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CGameHandler.cpp 175 KB

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  1. #include "StdInc.h"
  2. #include "../lib/filesystem/Filesystem.h"
  3. #include "../lib/filesystem/CFileInfo.h"
  4. #include "../lib/int3.h"
  5. #include "../lib/mapping/CCampaignHandler.h"
  6. #include "../lib/StartInfo.h"
  7. #include "../lib/CModHandler.h"
  8. #include "../lib/CArtHandler.h"
  9. #include "../lib/CBuildingHandler.h"
  10. #include "../lib/CHeroHandler.h"
  11. #include "../lib/spells/CSpellHandler.h"
  12. #include "../lib/spells/ISpellMechanics.h"
  13. #include "../lib/CGeneralTextHandler.h"
  14. #include "../lib/CTownHandler.h"
  15. #include "../lib/CCreatureHandler.h"
  16. #include "../lib/CGameState.h"
  17. #include "../lib/BattleState.h"
  18. #include "../lib/CondSh.h"
  19. #include "../lib/NetPacks.h"
  20. #include "../lib/VCMI_Lib.h"
  21. #include "../lib/mapping/CMap.h"
  22. #include "../lib/VCMIDirs.h"
  23. #include "../lib/ScopeGuard.h"
  24. #include "../lib/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/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. class ServerSpellCastEnvironment: public SpellCastEnvironment
  58. {
  59. public:
  60. ServerSpellCastEnvironment(CGameHandler * gh);
  61. ~ServerSpellCastEnvironment(){};
  62. void sendAndApply(CPackForClient * info) const override;
  63. CRandomGenerator & getRandomGenerator() const override;
  64. void complain(const std::string & problem) const override;
  65. const CMap * getMap() const override;
  66. const CGameInfoCallback * getCb() const override;
  67. bool moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, PlayerColor asker = PlayerColor::NEUTRAL) const override;
  68. private:
  69. mutable CGameHandler * gh;
  70. };
  71. CondSh<bool> battleMadeAction;
  72. CondSh<BattleResult *> battleResult(nullptr);
  73. template <typename T> class CApplyOnGH;
  74. class CBaseForGHApply
  75. {
  76. public:
  77. virtual bool applyOnGH(CGameHandler *gh, CConnection *c, void *pack, PlayerColor player) const =0;
  78. virtual ~CBaseForGHApply(){}
  79. template<typename U> static CBaseForGHApply *getApplier(const U * t=nullptr)
  80. {
  81. return new CApplyOnGH<U>;
  82. }
  83. };
  84. template <typename T> class CApplyOnGH : public CBaseForGHApply
  85. {
  86. public:
  87. bool applyOnGH(CGameHandler *gh, CConnection *c, void *pack, PlayerColor player) const
  88. {
  89. T *ptr = static_cast<T*>(pack);
  90. ptr->c = c;
  91. ptr->player = player;
  92. return ptr->applyGh(gh);
  93. }
  94. };
  95. template <>
  96. class CApplyOnGH<CPack> : public CBaseForGHApply
  97. {
  98. public:
  99. bool applyOnGH(CGameHandler *gh, CConnection *c, void *pack, PlayerColor player) const
  100. {
  101. logGlobal->errorStream() << "Cannot apply on GH plain CPack!";
  102. assert(0);
  103. return false;
  104. }
  105. };
  106. static CApplier<CBaseForGHApply> *applier = nullptr;
  107. CMP_stack cmpst ;
  108. static inline double distance(int3 a, int3 b)
  109. {
  110. return std::sqrt( (double)(a.x-b.x)*(a.x-b.x) + (a.y-b.y)*(a.y-b.y) );
  111. }
  112. static void giveExp(BattleResult &r)
  113. {
  114. r.exp[0] = 0;
  115. r.exp[1] = 0;
  116. for(auto i = r.casualties[!r.winner].begin(); i!=r.casualties[!r.winner].end(); i++)
  117. {
  118. r.exp[r.winner] += VLC->creh->creatures.at(i->first)->valOfBonuses(Bonus::STACK_HEALTH) * i->second;
  119. }
  120. }
  121. PlayerStatus PlayerStatuses::operator[](PlayerColor player)
  122. {
  123. boost::unique_lock<boost::mutex> l(mx);
  124. if(players.find(player) != players.end())
  125. {
  126. return players.at(player);
  127. }
  128. else
  129. {
  130. throw std::runtime_error("No such player!");
  131. }
  132. }
  133. void PlayerStatuses::addPlayer(PlayerColor player)
  134. {
  135. boost::unique_lock<boost::mutex> l(mx);
  136. players[player];
  137. }
  138. bool PlayerStatuses::checkFlag(PlayerColor player, bool PlayerStatus::*flag)
  139. {
  140. boost::unique_lock<boost::mutex> l(mx);
  141. if(players.find(player) != players.end())
  142. {
  143. return players[player].*flag;
  144. }
  145. else
  146. {
  147. throw std::runtime_error("No such player!");
  148. }
  149. }
  150. void PlayerStatuses::setFlag(PlayerColor player, bool PlayerStatus::*flag, bool val)
  151. {
  152. boost::unique_lock<boost::mutex> l(mx);
  153. if(players.find(player) != players.end())
  154. {
  155. players[player].*flag = val;
  156. }
  157. else
  158. {
  159. throw std::runtime_error("No such player!");
  160. }
  161. cv.notify_all();
  162. }
  163. template <typename T>
  164. void callWith(std::vector<T> args, std::function<void(T)> fun, ui32 which)
  165. {
  166. fun(args[which]);
  167. }
  168. void CGameHandler::levelUpHero(const CGHeroInstance * hero, SecondarySkill skill)
  169. {
  170. changeSecSkill(hero, skill, 1, 0);
  171. expGiven(hero);
  172. }
  173. void CGameHandler::levelUpHero(const CGHeroInstance * hero)
  174. {
  175. // required exp for at least 1 lvl-up hasn't been reached
  176. if(!hero->gainsLevel())
  177. {
  178. return;
  179. }
  180. // give primary skill
  181. logGlobal->traceStream() << hero->name << " got level "<< hero->level;
  182. auto primarySkill = hero->nextPrimarySkill();
  183. SetPrimSkill sps;
  184. sps.id = hero->id;
  185. sps.which = primarySkill;
  186. sps.abs = false;
  187. sps.val = 1;
  188. sendAndApply(&sps);
  189. HeroLevelUp hlu;
  190. hlu.hero = hero;
  191. hlu.primskill = primarySkill;
  192. hlu.skills = hero->getLevelUpProposedSecondarySkills();
  193. if(hlu.skills.size() == 0)
  194. {
  195. sendAndApply(&hlu);
  196. levelUpHero(hero);
  197. }
  198. else if(hlu.skills.size() == 1 || hero->tempOwner == PlayerColor::NEUTRAL) //choose skill automatically
  199. {
  200. sendAndApply(&hlu);
  201. levelUpHero(hero, *RandomGeneratorUtil::nextItem(hlu.skills, hero->skillsInfo.rand));
  202. }
  203. else if(hlu.skills.size() > 1)
  204. {
  205. auto levelUpQuery = make_shared<CHeroLevelUpDialogQuery>(hlu);
  206. hlu.queryID = levelUpQuery->queryID;
  207. queries.addQuery(levelUpQuery);
  208. sendAndApply(&hlu);
  209. //level up will be called on query reply
  210. }
  211. }
  212. void CGameHandler::levelUpCommander (const CCommanderInstance * c, int skill)
  213. {
  214. SetCommanderProperty scp;
  215. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  216. if (hero)
  217. scp.heroid = hero->id;
  218. else
  219. {
  220. complain ("Commander is not led by hero!");
  221. return;
  222. }
  223. scp.accumulatedBonus.subtype = 0;
  224. scp.accumulatedBonus.additionalInfo = 0;
  225. scp.accumulatedBonus.duration = Bonus::PERMANENT;
  226. scp.accumulatedBonus.turnsRemain = 0;
  227. scp.accumulatedBonus.source = Bonus::COMMANDER;
  228. scp.accumulatedBonus.valType = Bonus::BASE_NUMBER;
  229. if (skill <= ECommander::SPELL_POWER)
  230. {
  231. scp.which = SetCommanderProperty::BONUS;
  232. auto difference = [](std::vector< std::vector <ui8> > skillLevels, std::vector <ui8> secondarySkills, int skill)->int
  233. {
  234. int s = std::min (skill, (int)ECommander::SPELL_POWER); //spell power level controls also casts and resistance
  235. return skillLevels.at(skill).at(secondarySkills.at(s)) - (secondarySkills.at(s) ? skillLevels.at(skill).at(secondarySkills.at(s)-1) : 0);
  236. };
  237. switch (skill)
  238. {
  239. case ECommander::ATTACK:
  240. scp.accumulatedBonus.type = Bonus::PRIMARY_SKILL;
  241. scp.accumulatedBonus.subtype = PrimarySkill::ATTACK;
  242. break;
  243. case ECommander::DEFENSE:
  244. scp.accumulatedBonus.type = Bonus::PRIMARY_SKILL;
  245. scp.accumulatedBonus.subtype = PrimarySkill::DEFENSE;
  246. break;
  247. case ECommander::HEALTH:
  248. scp.accumulatedBonus.type = Bonus::STACK_HEALTH;
  249. scp.accumulatedBonus.valType = Bonus::PERCENT_TO_BASE;
  250. break;
  251. case ECommander::DAMAGE:
  252. scp.accumulatedBonus.type = Bonus::CREATURE_DAMAGE;
  253. scp.accumulatedBonus.subtype = 0;
  254. scp.accumulatedBonus.valType = Bonus::PERCENT_TO_BASE;
  255. break;
  256. case ECommander::SPEED:
  257. scp.accumulatedBonus.type = Bonus::STACKS_SPEED;
  258. break;
  259. case ECommander::SPELL_POWER:
  260. scp.accumulatedBonus.type = Bonus::MAGIC_RESISTANCE;
  261. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::RESISTANCE);
  262. sendAndApply (&scp); //additional pack
  263. scp.accumulatedBonus.type = Bonus::CREATURE_SPELL_POWER;
  264. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::SPELL_POWER) * 100; //like hero with spellpower = ability level
  265. sendAndApply (&scp); //additional pack
  266. scp.accumulatedBonus.type = Bonus::CASTS;
  267. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::CASTS);
  268. sendAndApply (&scp); //additional pack
  269. scp.accumulatedBonus.type = Bonus::CREATURE_ENCHANT_POWER; //send normally
  270. break;
  271. }
  272. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, skill);
  273. sendAndApply (&scp);
  274. scp.which = SetCommanderProperty::SECONDARY_SKILL;
  275. scp.additionalInfo = skill;
  276. scp.amount = c->secondarySkills.at(skill) + 1;
  277. sendAndApply (&scp);
  278. }
  279. else if (skill >= 100)
  280. {
  281. scp.which = SetCommanderProperty::SPECIAL_SKILL;
  282. scp.accumulatedBonus = *VLC->creh->skillRequirements.at(skill-100).first;
  283. scp.additionalInfo = skill; //unnormalized
  284. sendAndApply (&scp);
  285. }
  286. expGiven(hero);
  287. }
  288. void CGameHandler::levelUpCommander(const CCommanderInstance * c)
  289. {
  290. if (!c->gainsLevel())
  291. {
  292. return;
  293. }
  294. CommanderLevelUp clu;
  295. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  296. if (hero)
  297. clu.hero = hero;
  298. else
  299. {
  300. complain ("Commander is not led by hero!");
  301. return;
  302. }
  303. //picking sec. skills for choice
  304. for (int i = 0; i <= ECommander::SPELL_POWER; ++i)
  305. {
  306. if (c->secondarySkills.at(i) < ECommander::MAX_SKILL_LEVEL)
  307. clu.skills.push_back(i);
  308. }
  309. int i = 100;
  310. for (auto specialSkill : VLC->creh->skillRequirements)
  311. {
  312. if (c->secondarySkills.at(specialSkill.second.first) == ECommander::MAX_SKILL_LEVEL
  313. && c->secondarySkills.at(specialSkill.second.second) == ECommander::MAX_SKILL_LEVEL
  314. && !vstd::contains (c->specialSKills, i))
  315. clu.skills.push_back (i);
  316. ++i;
  317. }
  318. int skillAmount = clu.skills.size();
  319. if(!skillAmount)
  320. {
  321. sendAndApply(&clu);
  322. levelUpCommander(c);
  323. }
  324. else if(skillAmount == 1 || hero->tempOwner == PlayerColor::NEUTRAL) //choose skill automatically
  325. {
  326. sendAndApply(&clu);
  327. levelUpCommander(c, *RandomGeneratorUtil::nextItem(clu.skills, gs->getRandomGenerator()));
  328. }
  329. else if(skillAmount > 1) //apply and ask for secondary skill
  330. {
  331. auto commanderLevelUp = make_shared<CCommanderLevelUpDialogQuery>(clu);
  332. clu.queryID = commanderLevelUp->queryID;
  333. queries.addQuery(commanderLevelUp);
  334. sendAndApply(&clu);
  335. }
  336. }
  337. void CGameHandler::expGiven(const CGHeroInstance *hero)
  338. {
  339. if(hero->gainsLevel())
  340. levelUpHero(hero);
  341. else if(hero->commander && hero->commander->gainsLevel())
  342. levelUpCommander(hero->commander);
  343. //if(hero->commander && hero->level > hero->commander->level && hero->commander->gainsLevel())
  344. // levelUpCommander(hero->commander);
  345. // else
  346. // levelUpHero(hero);
  347. }
  348. void CGameHandler::changePrimSkill(const CGHeroInstance * hero, PrimarySkill::PrimarySkill which, si64 val, bool abs)
  349. {
  350. if (which == PrimarySkill::EXPERIENCE) // Check if scenario limit reached
  351. {
  352. if (gs->map->levelLimit != 0)
  353. {
  354. TExpType expLimit = VLC->heroh->reqExp(gs->map->levelLimit);
  355. TExpType resultingExp = abs ? val : hero->exp + val;
  356. if (resultingExp > expLimit)
  357. {
  358. // set given experience to max possible, but don't decrease if hero already over top
  359. abs = true;
  360. val = std::max(expLimit, hero->exp);
  361. InfoWindow iw;
  362. iw.player = hero->tempOwner;
  363. iw.text.addTxt(MetaString::GENERAL_TXT, 1); //can gain no more XP
  364. iw.text.addReplacement(hero->name);
  365. sendAndApply(&iw);
  366. }
  367. }
  368. }
  369. SetPrimSkill sps;
  370. sps.id = hero->id;
  371. sps.which = which;
  372. sps.abs = abs;
  373. sps.val = val;
  374. sendAndApply(&sps);
  375. //only for exp - hero may level up
  376. if (which == PrimarySkill::EXPERIENCE)
  377. {
  378. if(hero->commander && hero->commander->alive)
  379. {
  380. //FIXME: trim experience according to map limit?
  381. SetCommanderProperty scp;
  382. scp.heroid = hero->id;
  383. scp.which = SetCommanderProperty::EXPERIENCE;
  384. scp.amount = val;
  385. sendAndApply (&scp);
  386. CBonusSystemNode::treeHasChanged();
  387. }
  388. expGiven(hero);
  389. }
  390. }
  391. void CGameHandler::changeSecSkill( const CGHeroInstance * hero, SecondarySkill which, int val, bool abs/*=false*/ )
  392. {
  393. SetSecSkill sss;
  394. sss.id = hero->id;
  395. sss.which = which;
  396. sss.val = val;
  397. sss.abs = abs;
  398. sendAndApply(&sss);
  399. if(which == SecondarySkill::WISDOM)
  400. {
  401. if(hero && hero->visitedTown)
  402. giveSpells(hero->visitedTown, hero);
  403. }
  404. }
  405. void CGameHandler::endBattle(int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2)
  406. {
  407. LOG_TRACE(logGlobal);
  408. //Fill BattleResult structure with exp info
  409. giveExp(*battleResult.data);
  410. if (battleResult.get()->result == BattleResult::NORMAL) // give 500 exp for defeating hero, unless he escaped
  411. {
  412. if (hero1)
  413. battleResult.data->exp[1] += 500;
  414. if (hero2)
  415. battleResult.data->exp[0] += 500;
  416. }
  417. if (hero1)
  418. battleResult.data->exp[0] = hero1->calculateXp(battleResult.data->exp[0]);//scholar skill
  419. if (hero2)
  420. battleResult.data->exp[1] = hero2->calculateXp(battleResult.data->exp[1]);
  421. const CArmedInstance *bEndArmy1 = gs->curB->sides.at(0).armyObject;
  422. const CArmedInstance *bEndArmy2 = gs->curB->sides.at(1).armyObject;
  423. const BattleResult::EResult result = battleResult.get()->result;
  424. auto findBattleQuery = [this] () -> shared_ptr<CBattleQuery>
  425. {
  426. for(auto &q : queries.allQueries())
  427. {
  428. if(auto bq = std::dynamic_pointer_cast<CBattleQuery>(q))
  429. if(bq->bi == gs->curB)
  430. return bq;
  431. }
  432. return shared_ptr<CBattleQuery>();
  433. };
  434. auto battleQuery = findBattleQuery();
  435. if(!battleQuery)
  436. {
  437. logGlobal->errorStream() << "Cannot find battle query!";
  438. if(gs->initialOpts->mode == StartInfo::DUEL)
  439. {
  440. battleQuery = make_shared<CBattleQuery>(gs->curB);
  441. }
  442. }
  443. if(battleQuery != queries.topQuery(gs->curB->sides[0].color))
  444. complain("Player " + boost::lexical_cast<std::string>(gs->curB->sides[0].color) + " although in battle has no battle query at the top!");
  445. battleQuery->result = *battleResult.data;
  446. //Check how many battle queries were created (number of players blocked by battle)
  447. const int queriedPlayers = battleQuery ? boost::count(queries.allQueries(), battleQuery) : 0;
  448. finishingBattle = make_unique<FinishingBattleHelper>(battleQuery, gs->initialOpts->mode == StartInfo::DUEL, queriedPlayers);
  449. CasualtiesAfterBattle cab1(bEndArmy1, gs->curB), cab2(bEndArmy2, gs->curB); //calculate casualties before deleting battle
  450. if(finishingBattle->duel)
  451. {
  452. duelFinished();
  453. sendAndApply(battleResult.data); //after this point casualties objects are destroyed
  454. return;
  455. }
  456. ChangeSpells cs; //for Eagle Eye
  457. if(finishingBattle->winnerHero)
  458. {
  459. if(int eagleEyeLevel = finishingBattle->winnerHero->getSecSkillLevel(SecondarySkill::EAGLE_EYE))
  460. {
  461. int maxLevel = eagleEyeLevel + 1;
  462. double eagleEyeChance = finishingBattle->winnerHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::EAGLE_EYE);
  463. for(const CSpell *sp : gs->curB->sides.at(!battleResult.data->winner).usedSpellsHistory)
  464. if(sp->level <= maxLevel && !vstd::contains(finishingBattle->winnerHero->spells, sp->id) && gs->getRandomGenerator().nextInt(99) < eagleEyeChance)
  465. cs.spells.insert(sp->id);
  466. }
  467. }
  468. std::vector<ui32> arts; //display them in window
  469. if (result == BattleResult::NORMAL && finishingBattle->winnerHero)
  470. {
  471. if (finishingBattle->loserHero)
  472. {
  473. auto artifactsWorn = finishingBattle->loserHero->artifactsWorn; //TODO: wrap it into a function, somehow (boost::variant -_-)
  474. for (auto artSlot : artifactsWorn)
  475. {
  476. MoveArtifact ma;
  477. ma.src = ArtifactLocation (finishingBattle->loserHero, artSlot.first);
  478. const CArtifactInstance * art = ma.src.getArt();
  479. if (art && !art->artType->isBig() && art->artType->id != ArtifactID::SPELLBOOK) // don't move war machines or locked arts (spellbook)
  480. {
  481. arts.push_back (art->artType->id);
  482. ma.dst = ArtifactLocation (finishingBattle->winnerHero, art->firstAvailableSlot(finishingBattle->winnerHero));
  483. sendAndApply(&ma);
  484. }
  485. }
  486. while (!finishingBattle->loserHero->artifactsInBackpack.empty())
  487. {
  488. //we assume that no big artifacts can be found
  489. MoveArtifact ma;
  490. ma.src = ArtifactLocation (finishingBattle->loserHero,
  491. ArtifactPosition(GameConstants::BACKPACK_START)); //backpack automatically shifts arts to beginning
  492. const CArtifactInstance * art = ma.src.getArt();
  493. arts.push_back (art->artType->id);
  494. ma.dst = ArtifactLocation (finishingBattle->winnerHero, art->firstAvailableSlot(finishingBattle->winnerHero));
  495. sendAndApply(&ma);
  496. }
  497. if (finishingBattle->loserHero->commander) //TODO: what if commanders belong to no hero?
  498. {
  499. artifactsWorn = finishingBattle->loserHero->commander->artifactsWorn;
  500. for (auto artSlot : artifactsWorn)
  501. {
  502. MoveArtifact ma;
  503. ma.src = ArtifactLocation (finishingBattle->loserHero->commander.get(), artSlot.first);
  504. const CArtifactInstance * art = ma.src.getArt();
  505. if (art && !art->artType->isBig())
  506. {
  507. arts.push_back (art->artType->id);
  508. ma.dst = ArtifactLocation (finishingBattle->winnerHero, art->firstAvailableSlot(finishingBattle->winnerHero));
  509. sendAndApply(&ma);
  510. }
  511. }
  512. }
  513. }
  514. for (auto armySlot : gs->curB->battleGetArmyObject(!battleResult.data->winner)->stacks)
  515. {
  516. auto artifactsWorn = armySlot.second->artifactsWorn;
  517. for (auto artSlot : artifactsWorn)
  518. {
  519. MoveArtifact ma;
  520. ma.src = ArtifactLocation (armySlot.second, artSlot.first);
  521. const CArtifactInstance * art = ma.src.getArt();
  522. if (art && !art->artType->isBig())
  523. {
  524. arts.push_back (art->artType->id);
  525. ma.dst = ArtifactLocation (finishingBattle->winnerHero, art->firstAvailableSlot(finishingBattle->winnerHero));
  526. sendAndApply(&ma);
  527. }
  528. }
  529. }
  530. }
  531. sendAndApply(battleResult.data); //after this point casualties objects are destroyed
  532. if (arts.size()) //display loot
  533. {
  534. InfoWindow iw;
  535. iw.player = finishingBattle->winnerHero->tempOwner;
  536. iw.text.addTxt (MetaString::GENERAL_TXT, 30); //You have captured enemy artifact
  537. for (auto id : arts) //TODO; separate function to display loot for various ojects?
  538. {
  539. iw.components.push_back (Component (Component::ARTIFACT, id, 0, 0));
  540. if(iw.components.size() >= 14)
  541. {
  542. sendAndApply(&iw);
  543. iw.components.clear();
  544. }
  545. }
  546. if (iw.components.size())
  547. {
  548. sendAndApply(&iw);
  549. }
  550. }
  551. //Eagle Eye secondary skill handling
  552. if(!cs.spells.empty())
  553. {
  554. cs.learn = 1;
  555. cs.hid = finishingBattle->winnerHero->id;
  556. InfoWindow iw;
  557. iw.player = finishingBattle->winnerHero->tempOwner;
  558. iw.text.addTxt(MetaString::GENERAL_TXT, 221); //Through eagle-eyed observation, %s is able to learn %s
  559. iw.text.addReplacement(finishingBattle->winnerHero->name);
  560. std::ostringstream names;
  561. for(int i = 0; i < cs.spells.size(); i++)
  562. {
  563. names << "%s";
  564. if(i < cs.spells.size() - 2)
  565. names << ", ";
  566. else if(i < cs.spells.size() - 1)
  567. names << "%s";
  568. }
  569. names << ".";
  570. iw.text.addReplacement(names.str());
  571. auto it = cs.spells.begin();
  572. for(int i = 0; i < cs.spells.size(); i++, it++)
  573. {
  574. iw.text.addReplacement(MetaString::SPELL_NAME, it->toEnum());
  575. if(i == cs.spells.size() - 2) //we just added pre-last name
  576. iw.text.addReplacement(MetaString::GENERAL_TXT, 141); // " and "
  577. iw.components.push_back(Component(Component::SPELL, *it, 0, 0));
  578. }
  579. sendAndApply(&iw);
  580. sendAndApply(&cs);
  581. }
  582. cab1.takeFromArmy(this);
  583. cab2.takeFromArmy(this); //take casualties after battle is deleted
  584. //if one hero has lost we will erase him
  585. if(battleResult.data->winner!=0 && hero1)
  586. {
  587. RemoveObject ro(hero1->id);
  588. sendAndApply(&ro);
  589. }
  590. if(battleResult.data->winner!=1 && hero2)
  591. {
  592. RemoveObject ro(hero2->id);
  593. sendAndApply(&ro);
  594. }
  595. //give exp
  596. if (battleResult.data->exp[0] && hero1 && battleResult.get()->winner == 0)
  597. changePrimSkill(hero1, PrimarySkill::EXPERIENCE, battleResult.data->exp[0]);
  598. else if (battleResult.data->exp[1] && hero2 && battleResult.get()->winner == 1)
  599. changePrimSkill(hero2, PrimarySkill::EXPERIENCE, battleResult.data->exp[1]);
  600. queries.popIfTop(battleQuery);
  601. //--> continuation (battleAfterLevelUp) occurs after level-up queries are handled or on removing query (above)
  602. }
  603. void CGameHandler::battleAfterLevelUp( const BattleResult &result )
  604. {
  605. LOG_TRACE(logGlobal);
  606. finishingBattle->remainingBattleQueriesCount--;
  607. logGlobal->traceStream() << "Decremented queries count to " << finishingBattle->remainingBattleQueriesCount;
  608. if(finishingBattle->remainingBattleQueriesCount > 0)
  609. //Battle results will be handled when all battle queries are closed
  610. return;
  611. //TODO consider if we really want it to work like above. ATM each player as unblocked as soon as possible
  612. // but the battle consequences are applied after final player is unblocked. Hard to abuse...
  613. // Still, it looks like a hole.
  614. // Necromancy if applicable.
  615. const CStackBasicDescriptor raisedStack = finishingBattle->winnerHero ? finishingBattle->winnerHero->calculateNecromancy(*battleResult.data) : CStackBasicDescriptor();
  616. // Give raised units to winner and show dialog, if any were raised,
  617. // units will be given after casualties are taken
  618. const SlotID necroSlot = raisedStack.type ? finishingBattle->winnerHero->getSlotFor(raisedStack.type) : SlotID();
  619. if (necroSlot != SlotID())
  620. {
  621. finishingBattle->winnerHero->showNecromancyDialog(raisedStack);
  622. addToSlot(StackLocation(finishingBattle->winnerHero, necroSlot), raisedStack.type, raisedStack.count);
  623. }
  624. BattleResultsApplied resultsApplied;
  625. resultsApplied.player1 = finishingBattle->victor;
  626. resultsApplied.player2 = finishingBattle->loser;
  627. sendAndApply(&resultsApplied);
  628. setBattle(nullptr);
  629. if(visitObjectAfterVictory && result.winner==0)
  630. {
  631. logGlobal->traceStream() << "post-victory visit";
  632. visitObjectOnTile(*getTile(finishingBattle->winnerHero->getPosition()), finishingBattle->winnerHero);
  633. }
  634. visitObjectAfterVictory = false;
  635. //handle victory/loss of engaged players
  636. std::set<PlayerColor> playerColors = {finishingBattle->loser, finishingBattle->victor};
  637. checkVictoryLossConditions(playerColors);
  638. if(result.result == BattleResult::SURRENDER || result.result == BattleResult::ESCAPE) //loser has escaped or surrendered
  639. {
  640. SetAvailableHeroes sah;
  641. sah.player = finishingBattle->loser;
  642. sah.hid[0] = finishingBattle->loserHero->subID;
  643. if(result.result == BattleResult::ESCAPE) //retreat
  644. {
  645. sah.army[0].clear();
  646. sah.army[0].setCreature(SlotID(0), finishingBattle->loserHero->type->initialArmy.at(0).creature, 1);
  647. }
  648. if(const CGHeroInstance *another = getPlayer(finishingBattle->loser)->availableHeroes.at(1))
  649. sah.hid[1] = another->subID;
  650. else
  651. sah.hid[1] = -1;
  652. sendAndApply(&sah);
  653. }
  654. }
  655. void CGameHandler::prepareAttack(BattleAttack &bat, const CStack *att, const CStack *def, int distance, int targetHex)
  656. {
  657. bat.bsa.clear();
  658. bat.stackAttacking = att->ID;
  659. const int attackerLuck = att->LuckVal();
  660. auto sideHeroBlocksLuck = [](const SideInBattle &side){ return NBonus::hasOfType(side.hero, Bonus::BLOCK_LUCK); };
  661. if(!vstd::contains_if(gs->curB->sides, sideHeroBlocksLuck))
  662. {
  663. if(attackerLuck > 0 && gs->getRandomGenerator().nextInt(23) < attackerLuck)
  664. {
  665. bat.flags |= BattleAttack::LUCKY;
  666. }
  667. if (VLC->modh->settings.data["hardcodedFeatures"]["NEGATIVE_LUCK"].Bool()) // negative luck enabled
  668. {
  669. if (attackerLuck < 0 && gs->getRandomGenerator().nextInt(23) < abs(attackerLuck))
  670. {
  671. bat.flags |= BattleAttack::UNLUCKY;
  672. }
  673. }
  674. }
  675. if(gs->getRandomGenerator().nextInt(99) < att->valOfBonuses(Bonus::DOUBLE_DAMAGE_CHANCE))
  676. {
  677. bat.flags |= BattleAttack::DEATH_BLOW;
  678. }
  679. if(att->getCreature()->idNumber == CreatureID::BALLISTA)
  680. {
  681. static const int artilleryLvlToChance[] = {0, 50, 75, 100};
  682. const CGHeroInstance * owner = gs->curB->getHero(att->owner);
  683. int chance = artilleryLvlToChance[owner->getSecSkillLevel(SecondarySkill::ARTILLERY)];
  684. if(chance > gs->getRandomGenerator().nextInt(99))
  685. {
  686. bat.flags |= BattleAttack::BALLISTA_DOUBLE_DMG;
  687. }
  688. }
  689. // only primary target
  690. applyBattleEffects(bat, att, def, distance, false);
  691. if (!bat.shot()) //multiple-hex attack - only in meele
  692. {
  693. std::set<const CStack*> attackedCreatures = gs->curB->getAttackedCreatures(att, targetHex); //creatures other than primary target
  694. for(const CStack * stack : attackedCreatures)
  695. {
  696. if (stack != def) //do not hit same stack twice
  697. {
  698. applyBattleEffects(bat, att, stack, distance, true);
  699. }
  700. }
  701. }
  702. const Bonus * bonus = att->getBonusLocalFirst(Selector::type(Bonus::SPELL_LIKE_ATTACK));
  703. if (bonus && (bat.shot())) //TODO: make it work in melee?
  704. {
  705. //this is need for displaying hit animation
  706. bat.flags |= BattleAttack::SPELL_LIKE;
  707. bat.spellID = SpellID(bonus->subtype);
  708. //TODO: should spell override creature`s projectile?
  709. std::set<const CStack*> attackedCreatures = SpellID(bonus->subtype).toSpell()->getAffectedStacks(gs->curB, ECastingMode::SPELL_LIKE_ATTACK, att->owner, bonus->val, targetHex, att);
  710. //TODO: get exact attacked hex for defender
  711. for(const CStack * stack : attackedCreatures)
  712. {
  713. if (stack != def) //do not hit same stack twice
  714. {
  715. applyBattleEffects(bat, att, stack, distance, true);
  716. }
  717. }
  718. //now add effect info for all attacked stacks
  719. for(BattleStackAttacked & bsa : bat.bsa)
  720. {
  721. if(bsa.attackerID == att->ID) //this is our attack and not f.e. fire shield
  722. {
  723. //this is need for displaying affect animation
  724. bsa.flags |= BattleStackAttacked::SPELL_EFFECT;
  725. bsa.spellID = SpellID(bonus->subtype);
  726. }
  727. }
  728. }
  729. }
  730. void CGameHandler::applyBattleEffects(BattleAttack &bat, const CStack *att, const CStack *def, int distance, bool secondary) //helper function for prepareAttack
  731. {
  732. BattleStackAttacked bsa;
  733. if (secondary)
  734. bsa.flags |= BattleStackAttacked::SECONDARY; //all other targets do not suffer from spells & spell-like abilities
  735. bsa.attackerID = att->ID;
  736. bsa.stackAttacked = def->ID;
  737. bsa.damageAmount = gs->curB->calculateDmg(att, def, gs->curB->battleGetOwner(att), gs->curB->battleGetOwner(def),
  738. bat.shot(), distance, bat.lucky(), bat.unlucky(), bat.deathBlow(), bat.ballistaDoubleDmg(), gs->getRandomGenerator());
  739. def->prepareAttacked(bsa, gs->getRandomGenerator()); //calculate casualties
  740. //life drain handling
  741. if (att->hasBonusOfType(Bonus::LIFE_DRAIN) && def->isLiving())
  742. {
  743. StacksHealedOrResurrected shi;
  744. shi.lifeDrain = true;
  745. shi.tentHealing = false;
  746. shi.drainedFrom = def->ID;
  747. StacksHealedOrResurrected::HealInfo hi;
  748. hi.stackID = att->ID;
  749. hi.healedHP = att->calculateHealedHealthPoints(bsa.damageAmount * att->valOfBonuses (Bonus::LIFE_DRAIN) / 100, true);
  750. hi.lowLevelResurrection = false;
  751. shi.healedStacks.push_back(hi);
  752. if (hi.healedHP > 0)
  753. {
  754. bsa.healedStacks.push_back(shi);
  755. }
  756. }
  757. bat.bsa.push_back(bsa); //add this stack to the list of victims after drain life has been calculated
  758. //fire shield handling
  759. if(!bat.shot() && def->hasBonusOfType(Bonus::FIRE_SHIELD) && !att->hasBonusOfType (Bonus::FIRE_IMMUNITY))
  760. {
  761. BattleStackAttacked bsa2;
  762. bsa2.stackAttacked = att->ID; //invert
  763. bsa2.attackerID = def->ID;
  764. bsa2.flags |= BattleStackAttacked::EFFECT; //FIXME: play animation upon efreet and not attacker
  765. bsa2.effect = 11;
  766. bsa2.damageAmount = (bsa.damageAmount * def->valOfBonuses(Bonus::FIRE_SHIELD)) / 100; //TODO: scale with attack/defense
  767. att->prepareAttacked(bsa2, gameState()->getRandomGenerator());
  768. bat.bsa.push_back(bsa2);
  769. }
  770. }
  771. void CGameHandler::handleConnection(std::set<PlayerColor> players, CConnection &c)
  772. {
  773. setThreadName("CGameHandler::handleConnection");
  774. try
  775. {
  776. while(1)//server should never shut connection first //was: while(!end2)
  777. {
  778. CPack *pack = nullptr;
  779. PlayerColor player = PlayerColor::NEUTRAL;
  780. si32 requestID = -999;
  781. int packType = 0;
  782. {
  783. boost::unique_lock<boost::mutex> lock(*c.rmx);
  784. c >> player >> requestID >> pack; //get the package
  785. if(!pack)
  786. {
  787. logGlobal ->errorStream() << boost::format("Received a null package marked as request %d from player %d") % requestID % player;
  788. }
  789. packType = typeList.getTypeID(pack); //get the id of type
  790. logGlobal->traceStream() << boost::format("Received client message (request %d by player %d) of type with ID=%d (%s).\n")
  791. % requestID % player.getNum() % packType % typeid(*pack).name();
  792. }
  793. //prepare struct informing that action was applied
  794. auto sendPackageResponse = [&](bool succesfullyApplied)
  795. {
  796. PackageApplied applied;
  797. applied.player = player;
  798. applied.result = succesfullyApplied;
  799. applied.packType = packType;
  800. applied.requestID = requestID;
  801. boost::unique_lock<boost::mutex> lock(*c.wmx);
  802. c << &applied;
  803. };
  804. CBaseForGHApply *apply = applier->apps[packType]; //and appropriae applier object
  805. if(isBlockedByQueries(pack, player))
  806. {
  807. sendPackageResponse(false);
  808. }
  809. else if(apply)
  810. {
  811. const bool result = apply->applyOnGH(this,&c,pack, player);
  812. if(!result)
  813. complain("Got false in applying... that request must have been fishy!");
  814. logGlobal->traceStream() << "Message successfully applied (result=" << result << ")!";
  815. sendPackageResponse(true);
  816. }
  817. else
  818. {
  819. logGlobal->errorStream() << "Message cannot be applied, cannot find applier (unregistered type)!";
  820. sendPackageResponse(false);
  821. }
  822. vstd::clear_pointer(pack);
  823. }
  824. }
  825. catch(boost::system::system_error &e) //for boost errors just log, not crash - probably client shut down connection
  826. {
  827. assert(!c.connected); //make sure that connection has been marked as broken
  828. logGlobal->errorStream() << e.what();
  829. end2 = true;
  830. }
  831. catch(...)
  832. {
  833. end2 = true;
  834. handleException();
  835. throw;
  836. }
  837. logGlobal->errorStream() << "Ended handling connection";
  838. }
  839. int CGameHandler::moveStack(int stack, BattleHex dest)
  840. {
  841. int ret = 0;
  842. const CStack *curStack = gs->curB->battleGetStackByID(stack),
  843. *stackAtEnd = gs->curB->battleGetStackByPos(dest);
  844. assert(curStack);
  845. assert(dest < GameConstants::BFIELD_SIZE);
  846. if (gs->curB->tacticDistance)
  847. {
  848. assert(gs->curB->isInTacticRange(dest));
  849. }
  850. if(curStack->position == dest)
  851. return 0;
  852. //initing necessary tables
  853. auto accessibility = getAccesibility(curStack);
  854. //shifting destination (if we have double wide stack and we can occupy dest but not be exactly there)
  855. if(!stackAtEnd && curStack->doubleWide() && !accessibility.accessible(dest, curStack))
  856. {
  857. if(curStack->attackerOwned)
  858. {
  859. if(accessibility.accessible(dest+1, curStack))
  860. dest += BattleHex::RIGHT;
  861. }
  862. else
  863. {
  864. if(accessibility.accessible(dest-1, curStack))
  865. dest += BattleHex::LEFT;
  866. }
  867. }
  868. if((stackAtEnd && stackAtEnd!=curStack && stackAtEnd->alive()) || !accessibility.accessible(dest, curStack))
  869. {
  870. complain("Given destination is not accessible!");
  871. return 0;
  872. }
  873. std::pair< std::vector<BattleHex>, int > path = gs->curB->getPath(curStack->position, dest, curStack);
  874. ret = path.second;
  875. int creSpeed = gs->curB->tacticDistance ? GameConstants::BFIELD_SIZE : curStack->Speed();
  876. if(curStack->hasBonusOfType(Bonus::FLYING))
  877. {
  878. if(path.second <= creSpeed && path.first.size() > 0)
  879. {
  880. //inform clients about move
  881. BattleStackMoved sm;
  882. sm.stack = curStack->ID;
  883. std::vector<BattleHex> tiles;
  884. tiles.push_back(path.first[0]);
  885. sm.tilesToMove = tiles;
  886. sm.distance = path.second;
  887. sm.teleporting = false;
  888. sendAndApply(&sm);
  889. }
  890. }
  891. else //for non-flying creatures
  892. {
  893. shared_ptr<const CObstacleInstance> obstacle, obstacle2; //obstacle that interrupted movement
  894. std::vector<BattleHex> tiles;
  895. const int tilesToMove = std::max((int)(path.first.size() - creSpeed), 0);
  896. int v = path.first.size()-1;
  897. bool stackIsMoving = true;
  898. while(stackIsMoving)
  899. {
  900. if(v<tilesToMove)
  901. {
  902. logGlobal->error("Movement terminated abnormally");
  903. break;
  904. }
  905. for(bool obstacleHit = false; (!obstacleHit) && (v >= tilesToMove); --v)
  906. {
  907. BattleHex hex = path.first[v];
  908. tiles.push_back(hex);
  909. //if we walked onto something, finalize this portion of stack movement check into obstacle
  910. if((obstacle = battleGetObstacleOnPos(hex, false)))
  911. obstacleHit = true;
  912. if(curStack->doubleWide())
  913. {
  914. BattleHex otherHex = curStack->occupiedHex(hex);
  915. //two hex creature hit obstacle by backside
  916. if(otherHex.isValid() && ((obstacle2 = battleGetObstacleOnPos(otherHex, false))))
  917. obstacleHit = true;
  918. }
  919. }
  920. if(tiles.size() > 0)
  921. {
  922. //commit movement
  923. BattleStackMoved sm;
  924. sm.stack = curStack->ID;
  925. sm.distance = path.second;
  926. sm.teleporting = false;
  927. sm.tilesToMove = tiles;
  928. sendAndApply(&sm);
  929. tiles.clear();
  930. }
  931. //we don't handle obstacle at the destination tile -> it's handled separately in the if at the end
  932. if(curStack->position != dest)
  933. {
  934. auto processObstacle = [&](shared_ptr<const CObstacleInstance> & obs)
  935. {
  936. if(obs)
  937. {
  938. handleDamageFromObstacle(*obs, curStack);
  939. //if stack die in explosion or interrupted by obstacle, abort movement
  940. if(obs->stopsMovement() || !curStack->alive())
  941. stackIsMoving = false;
  942. obs.reset();
  943. }
  944. };
  945. processObstacle(obstacle);
  946. if(curStack->alive())
  947. processObstacle(obstacle2);
  948. }
  949. else
  950. //movement finished normally: we reached destination
  951. stackIsMoving = false;
  952. }
  953. }
  954. //handling obstacle on the final field (separate, because it affects both flying and walking stacks)
  955. if(curStack->alive())
  956. {
  957. if(auto theLastObstacle = battleGetObstacleOnPos(curStack->position, false))
  958. {
  959. handleDamageFromObstacle(*theLastObstacle, curStack);
  960. }
  961. }
  962. if(curStack->alive() && curStack->doubleWide())
  963. {
  964. BattleHex otherHex = curStack->occupiedHex(curStack->position);
  965. if(otherHex.isValid())
  966. if(auto theLastObstacle = battleGetObstacleOnPos(otherHex, false))
  967. {
  968. //two hex creature hit obstacle by backside
  969. handleDamageFromObstacle(*theLastObstacle, curStack);
  970. }
  971. }
  972. return ret;
  973. }
  974. CGameHandler::CGameHandler(void)
  975. {
  976. QID = 1;
  977. //gs = nullptr;
  978. IObjectInterface::cb = this;
  979. applier = new CApplier<CBaseForGHApply>;
  980. registerTypesServerPacks(*applier);
  981. visitObjectAfterVictory = false;
  982. queries.gh = this;
  983. spellEnv = new ServerSpellCastEnvironment(this);
  984. }
  985. CGameHandler::~CGameHandler(void)
  986. {
  987. delete spellEnv;
  988. delete applier;
  989. applier = nullptr;
  990. delete gs;
  991. }
  992. void CGameHandler::init(StartInfo *si)
  993. {
  994. if(si->seedToBeUsed == 0)
  995. {
  996. si->seedToBeUsed = std::time(nullptr);
  997. }
  998. gs = new CGameState();
  999. logGlobal->infoStream() << "Gamestate created!";
  1000. gs->init(si);
  1001. logGlobal->infoStream() << "Gamestate initialized!";
  1002. // reset seed, so that clients can't predict any following random values
  1003. gs->getRandomGenerator().resetSeed();
  1004. for(auto & elem : gs->players)
  1005. {
  1006. states.addPlayer(elem.first);
  1007. }
  1008. }
  1009. static bool evntCmp(const CMapEvent &a, const CMapEvent &b)
  1010. {
  1011. return a.earlierThan(b);
  1012. }
  1013. void CGameHandler::setPortalDwelling(const CGTownInstance * town, bool forced=false, bool clear = false)
  1014. {// bool forced = true - if creature should be replaced, if false - only if no creature was set
  1015. const PlayerState *p = gs->getPlayer(town->tempOwner);
  1016. if(!p)
  1017. {
  1018. logGlobal->warnStream() << "There is no player owner of town " << town->name << " at " << town->pos;
  1019. return;
  1020. }
  1021. if (forced || town->creatures.at(GameConstants::CREATURES_PER_TOWN).second.empty())//we need to change creature
  1022. {
  1023. SetAvailableCreatures ssi;
  1024. ssi.tid = town->id;
  1025. ssi.creatures = town->creatures;
  1026. ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.clear();//remove old one
  1027. const std::vector<ConstTransitivePtr<CGDwelling> > &dwellings = p->dwellings;
  1028. if (dwellings.empty())//no dwellings - just remove
  1029. {
  1030. sendAndApply(&ssi);
  1031. return;
  1032. }
  1033. auto dwelling = *RandomGeneratorUtil::nextItem(dwellings, gs->getRandomGenerator());
  1034. // for multi-creature dwellings like Golem Factory
  1035. auto creatureId = RandomGeneratorUtil::nextItem(dwelling->creatures, gs->getRandomGenerator())->second[0];
  1036. if(clear)
  1037. {
  1038. ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = std::max((ui32)1, (VLC->creh->creatures.at(creatureId)->growth)/2);
  1039. }
  1040. else
  1041. {
  1042. ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = VLC->creh->creatures.at(creatureId)->growth;
  1043. }
  1044. ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.push_back(creatureId);
  1045. sendAndApply(&ssi);
  1046. }
  1047. }
  1048. void CGameHandler::newTurn()
  1049. {
  1050. logGlobal->traceStream() << "Turn " << gs->day+1;
  1051. NewTurn n;
  1052. n.specialWeek = NewTurn::NO_ACTION;
  1053. n.creatureid = CreatureID::NONE;
  1054. n.day = gs->day + 1;
  1055. bool firstTurn = !getDate(Date::DAY);
  1056. bool newWeek = getDate(Date::DAY_OF_WEEK) == 7; //day numbers are confusing, as day was not yet switched
  1057. bool newMonth = getDate(Date::DAY_OF_MONTH) == 28;
  1058. std::map<PlayerColor, si32> hadGold;//starting gold - for buildings like dwarven treasury
  1059. if (firstTurn)
  1060. {
  1061. for (auto obj : gs->map->objects)
  1062. {
  1063. if (obj && obj->ID == Obj::PRISON) //give imprisoned hero 0 exp to level him up. easiest to do at this point
  1064. {
  1065. changePrimSkill (getHero(obj->id), PrimarySkill::EXPERIENCE, 0);
  1066. }
  1067. }
  1068. }
  1069. if (newWeek && !firstTurn)
  1070. {
  1071. n.specialWeek = NewTurn::NORMAL;
  1072. bool deityOfFireBuilt = false;
  1073. for(const CGTownInstance *t : gs->map->towns)
  1074. {
  1075. if(t->hasBuilt(BuildingID::GRAIL, ETownType::INFERNO))
  1076. {
  1077. deityOfFireBuilt = true;
  1078. break;
  1079. }
  1080. }
  1081. if(deityOfFireBuilt)
  1082. {
  1083. n.specialWeek = NewTurn::DEITYOFFIRE;
  1084. n.creatureid = CreatureID::IMP;
  1085. }
  1086. else
  1087. {
  1088. int monthType = gs->getRandomGenerator().nextInt(99);
  1089. if(newMonth) //new month
  1090. {
  1091. if (monthType < 40) //double growth
  1092. {
  1093. n.specialWeek = NewTurn::DOUBLE_GROWTH;
  1094. if (VLC->modh->settings.ALL_CREATURES_GET_DOUBLE_MONTHS)
  1095. {
  1096. std::pair<int, CreatureID> newMonster(54, VLC->creh->pickRandomMonster(gs->getRandomGenerator()));
  1097. n.creatureid = newMonster.second;
  1098. }
  1099. else if(VLC->creh->doubledCreatures.size())
  1100. {
  1101. const std::vector<CreatureID> doubledCreatures (VLC->creh->doubledCreatures.begin(), VLC->creh->doubledCreatures.end());
  1102. n.creatureid = *RandomGeneratorUtil::nextItem(doubledCreatures, gs->getRandomGenerator());
  1103. }
  1104. else
  1105. {
  1106. complain("Cannot find creature that can be spawned!");
  1107. n.specialWeek = NewTurn::NORMAL;
  1108. }
  1109. }
  1110. else if (monthType < 50)
  1111. n.specialWeek = NewTurn::PLAGUE;
  1112. }
  1113. else //it's a week, but not full month
  1114. {
  1115. if (monthType < 25)
  1116. {
  1117. n.specialWeek = NewTurn::BONUS_GROWTH; //+5
  1118. std::pair<int, CreatureID> newMonster(54, VLC->creh->pickRandomMonster(gs->getRandomGenerator()));
  1119. //TODO do not pick neutrals
  1120. n.creatureid = newMonster.second;
  1121. }
  1122. }
  1123. }
  1124. }
  1125. std::map<ui32, ConstTransitivePtr<CGHeroInstance> > pool = gs->hpool.heroesPool;
  1126. for (auto & elem : gs->players)
  1127. {
  1128. if(elem.first == PlayerColor::NEUTRAL)
  1129. continue;
  1130. else if(elem.first >= PlayerColor::PLAYER_LIMIT)
  1131. assert(0); //illegal player number!
  1132. std::pair<PlayerColor, si32> playerGold(elem.first, elem.second.resources.at(Res::GOLD));
  1133. hadGold.insert(playerGold);
  1134. if(newWeek) //new heroes in tavern
  1135. {
  1136. SetAvailableHeroes sah;
  1137. sah.player = elem.first;
  1138. //pick heroes and their armies
  1139. CHeroClass *banned = nullptr;
  1140. for (int j = 0; j < GameConstants::AVAILABLE_HEROES_PER_PLAYER; j++)
  1141. {
  1142. //first hero - native if possible, second hero -> any other class
  1143. if(CGHeroInstance *h = gs->hpool.pickHeroFor(j == 0, elem.first, getNativeTown(elem.first), pool, gs->getRandomGenerator(), banned))
  1144. {
  1145. sah.hid[j] = h->subID;
  1146. h->initArmy(&sah.army[j]);
  1147. banned = h->type->heroClass;
  1148. }
  1149. else
  1150. sah.hid[j] = -1;
  1151. }
  1152. sendAndApply(&sah);
  1153. }
  1154. n.res[elem.first] = elem.second.resources;
  1155. for(CGHeroInstance *h : (elem).second.heroes)
  1156. {
  1157. if(h->visitedTown)
  1158. giveSpells(h->visitedTown, h);
  1159. NewTurn::Hero hth;
  1160. hth.id = h->id;
  1161. hth.move = h->maxMovePoints(gs->map->getTile(h->getPosition(false)).terType != ETerrainType::WATER);
  1162. if(h->visitedTown && h->visitedTown->hasBuilt(BuildingID::MAGES_GUILD_1)) //if hero starts turn in town with mage guild
  1163. hth.mana = std::max(h->mana, h->manaLimit()); //restore all mana
  1164. else
  1165. hth.mana = std::max((si32)(0), std::max(h->mana, std::min((si32)(h->mana + h->manaRegain()), h->manaLimit())));
  1166. n.heroes.insert(hth);
  1167. if(!firstTurn) //not first day
  1168. {
  1169. n.res[elem.first][Res::GOLD] += h->valOfBonuses(Selector::typeSubtype(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::ESTATES)); //estates
  1170. for (int k = 0; k < GameConstants::RESOURCE_QUANTITY; k++)
  1171. {
  1172. n.res[elem.first][k] += h->valOfBonuses(Bonus::GENERATE_RESOURCE, k);
  1173. }
  1174. }
  1175. }
  1176. }
  1177. for(CGTownInstance *t : gs->map->towns)
  1178. {
  1179. PlayerColor player = t->tempOwner;
  1180. handleTownEvents(t, n);
  1181. if(newWeek) //first day of week
  1182. {
  1183. if(t->hasBuilt(BuildingID::PORTAL_OF_SUMMON, ETownType::DUNGEON))
  1184. setPortalDwelling(t, true, (n.specialWeek == NewTurn::PLAGUE ? true : false)); //set creatures for Portal of Summoning
  1185. if(!firstTurn)
  1186. if (t->hasBuilt(BuildingID::TREASURY, ETownType::RAMPART) && player < PlayerColor::PLAYER_LIMIT)
  1187. n.res[player][Res::GOLD] += hadGold.at(player)/10; //give 10% of starting gold
  1188. if (!vstd::contains(n.cres, t->id))
  1189. {
  1190. n.cres[t->id].tid = t->id;
  1191. n.cres[t->id].creatures = t->creatures;
  1192. }
  1193. auto & sac = n.cres.at(t->id);
  1194. for (int k=0; k < GameConstants::CREATURES_PER_TOWN; k++) //creature growths
  1195. {
  1196. if (!t->creatures.at(k).second.empty()) // there are creatures at this level
  1197. {
  1198. ui32 &availableCount = sac.creatures.at(k).first;
  1199. const CCreature *cre = VLC->creh->creatures.at(t->creatures.at(k).second.back());
  1200. if (n.specialWeek == NewTurn::PLAGUE)
  1201. availableCount = t->creatures.at(k).first / 2; //halve their number, no growth
  1202. else
  1203. {
  1204. if(firstTurn) //first day of game: use only basic growths
  1205. availableCount = cre->growth;
  1206. else
  1207. availableCount += t->creatureGrowth(k);
  1208. //Deity of fire week - upgrade both imps and upgrades
  1209. if (n.specialWeek == NewTurn::DEITYOFFIRE && vstd::contains(t->creatures.at(k).second, n.creatureid))
  1210. availableCount += 15;
  1211. if( cre->idNumber == n.creatureid ) //bonus week, effect applies only to identical creatures
  1212. {
  1213. if(n.specialWeek == NewTurn::DOUBLE_GROWTH)
  1214. availableCount *= 2;
  1215. else if(n.specialWeek == NewTurn::BONUS_GROWTH)
  1216. availableCount += 5;
  1217. }
  1218. }
  1219. }
  1220. }
  1221. }
  1222. if(!firstTurn && player < PlayerColor::PLAYER_LIMIT)//not the first day and town not neutral
  1223. {
  1224. n.res[player] = n.res[player] + t->dailyIncome();
  1225. }
  1226. if(t->hasBuilt(BuildingID::GRAIL, ETownType::TOWER))
  1227. {
  1228. // Skyship, probably easier to handle same as Veil of darkness
  1229. //do it every new day after veils apply
  1230. if (player != PlayerColor::NEUTRAL) //do not reveal fow for neutral player
  1231. {
  1232. FoWChange fw;
  1233. fw.mode = 1;
  1234. fw.player = player;
  1235. // find all hidden tiles
  1236. const auto & fow = gs->getPlayerTeam(player)->fogOfWarMap;
  1237. for (size_t i=0; i<fow.size(); i++)
  1238. for (size_t j=0; j<fow.at(i).size(); j++)
  1239. for (size_t k=0; k<fow.at(i).at(j).size(); k++)
  1240. if (!fow.at(i).at(j).at(k))
  1241. fw.tiles.insert(int3(i,j,k));
  1242. sendAndApply (&fw);
  1243. }
  1244. }
  1245. if (t->hasBonusOfType (Bonus::DARKNESS))
  1246. {
  1247. for (auto & player : gameState()->players)
  1248. {
  1249. if (getPlayerStatus(player.first) == EPlayerStatus::INGAME &&
  1250. getPlayerRelations(player.first, t->tempOwner) == PlayerRelations::ENEMIES)
  1251. changeFogOfWar(t->visitablePos(), t->getBonusLocalFirst(Selector::type(Bonus::DARKNESS))->val, player.first, true);
  1252. }
  1253. }
  1254. }
  1255. if(newMonth)
  1256. {
  1257. SetAvailableArtifacts saa;
  1258. saa.id = -1;
  1259. pickAllowedArtsSet(saa.arts);
  1260. sendAndApply(&saa);
  1261. }
  1262. sendAndApply(&n);
  1263. if(newWeek)
  1264. {
  1265. //spawn wandering monsters
  1266. if (newMonth && (n.specialWeek == NewTurn::DOUBLE_GROWTH || n.specialWeek == NewTurn::DEITYOFFIRE))
  1267. {
  1268. spawnWanderingMonsters(n.creatureid);
  1269. }
  1270. //new week info popup
  1271. if(!firstTurn)
  1272. {
  1273. InfoWindow iw;
  1274. switch (n.specialWeek)
  1275. {
  1276. case NewTurn::DOUBLE_GROWTH:
  1277. iw.text.addTxt(MetaString::ARRAY_TXT, 131);
  1278. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1279. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1280. break;
  1281. case NewTurn::PLAGUE:
  1282. iw.text.addTxt(MetaString::ARRAY_TXT, 132);
  1283. break;
  1284. case NewTurn::BONUS_GROWTH:
  1285. iw.text.addTxt(MetaString::ARRAY_TXT, 134);
  1286. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1287. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1288. break;
  1289. case NewTurn::DEITYOFFIRE:
  1290. iw.text.addTxt(MetaString::ARRAY_TXT, 135);
  1291. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 42); //%s imp
  1292. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 42); //%s imp
  1293. iw.text.addReplacement2(15); //%+d 15
  1294. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 43); //%s familiar
  1295. iw.text.addReplacement2(15); //%+d 15
  1296. break;
  1297. default:
  1298. if (newMonth)
  1299. {
  1300. iw.text.addTxt(MetaString::ARRAY_TXT, (130));
  1301. iw.text.addReplacement(MetaString::ARRAY_TXT, gs->getRandomGenerator().nextInt(32, 41));
  1302. }
  1303. else
  1304. {
  1305. iw.text.addTxt(MetaString::ARRAY_TXT, (133));
  1306. iw.text.addReplacement(MetaString::ARRAY_TXT, gs->getRandomGenerator().nextInt(43, 57));
  1307. }
  1308. }
  1309. for (auto & elem : gs->players)
  1310. {
  1311. iw.player = elem.first;
  1312. sendAndApply(&iw);
  1313. }
  1314. }
  1315. }
  1316. logGlobal->traceStream() << "Info about turn " << n.day << "has been sent!";
  1317. handleTimeEvents();
  1318. //call objects
  1319. for(auto & elem : gs->map->objects)
  1320. {
  1321. if(elem)
  1322. elem->newTurn();
  1323. }
  1324. //count days without town for all players, regardless of their turn order
  1325. for (auto &p : gs->players)
  1326. {
  1327. PlayerState & playerState = p.second;
  1328. if (playerState.status == EPlayerStatus::INGAME)
  1329. {
  1330. if (playerState.towns.empty())
  1331. {
  1332. if (playerState.daysWithoutCastle)
  1333. ++(*playerState.daysWithoutCastle);
  1334. else playerState.daysWithoutCastle = 0;
  1335. }
  1336. else
  1337. {
  1338. playerState.daysWithoutCastle = boost::none;
  1339. }
  1340. }
  1341. }
  1342. synchronizeArtifactHandlerLists(); //new day events may have changed them. TODO better of managing that
  1343. }
  1344. void CGameHandler::run(bool resume)
  1345. {
  1346. LOG_TRACE_PARAMS(logGlobal, "resume=%d", resume);
  1347. using namespace boost::posix_time;
  1348. for(CConnection *cc : conns)
  1349. {
  1350. if(!resume)
  1351. {
  1352. (*cc) << gs->initialOpts; // gs->scenarioOps
  1353. }
  1354. std::set<PlayerColor> players;
  1355. (*cc) >> players; //how many players will be handled at that client
  1356. std::stringstream sbuffer;
  1357. sbuffer << "Connection " << cc->connectionID << " will handle " << players.size() << " player: ";
  1358. for(PlayerColor color : players)
  1359. {
  1360. sbuffer << color << " ";
  1361. {
  1362. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  1363. connections[color] = cc;
  1364. }
  1365. }
  1366. logGlobal->infoStream() << sbuffer.str();
  1367. cc->addStdVecItems(gs);
  1368. cc->enableStackSendingByID();
  1369. cc->disableSmartPointerSerialization();
  1370. }
  1371. for(auto & elem : conns)
  1372. {
  1373. std::set<PlayerColor> pom;
  1374. for(auto j = connections.cbegin(); j!=connections.cend();j++)
  1375. if(j->second == elem)
  1376. pom.insert(j->first);
  1377. boost::thread(std::bind(&CGameHandler::handleConnection,this,pom,std::ref(*elem)));
  1378. }
  1379. if(gs->scenarioOps->mode == StartInfo::DUEL)
  1380. {
  1381. runBattle();
  1382. end2 = true;
  1383. while(conns.size() && (*conns.begin())->isOpen())
  1384. boost::this_thread::sleep(boost::posix_time::milliseconds(5)); //give time client to close socket
  1385. return;
  1386. }
  1387. auto playerTurnOrder = generatePlayerTurnOrder();
  1388. while(!end2)
  1389. {
  1390. if(!resume) newTurn();
  1391. std::list<PlayerColor>::iterator it;
  1392. if(resume)
  1393. {
  1394. it = std::find(playerTurnOrder.begin(), playerTurnOrder.end(), gs->currentPlayer);
  1395. }
  1396. else
  1397. {
  1398. it = playerTurnOrder.begin();
  1399. }
  1400. resume = false;
  1401. for (; it != playerTurnOrder.end(); it++)
  1402. {
  1403. auto playerColor = *it;
  1404. PlayerState * playerState = &gs->players[playerColor]; //can't copy CBonusSystemNode by value
  1405. if (playerState->status == EPlayerStatus::INGAME)
  1406. {
  1407. //if player runs out of time, he shouldn't get the turn (especially AI)
  1408. checkVictoryLossConditionsForAll();
  1409. if (gs->players[playerColor].status != EPlayerStatus::INGAME)
  1410. { //player lost at the beginning of his turn
  1411. continue;
  1412. }
  1413. else //give normal turn
  1414. {
  1415. states.setFlag(playerColor, &PlayerStatus::makingTurn, true);
  1416. YourTurn yt;
  1417. yt.player = playerColor;
  1418. //Change local daysWithoutCastle counter for local interface message //TODO: needed?
  1419. yt.daysWithoutCastle = playerState->daysWithoutCastle;
  1420. applyAndSend(&yt);
  1421. //wait till turn is done
  1422. boost::unique_lock<boost::mutex> lock(states.mx);
  1423. while (states.players.at(playerColor).makingTurn && !end2)
  1424. {
  1425. static time_duration p = milliseconds(100);
  1426. states.cv.timed_wait(lock, p);
  1427. }
  1428. }
  1429. }
  1430. }
  1431. //additional check that game is not finished
  1432. bool activePlayer = false;
  1433. for(auto player : playerTurnOrder)
  1434. {
  1435. if(gs->players[player].status == EPlayerStatus::INGAME)
  1436. activePlayer = true;
  1437. }
  1438. if(!activePlayer)
  1439. end2 = true;
  1440. }
  1441. while(conns.size() && (*conns.begin())->isOpen())
  1442. boost::this_thread::sleep(boost::posix_time::milliseconds(5)); //give time client to close socket
  1443. }
  1444. std::list<PlayerColor> CGameHandler::generatePlayerTurnOrder() const
  1445. {
  1446. // Generate player turn order
  1447. std::list<PlayerColor> playerTurnOrder;
  1448. for(const auto & player : gs->players) // add human players first
  1449. {
  1450. if(player.second.human)
  1451. playerTurnOrder.push_back(player.first);
  1452. }
  1453. for(const auto & player : gs->players) // then add non-human players
  1454. {
  1455. if(!player.second.human)
  1456. playerTurnOrder.push_back(player.first);
  1457. }
  1458. return std::move(playerTurnOrder);
  1459. }
  1460. void CGameHandler::setupBattle( int3 tile, const CArmedInstance *armies[2], const CGHeroInstance *heroes[2], bool creatureBank, const CGTownInstance *town )
  1461. {
  1462. battleResult.set(nullptr);
  1463. //send info about battles
  1464. BattleStart bs;
  1465. bs.info = gs->setupBattle(tile, armies, heroes, creatureBank, town);
  1466. sendAndApply(&bs);
  1467. }
  1468. void CGameHandler::checkForBattleEnd()
  1469. {
  1470. if(auto result = battleIsFinished())
  1471. {
  1472. setBattleResult(BattleResult::NORMAL, *result);
  1473. }
  1474. }
  1475. void CGameHandler::giveSpells( const CGTownInstance *t, const CGHeroInstance *h )
  1476. {
  1477. if(!h->hasSpellbook())
  1478. return; //hero hasn't spellbook
  1479. ChangeSpells cs;
  1480. cs.hid = h->id;
  1481. cs.learn = true;
  1482. for(int i=0; i<std::min(t->mageGuildLevel(),h->getSecSkillLevel(SecondarySkill::WISDOM)+2);i++)
  1483. {
  1484. if (t->hasBuilt(BuildingID::GRAIL, ETownType::CONFLUX)) //Aurora Borealis
  1485. {
  1486. std::vector<SpellID> spells;
  1487. getAllowedSpells(spells, i);
  1488. for (auto & spell : spells)
  1489. cs.spells.insert(spell);
  1490. }
  1491. else
  1492. {
  1493. for(int j=0; j<t->spellsAtLevel(i+1,true) && j<t->spells.at(i).size(); j++)
  1494. {
  1495. if(!vstd::contains(h->spells,t->spells.at(i).at(j)))
  1496. cs.spells.insert(t->spells.at(i).at(j));
  1497. }
  1498. }
  1499. }
  1500. if(!cs.spells.empty())
  1501. sendAndApply(&cs);
  1502. }
  1503. void CGameHandler::setBlockVis(ObjectInstanceID objid, bool bv)
  1504. {
  1505. SetObjectProperty sop(objid,2,bv);
  1506. sendAndApply(&sop);
  1507. }
  1508. bool CGameHandler::removeObject( const CGObjectInstance * obj )
  1509. {
  1510. if(!obj || !getObj(obj->id))
  1511. {
  1512. logGlobal->errorStream() << "Something wrong, that object already has been removed or hasn't existed!";
  1513. return false;
  1514. }
  1515. RemoveObject ro;
  1516. ro.id = obj->id;
  1517. sendAndApply(&ro);
  1518. checkVictoryLossConditionsForAll(); //eg if monster escaped (removing objs after battle is done dircetly by endBattle, not this function)
  1519. return true;
  1520. }
  1521. void CGameHandler::setAmount(ObjectInstanceID objid, ui32 val)
  1522. {
  1523. SetObjectProperty sop(objid,3,val);
  1524. sendAndApply(&sop);
  1525. }
  1526. bool CGameHandler::moveHero( ObjectInstanceID hid, int3 dst, ui8 teleporting, bool transit, PlayerColor asker /*= 255*/ )
  1527. {
  1528. const CGHeroInstance *h = getHero(hid);
  1529. 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)
  1530. )
  1531. {
  1532. logGlobal->errorStream() << "Illegal call to move hero!";
  1533. return false;
  1534. }
  1535. logGlobal->traceStream() << "Player " << asker << " wants to move hero "<< hid.getNum() << " from "<< h->pos << " to " << dst;
  1536. const int3 hmpos = dst + int3(-1,0,0);
  1537. if(!gs->map->isInTheMap(hmpos))
  1538. {
  1539. logGlobal->errorStream() << "Destination tile is outside the map!";
  1540. return false;
  1541. }
  1542. const TerrainTile t = *gs->getTile(hmpos);
  1543. const int cost = gs->getMovementCost(h, h->getPosition(), hmpos, h->movement);
  1544. const int3 guardPos = gs->guardingCreaturePosition(hmpos);
  1545. const bool embarking = !h->boat && !t.visitableObjects.empty() && t.visitableObjects.back()->ID == Obj::BOAT;
  1546. const bool disembarking = h->boat && t.terType != ETerrainType::WATER && !t.blocked;
  1547. //result structure for start - movement failed, no move points used
  1548. TryMoveHero tmh;
  1549. tmh.id = hid;
  1550. tmh.start = h->pos;
  1551. tmh.end = dst;
  1552. tmh.result = TryMoveHero::FAILED;
  1553. tmh.movePoints = h->movement;
  1554. //check if destination tile is available
  1555. bool canFly = h->getBonusAtTurn(Bonus::FLYING_MOVEMENT);
  1556. bool canWalkOnSea = h->getBonusAtTurn(Bonus::WATER_WALKING);
  1557. //it's a rock or blocked and not visitable tile
  1558. //OR hero is on land and dest is water and (there is not present only one object - boat)
  1559. if(((t.terType == ETerrainType::ROCK || (t.blocked && !t.visitable && !canFly))
  1560. && complain("Cannot move hero, destination tile is blocked!"))
  1561. || ((!h->boat && !canWalkOnSea && !canFly && 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)
  1562. && complain("Cannot move hero, destination tile is on water!"))
  1563. || ((h->boat && t.terType != ETerrainType::WATER && t.blocked)
  1564. && complain("Cannot disembark hero, tile is blocked!"))
  1565. || ( (distance(h->pos, dst) >= 1.5 && !teleporting)
  1566. && complain("Tiles are not neighboring!"))
  1567. || ( (h->inTownGarrison)
  1568. && complain("Can not move garrisoned hero!"))
  1569. || ((h->movement < cost && dst != h->pos && !teleporting)
  1570. && complain("Hero doesn't have any movement points left!"))
  1571. || ((transit && !canFly && !CGTeleport::isTeleport(t.topVisitableObj()))
  1572. && complain("Hero cannot transit over this tile!"))
  1573. /*|| (states.checkFlag(h->tempOwner, &PlayerStatus::engagedIntoBattle)
  1574. && complain("Cannot move hero during the battle"))*/)
  1575. {
  1576. //send info about movement failure
  1577. sendAndApply(&tmh);
  1578. return false;
  1579. }
  1580. //several generic blocks of code
  1581. // should be called if hero changes tile but before applying TryMoveHero package
  1582. auto leaveTile = [&]()
  1583. {
  1584. for(CGObjectInstance *obj : gs->map->getTile(int3(h->pos.x-1, h->pos.y, h->pos.z)).visitableObjects)
  1585. {
  1586. obj->onHeroLeave(h);
  1587. }
  1588. this->getTilesInRange(tmh.fowRevealed, h->getSightCenter()+(tmh.end-tmh.start), h->getSightRadious(), h->tempOwner, 1);
  1589. };
  1590. auto doMove = [&](TryMoveHero::EResult result, EGuardLook lookForGuards,
  1591. EVisitDest visitDest, ELEaveTile leavingTile) -> bool
  1592. {
  1593. LOG_TRACE_PARAMS(logGlobal, "Hero %s starts movement from %s to %s", h->name % tmh.start % tmh.end);
  1594. auto moveQuery = make_shared<CHeroMovementQuery>(tmh, h);
  1595. queries.addQuery(moveQuery);
  1596. if(leavingTile == LEAVING_TILE)
  1597. leaveTile();
  1598. tmh.result = result;
  1599. sendAndApply(&tmh);
  1600. if (visitDest == VISIT_DEST && t.topVisitableObj() && t.topVisitableObj()->id == h->id)
  1601. { // Hero should be always able to visit any object he staying on even if there guards around
  1602. visitObjectOnTile(t, h);
  1603. }
  1604. else if(lookForGuards == CHECK_FOR_GUARDS && this->isInTheMap(guardPos))
  1605. {
  1606. tmh.attackedFrom = guardPos;
  1607. const TerrainTile &guardTile = *gs->getTile(guardPos);
  1608. objectVisited(guardTile.visitableObjects.back(), h);
  1609. moveQuery->visitDestAfterVictory = visitDest==VISIT_DEST;
  1610. }
  1611. else if(visitDest == VISIT_DEST)
  1612. {
  1613. visitObjectOnTile(t, h);
  1614. }
  1615. queries.popIfTop(moveQuery);
  1616. logGlobal->traceStream() << "Hero " << h->name << " ends movement";
  1617. return result != TryMoveHero::FAILED;
  1618. };
  1619. //interaction with blocking object (like resources)
  1620. auto blockingVisit = [&]() -> bool
  1621. {
  1622. for(CGObjectInstance *obj : t.visitableObjects)
  1623. {
  1624. if(obj != h && obj->blockVisit && !obj->passableFor(h->tempOwner))
  1625. {
  1626. return doMove(TryMoveHero::BLOCKING_VISIT, this->IGNORE_GUARDS, VISIT_DEST, REMAINING_ON_TILE);
  1627. //this-> is needed for MVS2010 to recognize scope (?)
  1628. }
  1629. }
  1630. return false;
  1631. };
  1632. if(!transit && embarking)
  1633. {
  1634. tmh.movePoints = h->movementPointsAfterEmbark(h->movement, cost, false);
  1635. return doMove(TryMoveHero::EMBARK, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
  1636. //attack guards on embarking? In H3 creatures on water had no zone of control at all
  1637. }
  1638. if(disembarking)
  1639. {
  1640. tmh.movePoints = h->movementPointsAfterEmbark(h->movement, cost, true);
  1641. return doMove(TryMoveHero::DISEMBARK, CHECK_FOR_GUARDS, VISIT_DEST, LEAVING_TILE);
  1642. }
  1643. if(teleporting)
  1644. {
  1645. if(blockingVisit()) // e.g. hero on the other side of teleporter
  1646. return true;
  1647. doMove(TryMoveHero::TELEPORTATION, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
  1648. // visit town for town portal \ castle gates
  1649. // do not use generic visitObjectOnTile to avoid double-teleporting
  1650. // if this moveHero call was triggered by teleporter
  1651. if (!t.visitableObjects.empty())
  1652. {
  1653. if (CGTownInstance * town = dynamic_cast<CGTownInstance *>(t.visitableObjects.back()))
  1654. town->onHeroVisit(h);
  1655. }
  1656. return true;
  1657. }
  1658. //still here? it is standard movement!
  1659. {
  1660. tmh.movePoints = h->movement >= cost
  1661. ? h->movement - cost
  1662. : 0;
  1663. EGuardLook lookForGuards = CHECK_FOR_GUARDS;
  1664. EVisitDest visitDest = VISIT_DEST;
  1665. if(transit)
  1666. {
  1667. if(CGTeleport::isTeleport(t.topVisitableObj()))
  1668. visitDest = DONT_VISIT_DEST;
  1669. if(canFly)
  1670. {
  1671. lookForGuards = IGNORE_GUARDS;
  1672. visitDest = DONT_VISIT_DEST;
  1673. }
  1674. }
  1675. else if(blockingVisit())
  1676. return true;
  1677. doMove(TryMoveHero::SUCCESS, lookForGuards, visitDest, LEAVING_TILE);
  1678. return true;
  1679. }
  1680. }
  1681. bool CGameHandler::teleportHero(ObjectInstanceID hid, ObjectInstanceID dstid, ui8 source, PlayerColor asker/* = 255*/)
  1682. {
  1683. const CGHeroInstance *h = getHero(hid);
  1684. const CGTownInstance *t = getTown(dstid);
  1685. if ( !h || !t || h->getOwner() != gs->currentPlayer )
  1686. logGlobal->errorStream()<<"Invalid call to teleportHero!";
  1687. const CGTownInstance *from = h->visitedTown;
  1688. if(((h->getOwner() != t->getOwner())
  1689. && complain("Cannot teleport hero to another player"))
  1690. || ((!from || !from->hasBuilt(BuildingID::CASTLE_GATE, ETownType::INFERNO))
  1691. && complain("Hero must be in town with Castle gate for teleporting"))
  1692. || (!t->hasBuilt(BuildingID::CASTLE_GATE, ETownType::INFERNO)
  1693. && complain("Cannot teleport hero to town without Castle gate in it")))
  1694. return false;
  1695. int3 pos = t->visitablePos();
  1696. pos += h->getVisitableOffset();
  1697. moveHero(hid,pos,1);
  1698. return true;
  1699. }
  1700. void CGameHandler::setOwner(const CGObjectInstance * obj, PlayerColor owner)
  1701. {
  1702. PlayerColor oldOwner = getOwner(obj->id);
  1703. SetObjectProperty sop(obj->id, 1, owner.getNum());
  1704. sendAndApply(&sop);
  1705. std::set<PlayerColor> playerColors = {owner, oldOwner};
  1706. checkVictoryLossConditions(playerColors);
  1707. if(dynamic_cast<const CGTownInstance *>(obj)) //town captured
  1708. {
  1709. if (owner < PlayerColor::PLAYER_LIMIT) //new owner is real player
  1710. {
  1711. const CGTownInstance * town = dynamic_cast<const CGTownInstance *>(obj);
  1712. if (town->hasBuilt(BuildingID::PORTAL_OF_SUMMON, ETownType::DUNGEON))
  1713. setPortalDwelling(town, true, false);
  1714. gs->getPlayer(owner)->daysWithoutCastle = boost::none; // reset counter
  1715. }
  1716. if (oldOwner < PlayerColor::PLAYER_LIMIT) //old owner is real player
  1717. {
  1718. if (gs->getPlayer(oldOwner)->towns.empty())//previous player lost last last town
  1719. {
  1720. InfoWindow iw;
  1721. iw.player = oldOwner;
  1722. 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.
  1723. iw.text.addReplacement(MetaString::COLOR, oldOwner.getNum());
  1724. sendAndApply(&iw);
  1725. }
  1726. }
  1727. }
  1728. const PlayerState * p = gs->getPlayer(owner);
  1729. if((obj->ID == Obj::CREATURE_GENERATOR1 || obj->ID == Obj::CREATURE_GENERATOR4 ) && p && p->dwellings.size()==1)//first dwelling captured
  1730. {
  1731. for(const CGTownInstance *t : gs->getPlayer(owner)->towns)
  1732. {
  1733. if (t->hasBuilt(BuildingID::PORTAL_OF_SUMMON, ETownType::DUNGEON))
  1734. setPortalDwelling(t);//set initial creatures for all portals of summoning
  1735. }
  1736. }
  1737. }
  1738. void CGameHandler::showBlockingDialog( BlockingDialog *iw )
  1739. {
  1740. auto dialogQuery = make_shared<CBlockingDialogQuery>(*iw);
  1741. queries.addQuery(dialogQuery);
  1742. iw->queryID = dialogQuery->queryID;
  1743. sendToAllClients(iw);
  1744. }
  1745. void CGameHandler::showTeleportDialog( TeleportDialog *iw )
  1746. {
  1747. auto dialogQuery = make_shared<CTeleportDialogQuery>(*iw);
  1748. queries.addQuery(dialogQuery);
  1749. iw->queryID = dialogQuery->queryID;
  1750. sendToAllClients(iw);
  1751. }
  1752. void CGameHandler::giveResource(PlayerColor player, Res::ERes which, int val) //TODO: cap according to Bersy's suggestion
  1753. {
  1754. if(!val) return; //don't waste time on empty call
  1755. SetResource sr;
  1756. sr.player = player;
  1757. sr.resid = which;
  1758. sr.val = gs->players.find(player)->second.resources.at(which) + val;
  1759. sendAndApply(&sr);
  1760. }
  1761. void CGameHandler::giveResources(PlayerColor player, TResources resources)
  1762. {
  1763. for(TResources::nziterator i(resources); i.valid(); i++)
  1764. giveResource(player, i->resType, i->resVal);
  1765. }
  1766. void CGameHandler::giveCreatures(const CArmedInstance *obj, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove)
  1767. {
  1768. COMPLAIN_RET_IF(!creatures.stacksCount(), "Strange, giveCreatures called without args!");
  1769. COMPLAIN_RET_IF(obj->stacksCount(), "Cannot give creatures from not-cleared object!");
  1770. COMPLAIN_RET_IF(creatures.stacksCount() > GameConstants::ARMY_SIZE, "Too many stacks to give!");
  1771. //first we move creatures to give to make them army of object-source
  1772. for (auto & elem : creatures.Slots())
  1773. {
  1774. addToSlot(StackLocation(obj, obj->getSlotFor(elem.second->type)), elem.second->type, elem.second->count);
  1775. }
  1776. tryJoiningArmy(obj, h, remove, true);
  1777. }
  1778. void CGameHandler::takeCreatures(ObjectInstanceID objid, const std::vector<CStackBasicDescriptor> &creatures)
  1779. {
  1780. std::vector<CStackBasicDescriptor> cres = creatures;
  1781. if (cres.size() <= 0)
  1782. return;
  1783. const CArmedInstance* obj = static_cast<const CArmedInstance*>(getObj(objid));
  1784. for(CStackBasicDescriptor &sbd : cres)
  1785. {
  1786. TQuantity collected = 0;
  1787. while(collected < sbd.count)
  1788. {
  1789. bool foundSth = false;
  1790. for(auto i = obj->Slots().begin(); i != obj->Slots().end(); i++)
  1791. {
  1792. if(i->second->type == sbd.type)
  1793. {
  1794. TQuantity take = std::min(sbd.count - collected, i->second->count); //collect as much cres as we can
  1795. changeStackCount(StackLocation(obj, i->first), -take, false);
  1796. collected += take;
  1797. foundSth = true;
  1798. break;
  1799. }
  1800. }
  1801. if(!foundSth) //we went through the whole loop and haven't found appropriate cres
  1802. {
  1803. complain("Unexpected failure during taking creatures!");
  1804. return;
  1805. }
  1806. }
  1807. }
  1808. }
  1809. void CGameHandler::showCompInfo(ShowInInfobox * comp)
  1810. {
  1811. sendToAllClients(comp);
  1812. }
  1813. void CGameHandler::heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  1814. {
  1815. HeroVisitCastle vc;
  1816. vc.hid = hero->id;
  1817. vc.tid = obj->id;
  1818. vc.flags |= 1;
  1819. sendAndApply(&vc);
  1820. vistiCastleObjects (obj, hero);
  1821. giveSpells (obj, hero);
  1822. checkVictoryLossConditionsForPlayer(hero->tempOwner); //transported artifact?
  1823. }
  1824. void CGameHandler::vistiCastleObjects (const CGTownInstance *t, const CGHeroInstance *h)
  1825. {
  1826. std::vector<CGTownBuilding*>::const_iterator i;
  1827. for (i = t->bonusingBuildings.begin(); i != t->bonusingBuildings.end(); i++)
  1828. (*i)->onHeroVisit (h);
  1829. }
  1830. void CGameHandler::stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  1831. {
  1832. HeroVisitCastle vc;
  1833. vc.hid = hero->id;
  1834. vc.tid = obj->id;
  1835. sendAndApply(&vc);
  1836. }
  1837. void CGameHandler::removeArtifact(const ArtifactLocation &al)
  1838. {
  1839. assert(al.getArt());
  1840. EraseArtifact ea;
  1841. ea.al = al;
  1842. sendAndApply(&ea);
  1843. }
  1844. void CGameHandler::startBattlePrimary(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile,
  1845. const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank,
  1846. const CGTownInstance *town) //use hero=nullptr for no hero
  1847. {
  1848. engageIntoBattle(army1->tempOwner);
  1849. engageIntoBattle(army2->tempOwner);
  1850. static const CArmedInstance *armies[2];
  1851. armies[0] = army1;
  1852. armies[1] = army2;
  1853. static const CGHeroInstance*heroes[2];
  1854. heroes[0] = hero1;
  1855. heroes[1] = hero2;
  1856. setupBattle(tile, armies, heroes, creatureBank, town); //initializes stacks, places creatures on battlefield, blocks and informs player interfaces
  1857. auto battleQuery = make_shared<CBattleQuery>(gs->curB);
  1858. queries.addQuery(battleQuery);
  1859. boost::thread(&CGameHandler::runBattle, this);
  1860. }
  1861. void CGameHandler::startBattleI( const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, bool creatureBank )
  1862. {
  1863. startBattlePrimary(army1, army2, tile,
  1864. army1->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army1) : nullptr,
  1865. army2->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army2) : nullptr,
  1866. creatureBank);
  1867. }
  1868. void CGameHandler::startBattleI( const CArmedInstance *army1, const CArmedInstance *army2, bool creatureBank)
  1869. {
  1870. startBattleI(army1, army2, army2->visitablePos(), creatureBank);
  1871. }
  1872. void CGameHandler::changeSpells( const CGHeroInstance * hero, bool give, const std::set<SpellID> &spells )
  1873. {
  1874. ChangeSpells cs;
  1875. cs.hid = hero->id;
  1876. cs.spells = spells;
  1877. cs.learn = give;
  1878. sendAndApply(&cs);
  1879. }
  1880. void CGameHandler::sendMessageTo( CConnection &c, const std::string &message )
  1881. {
  1882. SystemMessage sm;
  1883. sm.text = message;
  1884. boost::unique_lock<boost::mutex> lock(*c.wmx);
  1885. c << &sm;
  1886. }
  1887. void CGameHandler::giveHeroBonus( GiveBonus * bonus )
  1888. {
  1889. sendAndApply(bonus);
  1890. }
  1891. void CGameHandler::setMovePoints( SetMovePoints * smp )
  1892. {
  1893. sendAndApply(smp);
  1894. }
  1895. void CGameHandler::setManaPoints( ObjectInstanceID hid, int val )
  1896. {
  1897. SetMana sm;
  1898. sm.hid = hid;
  1899. sm.val = val;
  1900. sm.absolute = true;
  1901. sendAndApply(&sm);
  1902. }
  1903. void CGameHandler::giveHero( ObjectInstanceID id, PlayerColor player )
  1904. {
  1905. GiveHero gh;
  1906. gh.id = id;
  1907. gh.player = player;
  1908. sendAndApply(&gh);
  1909. }
  1910. void CGameHandler::changeObjPos( ObjectInstanceID objid, int3 newPos, ui8 flags )
  1911. {
  1912. ChangeObjPos cop;
  1913. cop.objid = objid;
  1914. cop.nPos = newPos;
  1915. cop.flags = flags;
  1916. sendAndApply(&cop);
  1917. }
  1918. void CGameHandler::useScholarSkill(ObjectInstanceID fromHero, ObjectInstanceID toHero)
  1919. {
  1920. const CGHeroInstance * h1 = getHero(fromHero);
  1921. const CGHeroInstance * h2 = getHero(toHero);
  1922. if ( h1->getSecSkillLevel(SecondarySkill::SCHOLAR) < h2->getSecSkillLevel(SecondarySkill::SCHOLAR) )
  1923. {
  1924. std::swap (h1,h2);//1st hero need to have higher scholar level for correct message
  1925. std::swap(fromHero, toHero);
  1926. }
  1927. int ScholarLevel = h1->getSecSkillLevel(SecondarySkill::SCHOLAR);//heroes can trade up to this level
  1928. if (!ScholarLevel || !h1->hasSpellbook() || !h2->hasSpellbook() )
  1929. return;//no scholar skill or no spellbook
  1930. int h1Lvl = std::min(ScholarLevel+1, h1->getSecSkillLevel(SecondarySkill::WISDOM)+2),
  1931. h2Lvl = std::min(ScholarLevel+1, h2->getSecSkillLevel(SecondarySkill::WISDOM)+2);//heroes can receive this levels
  1932. ChangeSpells cs1;
  1933. cs1.learn = true;
  1934. cs1.hid = toHero;//giving spells to first hero
  1935. for(auto it : h1->spells)
  1936. if ( h2Lvl >= it.toSpell()->level && !vstd::contains(h2->spells, it))//hero can learn it and don't have it yet
  1937. cs1.spells.insert(it);//spell to learn
  1938. ChangeSpells cs2;
  1939. cs2.learn = true;
  1940. cs2.hid = fromHero;
  1941. for(auto it : h2->spells)
  1942. if ( h1Lvl >= it.toSpell()->level && !vstd::contains(h1->spells, it))
  1943. cs2.spells.insert(it);
  1944. if (!cs1.spells.empty() || !cs2.spells.empty())//create a message
  1945. {
  1946. InfoWindow iw;
  1947. iw.player = h1->tempOwner;
  1948. iw.components.push_back(Component(Component::SEC_SKILL, 18, ScholarLevel, 0));
  1949. iw.text.addTxt(MetaString::GENERAL_TXT, 139);//"%s, who has studied magic extensively,
  1950. iw.text.addReplacement(h1->name);
  1951. if (!cs2.spells.empty())//if found new spell - apply
  1952. {
  1953. iw.text.addTxt(MetaString::GENERAL_TXT, 140);//learns
  1954. int size = cs2.spells.size();
  1955. for(auto it : cs2.spells)
  1956. {
  1957. iw.components.push_back(Component(Component::SPELL, it, 1, 0));
  1958. iw.text.addTxt(MetaString::SPELL_NAME, it.toEnum());
  1959. switch (size--)
  1960. {
  1961. case 2: iw.text.addTxt(MetaString::GENERAL_TXT, 141);
  1962. case 1: break;
  1963. default: iw.text << ", ";
  1964. }
  1965. }
  1966. iw.text.addTxt(MetaString::GENERAL_TXT, 142);//from %s
  1967. iw.text.addReplacement(h2->name);
  1968. sendAndApply(&cs2);
  1969. }
  1970. if (!cs1.spells.empty() && !cs2.spells.empty() )
  1971. {
  1972. iw.text.addTxt(MetaString::GENERAL_TXT, 141);//and
  1973. }
  1974. if (!cs1.spells.empty())
  1975. {
  1976. iw.text.addTxt(MetaString::GENERAL_TXT, 147);//teaches
  1977. int size = cs1.spells.size();
  1978. for(auto it : cs1.spells)
  1979. {
  1980. iw.components.push_back(Component(Component::SPELL, it, 1, 0));
  1981. iw.text.addTxt(MetaString::SPELL_NAME, it.toEnum());
  1982. switch (size--)
  1983. {
  1984. case 2: iw.text.addTxt(MetaString::GENERAL_TXT, 141);
  1985. case 1: break;
  1986. default: iw.text << ", ";
  1987. } }
  1988. iw.text.addTxt(MetaString::GENERAL_TXT, 148);//from %s
  1989. iw.text.addReplacement(h2->name);
  1990. sendAndApply(&cs1);
  1991. }
  1992. sendAndApply(&iw);
  1993. }
  1994. }
  1995. void CGameHandler::heroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)
  1996. {
  1997. auto h1 = getHero(hero1), h2 = getHero(hero2);
  1998. if( gameState()->getPlayerRelations(h1->getOwner(), h2->getOwner()))
  1999. {
  2000. auto exchange = make_shared<CGarrisonDialogQuery>(h1, h2);
  2001. ExchangeDialog hex;
  2002. hex.queryID = exchange->queryID;
  2003. hex.heroes[0] = getHero(hero1);
  2004. hex.heroes[1] = getHero(hero2);
  2005. sendAndApply(&hex);
  2006. useScholarSkill(hero1,hero2);
  2007. queries.addQuery(exchange);
  2008. }
  2009. }
  2010. void CGameHandler::sendToAllClients( CPackForClient * info )
  2011. {
  2012. logGlobal->traceStream() << "Sending to all clients a package of type " << typeid(*info).name();
  2013. for(auto & elem : conns)
  2014. {
  2015. boost::unique_lock<boost::mutex> lock(*(elem)->wmx);
  2016. *elem << info;
  2017. }
  2018. }
  2019. void CGameHandler::sendAndApply(CPackForClient * info)
  2020. {
  2021. sendToAllClients(info);
  2022. gs->apply(info);
  2023. }
  2024. void CGameHandler::applyAndSend(CPackForClient * info)
  2025. {
  2026. gs->apply(info);
  2027. sendToAllClients(info);
  2028. }
  2029. void CGameHandler::sendAndApply(CGarrisonOperationPack * info)
  2030. {
  2031. sendAndApply(static_cast<CPackForClient*>(info));
  2032. checkVictoryLossConditionsForAll();
  2033. }
  2034. void CGameHandler::sendAndApply( SetResource * info )
  2035. {
  2036. sendAndApply(static_cast<CPackForClient*>(info));
  2037. checkVictoryLossConditionsForPlayer(info->player);
  2038. }
  2039. void CGameHandler::sendAndApply( SetResources * info )
  2040. {
  2041. sendAndApply(static_cast<CPackForClient*>(info));
  2042. checkVictoryLossConditionsForPlayer(info->player);
  2043. }
  2044. void CGameHandler::sendAndApply( NewStructures * info )
  2045. {
  2046. sendAndApply(static_cast<CPackForClient*>(info));
  2047. checkVictoryLossConditionsForPlayer(getTown(info->tid)->tempOwner);
  2048. }
  2049. void CGameHandler::save(const std::string & filename )
  2050. {
  2051. logGlobal->infoStream() << "Saving to " << filename;
  2052. CFileInfo info(filename);
  2053. //CResourceHandler::get("local")->createResource(info.getStem() + ".vlgm1");
  2054. CResourceHandler::get("local")->createResource(info.getStem() + ".vsgm1");
  2055. {
  2056. logGlobal->infoStream() << "Ordering clients to serialize...";
  2057. SaveGame sg(info.getStem() + ".vcgm1");
  2058. sendToAllClients(&sg);
  2059. }
  2060. try
  2061. {
  2062. // {
  2063. // logGlobal->infoStream() << "Serializing game info...";
  2064. // CSaveFile save(CResourceHandler::get("local")->getResourceName(ResourceID(info.getStem(), EResType::LIB_SAVEGAME)));
  2065. // // char hlp[8] = "VCMISVG";
  2066. // // save << hlp;
  2067. // saveCommonState(save);
  2068. // }
  2069. {
  2070. CSaveFile save(*CResourceHandler::get("local")->getResourceName(ResourceID(info.getStem(), EResType::SERVER_SAVEGAME)));
  2071. saveCommonState(save);
  2072. logGlobal->infoStream() << "Saving server state";
  2073. save << *this;
  2074. }
  2075. logGlobal->infoStream() << "Game has been successfully saved!";
  2076. }
  2077. catch(std::exception &e)
  2078. {
  2079. logGlobal->errorStream() << "Failed to save game: " << e.what();
  2080. }
  2081. }
  2082. void CGameHandler::close()
  2083. {
  2084. logGlobal->infoStream() << "We have been requested to close.";
  2085. if(gs->initialOpts->mode == StartInfo::DUEL)
  2086. {
  2087. exit(0);
  2088. }
  2089. //for(CConnection *cc : conns)
  2090. // if(cc && cc->socket && cc->socket->is_open())
  2091. // cc->socket->close();
  2092. //exit(0);
  2093. }
  2094. bool CGameHandler::arrangeStacks( ObjectInstanceID id1, ObjectInstanceID id2, ui8 what, SlotID p1, SlotID p2, si32 val, PlayerColor player )
  2095. {
  2096. const CArmedInstance *s1 = static_cast<CArmedInstance*>(gs->getObjInstance(id1)),
  2097. *s2 = static_cast<CArmedInstance*>(gs->getObjInstance(id2));
  2098. const CCreatureSet &S1 = *s1, &S2 = *s2;
  2099. StackLocation sl1(s1, p1), sl2(s2, p2);
  2100. if(!sl1.slot.validSlot() || !sl2.slot.validSlot())
  2101. {
  2102. complain("Invalid slot accessed!");
  2103. return false;
  2104. }
  2105. if(!isAllowedExchange(id1,id2))
  2106. {
  2107. complain("Cannot exchange stacks between these two objects!\n");
  2108. return false;
  2109. }
  2110. if(what==1) //swap
  2111. {
  2112. if ( ((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s1->getStackCount(p1))
  2113. || ((s2->tempOwner != player && s2->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)))
  2114. {
  2115. complain("Can't take troops from another player!");
  2116. return false;
  2117. }
  2118. if (sl1.army == sl2.army && sl1.slot == sl2.slot)
  2119. {
  2120. complain("Cannot swap stacks - slots are the same!");
  2121. return false;
  2122. }
  2123. swapStacks(sl1, sl2);
  2124. }
  2125. else if(what==2)//merge
  2126. {
  2127. if (( s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot merge different creatures stacks!"))
  2128. || (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)) && complain("Can't take troops from another player!")))
  2129. return false;
  2130. moveStack(sl1, sl2);
  2131. }
  2132. else if(what==3) //split
  2133. {
  2134. const int countToMove = val - s2->getStackCount(p2);
  2135. const int countLeftOnSrc = s1->getStackCount(p1) - countToMove;
  2136. if ( (s1->tempOwner != player && countLeftOnSrc < s1->getStackCount(p1) )
  2137. || (s2->tempOwner != player && val < s2->getStackCount(p2) ) )
  2138. {
  2139. complain("Can't move troops of another player!");
  2140. return false;
  2141. }
  2142. //general conditions checking
  2143. if((!vstd::contains(S1.stacks,p1) && complain("no creatures to split"))
  2144. || (val<1 && complain("no creatures to split")) )
  2145. {
  2146. return false;
  2147. }
  2148. if(vstd::contains(S2.stacks,p2)) //dest. slot not free - it must be "rebalancing"...
  2149. {
  2150. int total = s1->getStackCount(p1) + s2->getStackCount(p2);
  2151. if( (total < val && complain("Cannot split that stack, not enough creatures!"))
  2152. || (s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot rebalance different creatures stacks!"))
  2153. )
  2154. {
  2155. return false;
  2156. }
  2157. moveStack(sl1, sl2, countToMove);
  2158. //S2.slots[p2]->count = val;
  2159. //S1.slots[p1]->count = total - val;
  2160. }
  2161. else //split one stack to the two
  2162. {
  2163. if(s1->getStackCount(p1) < val)//not enough creatures
  2164. {
  2165. complain("Cannot split that stack, not enough creatures!");
  2166. return false;
  2167. }
  2168. moveStack(sl1, sl2, val);
  2169. }
  2170. }
  2171. return true;
  2172. }
  2173. PlayerColor CGameHandler::getPlayerAt( CConnection *c ) const
  2174. {
  2175. std::set<PlayerColor> all;
  2176. for(auto i=connections.cbegin(); i!=connections.cend(); i++)
  2177. if(i->second == c)
  2178. all.insert(i->first);
  2179. switch(all.size())
  2180. {
  2181. case 0:
  2182. return PlayerColor::NEUTRAL;
  2183. case 1:
  2184. return *all.begin();
  2185. default:
  2186. {
  2187. //if we have more than one player at this connection, try to pick active one
  2188. if(vstd::contains(all, gs->currentPlayer))
  2189. return gs->currentPlayer;
  2190. else
  2191. return PlayerColor::CANNOT_DETERMINE; //cannot say which player is it
  2192. }
  2193. }
  2194. }
  2195. bool CGameHandler::disbandCreature( ObjectInstanceID id, SlotID pos )
  2196. {
  2197. CArmedInstance *s1 = static_cast<CArmedInstance*>(gs->getObjInstance(id));
  2198. if(!vstd::contains(s1->stacks,pos))
  2199. {
  2200. complain("Illegal call to disbandCreature - no such stack in army!");
  2201. return false;
  2202. }
  2203. eraseStack(StackLocation(s1, pos));
  2204. return true;
  2205. }
  2206. bool CGameHandler::buildStructure( ObjectInstanceID tid, BuildingID requestedID, bool force /*=false*/ )
  2207. {
  2208. const CGTownInstance * t = getTown(tid);
  2209. if(!t)
  2210. COMPLAIN_RETF("No such town (ID=%s)!", tid);
  2211. if(!t->town->buildings.count(requestedID))
  2212. COMPLAIN_RETF("Town of faction %s does not have info about building ID=%s!", t->town->faction->name % tid);
  2213. if (t->hasBuilt(requestedID))
  2214. COMPLAIN_RETF("Building %s is already built in %s", t->town->buildings.at(requestedID)->Name() % t->name);
  2215. const CBuilding * requestedBuilding = t->town->buildings.at(requestedID);
  2216. //Vector with future list of built building and buildings in auto-mode that are not yet built.
  2217. std::vector<const CBuilding*> remainingAutoBuildings;
  2218. std::set<BuildingID> buildingsThatWillBe;
  2219. //Check validity of request
  2220. if(!force)
  2221. {
  2222. switch (requestedBuilding->mode)
  2223. {
  2224. case CBuilding::BUILD_NORMAL :
  2225. if (gs->canBuildStructure(t, requestedID) != EBuildingState::ALLOWED)
  2226. COMPLAIN_RET("Cannot build that building!");
  2227. break;
  2228. case CBuilding::BUILD_AUTO :
  2229. case CBuilding::BUILD_SPECIAL:
  2230. COMPLAIN_RET("This building can not be constructed normally!");
  2231. case CBuilding::BUILD_GRAIL :
  2232. if(requestedBuilding->mode == CBuilding::BUILD_GRAIL) //needs grail
  2233. {
  2234. if(!t->visitingHero || !t->visitingHero->hasArt(ArtifactID::GRAIL))
  2235. COMPLAIN_RET("Cannot build this without grail!")
  2236. else
  2237. removeArtifact(ArtifactLocation(t->visitingHero, t->visitingHero->getArtPos(ArtifactID::GRAIL, false)));
  2238. }
  2239. break;
  2240. }
  2241. }
  2242. //Performs stuff that has to be done after new building is built
  2243. auto processBuiltStructure = [t, this](const BuildingID buildingID)
  2244. {
  2245. if(buildingID >= BuildingID::DWELL_FIRST) //dwelling
  2246. {
  2247. int level = (buildingID - BuildingID::DWELL_FIRST) % GameConstants::CREATURES_PER_TOWN;
  2248. int upgradeNumber = (buildingID - BuildingID::DWELL_FIRST) / GameConstants::CREATURES_PER_TOWN;
  2249. if (upgradeNumber >= t->town->creatures.at(level).size())
  2250. {
  2251. complain(boost::str(boost::format("Error ecountered when building dwelling (bid=%s):"
  2252. "no creature found (upgrade number %d, level %d!")
  2253. % buildingID % upgradeNumber % level));
  2254. return;
  2255. }
  2256. CCreature * crea = VLC->creh->creatures.at(t->town->creatures.at(level).at(upgradeNumber));
  2257. SetAvailableCreatures ssi;
  2258. ssi.tid = t->id;
  2259. ssi.creatures = t->creatures;
  2260. if (ssi.creatures[level].second.empty()) // first creature in a dwelling
  2261. ssi.creatures[level].first = crea->growth;
  2262. ssi.creatures[level].second.push_back(crea->idNumber);
  2263. sendAndApply(&ssi);
  2264. }
  2265. if ( t->subID == ETownType::DUNGEON && buildingID == BuildingID::PORTAL_OF_SUMMON )
  2266. {
  2267. setPortalDwelling(t);
  2268. }
  2269. if(buildingID <= BuildingID::MAGES_GUILD_5) //it's mage guild
  2270. {
  2271. if(t->visitingHero)
  2272. giveSpells(t,t->visitingHero);
  2273. if(t->garrisonHero)
  2274. giveSpells(t,t->garrisonHero);
  2275. }
  2276. };
  2277. //Checks if all requirements will be met with expected building list "buildingsThatWillBe"
  2278. auto areRequirementsFullfilled = [&](const BuildingID & buildID)
  2279. {
  2280. return buildingsThatWillBe.count(buildID);
  2281. };
  2282. //Init the vectors
  2283. for(auto & build : t->town->buildings)
  2284. {
  2285. if(t->hasBuilt(build.first))
  2286. buildingsThatWillBe.insert(build.first);
  2287. else
  2288. {
  2289. if(build.second->mode == CBuilding::BUILD_AUTO) //not built auto building
  2290. remainingAutoBuildings.push_back(build.second);
  2291. }
  2292. }
  2293. //Prepare structure (list of building ids will be filled later)
  2294. NewStructures ns;
  2295. ns.tid = tid;
  2296. ns.builded = force ? t->builded : (t->builded+1);
  2297. std::queue<const CBuilding*> buildingsToAdd;
  2298. buildingsToAdd.push(requestedBuilding);
  2299. while(!buildingsToAdd.empty())
  2300. {
  2301. auto b = buildingsToAdd.front();
  2302. buildingsToAdd.pop();
  2303. ns.bid.insert(b->bid);
  2304. buildingsThatWillBe.insert(b->bid);
  2305. remainingAutoBuildings -= b;
  2306. for(auto autoBuilding : remainingAutoBuildings)
  2307. {
  2308. if (autoBuilding->requirements.test(areRequirementsFullfilled))
  2309. buildingsToAdd.push(autoBuilding);
  2310. }
  2311. }
  2312. //Other post-built events
  2313. for(auto builtID : ns.bid)
  2314. processBuiltStructure(builtID);
  2315. //Take cost
  2316. if (!force)
  2317. {
  2318. SetResources sr;
  2319. sr.player = t->tempOwner;
  2320. sr.res = gs->getPlayer(t->tempOwner)->resources - requestedBuilding->resources;
  2321. sendAndApply(&sr);
  2322. }
  2323. //We know what has been built, appluy changes. Do this as final step to properly update town window
  2324. sendAndApply(&ns);
  2325. // now when everything is built - reveal tiles for lookout tower
  2326. FoWChange fw;
  2327. fw.player = t->tempOwner;
  2328. fw.mode = 1;
  2329. getTilesInRange(fw.tiles, t->getSightCenter(), t->getSightRadious(), t->tempOwner, 1);
  2330. sendAndApply(&fw);
  2331. if(t->visitingHero)
  2332. vistiCastleObjects (t, t->visitingHero);
  2333. if(t->garrisonHero)
  2334. vistiCastleObjects (t, t->garrisonHero);
  2335. checkVictoryLossConditionsForPlayer(t->tempOwner);
  2336. return true;
  2337. }
  2338. bool CGameHandler::razeStructure (ObjectInstanceID tid, BuildingID bid)
  2339. {
  2340. ///incomplete, simply erases target building
  2341. const CGTownInstance * t = getTown(tid);
  2342. if (!vstd::contains(t->builtBuildings, bid))
  2343. return false;
  2344. RazeStructures rs;
  2345. rs.tid = tid;
  2346. rs.bid.insert(bid);
  2347. rs.destroyed = t->destroyed + 1;
  2348. sendAndApply(&rs);
  2349. //TODO: Remove dwellers
  2350. // if (t->subID == 4 && bid == 17) //Veil of Darkness
  2351. // {
  2352. // RemoveBonus rb(RemoveBonus::TOWN);
  2353. // rb.whoID = t->id;
  2354. // rb.source = Bonus::TOWN_STRUCTURE;
  2355. // rb.id = 17;
  2356. // sendAndApply(&rb);
  2357. // }
  2358. return true;
  2359. }
  2360. void CGameHandler::sendMessageToAll( const std::string &message )
  2361. {
  2362. SystemMessage sm;
  2363. sm.text = message;
  2364. sendToAllClients(&sm);
  2365. }
  2366. bool CGameHandler::recruitCreatures(ObjectInstanceID objid, ObjectInstanceID dstid, CreatureID crid, ui32 cram, si32 fromLvl )
  2367. {
  2368. const CGDwelling *dw = static_cast<const CGDwelling*>(gs->getObj(objid));
  2369. const CArmedInstance *dst = nullptr;
  2370. const CCreature *c = VLC->creh->creatures.at(crid);
  2371. bool warMachine = c->hasBonusOfType(Bonus::SIEGE_WEAPON);
  2372. //TODO: test for owning
  2373. //TODO: check if dst can recruit objects (e.g. hero is actually visiting object, town and source are same, etc)
  2374. dst = dynamic_cast<const CArmedInstance*>(getObj(dstid));
  2375. assert(dw && dst);
  2376. //verify
  2377. bool found = false;
  2378. int level = 0;
  2379. for(; level < dw->creatures.size(); level++) //iterate through all levels
  2380. {
  2381. if ( (fromLvl != -1) && ( level !=fromLvl ) )
  2382. continue;
  2383. const auto &cur = dw->creatures.at(level); //current level info <amount, list of cr. ids>
  2384. int i = 0;
  2385. for(; i < cur.second.size(); i++) //look for crid among available creatures list on current level
  2386. if(cur.second.at(i) == crid)
  2387. break;
  2388. if(i < cur.second.size())
  2389. {
  2390. found = true;
  2391. cram = std::min(cram, cur.first); //reduce recruited amount up to available amount
  2392. break;
  2393. }
  2394. }
  2395. SlotID slot = dst->getSlotFor(crid);
  2396. if( (!found && complain("Cannot recruit: no such creatures!"))
  2397. || (cram > VLC->creh->creatures.at(crid)->maxAmount(gs->getPlayer(dst->tempOwner)->resources) && complain("Cannot recruit: lack of resources!"))
  2398. || (cram<=0 && complain("Cannot recruit: cram <= 0!"))
  2399. || (!slot.validSlot() && !warMachine && complain("Cannot recruit: no available slot!")))
  2400. {
  2401. return false;
  2402. }
  2403. //recruit
  2404. SetResources sr;
  2405. sr.player = dst->tempOwner;
  2406. sr.res = gs->getPlayer(dst->tempOwner)->resources - (c->cost * cram);
  2407. SetAvailableCreatures sac;
  2408. sac.tid = objid;
  2409. sac.creatures = dw->creatures;
  2410. sac.creatures[level].first -= cram;
  2411. sendAndApply(&sr);
  2412. sendAndApply(&sac);
  2413. if(warMachine)
  2414. {
  2415. const CGHeroInstance *h = dynamic_cast<const CGHeroInstance*>(dst);
  2416. if(!h)
  2417. COMPLAIN_RET("Only hero can buy war machines");
  2418. switch(crid)
  2419. {
  2420. case CreatureID::BALLISTA:
  2421. giveHeroNewArtifact(h, VLC->arth->artifacts[ArtifactID::BALLISTA], ArtifactPosition::MACH1);
  2422. break;
  2423. case CreatureID::FIRST_AID_TENT:
  2424. giveHeroNewArtifact(h, VLC->arth->artifacts[ArtifactID::FIRST_AID_TENT], ArtifactPosition::MACH3);
  2425. break;
  2426. case CreatureID::AMMO_CART:
  2427. giveHeroNewArtifact(h, VLC->arth->artifacts[ArtifactID::AMMO_CART], ArtifactPosition::MACH2);
  2428. break;
  2429. default:
  2430. complain("This war machine cannot be recruited!");
  2431. return false;
  2432. }
  2433. }
  2434. else
  2435. {
  2436. addToSlot(StackLocation(dst, slot), c, cram);
  2437. }
  2438. return true;
  2439. }
  2440. bool CGameHandler::upgradeCreature( ObjectInstanceID objid, SlotID pos, CreatureID upgID )
  2441. {
  2442. CArmedInstance *obj = static_cast<CArmedInstance*>(gs->getObjInstance(objid));
  2443. if (!obj->hasStackAtSlot(pos))
  2444. {
  2445. COMPLAIN_RET("Cannot upgrade, no stack at slot " + boost::to_string(pos));
  2446. }
  2447. UpgradeInfo ui = gs->getUpgradeInfo(obj->getStack(pos));
  2448. PlayerColor player = obj->tempOwner;
  2449. const PlayerState *p = getPlayer(player);
  2450. int crQuantity = obj->stacks.at(pos)->count;
  2451. int newIDpos= vstd::find_pos(ui.newID, upgID);//get position of new id in UpgradeInfo
  2452. //check if upgrade is possible
  2453. if( (ui.oldID<0 || newIDpos == -1 ) && complain("That upgrade is not possible!"))
  2454. {
  2455. return false;
  2456. }
  2457. TResources totalCost = ui.cost.at(newIDpos) * crQuantity;
  2458. //check if player has enough resources
  2459. if(!p->resources.canAfford(totalCost))
  2460. COMPLAIN_RET("Cannot upgrade, not enough resources!");
  2461. //take resources
  2462. SetResources sr;
  2463. sr.player = player;
  2464. sr.res = p->resources - totalCost;
  2465. sendAndApply(&sr);
  2466. //upgrade creature
  2467. changeStackType(StackLocation(obj, pos), VLC->creh->creatures.at(upgID));
  2468. return true;
  2469. }
  2470. bool CGameHandler::changeStackType(const StackLocation &sl, const CCreature *c)
  2471. {
  2472. if(!sl.army->hasStackAtSlot(sl.slot))
  2473. COMPLAIN_RET("Cannot find a stack to change type");
  2474. SetStackType sst;
  2475. sst.sl = sl;
  2476. sst.type = c;
  2477. sendAndApply(&sst);
  2478. return true;
  2479. }
  2480. void CGameHandler::moveArmy(const CArmedInstance *src, const CArmedInstance *dst, bool allowMerging)
  2481. {
  2482. assert(src->canBeMergedWith(*dst, allowMerging));
  2483. while(src->stacksCount())//while there are unmoved creatures
  2484. {
  2485. auto i = src->Slots().begin(); //iterator to stack to move
  2486. StackLocation sl(src, i->first); //location of stack to move
  2487. SlotID pos = dst->getSlotFor(i->second->type);
  2488. if(!pos.validSlot())
  2489. {
  2490. //try to merge two other stacks to make place
  2491. std::pair<SlotID, SlotID> toMerge;
  2492. if(dst->mergableStacks(toMerge, i->first) && allowMerging)
  2493. {
  2494. moveStack(StackLocation(dst, toMerge.first), StackLocation(dst, toMerge.second)); //merge toMerge.first into toMerge.second
  2495. assert(!dst->hasStackAtSlot(toMerge.first)); //we have now a new free slot
  2496. moveStack(sl, StackLocation(dst, toMerge.first)); //move stack to freed slot
  2497. }
  2498. else
  2499. {
  2500. complain("Unexpected failure during an attempt to move army from " + src->nodeName() + " to " + dst->nodeName() + "!");
  2501. return;
  2502. }
  2503. }
  2504. else
  2505. {
  2506. moveStack(sl, StackLocation(dst, pos));
  2507. }
  2508. }
  2509. }
  2510. bool CGameHandler::garrisonSwap( ObjectInstanceID tid )
  2511. {
  2512. CGTownInstance *town = gs->getTown(tid);
  2513. if(!town->garrisonHero && town->visitingHero) //visiting => garrison, merge armies: town army => hero army
  2514. {
  2515. if(!town->visitingHero->canBeMergedWith(*town))
  2516. {
  2517. complain("Cannot make garrison swap, not enough free slots!");
  2518. return false;
  2519. }
  2520. moveArmy(town, town->visitingHero, true);
  2521. SetHeroesInTown intown;
  2522. intown.tid = tid;
  2523. intown.visiting = ObjectInstanceID();
  2524. intown.garrison = town->visitingHero->id;
  2525. sendAndApply(&intown);
  2526. return true;
  2527. }
  2528. else if (town->garrisonHero && !town->visitingHero) //move hero out of the garrison
  2529. {
  2530. //check if moving hero out of town will break 8 wandering heroes limit
  2531. if(getHeroCount(town->garrisonHero->tempOwner,false) >= 8)
  2532. {
  2533. complain("Cannot move hero out of the garrison, there are already 8 wandering heroes!");
  2534. return false;
  2535. }
  2536. SetHeroesInTown intown;
  2537. intown.tid = tid;
  2538. intown.garrison = ObjectInstanceID();
  2539. intown.visiting = town->garrisonHero->id;
  2540. sendAndApply(&intown);
  2541. return true;
  2542. }
  2543. else if(!!town->garrisonHero && town->visitingHero) //swap visiting and garrison hero
  2544. {
  2545. SetHeroesInTown intown;
  2546. intown.tid = tid;
  2547. intown.garrison = town->visitingHero->id;
  2548. intown.visiting = town->garrisonHero->id;
  2549. sendAndApply(&intown);
  2550. return true;
  2551. }
  2552. else
  2553. {
  2554. complain("Cannot swap garrison hero!");
  2555. return false;
  2556. }
  2557. }
  2558. // With the amount of changes done to the function, it's more like transferArtifacts.
  2559. // 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.
  2560. bool CGameHandler::moveArtifact(const ArtifactLocation &al1, const ArtifactLocation &al2)
  2561. {
  2562. ArtifactLocation src = al1, dst = al2;
  2563. const PlayerColor srcPlayer = src.owningPlayer(), dstPlayer = dst.owningPlayer();
  2564. const CArmedInstance *srcObj = src.relatedObj(), *dstObj = dst.relatedObj();
  2565. // Make sure exchange is even possible between the two heroes.
  2566. if(!isAllowedExchange(srcObj->id, dstObj->id))
  2567. COMPLAIN_RET("That heroes cannot make any exchange!");
  2568. const CArtifactInstance *srcArtifact = src.getArt();
  2569. const CArtifactInstance *destArtifact = dst.getArt();
  2570. if (srcArtifact == nullptr)
  2571. COMPLAIN_RET("No artifact to move!");
  2572. if (destArtifact && srcPlayer != dstPlayer)
  2573. COMPLAIN_RET("Can't touch artifact on hero of another player!");
  2574. // Check if src/dest slots are appropriate for the artifacts exchanged.
  2575. // Moving to the backpack is always allowed.
  2576. if ((!srcArtifact || dst.slot < GameConstants::BACKPACK_START)
  2577. && srcArtifact && !srcArtifact->canBePutAt(dst, true))
  2578. COMPLAIN_RET("Cannot move artifact!");
  2579. if ((srcArtifact && srcArtifact->artType->id == ArtifactID::ART_LOCK) || (destArtifact && destArtifact->artType->id == ArtifactID::ART_LOCK))
  2580. COMPLAIN_RET("Cannot move artifact locks.");
  2581. if (dst.slot >= GameConstants::BACKPACK_START && srcArtifact->artType->isBig())
  2582. COMPLAIN_RET("Cannot put big artifacts in backpack!");
  2583. if (src.slot == ArtifactPosition::MACH4 || dst.slot == ArtifactPosition::MACH4)
  2584. COMPLAIN_RET("Cannot move catapult!");
  2585. if(dst.slot >= GameConstants::BACKPACK_START)
  2586. vstd::amin(dst.slot, ArtifactPosition(GameConstants::BACKPACK_START + dst.getHolderArtSet()->artifactsInBackpack.size()));
  2587. if (src.slot == dst.slot && src.artHolder == dst.artHolder)
  2588. COMPLAIN_RET("Won't move artifact: Dest same as source!");
  2589. if(dst.slot < GameConstants::BACKPACK_START && destArtifact) //moving art to another slot
  2590. {
  2591. //old artifact must be removed first
  2592. moveArtifact(dst, ArtifactLocation(dst.artHolder, ArtifactPosition(
  2593. dst.getHolderArtSet()->artifactsInBackpack.size() + GameConstants::BACKPACK_START)));
  2594. }
  2595. MoveArtifact ma;
  2596. ma.src = src;
  2597. ma.dst = dst;
  2598. sendAndApply(&ma);
  2599. return true;
  2600. }
  2601. /**
  2602. * Assembles or disassembles a combination artifact.
  2603. * @param heroID ID of hero holding the artifact(s).
  2604. * @param artifactSlot The worn slot ID of the combination- or constituent artifact.
  2605. * @param assemble True for assembly operation, false for disassembly.
  2606. * @param assembleTo If assemble is true, this represents the artifact ID of the combination
  2607. * artifact to assemble to. Otherwise it's not used.
  2608. */
  2609. bool CGameHandler::assembleArtifacts (ObjectInstanceID heroID, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo)
  2610. {
  2611. CGHeroInstance *hero = gs->getHero(heroID);
  2612. const CArtifactInstance *destArtifact = hero->getArt(artifactSlot);
  2613. if(!destArtifact)
  2614. COMPLAIN_RET("assembleArtifacts: there is no such artifact instance!");
  2615. if(assemble)
  2616. {
  2617. CArtifact *combinedArt = VLC->arth->artifacts[assembleTo];
  2618. if(!combinedArt->constituents)
  2619. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to assemble is not a combined artifacts!");
  2620. if(!vstd::contains(destArtifact->assemblyPossibilities(hero), combinedArt))
  2621. COMPLAIN_RET("assembleArtifacts: It's impossible to assemble requested artifact!");
  2622. AssembledArtifact aa;
  2623. aa.al = ArtifactLocation(hero, artifactSlot);
  2624. aa.builtArt = combinedArt;
  2625. sendAndApply(&aa);
  2626. }
  2627. else
  2628. {
  2629. if(!destArtifact->artType->constituents)
  2630. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble is not a combined artifact!");
  2631. DisassembledArtifact da;
  2632. da.al = ArtifactLocation(hero, artifactSlot);
  2633. sendAndApply(&da);
  2634. }
  2635. return false;
  2636. }
  2637. bool CGameHandler::buyArtifact( ObjectInstanceID hid, ArtifactID aid )
  2638. {
  2639. CGHeroInstance *hero = gs->getHero(hid);
  2640. CGTownInstance *town = hero->visitedTown;
  2641. if(aid==ArtifactID::SPELLBOOK)
  2642. {
  2643. if((!town->hasBuilt(BuildingID::MAGES_GUILD_1) && complain("Cannot buy a spellbook, no mage guild in the town!"))
  2644. || (getResource(hero->getOwner(), Res::GOLD) < GameConstants::SPELLBOOK_GOLD_COST && complain("Cannot buy a spellbook, not enough gold!") )
  2645. || (hero->getArt(ArtifactPosition::SPELLBOOK) && complain("Cannot buy a spellbook, hero already has a one!"))
  2646. )
  2647. return false;
  2648. giveResource(hero->getOwner(),Res::GOLD,-GameConstants::SPELLBOOK_GOLD_COST);
  2649. giveHeroNewArtifact(hero, VLC->arth->artifacts[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  2650. assert(hero->getArt(ArtifactPosition::SPELLBOOK));
  2651. giveSpells(town,hero);
  2652. return true;
  2653. }
  2654. else if(aid < 7 && aid > 3) //war machine
  2655. {
  2656. int price = VLC->arth->artifacts[aid]->price;
  2657. if(( hero->getArt(ArtifactPosition(9+aid)) && complain("Hero already has this machine!"))
  2658. || (gs->getPlayer(hero->getOwner())->resources.at(Res::GOLD) < price && complain("Not enough gold!")))
  2659. {
  2660. return false;
  2661. }
  2662. if ((town->hasBuilt(BuildingID::BLACKSMITH) && town->town->warMachine == aid )
  2663. || ((town->hasBuilt(BuildingID::BALLISTA_YARD, ETownType::STRONGHOLD)) && aid == ArtifactID::BALLISTA))
  2664. {
  2665. giveResource(hero->getOwner(),Res::GOLD,-price);
  2666. giveHeroNewArtifact(hero, VLC->arth->artifacts[aid], ArtifactPosition(9+aid));
  2667. return true;
  2668. }
  2669. else
  2670. COMPLAIN_RET("This machine is unavailable here!");
  2671. }
  2672. return false;
  2673. }
  2674. bool CGameHandler::buyArtifact(const IMarket *m, const CGHeroInstance *h, Res::ERes rid, ArtifactID aid)
  2675. {
  2676. if(!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_ARTIFACT), aid))
  2677. COMPLAIN_RET("That artifact is unavailable!");
  2678. int b1, b2;
  2679. m->getOffer(rid, aid, b1, b2, EMarketMode::RESOURCE_ARTIFACT);
  2680. if(getResource(h->tempOwner, rid) < b1)
  2681. COMPLAIN_RET("You can't afford to buy this artifact!");
  2682. SetResource sr;
  2683. sr.player = h->tempOwner;
  2684. sr.resid = rid;
  2685. sr.val = getResource(h->tempOwner, rid) - b1;
  2686. sendAndApply(&sr);
  2687. SetAvailableArtifacts saa;
  2688. if(m->o->ID == Obj::TOWN)
  2689. {
  2690. saa.id = -1;
  2691. saa.arts = CGTownInstance::merchantArtifacts;
  2692. }
  2693. else if(const CGBlackMarket *bm = dynamic_cast<const CGBlackMarket *>(m->o)) //black market
  2694. {
  2695. saa.id = bm->id.getNum();
  2696. saa.arts = bm->artifacts;
  2697. }
  2698. else
  2699. COMPLAIN_RET("Wrong marktet...");
  2700. bool found = false;
  2701. for(const CArtifact *&art : saa.arts)
  2702. {
  2703. if(art && art->id == aid)
  2704. {
  2705. art = nullptr;
  2706. found = true;
  2707. break;
  2708. }
  2709. }
  2710. if(!found)
  2711. COMPLAIN_RET("Cannot find selected artifact on the list");
  2712. sendAndApply(&saa);
  2713. giveHeroNewArtifact(h, VLC->arth->artifacts[aid], ArtifactPosition::FIRST_AVAILABLE);
  2714. return true;
  2715. }
  2716. bool CGameHandler::sellArtifact( const IMarket *m, const CGHeroInstance *h, ArtifactInstanceID aid, Res::ERes rid )
  2717. {
  2718. const CArtifactInstance *art = h->getArtByInstanceId(aid);
  2719. if(!art)
  2720. COMPLAIN_RET("There is no artifact to sell!");
  2721. if(!art->artType->isTradable())
  2722. COMPLAIN_RET("Cannot sell a war machine or spellbook!");
  2723. int resVal = 0, dump = 1;
  2724. m->getOffer(art->artType->id, rid, dump, resVal, EMarketMode::ARTIFACT_RESOURCE);
  2725. removeArtifact(ArtifactLocation(h, h->getArtPos(art)));
  2726. giveResource(h->tempOwner, rid, resVal);
  2727. return true;
  2728. }
  2729. //void CGameHandler::lootArtifacts (TArtHolder source, TArtHolder dest, std::vector<ui32> &arts)
  2730. //{
  2731. // //const CGHeroInstance * h1 = dynamic_cast<CGHeroInstance *> source;
  2732. // //auto s = boost::apply_visitor(GetArtifactSetPtr(), source);
  2733. // {
  2734. // }
  2735. //}
  2736. bool CGameHandler::buySecSkill( const IMarket *m, const CGHeroInstance *h, SecondarySkill skill)
  2737. {
  2738. if (!h)
  2739. COMPLAIN_RET("You need hero to buy a skill!");
  2740. if (h->getSecSkillLevel(SecondarySkill(skill)))
  2741. COMPLAIN_RET("Hero already know this skill");
  2742. if (!h->canLearnSkill())
  2743. COMPLAIN_RET("Hero can't learn any more skills");
  2744. if (h->type->heroClass->secSkillProbability.at(skill)==0)//can't learn this skill (like necromancy for most of non-necros)
  2745. COMPLAIN_RET("The hero can't learn this skill!");
  2746. if(!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_SKILL), skill))
  2747. COMPLAIN_RET("That skill is unavailable!");
  2748. if(getResource(h->tempOwner, Res::GOLD) < 2000)//TODO: remove hardcoded resource\summ?
  2749. COMPLAIN_RET("You can't afford to buy this skill");
  2750. SetResource sr;
  2751. sr.player = h->tempOwner;
  2752. sr.resid = Res::GOLD;
  2753. sr.val = getResource(h->tempOwner, Res::GOLD) - 2000;
  2754. sendAndApply(&sr);
  2755. changeSecSkill(h, skill, 1, true);
  2756. return true;
  2757. }
  2758. bool CGameHandler::tradeResources(const IMarket *market, ui32 val, PlayerColor player, ui32 id1, ui32 id2)
  2759. {
  2760. int r1 = gs->getPlayer(player)->resources.at(id1),
  2761. r2 = gs->getPlayer(player)->resources.at(id2);
  2762. vstd::amin(val, r1); //can't trade more resources than have
  2763. int b1, b2; //base quantities for trade
  2764. market->getOffer(id1, id2, b1, b2, EMarketMode::RESOURCE_RESOURCE);
  2765. int units = val / b1; //how many base quantities we trade
  2766. if(val%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  2767. {
  2768. //TODO: complain?
  2769. assert(0);
  2770. }
  2771. SetResource sr;
  2772. sr.player = player;
  2773. sr.resid = static_cast<Res::ERes>(id1);
  2774. sr.val = r1 - b1 * units;
  2775. sendAndApply(&sr);
  2776. sr.resid = static_cast<Res::ERes>(id2);
  2777. sr.val = r2 + b2 * units;
  2778. sendAndApply(&sr);
  2779. return true;
  2780. }
  2781. bool CGameHandler::sellCreatures(ui32 count, const IMarket *market, const CGHeroInstance * hero, SlotID slot, Res::ERes resourceID)
  2782. {
  2783. if(!vstd::contains(hero->Slots(), slot))
  2784. COMPLAIN_RET("Hero doesn't have any creature in that slot!");
  2785. const CStackInstance &s = hero->getStack(slot);
  2786. if( s.count < count //can't sell more creatures than have
  2787. || (hero->Slots().size() == 1 && hero->needsLastStack() && s.count == count)) //can't sell last stack
  2788. {
  2789. COMPLAIN_RET("Not enough creatures in army!");
  2790. }
  2791. int b1, b2; //base quantities for trade
  2792. market->getOffer(s.type->idNumber, resourceID, b1, b2, EMarketMode::CREATURE_RESOURCE);
  2793. int units = count / b1; //how many base quantities we trade
  2794. if(count%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  2795. {
  2796. //TODO: complain?
  2797. assert(0);
  2798. }
  2799. changeStackCount(StackLocation(hero, slot), -count);
  2800. SetResource sr;
  2801. sr.player = hero->tempOwner;
  2802. sr.resid = resourceID;
  2803. sr.val = getResource(hero->tempOwner, resourceID) + b2 * units;
  2804. sendAndApply(&sr);
  2805. return true;
  2806. }
  2807. bool CGameHandler::transformInUndead(const IMarket *market, const CGHeroInstance * hero, SlotID slot)
  2808. {
  2809. const CArmedInstance *army = nullptr;
  2810. if (hero)
  2811. army = hero;
  2812. else
  2813. army = dynamic_cast<const CGTownInstance *>(market->o);
  2814. if (!army)
  2815. COMPLAIN_RET("Incorrect call to transform in undead!");
  2816. if(!army->hasStackAtSlot(slot))
  2817. COMPLAIN_RET("Army doesn't have any creature in that slot!");
  2818. const CStackInstance &s = army->getStack(slot);
  2819. //resulting creature - bone dragons or skeletons
  2820. CreatureID resCreature = CreatureID::SKELETON;
  2821. if(s.hasBonusOfType(Bonus::DRAGON_NATURE)
  2822. || (s.getCreatureID() == CreatureID::HYDRA)
  2823. || (s.getCreatureID() == CreatureID::CHAOS_HYDRA))
  2824. resCreature = CreatureID::BONE_DRAGON;
  2825. changeStackType(StackLocation(army, slot), resCreature.toCreature());
  2826. return true;
  2827. }
  2828. bool CGameHandler::sendResources(ui32 val, PlayerColor player, Res::ERes r1, PlayerColor r2)
  2829. {
  2830. const PlayerState *p2 = gs->getPlayer(r2, false);
  2831. if(!p2 || p2->status != EPlayerStatus::INGAME)
  2832. {
  2833. complain("Dest player must be in game!");
  2834. return false;
  2835. }
  2836. si32 curRes1 = gs->getPlayer(player)->resources.at(r1),
  2837. curRes2 = gs->getPlayer(r2)->resources.at(r1);
  2838. val = std::min(si32(val),curRes1);
  2839. SetResource sr;
  2840. sr.player = player;
  2841. sr.resid = r1;
  2842. sr.val = curRes1 - val;
  2843. sendAndApply(&sr);
  2844. sr.player = r2;
  2845. sr.val = curRes2 + val;
  2846. sendAndApply(&sr);
  2847. return true;
  2848. }
  2849. bool CGameHandler::setFormation( ObjectInstanceID hid, ui8 formation )
  2850. {
  2851. gs->getHero(hid)-> formation = formation;
  2852. return true;
  2853. }
  2854. bool CGameHandler::hireHero(const CGObjectInstance *obj, ui8 hid, PlayerColor player)
  2855. {
  2856. const PlayerState *p = gs->getPlayer(player);
  2857. const CGTownInstance *t = gs->getTown(obj->id);
  2858. static const int GOLD_NEEDED = 2500;
  2859. //common preconditions
  2860. // if( (p->resources.at(Res::GOLD)<GOLD_NEEDED && complain("Not enough gold for buying hero!"))
  2861. // || (getHeroCount(player, false) >= GameConstants::MAX_HEROES_PER_PLAYER && complain("Cannot hire hero, only 8 wandering heroes are allowed!")))
  2862. if( (p->resources.at(Res::GOLD)<GOLD_NEEDED && complain("Not enough gold for buying hero!"))
  2863. || ((!t) && (getHeroCount(player, false) >= VLC->modh->settings.MAX_HEROES_ON_MAP_PER_PLAYER && complain("Cannot hire hero, too many wandering heroes already!")))
  2864. || ((t) && (getHeroCount(player, true) >= VLC->modh->settings.MAX_HEROES_AVAILABLE_PER_PLAYER && complain("Cannot hire hero, too many heroes garrizoned and wandering already!"))) )
  2865. return false;
  2866. if(t) //tavern in town
  2867. {
  2868. if( (!t->hasBuilt(BuildingID::TAVERN) && complain("No tavern!"))
  2869. || (t->visitingHero && complain("There is visiting hero - no place!")))
  2870. return false;
  2871. }
  2872. else if(obj->ID == Obj::TAVERN)
  2873. {
  2874. if(getTile(obj->visitablePos())->visitableObjects.back() != obj && complain("Tavern entry must be unoccupied!"))
  2875. return false;
  2876. }
  2877. const CGHeroInstance *nh = p->availableHeroes.at(hid);
  2878. if (!nh)
  2879. {
  2880. complain ("Hero is not available for hiring!");
  2881. return false;
  2882. }
  2883. HeroRecruited hr;
  2884. hr.tid = obj->id;
  2885. hr.hid = nh->subID;
  2886. hr.player = player;
  2887. hr.tile = obj->visitablePos() + nh->getVisitableOffset();
  2888. sendAndApply(&hr);
  2889. std::map<ui32, ConstTransitivePtr<CGHeroInstance> > pool = gs->unusedHeroesFromPool();
  2890. const CGHeroInstance *theOtherHero = p->availableHeroes.at(!hid);
  2891. const CGHeroInstance *newHero = nullptr;
  2892. if (theOtherHero) //on XXL maps all heroes can be imprisoned :(
  2893. newHero = gs->hpool.pickHeroFor(false, player, getNativeTown(player), pool, gs->getRandomGenerator(), theOtherHero->type->heroClass);
  2894. SetAvailableHeroes sah;
  2895. sah.player = player;
  2896. if(newHero)
  2897. {
  2898. sah.hid[hid] = newHero->subID;
  2899. sah.army[hid].clear();
  2900. sah.army[hid].setCreature(SlotID(0), newHero->type->initialArmy[0].creature, 1);
  2901. }
  2902. else
  2903. sah.hid[hid] = -1;
  2904. sah.hid[!hid] = theOtherHero ? theOtherHero->subID : -1;
  2905. sendAndApply(&sah);
  2906. SetResource sr;
  2907. sr.player = player;
  2908. sr.resid = Res::GOLD;
  2909. sr.val = p->resources.at(Res::GOLD) - GOLD_NEEDED;
  2910. sendAndApply(&sr);
  2911. if(t)
  2912. {
  2913. vistiCastleObjects (t, nh);
  2914. giveSpells (t,nh);
  2915. }
  2916. return true;
  2917. }
  2918. bool CGameHandler::queryReply(QueryID qid, ui32 answer, PlayerColor player)
  2919. {
  2920. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  2921. logGlobal->traceStream() << boost::format("Player %s attempts answering query %d with answer %d") % player % qid % answer;
  2922. auto topQuery = queries.topQuery(player);
  2923. COMPLAIN_RET_FALSE_IF(!topQuery, "This player doesn't have any queries!");
  2924. COMPLAIN_RET_FALSE_IF(topQuery->queryID != qid, "This player top query has different ID!");
  2925. COMPLAIN_RET_FALSE_IF(!topQuery->endsByPlayerAnswer(), "This query cannot be ended by player's answer!");
  2926. if(auto dialogQuery = std::dynamic_pointer_cast<CDialogQuery>(topQuery))
  2927. dialogQuery->answer = answer;
  2928. queries.popQuery(topQuery);
  2929. return true;
  2930. }
  2931. static EndAction end_action;
  2932. bool CGameHandler::makeBattleAction( BattleAction &ba )
  2933. {
  2934. bool ok = true;
  2935. const CStack *stack = battleGetStackByID(ba.stackNumber); //may be nullptr if action is not about stack
  2936. const CStack *destinationStack = ba.actionType == Battle::WALK_AND_ATTACK ? gs->curB->battleGetStackByPos(ba.additionalInfo)
  2937. : ba.actionType == Battle::SHOOT ? gs->curB->battleGetStackByPos(ba.destinationTile)
  2938. : nullptr;
  2939. const bool isAboutActiveStack = stack && (stack == battleActiveStack());
  2940. logGlobal->traceStream() << boost::format(
  2941. "Making action: type=%d; side=%d; stack=%s; dst=%s; additionalInfo=%d; stackAtDst=%s")
  2942. % ba.actionType % (int)ba.side % (stack ? stack->getName() : std::string("none"))
  2943. % ba.destinationTile % ba.additionalInfo % (destinationStack ? destinationStack->getName() : std::string("none"));
  2944. switch(ba.actionType)
  2945. {
  2946. case Battle::WALK: //walk
  2947. case Battle::DEFEND: //defend
  2948. case Battle::WAIT: //wait
  2949. case Battle::WALK_AND_ATTACK: //walk or attack
  2950. case Battle::SHOOT: //shoot
  2951. case Battle::CATAPULT: //catapult
  2952. case Battle::STACK_HEAL: //healing with First Aid Tent
  2953. case Battle::DAEMON_SUMMONING:
  2954. case Battle::MONSTER_SPELL:
  2955. if(!stack)
  2956. {
  2957. complain("No such stack!");
  2958. return false;
  2959. }
  2960. if(!stack->alive())
  2961. {
  2962. complain("This stack is dead: " + stack->nodeName());
  2963. return false;
  2964. }
  2965. if(battleTacticDist())
  2966. {
  2967. if(stack && !stack->attackerOwned != battleGetTacticsSide())
  2968. {
  2969. complain("This is not a stack of side that has tactics!");
  2970. return false;
  2971. }
  2972. }
  2973. else if(!isAboutActiveStack)
  2974. {
  2975. complain("Action has to be about active stack!");
  2976. return false;
  2977. }
  2978. }
  2979. switch(ba.actionType)
  2980. {
  2981. case Battle::END_TACTIC_PHASE: //wait
  2982. case Battle::BAD_MORALE:
  2983. case Battle::NO_ACTION:
  2984. {
  2985. StartAction start_action(ba);
  2986. sendAndApply(&start_action);
  2987. sendAndApply(&end_action);
  2988. break;
  2989. }
  2990. case Battle::WALK:
  2991. {
  2992. StartAction start_action(ba);
  2993. sendAndApply(&start_action); //start movement
  2994. int walkedTiles = moveStack(ba.stackNumber,ba.destinationTile); //move
  2995. if(!walkedTiles)
  2996. complain("Stack failed movement!");
  2997. sendAndApply(&end_action);
  2998. break;
  2999. }
  3000. case Battle::DEFEND:
  3001. {
  3002. //defensive stance //TODO: remove this bonus when stack becomes active
  3003. SetStackEffect sse;
  3004. sse.effect.push_back( Bonus(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, 20, -1, PrimarySkill::DEFENSE, Bonus::PERCENT_TO_ALL) );
  3005. sse.effect.push_back( Bonus(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, gs->curB->battleGetStackByID(ba.stackNumber)->valOfBonuses(Bonus::DEFENSIVE_STANCE),
  3006. -1, PrimarySkill::DEFENSE, Bonus::ADDITIVE_VALUE));
  3007. sse.stacks.push_back(ba.stackNumber);
  3008. sendAndApply(&sse);
  3009. //don't break - we share code with next case
  3010. }
  3011. case Battle::WAIT:
  3012. {
  3013. StartAction start_action(ba);
  3014. sendAndApply(&start_action);
  3015. sendAndApply(&end_action);
  3016. break;
  3017. }
  3018. case Battle::RETREAT: //retreat/flee
  3019. {
  3020. if(!gs->curB->battleCanFlee(gs->curB->sides.at(ba.side).color))
  3021. complain("Cannot retreat!");
  3022. else
  3023. setBattleResult(BattleResult::ESCAPE, !ba.side); //surrendering side loses
  3024. break;
  3025. }
  3026. case Battle::SURRENDER:
  3027. {
  3028. PlayerColor player = gs->curB->sides.at(ba.side).color;
  3029. int cost = gs->curB->battleGetSurrenderCost(player);
  3030. if(cost < 0)
  3031. complain("Cannot surrender!");
  3032. else if(getResource(player, Res::GOLD) < cost)
  3033. complain("Not enough gold to surrender!");
  3034. else
  3035. {
  3036. giveResource(player, Res::GOLD, -cost);
  3037. setBattleResult(BattleResult::SURRENDER, !ba.side); //surrendering side loses
  3038. }
  3039. break;
  3040. }
  3041. case Battle::WALK_AND_ATTACK: //walk or attack
  3042. {
  3043. StartAction start_action(ba);
  3044. sendAndApply(&start_action); //start movement and attack
  3045. if(!stack || !destinationStack)
  3046. {
  3047. sendAndApply(&end_action);
  3048. break;
  3049. }
  3050. BattleHex startingPos = stack->position;
  3051. int distance = moveStack(ba.stackNumber, ba.destinationTile);
  3052. logGlobal->traceStream() << stack->nodeName() << " will attack " << destinationStack->nodeName();
  3053. if(stack->position != ba.destinationTile //we wasn't able to reach destination tile
  3054. && !(stack->doubleWide()
  3055. && ( stack->position == ba.destinationTile + (stack->attackerOwned ? +1 : -1 ) )
  3056. ) //nor occupy specified hex
  3057. )
  3058. {
  3059. std::string problem = "We cannot move this stack to its destination " + stack->getCreature()->namePl;
  3060. logGlobal->warnStream() << problem;
  3061. complain(problem);
  3062. ok = false;
  3063. sendAndApply(&end_action);
  3064. break;
  3065. }
  3066. if(destinationStack && stack && stack->ID == destinationStack->ID) //we should just move, it will be handled by following check
  3067. {
  3068. destinationStack = nullptr;
  3069. }
  3070. if(!destinationStack)
  3071. {
  3072. complain(boost::str(boost::format("walk and attack error: no stack at additionalInfo tile (%d)!\n") % ba.additionalInfo));
  3073. ok = false;
  3074. sendAndApply(&end_action);
  3075. break;
  3076. }
  3077. if( !CStack::isMeleeAttackPossible(stack, destinationStack) )
  3078. {
  3079. complain("Attack cannot be performed!");
  3080. sendAndApply(&end_action);
  3081. ok = false;
  3082. break;
  3083. }
  3084. //attack
  3085. int totalAttacks = 1 + stack->getBonuses(Selector::type (Bonus::ADDITIONAL_ATTACK),
  3086. (Selector::effectRange(Bonus::NO_LIMIT).Or(Selector::effectRange(Bonus::ONLY_MELEE_FIGHT))))->totalValue(); //all unspicified attacks + melee attacks
  3087. for (int i = 0; i < totalAttacks; ++i)
  3088. {
  3089. if (stack &&
  3090. stack->alive() && //move can cause death, eg. by walking into the moat
  3091. destinationStack->alive())
  3092. {
  3093. BattleAttack bat;
  3094. prepareAttack(bat, stack, destinationStack, (i ? 0 : distance), ba.additionalInfo); //no distance travelled on second attack
  3095. //prepareAttack(bat, stack, stackAtEnd, 0, ba.additionalInfo);
  3096. handleAttackBeforeCasting(bat); //only before first attack
  3097. sendAndApply(&bat);
  3098. handleAfterAttackCasting(bat);
  3099. }
  3100. //counterattack
  3101. if (destinationStack
  3102. && !stack->hasBonusOfType(Bonus::BLOCKS_RETALIATION)
  3103. && destinationStack->ableToRetaliate()
  3104. && stack->alive()) //attacker may have died (fire shield)
  3105. {
  3106. BattleAttack bat;
  3107. prepareAttack(bat, destinationStack, stack, 0, stack->position);
  3108. bat.flags |= BattleAttack::COUNTER;
  3109. sendAndApply(&bat);
  3110. handleAfterAttackCasting(bat);
  3111. }
  3112. }
  3113. //return
  3114. if(stack->hasBonusOfType(Bonus::RETURN_AFTER_STRIKE) && startingPos != stack->position && stack->alive())
  3115. {
  3116. moveStack(ba.stackNumber, startingPos);
  3117. //NOTE: curStack->ID == ba.stackNumber (rev 1431)
  3118. }
  3119. sendAndApply(&end_action);
  3120. break;
  3121. }
  3122. case Battle::SHOOT:
  3123. {
  3124. if( !gs->curB->battleCanShoot(stack, ba.destinationTile) )
  3125. {
  3126. complain("Cannot shoot!");
  3127. break;
  3128. }
  3129. StartAction start_action(ba);
  3130. sendAndApply(&start_action); //start shooting
  3131. {
  3132. BattleAttack bat;
  3133. bat.flags |= BattleAttack::SHOT;
  3134. prepareAttack(bat, stack, destinationStack, 0, ba.destinationTile);
  3135. handleAttackBeforeCasting(bat);
  3136. sendAndApply(&bat);
  3137. handleAfterAttackCasting(bat);
  3138. }
  3139. //second shot for ballista, only if hero has advanced artillery
  3140. const CGHeroInstance * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  3141. if( destinationStack->alive()
  3142. && (stack->getCreature()->idNumber == CreatureID::BALLISTA)
  3143. && (attackingHero->getSecSkillLevel(SecondarySkill::ARTILLERY) >= SecSkillLevel::ADVANCED)
  3144. )
  3145. {
  3146. BattleAttack bat2;
  3147. bat2.flags |= BattleAttack::SHOT;
  3148. prepareAttack(bat2, stack, destinationStack, 0, ba.destinationTile);
  3149. sendAndApply(&bat2);
  3150. }
  3151. //allow more than one additional attack
  3152. int additionalAttacks = stack->getBonuses(Selector::type (Bonus::ADDITIONAL_ATTACK),
  3153. (Selector::effectRange(Bonus::NO_LIMIT).Or(Selector::effectRange(Bonus::ONLY_DISTANCE_FIGHT))))->totalValue();
  3154. for (int i = 0; i < additionalAttacks; ++i)
  3155. {
  3156. if(
  3157. stack->alive()
  3158. && destinationStack->alive()
  3159. && stack->shots
  3160. )
  3161. {
  3162. BattleAttack bat;
  3163. bat.flags |= BattleAttack::SHOT;
  3164. prepareAttack(bat, stack, destinationStack, 0, ba.destinationTile);
  3165. sendAndApply(&bat);
  3166. handleAfterAttackCasting(bat);
  3167. }
  3168. }
  3169. sendAndApply(&end_action);
  3170. break;
  3171. }
  3172. case Battle::CATAPULT:
  3173. {
  3174. auto getCatapultHitChance = [&](EWallPart::EWallPart part, const CHeroHandler::SBallisticsLevelInfo & sbi) -> int
  3175. {
  3176. switch(part)
  3177. {
  3178. case EWallPart::GATE:
  3179. return sbi.gate;
  3180. case EWallPart::KEEP:
  3181. return sbi.keep;
  3182. case EWallPart::BOTTOM_TOWER:
  3183. case EWallPart::UPPER_TOWER:
  3184. return sbi.tower;
  3185. case EWallPart::BOTTOM_WALL:
  3186. case EWallPart::BELOW_GATE:
  3187. case EWallPart::OVER_GATE:
  3188. case EWallPart::UPPER_WALL:
  3189. return sbi.wall;
  3190. default:
  3191. return 0;
  3192. }
  3193. };
  3194. StartAction start_action(ba);
  3195. sendAndApply(&start_action);
  3196. auto onExit = vstd::makeScopeGuard([&]{ sendAndApply(&end_action); }); //if we started than we have to finish
  3197. const CGHeroInstance * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  3198. CHeroHandler::SBallisticsLevelInfo sbi = VLC->heroh->ballistics.at(attackingHero->getSecSkillLevel(SecondarySkill::BALLISTICS));
  3199. auto wallPart = gs->curB->battleHexToWallPart(ba.destinationTile);
  3200. if(!gs->curB->isWallPartPotentiallyAttackable(wallPart))
  3201. {
  3202. complain("catapult tried to attack non-catapultable hex!");
  3203. break;
  3204. }
  3205. //in successive iterations damage is dealt but not yet subtracted from wall's HPs
  3206. auto &currentHP = gs->curB->si.wallState;
  3207. if (currentHP.at(wallPart) == EWallState::DESTROYED || currentHP.at(wallPart) == EWallState::NONE)
  3208. {
  3209. complain("catapult tried to attack already destroyed wall part!");
  3210. break;
  3211. }
  3212. for(int g=0; g<sbi.shots; ++g)
  3213. {
  3214. bool hitSuccessfull = false;
  3215. auto attackedPart = wallPart;
  3216. do // catapult has chance to attack desired target. Othervice - attacks randomly
  3217. {
  3218. if(currentHP.at(attackedPart) != EWallState::DESTROYED && // this part can be hit
  3219. currentHP.at(attackedPart) != EWallState::NONE &&
  3220. gs->getRandomGenerator().nextInt(99) < getCatapultHitChance(attackedPart, sbi))//hit is successful
  3221. {
  3222. hitSuccessfull = true;
  3223. }
  3224. else // select new target
  3225. {
  3226. std::vector<EWallPart::EWallPart> allowedTargets;
  3227. for (size_t i=0; i< currentHP.size(); i++)
  3228. {
  3229. if (currentHP.at(i) != EWallState::DESTROYED &&
  3230. currentHP.at(i) != EWallState::NONE)
  3231. allowedTargets.push_back(EWallPart::EWallPart(i));
  3232. }
  3233. if (allowedTargets.empty())
  3234. break;
  3235. attackedPart = *RandomGeneratorUtil::nextItem(allowedTargets, gs->getRandomGenerator());
  3236. }
  3237. }
  3238. while (!hitSuccessfull);
  3239. if (!hitSuccessfull) // break triggered - no target to shoot at
  3240. break;
  3241. CatapultAttack ca; //package for clients
  3242. CatapultAttack::AttackInfo attack;
  3243. attack.attackedPart = attackedPart;
  3244. attack.destinationTile = ba.destinationTile;
  3245. attack.damageDealt = 0;
  3246. int dmgChance[] = { sbi.noDmg, sbi.oneDmg, sbi.twoDmg }; //dmgChance[i] - chance for doing i dmg when hit is successful
  3247. int dmgRand = gs->getRandomGenerator().nextInt(99);
  3248. //accumulating dmgChance
  3249. dmgChance[1] += dmgChance[0];
  3250. dmgChance[2] += dmgChance[1];
  3251. //calculating dealt damage
  3252. for(int damage = 0; damage < ARRAY_COUNT(dmgChance); ++damage)
  3253. {
  3254. if(dmgRand <= dmgChance[damage])
  3255. {
  3256. attack.damageDealt = damage;
  3257. break;
  3258. }
  3259. }
  3260. // attacked tile may have changed - update destination
  3261. attack.destinationTile = gs->curB->wallPartToBattleHex(EWallPart::EWallPart(attack.attackedPart));
  3262. logGlobal->traceStream() << "Catapult attacks " << (int)attack.attackedPart
  3263. << " dealing " << (int)attack.damageDealt << " damage";
  3264. //removing creatures in turrets / keep if one is destroyed
  3265. if(attack.damageDealt > 0 && (attackedPart == EWallPart::KEEP ||
  3266. attackedPart == EWallPart::BOTTOM_TOWER || attackedPart == EWallPart::UPPER_TOWER))
  3267. {
  3268. int posRemove = -1;
  3269. switch(attackedPart)
  3270. {
  3271. case EWallPart::KEEP:
  3272. posRemove = -2;
  3273. break;
  3274. case EWallPart::BOTTOM_TOWER:
  3275. posRemove = -3;
  3276. break;
  3277. case EWallPart::UPPER_TOWER:
  3278. posRemove = -4;
  3279. break;
  3280. }
  3281. BattleStacksRemoved bsr;
  3282. for(auto & elem : gs->curB->stacks)
  3283. {
  3284. if(elem->position == posRemove)
  3285. {
  3286. bsr.stackIDs.insert( elem->ID );
  3287. break;
  3288. }
  3289. }
  3290. sendAndApply(&bsr);
  3291. }
  3292. ca.attacker = ba.stackNumber;
  3293. ca.attackedParts.push_back(attack);
  3294. sendAndApply(&ca);
  3295. }
  3296. //finish by scope guard
  3297. break;
  3298. }
  3299. case Battle::STACK_HEAL: //healing with First Aid Tent
  3300. {
  3301. StartAction start_action(ba);
  3302. sendAndApply(&start_action);
  3303. const CGHeroInstance * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  3304. const CStack *healer = gs->curB->battleGetStackByID(ba.stackNumber),
  3305. *destStack = gs->curB->battleGetStackByPos(ba.destinationTile);
  3306. ui32 healed = 0;
  3307. if(healer == nullptr || destStack == nullptr || !healer->hasBonusOfType(Bonus::HEALER))
  3308. {
  3309. complain("There is either no healer, no destination, or healer cannot heal :P");
  3310. }
  3311. else
  3312. {
  3313. ui32 maxiumHeal = healer->count * std::max(10, attackingHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::FIRST_AID));
  3314. healed = destStack->calculateHealedHealthPoints(maxiumHeal, false);
  3315. }
  3316. if(healed == 0)
  3317. {
  3318. //nothing to heal.. should we complain?
  3319. }
  3320. else
  3321. {
  3322. StacksHealedOrResurrected shr;
  3323. shr.lifeDrain = false;
  3324. shr.tentHealing = true;
  3325. shr.drainedFrom = ba.stackNumber;
  3326. StacksHealedOrResurrected::HealInfo hi;
  3327. hi.healedHP = healed;
  3328. hi.lowLevelResurrection = false;
  3329. hi.stackID = destStack->ID;
  3330. shr.healedStacks.push_back(hi);
  3331. sendAndApply(&shr);
  3332. }
  3333. sendAndApply(&end_action);
  3334. break;
  3335. }
  3336. case Battle::DAEMON_SUMMONING:
  3337. //TODO: From Strategija:
  3338. //Summon Demon is a level 2 spell.
  3339. {
  3340. StartAction start_action(ba);
  3341. sendAndApply(&start_action);
  3342. const CStack *summoner = gs->curB->battleGetStackByID(ba.stackNumber),
  3343. *destStack = gs->curB->battleGetStackByPos(ba.destinationTile, false);
  3344. BattleStackAdded bsa;
  3345. bsa.attacker = summoner->attackerOwned;
  3346. bsa.creID = CreatureID(summoner->getBonusLocalFirst(Selector::type(Bonus::DAEMON_SUMMONING))->subtype); //in case summoner can summon more than one type of monsters... scream!
  3347. ui64 risedHp = summoner->count * summoner->valOfBonuses(Bonus::DAEMON_SUMMONING, bsa.creID.toEnum());
  3348. ui64 targetHealth = destStack->getCreature()->MaxHealth() * destStack->baseAmount;
  3349. ui64 canRiseHp = std::min(targetHealth, risedHp);
  3350. ui32 canRiseAmount = canRiseHp / VLC->creh->creatures.at(bsa.creID)->MaxHealth();
  3351. bsa.amount = std::min(canRiseAmount, destStack->baseAmount);
  3352. bsa.pos = gs->curB->getAvaliableHex(bsa.creID, bsa.attacker, destStack->position);
  3353. bsa.summoned = false;
  3354. if (bsa.amount) //there's rare possibility single creature cannot rise desired type
  3355. {
  3356. BattleStacksRemoved bsr; //remove body
  3357. bsr.stackIDs.insert(destStack->ID);
  3358. sendAndApply(&bsr);
  3359. sendAndApply(&bsa);
  3360. BattleSetStackProperty ssp;
  3361. ssp.stackID = ba.stackNumber;
  3362. ssp.which = BattleSetStackProperty::CASTS; //reduce number of casts
  3363. ssp.val = -1;
  3364. ssp.absolute = false;
  3365. sendAndApply(&ssp);
  3366. }
  3367. sendAndApply(&end_action);
  3368. break;
  3369. }
  3370. case Battle::MONSTER_SPELL:
  3371. {
  3372. StartAction start_action(ba);
  3373. sendAndApply(&start_action);
  3374. const CStack * stack = gs->curB->battleGetStackByID(ba.stackNumber);
  3375. SpellID spellID = SpellID(ba.additionalInfo);
  3376. BattleHex destination(ba.destinationTile);
  3377. const Bonus *randSpellcaster = stack->getBonusLocalFirst(Selector::type(Bonus::RANDOM_SPELLCASTER));
  3378. const Bonus * spellcaster = stack->getBonusLocalFirst(Selector::typeSubtype(Bonus::SPELLCASTER, spellID));
  3379. //TODO special bonus for genies ability
  3380. if(randSpellcaster && battleGetRandomStackSpell(stack, CBattleInfoCallback::RANDOM_AIMED) < 0)
  3381. spellID = battleGetRandomStackSpell(stack, CBattleInfoCallback::RANDOM_GENIE);
  3382. if(spellID < 0)
  3383. complain("That stack can't cast spells!");
  3384. else
  3385. {
  3386. const CSpell * spell = SpellID(spellID).toSpell();
  3387. BattleSpellCastParameters parameters(gs->curB, stack, spell);
  3388. parameters.spellLvl = 0;
  3389. if (spellcaster)
  3390. vstd::amax(parameters.spellLvl, spellcaster->val);
  3391. if (randSpellcaster)
  3392. vstd::amax(parameters.spellLvl, randSpellcaster->val);
  3393. vstd::amin (parameters.spellLvl, 3);
  3394. parameters.effectLevel = parameters.spellLvl;
  3395. parameters.mode = ECastingMode::CREATURE_ACTIVE_CASTING;
  3396. parameters.aimToHex(destination);//todo: allow multiple destinations
  3397. parameters.selectedStack = nullptr;
  3398. spell->battleCast(spellEnv, parameters);
  3399. }
  3400. sendAndApply(&end_action);
  3401. break;
  3402. }
  3403. }
  3404. if(ba.stackNumber == gs->curB->activeStack || battleResult.get()) //active stack has moved or battle has finished
  3405. battleMadeAction.setn(true);
  3406. return ok;
  3407. }
  3408. void CGameHandler::playerMessage( PlayerColor player, const std::string &message, ObjectInstanceID currObj )
  3409. {
  3410. bool cheated=true;
  3411. PlayerMessage temp_message(player, message, ObjectInstanceID(-1)); // don't inform other client on selected object
  3412. sendAndApply(&temp_message);
  3413. if(message == "vcmiistari") //give all spells and 999 mana
  3414. {
  3415. SetMana sm;
  3416. GiveBonus giveBonus(GiveBonus::HERO);
  3417. CGHeroInstance *h = gs->getHero(currObj);
  3418. if(!h && complain("Cannot realize cheat, no hero selected!")) return;
  3419. sm.hid = h->id;
  3420. giveBonus.id = h->id.getNum();
  3421. //give all spells with bonus (to allow banned spells)
  3422. giveBonus.bonus = Bonus(Bonus::PERMANENT, Bonus::SPELLS_OF_LEVEL, Bonus::OTHER, 0, 0);
  3423. //start with level 0 to skip abilities
  3424. for(int level = 1; level <= GameConstants::SPELL_LEVELS; level++)
  3425. {
  3426. giveBonus.bonus.subtype = level;
  3427. sendAndApply(&giveBonus);
  3428. }
  3429. //give mana
  3430. sm.val = 999;
  3431. sm.absolute = true;
  3432. if(!h->hasSpellbook()) //hero doesn't have spellbook
  3433. giveHeroNewArtifact(h, VLC->arth->artifacts[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK); //give spellbook
  3434. sendAndApply(&sm);
  3435. }
  3436. else if (message == "vcmiarmenelos") //build all buildings in selected town
  3437. {
  3438. CGHeroInstance *hero = gs->getHero(currObj);
  3439. CGTownInstance *town;
  3440. if (hero)
  3441. town = hero->visitedTown;
  3442. else
  3443. town = gs->getTown(currObj);
  3444. if (town)
  3445. {
  3446. for (auto & build : town->town->buildings)
  3447. {
  3448. if (!town->hasBuilt(build.first)
  3449. && !build.second->Name().empty()
  3450. && build.first != BuildingID::SHIP)
  3451. {
  3452. buildStructure(town->id, build.first, true);
  3453. }
  3454. }
  3455. }
  3456. }
  3457. else if(message == "vcmiainur") //gives 5 archangels into each slot
  3458. {
  3459. CGHeroInstance *hero = gs->getHero(currObj);
  3460. const CCreature *archangel = VLC->creh->creatures.at(13);
  3461. if(!hero) return;
  3462. for(int i = 0; i < GameConstants::ARMY_SIZE; i++)
  3463. if(!hero->hasStackAtSlot(SlotID(i)))
  3464. insertNewStack(StackLocation(hero, SlotID(i)), archangel, 5);
  3465. }
  3466. else if(message == "vcmiangband") //gives 10 black knight into each slot
  3467. {
  3468. CGHeroInstance *hero = gs->getHero(currObj);
  3469. const CCreature *blackKnight = VLC->creh->creatures.at(66);
  3470. if(!hero) return;
  3471. for(int i = 0; i < GameConstants::ARMY_SIZE; i++)
  3472. if(!hero->hasStackAtSlot(SlotID(i)))
  3473. insertNewStack(StackLocation(hero, SlotID(i)), blackKnight, 10);
  3474. }
  3475. else if(message == "vcminoldor") //all war machines
  3476. {
  3477. CGHeroInstance *hero = gs->getHero(currObj);
  3478. if(!hero) return;
  3479. if(!hero->getArt(ArtifactPosition::MACH1))
  3480. giveHeroNewArtifact(hero, VLC->arth->artifacts[ArtifactID::BALLISTA], ArtifactPosition::MACH1);
  3481. if(!hero->getArt(ArtifactPosition::MACH2))
  3482. giveHeroNewArtifact(hero, VLC->arth->artifacts[ArtifactID::AMMO_CART], ArtifactPosition::MACH2);
  3483. if(!hero->getArt(ArtifactPosition::MACH3))
  3484. giveHeroNewArtifact(hero, VLC->arth->artifacts[ArtifactID::FIRST_AID_TENT], ArtifactPosition::MACH3);
  3485. }
  3486. else if (message == "vcmiforgeofnoldorking") //hero gets all artifacts except war machines, spell scrolls and spell book
  3487. {
  3488. CGHeroInstance *hero = gs->getHero(currObj);
  3489. if(!hero) return;
  3490. for (int g = 7; g < VLC->arth->artifacts.size(); ++g) //including artifacts from mods
  3491. giveHeroNewArtifact(hero, VLC->arth->artifacts[g], ArtifactPosition::PRE_FIRST);
  3492. }
  3493. else if(message == "vcmiglorfindel") //selected hero gains a new level
  3494. {
  3495. CGHeroInstance *hero = gs->getHero(currObj);
  3496. changePrimSkill(hero, PrimarySkill::EXPERIENCE, VLC->heroh->reqExp(hero->level+1) - VLC->heroh->reqExp(hero->level));
  3497. }
  3498. else if(message == "vcminahar") //1000000 movement points
  3499. {
  3500. CGHeroInstance *hero = gs->getHero(currObj);
  3501. if(!hero) return;
  3502. SetMovePoints smp;
  3503. smp.hid = hero->id;
  3504. smp.val = 1000000;
  3505. sendAndApply(&smp);
  3506. }
  3507. else if(message == "vcmiformenos") //give resources
  3508. {
  3509. SetResources sr;
  3510. sr.player = player;
  3511. sr.res = gs->getPlayer(player)->resources;
  3512. for(int i=0;i<Res::GOLD;i++)
  3513. sr.res[i] += 100;
  3514. sr.res[Res::GOLD] += 100000; //100k
  3515. sendAndApply(&sr);
  3516. }
  3517. else if(message == "vcmieagles") //reveal FoW
  3518. {
  3519. FoWChange fc;
  3520. fc.mode = 1;
  3521. fc.player = player;
  3522. auto hlp_tab = new int3[gs->map->width * gs->map->height * (gs->map->twoLevel ? 2 : 1)];
  3523. int lastUnc = 0;
  3524. for(int i=0;i<gs->map->width;i++)
  3525. for(int j=0;j<gs->map->height;j++)
  3526. for(int k = 0; k < (gs->map->twoLevel ? 2 : 1); k++)
  3527. if(!gs->getPlayerTeam(fc.player)->fogOfWarMap.at(i).at(j).at(k))
  3528. hlp_tab[lastUnc++] = int3(i,j,k);
  3529. fc.tiles.insert(hlp_tab, hlp_tab + lastUnc);
  3530. delete [] hlp_tab;
  3531. sendAndApply(&fc);
  3532. }
  3533. else if(message == "vcmisilmaril") //player wins
  3534. {
  3535. gs->getPlayer(player)->enteredWinningCheatCode = 1;
  3536. }
  3537. else if(message == "vcmimelkor") //player looses
  3538. {
  3539. gs->getPlayer(player)->enteredLosingCheatCode = 1;
  3540. }
  3541. else
  3542. cheated = false;
  3543. if(cheated)
  3544. {
  3545. SystemMessage temp_message(VLC->generaltexth->allTexts.at(260));
  3546. sendAndApply(&temp_message);
  3547. checkVictoryLossConditionsForPlayer(player);//Player enter win code or got required art\creature
  3548. }
  3549. }
  3550. bool CGameHandler::makeCustomAction( BattleAction &ba )
  3551. {
  3552. switch(ba.actionType)
  3553. {
  3554. case Battle::HERO_SPELL:
  3555. {
  3556. COMPLAIN_RET_FALSE_IF(ba.side > 1, "Side must be 0 or 1!");
  3557. const CGHeroInstance *h = gs->curB->battleGetFightingHero(ba.side);
  3558. if(!h)
  3559. {
  3560. logGlobal->warnStream() << "Wrong caster!";
  3561. return false;
  3562. }
  3563. if(ba.additionalInfo >= VLC->spellh->objects.size())
  3564. {
  3565. logGlobal->warnStream() << "Wrong spell id (" << ba.additionalInfo << ")!";
  3566. return false;
  3567. }
  3568. const CSpell * s = SpellID(ba.additionalInfo).toSpell();
  3569. BattleSpellCastParameters parameters(gs->curB, h, s);
  3570. parameters.aimToHex(ba.destinationTile);//todo: allow multiple destinations
  3571. parameters.mode = ECastingMode::HERO_CASTING;
  3572. parameters.selectedStack = gs->curB->battleGetStackByID(ba.selectedStack, false);
  3573. ESpellCastProblem::ESpellCastProblem escp = gs->curB->battleCanCastThisSpell(h, s, ECastingMode::HERO_CASTING);//todo: should we check aimed cast(battleCanCastThisSpellHere)?
  3574. if(escp != ESpellCastProblem::OK)
  3575. {
  3576. logGlobal->warnStream() << "Spell cannot be cast!";
  3577. logGlobal->warnStream() << "Problem : " << escp;
  3578. return false;
  3579. }
  3580. StartAction start_action(ba);
  3581. sendAndApply(&start_action); //start spell casting
  3582. s->battleCast(spellEnv, parameters);
  3583. sendAndApply(&end_action);
  3584. if( !gs->curB->battleGetStackByID(gs->curB->activeStack, true))
  3585. {
  3586. battleMadeAction.setn(true);
  3587. }
  3588. checkForBattleEnd();
  3589. if(battleResult.get())
  3590. {
  3591. battleMadeAction.setn(true);
  3592. //battle will be ended by startBattle function
  3593. //endBattle(gs->curB->tile, gs->curB->heroes[0], gs->curB->heroes[1]);
  3594. }
  3595. return true;
  3596. }
  3597. }
  3598. return false;
  3599. }
  3600. void CGameHandler::stackTurnTrigger(const CStack * st)
  3601. {
  3602. BattleTriggerEffect bte;
  3603. bte.stackID = st->ID;
  3604. bte.effect = -1;
  3605. bte.val = 0;
  3606. bte.additionalInfo = 0;
  3607. if (st->alive())
  3608. {
  3609. //unbind
  3610. if (st->getEffect (SpellID::BIND))
  3611. {
  3612. bool unbind = true;
  3613. BonusList bl = *(st->getBonuses(Selector::type(Bonus::BIND_EFFECT)));
  3614. std::set<const CStack*> stacks = gs->curB-> batteAdjacentCreatures(st);
  3615. for(Bonus * b : bl)
  3616. {
  3617. const CStack * stack = gs->curB->battleGetStackByID(b->additionalInfo); //binding stack must be alive and adjacent
  3618. if (stack)
  3619. {
  3620. if (vstd::contains(stacks, stack)) //binding stack is still present
  3621. {
  3622. unbind = false;
  3623. }
  3624. }
  3625. }
  3626. if (unbind)
  3627. {
  3628. BattleSetStackProperty ssp;
  3629. ssp.which = BattleSetStackProperty::UNBIND;
  3630. ssp.stackID = st->ID;
  3631. sendAndApply(&ssp);
  3632. }
  3633. }
  3634. //regeneration
  3635. if(st->hasBonusOfType(Bonus::HP_REGENERATION))
  3636. {
  3637. bte.effect = Bonus::HP_REGENERATION;
  3638. bte.val = std::min((int)(st->MaxHealth() - st->firstHPleft), st->valOfBonuses(Bonus::HP_REGENERATION));
  3639. }
  3640. if(st->hasBonusOfType(Bonus::FULL_HP_REGENERATION))
  3641. {
  3642. bte.effect = Bonus::HP_REGENERATION;
  3643. bte.val = st->MaxHealth() - st->firstHPleft;
  3644. }
  3645. if (bte.val) //anything to heal
  3646. sendAndApply(&bte);
  3647. if(st->hasBonusOfType(Bonus::POISON))
  3648. {
  3649. const Bonus * b = st->getBonusLocalFirst(Selector::source(Bonus::SPELL_EFFECT, SpellID::POISON).And(Selector::type(Bonus::STACK_HEALTH)));
  3650. if (b) //TODO: what if not?...
  3651. {
  3652. bte.val = std::max (b->val - 10, -(st->valOfBonuses(Bonus::POISON)));
  3653. if (bte.val < b->val) //(negative) poison effect increases - update it
  3654. {
  3655. bte.effect = Bonus::POISON;
  3656. sendAndApply(&bte);
  3657. }
  3658. }
  3659. }
  3660. if (st->hasBonusOfType(Bonus::MANA_DRAIN) && !vstd::contains(st->state, EBattleStackState::DRAINED_MANA))
  3661. {
  3662. const PlayerColor opponent = gs->curB->theOtherPlayer(st->owner);
  3663. const CGHeroInstance * opponentHero = gs->curB->getHero(opponent);
  3664. if (opponentHero)
  3665. {
  3666. ui32 manaDrained = st->valOfBonuses(Bonus::MANA_DRAIN);
  3667. vstd::amin(manaDrained, opponentHero->mana);
  3668. if (manaDrained)
  3669. {
  3670. bte.effect = Bonus::MANA_DRAIN;
  3671. bte.val = manaDrained;
  3672. bte.additionalInfo = opponentHero->id.getNum(); //for sanity
  3673. sendAndApply(&bte);
  3674. }
  3675. }
  3676. }
  3677. if (st->isLiving() && !st->hasBonusOfType(Bonus::FEARLESS))
  3678. {
  3679. bool fearsomeCreature = false;
  3680. for(CStack * stack : gs->curB->stacks)
  3681. {
  3682. if (stack->owner != st->owner && stack->alive() && stack->hasBonusOfType(Bonus::FEAR))
  3683. {
  3684. fearsomeCreature = true;
  3685. break;
  3686. }
  3687. }
  3688. if (fearsomeCreature)
  3689. {
  3690. if (gs->getRandomGenerator().nextInt(99) < 10) //fixed 10%
  3691. {
  3692. bte.effect = Bonus::FEAR;
  3693. sendAndApply(&bte);
  3694. }
  3695. }
  3696. }
  3697. BonusList bl = *(st->getBonuses(Selector::type(Bonus::ENCHANTER)));
  3698. int side = gs->curB->whatSide(st->owner);
  3699. if (st->casts && !gs->curB->sides.at(side).enchanterCounter)
  3700. {
  3701. bool cast = false;
  3702. while (!bl.empty() && !cast)
  3703. {
  3704. auto bonus = *RandomGeneratorUtil::nextItem(bl, gs->getRandomGenerator());
  3705. auto spellID = SpellID(bonus->subtype);
  3706. const CSpell * spell = SpellID(spellID).toSpell();
  3707. bl.remove_if([&bonus](Bonus * b){return b==bonus;});
  3708. if (gs->curB->battleCanCastThisSpell(st, spell, ECastingMode::ENCHANTER_CASTING) == ESpellCastProblem::OK)
  3709. {
  3710. BattleSpellCastParameters parameters(gs->curB, st, spell);
  3711. parameters.spellLvl = bonus->val;
  3712. parameters.effectLevel = bonus->val;//todo: recheck
  3713. parameters.aimToHex(BattleHex::INVALID);
  3714. parameters.mode = ECastingMode::ENCHANTER_CASTING;
  3715. parameters.selectedStack = nullptr;
  3716. spell->battleCast(spellEnv, parameters);
  3717. //todo: move to mechanics
  3718. BattleSetStackProperty ssp;
  3719. ssp.which = BattleSetStackProperty::ENCHANTER_COUNTER;
  3720. ssp.absolute = false;
  3721. ssp.val = bonus->additionalInfo; //increase cooldown counter
  3722. ssp.stackID = st->ID;
  3723. sendAndApply(&ssp);
  3724. cast = true;
  3725. }
  3726. };
  3727. }
  3728. bl = *(st->getBonuses(Selector::type(Bonus::ENCHANTED)));
  3729. for (auto b : bl)
  3730. {
  3731. SetStackEffect sse;
  3732. int val = bl.valOfBonuses (Selector::typeSubtype(b->type, b->subtype));
  3733. if (val > 3)
  3734. {
  3735. for (auto s : gs->curB->battleGetAllStacks())
  3736. {
  3737. if (st->owner == s->owner && s->isValidTarget()) //all allied
  3738. sse.stacks.push_back (s->ID);
  3739. }
  3740. }
  3741. else
  3742. sse.stacks.push_back (st->ID);
  3743. Bonus pseudoBonus;
  3744. pseudoBonus.sid = b->subtype;
  3745. pseudoBonus.val = ((val > 3) ? (val - 3) : val);
  3746. pseudoBonus.turnsRemain = 50;
  3747. st->stackEffectToFeature (sse.effect, pseudoBonus);
  3748. if (sse.effect.size())
  3749. sendAndApply (&sse);
  3750. }
  3751. }
  3752. }
  3753. void CGameHandler::handleDamageFromObstacle(const CObstacleInstance &obstacle, const CStack * curStack)
  3754. {
  3755. //we want to determine following vars depending on obstacle type
  3756. int damage = -1;
  3757. int effect = -1;
  3758. bool oneTimeObstacle = false;
  3759. //helper info
  3760. const SpellCreatedObstacle *spellObstacle = dynamic_cast<const SpellCreatedObstacle*>(&obstacle); //not nice but we may need spell params
  3761. const ui8 side = !curStack->attackerOwned; //if enemy is defending (false = 0), side of enemy hero is 1 (true)
  3762. const CGHeroInstance *hero = gs->curB->battleGetFightingHero(side);//FIXME: there may be no hero - landmines in Tower
  3763. if(obstacle.obstacleType == CObstacleInstance::MOAT)
  3764. {
  3765. damage = battleGetMoatDmg();
  3766. }
  3767. else if(obstacle.obstacleType == CObstacleInstance::LAND_MINE)
  3768. {
  3769. //You don't get hit by a Mine you can see.
  3770. if(gs->curB->battleIsObstacleVisibleForSide(obstacle, (BattlePerspective::BattlePerspective)side))
  3771. return;
  3772. oneTimeObstacle = true;
  3773. effect = 82; //makes
  3774. const CSpell * sp = SpellID(SpellID::LAND_MINE).toSpell();
  3775. if(sp->isImmuneByStack(hero, curStack))
  3776. return;
  3777. damage = sp->calculateDamage(hero, curStack,
  3778. spellObstacle->spellLevel, spellObstacle->casterSpellPower);
  3779. //TODO even if obstacle wasn't created by hero (Tower "moat") it should deal dmg as if cast by hero,
  3780. //if it is bigger than default dmg. Or is it just irrelevant H3 implementation quirk
  3781. }
  3782. else if(obstacle.obstacleType == CObstacleInstance::FIRE_WALL)
  3783. {
  3784. const CSpell * sp = SpellID(SpellID::FIRE_WALL).toSpell();
  3785. if(sp->isImmuneByStack(hero, curStack))
  3786. return;
  3787. damage = sp->calculateDamage(hero, curStack,
  3788. spellObstacle->spellLevel, spellObstacle->casterSpellPower);
  3789. }
  3790. else
  3791. {
  3792. //no other obstacle does damage to stack
  3793. return;
  3794. }
  3795. BattleStackAttacked bsa;
  3796. if(effect >= 0)
  3797. {
  3798. bsa.flags |= BattleStackAttacked::EFFECT;
  3799. bsa.effect = effect; //makes POOF
  3800. }
  3801. bsa.damageAmount = damage;
  3802. bsa.stackAttacked = curStack->ID;
  3803. bsa.attackerID = -1;
  3804. curStack->prepareAttacked(bsa, gameState()->getRandomGenerator());
  3805. StacksInjured si;
  3806. si.stacks.push_back(bsa);
  3807. sendAndApply(&si);
  3808. if(oneTimeObstacle)
  3809. removeObstacle(obstacle);
  3810. }
  3811. void CGameHandler::handleTimeEvents()
  3812. {
  3813. gs->map->events.sort(evntCmp);
  3814. while(gs->map->events.size() && gs->map->events.front().firstOccurence+1 == gs->day)
  3815. {
  3816. CMapEvent ev = gs->map->events.front();
  3817. for (int player = 0; player < PlayerColor::PLAYER_LIMIT_I; player++)
  3818. {
  3819. auto color = PlayerColor(player);
  3820. PlayerState *pinfo = gs->getPlayer(color, false); //do not output error if player does not exist
  3821. if( pinfo //player exists
  3822. && (ev.players & 1<<player) //event is enabled to this player
  3823. && ((ev.computerAffected && !pinfo->human)
  3824. || (ev.humanAffected && pinfo->human)
  3825. )
  3826. )
  3827. {
  3828. //give resources
  3829. SetResources sr;
  3830. sr.player = color;
  3831. sr.res = pinfo->resources + ev.resources;
  3832. //prepare dialog
  3833. InfoWindow iw;
  3834. iw.player = color;
  3835. iw.text << ev.message;
  3836. for (int i=0; i<ev.resources.size(); i++)
  3837. {
  3838. if(ev.resources.at(i)) //if resource is changed, we add it to the dialog
  3839. iw.components.push_back(Component(Component::RESOURCE,i,ev.resources.at(i),0));
  3840. }
  3841. if (iw.components.size())
  3842. {
  3843. sr.res.amax(0); // If removing too much resources, adjust the amount so the total doesn't become negative.
  3844. sendAndApply(&sr); //update player resources if changed
  3845. }
  3846. sendAndApply(&iw); //show dialog
  3847. }
  3848. } //PLAYERS LOOP
  3849. if(ev.nextOccurence)
  3850. {
  3851. gs->map->events.pop_front();
  3852. ev.firstOccurence += ev.nextOccurence;
  3853. auto it = gs->map->events.begin();
  3854. while ( it !=gs->map->events.end() && it->earlierThanOrEqual(ev))
  3855. it++;
  3856. gs->map->events.insert(it, ev);
  3857. }
  3858. else
  3859. {
  3860. gs->map->events.pop_front();
  3861. }
  3862. }
  3863. //TODO send only if changed
  3864. UpdateMapEvents ume;
  3865. ume.events = gs->map->events;
  3866. sendAndApply(&ume);
  3867. }
  3868. void CGameHandler::handleTownEvents(CGTownInstance * town, NewTurn &n)
  3869. {
  3870. town->events.sort(evntCmp);
  3871. while(town->events.size() && town->events.front().firstOccurence == gs->day)
  3872. {
  3873. PlayerColor player = town->tempOwner;
  3874. CCastleEvent ev = town->events.front();
  3875. PlayerState *pinfo = gs->getPlayer(player, false);
  3876. if( pinfo //player exists
  3877. && (ev.players & 1<<player.getNum()) //event is enabled to this player
  3878. && ((ev.computerAffected && !pinfo->human)
  3879. || (ev.humanAffected && pinfo->human) ) )
  3880. {
  3881. // dialog
  3882. InfoWindow iw;
  3883. iw.player = player;
  3884. iw.text << ev.message;
  3885. if(ev.resources.nonZero())
  3886. {
  3887. TResources was = n.res[player];
  3888. n.res[player] += ev.resources;
  3889. n.res[player].amax(0);
  3890. for (int i=0; i<ev.resources.size(); i++)
  3891. if(ev.resources.at(i) && pinfo->resources.at(i) != n.res.at(player).at(i)) //if resource had changed, we add it to the dialog
  3892. iw.components.push_back(Component(Component::RESOURCE,i,n.res.at(player).at(i)-was.at(i),0));
  3893. }
  3894. for(auto & i : ev.buildings)
  3895. {
  3896. if(!town->hasBuilt(i))
  3897. {
  3898. buildStructure(town->id, i, true);
  3899. iw.components.push_back(Component(Component::BUILDING, town->subID, i, 0));
  3900. }
  3901. }
  3902. if (!ev.creatures.empty() && !vstd::contains(n.cres, town->id))
  3903. {
  3904. n.cres[town->id].tid = town->id;
  3905. n.cres[town->id].creatures = town->creatures;
  3906. }
  3907. auto & sac = n.cres[town->id];
  3908. for(si32 i=0;i<ev.creatures.size();i++) //creature growths
  3909. {
  3910. if(!town->creatures.at(i).second.empty() && ev.creatures.at(i) > 0)//there is dwelling
  3911. {
  3912. sac.creatures[i].first += ev.creatures.at(i);
  3913. iw.components.push_back(Component(Component::CREATURE,
  3914. town->creatures.at(i).second.back(), ev.creatures.at(i), 0));
  3915. }
  3916. }
  3917. sendAndApply(&iw); //show dialog
  3918. }
  3919. if(ev.nextOccurence)
  3920. {
  3921. town->events.pop_front();
  3922. ev.firstOccurence += ev.nextOccurence;
  3923. auto it = town->events.begin();
  3924. while ( it != town->events.end() && it->earlierThanOrEqual(ev))
  3925. it++;
  3926. town->events.insert(it, ev);
  3927. }
  3928. else
  3929. {
  3930. town->events.pop_front();
  3931. }
  3932. }
  3933. //TODO send only if changed
  3934. UpdateCastleEvents uce;
  3935. uce.town = town->id;
  3936. uce.events = town->events;
  3937. sendAndApply(&uce);
  3938. }
  3939. bool CGameHandler::complain( const std::string &problem )
  3940. {
  3941. sendMessageToAll("Server encountered a problem: " + problem);
  3942. logGlobal->errorStream() << problem;
  3943. return true;
  3944. }
  3945. void CGameHandler::showGarrisonDialog( ObjectInstanceID upobj, ObjectInstanceID hid, bool removableUnits)
  3946. {
  3947. //PlayerColor player = getOwner(hid);
  3948. auto upperArmy = dynamic_cast<const CArmedInstance*>(getObj(upobj));
  3949. auto lowerArmy = dynamic_cast<const CArmedInstance*>(getObj(hid));
  3950. assert(lowerArmy);
  3951. assert(upperArmy);
  3952. auto garrisonQuery = make_shared<CGarrisonDialogQuery>(upperArmy, lowerArmy);
  3953. queries.addQuery(garrisonQuery);
  3954. GarrisonDialog gd;
  3955. gd.hid = hid;
  3956. gd.objid = upobj;
  3957. gd.removableUnits = removableUnits;
  3958. gd.queryID = garrisonQuery->queryID;
  3959. sendAndApply(&gd);
  3960. }
  3961. void CGameHandler::showThievesGuildWindow(PlayerColor player, ObjectInstanceID requestingObjId)
  3962. {
  3963. OpenWindow ow;
  3964. ow.window = OpenWindow::THIEVES_GUILD;
  3965. ow.id1 = player.getNum();
  3966. ow.id2 = requestingObjId.getNum();
  3967. sendAndApply(&ow);
  3968. }
  3969. bool CGameHandler::isAllowedExchange( ObjectInstanceID id1, ObjectInstanceID id2 )
  3970. {
  3971. if(id1 == id2)
  3972. return true;
  3973. const CGObjectInstance *o1 = getObj(id1), *o2 = getObj(id2);
  3974. if(!o1 || !o2)
  3975. return true; //arranging stacks within an object should be always allowed
  3976. if (o1 && o2)
  3977. {
  3978. if(o1->ID == Obj::TOWN)
  3979. {
  3980. const CGTownInstance *t = static_cast<const CGTownInstance*>(o1);
  3981. if(t->visitingHero == o2 || t->garrisonHero == o2)
  3982. return true;
  3983. }
  3984. if(o2->ID == Obj::TOWN)
  3985. {
  3986. const CGTownInstance *t = static_cast<const CGTownInstance*>(o2);
  3987. if(t->visitingHero == o1 || t->garrisonHero == o1)
  3988. return true;
  3989. }
  3990. if (o1->ID == Obj::HERO && o2->ID == Obj::HERO)
  3991. {
  3992. const CGHeroInstance *h1 = static_cast<const CGHeroInstance*>(o1);
  3993. const CGHeroInstance *h2 = static_cast<const CGHeroInstance*>(o2);
  3994. // two heroes in same town (garrisoned and visiting)
  3995. if (h1->visitedTown != nullptr && h2->visitedTown != nullptr && h1->visitedTown == h2->visitedTown)
  3996. return true;
  3997. }
  3998. //Ongoing garrison exchange
  3999. if(auto dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries.topQuery(o1->tempOwner)))
  4000. {
  4001. if(dialog->exchangingArmies.at(0) == o1 && dialog->exchangingArmies.at(1) == o2)
  4002. return true;
  4003. if(dialog->exchangingArmies.at(1) == o1 && dialog->exchangingArmies.at(0) == o2)
  4004. return true;
  4005. }
  4006. }
  4007. return false;
  4008. }
  4009. void CGameHandler::objectVisited( const CGObjectInstance * obj, const CGHeroInstance * h )
  4010. {
  4011. logGlobal->debugStream() << h->nodeName() << " visits " << obj->getObjectName() << "(" << obj->ID << ":" << obj->subID << ")";
  4012. auto visitQuery = make_shared<CObjectVisitQuery>(obj, h, obj->visitablePos());
  4013. queries.addQuery(visitQuery); //TODO real visit pos
  4014. HeroVisit hv;
  4015. hv.obj = obj;
  4016. hv.hero = h;
  4017. hv.player = h->tempOwner;
  4018. hv.starting = true;
  4019. sendAndApply(&hv);
  4020. obj->onHeroVisit(h);
  4021. queries.popIfTop(visitQuery); //visit ends here if no queries were created
  4022. }
  4023. void CGameHandler::objectVisitEnded(const CObjectVisitQuery &query)
  4024. {
  4025. logGlobal->traceStream() << query.visitingHero->nodeName() << " visit ends.\n";
  4026. HeroVisit hv;
  4027. hv.player = query.players.front();
  4028. hv.obj = nullptr; //not necessary, moreover may have been deleted in the meantime
  4029. hv.hero = query.visitingHero;
  4030. assert(hv.hero);
  4031. hv.starting = false;
  4032. sendAndApply(&hv);
  4033. }
  4034. bool CGameHandler::buildBoat( ObjectInstanceID objid )
  4035. {
  4036. const IShipyard *obj = IShipyard::castFrom(getObj(objid));
  4037. if(obj->shipyardStatus() != IBoatGenerator::GOOD)
  4038. {
  4039. complain("Cannot build boat in this shipyard!");
  4040. return false;
  4041. }
  4042. else if(obj->o->ID == Obj::TOWN
  4043. && !static_cast<const CGTownInstance*>(obj)->hasBuilt(BuildingID::SHIPYARD))
  4044. {
  4045. complain("Cannot build boat in the town - no shipyard!");
  4046. return false;
  4047. }
  4048. const PlayerColor playerID = obj->o->tempOwner;
  4049. TResources boatCost;
  4050. obj->getBoatCost(boatCost);
  4051. TResources aviable = gs->getPlayer(playerID)->resources;
  4052. if (!aviable.canAfford(boatCost))
  4053. {
  4054. complain("Not enough resources to build a boat!");
  4055. return false;
  4056. }
  4057. int3 tile = obj->bestLocation();
  4058. if(!gs->map->isInTheMap(tile))
  4059. {
  4060. complain("Cannot find appropriate tile for a boat!");
  4061. return false;
  4062. }
  4063. //take boat cost
  4064. SetResources sr;
  4065. sr.player = playerID;
  4066. sr.res = (aviable - boatCost);
  4067. sendAndApply(&sr);
  4068. //create boat
  4069. NewObject no;
  4070. no.ID = Obj::BOAT;
  4071. no.subID = obj->getBoatType();
  4072. no.pos = tile + int3(1,0,0);
  4073. sendAndApply(&no);
  4074. return true;
  4075. }
  4076. void CGameHandler::engageIntoBattle( PlayerColor player )
  4077. {
  4078. //notify interfaces
  4079. PlayerBlocked pb;
  4080. pb.player = player;
  4081. pb.reason = PlayerBlocked::UPCOMING_BATTLE;
  4082. pb.startOrEnd = PlayerBlocked::BLOCKADE_STARTED;
  4083. sendAndApply(&pb);
  4084. }
  4085. void CGameHandler::checkVictoryLossConditions(const std::set<PlayerColor> & playerColors)
  4086. {
  4087. for(auto playerColor : playerColors)
  4088. {
  4089. if(gs->getPlayer(playerColor, false))
  4090. checkVictoryLossConditionsForPlayer(playerColor);
  4091. }
  4092. }
  4093. void CGameHandler::checkVictoryLossConditionsForAll()
  4094. {
  4095. std::set<PlayerColor> playerColors;
  4096. for(int i = 0; i < PlayerColor::PLAYER_LIMIT_I; ++i)
  4097. {
  4098. playerColors.insert(PlayerColor(i));
  4099. }
  4100. checkVictoryLossConditions(playerColors);
  4101. }
  4102. void CGameHandler::checkVictoryLossConditionsForPlayer(PlayerColor player)
  4103. {
  4104. const PlayerState *p = gs->getPlayer(player);
  4105. if(p->status != EPlayerStatus::INGAME) return;
  4106. auto victoryLossCheckResult = gs->checkForVictoryAndLoss(player);
  4107. if(victoryLossCheckResult.victory() || victoryLossCheckResult.loss())
  4108. {
  4109. InfoWindow iw;
  4110. getVictoryLossMessage(player, victoryLossCheckResult, iw);
  4111. sendAndApply(&iw);
  4112. PlayerEndsGame peg;
  4113. peg.player = player;
  4114. peg.victoryLossCheckResult = victoryLossCheckResult;
  4115. sendAndApply(&peg);
  4116. if(victoryLossCheckResult.victory())
  4117. {
  4118. //one player won -> all enemies lost
  4119. for (auto i = gs->players.cbegin(); i!=gs->players.cend(); i++)
  4120. {
  4121. if(i->first != player && gs->getPlayer(i->first)->status == EPlayerStatus::INGAME)
  4122. {
  4123. peg.player = i->first;
  4124. peg.victoryLossCheckResult = gameState()->getPlayerRelations(player, i->first) == PlayerRelations::ALLIES ?
  4125. victoryLossCheckResult : victoryLossCheckResult.invert(); // ally of winner
  4126. InfoWindow iw;
  4127. getVictoryLossMessage(player, peg.victoryLossCheckResult, iw);
  4128. iw.player = i->first;
  4129. sendAndApply(&iw);
  4130. sendAndApply(&peg);
  4131. }
  4132. }
  4133. if(p->human)
  4134. {
  4135. end2 = true;
  4136. if(gs->scenarioOps->campState)
  4137. {
  4138. std::vector<CGHeroInstance *> crossoverHeroes;
  4139. for(CGHeroInstance * hero : gs->map->heroesOnMap)
  4140. {
  4141. if(hero->tempOwner == player)
  4142. {
  4143. // keep all heroes from the winning player
  4144. crossoverHeroes.push_back(hero);
  4145. }
  4146. else if(vstd::contains(gs->scenarioOps->campState->getCurrentScenario().keepHeroes, HeroTypeID(hero->subID)))
  4147. {
  4148. // keep hero whether lost or won (like Xeron in AB campaign)
  4149. crossoverHeroes.push_back(hero);
  4150. }
  4151. }
  4152. // keep lost heroes which are in heroes pool
  4153. for(auto & heroPair : gs->hpool.heroesPool)
  4154. {
  4155. if(vstd::contains(gs->scenarioOps->campState->getCurrentScenario().keepHeroes, HeroTypeID(heroPair.first)))
  4156. {
  4157. crossoverHeroes.push_back(heroPair.second.get());
  4158. }
  4159. }
  4160. gs->scenarioOps->campState->setCurrentMapAsConquered(crossoverHeroes);
  4161. //Request clients to change connection mode
  4162. PrepareForAdvancingCampaign pfac;
  4163. sendAndApply(&pfac);
  4164. //Change connection mode
  4165. if(getPlayer(player)->human && getStartInfo()->campState)
  4166. {
  4167. for(auto connection : conns)
  4168. connection->prepareForSendingHeroes();
  4169. }
  4170. UpdateCampaignState ucs;
  4171. ucs.camp = gs->scenarioOps->campState;
  4172. sendAndApply(&ucs);
  4173. }
  4174. }
  4175. }
  4176. else
  4177. {
  4178. //player lost -> all his objects become unflagged (neutral)
  4179. for (auto h : p->heroes) //eliminate heroes
  4180. if (h.get())
  4181. removeObject(h);
  4182. for (auto obj : gs->map->objects) //unflag objs
  4183. {
  4184. if(obj.get() && obj->tempOwner == player)
  4185. setOwner(obj, PlayerColor::NEUTRAL);
  4186. }
  4187. //eliminating one player may cause victory of another:
  4188. std::set<PlayerColor> playerColors;
  4189. //do not copy player state (CBonusSystemNode) by value
  4190. for (auto &p : gs->players) //players may have different colors, iterate over players and not integers
  4191. {
  4192. if (p.first != player)
  4193. playerColors.insert(p.first);
  4194. }
  4195. //notify all players
  4196. for (auto pc : playerColors)
  4197. {
  4198. if (gs->getPlayer(pc)->status == EPlayerStatus::INGAME)
  4199. {
  4200. InfoWindow iw;
  4201. getVictoryLossMessage(player, victoryLossCheckResult.invert(), iw);
  4202. iw.player = pc;
  4203. sendAndApply(&iw);
  4204. }
  4205. }
  4206. checkVictoryLossConditions(playerColors);
  4207. }
  4208. auto playerInfo = gs->getPlayer(gs->currentPlayer, false);
  4209. // If we are called before the actual game start, there might be no current player
  4210. if (playerInfo && playerInfo->status != EPlayerStatus::INGAME)
  4211. {
  4212. // If player making turn has lost his turn must be over as well
  4213. states.setFlag(gs->currentPlayer, &PlayerStatus::makingTurn, false);
  4214. }
  4215. }
  4216. }
  4217. void CGameHandler::getVictoryLossMessage(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult, InfoWindow & out) const
  4218. {
  4219. out.player = player;
  4220. out.text.clear();
  4221. out.text << victoryLossCheckResult.messageToSelf;
  4222. // hackish, insert one player-specific string, if applicable
  4223. if (victoryLossCheckResult.messageToSelf.find("%s") != std::string::npos)
  4224. out.text.addReplacement(MetaString::COLOR, player.getNum());
  4225. out.components.push_back(Component(Component::FLAG, player.getNum(), 0, 0));
  4226. }
  4227. bool CGameHandler::dig( const CGHeroInstance *h )
  4228. {
  4229. for (auto i = gs->map->objects.cbegin(); i != gs->map->objects.cend(); i++) //unflag objs
  4230. {
  4231. if(*i && (*i)->ID == Obj::HOLE && (*i)->pos == h->getPosition())
  4232. {
  4233. complain("Cannot dig - there is already a hole under the hero!");
  4234. return false;
  4235. }
  4236. }
  4237. if(h->diggingStatus() != CGHeroInstance::CAN_DIG) //checks for terrain and movement
  4238. COMPLAIN_RETF("Hero cannot dig (error code %d)!", h->diggingStatus());
  4239. //create a hole
  4240. NewObject no;
  4241. no.ID = Obj::HOLE;
  4242. no.pos = h->getPosition();
  4243. no.subID = 0;
  4244. sendAndApply(&no);
  4245. //take MPs
  4246. SetMovePoints smp;
  4247. smp.hid = h->id;
  4248. smp.val = 0;
  4249. sendAndApply(&smp);
  4250. InfoWindow iw;
  4251. iw.player = h->tempOwner;
  4252. if(gs->map->grailPos == h->getPosition())
  4253. {
  4254. iw.text.addTxt(MetaString::GENERAL_TXT, 58); //"Congratulations! After spending many hours digging here, your hero has uncovered the "
  4255. iw.text.addTxt(MetaString::ART_NAMES, ArtifactID::GRAIL);
  4256. iw.soundID = soundBase::ULTIMATEARTIFACT;
  4257. giveHeroNewArtifact(h, VLC->arth->artifacts[ArtifactID::GRAIL], ArtifactPosition::PRE_FIRST); //give grail
  4258. sendAndApply(&iw);
  4259. iw.soundID = soundBase::invalid;
  4260. iw.text.clear();
  4261. iw.text.addTxt(MetaString::ART_DESCR, ArtifactID::GRAIL);
  4262. sendAndApply(&iw);
  4263. }
  4264. else
  4265. {
  4266. iw.text.addTxt(MetaString::GENERAL_TXT, 59); //"Nothing here. \n Where could it be?"
  4267. iw.soundID = soundBase::Dig;
  4268. sendAndApply(&iw);
  4269. }
  4270. return true;
  4271. }
  4272. void CGameHandler::attackCasting(const BattleAttack & bat, Bonus::BonusType attackMode, const CStack * attacker)
  4273. {
  4274. if(attacker->hasBonusOfType(attackMode))
  4275. {
  4276. std::set<SpellID> spellsToCast;
  4277. TBonusListPtr spells = attacker->getBonuses(Selector::type(attackMode));
  4278. for(const Bonus *sf : *spells)
  4279. {
  4280. spellsToCast.insert (SpellID(sf->subtype));
  4281. }
  4282. for(SpellID spellID : spellsToCast)
  4283. {
  4284. const CStack * oneOfAttacked = nullptr;
  4285. for (auto & elem : bat.bsa)
  4286. {
  4287. if (elem.newAmount > 0 && !elem.isSecondary()) //apply effects only to first target stack if it's alive
  4288. {
  4289. oneOfAttacked = gs->curB->battleGetStackByID(elem.stackAttacked);
  4290. break;
  4291. }
  4292. }
  4293. bool castMe = false;
  4294. if(oneOfAttacked == nullptr) //all attacked creatures have been killed
  4295. return;
  4296. int spellLevel = 0;
  4297. TBonusListPtr spellsByType = attacker->getBonuses(Selector::typeSubtype(attackMode, spellID));
  4298. for(const Bonus *sf : *spellsByType)
  4299. {
  4300. vstd::amax(spellLevel, sf->additionalInfo % 1000); //pick highest level
  4301. int meleeRanged = sf->additionalInfo / 1000;
  4302. if (meleeRanged == 0 || (meleeRanged == 1 && bat.shot()) || (meleeRanged == 2 && !bat.shot()))
  4303. castMe = true;
  4304. }
  4305. int chance = attacker->valOfBonuses((Selector::typeSubtype(attackMode, spellID)));
  4306. vstd::amin (chance, 100);
  4307. const CSpell * spell = SpellID(spellID).toSpell();
  4308. if(gs->curB->battleCanCastThisSpellHere(attacker, spell, ECastingMode::AFTER_ATTACK_CASTING, oneOfAttacked->position) != ESpellCastProblem::OK)
  4309. continue;
  4310. //check if spell should be cast (probability handling)
  4311. if(gs->getRandomGenerator().nextInt(99) >= chance)
  4312. continue;
  4313. //casting
  4314. if (castMe) //stacks use 0 spell power. If needed, default = 3 or custom value is used
  4315. {
  4316. BattleSpellCastParameters parameters(gs->curB, attacker, spell);
  4317. parameters.spellLvl = spellLevel;
  4318. parameters.effectLevel = spellLevel;
  4319. parameters.aimToStack(oneOfAttacked);
  4320. parameters.mode = ECastingMode::AFTER_ATTACK_CASTING;
  4321. parameters.selectedStack = nullptr;
  4322. spell->battleCast(spellEnv, parameters);
  4323. }
  4324. }
  4325. }
  4326. }
  4327. void CGameHandler::handleAttackBeforeCasting (const BattleAttack & bat)
  4328. {
  4329. const CStack * attacker = gs->curB->battleGetStackByID(bat.stackAttacking);
  4330. attackCasting(bat, Bonus::SPELL_BEFORE_ATTACK, attacker); //no death stare / acid breath needed?
  4331. }
  4332. void CGameHandler::handleAfterAttackCasting( const BattleAttack & bat )
  4333. {
  4334. const CStack * attacker = gs->curB->battleGetStackByID(bat.stackAttacking);
  4335. if (!attacker) //could be already dead
  4336. return;
  4337. auto cast = [=](SpellID spellID, int power)
  4338. {
  4339. const CSpell * spell = SpellID(spellID).toSpell();
  4340. BattleSpellCastParameters parameters(gs->curB, attacker, spell);
  4341. parameters.spellLvl = 0;
  4342. parameters.effectLevel = 0;
  4343. parameters.aimToStack(gs->curB->battleGetStackByID(bat.bsa.at(0).stackAttacked));
  4344. parameters.effectPower = power;
  4345. parameters.mode = ECastingMode::AFTER_ATTACK_CASTING;
  4346. parameters.selectedStack = nullptr;
  4347. spell->battleCast(this->spellEnv, parameters);
  4348. };
  4349. attackCasting(bat, Bonus::SPELL_AFTER_ATTACK, attacker);
  4350. if(bat.bsa.at(0).newAmount <= 0)
  4351. {
  4352. //don't try death stare or acid breath on dead stack (crash!)
  4353. return;
  4354. }
  4355. if (attacker->hasBonusOfType(Bonus::DEATH_STARE) && bat.bsa.size())
  4356. {
  4357. // mechanics of Death Stare as in H3:
  4358. // each gorgon have 10% chance to kill (counted separately in H3) -> binomial distribution
  4359. //original formula x = min(x, (gorgons_count + 9)/10);
  4360. double chanceToKill = attacker->valOfBonuses(Bonus::DEATH_STARE, 0) / 100.0f;
  4361. vstd::amin(chanceToKill, 1); //cap at 100%
  4362. std::binomial_distribution<> distribution(attacker->count, chanceToKill);
  4363. std::mt19937 rng(std::time(nullptr));
  4364. int staredCreatures = distribution(rng);
  4365. double cap = 1 / std::max(chanceToKill, (double)(0.01));//don't divide by 0
  4366. int maxToKill = (attacker->count + cap - 1) / cap; //not much more than chance * count
  4367. vstd::amin(staredCreatures, maxToKill);
  4368. staredCreatures += (attacker->level() * attacker->valOfBonuses(Bonus::DEATH_STARE, 1)) / gs->curB->battleGetStackByID(bat.bsa.at(0).stackAttacked)->level();
  4369. if (staredCreatures)
  4370. {
  4371. if (bat.bsa.at(0).newAmount > 0) //TODO: death stare was not originally available for multiple-hex attacks, but...
  4372. cast(SpellID::DEATH_STARE, staredCreatures);
  4373. }
  4374. }
  4375. int acidDamage = 0;
  4376. TBonusListPtr acidBreath = attacker->getBonuses(Selector::type(Bonus::ACID_BREATH));
  4377. for(const Bonus *b : *acidBreath)
  4378. {
  4379. if (b->additionalInfo > gs->getRandomGenerator().nextInt(99))
  4380. acidDamage += b->val;
  4381. }
  4382. if (acidDamage)
  4383. {
  4384. cast(SpellID::ACID_BREATH_DAMAGE, acidDamage * attacker->count);
  4385. }
  4386. }
  4387. bool CGameHandler::castSpell(const CGHeroInstance *h, SpellID spellID, const int3 &pos)
  4388. {
  4389. const CSpell *s = spellID.toSpell();
  4390. AdventureSpellCastParameters p;
  4391. p.caster = h;
  4392. p.pos = pos;
  4393. return s->adventureCast(spellEnv, p);
  4394. }
  4395. void CGameHandler::visitObjectOnTile(const TerrainTile &t, const CGHeroInstance * h)
  4396. {
  4397. if (!t.visitableObjects.empty())
  4398. {
  4399. //to prevent self-visiting heroes on space press
  4400. if(t.visitableObjects.back() != h)
  4401. objectVisited(t.visitableObjects.back(), h);
  4402. else if(t.visitableObjects.size() > 1)
  4403. objectVisited(*(t.visitableObjects.end()-2),h);
  4404. }
  4405. }
  4406. bool CGameHandler::sacrificeCreatures(const IMarket *market, const CGHeroInstance *hero, SlotID slot, ui32 count)
  4407. {
  4408. int oldCount = hero->getStackCount(slot);
  4409. if(oldCount < count)
  4410. COMPLAIN_RET("Not enough creatures to sacrifice!")
  4411. else if(oldCount == count && hero->Slots().size() == 1 && hero->needsLastStack())
  4412. COMPLAIN_RET("Cannot sacrifice last creature!");
  4413. int crid = hero->getStack(slot).type->idNumber;
  4414. changeStackCount(StackLocation(hero, slot), -count);
  4415. int dump, exp;
  4416. market->getOffer(crid, 0, dump, exp, EMarketMode::CREATURE_EXP);
  4417. exp *= count;
  4418. changePrimSkill(hero, PrimarySkill::EXPERIENCE, hero->calculateXp(exp));
  4419. return true;
  4420. }
  4421. bool CGameHandler::sacrificeArtifact(const IMarket * m, const CGHeroInstance * hero, ArtifactPosition slot)
  4422. {
  4423. ArtifactLocation al(hero, slot);
  4424. const CArtifactInstance *a = al.getArt();
  4425. if(!a)
  4426. COMPLAIN_RET("Cannot find artifact to sacrifice!");
  4427. int dmp, expToGive;
  4428. m->getOffer(hero->getArtTypeId(slot), 0, dmp, expToGive, EMarketMode::ARTIFACT_EXP);
  4429. removeArtifact(al);
  4430. changePrimSkill(hero, PrimarySkill::EXPERIENCE, expToGive);
  4431. return true;
  4432. }
  4433. void CGameHandler::makeStackDoNothing(const CStack * next)
  4434. {
  4435. BattleAction doNothing;
  4436. doNothing.actionType = Battle::NO_ACTION;
  4437. doNothing.additionalInfo = 0;
  4438. doNothing.destinationTile = -1;
  4439. doNothing.side = !next->attackerOwned;
  4440. doNothing.stackNumber = next->ID;
  4441. makeAutomaticAction(next, doNothing);
  4442. }
  4443. bool CGameHandler::insertNewStack(const StackLocation &sl, const CCreature *c, TQuantity count)
  4444. {
  4445. if(sl.army->hasStackAtSlot(sl.slot))
  4446. COMPLAIN_RET("Slot is already taken!");
  4447. if(!sl.slot.validSlot())
  4448. COMPLAIN_RET("Cannot insert stack to that slot!");
  4449. InsertNewStack ins;
  4450. ins.sl = sl;
  4451. ins.stack = CStackBasicDescriptor(c, count);
  4452. sendAndApply(&ins);
  4453. return true;
  4454. }
  4455. bool CGameHandler::eraseStack(const StackLocation &sl, bool forceRemoval/* = false*/)
  4456. {
  4457. if(!sl.army->hasStackAtSlot(sl.slot))
  4458. COMPLAIN_RET("Cannot find a stack to erase");
  4459. if(sl.army->Slots().size() == 1 //from the last stack
  4460. && sl.army->needsLastStack() //that must be left
  4461. && !forceRemoval) //ignore above conditions if we are forcing removal
  4462. {
  4463. COMPLAIN_RET("Cannot erase the last stack!");
  4464. }
  4465. EraseStack es;
  4466. es.sl = sl;
  4467. sendAndApply(&es);
  4468. return true;
  4469. }
  4470. bool CGameHandler::changeStackCount(const StackLocation &sl, TQuantity count, bool absoluteValue /*= false*/)
  4471. {
  4472. TQuantity currentCount = sl.army->getStackCount(sl.slot);
  4473. if((absoluteValue && count < 0)
  4474. || (!absoluteValue && -count > currentCount))
  4475. {
  4476. COMPLAIN_RET("Cannot take more stacks than present!");
  4477. }
  4478. if((currentCount == -count && !absoluteValue)
  4479. || (!count && absoluteValue))
  4480. {
  4481. eraseStack(sl);
  4482. }
  4483. else
  4484. {
  4485. ChangeStackCount csc;
  4486. csc.sl = sl;
  4487. csc.count = count;
  4488. csc.absoluteValue = absoluteValue;
  4489. sendAndApply(&csc);
  4490. }
  4491. return true;
  4492. }
  4493. bool CGameHandler::addToSlot(const StackLocation &sl, const CCreature *c, TQuantity count)
  4494. {
  4495. const CCreature *slotC = sl.army->getCreature(sl.slot);
  4496. if(!slotC) //slot is empty
  4497. insertNewStack(sl, c, count);
  4498. else if(c == slotC)
  4499. changeStackCount(sl, count);
  4500. else
  4501. {
  4502. COMPLAIN_RET("Cannot add " + c->namePl + " to slot " + boost::lexical_cast<std::string>(sl.slot) + "!");
  4503. }
  4504. return true;
  4505. }
  4506. void CGameHandler::tryJoiningArmy(const CArmedInstance *src, const CArmedInstance *dst, bool removeObjWhenFinished, bool allowMerging)
  4507. {
  4508. if(removeObjWhenFinished)
  4509. removeAfterVisit(src);
  4510. if(!src->canBeMergedWith(*dst, allowMerging))
  4511. {
  4512. if (allowMerging) //do that, add all matching creatures.
  4513. {
  4514. bool cont = true;
  4515. while (cont)
  4516. {
  4517. for(auto i = src->stacks.begin(); i != src->stacks.end(); i++)//while there are unmoved creatures
  4518. {
  4519. SlotID pos = dst->getSlotFor(i->second->type);
  4520. if(pos.validSlot())
  4521. {
  4522. moveStack(StackLocation(src, i->first), StackLocation(dst, pos));
  4523. cont = true;
  4524. break; //or iterator crashes
  4525. }
  4526. cont = false;
  4527. }
  4528. }
  4529. }
  4530. showGarrisonDialog(src->id, dst->id, true); //show garrison window and optionally remove ourselves from map when player ends
  4531. }
  4532. else //merge
  4533. {
  4534. moveArmy(src, dst, allowMerging);
  4535. }
  4536. }
  4537. bool CGameHandler::moveStack(const StackLocation &src, const StackLocation &dst, TQuantity count)
  4538. {
  4539. if(!src.army->hasStackAtSlot(src.slot))
  4540. COMPLAIN_RET("No stack to move!");
  4541. if(dst.army->hasStackAtSlot(dst.slot) && dst.army->getCreature(dst.slot) != src.army->getCreature(src.slot))
  4542. COMPLAIN_RET("Cannot move: stack of different type at destination pos!");
  4543. if(!dst.slot.validSlot())
  4544. COMPLAIN_RET("Cannot move stack to that slot!");
  4545. if(count == -1)
  4546. {
  4547. count = src.army->getStackCount(src.slot);
  4548. }
  4549. if(src.army != dst.army //moving away
  4550. && count == src.army->getStackCount(src.slot) //all creatures
  4551. && src.army->Slots().size() == 1 //from the last stack
  4552. && src.army->needsLastStack()) //that must be left
  4553. {
  4554. COMPLAIN_RET("Cannot move away the last creature!");
  4555. }
  4556. RebalanceStacks rs;
  4557. rs.src = src;
  4558. rs.dst = dst;
  4559. rs.count = count;
  4560. sendAndApply(&rs);
  4561. return true;
  4562. }
  4563. bool CGameHandler::swapStacks(const StackLocation &sl1, const StackLocation &sl2)
  4564. {
  4565. if(!sl1.army->hasStackAtSlot(sl1.slot))
  4566. return moveStack(sl2, sl1);
  4567. else if(!sl2.army->hasStackAtSlot(sl2.slot))
  4568. return moveStack(sl1, sl2);
  4569. else
  4570. {
  4571. SwapStacks ss;
  4572. ss.sl1 = sl1;
  4573. ss.sl2 = sl2;
  4574. sendAndApply(&ss);
  4575. return true;
  4576. }
  4577. }
  4578. void CGameHandler::runBattle()
  4579. {
  4580. setBattle(gs->curB);
  4581. assert(gs->curB);
  4582. //TODO: pre-tactic stuff, call scripts etc.
  4583. //tactic round
  4584. {
  4585. while(gs->curB->tacticDistance && !battleResult.get())
  4586. boost::this_thread::sleep(boost::posix_time::milliseconds(50));
  4587. }
  4588. //spells opening battle
  4589. for(int i = 0; i < 2; ++i)
  4590. {
  4591. auto h = gs->curB->battleGetFightingHero(i);
  4592. if(h && h->hasBonusOfType(Bonus::OPENING_BATTLE_SPELL))
  4593. {
  4594. TBonusListPtr bl = h->getBonuses(Selector::type(Bonus::OPENING_BATTLE_SPELL));
  4595. for (Bonus *b : *bl)
  4596. {
  4597. const CSpell * spell = SpellID(b->subtype).toSpell();
  4598. BattleSpellCastParameters parameters(gs->curB, h, spell);
  4599. parameters.spellLvl = 3;
  4600. parameters.effectLevel = 3;
  4601. parameters.aimToHex(BattleHex::INVALID);
  4602. parameters.mode = ECastingMode::PASSIVE_CASTING;
  4603. parameters.selectedStack = nullptr;
  4604. parameters.enchantPower = b->val;
  4605. spell->battleCast(spellEnv, parameters);
  4606. }
  4607. }
  4608. }
  4609. //main loop
  4610. while(!battleResult.get()) //till the end of the battle ;]
  4611. {
  4612. NEW_ROUND;
  4613. auto obstacles = gs->curB->obstacles; //we copy container, because we're going to modify it
  4614. for(auto &obstPtr : obstacles)
  4615. {
  4616. if(const SpellCreatedObstacle *sco = dynamic_cast<const SpellCreatedObstacle *>(obstPtr.get()))
  4617. if(sco->turnsRemaining == 0)
  4618. removeObstacle(*obstPtr);
  4619. }
  4620. const BattleInfo & curB = *gs->curB;
  4621. //remove clones after all mechanics and animations are handled!
  4622. std::set <const CStack*> stacksToRemove;
  4623. for (auto stack : curB.stacks)
  4624. {
  4625. if (stack->idDeadClone())
  4626. stacksToRemove.insert(stack);
  4627. }
  4628. for (auto stack : stacksToRemove)
  4629. {
  4630. BattleStacksRemoved bsr;
  4631. bsr.stackIDs.insert(stack->ID);
  4632. sendAndApply(&bsr);
  4633. }
  4634. //stack loop
  4635. const CStack *next;
  4636. while(!battleResult.get() && (next = curB.getNextStack()) && next->willMove())
  4637. {
  4638. //check for bad morale => freeze
  4639. int nextStackMorale = next->MoraleVal();
  4640. if( nextStackMorale < 0 &&
  4641. !(NBonus::hasOfType(gs->curB->battleGetFightingHero(0), Bonus::BLOCK_MORALE)
  4642. || NBonus::hasOfType(gs->curB->battleGetFightingHero(1), Bonus::BLOCK_MORALE)) //checking if gs->curB->heroes have (or don't have) morale blocking bonuses)
  4643. )
  4644. {
  4645. if(gs->getRandomGenerator().nextInt(23) < -2 * nextStackMorale)
  4646. {
  4647. //unit loses its turn - empty freeze action
  4648. BattleAction ba;
  4649. ba.actionType = Battle::BAD_MORALE;
  4650. ba.additionalInfo = 1;
  4651. ba.side = !next->attackerOwned;
  4652. ba.stackNumber = next->ID;
  4653. makeAutomaticAction(next, ba);
  4654. continue;
  4655. }
  4656. }
  4657. if(next->hasBonusOfType(Bonus::ATTACKS_NEAREST_CREATURE)) //while in berserk
  4658. { //fixme: stack should not attack itself
  4659. std::pair<const CStack *, int> attackInfo = curB.getNearestStack(next, boost::logic::indeterminate);
  4660. if(attackInfo.first != nullptr)
  4661. {
  4662. BattleAction attack;
  4663. attack.actionType = Battle::WALK_AND_ATTACK;
  4664. attack.side = !next->attackerOwned;
  4665. attack.stackNumber = next->ID;
  4666. attack.additionalInfo = attackInfo.first->position;
  4667. attack.destinationTile = attackInfo.second;
  4668. makeAutomaticAction(next, attack);
  4669. }
  4670. else
  4671. {
  4672. makeStackDoNothing(next);
  4673. }
  4674. continue;
  4675. }
  4676. const CGHeroInstance * curOwner = gs->curB->battleGetOwner(next);
  4677. if( (next->position < 0 || next->getCreature()->idNumber == CreatureID::BALLISTA) //arrow turret or ballista
  4678. && (!curOwner || curOwner->getSecSkillLevel(SecondarySkill::ARTILLERY) == 0)) //hero has no artillery
  4679. {
  4680. BattleAction attack;
  4681. attack.actionType = Battle::SHOOT;
  4682. attack.side = !next->attackerOwned;
  4683. attack.stackNumber = next->ID;
  4684. for(auto & elem : gs->curB->stacks)
  4685. {
  4686. if(elem->owner != next->owner && elem->isValidTarget())
  4687. {
  4688. attack.destinationTile = elem->position;
  4689. break;
  4690. }
  4691. }
  4692. makeAutomaticAction(next, attack);
  4693. continue;
  4694. }
  4695. if(next->getCreature()->idNumber == CreatureID::CATAPULT)
  4696. {
  4697. const auto & attackableBattleHexes = curB.getAttackableBattleHexes();
  4698. if(attackableBattleHexes.empty())
  4699. {
  4700. makeStackDoNothing(next);
  4701. continue;
  4702. }
  4703. if(!curOwner || curOwner->getSecSkillLevel(SecondarySkill::BALLISTICS) == 0)
  4704. {
  4705. BattleAction attack;
  4706. attack.destinationTile = *RandomGeneratorUtil::nextItem(attackableBattleHexes,
  4707. gs->getRandomGenerator());
  4708. attack.actionType = Battle::CATAPULT;
  4709. attack.additionalInfo = 0;
  4710. attack.side = !next->attackerOwned;
  4711. attack.stackNumber = next->ID;
  4712. makeAutomaticAction(next, attack);
  4713. continue;
  4714. }
  4715. }
  4716. if(next->getCreature()->idNumber == CreatureID::FIRST_AID_TENT)
  4717. {
  4718. TStacks possibleStacks = battleGetStacksIf([&](const CStack * s){
  4719. return s->owner == next->owner && s->canBeHealed();
  4720. });
  4721. if(!possibleStacks.size())
  4722. {
  4723. makeStackDoNothing(next);
  4724. continue;
  4725. }
  4726. if(!curOwner || curOwner->getSecSkillLevel(SecondarySkill::FIRST_AID) == 0) //no hero or hero has no first aid
  4727. {
  4728. range::random_shuffle(possibleStacks);
  4729. const CStack * toBeHealed = possibleStacks.front();
  4730. BattleAction heal;
  4731. heal.actionType = Battle::STACK_HEAL;
  4732. heal.additionalInfo = 0;
  4733. heal.destinationTile = toBeHealed->position;
  4734. heal.side = !next->attackerOwned;
  4735. heal.stackNumber = next->ID;
  4736. makeAutomaticAction(next, heal);
  4737. continue;
  4738. }
  4739. }
  4740. int numberOfAsks = 1;
  4741. bool breakOuter = false;
  4742. do
  4743. {//ask interface and wait for answer
  4744. if(!battleResult.get())
  4745. {
  4746. stackTurnTrigger(next); //various effects
  4747. if (vstd::contains(next->state, EBattleStackState::FEAR))
  4748. {
  4749. makeStackDoNothing(next); //end immediately if stack was affected by fear
  4750. }
  4751. else
  4752. {
  4753. logGlobal->traceStream() << "Activating " << next->nodeName();
  4754. auto nextId = next->ID;
  4755. BattleSetActiveStack sas;
  4756. sas.stack = nextId;
  4757. sendAndApply(&sas);
  4758. auto actionWasMade = [&]() -> bool
  4759. {
  4760. if(battleMadeAction.data)//active stack has made its action
  4761. return true;
  4762. if(battleResult.get())// battle is finished
  4763. return true;
  4764. if(next == nullptr)//active stack was been removed
  4765. return true;
  4766. return !next->alive();//active stack is dead
  4767. };
  4768. boost::unique_lock<boost::mutex> lock(battleMadeAction.mx);
  4769. battleMadeAction.data = false;
  4770. while(!actionWasMade())
  4771. {
  4772. battleMadeAction.cond.wait(lock);
  4773. if(battleGetStackByID(nextId, false) != next)
  4774. next = nullptr; //it may be removed, while we wait
  4775. }
  4776. }
  4777. }
  4778. if(battleResult.get()) //don't touch it, battle could be finished while waiting got action
  4779. {
  4780. breakOuter = true;
  4781. break;
  4782. }
  4783. //we're after action, all results applied
  4784. checkForBattleEnd(); //check if this action ended the battle
  4785. if(next != nullptr)
  4786. {
  4787. //check for good morale
  4788. nextStackMorale = next->MoraleVal();
  4789. if(!vstd::contains(next->state,EBattleStackState::HAD_MORALE) //only one extra move per turn possible
  4790. && !vstd::contains(next->state,EBattleStackState::DEFENDING)
  4791. && !next->waited()
  4792. && !vstd::contains(next->state, EBattleStackState::FEAR)
  4793. && next->alive()
  4794. && nextStackMorale > 0
  4795. && !(NBonus::hasOfType(gs->curB->battleGetFightingHero(0), Bonus::BLOCK_MORALE)
  4796. || NBonus::hasOfType(gs->curB->battleGetFightingHero(1), Bonus::BLOCK_MORALE)) //checking if gs->curB->heroes have (or don't have) morale blocking bonuses
  4797. )
  4798. {
  4799. if(gs->getRandomGenerator().nextInt(23) < nextStackMorale) //this stack hasn't got morale this turn
  4800. {
  4801. BattleTriggerEffect bte;
  4802. bte.stackID = next->ID;
  4803. bte.effect = Bonus::MORALE;
  4804. bte.val = 1;
  4805. bte.additionalInfo = 0;
  4806. sendAndApply(&bte); //play animation
  4807. ++numberOfAsks; //move this stack once more
  4808. }
  4809. }
  4810. }
  4811. --numberOfAsks;
  4812. } while (numberOfAsks > 0);
  4813. if (breakOuter)
  4814. {
  4815. break;
  4816. }
  4817. }
  4818. }
  4819. endBattle(gs->curB->tile, gs->curB->battleGetFightingHero(0), gs->curB->battleGetFightingHero(1));
  4820. }
  4821. bool CGameHandler::makeAutomaticAction(const CStack *stack, BattleAction &ba)
  4822. {
  4823. BattleSetActiveStack bsa;
  4824. bsa.stack = stack->ID;
  4825. bsa.askPlayerInterface = false;
  4826. sendAndApply(&bsa);
  4827. bool ret = makeBattleAction(ba);
  4828. checkForBattleEnd();
  4829. return ret;
  4830. }
  4831. void CGameHandler::giveHeroArtifact(const CGHeroInstance *h, const CArtifactInstance *a, ArtifactPosition pos)
  4832. {
  4833. assert(a->artType);
  4834. ArtifactLocation al;
  4835. al.artHolder = const_cast<CGHeroInstance*>(h);
  4836. ArtifactPosition slot = ArtifactPosition::PRE_FIRST;
  4837. if(pos < 0)
  4838. {
  4839. if(pos == ArtifactPosition::FIRST_AVAILABLE)
  4840. slot = a->firstAvailableSlot(h);
  4841. else
  4842. slot = a->firstBackpackSlot(h);
  4843. }
  4844. else
  4845. {
  4846. slot = pos;
  4847. }
  4848. al.slot = slot;
  4849. if(slot < 0 || !a->canBePutAt(al))
  4850. {
  4851. complain("Cannot put artifact in that slot!");
  4852. return;
  4853. }
  4854. putArtifact(al, a);
  4855. }
  4856. void CGameHandler::putArtifact(const ArtifactLocation &al, const CArtifactInstance *a)
  4857. {
  4858. PutArtifact pa;
  4859. pa.art = a;
  4860. pa.al = al;
  4861. sendAndApply(&pa);
  4862. }
  4863. void CGameHandler::giveHeroNewArtifact(const CGHeroInstance *h, const CArtifact *artType, ArtifactPosition pos)
  4864. {
  4865. CArtifactInstance *a = nullptr;
  4866. if(!artType->constituents)
  4867. {
  4868. a = new CArtifactInstance();
  4869. }
  4870. else
  4871. {
  4872. a = new CCombinedArtifactInstance();
  4873. }
  4874. a->artType = artType; //*NOT* via settype -> all bonus-related stuff must be done by NewArtifact apply
  4875. NewArtifact na;
  4876. na.art = a;
  4877. sendAndApply(&na); // -> updates a!!!, will create a on other machines
  4878. giveHeroArtifact(h, a, pos);
  4879. }
  4880. void CGameHandler::setBattleResult(BattleResult::EResult resultType, int victoriusSide)
  4881. {
  4882. if(battleResult.get())
  4883. {
  4884. complain("There is already set result?");
  4885. return;
  4886. }
  4887. auto br = new BattleResult;
  4888. br->result = resultType;
  4889. br->winner = victoriusSide; //surrendering side loses
  4890. gs->curB->calculateCasualties(br->casualties);
  4891. battleResult.set(br);
  4892. }
  4893. void CGameHandler::commitPackage( CPackForClient *pack )
  4894. {
  4895. sendAndApply(pack);
  4896. }
  4897. void CGameHandler::spawnWanderingMonsters(CreatureID creatureID)
  4898. {
  4899. std::vector<int3>::iterator tile;
  4900. std::vector<int3> tiles;
  4901. getFreeTiles(tiles);
  4902. ui32 amount = tiles.size() / 200; //Chance is 0.5% for each tile
  4903. std::random_shuffle(tiles.begin(), tiles.end());
  4904. logGlobal->traceStream() << "Spawning wandering monsters. Found " << tiles.size() << " free tiles. Creature type: " << creatureID;
  4905. const CCreature *cre = VLC->creh->creatures.at(creatureID);
  4906. for (int i = 0; i < amount; ++i)
  4907. {
  4908. tile = tiles.begin();
  4909. logGlobal->traceStream() << "\tSpawning monster at " << *tile;
  4910. putNewMonster(creatureID, cre->getRandomAmount(std::rand), *tile);
  4911. tiles.erase(tile); //not use it again
  4912. }
  4913. }
  4914. void CGameHandler::removeObstacle(const CObstacleInstance &obstacle)
  4915. {
  4916. ObstaclesRemoved obsRem;
  4917. obsRem.obstacles.insert(obstacle.uniqueID);
  4918. sendAndApply(&obsRem);
  4919. }
  4920. void CGameHandler::synchronizeArtifactHandlerLists()
  4921. {
  4922. UpdateArtHandlerLists uahl;
  4923. uahl.treasures = VLC->arth->treasures;
  4924. uahl.minors = VLC->arth->minors;
  4925. uahl.majors = VLC->arth->majors;
  4926. uahl.relics = VLC->arth->relics;
  4927. sendAndApply(&uahl);
  4928. }
  4929. bool CGameHandler::isValidObject(const CGObjectInstance *obj) const
  4930. {
  4931. return vstd::contains(gs->map->objects, obj);
  4932. }
  4933. bool CGameHandler::isBlockedByQueries(const CPack *pack, PlayerColor player)
  4934. {
  4935. if(dynamic_cast<const PlayerMessage*>(pack))
  4936. return false;
  4937. auto query = queries.topQuery(player);
  4938. if(query && query->blocksPack(pack))
  4939. {
  4940. complain(boost::str(boost::format("Player %s has to answer queries before attempting any further actions. Top query is %s!") % player % query->toString()));
  4941. return true;
  4942. }
  4943. return false;
  4944. }
  4945. void CGameHandler::removeAfterVisit(const CGObjectInstance *object)
  4946. {
  4947. //If the object is being visited, there must be a matching query
  4948. for(const auto &query : queries.allQueries())
  4949. {
  4950. if(auto someVistQuery = std::dynamic_pointer_cast<CObjectVisitQuery>(query))
  4951. {
  4952. if(someVistQuery->visitedObject == object)
  4953. {
  4954. someVistQuery->removeObjectAfterVisit = true;
  4955. return;
  4956. }
  4957. }
  4958. };
  4959. //If we haven't returned so far, there is no query and no visit, call was wrong
  4960. assert("This function needs to be called during the object visit!");
  4961. }
  4962. void CGameHandler::changeFogOfWar(int3 center, ui32 radius, PlayerColor player, bool hide)
  4963. {
  4964. std::unordered_set<int3, ShashInt3> tiles;
  4965. getTilesInRange(tiles, center, radius, player, hide? -1 : 1);
  4966. if (hide)
  4967. {
  4968. std::unordered_set<int3, ShashInt3> observedTiles; //do not hide tiles observed by heroes. May lead to disastrous AI problems
  4969. auto p = gs->getPlayer(player);
  4970. for (auto h : p->heroes)
  4971. {
  4972. getTilesInRange(observedTiles, h->getSightCenter(), h->getSightRadious(), h->tempOwner, -1);
  4973. }
  4974. for (auto t : p->towns)
  4975. {
  4976. getTilesInRange(observedTiles, t->getSightCenter(), t->getSightRadious(), t->tempOwner, -1);
  4977. }
  4978. for (auto tile : observedTiles)
  4979. vstd::erase_if_present (tiles, tile);
  4980. }
  4981. changeFogOfWar(tiles, player, hide);
  4982. }
  4983. void CGameHandler::changeFogOfWar(std::unordered_set<int3, ShashInt3> &tiles, PlayerColor player, bool hide)
  4984. {
  4985. FoWChange fow;
  4986. fow.tiles = tiles;
  4987. fow.player = player;
  4988. fow.mode = hide? 0 : 1;
  4989. sendAndApply(&fow);
  4990. }
  4991. bool CGameHandler::isVisitCoveredByAnotherQuery(const CGObjectInstance *obj, const CGHeroInstance *hero)
  4992. {
  4993. if(auto topQuery = queries.topQuery(hero->getOwner()))
  4994. if(auto visit = std::dynamic_pointer_cast<const CObjectVisitQuery>(topQuery))
  4995. return !(visit->visitedObject == obj && visit->visitingHero == hero);
  4996. return true;
  4997. }
  4998. void CGameHandler::duelFinished()
  4999. {
  5000. auto si = getStartInfo();
  5001. auto getName = [&](int i){ return si->getIthPlayersSettings(gs->curB->sides.at(i).color).name; };
  5002. int casualtiesPoints = 0;
  5003. logGlobal->debugStream() << boost::format("Winner side %d\nWinner casualties:")
  5004. % (int)battleResult.data->winner;
  5005. for(auto & elem : battleResult.data->casualties[battleResult.data->winner])
  5006. {
  5007. const CCreature *c = VLC->creh->creatures[elem.first];
  5008. logGlobal->debugStream() << boost::format("\t* %d of %s") % elem.second % c->namePl;
  5009. casualtiesPoints += c->AIValue * elem.second;
  5010. }
  5011. logGlobal->debugStream() << boost::format("Total casualties points: %d") % casualtiesPoints;
  5012. time_t timeNow;
  5013. time(&timeNow);
  5014. std::ofstream out(cmdLineOptions["resultsFile"].as<std::string>(), std::ios::app);
  5015. if(out)
  5016. {
  5017. out << boost::format("%s\t%s\t%s\t%d\t%d\t%d\t%s\n") % si->mapname % getName(0) % getName(1)
  5018. % battleResult.data->winner % battleResult.data->result % casualtiesPoints
  5019. % asctime(localtime(&timeNow));
  5020. }
  5021. else
  5022. {
  5023. logGlobal->errorStream() << "Cannot open to write " << cmdLineOptions["resultsFile"].as<std::string>();
  5024. }
  5025. CSaveFile resultFile("result.vdrst");
  5026. resultFile << *battleResult.data;
  5027. BattleResultsApplied resultsApplied;
  5028. resultsApplied.player1 = finishingBattle->victor;
  5029. resultsApplied.player2 = finishingBattle->loser;
  5030. sendAndApply(&resultsApplied);
  5031. return;
  5032. }
  5033. CasualtiesAfterBattle::CasualtiesAfterBattle(const CArmedInstance *army, BattleInfo *bat)
  5034. {
  5035. heroWithDeadCommander = ObjectInstanceID();
  5036. PlayerColor color = army->tempOwner;
  5037. if(color == PlayerColor::UNFLAGGABLE)
  5038. color = PlayerColor::NEUTRAL;
  5039. for(CStack *st : bat->stacks)
  5040. {
  5041. if(vstd::contains(st->state, EBattleStackState::SUMMONED)) //don't take into account summoned stacks
  5042. continue;
  5043. if (st->owner != color) //remove only our stacks
  5044. continue;
  5045. //FIXME: this info is also used in BattleInfo::calculateCasualties, refactor
  5046. st->count = std::max (0, st->count - st->resurrected);
  5047. if (!st->count && !st->base) //we can imagine stacks of war mahcines that are not spawned by artifacts?
  5048. {
  5049. auto warMachine = VLC->arth->creatureToMachineID(st->type->idNumber);
  5050. if (warMachine != ArtifactID::NONE)
  5051. {
  5052. auto hero = dynamic_cast<const CGHeroInstance*> (army);
  5053. if (hero)
  5054. removedWarMachines.push_back (ArtifactLocation(hero, hero->getArtPos(warMachine, true)));
  5055. }
  5056. }
  5057. if(!army->slotEmpty(st->slot) && st->count < army->getStackCount(st->slot))
  5058. {
  5059. StackLocation sl(army, st->slot);
  5060. if(st->alive())
  5061. newStackCounts.push_back(std::pair<StackLocation, int>(sl, st->count));
  5062. else
  5063. newStackCounts.push_back(std::pair<StackLocation, int>(sl, 0));
  5064. }
  5065. if (st->base && !st->count)
  5066. {
  5067. auto c = dynamic_cast <const CCommanderInstance *>(st->base);
  5068. if (c) //switch commander status to dead
  5069. {
  5070. auto h = dynamic_cast <const CGHeroInstance *>(army);
  5071. if (h && h->commander == c)
  5072. heroWithDeadCommander = army->id; //TODO: unify commander handling
  5073. }
  5074. }
  5075. }
  5076. }
  5077. void CasualtiesAfterBattle::takeFromArmy(CGameHandler *gh)
  5078. {
  5079. for(TStackAndItsNewCount &ncount : newStackCounts)
  5080. {
  5081. if(ncount.second > 0)
  5082. gh->changeStackCount(ncount.first, ncount.second, true);
  5083. else
  5084. gh->eraseStack(ncount.first, true);
  5085. }
  5086. for (auto al : removedWarMachines)
  5087. {
  5088. gh->removeArtifact(al);
  5089. }
  5090. if (heroWithDeadCommander != ObjectInstanceID())
  5091. {
  5092. SetCommanderProperty scp;
  5093. scp.heroid = heroWithDeadCommander;
  5094. scp.which = SetCommanderProperty::ALIVE;
  5095. scp.amount = 0;
  5096. gh->sendAndApply (&scp);
  5097. }
  5098. }
  5099. CGameHandler::FinishingBattleHelper::FinishingBattleHelper(shared_ptr<const CBattleQuery> Query, bool Duel, int RemainingBattleQueriesCount)
  5100. {
  5101. assert(Query->result);
  5102. assert(Query->bi);
  5103. auto &result = *Query->result;
  5104. auto &info = *Query->bi;
  5105. winnerHero = result.winner != 0 ? info.sides[1].hero : info.sides[0].hero;
  5106. loserHero = result.winner != 0 ? info.sides[0].hero : info.sides[1].hero;
  5107. victor = info.sides[result.winner].color;
  5108. loser = info.sides[!result.winner].color;
  5109. duel = Duel;
  5110. remainingBattleQueriesCount = RemainingBattleQueriesCount;
  5111. }
  5112. CGameHandler::FinishingBattleHelper::FinishingBattleHelper()
  5113. {
  5114. winnerHero = loserHero = nullptr;
  5115. }
  5116. ///ServerSpellCastEnvironment
  5117. ServerSpellCastEnvironment::ServerSpellCastEnvironment(CGameHandler * gh): gh(gh)
  5118. {
  5119. }
  5120. void ServerSpellCastEnvironment::sendAndApply(CPackForClient * info) const
  5121. {
  5122. gh->sendAndApply(info);
  5123. }
  5124. CRandomGenerator & ServerSpellCastEnvironment::getRandomGenerator() const
  5125. {
  5126. return gh->gameState()->getRandomGenerator();
  5127. }
  5128. void ServerSpellCastEnvironment::complain(const std::string& problem) const
  5129. {
  5130. gh->complain(problem);
  5131. }
  5132. const CGameInfoCallback * ServerSpellCastEnvironment::getCb() const
  5133. {
  5134. return gh;
  5135. }
  5136. const CMap * ServerSpellCastEnvironment::getMap() const
  5137. {
  5138. return gh->gameState()->map;
  5139. }
  5140. bool ServerSpellCastEnvironment::moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, PlayerColor asker) const
  5141. {
  5142. return gh->moveHero(hid, dst, teleporting, false, asker);
  5143. }