac.creatures[i].first += ev.creatures[i];
  4218. iw.components.push_back(Component(Component::CREATURE,
  4219. town->creatures[i].second.back(), ev.creatures[i], 0));
  4220. }
  4221. }
  4222. sendAndApply(&iw); //show dialog
  4223. }
  4224. if(ev.nextOccurence)
  4225. {
  4226. town->events.pop_front();
  4227. ev.firstOccurence += ev.nextOccurence;
  4228. auto it = town->events.begin();
  4229. while ( it != town->events.end() && it->earlierThanOrEqual(ev))
  4230. it++;
  4231. town->events.insert(it, ev);
  4232. }
  4233. else
  4234. {
  4235. town->events.pop_front();
  4236. }
  4237. }
  4238. //TODO send only if changed
  4239. UpdateCastleEvents uce;
  4240. uce.town = town->id;
  4241. uce.events = town->events;
  4242. sendAndApply(&uce);
  4243. }
  4244. bool CGameHandler::complain( const std::string &problem )
  4245. {
  4246. sendMessageToAll("Server encountered a problem: " + problem);
  4247. logGlobal->errorStream() << problem;
  4248. return true;
  4249. }
  4250. void CGameHandler::showGarrisonDialog( ObjectInstanceID upobj, ObjectInstanceID hid, bool removableUnits)
  4251. {
  4252. //PlayerColor player = getOwner(hid);
  4253. auto upperArmy = dynamic_cast<const CArmedInstance*>(getObj(upobj));
  4254. auto lowerArmy = dynamic_cast<const CArmedInstance*>(getObj(hid));
  4255. assert(lowerArmy);
  4256. assert(upperArmy);
  4257. auto garrisonQuery = make_shared<CGarrisonDialogQuery>(upperArmy, lowerArmy);
  4258. queries.addQuery(garrisonQuery);
  4259. GarrisonDialog gd;
  4260. gd.hid = hid;
  4261. gd.objid = upobj;
  4262. gd.removableUnits = removableUnits;
  4263. gd.queryID = garrisonQuery->queryID;
  4264. sendAndApply(&gd);
  4265. }
  4266. void CGameHandler::showThievesGuildWindow(PlayerColor player, ObjectInstanceID requestingObjId)
  4267. {
  4268. OpenWindow ow;
  4269. ow.window = OpenWindow::THIEVES_GUILD;
  4270. ow.id1 = player.getNum();
  4271. ow.id2 = requestingObjId.getNum();
  4272. sendAndApply(&ow);
  4273. }
  4274. bool CGameHandler::isAllowedExchange( ObjectInstanceID id1, ObjectInstanceID id2 )
  4275. {
  4276. if(id1 == id2)
  4277. return true;
  4278. const CGObjectInstance *o1 = getObj(id1), *o2 = getObj(id2);
  4279. if(!o1 || !o2)
  4280. return true; //arranging stacks within an object should be always allowed
  4281. if (o1 && o2)
  4282. {
  4283. if(o1->ID == Obj::TOWN)
  4284. {
  4285. const CGTownInstance *t = static_cast<const CGTownInstance*>(o1);
  4286. if(t->visitingHero == o2 || t->garrisonHero == o2)
  4287. return true;
  4288. }
  4289. if(o2->ID == Obj::TOWN)
  4290. {
  4291. const CGTownInstance *t = static_cast<const CGTownInstance*>(o2);
  4292. if(t->visitingHero == o1 || t->garrisonHero == o1)
  4293. return true;
  4294. }
  4295. if (o1->ID == Obj::HERO && o2->ID == Obj::HERO)
  4296. {
  4297. const CGHeroInstance *h1 = static_cast<const CGHeroInstance*>(o1);
  4298. const CGHeroInstance *h2 = static_cast<const CGHeroInstance*>(o2);
  4299. // two heroes in same town (garrisoned and visiting)
  4300. if (h1->visitedTown != nullptr && h2->visitedTown != nullptr && h1->visitedTown == h2->visitedTown)
  4301. return true;
  4302. }
  4303. //Ongoing garrison exchange
  4304. if(auto dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries.topQuery(o1->tempOwner)))
  4305. {
  4306. if(dialog->exchangingArmies[0] == o1 && dialog->exchangingArmies[1] == o2)
  4307. return true;
  4308. if(dialog->exchangingArmies[1] == o1 && dialog->exchangingArmies[0] == o2)
  4309. return true;
  4310. }
  4311. }
  4312. return false;
  4313. }
  4314. void CGameHandler::objectVisited( const CGObjectInstance * obj, const CGHeroInstance * h )
  4315. {
  4316. logGlobal->traceStream() << h->nodeName() << " visits " << obj->getHoverText();
  4317. auto visitQuery = make_shared<CObjectVisitQuery>(obj, h, obj->visitablePos());
  4318. queries.addQuery(visitQuery); //TODO real visit pos
  4319. HeroVisit hv;
  4320. hv.obj = obj;
  4321. hv.hero = h;
  4322. hv.starting = true;
  4323. sendAndApply(&hv);
  4324. obj->onHeroVisit(h);
  4325. queries.popIfTop(visitQuery); //visit ends here if no queries were created
  4326. }
  4327. void CGameHandler::objectVisitEnded(const CObjectVisitQuery &query)
  4328. {
  4329. logGlobal->traceStream() << query.visitingHero->nodeName() << " visit ends.\n";
  4330. HeroVisit hv;
  4331. hv.obj = nullptr; //not necessary, moreover may have been deleted in the meantime
  4332. hv.hero = query.visitingHero;
  4333. assert(hv.hero);
  4334. hv.starting = false;
  4335. sendAndApply(&hv);
  4336. }
  4337. bool CGameHandler::buildBoat( ObjectInstanceID objid )
  4338. {
  4339. const IShipyard *obj = IShipyard::castFrom(getObj(objid));
  4340. if(obj->shipyardStatus() != IBoatGenerator::GOOD)
  4341. {
  4342. complain("Cannot build boat in this shipyard!");
  4343. return false;
  4344. }
  4345. else if(obj->o->ID == Obj::TOWN
  4346. && !static_cast<const CGTownInstance*>(obj)->hasBuilt(BuildingID::SHIPYARD))
  4347. {
  4348. complain("Cannot build boat in the town - no shipyard!");
  4349. return false;
  4350. }
  4351. const PlayerColor playerID = obj->o->tempOwner;
  4352. TResources boatCost;
  4353. obj->getBoatCost(boatCost);
  4354. TResources aviable = gs->getPlayer(playerID)->resources;
  4355. if (!aviable.canAfford(boatCost))
  4356. {
  4357. complain("Not enough resources to build a boat!");
  4358. return false;
  4359. }
  4360. int3 tile = obj->bestLocation();
  4361. if(!gs->map->isInTheMap(tile))
  4362. {
  4363. complain("Cannot find appropriate tile for a boat!");
  4364. return false;
  4365. }
  4366. //take boat cost
  4367. SetResources sr;
  4368. sr.player = playerID;
  4369. sr.res = (aviable - boatCost);
  4370. sendAndApply(&sr);
  4371. //create boat
  4372. NewObject no;
  4373. no.ID = Obj::BOAT;
  4374. no.subID = obj->getBoatType();
  4375. no.pos = tile + int3(1,0,0);
  4376. sendAndApply(&no);
  4377. return true;
  4378. }
  4379. void CGameHandler::engageIntoBattle( PlayerColor player )
  4380. {
  4381. //notify interfaces
  4382. PlayerBlocked pb;
  4383. pb.player = player;
  4384. pb.reason = PlayerBlocked::UPCOMING_BATTLE;
  4385. sendAndApply(&pb);
  4386. }
  4387. void CGameHandler::winLoseHandle(ui8 players )
  4388. {
  4389. for(size_t i = 0; i < PlayerColor::PLAYER_LIMIT_I; i++)
  4390. {
  4391. if(players & 1<<i && gs->getPlayer(PlayerColor(i)))
  4392. {
  4393. checkLossVictory(PlayerColor(i));
  4394. }
  4395. }
  4396. }
  4397. void CGameHandler::checkLossVictory( PlayerColor player )
  4398. {
  4399. const PlayerState *p = gs->getPlayer(player);
  4400. if(p->status) //player already won / lost
  4401. return;
  4402. int loss = gs->lossCheck(player);
  4403. int vic = gs->victoryCheck(player);
  4404. if(!loss && !vic)
  4405. return;
  4406. InfoWindow iw;
  4407. getLossVicMessage(player, vic ? vic : loss , vic, iw);
  4408. sendAndApply(&iw);
  4409. PlayerEndsGame peg;
  4410. peg.player = player;
  4411. peg.victory = vic;
  4412. sendAndApply(&peg);
  4413. if(vic) //one player won -> all enemies lost
  4414. {
  4415. iw.text.localStrings.front().second++; //message about losing because enemy won first is just after victory message
  4416. for (auto i = gs->players.cbegin(); i!=gs->players.cend(); i++)
  4417. {
  4418. if(i->first < PlayerColor::PLAYER_LIMIT && i->first != player)//FIXME: skip already eliminated players?
  4419. {
  4420. iw.player = i->first;
  4421. sendAndApply(&iw);
  4422. peg.player = i->first;
  4423. peg.victory = gameState()->getPlayerRelations(player, i->first) == PlayerRelations::ALLIES; // ally of winner
  4424. sendAndApply(&peg);
  4425. }
  4426. }
  4427. }
  4428. else //player lost -> all his objects become unflagged (neutral)
  4429. {
  4430. auto hlp = p->heroes;
  4431. for (auto i = hlp.cbegin(); i != hlp.cend(); i++) //eliminate heroes
  4432. removeObject(*i);
  4433. for (auto i = gs->map->objects.cbegin(); i != gs->map->objects.cend(); i++) //unflag objs
  4434. {
  4435. if(*i && (*i)->tempOwner == player)
  4436. setOwner(*i,PlayerColor::NEUTRAL);
  4437. }
  4438. //eliminating one player may cause victory of another:
  4439. winLoseHandle(GameConstants::ALL_PLAYERS & ~(1<<player.getNum()));
  4440. }
  4441. if(vic && p->human)
  4442. {
  4443. end2 = true;
  4444. if(gs->scenarioOps->campState)
  4445. {
  4446. std::vector<CGHeroInstance *> hes;
  4447. for(CGHeroInstance * ghi : gs->map->heroesOnMap)
  4448. {
  4449. if (ghi->tempOwner == player)
  4450. {
  4451. hes.push_back(ghi);
  4452. }
  4453. }
  4454. gs->scenarioOps->campState->mapConquered(hes);
  4455. //Request clients to change connection mode
  4456. PrepareForAdvancingCampaign pfac;
  4457. sendAndApply(&pfac);
  4458. //Change connection mode
  4459. if(getPlayer(player)->human && getStartInfo()->campState)
  4460. {
  4461. for(auto connection : conns)
  4462. connection->prepareForSendingHeroes();
  4463. }
  4464. UpdateCampaignState ucs;
  4465. ucs.camp = gs->scenarioOps->campState;
  4466. sendAndApply(&ucs);
  4467. }
  4468. }
  4469. }
  4470. void CGameHandler::getLossVicMessage( PlayerColor player, si8 standard, bool victory, InfoWindow &out ) const
  4471. {
  4472. // const PlayerState *p = gs->getPlayer(player);
  4473. // if(!p->human)
  4474. // return; //AI doesn't need text info of loss
  4475. out.player = player;
  4476. if(victory)
  4477. {
  4478. if(standard > 0) //not std loss
  4479. {
  4480. switch(gs->map->victoryCondition.condition)
  4481. {
  4482. case EVictoryConditionType::ARTIFACT:
  4483. out.text.addTxt(MetaString::GENERAL_TXT, 280); //Congratulations! You have found the %s, and can claim victory!
  4484. out.text.addReplacement(MetaString::ART_NAMES,gs->map->victoryCondition.objectId); //artifact name
  4485. break;
  4486. case EVictoryConditionType::GATHERTROOP:
  4487. out.text.addTxt(MetaString::GENERAL_TXT, 276); //Congratulations! You have over %d %s in your armies. Your enemies have no choice but to bow down before your power!
  4488. out.text.addReplacement(gs->map->victoryCondition.count);
  4489. out.text.addReplacement(MetaString::CRE_PL_NAMES, gs->map->victoryCondition.objectId);
  4490. break;
  4491. case EVictoryConditionType::GATHERRESOURCE:
  4492. out.text.addTxt(MetaString::GENERAL_TXT, 278); //Congratulations! You have collected over %d %s in your treasury. Victory is yours!
  4493. out.text.addReplacement(gs->map->victoryCondition.count);
  4494. out.text.addReplacement(MetaString::RES_NAMES, gs->map->victoryCondition.objectId);
  4495. break;
  4496. case EVictoryConditionType::BUILDCITY:
  4497. out.text.addTxt(MetaString::GENERAL_TXT, 282); //Congratulations! You have successfully upgraded your town, and can claim victory!
  4498. break;
  4499. case EVictoryConditionType::BUILDGRAIL:
  4500. out.text.addTxt(MetaString::GENERAL_TXT, 284); //Congratulations! You have constructed a permanent home for the Grail, and can claim victory!
  4501. break;
  4502. case EVictoryConditionType::BEATHERO:
  4503. {
  4504. out.text.addTxt(MetaString::GENERAL_TXT, 252); //Congratulations! You have completed your quest to defeat the enemy hero %s. Victory is yours!
  4505. const CGHeroInstance *h = dynamic_cast<const CGHeroInstance*>(gs->map->victoryCondition.obj);
  4506. assert(h);
  4507. out.text.addReplacement(h->name);
  4508. }
  4509. break;
  4510. case EVictoryConditionType::CAPTURECITY:
  4511. {
  4512. out.text.addTxt(MetaString::GENERAL_TXT, 249); //Congratulations! You captured %s, and are victorious!
  4513. const CGTownInstance *t = dynamic_cast<const CGTownInstance*>(gs->map->victoryCondition.obj);
  4514. assert(t);
  4515. out.text.addReplacement(t->name);
  4516. }
  4517. break;
  4518. case EVictoryConditionType::BEATMONSTER:
  4519. out.text.addTxt(MetaString::GENERAL_TXT, 286); //Congratulations! You have completed your quest to kill the fearsome beast, and can claim victory!
  4520. break;
  4521. case EVictoryConditionType::TAKEDWELLINGS:
  4522. out.text.addTxt(MetaString::GENERAL_TXT, 288); //Congratulations! Your flag flies on the dwelling of every creature. Victory is yours!
  4523. break;
  4524. case EVictoryConditionType::TAKEMINES:
  4525. out.text.addTxt(MetaString::GENERAL_TXT, 290); //Congratulations! Your flag flies on every mine. Victory is yours!
  4526. break;
  4527. case EVictoryConditionType::TRANSPORTITEM:
  4528. out.text.addTxt(MetaString::GENERAL_TXT, 292); //Congratulations! You have reached your destination, precious cargo intact, and can claim victory!
  4529. break;
  4530. }
  4531. }
  4532. else
  4533. {
  4534. out.text.addTxt(MetaString::GENERAL_TXT, 659); //Congratulations! You have reached your destination, precious cargo intact, and can claim victory!
  4535. }
  4536. }
  4537. else
  4538. {
  4539. if(standard > 0) //not std loss
  4540. {
  4541. switch(gs->map->lossCondition.typeOfLossCon)
  4542. {
  4543. case ELossConditionType::LOSSCASTLE:
  4544. {
  4545. out.text.addTxt(MetaString::GENERAL_TXT, 251); //The town of %s has fallen - all is lost!
  4546. const CGTownInstance *t = dynamic_cast<const CGTownInstance*>(gs->map->lossCondition.obj);
  4547. assert(t);
  4548. out.text.addReplacement(t->name);
  4549. }
  4550. break;
  4551. case ELossConditionType::LOSSHERO:
  4552. {
  4553. out.text.addTxt(MetaString::GENERAL_TXT, 253); //The hero, %s, has suffered defeat - your quest is over!
  4554. const CGHeroInstance *h = dynamic_cast<const CGHeroInstance*>(gs->map->lossCondition.obj);
  4555. assert(h);
  4556. out.text.addReplacement(h->name);
  4557. }
  4558. break;
  4559. case ELossConditionType::TIMEEXPIRES:
  4560. out.text.addTxt(MetaString::GENERAL_TXT, 254); //Alas, time has run out on your quest. All is lost.
  4561. break;
  4562. }
  4563. }
  4564. else if(standard == 2)
  4565. {
  4566. out.text.addTxt(MetaString::GENERAL_TXT, 7);//%s, your heroes abandon you, and you are banished from this land.
  4567. out.text.addReplacement(MetaString::COLOR, player.getNum());
  4568. out.components.push_back(Component(Component::FLAG, player.getNum(), 0, 0));
  4569. }
  4570. else //lost all towns and heroes
  4571. {
  4572. out.text.addTxt(MetaString::GENERAL_TXT, 660); //All your forces have been defeated, and you are banished from this land!
  4573. }
  4574. }
  4575. }
  4576. bool CGameHandler::dig( const CGHeroInstance *h )
  4577. {
  4578. for (auto i = gs->map->objects.cbegin(); i != gs->map->objects.cend(); i++) //unflag objs
  4579. {
  4580. if(*i && (*i)->ID == Obj::HOLE && (*i)->pos == h->getPosition())
  4581. {
  4582. complain("Cannot dig - there is already a hole under the hero!");
  4583. return false;
  4584. }
  4585. }
  4586. if(h->diggingStatus() != CGHeroInstance::CAN_DIG) //checks for terrain and movement
  4587. COMPLAIN_RETF("Hero cannot dig (error code %d)!", h->diggingStatus());
  4588. //create a hole
  4589. NewObject no;
  4590. no.ID = Obj::HOLE;
  4591. no.pos = h->getPosition();
  4592. no.subID = getTile(no.pos)->terType;
  4593. sendAndApply(&no);
  4594. //take MPs
  4595. SetMovePoints smp;
  4596. smp.hid = h->id;
  4597. smp.val = 0;
  4598. sendAndApply(&smp);
  4599. InfoWindow iw;
  4600. iw.player = h->tempOwner;
  4601. if(gs->map->grailPos == h->getPosition())
  4602. {
  4603. iw.text.addTxt(MetaString::GENERAL_TXT, 58); //"Congratulations! After spending many hours digging here, your hero has uncovered the "
  4604. iw.text.addTxt(MetaString::ART_NAMES, 2);
  4605. iw.soundID = soundBase::ULTIMATEARTIFACT;
  4606. giveHeroNewArtifact(h, VLC->arth->artifacts[2], ArtifactPosition::PRE_FIRST); //give grail
  4607. sendAndApply(&iw);
  4608. iw.soundID = soundBase::invalid;
  4609. iw.text.clear();
  4610. iw.text.addTxt(MetaString::ART_DESCR, 2);
  4611. sendAndApply(&iw);
  4612. }
  4613. else
  4614. {
  4615. iw.text.addTxt(MetaString::GENERAL_TXT, 59); //"Nothing here. \n Where could it be?"
  4616. iw.soundID = soundBase::Dig;
  4617. sendAndApply(&iw);
  4618. }
  4619. return true;
  4620. }
  4621. void CGameHandler::attackCasting(const BattleAttack & bat, Bonus::BonusType attackMode, const CStack * attacker)
  4622. {
  4623. if(attacker->hasBonusOfType(attackMode))
  4624. {
  4625. std::set<SpellID> spellsToCast;
  4626. TBonusListPtr spells = attacker->getBonuses(Selector::type(attackMode));
  4627. for(const Bonus *sf : *spells)
  4628. {
  4629. spellsToCast.insert (SpellID(sf->subtype));
  4630. }
  4631. for(SpellID spellID : spellsToCast)
  4632. {
  4633. const CStack * oneOfAttacked = nullptr;
  4634. for (auto & elem : bat.bsa)
  4635. {
  4636. if (elem.newAmount > 0 && !elem.isSecondary()) //apply effects only to first target stack if it's alive
  4637. {
  4638. oneOfAttacked = gs->curB->battleGetStackByID(elem.stackAttacked);
  4639. break;
  4640. }
  4641. }
  4642. bool castMe = false;
  4643. int meleeRanged;
  4644. if(oneOfAttacked == nullptr) //all attacked creatures have been killed
  4645. return;
  4646. int spellLevel = 0;
  4647. TBonusListPtr spellsByType = attacker->getBonuses(Selector::typeSubtype(attackMode, spellID));
  4648. for(const Bonus *sf : *spellsByType)
  4649. {
  4650. vstd::amax(spellLevel, sf->additionalInfo % 1000); //pick highest level
  4651. meleeRanged = sf->additionalInfo / 1000;
  4652. if (meleeRanged == 0 || (meleeRanged == 1 && bat.shot()) || (meleeRanged == 2 && !bat.shot()))
  4653. castMe = true;
  4654. }
  4655. int chance = attacker->valOfBonuses((Selector::typeSubtype(attackMode, spellID)));
  4656. vstd::amin (chance, 100);
  4657. int destination = oneOfAttacked->position;
  4658. const CSpell * spell = SpellID(spellID).toSpell();
  4659. if(gs->curB->battleCanCastThisSpellHere(attacker->owner, spell, ECastingMode::AFTER_ATTACK_CASTING, oneOfAttacked->position) != ESpellCastProblem::OK)
  4660. continue;
  4661. //check if spell should be casted (probability handling)
  4662. if(rand()%100 >= chance)
  4663. continue;
  4664. //casting //TODO: check if spell can be blocked or target is immune
  4665. if (castMe) //stacks use 0 spell power. If needed, default = 3 or custom value is used
  4666. handleSpellCasting(spellID, spellLevel, destination, !attacker->attackerOwned, attacker->owner, nullptr, nullptr, 0, ECastingMode::AFTER_ATTACK_CASTING, attacker);
  4667. }
  4668. }
  4669. }
  4670. void CGameHandler::handleAttackBeforeCasting (const BattleAttack & bat)
  4671. {
  4672. const CStack * attacker = gs->curB->battleGetStackByID(bat.stackAttacking);
  4673. attackCasting(bat, Bonus::SPELL_BEFORE_ATTACK, attacker); //no detah stare / acid bretah needed?
  4674. }
  4675. void CGameHandler::handleAfterAttackCasting( const BattleAttack & bat )
  4676. {
  4677. const CStack * attacker = gs->curB->battleGetStackByID(bat.stackAttacking);
  4678. if (!attacker) //could be already dead
  4679. return;
  4680. attackCasting(bat, Bonus::SPELL_AFTER_ATTACK, attacker);
  4681. if(bat.bsa[0].newAmount <= 0)
  4682. {
  4683. //don't try death stare or acid breath on dead stack (crash!)
  4684. return;
  4685. }
  4686. if (attacker->hasBonusOfType(Bonus::DEATH_STARE) && bat.bsa.size())
  4687. {
  4688. // mechanics of Death Stare as in H3:
  4689. // each gorgon have 10% chance to kill (counted separately in H3) -> binomial distribution
  4690. //original formula x = min(x, (gorgons_count + 9)/10);
  4691. double chanceToKill = attacker->valOfBonuses(Bonus::DEATH_STARE, 0) / 100.0f;
  4692. vstd::amin(chanceToKill, 1); //cap at 100%
  4693. std::binomial_distribution<> distr(attacker->count, chanceToKill);
  4694. std::mt19937 rng(rand());
  4695. int staredCreatures = distr(rng);
  4696. double cap = 1 / std::max(chanceToKill, (double)(0.01));//don't divide by 0
  4697. int maxToKill = (attacker->count + cap - 1) / cap; //not much more than chance * count
  4698. vstd::amin(staredCreatures, maxToKill);
  4699. staredCreatures += (attacker->level() * attacker->valOfBonuses(Bonus::DEATH_STARE, 1)) / gs->curB->battleGetStackByID(bat.bsa[0].stackAttacked)->level();
  4700. if (staredCreatures)
  4701. {
  4702. if (bat.bsa[0].newAmount > 0) //TODO: death stare was not originally available for multiple-hex attacks, but...
  4703. handleSpellCasting(SpellID::DEATH_STARE, 0, gs->curB->battleGetStackByID(bat.bsa[0].stackAttacked)->position,
  4704. !attacker->attackerOwned, attacker->owner, nullptr, nullptr, staredCreatures, ECastingMode::AFTER_ATTACK_CASTING, attacker);
  4705. }
  4706. }
  4707. int acidDamage = 0;
  4708. TBonusListPtr acidBreath = attacker->getBonuses(Selector::type(Bonus::ACID_BREATH));
  4709. for(const Bonus *b : *acidBreath)
  4710. {
  4711. if (b->additionalInfo > rand()%100)
  4712. acidDamage += b->val;
  4713. }
  4714. if (acidDamage)
  4715. {
  4716. handleSpellCasting(SpellID::ACID_BREATH_DAMAGE, 0, gs->curB->battleGetStackByID(bat.bsa[0].stackAttacked)->position,
  4717. !attacker->attackerOwned, attacker->owner, nullptr, nullptr,
  4718. acidDamage * attacker->count, ECastingMode::AFTER_ATTACK_CASTING, attacker);
  4719. }
  4720. }
  4721. bool CGameHandler::castSpell(const CGHeroInstance *h, SpellID spellID, const int3 &pos)
  4722. {
  4723. const CSpell *s = spellID.toSpell();
  4724. int cost = h->getSpellCost(s);
  4725. int schoolLevel = h->getSpellSchoolLevel(s);
  4726. if(!h->canCastThisSpell(s))
  4727. COMPLAIN_RET("Hero cannot cast this spell!");
  4728. if(h->mana < cost)
  4729. COMPLAIN_RET("Hero doesn't have enough spell points to cast this spell!");
  4730. if(s->combatSpell)
  4731. COMPLAIN_RET("This function can be used only for adventure map spells!");
  4732. AdvmapSpellCast asc;
  4733. asc.caster = h;
  4734. asc.spellID = spellID;
  4735. sendAndApply(&asc);
  4736. switch(spellID)
  4737. {
  4738. case SpellID::SUMMON_BOAT:
  4739. {
  4740. //check if spell works at all
  4741. if(rand() % 100 >= s->powers[schoolLevel]) //power is % chance of success
  4742. {
  4743. InfoWindow iw;
  4744. iw.player = h->tempOwner;
  4745. iw.text.addTxt(MetaString::GENERAL_TXT, 336); //%s tried to summon a boat, but failed.
  4746. iw.text.addReplacement(h->name);
  4747. sendAndApply(&iw);
  4748. break;
  4749. }
  4750. //try to find unoccupied boat to summon
  4751. const CGBoat *nearest = nullptr;
  4752. double dist = 0;
  4753. int3 summonPos = h->bestLocation();
  4754. if(summonPos.x < 0)
  4755. COMPLAIN_RET("There is no water tile available!");
  4756. for(const CGObjectInstance *obj : gs->map->objects)
  4757. {
  4758. if(obj && obj->ID == Obj::BOAT)
  4759. {
  4760. const CGBoat *b = static_cast<const CGBoat*>(obj);
  4761. if(b->hero) continue; //we're looking for unoccupied boat
  4762. double nDist = distance(b->pos, h->getPosition());
  4763. if(!nearest || nDist < dist) //it's first boat or closer than previous
  4764. {
  4765. nearest = b;
  4766. dist = nDist;
  4767. }
  4768. }
  4769. }
  4770. if(nearest) //we found boat to summon
  4771. {
  4772. ChangeObjPos cop;
  4773. cop.objid = nearest->id;
  4774. cop.nPos = summonPos + int3(1,0,0);;
  4775. cop.flags = 1;
  4776. sendAndApply(&cop);
  4777. }
  4778. else if(schoolLevel < 2) //none or basic level -> cannot create boat :(
  4779. {
  4780. InfoWindow iw;
  4781. iw.player = h->tempOwner;
  4782. iw.text.addTxt(MetaString::GENERAL_TXT, 335); //There are no boats to summon.
  4783. sendAndApply(&iw);
  4784. }
  4785. else //create boat
  4786. {
  4787. NewObject no;
  4788. no.ID = Obj::BOAT;
  4789. no.subID = h->getBoatType();
  4790. no.pos = summonPos + int3(1,0,0);;
  4791. sendAndApply(&no);
  4792. }
  4793. break;
  4794. }
  4795. case SpellID::SCUTTLE_BOAT:
  4796. {
  4797. //check if spell works at all
  4798. if(rand() % 100 >= s->powers[schoolLevel]) //power is % chance of success
  4799. {
  4800. InfoWindow iw;
  4801. iw.player = h->tempOwner;
  4802. iw.text.addTxt(MetaString::GENERAL_TXT, 337); //%s tried to scuttle the boat, but failed
  4803. iw.text.addReplacement(h->name);
  4804. sendAndApply(&iw);
  4805. break;
  4806. }
  4807. if(!gs->map->isInTheMap(pos))
  4808. COMPLAIN_RET("Invalid dst tile for scuttle!");
  4809. //TODO: test range, visibility
  4810. const TerrainTile *t = &gs->map->getTile(pos);
  4811. if(!t->visitableObjects.size() || t->visitableObjects.back()->ID != Obj::BOAT)
  4812. COMPLAIN_RET("There is no boat to scuttle!");
  4813. RemoveObject ro;
  4814. ro.id = t->visitableObjects.back()->id;
  4815. sendAndApply(&ro);
  4816. break;
  4817. }
  4818. case SpellID::DIMENSION_DOOR:
  4819. {
  4820. const TerrainTile *dest = getTile(pos);
  4821. const TerrainTile *curr = getTile(h->getSightCenter());
  4822. if(!dest)
  4823. COMPLAIN_RET("Destination tile doesn't exist!");
  4824. if(!h->movement)
  4825. COMPLAIN_RET("Hero needs movement points to cast Dimension Door!");
  4826. if(h->getBonusesCount(Bonus::SPELL_EFFECT, SpellID::DIMENSION_DOOR) >= s->powers[schoolLevel]) //limit casts per turn
  4827. {
  4828. InfoWindow iw;
  4829. iw.player = h->tempOwner;
  4830. iw.text.addTxt(MetaString::GENERAL_TXT, 338); //%s is not skilled enough to cast this spell again today.
  4831. iw.text.addReplacement(h->name);
  4832. sendAndApply(&iw);
  4833. break;
  4834. }
  4835. GiveBonus gb;
  4836. gb.id = h->id.getNum();
  4837. gb.bonus = Bonus(Bonus::ONE_DAY, Bonus::NONE, Bonus::SPELL_EFFECT, 0, SpellID::DIMENSION_DOOR);
  4838. sendAndApply(&gb);
  4839. if(!dest->isClear(curr)) //wrong dest tile
  4840. {
  4841. InfoWindow iw;
  4842. iw.player = h->tempOwner;
  4843. iw.text.addTxt(MetaString::GENERAL_TXT, 70); //Dimension Door failed!
  4844. sendAndApply(&iw);
  4845. break;
  4846. }
  4847. if (moveHero(h->id, pos + h->getVisitableOffset(), true))
  4848. {
  4849. SetMovePoints smp;
  4850. smp.hid = h->id;
  4851. smp.val = std::max<ui32>(0, h->movement - 300);
  4852. sendAndApply(&smp);
  4853. }
  4854. }
  4855. break;
  4856. case SpellID::FLY:
  4857. {
  4858. int subtype = schoolLevel >= 2 ? 1 : 2; //adv or expert
  4859. GiveBonus gb;
  4860. gb.id = h->id.getNum();
  4861. gb.bonus = Bonus(Bonus::ONE_DAY, Bonus::FLYING_MOVEMENT, Bonus::SPELL_EFFECT, 0, SpellID::FLY, subtype);
  4862. sendAndApply(&gb);
  4863. }
  4864. break;
  4865. case SpellID::WATER_WALK:
  4866. {
  4867. int subtype = schoolLevel >= 2 ? 1 : 2; //adv or expert
  4868. GiveBonus gb;
  4869. gb.id = h->id.getNum();
  4870. gb.bonus = Bonus(Bonus::ONE_DAY, Bonus::WATER_WALKING, Bonus::SPELL_EFFECT, 0, SpellID::WATER_WALK, subtype);
  4871. sendAndApply(&gb);
  4872. }
  4873. break;
  4874. case SpellID::TOWN_PORTAL:
  4875. {
  4876. if (!gs->map->isInTheMap(pos))
  4877. COMPLAIN_RET("Destination tile not present!")
  4878. TerrainTile tile = gs->map->getTile(pos);
  4879. if (tile.visitableObjects.empty() || tile.visitableObjects.back()->ID != Obj::TOWN )
  4880. COMPLAIN_RET("Town not found for Town Portal!");
  4881. CGTownInstance * town = static_cast<CGTownInstance*>(tile.visitableObjects.back());
  4882. if (town->tempOwner != h->tempOwner)
  4883. COMPLAIN_RET("Can't teleport to another player!");
  4884. if (town->visitingHero)
  4885. COMPLAIN_RET("Can't teleport to occupied town!");
  4886. if (h->getSpellSchoolLevel(s) < 2)
  4887. {
  4888. double dist = town->pos.dist2d(h->pos);
  4889. ObjectInstanceID nearest = town->id; //nearest town's ID
  4890. for(const CGTownInstance * currTown : gs->getPlayer(h->tempOwner)->towns)
  4891. {
  4892. double curDist = currTown->pos.dist2d(h->pos);
  4893. if (nearest == ObjectInstanceID() || curDist < dist)
  4894. {
  4895. nearest = town->id;
  4896. dist = curDist;
  4897. }
  4898. }
  4899. if (town->id != nearest)
  4900. COMPLAIN_RET("This hero can only teleport to nearest town!")
  4901. }
  4902. moveHero(h->id, town->visitablePos() + h->getVisitableOffset() ,1);
  4903. }
  4904. break;
  4905. case SpellID::VISIONS:
  4906. case SpellID::VIEW_EARTH:
  4907. case SpellID::DISGUISE:
  4908. case SpellID::VIEW_AIR:
  4909. default:
  4910. COMPLAIN_RET("This spell is not implemented yet!");
  4911. break;
  4912. }
  4913. SetMana sm;
  4914. sm.hid = h->id;
  4915. sm.val = h->mana - cost;
  4916. sendAndApply(&sm);
  4917. return true;
  4918. }
  4919. void CGameHandler::visitObjectOnTile(const TerrainTile &t, const CGHeroInstance * h)
  4920. {
  4921. if (!t.visitableObjects.empty())
  4922. {
  4923. //to prevent self-visiting heroes on space press
  4924. if(t.visitableObjects.back() != h)
  4925. objectVisited(t.visitableObjects.back(), h);
  4926. else if(t.visitableObjects.size() > 1)
  4927. objectVisited(*(t.visitableObjects.end()-2),h);
  4928. }
  4929. }
  4930. bool CGameHandler::sacrificeCreatures(const IMarket *market, const CGHeroInstance *hero, SlotID slot, ui32 count)
  4931. {
  4932. int oldCount = hero->getStackCount(slot);
  4933. if(oldCount < count)
  4934. COMPLAIN_RET("Not enough creatures to sacrifice!")
  4935. else if(oldCount == count && hero->Slots().size() == 1 && hero->needsLastStack())
  4936. COMPLAIN_RET("Cannot sacrifice last creature!");
  4937. int crid = hero->getStack(slot).type->idNumber;
  4938. changeStackCount(StackLocation(hero, slot), -count);
  4939. int dump, exp;
  4940. market->getOffer(crid, 0, dump, exp, EMarketMode::CREATURE_EXP);
  4941. exp *= count;
  4942. changePrimSkill(hero, PrimarySkill::EXPERIENCE, hero->calculateXp(exp));
  4943. return true;
  4944. }
  4945. bool CGameHandler::sacrificeArtifact(const IMarket * m, const CGHeroInstance * hero, ArtifactPosition slot)
  4946. {
  4947. ArtifactLocation al(hero, slot);
  4948. const CArtifactInstance *a = al.getArt();
  4949. if(!a)
  4950. COMPLAIN_RET("Cannot find artifact to sacrifice!");
  4951. int dmp, expToGive;
  4952. m->getOffer(hero->getArtTypeId(slot), 0, dmp, expToGive, EMarketMode::ARTIFACT_EXP);
  4953. removeArtifact(al);
  4954. changePrimSkill(hero, PrimarySkill::EXPERIENCE, expToGive);
  4955. return true;
  4956. }
  4957. void CGameHandler::makeStackDoNothing(const CStack * next)
  4958. {
  4959. BattleAction doNothing;
  4960. doNothing.actionType = Battle::NO_ACTION;
  4961. doNothing.additionalInfo = 0;
  4962. doNothing.destinationTile = -1;
  4963. doNothing.side = !next->attackerOwned;
  4964. doNothing.stackNumber = next->ID;
  4965. makeAutomaticAction(next, doNothing);
  4966. }
  4967. bool CGameHandler::insertNewStack(const StackLocation &sl, const CCreature *c, TQuantity count)
  4968. {
  4969. if(sl.army->hasStackAtSlot(sl.slot))
  4970. COMPLAIN_RET("Slot is already taken!");
  4971. if(!sl.slot.validSlot())
  4972. COMPLAIN_RET("Cannot insert stack to that slot!");
  4973. InsertNewStack ins;
  4974. ins.sl = sl;
  4975. ins.stack = CStackBasicDescriptor(c, count);
  4976. sendAndApply(&ins);
  4977. return true;
  4978. }
  4979. bool CGameHandler::eraseStack(const StackLocation &sl, bool forceRemoval/* = false*/)
  4980. {
  4981. if(!sl.army->hasStackAtSlot(sl.slot))
  4982. COMPLAIN_RET("Cannot find a stack to erase");
  4983. if(sl.army->Slots().size() == 1 //from the last stack
  4984. && sl.army->needsLastStack() //that must be left
  4985. && !forceRemoval) //ignore above conditions if we are forcing removal
  4986. {
  4987. COMPLAIN_RET("Cannot erase the last stack!");
  4988. }
  4989. EraseStack es;
  4990. es.sl = sl;
  4991. sendAndApply(&es);
  4992. return true;
  4993. }
  4994. bool CGameHandler::changeStackCount(const StackLocation &sl, TQuantity count, bool absoluteValue /*= false*/)
  4995. {
  4996. TQuantity currentCount = sl.army->getStackCount(sl.slot);
  4997. if((absoluteValue && count < 0)
  4998. || (!absoluteValue && -count > currentCount))
  4999. {
  5000. COMPLAIN_RET("Cannot take more stacks than present!");
  5001. }
  5002. if((currentCount == -count && !absoluteValue)
  5003. || (!count && absoluteValue))
  5004. {
  5005. eraseStack(sl);
  5006. }
  5007. else
  5008. {
  5009. ChangeStackCount csc;
  5010. csc.sl = sl;
  5011. csc.count = count;
  5012. csc.absoluteValue = absoluteValue;
  5013. sendAndApply(&csc);
  5014. }
  5015. return true;
  5016. }
  5017. bool CGameHandler::addToSlot(const StackLocation &sl, const CCreature *c, TQuantity count)
  5018. {
  5019. const CCreature *slotC = sl.army->getCreature(sl.slot);
  5020. if(!slotC) //slot is empty
  5021. insertNewStack(sl, c, count);
  5022. else if(c == slotC)
  5023. changeStackCount(sl, count);
  5024. else
  5025. {
  5026. COMPLAIN_RET("Cannot add " + c->namePl + " to slot " + boost::lexical_cast<std::string>(sl.slot) + "!");
  5027. }
  5028. return true;
  5029. }
  5030. void CGameHandler::tryJoiningArmy(const CArmedInstance *src, const CArmedInstance *dst, bool removeObjWhenFinished, bool allowMerging)
  5031. {
  5032. if(removeObjWhenFinished)
  5033. removeAfterVisit(src);
  5034. if(!src->canBeMergedWith(*dst, allowMerging))
  5035. {
  5036. if (allowMerging) //do that, add all matching creatures.
  5037. {
  5038. bool cont = true;
  5039. while (cont)
  5040. {
  5041. for(auto i = src->stacks.begin(); i != src->stacks.end(); i++)//while there are unmoved creatures
  5042. {
  5043. SlotID pos = dst->getSlotFor(i->second->type);
  5044. if(pos.validSlot())
  5045. {
  5046. moveStack(StackLocation(src, i->first), StackLocation(dst, pos));
  5047. cont = true;
  5048. break; //or iterator crashes
  5049. }
  5050. cont = false;
  5051. }
  5052. }
  5053. }
  5054. showGarrisonDialog(src->id, dst->id, true); //show garrison window and optionally remove ourselves from map when player ends
  5055. }
  5056. else //merge
  5057. {
  5058. moveArmy(src, dst, allowMerging);
  5059. }
  5060. }
  5061. bool CGameHandler::moveStack(const StackLocation &src, const StackLocation &dst, TQuantity count)
  5062. {
  5063. if(!src.army->hasStackAtSlot(src.slot))
  5064. COMPLAIN_RET("No stack to move!");
  5065. if(dst.army->hasStackAtSlot(dst.slot) && dst.army->getCreature(dst.slot) != src.army->getCreature(src.slot))
  5066. COMPLAIN_RET("Cannot move: stack of different type at destination pos!");
  5067. if(!dst.slot.validSlot())
  5068. COMPLAIN_RET("Cannot move stack to that slot!");
  5069. if(count == -1)
  5070. {
  5071. count = src.army->getStackCount(src.slot);
  5072. }
  5073. if(src.army != dst.army //moving away
  5074. && count == src.army->getStackCount(src.slot) //all creatures
  5075. && src.army->Slots().size() == 1 //from the last stack
  5076. && src.army->needsLastStack()) //that must be left
  5077. {
  5078. COMPLAIN_RET("Cannot move away the last creature!");
  5079. }
  5080. RebalanceStacks rs;
  5081. rs.src = src;
  5082. rs.dst = dst;
  5083. rs.count = count;
  5084. sendAndApply(&rs);
  5085. return true;
  5086. }
  5087. bool CGameHandler::swapStacks(const StackLocation &sl1, const StackLocation &sl2)
  5088. {
  5089. if(!sl1.army->hasStackAtSlot(sl1.slot))
  5090. return moveStack(sl2, sl1);
  5091. else if(!sl2.army->hasStackAtSlot(sl2.slot))
  5092. return moveStack(sl1, sl2);
  5093. else
  5094. {
  5095. SwapStacks ss;
  5096. ss.sl1 = sl1;
  5097. ss.sl2 = sl2;
  5098. sendAndApply(&ss);
  5099. return true;
  5100. }
  5101. }
  5102. void CGameHandler::runBattle()
  5103. {
  5104. setBattle(gs->curB);
  5105. assert(gs->curB);
  5106. //TODO: pre-tactic stuff, call scripts etc.
  5107. //tactic round
  5108. {
  5109. while(gs->curB->tacticDistance && !battleResult.get())
  5110. boost::this_thread::sleep(boost::posix_time::milliseconds(50));
  5111. }
  5112. //spells opening battle
  5113. for(int i = 0; i < 2; ++i)
  5114. {
  5115. auto h = gs->curB->battleGetFightingHero(i);
  5116. if(h && h->hasBonusOfType(Bonus::OPENING_BATTLE_SPELL))
  5117. {
  5118. TBonusListPtr bl = h->getBonuses(Selector::type(Bonus::OPENING_BATTLE_SPELL));
  5119. for (Bonus *b : *bl)
  5120. {
  5121. handleSpellCasting(SpellID(b->subtype), 3, -1, 0, h->tempOwner, nullptr, gs->curB->battleGetFightingHero(1-i), b->val, ECastingMode::HERO_CASTING, nullptr);
  5122. }
  5123. }
  5124. }
  5125. //main loop
  5126. while(!battleResult.get()) //till the end of the battle ;]
  5127. {
  5128. NEW_ROUND;
  5129. auto obstacles = gs->curB->obstacles; //we copy container, because we're going to modify it
  5130. for(auto &obstPtr : obstacles)
  5131. {
  5132. if(const SpellCreatedObstacle *sco = dynamic_cast<const SpellCreatedObstacle *>(obstPtr.get()))
  5133. if(sco->turnsRemaining == 0)
  5134. removeObstacle(*obstPtr);
  5135. }
  5136. const BattleInfo & curB = *gs->curB;
  5137. //stack loop
  5138. const CStack *next;
  5139. while(!battleResult.get() && (next = curB.getNextStack()) && next->willMove())
  5140. {
  5141. //check for bad morale => freeze
  5142. int nextStackMorale = next->MoraleVal();
  5143. if( nextStackMorale < 0 &&
  5144. !(NBonus::hasOfType(gs->curB->battleGetFightingHero(0), Bonus::BLOCK_MORALE)
  5145. || NBonus::hasOfType(gs->curB->battleGetFightingHero(1), Bonus::BLOCK_MORALE)) //checking if gs->curB->heroes have (or don't have) morale blocking bonuses)
  5146. )
  5147. {
  5148. if( rand()%24 < -2 * nextStackMorale)
  5149. {
  5150. //unit loses its turn - empty freeze action
  5151. BattleAction ba;
  5152. ba.actionType = Battle::BAD_MORALE;
  5153. ba.additionalInfo = 1;
  5154. ba.side = !next->attackerOwned;
  5155. ba.stackNumber = next->ID;
  5156. makeAutomaticAction(next, ba);
  5157. continue;
  5158. }
  5159. }
  5160. if(next->hasBonusOfType(Bonus::ATTACKS_NEAREST_CREATURE)) //while in berserk
  5161. { //fixme: stack should not attack itself
  5162. std::pair<const CStack *, int> attackInfo = curB.getNearestStack(next, boost::logic::indeterminate);
  5163. if(attackInfo.first != nullptr)
  5164. {
  5165. BattleAction attack;
  5166. attack.actionType = Battle::WALK_AND_ATTACK;
  5167. attack.side = !next->attackerOwned;
  5168. attack.stackNumber = next->ID;
  5169. attack.additionalInfo = attackInfo.first->position;
  5170. attack.destinationTile = attackInfo.second;
  5171. makeAutomaticAction(next, attack);
  5172. }
  5173. else
  5174. {
  5175. makeStackDoNothing(next);
  5176. }
  5177. continue;
  5178. }
  5179. const CGHeroInstance * curOwner = gs->curB->battleGetOwner(next);
  5180. if( (next->position < 0 || next->getCreature()->idNumber == CreatureID::BALLISTA) //arrow turret or ballista
  5181. && (!curOwner || curOwner->getSecSkillLevel(SecondarySkill::ARTILLERY) == 0)) //hero has no artillery
  5182. {
  5183. BattleAction attack;
  5184. attack.actionType = Battle::SHOOT;
  5185. attack.side = !next->attackerOwned;
  5186. attack.stackNumber = next->ID;
  5187. for(auto & elem : gs->curB->stacks)
  5188. {
  5189. if(elem->owner != next->owner && elem->isValidTarget())
  5190. {
  5191. attack.destinationTile = elem->position;
  5192. break;
  5193. }
  5194. }
  5195. makeAutomaticAction(next, attack);
  5196. continue;
  5197. }
  5198. if(next->getCreature()->idNumber == CreatureID::CATAPULT && (!curOwner || curOwner->getSecSkillLevel(SecondarySkill::BALLISTICS) == 0)) //catapult, hero has no ballistics
  5199. {
  5200. BattleAction attack;
  5201. static const int wallHexes[] = {50, 183, 182, 130, 62, 29, 12, 95};
  5202. attack.destinationTile = wallHexes[ rand()%ARRAY_COUNT(wallHexes) ];
  5203. attack.actionType = Battle::CATAPULT;
  5204. attack.additionalInfo = 0;
  5205. attack.side = !next->attackerOwned;
  5206. attack.stackNumber = next->ID;
  5207. makeAutomaticAction(next, attack);
  5208. continue;
  5209. }
  5210. if(next->getCreature()->idNumber == CreatureID::FIRST_AID_TENT)
  5211. {
  5212. std::vector< const CStack * > possibleStacks;
  5213. //is there any clean algorithm for that? (boost.range seems to lack copy_if) -> remove_copy_if?
  5214. for(const CStack *s : battleGetAllStacks())
  5215. if(s->owner == next->owner && s->canBeHealed())
  5216. possibleStacks.push_back(s);
  5217. if(!possibleStacks.size())
  5218. {
  5219. makeStackDoNothing(next);
  5220. continue;
  5221. }
  5222. if(!curOwner || curOwner->getSecSkillLevel(SecondarySkill::FIRST_AID) == 0) //no hero or hero has no first aid
  5223. {
  5224. range::random_shuffle(possibleStacks);
  5225. const CStack * toBeHealed = possibleStacks.front();
  5226. BattleAction heal;
  5227. heal.actionType = Battle::STACK_HEAL;
  5228. heal.additionalInfo = 0;
  5229. heal.destinationTile = toBeHealed->position;
  5230. heal.side = !next->attackerOwned;
  5231. heal.stackNumber = next->ID;
  5232. makeAutomaticAction(next, heal);
  5233. continue;
  5234. }
  5235. }
  5236. int numberOfAsks = 1;
  5237. bool breakOuter = false;
  5238. do
  5239. {//ask interface and wait for answer
  5240. if(!battleResult.get())
  5241. {
  5242. stackTurnTrigger(next); //various effects
  5243. if (vstd::contains(next->state, EBattleStackState::FEAR))
  5244. {
  5245. makeStackDoNothing(next); //end immediately if stack was affected by fear
  5246. }
  5247. else
  5248. {
  5249. logGlobal->traceStream() << "Activating " << next->nodeName();
  5250. BattleSetActiveStack sas;
  5251. sas.stack = next->ID;
  5252. sendAndApply(&sas);
  5253. boost::unique_lock<boost::mutex> lock(battleMadeAction.mx);
  5254. battleMadeAction.data = false;
  5255. while (next->alive() &&
  5256. (!battleMadeAction.data && !battleResult.get())) //active stack hasn't made its action and battle is still going
  5257. battleMadeAction.cond.wait(lock);
  5258. }
  5259. }
  5260. if(battleResult.get()) //don't touch it, battle could be finished while waiting got action
  5261. {
  5262. breakOuter = true;
  5263. break;
  5264. }
  5265. //we're after action, all results applied
  5266. checkForBattleEnd(); //check if this action ended the battle
  5267. //check for good morale
  5268. nextStackMorale = next->MoraleVal();
  5269. if(!vstd::contains(next->state,EBattleStackState::HAD_MORALE) //only one extra move per turn possible
  5270. && !vstd::contains(next->state,EBattleStackState::DEFENDING)
  5271. && !next->waited()
  5272. && !vstd::contains(next->state, EBattleStackState::FEAR)
  5273. && next->alive()
  5274. && nextStackMorale > 0
  5275. && !(NBonus::hasOfType(gs->curB->battleGetFightingHero(0), Bonus::BLOCK_MORALE)
  5276. || NBonus::hasOfType(gs->curB->battleGetFightingHero(1), Bonus::BLOCK_MORALE)) //checking if gs->curB->heroes have (or don't have) morale blocking bonuses
  5277. )
  5278. {
  5279. if(rand()%24 < nextStackMorale) //this stack hasn't got morale this turn
  5280. {
  5281. BattleTriggerEffect bte;
  5282. bte.stackID = next->ID;
  5283. bte.effect = Bonus::MORALE;
  5284. bte.val = 1;
  5285. bte.additionalInfo = 0;
  5286. sendAndApply(&bte); //play animation
  5287. ++numberOfAsks; //move this stack once more
  5288. }
  5289. }
  5290. --numberOfAsks;
  5291. } while (numberOfAsks > 0);
  5292. if (breakOuter)
  5293. {
  5294. break;
  5295. }
  5296. }
  5297. }
  5298. endBattle(gs->curB->tile, gs->curB->battleGetFightingHero(0), gs->curB->battleGetFightingHero(1));
  5299. }
  5300. bool CGameHandler::makeAutomaticAction(const CStack *stack, BattleAction &ba)
  5301. {
  5302. BattleSetActiveStack bsa;
  5303. bsa.stack = stack->ID;
  5304. bsa.askPlayerInterface = false;
  5305. sendAndApply(&bsa);
  5306. bool ret = makeBattleAction(ba);
  5307. checkForBattleEnd();
  5308. return ret;
  5309. }
  5310. void CGameHandler::giveHeroArtifact(const CGHeroInstance *h, const CArtifactInstance *a, ArtifactPosition pos)
  5311. {
  5312. assert(a->artType);
  5313. ArtifactLocation al;
  5314. al.artHolder = const_cast<CGHeroInstance*>(h);
  5315. ArtifactPosition slot = ArtifactPosition::PRE_FIRST;
  5316. if(pos < 0)
  5317. {
  5318. if(pos == ArtifactPosition::FIRST_AVAILABLE)
  5319. slot = a->firstAvailableSlot(h);
  5320. else
  5321. slot = a->firstBackpackSlot(h);
  5322. }
  5323. else
  5324. {
  5325. slot = pos;
  5326. }
  5327. al.slot = slot;
  5328. if(slot < 0 || !a->canBePutAt(al))
  5329. {
  5330. complain("Cannot put artifact in that slot!");
  5331. return;
  5332. }
  5333. putArtifact(al, a);
  5334. }
  5335. void CGameHandler::putArtifact(const ArtifactLocation &al, const CArtifactInstance *a)
  5336. {
  5337. PutArtifact pa;
  5338. pa.art = a;
  5339. pa.al = al;
  5340. sendAndApply(&pa);
  5341. }
  5342. void CGameHandler::giveHeroNewArtifact(const CGHeroInstance *h, const CArtifact *artType, ArtifactPosition pos)
  5343. {
  5344. CArtifactInstance *a = nullptr;
  5345. if(!artType->constituents)
  5346. {
  5347. a = new CArtifactInstance();
  5348. }
  5349. else
  5350. {
  5351. a = new CCombinedArtifactInstance();
  5352. }
  5353. a->artType = artType; //*NOT* via settype -> all bonus-related stuff must be done by NewArtifact apply
  5354. NewArtifact na;
  5355. na.art = a;
  5356. sendAndApply(&na); // -> updates a!!!, will create a on other machines
  5357. giveHeroArtifact(h, a, pos);
  5358. }
  5359. void CGameHandler::setBattleResult(BattleResult::EResult resultType, int victoriusSide)
  5360. {
  5361. if(battleResult.get())
  5362. {
  5363. complain("There is already set result?");
  5364. return;
  5365. }
  5366. auto br = new BattleResult;
  5367. br->result = resultType;
  5368. br->winner = victoriusSide; //surrendering side loses
  5369. gs->curB->calculateCasualties(br->casualties);
  5370. battleResult.set(br);
  5371. }
  5372. void CGameHandler::commitPackage( CPackForClient *pack )
  5373. {
  5374. sendAndApply(pack);
  5375. }
  5376. void CGameHandler::spawnWanderingMonsters(CreatureID creatureID)
  5377. {
  5378. std::vector<int3>::iterator tile;
  5379. std::vector<int3> tiles;
  5380. getFreeTiles(tiles);
  5381. ui32 amount = tiles.size() / 200; //Chance is 0.5% for each tile
  5382. std::random_shuffle(tiles.begin(), tiles.end());
  5383. logGlobal->traceStream() << "Spawning wandering monsters. Found " << tiles.size() << " free tiles. Creature type: " << creatureID;
  5384. const CCreature *cre = VLC->creh->creatures[creatureID];
  5385. for (int i = 0; i < amount; ++i)
  5386. {
  5387. tile = tiles.begin();
  5388. logGlobal->traceStream() << "\tSpawning monster at " << *tile;
  5389. putNewMonster(creatureID, cre->getRandomAmount(std::rand), *tile);
  5390. tiles.erase(tile); //not use it again
  5391. }
  5392. }
  5393. void CGameHandler::removeObstacle(const CObstacleInstance &obstacle)
  5394. {
  5395. ObstaclesRemoved obsRem;
  5396. obsRem.obstacles.insert(obstacle.uniqueID);
  5397. sendAndApply(&obsRem);
  5398. }
  5399. void CGameHandler::synchronizeArtifactHandlerLists()
  5400. {
  5401. UpdateArtHandlerLists uahl;
  5402. uahl.treasures = VLC->arth->treasures;
  5403. uahl.minors = VLC->arth->minors;
  5404. uahl.majors = VLC->arth->majors;
  5405. uahl.relics = VLC->arth->relics;
  5406. sendAndApply(&uahl);
  5407. }
  5408. bool CGameHandler::isValidObject(const CGObjectInstance *obj) const
  5409. {
  5410. return vstd::contains(gs->map->objects, obj);
  5411. }
  5412. bool CGameHandler::isBlockedByQueries(const CPack *pack, PlayerColor player)
  5413. {
  5414. if(dynamic_cast<const PlayerMessage*>(pack))
  5415. return false;
  5416. auto query = queries.topQuery(player);
  5417. if(query && query->blocksPack(pack))
  5418. {
  5419. complain(boost::str(boost::format("Player %s has to answer queries before attempting any further actions. Top query is %s!") % player % query->toString()));
  5420. return true;
  5421. }
  5422. return false;
  5423. }
  5424. void CGameHandler::removeAfterVisit(const CGObjectInstance *object)
  5425. {
  5426. //If the object is being visited, there must be a matching query
  5427. for(const auto &query : queries.allQueries())
  5428. {
  5429. if(auto someVistQuery = std::dynamic_pointer_cast<CObjectVisitQuery>(query))
  5430. {
  5431. if(someVistQuery->visitedObject == object)
  5432. {
  5433. someVistQuery->removeObjectAfterVisit = true;
  5434. return;
  5435. }
  5436. }
  5437. };
  5438. //If we haven't returned so far, there is no query and no visit, call was wrong
  5439. assert("This function needs to be called during the object visit!");
  5440. }
  5441. bool CGameHandler::isVisitCoveredByAnotherQuery(const CGObjectInstance *obj, const CGHeroInstance *hero)
  5442. {
  5443. if(auto topQuery = queries.topQuery(hero->getOwner()))
  5444. if(auto visit = std::dynamic_pointer_cast<const CObjectVisitQuery>(topQuery))
  5445. return !(visit->visitedObject == obj && visit->visitingHero == hero);
  5446. return true;
  5447. }
  5448. void CGameHandler::duelFinished()
  5449. {
  5450. auto si = getStartInfo();
  5451. auto getName = [&](int i){ return si->getIthPlayersSettings(gs->curB->sides[i].color).name; };
  5452. int casualtiesPoints = 0;
  5453. logGlobal->debugStream() << boost::format("Winner side %d\nWinner casualties:")
  5454. % (int)battleResult.data->winner;
  5455. for(auto & elem : battleResult.data->casualties[battleResult.data->winner])
  5456. {
  5457. const CCreature *c = VLC->creh->creatures[elem.first];
  5458. logGlobal->debugStream() << boost::format("\t* %d of %s") % elem.second % c->namePl;
  5459. casualtiesPoints += c->AIValue * elem.second;
  5460. }
  5461. logGlobal->debugStream() << boost::format("Total casualties points: %d") % casualtiesPoints;
  5462. time_t timeNow;
  5463. time(&timeNow);
  5464. std::ofstream out(cmdLineOptions["resultsFile"].as<std::string>(), std::ios::app);
  5465. if(out)
  5466. {
  5467. out << boost::format("%s\t%s\t%s\t%d\t%d\t%d\t%s\n") % si->mapname % getName(0) % getName(1)
  5468. % battleResult.data->winner % battleResult.data->result % casualtiesPoints
  5469. % asctime(localtime(&timeNow));
  5470. }
  5471. else
  5472. {
  5473. logGlobal->errorStream() << "Cannot open to write " << cmdLineOptions["resultsFile"].as<std::string>();
  5474. }
  5475. CSaveFile resultFile("result.vdrst");
  5476. resultFile << *battleResult.data;
  5477. BattleResultsApplied resultsApplied;
  5478. resultsApplied.player1 = finishingBattle->victor;
  5479. resultsApplied.player2 = finishingBattle->loser;
  5480. sendAndApply(&resultsApplied);
  5481. return;
  5482. }
  5483. CasualtiesAfterBattle::CasualtiesAfterBattle(const CArmedInstance *army, BattleInfo *bat)
  5484. {
  5485. heroWithDeadCommander = ObjectInstanceID();
  5486. PlayerColor color = army->tempOwner;
  5487. if(color == PlayerColor::UNFLAGGABLE)
  5488. color = PlayerColor::NEUTRAL;
  5489. for(CStack *st : bat->stacks)
  5490. {
  5491. if(vstd::contains(st->state, EBattleStackState::SUMMONED)) //don't take into account summoned stacks
  5492. continue;
  5493. //FIXME: this info is also used in BattleInfo::calculateCasualties, refactor
  5494. st->count = std::max (0, st->count - st->resurrected);
  5495. if(st->owner==color && !army->slotEmpty(st->slot) && st->count < army->getStackCount(st->slot))
  5496. {
  5497. StackLocation sl(army, st->slot);
  5498. if(st->alive())
  5499. newStackCounts.push_back(std::pair<StackLocation, int>(sl, st->count));
  5500. else
  5501. newStackCounts.push_back(std::pair<StackLocation, int>(sl, 0));
  5502. }
  5503. if (st->base && !st->count)
  5504. {
  5505. auto c = dynamic_cast <const CCommanderInstance *>(st->base);
  5506. if (c) //switch commander status to dead
  5507. {
  5508. auto h = dynamic_cast <const CGHeroInstance *>(army);
  5509. if (h && h->commander == c)
  5510. heroWithDeadCommander = army->id; //TODO: unify commander handling
  5511. }
  5512. }
  5513. }
  5514. }
  5515. void CasualtiesAfterBattle::takeFromArmy(CGameHandler *gh)
  5516. {
  5517. for(TStackAndItsNewCount &ncount : newStackCounts)
  5518. {
  5519. if(ncount.second > 0)
  5520. gh->changeStackCount(ncount.first, ncount.second, true);
  5521. else
  5522. gh->eraseStack(ncount.first, true);
  5523. }
  5524. if (heroWithDeadCommander != ObjectInstanceID())
  5525. {
  5526. SetCommanderProperty scp;
  5527. scp.heroid = heroWithDeadCommander;
  5528. scp.which = SetCommanderProperty::ALIVE;
  5529. scp.amount = 0;
  5530. gh->sendAndApply (&scp);
  5531. }
  5532. }
  5533. CGameHandler::FinishingBattleHelper::FinishingBattleHelper(shared_ptr<const CBattleQuery> Query, bool Duel, int RemainingBattleQueriesCount)
  5534. {
  5535. assert(Query->result);
  5536. assert(Query->bi);
  5537. auto &result = *Query->result;
  5538. auto &info = *Query->bi;
  5539. winnerHero = result.winner != 0 ? info.sides[1].hero : info.sides[0].hero;
  5540. loserHero = result.winner != 0 ? info.sides[0].hero : info.sides[1].hero;
  5541. victor = info.sides[result.winner].color;
  5542. loser = info.sides[!result.winner].color;
  5543. duel = Duel;
  5544. remainingBattleQueriesCount = RemainingBattleQueriesCount;
  5545. }
  5546. CGameHandler::FinishingBattleHelper::FinishingBattleHelper()
  5547. {
  5548. winnerHero = loserHero = nullptr;
  5549. }