CGameHandler.cpp 198 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748749750751752753754755756757758759760761762763764765766767768769770771772773774775776777778779780781782783784785786787788789790791792793794795796797798799800801802803804805806807808809810811812813814815816817818819820821822823824825826827828829830831832833834835836837838839840841842843844845846847848849850851852853854855856857858859860861862863864865866867868869870871872873874875876877878879880881882883884885886887888889890891892893894895896897898899900901902903904905906907908909910911912913914915916917918919920921922923924925926927928929930931932933934935936937938939940941942943944945946947948949950951952953954955956957958959960961962963964965966967968969970971972973974975976977978979980981982983984985986987988989990991992993994995996997998999100010011002100310041005100610071008100910101011101210131014101510161017101810191020102110221023102410251026102710281029103010311032103310341035103610371038103910401041104210431044104510461047104810491050105110521053105410551056105710581059106010611062106310641065106610671068106910701071107210731074107510761077107810791080108110821083108410851086108710881089109010911092109310941095109610971098109911001101110211031104110511061107110811091110111111121113111411151116111711181119112011211122112311241125112611271128112911301131113211331134113511361137113811391140114111421143114411451146114711481149115011511152115311541155115611571158115911601161116211631164116511661167116811691170117111721173117411751176117711781179118011811182118311841185118611871188118911901191119211931194119511961197119811991200120112021203120412051206120712081209121012111212121312141215121612171218121912201221122212231224122512261227122812291230123112321233123412351236123712381239124012411242124312441245124612471248124912501251125212531254125512561257125812591260126112621263126412651266126712681269127012711272127312741275127612771278127912801281128212831284128512861287128812891290129112921293129412951296129712981299130013011302130313041305130613071308130913101311131213131314131513161317131813191320132113221323132413251326132713281329133013311332133313341335133613371338133913401341134213431344134513461347134813491350135113521353135413551356135713581359136013611362136313641365136613671368136913701371137213731374137513761377137813791380138113821383138413851386138713881389139013911392139313941395139613971398139914001401140214031404140514061407140814091410141114121413141414151416141714181419142014211422142314241425142614271428142914301431143214331434143514361437143814391440144114421443144414451446144714481449145014511452145314541455145614571458145914601461146214631464146514661467146814691470147114721473147414751476147714781479148014811482148314841485148614871488148914901491149214931494149514961497149814991500150115021503150415051506150715081509151015111512151315141515151615171518151915201521152215231524152515261527152815291530153115321533153415351536153715381539154015411542154315441545154615471548154915501551155215531554155515561557155815591560156115621563156415651566156715681569157015711572157315741575157615771578157915801581158215831584158515861587158815891590159115921593159415951596159715981599160016011602160316041605160616071608160916101611161216131614161516161617161816191620162116221623162416251626162716281629163016311632163316341635163616371638163916401641164216431644164516461647164816491650165116521653165416551656165716581659166016611662166316641665166616671668166916701671167216731674167516761677167816791680168116821683168416851686168716881689169016911692169316941695169616971698169917001701170217031704170517061707170817091710171117121713171417151716171717181719172017211722172317241725172617271728172917301731173217331734173517361737173817391740174117421743174417451746174717481749175017511752175317541755175617571758175917601761176217631764176517661767176817691770177117721773177417751776177717781779178017811782178317841785178617871788178917901791179217931794179517961797179817991800180118021803180418051806180718081809181018111812181318141815181618171818181918201821182218231824182518261827182818291830183118321833183418351836183718381839184018411842184318441845184618471848184918501851185218531854185518561857185818591860186118621863186418651866186718681869187018711872187318741875187618771878187918801881188218831884188518861887188818891890189118921893189418951896189718981899190019011902190319041905190619071908190919101911191219131914191519161917191819191920192119221923192419251926192719281929193019311932193319341935193619371938193919401941194219431944194519461947194819491950195119521953195419551956195719581959196019611962196319641965196619671968196919701971197219731974197519761977197819791980198119821983198419851986198719881989199019911992199319941995199619971998199920002001200220032004200520062007200820092010201120122013201420152016201720182019202020212022202320242025202620272028202920302031203220332034203520362037203820392040204120422043204420452046204720482049205020512052205320542055205620572058205920602061206220632064206520662067206820692070207120722073207420752076207720782079208020812082208320842085208620872088208920902091209220932094209520962097209820992100210121022103210421052106210721082109211021112112211321142115211621172118211921202121212221232124212521262127212821292130213121322133213421352136213721382139214021412142214321442145214621472148214921502151215221532154215521562157215821592160216121622163216421652166216721682169217021712172217321742175217621772178217921802181218221832184218521862187218821892190219121922193219421952196219721982199220022012202220322042205220622072208220922102211221222132214221522162217221822192220222122222223222422252226222722282229223022312232223322342235223622372238223922402241224222432244224522462247224822492250225122522253225422552256225722582259226022612262226322642265226622672268226922702271227222732274227522762277227822792280228122822283228422852286228722882289229022912292229322942295229622972298229923002301230223032304230523062307230823092310231123122313231423152316231723182319232023212322232323242325232623272328232923302331233223332334233523362337233823392340234123422343234423452346234723482349235023512352235323542355235623572358235923602361236223632364236523662367236823692370237123722373237423752376237723782379238023812382238323842385238623872388238923902391239223932394239523962397239823992400240124022403240424052406240724082409241024112412241324142415241624172418241924202421242224232424242524262427242824292430243124322433243424352436243724382439244024412442244324442445244624472448244924502451245224532454245524562457245824592460246124622463246424652466246724682469247024712472247324742475247624772478247924802481248224832484248524862487248824892490249124922493249424952496249724982499250025012502250325042505250625072508250925102511251225132514251525162517251825192520252125222523252425252526252725282529253025312532253325342535253625372538253925402541254225432544254525462547254825492550255125522553255425552556255725582559256025612562256325642565256625672568256925702571257225732574257525762577257825792580258125822583258425852586258725882589259025912592259325942595259625972598259926002601260226032604260526062607260826092610261126122613261426152616261726182619262026212622262326242625262626272628262926302631263226332634263526362637263826392640264126422643264426452646264726482649265026512652265326542655265626572658265926602661266226632664266526662667266826692670267126722673267426752676267726782679268026812682268326842685268626872688268926902691269226932694269526962697269826992700270127022703270427052706270727082709271027112712271327142715271627172718271927202721272227232724272527262727272827292730273127322733273427352736273727382739274027412742274327442745274627472748274927502751275227532754275527562757275827592760276127622763276427652766276727682769277027712772277327742775277627772778277927802781278227832784278527862787278827892790279127922793279427952796279727982799280028012802280328042805280628072808280928102811281228132814281528162817281828192820282128222823282428252826282728282829283028312832283328342835283628372838283928402841284228432844284528462847284828492850285128522853285428552856285728582859286028612862286328642865286628672868286928702871287228732874287528762877287828792880288128822883288428852886288728882889289028912892289328942895289628972898289929002901290229032904290529062907290829092910291129122913291429152916291729182919292029212922292329242925292629272928292929302931293229332934293529362937293829392940294129422943294429452946294729482949295029512952295329542955295629572958295929602961296229632964296529662967296829692970297129722973297429752976297729782979298029812982298329842985298629872988298929902991299229932994299529962997299829993000300130023003300430053006300730083009301030113012301330143015301630173018301930203021302230233024302530263027302830293030303130323033303430353036303730383039304030413042304330443045304630473048304930503051305230533054305530563057305830593060306130623063306430653066306730683069307030713072307330743075307630773078307930803081308230833084308530863087308830893090309130923093309430953096309730983099310031013102310331043105310631073108310931103111311231133114311531163117311831193120312131223123312431253126312731283129313031313132313331343135313631373138313931403141314231433144314531463147314831493150315131523153315431553156315731583159316031613162316331643165316631673168316931703171317231733174317531763177317831793180318131823183318431853186318731883189319031913192319331943195319631973198319932003201320232033204320532063207320832093210321132123213321432153216321732183219322032213222322332243225322632273228322932303231323232333234323532363237323832393240324132423243324432453246324732483249325032513252325332543255325632573258325932603261326232633264326532663267326832693270327132723273327432753276327732783279328032813282328332843285328632873288328932903291329232933294329532963297329832993300330133023303330433053306330733083309331033113312331333143315331633173318331933203321332233233324332533263327332833293330333133323333333433353336333733383339334033413342334333443345334633473348334933503351335233533354335533563357335833593360336133623363336433653366336733683369337033713372337333743375337633773378337933803381338233833384338533863387338833893390339133923393339433953396339733983399340034013402340334043405340634073408340934103411341234133414341534163417341834193420342134223423342434253426342734283429343034313432343334343435343634373438343934403441344234433444344534463447344834493450345134523453345434553456345734583459346034613462346334643465346634673468346934703471347234733474347534763477347834793480348134823483348434853486348734883489349034913492349334943495349634973498349935003501350235033504350535063507350835093510351135123513351435153516351735183519352035213522352335243525352635273528352935303531353235333534353535363537353835393540354135423543354435453546354735483549355035513552355335543555355635573558355935603561356235633564356535663567356835693570357135723573357435753576357735783579358035813582358335843585358635873588358935903591359235933594359535963597359835993600360136023603360436053606360736083609361036113612361336143615361636173618361936203621362236233624362536263627362836293630363136323633363436353636363736383639364036413642364336443645364636473648364936503651365236533654365536563657365836593660366136623663366436653666366736683669367036713672367336743675367636773678367936803681368236833684368536863687368836893690369136923693369436953696369736983699370037013702370337043705370637073708370937103711371237133714371537163717371837193720372137223723372437253726372737283729373037313732373337343735373637373738373937403741374237433744374537463747374837493750375137523753375437553756375737583759376037613762376337643765376637673768376937703771377237733774377537763777377837793780378137823783378437853786378737883789379037913792379337943795379637973798379938003801380238033804380538063807380838093810381138123813381438153816381738183819382038213822382338243825382638273828382938303831383238333834383538363837383838393840384138423843384438453846384738483849385038513852385338543855385638573858385938603861386238633864386538663867386838693870387138723873387438753876387738783879388038813882388338843885388638873888388938903891389238933894389538963897389838993900390139023903390439053906390739083909391039113912391339143915391639173918391939203921392239233924392539263927392839293930393139323933393439353936393739383939394039413942394339443945394639473948394939503951395239533954395539563957395839593960396139623963396439653966396739683969397039713972397339743975397639773978397939803981398239833984398539863987398839893990399139923993399439953996399739983999400040014002400340044005400640074008400940104011401240134014401540164017401840194020402140224023402440254026402740284029403040314032403340344035403640374038403940404041404240434044404540464047404840494050405140524053405440554056405740584059406040614062406340644065406640674068406940704071407240734074407540764077407840794080408140824083408440854086408740884089409040914092409340944095409640974098409941004101410241034104410541064107410841094110411141124113411441154116411741184119412041214122412341244125412641274128412941304131413241334134413541364137413841394140414141424143414441454146414741484149415041514152415341544155415641574158415941604161416241634164416541664167416841694170417141724173417441754176417741784179418041814182418341844185418641874188418941904191419241934194419541964197419841994200420142024203420442054206420742084209421042114212421342144215421642174218421942204221422242234224422542264227422842294230423142324233423442354236423742384239424042414242424342444245424642474248424942504251425242534254425542564257425842594260426142624263426442654266426742684269427042714272427342744275427642774278427942804281428242834284428542864287428842894290429142924293429442954296429742984299430043014302430343044305430643074308430943104311431243134314431543164317431843194320432143224323432443254326432743284329433043314332433343344335433643374338433943404341434243434344434543464347434843494350435143524353435443554356435743584359436043614362436343644365436643674368436943704371437243734374437543764377437843794380438143824383438443854386438743884389439043914392439343944395439643974398439944004401440244034404440544064407440844094410441144124413441444154416441744184419442044214422442344244425442644274428442944304431443244334434443544364437443844394440444144424443444444454446444744484449445044514452445344544455445644574458445944604461446244634464446544664467446844694470447144724473447444754476447744784479448044814482448344844485448644874488448944904491449244934494449544964497449844994500450145024503450445054506450745084509451045114512451345144515451645174518451945204521452245234524452545264527452845294530453145324533453445354536453745384539454045414542454345444545454645474548454945504551455245534554455545564557455845594560456145624563456445654566456745684569457045714572457345744575457645774578457945804581458245834584458545864587458845894590459145924593459445954596459745984599460046014602460346044605460646074608460946104611461246134614461546164617461846194620462146224623462446254626462746284629463046314632463346344635463646374638463946404641464246434644464546464647464846494650465146524653465446554656465746584659466046614662466346644665466646674668466946704671467246734674467546764677467846794680468146824683468446854686468746884689469046914692469346944695469646974698469947004701470247034704470547064707470847094710471147124713471447154716471747184719472047214722472347244725472647274728472947304731473247334734473547364737473847394740474147424743474447454746474747484749475047514752475347544755475647574758475947604761476247634764476547664767476847694770477147724773477447754776477747784779478047814782478347844785478647874788478947904791479247934794479547964797479847994800480148024803480448054806480748084809481048114812481348144815481648174818481948204821482248234824482548264827482848294830483148324833483448354836483748384839484048414842484348444845484648474848484948504851485248534854485548564857485848594860486148624863486448654866486748684869487048714872487348744875487648774878487948804881488248834884488548864887488848894890489148924893489448954896489748984899490049014902490349044905490649074908490949104911491249134914491549164917491849194920492149224923492449254926492749284929493049314932493349344935493649374938493949404941494249434944494549464947494849494950495149524953495449554956495749584959496049614962496349644965496649674968496949704971497249734974497549764977497849794980498149824983498449854986498749884989499049914992499349944995499649974998499950005001500250035004500550065007500850095010501150125013501450155016501750185019502050215022502350245025502650275028502950305031503250335034503550365037503850395040504150425043504450455046504750485049505050515052505350545055505650575058505950605061506250635064506550665067506850695070507150725073507450755076507750785079508050815082508350845085508650875088508950905091509250935094509550965097509850995100510151025103510451055106510751085109511051115112511351145115511651175118511951205121512251235124512551265127512851295130513151325133513451355136513751385139514051415142514351445145514651475148514951505151515251535154515551565157515851595160516151625163516451655166516751685169517051715172517351745175517651775178517951805181518251835184518551865187518851895190519151925193519451955196519751985199520052015202520352045205520652075208520952105211521252135214521552165217521852195220522152225223522452255226522752285229523052315232523352345235523652375238523952405241524252435244524552465247524852495250525152525253525452555256525752585259526052615262526352645265526652675268526952705271527252735274527552765277527852795280528152825283528452855286528752885289529052915292529352945295529652975298529953005301530253035304530553065307530853095310531153125313531453155316531753185319532053215322532353245325532653275328532953305331533253335334533553365337533853395340534153425343534453455346534753485349535053515352535353545355535653575358535953605361536253635364536553665367536853695370537153725373537453755376537753785379538053815382538353845385538653875388538953905391539253935394539553965397539853995400540154025403540454055406540754085409541054115412541354145415541654175418541954205421542254235424542554265427542854295430543154325433543454355436543754385439544054415442544354445445544654475448544954505451545254535454545554565457545854595460546154625463546454655466546754685469547054715472547354745475547654775478547954805481548254835484548554865487548854895490549154925493549454955496549754985499550055015502550355045505550655075508550955105511551255135514551555165517551855195520552155225523552455255526552755285529553055315532553355345535553655375538553955405541554255435544554555465547554855495550555155525553555455555556555755585559556055615562556355645565556655675568556955705571557255735574557555765577557855795580558155825583558455855586558755885589559055915592559355945595559655975598559956005601560256035604560556065607560856095610561156125613561456155616561756185619562056215622562356245625562656275628562956305631563256335634563556365637563856395640564156425643564456455646564756485649565056515652565356545655565656575658565956605661566256635664566556665667566856695670567156725673567456755676567756785679568056815682568356845685568656875688568956905691569256935694569556965697569856995700570157025703570457055706570757085709571057115712571357145715571657175718571957205721572257235724572557265727572857295730573157325733573457355736573757385739574057415742574357445745574657475748574957505751575257535754575557565757575857595760576157625763576457655766576757685769577057715772577357745775577657775778577957805781578257835784578557865787578857895790579157925793579457955796579757985799580058015802580358045805580658075808580958105811581258135814581558165817581858195820582158225823582458255826582758285829583058315832583358345835583658375838583958405841584258435844584558465847584858495850585158525853585458555856585758585859586058615862586358645865586658675868586958705871587258735874587558765877587858795880588158825883588458855886588758885889589058915892589358945895589658975898589959005901590259035904590559065907590859095910591159125913591459155916591759185919592059215922592359245925592659275928592959305931593259335934593559365937593859395940594159425943594459455946594759485949595059515952595359545955595659575958595959605961596259635964596559665967596859695970597159725973597459755976597759785979598059815982598359845985598659875988598959905991599259935994599559965997599859996000600160026003600460056006600760086009601060116012601360146015601660176018601960206021602260236024602560266027602860296030603160326033603460356036603760386039604060416042604360446045604660476048604960506051605260536054605560566057605860596060606160626063606460656066606760686069607060716072607360746075607660776078607960806081608260836084608560866087608860896090609160926093609460956096609760986099610061016102610361046105610661076108610961106111611261136114611561166117611861196120612161226123612461256126612761286129613061316132613361346135613661376138613961406141614261436144614561466147614861496150615161526153615461556156615761586159616061616162616361646165616661676168616961706171617261736174617561766177617861796180618161826183618461856186618761886189619061916192619361946195619661976198619962006201620262036204620562066207620862096210621162126213621462156216621762186219622062216222622362246225622662276228622962306231623262336234623562366237623862396240624162426243624462456246624762486249625062516252625362546255625662576258625962606261626262636264626562666267626862696270627162726273627462756276627762786279628062816282628362846285628662876288628962906291629262936294629562966297629862996300630163026303630463056306630763086309631063116312631363146315631663176318631963206321632263236324632563266327632863296330633163326333633463356336633763386339634063416342634363446345634663476348634963506351635263536354635563566357635863596360636163626363636463656366636763686369637063716372637363746375637663776378637963806381638263836384638563866387
  1. #include "StdInc.h"
  2. #include "../lib/filesystem/Filesystem.h"
  3. #include "../lib/filesystem/CFileInfo.h"
  4. #include "../lib/int3.h"
  5. #include "../lib/mapping/CCampaignHandler.h"
  6. #include "../lib/StartInfo.h"
  7. #include "../lib/CModHandler.h"
  8. #include "../lib/CArtHandler.h"
  9. #include "../lib/CBuildingHandler.h"
  10. #include "../lib/CDefObjInfoHandler.h"
  11. #include "../lib/CHeroHandler.h"
  12. #include "../lib/CObjectHandler.h"
  13. #include "../lib/CSpellHandler.h"
  14. #include "../lib/CGeneralTextHandler.h"
  15. #include "../lib/CTownHandler.h"
  16. #include "../lib/CCreatureHandler.h"
  17. #include "../lib/CGameState.h"
  18. #include "../lib/BattleState.h"
  19. #include "../lib/CondSh.h"
  20. #include "../lib/NetPacks.h"
  21. #include "../lib/VCMI_Lib.h"
  22. #include "../lib/mapping/CMap.h"
  23. #include "../lib/VCMIDirs.h"
  24. #include "../lib/ScopeGuard.h"
  25. #include "../client/CSoundBase.h"
  26. #include "CGameHandler.h"
  27. #include "CVCMIServer.h"
  28. #include "../lib/CCreatureSet.h"
  29. #include "../lib/CThreadHelper.h"
  30. #include "../lib/GameConstants.h"
  31. #include "../lib/RegisterTypes.h"
  32. /*
  33. * CGameHandler.cpp, part of VCMI engine
  34. *
  35. * Authors: listed in file AUTHORS in main folder
  36. *
  37. * License: GNU General Public License v2.0 or later
  38. * Full text of license available in license.txt file, in main folder
  39. *
  40. */
  41. #ifndef _MSC_VER
  42. #include <boost/thread/xtime.hpp>
  43. #endif
  44. extern bool end2;
  45. #ifdef min
  46. #undef min
  47. #endif
  48. #ifdef max
  49. #undef max
  50. #endif
  51. #define COMPLAIN_RET_IF(cond, txt) do {if(cond){complain(txt); return;}} while(0)
  52. #define COMPLAIN_RET_FALSE_IF(cond, txt) do {if(cond){complain(txt); return false;}} while(0)
  53. #define COMPLAIN_RET(txt) {complain(txt); return false;}
  54. #define COMPLAIN_RETF(txt, FORMAT) {complain(boost::str(boost::format(txt) % FORMAT)); return false;}
  55. #define NEW_ROUND BattleNextRound bnr;\
  56. bnr.round = gs->curB->round + 1;\
  57. sendAndApply(&bnr);
  58. CondSh<bool> battleMadeAction;
  59. CondSh<BattleResult *> battleResult(nullptr);
  60. template <typename T> class CApplyOnGH;
  61. class CBaseForGHApply
  62. {
  63. public:
  64. virtual bool applyOnGH(CGameHandler *gh, CConnection *c, void *pack, PlayerColor player) const =0;
  65. virtual ~CBaseForGHApply(){}
  66. template<typename U> static CBaseForGHApply *getApplier(const U * t=nullptr)
  67. {
  68. return new CApplyOnGH<U>;
  69. }
  70. };
  71. template <typename T> class CApplyOnGH : public CBaseForGHApply
  72. {
  73. public:
  74. bool applyOnGH(CGameHandler *gh, CConnection *c, void *pack, PlayerColor player) const
  75. {
  76. T *ptr = static_cast<T*>(pack);
  77. ptr->c = c;
  78. ptr->player = player;
  79. return ptr->applyGh(gh);
  80. }
  81. };
  82. static CApplier<CBaseForGHApply> *applier = nullptr;
  83. CMP_stack cmpst ;
  84. static inline double distance(int3 a, int3 b)
  85. {
  86. return std::sqrt( (double)(a.x-b.x)*(a.x-b.x) + (a.y-b.y)*(a.y-b.y) );
  87. }
  88. static void giveExp(BattleResult &r)
  89. {
  90. r.exp[0] = 0;
  91. r.exp[1] = 0;
  92. for(auto i = r.casualties[!r.winner].begin(); i!=r.casualties[!r.winner].end(); i++)
  93. {
  94. r.exp[r.winner] += VLC->creh->creatures.at(i->first)->valOfBonuses(Bonus::STACK_HEALTH) * i->second;
  95. }
  96. }
  97. PlayerStatus PlayerStatuses::operator[](PlayerColor player)
  98. {
  99. boost::unique_lock<boost::mutex> l(mx);
  100. if(players.find(player) != players.end())
  101. {
  102. return players.at(player);
  103. }
  104. else
  105. {
  106. throw std::runtime_error("No such player!");
  107. }
  108. }
  109. void PlayerStatuses::addPlayer(PlayerColor player)
  110. {
  111. boost::unique_lock<boost::mutex> l(mx);
  112. players[player];
  113. }
  114. bool PlayerStatuses::checkFlag(PlayerColor player, bool PlayerStatus::*flag)
  115. {
  116. boost::unique_lock<boost::mutex> l(mx);
  117. if(players.find(player) != players.end())
  118. {
  119. return players[player].*flag;
  120. }
  121. else
  122. {
  123. throw std::runtime_error("No such player!");
  124. }
  125. }
  126. void PlayerStatuses::setFlag(PlayerColor player, bool PlayerStatus::*flag, bool val)
  127. {
  128. boost::unique_lock<boost::mutex> l(mx);
  129. if(players.find(player) != players.end())
  130. {
  131. players[player].*flag = val;
  132. }
  133. else
  134. {
  135. throw std::runtime_error("No such player!");
  136. }
  137. cv.notify_all();
  138. }
  139. template <typename T>
  140. void callWith(std::vector<T> args, std::function<void(T)> fun, ui32 which)
  141. {
  142. fun(args[which]);
  143. }
  144. void CGameHandler::levelUpHero(const CGHeroInstance * hero, SecondarySkill skill)
  145. {
  146. changeSecSkill(hero, skill, 1, 0);
  147. expGiven(hero);
  148. }
  149. void CGameHandler::levelUpHero(const CGHeroInstance * hero)
  150. {
  151. // required exp for at least 1 lvl-up hasn't been reached
  152. if(!hero->gainsLevel())
  153. {
  154. return;
  155. }
  156. //give prim skill
  157. logGlobal->traceStream() << hero->name <<" got level "<<hero->level;
  158. int r = rand()%100, pom=0, x=0;
  159. auto & skillChances = (hero->level>9) ? hero->type->heroClass->primarySkillLowLevel : hero->type->heroClass->primarySkillHighLevel;
  160. for(;x<GameConstants::PRIMARY_SKILLS;x++)
  161. {
  162. pom += skillChances[x];
  163. if(r<pom)
  164. break;
  165. }
  166. logGlobal->traceStream() << "The hero gets the primary skill with the no. " << x << " with a probability of " << r << "%.";
  167. SetPrimSkill sps;
  168. sps.id = hero->id;
  169. sps.which = static_cast<PrimarySkill::PrimarySkill>(x);
  170. sps.abs = false;
  171. sps.val = 1;
  172. sendAndApply(&sps);
  173. HeroLevelUp hlu;
  174. hlu.hero = hero;
  175. hlu.primskill = static_cast<PrimarySkill::PrimarySkill>(x);
  176. hlu.level = hero->level+1;
  177. hlu.skills = hero->levelUpProposedSkills();
  178. if(hlu.skills.size() == 0)
  179. {
  180. sendAndApply(&hlu);
  181. levelUpHero(hero);
  182. }
  183. else if(hlu.skills.size() == 1 || hero->tempOwner == PlayerColor::NEUTRAL) //choose skill automatically
  184. {
  185. sendAndApply(&hlu);
  186. auto rng = [&]()-> ui32
  187. {
  188. return hero->skillsInfo.randomSeed; //must be determined
  189. };
  190. levelUpHero(hero, vstd::pickRandomElementOf (hlu.skills, rng));
  191. }
  192. else if(hlu.skills.size() > 1)
  193. {
  194. auto levelUpQuery = make_shared<CHeroLevelUpDialogQuery>(hlu);
  195. hlu.queryID = levelUpQuery->queryID;
  196. queries.addQuery(levelUpQuery);
  197. sendAndApply(&hlu);
  198. //level up will be called on query reply
  199. }
  200. }
  201. void CGameHandler::levelUpCommander (const CCommanderInstance * c, int skill)
  202. {
  203. SetCommanderProperty scp;
  204. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  205. if (hero)
  206. scp.heroid = hero->id;
  207. else
  208. {
  209. complain ("Commander is not led by hero!");
  210. return;
  211. }
  212. scp.accumulatedBonus.subtype = 0;
  213. scp.accumulatedBonus.additionalInfo = 0;
  214. scp.accumulatedBonus.duration = Bonus::PERMANENT;
  215. scp.accumulatedBonus.turnsRemain = 0;
  216. scp.accumulatedBonus.source = Bonus::COMMANDER;
  217. scp.accumulatedBonus.valType = Bonus::BASE_NUMBER;
  218. if (skill <= ECommander::SPELL_POWER)
  219. {
  220. scp.which = SetCommanderProperty::BONUS;
  221. auto difference = [](std::vector< std::vector <ui8> > skillLevels, std::vector <ui8> secondarySkills, int skill)->int
  222. {
  223. int s = std::min (skill, (int)ECommander::SPELL_POWER); //spell power level controls also casts and resistance
  224. return skillLevels.at(skill).at(secondarySkills.at(s)) - (secondarySkills.at(s) ? skillLevels.at(skill).at(secondarySkills.at(s)-1) : 0);
  225. };
  226. switch (skill)
  227. {
  228. case ECommander::ATTACK:
  229. scp.accumulatedBonus.type = Bonus::PRIMARY_SKILL;
  230. scp.accumulatedBonus.subtype = PrimarySkill::ATTACK;
  231. break;
  232. case ECommander::DEFENSE:
  233. scp.accumulatedBonus.type = Bonus::PRIMARY_SKILL;
  234. scp.accumulatedBonus.subtype = PrimarySkill::DEFENSE;
  235. break;
  236. case ECommander::HEALTH:
  237. scp.accumulatedBonus.type = Bonus::STACK_HEALTH;
  238. scp.accumulatedBonus.valType = Bonus::PERCENT_TO_BASE;
  239. break;
  240. case ECommander::DAMAGE:
  241. scp.accumulatedBonus.type = Bonus::CREATURE_DAMAGE;
  242. scp.accumulatedBonus.subtype = 0;
  243. scp.accumulatedBonus.valType = Bonus::PERCENT_TO_BASE;
  244. break;
  245. case ECommander::SPEED:
  246. scp.accumulatedBonus.type = Bonus::STACKS_SPEED;
  247. break;
  248. case ECommander::SPELL_POWER:
  249. scp.accumulatedBonus.type = Bonus::MAGIC_RESISTANCE;
  250. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::RESISTANCE);
  251. sendAndApply (&scp); //additional pack
  252. scp.accumulatedBonus.type = Bonus::CREATURE_SPELL_POWER;
  253. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::SPELL_POWER) * 100; //like hero with spellpower = ability level
  254. sendAndApply (&scp); //additional pack
  255. scp.accumulatedBonus.type = Bonus::CASTS;
  256. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::CASTS);
  257. sendAndApply (&scp); //additional pack
  258. scp.accumulatedBonus.type = Bonus::CREATURE_ENCHANT_POWER; //send normally
  259. break;
  260. }
  261. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, skill);
  262. sendAndApply (&scp);
  263. scp.which = SetCommanderProperty::SECONDARY_SKILL;
  264. scp.additionalInfo = skill;
  265. scp.amount = c->secondarySkills.at(skill) + 1;
  266. sendAndApply (&scp);
  267. }
  268. else if (skill >= 100)
  269. {
  270. scp.which = SetCommanderProperty::SPECIAL_SKILL;
  271. scp.accumulatedBonus = *VLC->creh->skillRequirements.at(skill-100).first;
  272. scp.additionalInfo = skill; //unnormalized
  273. sendAndApply (&scp);
  274. }
  275. expGiven(hero);
  276. }
  277. void CGameHandler::levelUpCommander(const CCommanderInstance * c)
  278. {
  279. if (!c->gainsLevel())
  280. {
  281. return;
  282. }
  283. CommanderLevelUp clu;
  284. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  285. if (hero)
  286. clu.hero = hero;
  287. else
  288. {
  289. complain ("Commander is not led by hero!");
  290. return;
  291. }
  292. //picking sec. skills for choice
  293. for (int i = 0; i <= ECommander::SPELL_POWER; ++i)
  294. {
  295. if (c->secondarySkills.at(i) < ECommander::MAX_SKILL_LEVEL)
  296. clu.skills.push_back(i);
  297. }
  298. int i = 100;
  299. for (auto specialSkill : VLC->creh->skillRequirements)
  300. {
  301. if (c->secondarySkills.at(specialSkill.second.first) == ECommander::MAX_SKILL_LEVEL
  302. && c->secondarySkills.at(specialSkill.second.second) == ECommander::MAX_SKILL_LEVEL
  303. && !vstd::contains (c->specialSKills, i))
  304. clu.skills.push_back (i);
  305. ++i;
  306. }
  307. int skillAmount = clu.skills.size();
  308. if(!skillAmount)
  309. {
  310. sendAndApply(&clu);
  311. levelUpCommander(c);
  312. }
  313. else if(skillAmount == 1 || hero->tempOwner == PlayerColor::NEUTRAL) //choose skill automatically
  314. {
  315. sendAndApply(&clu);
  316. levelUpCommander(c, vstd::pickRandomElementOf (clu.skills, rand));
  317. }
  318. else if(skillAmount > 1) //apply and ask for secondary skill
  319. {
  320. auto commanderLevelUp = make_shared<CCommanderLevelUpDialogQuery>(clu);
  321. clu.queryID = commanderLevelUp->queryID;
  322. queries.addQuery(commanderLevelUp);
  323. sendAndApply(&clu);
  324. }
  325. }
  326. void CGameHandler::expGiven(const CGHeroInstance *hero)
  327. {
  328. if(hero->gainsLevel())
  329. levelUpHero(hero);
  330. else if(hero->commander && hero->commander->gainsLevel())
  331. levelUpCommander(hero->commander);
  332. //if(hero->commander && hero->level > hero->commander->level && hero->commander->gainsLevel())
  333. // levelUpCommander(hero->commander);
  334. // else
  335. // levelUpHero(hero);
  336. }
  337. void CGameHandler::changePrimSkill(const CGHeroInstance * hero, PrimarySkill::PrimarySkill which, si64 val, bool abs)
  338. {
  339. SetPrimSkill sps;
  340. sps.id = hero->id;
  341. sps.which = which;
  342. sps.abs = abs;
  343. sps.val = val;
  344. sendAndApply(&sps);
  345. //only for exp - hero may level up
  346. if (which == PrimarySkill::EXPERIENCE)
  347. {
  348. if(hero->commander && hero->commander->alive)
  349. {
  350. SetCommanderProperty scp;
  351. scp.heroid = hero->id;
  352. scp.which = SetCommanderProperty::EXPERIENCE;
  353. scp.amount = val;
  354. sendAndApply (&scp);
  355. CBonusSystemNode::treeHasChanged();
  356. }
  357. expGiven(hero);
  358. }
  359. }
  360. void CGameHandler::changeSecSkill( const CGHeroInstance * hero, SecondarySkill which, int val, bool abs/*=false*/ )
  361. {
  362. SetSecSkill sss;
  363. sss.id = hero->id;
  364. sss.which = which;
  365. sss.val = val;
  366. sss.abs = abs;
  367. sendAndApply(&sss);
  368. if(which == SecondarySkill::WISDOM)
  369. {
  370. if(hero && hero->visitedTown)
  371. giveSpells(hero->visitedTown, hero);
  372. }
  373. }
  374. void CGameHandler::endBattle(int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2)
  375. {
  376. LOG_TRACE(logGlobal);
  377. //Fill BattleResult structure with exp info
  378. giveExp(*battleResult.data);
  379. if (battleResult.get()->result == BattleResult::NORMAL) // give 500 exp for defeating hero, unless he escaped
  380. {
  381. if (hero1)
  382. battleResult.data->exp[1] += 500;
  383. if (hero2)
  384. battleResult.data->exp[0] += 500;
  385. }
  386. if (hero1)
  387. battleResult.data->exp[0] = hero1->calculateXp(battleResult.data->exp[0]);//scholar skill
  388. if (hero2)
  389. battleResult.data->exp[1] = hero2->calculateXp(battleResult.data->exp[1]);
  390. const CArmedInstance *bEndArmy1 = gs->curB->sides.at(0).armyObject;
  391. const CArmedInstance *bEndArmy2 = gs->curB->sides.at(1).armyObject;
  392. const BattleResult::EResult result = battleResult.get()->result;
  393. auto findBattleQuery = [this] () -> shared_ptr<CBattleQuery>
  394. {
  395. for(auto &q : queries.allQueries())
  396. {
  397. if(auto bq = std::dynamic_pointer_cast<CBattleQuery>(q))
  398. if(bq->bi == gs->curB)
  399. return bq;
  400. }
  401. return shared_ptr<CBattleQuery>();
  402. };
  403. auto battleQuery = findBattleQuery();
  404. if(!battleQuery)
  405. {
  406. logGlobal->errorStream() << "Cannot find battle query!";
  407. if(gs->initialOpts->mode == StartInfo::DUEL)
  408. {
  409. battleQuery = make_shared<CBattleQuery>(gs->curB);
  410. }
  411. }
  412. if(battleQuery != queries.topQuery(gs->curB->sides[0].color))
  413. complain("Player " + boost::lexical_cast<std::string>(gs->curB->sides[0].color) + " although in battle has no battle query at the top!");
  414. battleQuery->result = *battleResult.data;
  415. //Check how many battle queries were created (number of players blocked by battle)
  416. const int queriedPlayers = battleQuery ? boost::count(queries.allQueries(), battleQuery) : 0;
  417. finishingBattle = make_unique<FinishingBattleHelper>(battleQuery, gs->initialOpts->mode == StartInfo::DUEL, queriedPlayers);
  418. CasualtiesAfterBattle cab1(bEndArmy1, gs->curB), cab2(bEndArmy2, gs->curB); //calculate casualties before deleting battle
  419. if(finishingBattle->duel)
  420. {
  421. duelFinished();
  422. sendAndApply(battleResult.data); //after this point casualties objects are destroyed
  423. return;
  424. }
  425. ChangeSpells cs; //for Eagle Eye
  426. if(finishingBattle->winnerHero)
  427. {
  428. if(int eagleEyeLevel = finishingBattle->winnerHero->getSecSkillLevel(SecondarySkill::EAGLE_EYE))
  429. {
  430. int maxLevel = eagleEyeLevel + 1;
  431. double eagleEyeChance = finishingBattle->winnerHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::EAGLE_EYE);
  432. for(const CSpell *sp : gs->curB->sides.at(!battleResult.data->winner).usedSpellsHistory)
  433. if(sp->level <= maxLevel && !vstd::contains(finishingBattle->winnerHero->spells, sp->id) && rand() % 100 < eagleEyeChance)
  434. cs.spells.insert(sp->id);
  435. }
  436. }
  437. std::vector<ui32> arts; //display them in window
  438. if (result == BattleResult::NORMAL && finishingBattle->winnerHero)
  439. {
  440. if (finishingBattle->loserHero)
  441. {
  442. auto artifactsWorn = finishingBattle->loserHero->artifactsWorn; //TODO: wrap it into a function, somehow (boost::variant -_-)
  443. for (auto artSlot : artifactsWorn)
  444. {
  445. MoveArtifact ma;
  446. ma.src = ArtifactLocation (finishingBattle->loserHero, artSlot.first);
  447. const CArtifactInstance * art = ma.src.getArt();
  448. if (art && !art->artType->isBig() && art->artType->id != 0) // don't move war machines or locked arts (spellbook)
  449. {
  450. arts.push_back (art->artType->id);
  451. ma.dst = ArtifactLocation (finishingBattle->winnerHero, art->firstAvailableSlot(finishingBattle->winnerHero));
  452. sendAndApply(&ma);
  453. }
  454. }
  455. while (!finishingBattle->loserHero->artifactsInBackpack.empty())
  456. {
  457. //we assume that no big artifacts can be found
  458. MoveArtifact ma;
  459. ma.src = ArtifactLocation (finishingBattle->loserHero,
  460. ArtifactPosition(GameConstants::BACKPACK_START)); //backpack automatically shifts arts to beginning
  461. const CArtifactInstance * art = ma.src.getArt();
  462. arts.push_back (art->artType->id);
  463. ma.dst = ArtifactLocation (finishingBattle->winnerHero, art->firstAvailableSlot(finishingBattle->winnerHero));
  464. sendAndApply(&ma);
  465. }
  466. if (finishingBattle->loserHero->commander) //TODO: what if commanders belong to no hero?
  467. {
  468. artifactsWorn = finishingBattle->loserHero->commander->artifactsWorn;
  469. for (auto artSlot : artifactsWorn)
  470. {
  471. MoveArtifact ma;
  472. ma.src = ArtifactLocation (finishingBattle->loserHero->commander.get(), artSlot.first);
  473. const CArtifactInstance * art = ma.src.getArt();
  474. if (art && !art->artType->isBig())
  475. {
  476. arts.push_back (art->artType->id);
  477. ma.dst = ArtifactLocation (finishingBattle->winnerHero, art->firstAvailableSlot(finishingBattle->winnerHero));
  478. sendAndApply(&ma);
  479. }
  480. }
  481. }
  482. }
  483. for (auto armySlot : gs->curB->battleGetArmyObject(!battleResult.data->winner)->stacks)
  484. {
  485. auto artifactsWorn = armySlot.second->artifactsWorn;
  486. for (auto artSlot : artifactsWorn)
  487. {
  488. MoveArtifact ma;
  489. ma.src = ArtifactLocation (armySlot.second, artSlot.first);
  490. const CArtifactInstance * art = ma.src.getArt();
  491. if (art && !art->artType->isBig())
  492. {
  493. arts.push_back (art->artType->id);
  494. ma.dst = ArtifactLocation (finishingBattle->winnerHero, art->firstAvailableSlot(finishingBattle->winnerHero));
  495. sendAndApply(&ma);
  496. }
  497. }
  498. }
  499. }
  500. sendAndApply(battleResult.data); //after this point casualties objects are destroyed
  501. if (arts.size()) //display loot
  502. {
  503. InfoWindow iw;
  504. iw.player = finishingBattle->winnerHero->tempOwner;
  505. iw.text.addTxt (MetaString::GENERAL_TXT, 30); //You have captured enemy artifact
  506. for (auto id : arts) //TODO; separate function to display loot for various ojects?
  507. {
  508. iw.components.push_back (Component (Component::ARTIFACT, id, 0, 0));
  509. if(iw.components.size() >= 14)
  510. {
  511. sendAndApply(&iw);
  512. iw.components.clear();
  513. iw.text.addTxt (MetaString::GENERAL_TXT, 30); //repeat
  514. }
  515. }
  516. if (iw.components.size())
  517. {
  518. sendAndApply(&iw);
  519. }
  520. }
  521. //Eagle Eye secondary skill handling
  522. if(!cs.spells.empty())
  523. {
  524. cs.learn = 1;
  525. cs.hid = finishingBattle->winnerHero->id;
  526. InfoWindow iw;
  527. iw.player = finishingBattle->winnerHero->tempOwner;
  528. iw.text.addTxt(MetaString::GENERAL_TXT, 221); //Through eagle-eyed observation, %s is able to learn %s
  529. iw.text.addReplacement(finishingBattle->winnerHero->name);
  530. std::ostringstream names;
  531. for(int i = 0; i < cs.spells.size(); i++)
  532. {
  533. names << "%s";
  534. if(i < cs.spells.size() - 2)
  535. names << ", ";
  536. else if(i < cs.spells.size() - 1)
  537. names << "%s";
  538. }
  539. names << ".";
  540. iw.text.addReplacement(names.str());
  541. auto it = cs.spells.begin();
  542. for(int i = 0; i < cs.spells.size(); i++, it++)
  543. {
  544. iw.text.addReplacement(MetaString::SPELL_NAME, it->toEnum());
  545. if(i == cs.spells.size() - 2) //we just added pre-last name
  546. iw.text.addReplacement(MetaString::GENERAL_TXT, 141); // " and "
  547. iw.components.push_back(Component(Component::SPELL, *it, 0, 0));
  548. }
  549. sendAndApply(&iw);
  550. sendAndApply(&cs);
  551. }
  552. cab1.takeFromArmy(this); cab2.takeFromArmy(this); //take casualties after battle is deleted
  553. //if one hero has lost we will erase him
  554. if(battleResult.data->winner!=0 && hero1)
  555. {
  556. RemoveObject ro(hero1->id);
  557. sendAndApply(&ro);
  558. }
  559. if(battleResult.data->winner!=1 && hero2)
  560. {
  561. RemoveObject ro(hero2->id);
  562. sendAndApply(&ro);
  563. }
  564. //give exp
  565. if (battleResult.data->exp[0] && hero1 && battleResult.get()->winner == 0)
  566. changePrimSkill(hero1, PrimarySkill::EXPERIENCE, battleResult.data->exp[0]);
  567. else if (battleResult.data->exp[1] && hero2 && battleResult.get()->winner == 1)
  568. changePrimSkill(hero2, PrimarySkill::EXPERIENCE, battleResult.data->exp[1]);
  569. queries.popIfTop(battleQuery);
  570. //--> continuation (battleAfterLevelUp) occurs after level-up queries are handled or on removing query (above)
  571. }
  572. void CGameHandler::battleAfterLevelUp( const BattleResult &result )
  573. {
  574. LOG_TRACE(logGlobal);
  575. finishingBattle->remainingBattleQueriesCount--;
  576. logGlobal->traceStream() << "Decremented queries count to " << finishingBattle->remainingBattleQueriesCount;
  577. if(finishingBattle->remainingBattleQueriesCount > 0)
  578. //Battle results will be handled when all battle queries are closed
  579. return;
  580. //TODO consider if we really want it to work like above. ATM each player as unblocked as soon as possible
  581. // but the battle consequences are applied after final player is unblocked. Hard to abuse...
  582. // Still, it looks like a hole.
  583. // Necromancy if applicable.
  584. const CStackBasicDescriptor raisedStack = finishingBattle->winnerHero ? finishingBattle->winnerHero->calculateNecromancy(*battleResult.data) : CStackBasicDescriptor();
  585. // Give raised units to winner and show dialog, if any were raised,
  586. // units will be given after casualties are taken
  587. const SlotID necroSlot = raisedStack.type ? finishingBattle->winnerHero->getSlotFor(raisedStack.type) : SlotID();
  588. if (necroSlot != SlotID())
  589. {
  590. finishingBattle->winnerHero->showNecromancyDialog(raisedStack);
  591. addToSlot(StackLocation(finishingBattle->winnerHero, necroSlot), raisedStack.type, raisedStack.count);
  592. }
  593. BattleResultsApplied resultsApplied;
  594. resultsApplied.player1 = finishingBattle->victor;
  595. resultsApplied.player2 = finishingBattle->loser;
  596. sendAndApply(&resultsApplied);
  597. setBattle(nullptr);
  598. if(visitObjectAfterVictory && result.winner==0)
  599. {
  600. logGlobal->traceStream() << "post-victory visit";
  601. visitObjectOnTile(*getTile(finishingBattle->winnerHero->getPosition()), finishingBattle->winnerHero);
  602. }
  603. visitObjectAfterVictory = false;
  604. //handle victory/loss of engaged players
  605. std::set<PlayerColor> playerColors = boost::assign::list_of(finishingBattle->loser)(finishingBattle->victor);
  606. checkVictoryLossConditions(playerColors);
  607. if(result.result == BattleResult::SURRENDER || result.result == BattleResult::ESCAPE) //loser has escaped or surrendered
  608. {
  609. SetAvailableHeroes sah;
  610. sah.player = finishingBattle->loser;
  611. sah.hid[0] = finishingBattle->loserHero->subID;
  612. if(result.result == BattleResult::ESCAPE) //retreat
  613. {
  614. sah.army[0].clear();
  615. sah.army[0].setCreature(SlotID(0), finishingBattle->loserHero->type->initialArmy.at(0).creature, 1);
  616. }
  617. if(const CGHeroInstance *another = getPlayer(finishingBattle->loser)->availableHeroes.at(1))
  618. sah.hid[1] = another->subID;
  619. else
  620. sah.hid[1] = -1;
  621. sendAndApply(&sah);
  622. }
  623. }
  624. void CGameHandler::prepareAttack(BattleAttack &bat, const CStack *att, const CStack *def, int distance, int targetHex)
  625. {
  626. bat.bsa.clear();
  627. bat.stackAttacking = att->ID;
  628. const int attackerLuck = att->LuckVal();
  629. auto sideHeroBlocksLuck = [](const SideInBattle &side){ return NBonus::hasOfType(side.hero, Bonus::BLOCK_LUCK); };
  630. if(!vstd::contains_if(gs->curB->sides, sideHeroBlocksLuck))
  631. {
  632. if(attackerLuck > 0 && rand()%24 < attackerLuck)
  633. {
  634. bat.flags |= BattleAttack::LUCKY;
  635. }
  636. if (VLC->modh->settings.data["hardcodedFeatures"]["NEGATIVE_LUCK"].Bool()) // negative luck enabled
  637. {
  638. if (attackerLuck < 0 && rand()%24 < abs(attackerLuck))
  639. {
  640. bat.flags |= BattleAttack::UNLUCKY;
  641. }
  642. }
  643. }
  644. if (rand()%100 < att->valOfBonuses(Bonus::DOUBLE_DAMAGE_CHANCE))
  645. {
  646. bat.flags |= BattleAttack::DEATH_BLOW;
  647. }
  648. if(att->getCreature()->idNumber == CreatureID::BALLISTA)
  649. {
  650. static const int artilleryLvlToChance[] = {0, 50, 75, 100};
  651. const CGHeroInstance * owner = gs->curB->getHero(att->owner);
  652. int chance = artilleryLvlToChance[owner->getSecSkillLevel(SecondarySkill::ARTILLERY)];
  653. if(chance > rand() % 100)
  654. {
  655. bat.flags |= BattleAttack::BALLISTA_DOUBLE_DMG;
  656. }
  657. }
  658. // only primary target
  659. applyBattleEffects(bat, att, def, distance, false);
  660. if (!bat.shot()) //multiple-hex attack - only in meele
  661. {
  662. std::set<const CStack*> attackedCreatures = gs->curB->getAttackedCreatures(att, targetHex); //creatures other than primary target
  663. for(const CStack * stack : attackedCreatures)
  664. {
  665. if (stack != def) //do not hit same stack twice
  666. {
  667. applyBattleEffects(bat, att, stack, distance, true);
  668. }
  669. }
  670. }
  671. const Bonus * bonus = att->getBonusLocalFirst(Selector::type(Bonus::SPELL_LIKE_ATTACK));
  672. if (bonus && (bat.shot())) //TODO: make it work in meele?
  673. {
  674. bat.bsa.front().flags |= BattleStackAttacked::EFFECT;
  675. bat.bsa.front().effect = VLC->spellh->spells.at(bonus->subtype)->mainEffectAnim; //hopefully it does not interfere with any other effect?
  676. std::set<const CStack*> attackedCreatures = gs->curB->getAffectedCreatures(SpellID(bonus->subtype).toSpell(), bonus->val, att->owner, targetHex);
  677. //TODO: get exact attacked hex for defender
  678. for(const CStack * stack : attackedCreatures)
  679. {
  680. if (stack != def) //do not hit same stack twice
  681. {
  682. applyBattleEffects(bat, att, stack, distance, true);
  683. }
  684. }
  685. }
  686. }
  687. void CGameHandler::applyBattleEffects(BattleAttack &bat, const CStack *att, const CStack *def, int distance, bool secondary) //helper function for prepareAttack
  688. {
  689. BattleStackAttacked bsa;
  690. if (secondary)
  691. bsa.flags |= BattleStackAttacked::SECONDARY; //all other targets do not suffer from spells & spell-like abilities
  692. bsa.attackerID = att->ID;
  693. bsa.stackAttacked = def->ID;
  694. bsa.damageAmount = gs->curB->calculateDmg(att, def, gs->curB->battleGetOwner(att), gs->curB->battleGetOwner(def), bat.shot(), distance, bat.lucky(), bat.unlucky(), bat.deathBlow(), bat.ballistaDoubleDmg());
  695. def->prepareAttacked(bsa); //calculate casualties
  696. //life drain handling
  697. if (att->hasBonusOfType(Bonus::LIFE_DRAIN) && def->isLiving())
  698. {
  699. StacksHealedOrResurrected shi;
  700. shi.lifeDrain = (ui8)true;
  701. shi.tentHealing = (ui8)false;
  702. shi.drainedFrom = def->ID;
  703. StacksHealedOrResurrected::HealInfo hi;
  704. hi.stackID = att->ID;
  705. hi.healedHP = std::min<int> (bsa.damageAmount * att->valOfBonuses (Bonus::LIFE_DRAIN) / 100,
  706. att->MaxHealth() - att->firstHPleft + att->MaxHealth() * (att->baseAmount - att->count) );
  707. hi.lowLevelResurrection = false;
  708. shi.healedStacks.push_back(hi);
  709. if (hi.healedHP > 0)
  710. {
  711. bsa.healedStacks.push_back(shi);
  712. }
  713. }
  714. bat.bsa.push_back(bsa); //add this stack to the list of victims after drain life has been calculated
  715. //fire shield handling
  716. if (!bat.shot() && def->hasBonusOfType(Bonus::FIRE_SHIELD) && !att->hasBonusOfType (Bonus::FIRE_IMMUNITY) && !bsa.killed() )
  717. {
  718. BattleStackAttacked bsa2;
  719. bsa2.stackAttacked = att->ID; //invert
  720. bsa2.attackerID = def->ID;
  721. bsa2.flags |= BattleStackAttacked::EFFECT; //FIXME: play anmation upon efreet and not attacker
  722. bsa2.effect = 11;
  723. bsa2.damageAmount = (bsa.damageAmount * def->valOfBonuses(Bonus::FIRE_SHIELD)) / 100; //TODO: scale with attack/defense
  724. att->prepareAttacked(bsa2);
  725. bat.bsa.push_back(bsa2);
  726. }
  727. }
  728. void CGameHandler::handleConnection(std::set<PlayerColor> players, CConnection &c)
  729. {
  730. setThreadName("CGameHandler::handleConnection");
  731. srand(time(nullptr));
  732. try
  733. {
  734. while(1)//server should never shut connection first //was: while(!end2)
  735. {
  736. CPack *pack = nullptr;
  737. PlayerColor player = PlayerColor::NEUTRAL;
  738. si32 requestID = -999;
  739. int packType = 0;
  740. {
  741. boost::unique_lock<boost::mutex> lock(*c.rmx);
  742. c >> player >> requestID >> pack; //get the package
  743. if(!pack)
  744. {
  745. logGlobal ->errorStream() << boost::format("Received a null package marked as request %d from player %d") % requestID % player;
  746. }
  747. packType = typeList.getTypeID(pack); //get the id of type
  748. logGlobal->traceStream() << boost::format("Received client message (request %d by player %d) of type with ID=%d (%s).\n")
  749. % requestID % player.getNum() % packType % typeid(*pack).name();
  750. }
  751. //prepare struct informing that action was applied
  752. auto sendPackageResponse = [&](bool succesfullyApplied)
  753. {
  754. PackageApplied applied;
  755. applied.player = player;
  756. applied.result = succesfullyApplied;
  757. applied.packType = packType;
  758. applied.requestID = requestID;
  759. boost::unique_lock<boost::mutex> lock(*c.wmx);
  760. c << &applied;
  761. };
  762. CBaseForGHApply *apply = applier->apps[packType]; //and appropriae applier object
  763. if(isBlockedByQueries(pack, player))
  764. {
  765. sendPackageResponse(false);
  766. }
  767. else if(apply)
  768. {
  769. const bool result = apply->applyOnGH(this,&c,pack, player);
  770. if(!result)
  771. complain("Got false in applying... that request must have been fishy!");
  772. logGlobal->traceStream() << "Message successfully applied (result=" << result << ")!";
  773. sendPackageResponse(true);
  774. }
  775. else
  776. {
  777. logGlobal->errorStream() << "Message cannot be applied, cannot find applier (unregistered type)!";
  778. sendPackageResponse(false);
  779. }
  780. vstd::clear_pointer(pack);
  781. }
  782. }
  783. catch(boost::system::system_error &e) //for boost errors just log, not crash - probably client shut down connection
  784. {
  785. assert(!c.connected); //make sure that connection has been marked as broken
  786. logGlobal->errorStream() << e.what();
  787. end2 = true;
  788. }
  789. HANDLE_EXCEPTION(end2 = true);
  790. logGlobal->errorStream() << "Ended handling connection";
  791. }
  792. int CGameHandler::moveStack(int stack, BattleHex dest)
  793. {
  794. int ret = 0;
  795. const CStack *curStack = gs->curB->battleGetStackByID(stack),
  796. *stackAtEnd = gs->curB->battleGetStackByPos(dest);
  797. assert(curStack);
  798. assert(dest < GameConstants::BFIELD_SIZE);
  799. if (gs->curB->tacticDistance)
  800. {
  801. assert(gs->curB->isInTacticRange(dest));
  802. }
  803. if(curStack->position == dest)
  804. return 0;
  805. //initing necessary tables
  806. auto accessibility = getAccesibility(curStack);
  807. //shifting destination (if we have double wide stack and we can occupy dest but not be exactly there)
  808. if(!stackAtEnd && curStack->doubleWide() && !accessibility.accessible(dest, curStack))
  809. {
  810. if(curStack->attackerOwned)
  811. {
  812. if(accessibility.accessible(dest+1, curStack))
  813. dest += BattleHex::RIGHT;
  814. }
  815. else
  816. {
  817. if(accessibility.accessible(dest-1, curStack))
  818. dest += BattleHex::LEFT;
  819. }
  820. }
  821. if((stackAtEnd && stackAtEnd!=curStack && stackAtEnd->alive()) || !accessibility.accessible(dest, curStack))
  822. {
  823. complain("Given destination is not accessible!");
  824. return 0;
  825. }
  826. std::pair< std::vector<BattleHex>, int > path = gs->curB->getPath(curStack->position, dest, curStack);
  827. ret = path.second;
  828. int creSpeed = gs->curB->tacticDistance ? GameConstants::BFIELD_SIZE : curStack->Speed();
  829. if(curStack->hasBonusOfType(Bonus::FLYING))
  830. {
  831. if(path.second <= creSpeed && path.first.size() > 0)
  832. {
  833. //inform clients about move
  834. BattleStackMoved sm;
  835. sm.stack = curStack->ID;
  836. std::vector<BattleHex> tiles;
  837. tiles.push_back(path.first[0]);
  838. sm.tilesToMove = tiles;
  839. sm.distance = path.second;
  840. sm.teleporting = false;
  841. sendAndApply(&sm);
  842. }
  843. }
  844. else //for non-flying creatures
  845. {
  846. // send one package with the creature path information
  847. shared_ptr<const CObstacleInstance> obstacle; //obstacle that interrupted movement
  848. std::vector<BattleHex> tiles;
  849. int tilesToMove = std::max((int)(path.first.size() - creSpeed), 0);
  850. int v = path.first.size()-1;
  851. startWalking:
  852. for(; v >= tilesToMove; --v)
  853. {
  854. BattleHex hex = path.first[v];
  855. tiles.push_back(hex);
  856. if((obstacle = battleGetObstacleOnPos(hex, false)))
  857. {
  858. //we walked onto something, so we finalize this portion of stack movement check into obstacle
  859. break;
  860. }
  861. }
  862. if (tiles.size() > 0)
  863. {
  864. //commit movement
  865. BattleStackMoved sm;
  866. sm.stack = curStack->ID;
  867. sm.distance = path.second;
  868. sm.teleporting = false;
  869. sm.tilesToMove = tiles;
  870. sendAndApply(&sm);
  871. }
  872. //we don't handle obstacle at the destination tile -> it's handled separately in the if at the end
  873. if(obstacle && curStack->position != dest)
  874. {
  875. handleDamageFromObstacle(*obstacle, curStack);
  876. //if stack didn't die in explosion, continue movement
  877. if(!obstacle->stopsMovement() && curStack->alive())
  878. {
  879. obstacle.reset();
  880. tiles.clear();
  881. v--;
  882. goto startWalking; //TODO it's so evil
  883. }
  884. }
  885. }
  886. //handling obstacle on the final field (separate, because it affects both flying and walking stacks)
  887. if(curStack->alive())
  888. {
  889. if(auto theLastObstacle = battleGetObstacleOnPos(curStack->position, false))
  890. {
  891. handleDamageFromObstacle(*theLastObstacle, curStack);
  892. }
  893. }
  894. return ret;
  895. }
  896. CGameHandler::CGameHandler(void)
  897. {
  898. QID = 1;
  899. //gs = nullptr;
  900. IObjectInterface::cb = this;
  901. applier = new CApplier<CBaseForGHApply>;
  902. registerTypes3(*applier);
  903. visitObjectAfterVictory = false;
  904. queries.gh = this;
  905. }
  906. CGameHandler::~CGameHandler(void)
  907. {
  908. delete applier;
  909. applier = nullptr;
  910. delete gs;
  911. }
  912. void CGameHandler::init(StartInfo *si)
  913. {
  914. //extern DLL_LINKAGE std::minstd_rand ran;
  915. if(!si->seedToBeUsed)
  916. si->seedToBeUsed = std::time(nullptr);
  917. gs = new CGameState();
  918. logGlobal->infoStream() << "Gamestate created!";
  919. gs->init(si);
  920. logGlobal->infoStream() << "Gamestate initialized!";
  921. for(auto & elem : gs->players)
  922. states.addPlayer(elem.first);
  923. }
  924. static bool evntCmp(const CMapEvent &a, const CMapEvent &b)
  925. {
  926. return a.earlierThan(b);
  927. }
  928. void CGameHandler::setPortalDwelling(const CGTownInstance * town, bool forced=false, bool clear = false)
  929. {// bool forced = true - if creature should be replaced, if false - only if no creature was set
  930. const PlayerState *p = gs->getPlayer(town->tempOwner);
  931. if(!p)
  932. {
  933. logGlobal->warnStream() << "There is no player owner of town " << town->name << " at " << town->pos;
  934. return;
  935. }
  936. if (forced || town->creatures.at(GameConstants::CREATURES_PER_TOWN).second.empty())//we need to change creature
  937. {
  938. SetAvailableCreatures ssi;
  939. ssi.tid = town->id;
  940. ssi.creatures = town->creatures;
  941. ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.clear();//remove old one
  942. const std::vector<ConstTransitivePtr<CGDwelling> > &dwellings = p->dwellings;
  943. if (dwellings.empty())//no dwellings - just remove
  944. {
  945. sendAndApply(&ssi);
  946. return;
  947. }
  948. ui32 dwellpos = rand()%dwellings.size();//take random dwelling
  949. ui32 creapos = rand()%dwellings.at(dwellpos)->creatures.size();//for multi-creature dwellings like Golem Factory
  950. CreatureID creature = dwellings.at(dwellpos)->creatures.at(creapos).second[0];
  951. if (clear)
  952. ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = std::max((ui32)1, (VLC->creh->creatures.at(creature)->growth)/2);
  953. else
  954. ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = VLC->creh->creatures.at(creature)->growth;
  955. ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.push_back(creature);
  956. sendAndApply(&ssi);
  957. }
  958. }
  959. void CGameHandler::newTurn()
  960. {
  961. logGlobal->traceStream() << "Turn " << gs->day+1;
  962. NewTurn n;
  963. n.specialWeek = NewTurn::NO_ACTION;
  964. n.creatureid = CreatureID::NONE;
  965. n.day = gs->day + 1;
  966. bool firstTurn = !getDate(Date::DAY);
  967. bool newWeek = getDate(Date::DAY_OF_WEEK) == 7; //day numbers are confusing, as day was not yet switched
  968. bool newMonth = getDate(Date::DAY_OF_MONTH) == 28;
  969. std::map<PlayerColor, si32> hadGold;//starting gold - for buildings like dwarven treasury
  970. srand(time(nullptr));
  971. if (firstTurn)
  972. {
  973. for (auto obj : gs->map->objects)
  974. {
  975. if (obj && obj->ID == Obj::PRISON) //give imprisoned hero 0 exp to level him up. easiest to do at this point
  976. {
  977. changePrimSkill (getHero(obj->id), PrimarySkill::EXPERIENCE, 0);
  978. }
  979. }
  980. }
  981. if (newWeek && !firstTurn)
  982. {
  983. n.specialWeek = NewTurn::NORMAL;
  984. bool deityOfFireBuilt = false;
  985. for(const CGTownInstance *t : gs->map->towns)
  986. {
  987. if(t->hasBuilt(BuildingID::GRAIL, ETownType::INFERNO))
  988. {
  989. deityOfFireBuilt = true;
  990. break;
  991. }
  992. }
  993. if(deityOfFireBuilt)
  994. {
  995. n.specialWeek = NewTurn::DEITYOFFIRE;
  996. n.creatureid = CreatureID::IMP;
  997. }
  998. else
  999. {
  1000. int monthType = rand()%100;
  1001. if(newMonth) //new month
  1002. {
  1003. if (monthType < 40) //double growth
  1004. {
  1005. n.specialWeek = NewTurn::DOUBLE_GROWTH;
  1006. if (VLC->modh->settings.ALL_CREATURES_GET_DOUBLE_MONTHS)
  1007. {
  1008. std::pair<int, CreatureID> newMonster(54, VLC->creh->pickRandomMonster([]{ return rand(); }));
  1009. n.creatureid = newMonster.second;
  1010. }
  1011. else if(VLC->creh->doubledCreatures.size())
  1012. {
  1013. const std::vector<CreatureID> doubledCreatures (VLC->creh->doubledCreatures.begin(), VLC->creh->doubledCreatures.end());
  1014. n.creatureid = vstd::pickRandomElementOf(doubledCreatures, []{ return rand(); });
  1015. }
  1016. else
  1017. {
  1018. complain("Cannot find creature that can be spawned!");
  1019. n.specialWeek = NewTurn::NORMAL;
  1020. }
  1021. }
  1022. else if (monthType < 50)
  1023. n.specialWeek = NewTurn::PLAGUE;
  1024. }
  1025. else //it's a week, but not full month
  1026. {
  1027. if (monthType < 25)
  1028. {
  1029. n.specialWeek = NewTurn::BONUS_GROWTH; //+5
  1030. std::pair<int, CreatureID> newMonster(54, VLC->creh->pickRandomMonster([]{ return rand(); }));
  1031. //TODO do not pick neutrals
  1032. n.creatureid = newMonster.second;
  1033. }
  1034. }
  1035. }
  1036. }
  1037. std::map<ui32, ConstTransitivePtr<CGHeroInstance> > pool = gs->hpool.heroesPool;
  1038. for (auto & elem : gs->players)
  1039. {
  1040. if(elem.first == PlayerColor::NEUTRAL)
  1041. continue;
  1042. else if(elem.first >= PlayerColor::PLAYER_LIMIT)
  1043. assert(0); //illegal player number!
  1044. std::pair<PlayerColor, si32> playerGold(elem.first, elem.second.resources.at(Res::GOLD));
  1045. hadGold.insert(playerGold);
  1046. if(newWeek) //new heroes in tavern
  1047. {
  1048. SetAvailableHeroes sah;
  1049. sah.player = elem.first;
  1050. //pick heroes and their armies
  1051. CHeroClass *banned = nullptr;
  1052. for (int j = 0; j < GameConstants::AVAILABLE_HEROES_PER_PLAYER; j++)
  1053. {
  1054. if(CGHeroInstance *h = gs->hpool.pickHeroFor(j == 0, elem.first, getNativeTown(elem.first), pool, banned)) //first hero - native if possible, second hero -> any other class
  1055. {
  1056. sah.hid[j] = h->subID;
  1057. h->initArmy(&sah.army[j]);
  1058. banned = h->type->heroClass;
  1059. }
  1060. else
  1061. sah.hid[j] = -1;
  1062. }
  1063. sendAndApply(&sah);
  1064. }
  1065. n.res[elem.first] = elem.second.resources;
  1066. for(CGHeroInstance *h : (elem).second.heroes)
  1067. {
  1068. if(h->visitedTown)
  1069. giveSpells(h->visitedTown, h);
  1070. NewTurn::Hero hth;
  1071. hth.id = h->id;
  1072. hth.move = h->maxMovePoints(gs->map->getTile(h->getPosition(false)).terType != ETerrainType::WATER);
  1073. if(h->visitedTown && h->visitedTown->hasBuilt(BuildingID::MAGES_GUILD_1)) //if hero starts turn in town with mage guild
  1074. hth.mana = std::max(h->mana, h->manaLimit()); //restore all mana
  1075. else
  1076. hth.mana = std::max((si32)(0), std::max(h->mana, std::min((si32)(h->mana + h->manaRegain()), h->manaLimit())));
  1077. n.heroes.insert(hth);
  1078. if(!firstTurn) //not first day
  1079. {
  1080. n.res[elem.first][Res::GOLD] += h->valOfBonuses(Selector::typeSubtype(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::ESTATES)); //estates
  1081. for (int k = 0; k < GameConstants::RESOURCE_QUANTITY; k++)
  1082. {
  1083. n.res[elem.first][k] += h->valOfBonuses(Bonus::GENERATE_RESOURCE, k);
  1084. }
  1085. }
  1086. }
  1087. }
  1088. for(CGTownInstance *t : gs->map->towns)
  1089. {
  1090. PlayerColor player = t->tempOwner;
  1091. handleTownEvents(t, n);
  1092. if(newWeek) //first day of week
  1093. {
  1094. if(t->hasBuilt(BuildingID::PORTAL_OF_SUMMON, ETownType::DUNGEON))
  1095. setPortalDwelling(t, true, (n.specialWeek == NewTurn::PLAGUE ? true : false)); //set creatures for Portal of Summoning
  1096. if(!firstTurn)
  1097. if (t->hasBuilt(BuildingID::TREASURY, ETownType::RAMPART) && player < PlayerColor::PLAYER_LIMIT)
  1098. n.res[player][Res::GOLD] += hadGold.at(player)/10; //give 10% of starting gold
  1099. if (!vstd::contains(n.cres, t->id))
  1100. {
  1101. n.cres[t->id].tid = t->id;
  1102. n.cres[t->id].creatures = t->creatures;
  1103. }
  1104. auto & sac = n.cres.at(t->id);
  1105. for (int k=0; k < GameConstants::CREATURES_PER_TOWN; k++) //creature growths
  1106. {
  1107. if(t->creatureDwellingLevel(k) >= 0)//there is dwelling (k-level)
  1108. {
  1109. ui32 &availableCount = sac.creatures.at(k).first;
  1110. const CCreature *cre = VLC->creh->creatures.at(t->creatures.at(k).second.back());
  1111. if (n.specialWeek == NewTurn::PLAGUE)
  1112. availableCount = t->creatures.at(k).first / 2; //halve their number, no growth
  1113. else
  1114. {
  1115. if(firstTurn) //first day of game: use only basic growths
  1116. availableCount = cre->growth;
  1117. else
  1118. availableCount += t->creatureGrowth(k);
  1119. //Deity of fire week - upgrade both imps and upgrades
  1120. if (n.specialWeek == NewTurn::DEITYOFFIRE && vstd::contains(t->creatures.at(k).second, n.creatureid))
  1121. availableCount += 15;
  1122. if( cre->idNumber == n.creatureid ) //bonus week, effect applies only to identical creatures
  1123. {
  1124. if(n.specialWeek == NewTurn::DOUBLE_GROWTH)
  1125. availableCount *= 2;
  1126. else if(n.specialWeek == NewTurn::BONUS_GROWTH)
  1127. availableCount += 5;
  1128. }
  1129. }
  1130. }
  1131. }
  1132. }
  1133. if(!firstTurn && player < PlayerColor::PLAYER_LIMIT)//not the first day and town not neutral
  1134. {
  1135. if(t->hasBuilt(BuildingID::RESOURCE_SILO)) //there is resource silo
  1136. {
  1137. if(t->town->primaryRes == Res::WOOD_AND_ORE) //we'll give wood and ore
  1138. {
  1139. n.res[player][Res::WOOD] ++;
  1140. n.res[player][Res::ORE] ++;
  1141. }
  1142. else
  1143. {
  1144. n.res[player][t->town->primaryRes] ++;
  1145. }
  1146. }
  1147. n.res[player][Res::GOLD] += t->dailyIncome();
  1148. }
  1149. if(t->hasBuilt(BuildingID::GRAIL, ETownType::TOWER))
  1150. {
  1151. // Skyship, probably easier to handle same as Veil of darkness
  1152. //do it every new day after veils apply
  1153. if (player != PlayerColor::NEUTRAL) //do not reveal fow for neutral player
  1154. {
  1155. FoWChange fw;
  1156. fw.mode = 1;
  1157. fw.player = player;
  1158. // find all hidden tiles
  1159. const auto & fow = gs->getPlayerTeam(player)->fogOfWarMap;
  1160. for (size_t i=0; i<fow.size(); i++)
  1161. for (size_t j=0; j<fow.at(i).size(); j++)
  1162. for (size_t k=0; k<fow.at(i).at(j).size(); k++)
  1163. if (!fow.at(i).at(j).at(k))
  1164. fw.tiles.insert(int3(i,j,k));
  1165. sendAndApply (&fw);
  1166. }
  1167. }
  1168. if (t->hasBonusOfType (Bonus::DARKNESS))
  1169. {
  1170. t->hideTiles(t->getOwner(), t->getBonusLocalFirst(Selector::type(Bonus::DARKNESS))->val);
  1171. }
  1172. //unhiding what shouldn't be hidden? //that's handled in netpacks client
  1173. }
  1174. if(newMonth)
  1175. {
  1176. SetAvailableArtifacts saa;
  1177. saa.id = -1;
  1178. pickAllowedArtsSet(saa.arts);
  1179. sendAndApply(&saa);
  1180. }
  1181. sendAndApply(&n);
  1182. if(newWeek)
  1183. {
  1184. //spawn wandering monsters
  1185. if (newMonth && (n.specialWeek == NewTurn::DOUBLE_GROWTH || n.specialWeek == NewTurn::DEITYOFFIRE))
  1186. {
  1187. spawnWanderingMonsters(n.creatureid);
  1188. }
  1189. //new week info popup
  1190. if(!firstTurn)
  1191. {
  1192. InfoWindow iw;
  1193. switch (n.specialWeek)
  1194. {
  1195. case NewTurn::DOUBLE_GROWTH:
  1196. iw.text.addTxt(MetaString::ARRAY_TXT, 131);
  1197. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1198. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1199. break;
  1200. case NewTurn::PLAGUE:
  1201. iw.text.addTxt(MetaString::ARRAY_TXT, 132);
  1202. break;
  1203. case NewTurn::BONUS_GROWTH:
  1204. iw.text.addTxt(MetaString::ARRAY_TXT, 134);
  1205. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1206. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1207. break;
  1208. case NewTurn::DEITYOFFIRE:
  1209. iw.text.addTxt(MetaString::ARRAY_TXT, 135);
  1210. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 42); //%s imp
  1211. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 42); //%s imp
  1212. iw.text.addReplacement2(15); //%+d 15
  1213. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 43); //%s familiar
  1214. iw.text.addReplacement2(15); //%+d 15
  1215. break;
  1216. default:
  1217. if (newMonth)
  1218. {
  1219. iw.text.addTxt(MetaString::ARRAY_TXT, (130));
  1220. iw.text.addReplacement(MetaString::ARRAY_TXT, 32 + rand()%10);
  1221. }
  1222. else
  1223. {
  1224. iw.text.addTxt(MetaString::ARRAY_TXT, (133));
  1225. iw.text.addReplacement(MetaString::ARRAY_TXT, 43 + rand()%15);
  1226. }
  1227. }
  1228. for (auto & elem : gs->players)
  1229. {
  1230. iw.player = elem.first;
  1231. sendAndApply(&iw);
  1232. }
  1233. }
  1234. }
  1235. logGlobal->traceStream() << "Info about turn " << n.day << "has been sent!";
  1236. handleTimeEvents();
  1237. //call objects
  1238. for(auto & elem : gs->map->objects)
  1239. {
  1240. if(elem)
  1241. elem->newTurn();
  1242. }
  1243. checkVictoryLossConditionsForAll();
  1244. synchronizeArtifactHandlerLists(); //new day events may have changed them. TODO better of managing that
  1245. }
  1246. void CGameHandler::run(bool resume)
  1247. {
  1248. LOG_TRACE_PARAMS(logGlobal, "resume=%d", resume);
  1249. using namespace boost::posix_time;
  1250. for(CConnection *cc : conns)
  1251. {
  1252. if(!resume)
  1253. {
  1254. (*cc) << gs->initialOpts; // gs->scenarioOps
  1255. }
  1256. std::set<PlayerColor> players;
  1257. (*cc) >> players; //how many players will be handled at that client
  1258. std::stringstream sbuffer;
  1259. sbuffer << "Connection " << cc->connectionID << " will handle " << players.size() << " player: ";
  1260. for(PlayerColor color : players)
  1261. {
  1262. sbuffer << color << " ";
  1263. {
  1264. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  1265. connections[color] = cc;
  1266. }
  1267. }
  1268. logGlobal->infoStream() << sbuffer.str();
  1269. cc->addStdVecItems(gs);
  1270. cc->enableStackSendingByID();
  1271. cc->disableSmartPointerSerialization();
  1272. }
  1273. for(auto & elem : conns)
  1274. {
  1275. std::set<PlayerColor> pom;
  1276. for(auto j = connections.cbegin(); j!=connections.cend();j++)
  1277. if(j->second == elem)
  1278. pom.insert(j->first);
  1279. boost::thread(boost::bind(&CGameHandler::handleConnection,this,pom,boost::ref(*elem)));
  1280. }
  1281. if(gs->scenarioOps->mode == StartInfo::DUEL)
  1282. {
  1283. runBattle();
  1284. end2 = true;
  1285. while(conns.size() && (*conns.begin())->isOpen())
  1286. boost::this_thread::sleep(boost::posix_time::milliseconds(5)); //give time client to close socket
  1287. return;
  1288. }
  1289. while (!end2)
  1290. {
  1291. if(!resume)
  1292. newTurn();
  1293. std::map<PlayerColor,PlayerState>::iterator i;
  1294. if(!resume)
  1295. i = gs->players.begin();
  1296. else
  1297. i = gs->players.find(gs->currentPlayer);
  1298. resume = false;
  1299. for(; i != gs->players.end(); i++)
  1300. {
  1301. if(i->second.status == EPlayerStatus::INGAME)
  1302. {
  1303. states.setFlag(i->first,&PlayerStatus::makingTurn,true);
  1304. YourTurn yt;
  1305. yt.player = i->first;
  1306. applyAndSend(&yt);
  1307. //wait till turn is done
  1308. boost::unique_lock<boost::mutex> lock(states.mx);
  1309. while(states.players.at(i->first).makingTurn && !end2)
  1310. {
  1311. static time_duration p = milliseconds(200);
  1312. states.cv.timed_wait(lock,p);
  1313. }
  1314. }
  1315. }
  1316. }
  1317. while(conns.size() && (*conns.begin())->isOpen())
  1318. boost::this_thread::sleep(boost::posix_time::milliseconds(5)); //give time client to close socket
  1319. }
  1320. void CGameHandler::setupBattle( int3 tile, const CArmedInstance *armies[2], const CGHeroInstance *heroes[2], bool creatureBank, const CGTownInstance *town )
  1321. {
  1322. battleResult.set(nullptr);
  1323. //send info about battles
  1324. BattleStart bs;
  1325. bs.info = gs->setupBattle(tile, armies, heroes, creatureBank, town);
  1326. sendAndApply(&bs);
  1327. }
  1328. void CGameHandler::checkForBattleEnd()
  1329. {
  1330. if(auto result = battleIsFinished())
  1331. {
  1332. setBattleResult(BattleResult::NORMAL, *result);
  1333. }
  1334. }
  1335. void CGameHandler::giveSpells( const CGTownInstance *t, const CGHeroInstance *h )
  1336. {
  1337. if(!h->hasSpellbook())
  1338. return; //hero hasn't spellbook
  1339. ChangeSpells cs;
  1340. cs.hid = h->id;
  1341. cs.learn = true;
  1342. for(int i=0; i<std::min(t->mageGuildLevel(),h->getSecSkillLevel(SecondarySkill::WISDOM)+2);i++)
  1343. {
  1344. if (t->hasBuilt(BuildingID::GRAIL, ETownType::CONFLUX)) //Aurora Borealis
  1345. {
  1346. std::vector<SpellID> spells;
  1347. getAllowedSpells(spells, i);
  1348. for (auto & spell : spells)
  1349. cs.spells.insert(spell);
  1350. }
  1351. else
  1352. {
  1353. for(int j=0; j<t->spellsAtLevel(i+1,true) && j<t->spells.at(i).size(); j++)
  1354. {
  1355. if(!vstd::contains(h->spells,t->spells.at(i).at(j)))
  1356. cs.spells.insert(t->spells.at(i).at(j));
  1357. }
  1358. }
  1359. }
  1360. if(!cs.spells.empty())
  1361. sendAndApply(&cs);
  1362. }
  1363. void CGameHandler::setBlockVis(ObjectInstanceID objid, bool bv)
  1364. {
  1365. SetObjectProperty sop(objid,2,bv);
  1366. sendAndApply(&sop);
  1367. }
  1368. bool CGameHandler::removeObject( const CGObjectInstance * obj )
  1369. {
  1370. if(!obj || !getObj(obj->id))
  1371. {
  1372. logGlobal->errorStream() << "Something wrong, that object already has been removed or hasn't existed!";
  1373. return false;
  1374. }
  1375. RemoveObject ro;
  1376. ro.id = obj->id;
  1377. sendAndApply(&ro);
  1378. checkVictoryLossConditionsForAll(); //eg if monster escaped (removing objs after battle is done dircetly by endBattle, not this function)
  1379. return true;
  1380. }
  1381. void CGameHandler::setAmount(ObjectInstanceID objid, ui32 val)
  1382. {
  1383. SetObjectProperty sop(objid,3,val);
  1384. sendAndApply(&sop);
  1385. }
  1386. bool CGameHandler::moveHero( ObjectInstanceID hid, int3 dst, ui8 teleporting, PlayerColor asker /*= 255*/ )
  1387. {
  1388. const CGHeroInstance *h = getHero(hid);
  1389. 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)
  1390. )
  1391. {
  1392. logGlobal->errorStream() << "Illegal call to move hero!";
  1393. return false;
  1394. }
  1395. logGlobal->traceStream() << "Player " << asker << " wants to move hero "<< hid.getNum() << " from "<< h->pos << " to " << dst;
  1396. const int3 hmpos = dst + int3(-1,0,0);
  1397. if(!gs->map->isInTheMap(hmpos))
  1398. {
  1399. logGlobal->errorStream() << "Destination tile is outside the map!";
  1400. return false;
  1401. }
  1402. const TerrainTile t = *gs->getTile(hmpos);
  1403. const int cost = gs->getMovementCost(h, h->getPosition(false), hmpos, h->movement);
  1404. const int3 guardPos = gs->guardingCreaturePosition(hmpos);
  1405. const bool embarking = !h->boat && !t.visitableObjects.empty() && t.visitableObjects.back()->ID == Obj::BOAT;
  1406. const bool disembarking = h->boat && t.terType != ETerrainType::WATER && !t.blocked;
  1407. //result structure for start - movement failed, no move points used
  1408. TryMoveHero tmh;
  1409. tmh.id = hid;
  1410. tmh.start = h->pos;
  1411. tmh.end = dst;
  1412. tmh.result = TryMoveHero::FAILED;
  1413. tmh.movePoints = h->movement;
  1414. //check if destination tile is available
  1415. //it's a rock or blocked and not visitable tile
  1416. //OR hero is on land and dest is water and (there is not present only one object - boat)
  1417. if(((t.terType == ETerrainType::ROCK || (t.blocked && !t.visitable && !h->hasBonusOfType(Bonus::FLYING_MOVEMENT) ))
  1418. && complain("Cannot move hero, destination tile is blocked!"))
  1419. || ((!h->boat && !h->canWalkOnSea() && t.terType == ETerrainType::WATER && (t.visitableObjects.size() < 1 || (t.visitableObjects.back()->ID != Obj::BOAT && t.visitableObjects.back()->ID != Obj::HERO))) //hero is not on boat/water walking and dst water tile doesn't contain boat/hero (objs visitable from land) -> we test back cause boat may be on top of another object (#276)
  1420. && complain("Cannot move hero, destination tile is on water!"))
  1421. || ((h->boat && t.terType != ETerrainType::WATER && t.blocked)
  1422. && complain("Cannot disembark hero, tile is blocked!"))
  1423. || ( (distance(h->pos, dst) >= 1.5 && !teleporting)
  1424. && complain("Tiles are not neighboring!"))
  1425. || ( (h->inTownGarrison)
  1426. && complain("Can not move garrisoned hero!"))
  1427. || ((h->movement < cost && dst != h->pos && !teleporting)
  1428. && complain("Hero doesn't have any movement points left!"))
  1429. /*|| (states.checkFlag(h->tempOwner, &PlayerStatus::engagedIntoBattle)
  1430. && complain("Cannot move hero during the battle"))*/)
  1431. {
  1432. //send info about movement failure
  1433. sendAndApply(&tmh);
  1434. return false;
  1435. }
  1436. //several generic blocks of code
  1437. // should be called if hero changes tile but before applying TryMoveHero package
  1438. auto leaveTile = [&]()
  1439. {
  1440. for(CGObjectInstance *obj : gs->map->getTile(int3(h->pos.x-1, h->pos.y, h->pos.z)).visitableObjects)
  1441. {
  1442. obj->onHeroLeave(h);
  1443. }
  1444. this->getTilesInRange(tmh.fowRevealed, h->getSightCenter()+(tmh.end-tmh.start), h->getSightRadious(), h->tempOwner, 1);
  1445. };
  1446. auto doMove = [&](TryMoveHero::EResult result, EGuardLook lookForGuards,
  1447. EVisitDest visitDest, ELEaveTile leavingTile) -> bool
  1448. {
  1449. LOG_TRACE_PARAMS(logGlobal, "Hero %s starts movement from %s to %s", h->name % tmh.start % tmh.end);
  1450. auto moveQuery = make_shared<CHeroMovementQuery>(tmh, h);
  1451. queries.addQuery(moveQuery);
  1452. if(leavingTile == LEAVING_TILE)
  1453. leaveTile();
  1454. tmh.result = result;
  1455. sendAndApply(&tmh);
  1456. if(lookForGuards == CHECK_FOR_GUARDS && this->isInTheMap(guardPos))
  1457. {
  1458. tmh.attackedFrom = guardPos;
  1459. const TerrainTile &guardTile = *gs->getTile(guardPos);
  1460. objectVisited(guardTile.visitableObjects.back(), h);
  1461. moveQuery->visitDestAfterVictory = visitDest==VISIT_DEST;
  1462. }
  1463. else if(visitDest == VISIT_DEST)
  1464. {
  1465. visitObjectOnTile(t, h);
  1466. }
  1467. queries.popIfTop(moveQuery);
  1468. logGlobal->traceStream() << "Hero " << h->name << " ends movement";
  1469. return result != TryMoveHero::FAILED;
  1470. };
  1471. //interaction with blocking object (like resources)
  1472. auto blockingVisit = [&]() -> bool
  1473. {
  1474. for(CGObjectInstance *obj : t.visitableObjects)
  1475. {
  1476. if(obj != h && obj->blockVisit && !obj->passableFor(h->tempOwner))
  1477. {
  1478. return doMove(TryMoveHero::BLOCKING_VISIT, this->IGNORE_GUARDS, VISIT_DEST, REMAINING_ON_TILE);
  1479. //this-> is needed for MVS2010 to recognize scope (?)
  1480. }
  1481. }
  1482. return false;
  1483. };
  1484. if(embarking)
  1485. {
  1486. tmh.movePoints = h->movementPointsAfterEmbark(h->movement, cost, false);
  1487. return doMove(TryMoveHero::EMBARK, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
  1488. //attack guards on embarking? In H3 creatures on water had no zone of control at all
  1489. }
  1490. if(disembarking)
  1491. {
  1492. tmh.movePoints = h->movementPointsAfterEmbark(h->movement, cost, true);
  1493. return doMove(TryMoveHero::DISEMBARK, CHECK_FOR_GUARDS, VISIT_DEST, LEAVING_TILE);
  1494. }
  1495. if(teleporting)
  1496. {
  1497. if(blockingVisit()) // e.g. hero on the other side of teleporter
  1498. return true;
  1499. doMove(TryMoveHero::TELEPORTATION, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
  1500. // visit town for town portal \ castle gates
  1501. // do not use generic visitObjectOnTile to avoid double-teleporting
  1502. // if this moveHero call was triggered by teleporter
  1503. if (!t.visitableObjects.empty())
  1504. {
  1505. if (CGTownInstance * town = dynamic_cast<CGTownInstance *>(t.visitableObjects.back()))
  1506. town->onHeroVisit(h);
  1507. }
  1508. return true;
  1509. }
  1510. //still here? it is standard movement!
  1511. {
  1512. tmh.movePoints = h->movement >= cost
  1513. ? h->movement - cost
  1514. : 0;
  1515. if(blockingVisit())
  1516. return true;
  1517. doMove(TryMoveHero::SUCCESS, CHECK_FOR_GUARDS, VISIT_DEST, LEAVING_TILE);
  1518. return true;
  1519. }
  1520. }
  1521. bool CGameHandler::teleportHero(ObjectInstanceID hid, ObjectInstanceID dstid, ui8 source, PlayerColor asker/* = 255*/)
  1522. {
  1523. const CGHeroInstance *h = getHero(hid);
  1524. const CGTownInstance *t = getTown(dstid);
  1525. if ( !h || !t || h->getOwner() != gs->currentPlayer )
  1526. logGlobal->errorStream()<<"Invalid call to teleportHero!";
  1527. const CGTownInstance *from = h->visitedTown;
  1528. if(((h->getOwner() != t->getOwner())
  1529. && complain("Cannot teleport hero to another player"))
  1530. || ((!from || !from->hasBuilt(BuildingID::CASTLE_GATE, ETownType::INFERNO))
  1531. && complain("Hero must be in town with Castle gate for teleporting"))
  1532. || (!t->hasBuilt(BuildingID::CASTLE_GATE, ETownType::INFERNO)
  1533. && complain("Cannot teleport hero to town without Castle gate in it")))
  1534. return false;
  1535. int3 pos = t->visitablePos();
  1536. pos += h->getVisitableOffset();
  1537. moveHero(hid,pos,1);
  1538. return true;
  1539. }
  1540. void CGameHandler::setOwner(const CGObjectInstance * obj, PlayerColor owner)
  1541. {
  1542. PlayerColor oldOwner = getOwner(obj->id);
  1543. SetObjectProperty sop(obj->id, 1, owner.getNum());
  1544. sendAndApply(&sop);
  1545. std::set<PlayerColor> playerColors = boost::assign::list_of(owner)(oldOwner);
  1546. checkVictoryLossConditions(playerColors);
  1547. if(owner < PlayerColor::PLAYER_LIMIT && dynamic_cast<const CGTownInstance *>(obj)) //town captured
  1548. {
  1549. const CGTownInstance * town = dynamic_cast<const CGTownInstance *>(obj);
  1550. if (town->hasBuilt(BuildingID::PORTAL_OF_SUMMON, ETownType::DUNGEON))
  1551. setPortalDwelling(town, true, false);
  1552. if (!gs->getPlayer(owner)->towns.size())//player lost last town
  1553. {
  1554. InfoWindow iw;
  1555. iw.player = oldOwner;
  1556. 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.
  1557. sendAndApply(&iw);
  1558. }
  1559. }
  1560. const PlayerState * p = gs->getPlayer(owner);
  1561. if((obj->ID == Obj::CREATURE_GENERATOR1 || obj->ID == Obj::CREATURE_GENERATOR4 ) && p && p->dwellings.size()==1)//first dwelling captured
  1562. {
  1563. for(const CGTownInstance *t : gs->getPlayer(owner)->towns)
  1564. {
  1565. if (t->hasBuilt(BuildingID::PORTAL_OF_SUMMON, ETownType::DUNGEON))
  1566. setPortalDwelling(t);//set initial creatures for all portals of summoning
  1567. }
  1568. }
  1569. }
  1570. void CGameHandler::setHoverName(const CGObjectInstance * obj, MetaString* name)
  1571. {
  1572. SetHoverName shn(obj->id, *name);
  1573. sendAndApply(&shn);
  1574. }
  1575. void CGameHandler::showBlockingDialog( BlockingDialog *iw )
  1576. {
  1577. auto dialogQuery = make_shared<CBlockingDialogQuery>(*iw);
  1578. queries.addQuery(dialogQuery);
  1579. iw->queryID = dialogQuery->queryID;
  1580. sendToAllClients(iw);
  1581. }
  1582. void CGameHandler::giveResource(PlayerColor player, Res::ERes which, int val) //TODO: cap according to Bersy's suggestion
  1583. {
  1584. if(!val) return; //don't waste time on empty call
  1585. SetResource sr;
  1586. sr.player = player;
  1587. sr.resid = which;
  1588. sr.val = gs->players.find(player)->second.resources.at(which) + val;
  1589. sendAndApply(&sr);
  1590. }
  1591. void CGameHandler::giveResources(PlayerColor player, TResources resources)
  1592. {
  1593. for(TResources::nziterator i(resources); i.valid(); i++)
  1594. giveResource(player, i->resType, i->resVal);
  1595. }
  1596. void CGameHandler::giveCreatures(const CArmedInstance *obj, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove)
  1597. {
  1598. COMPLAIN_RET_IF(!creatures.stacksCount(), "Strange, giveCreatures called without args!");
  1599. COMPLAIN_RET_IF(obj->stacksCount(), "Cannot give creatures from not-cleared object!");
  1600. COMPLAIN_RET_IF(creatures.stacksCount() > GameConstants::ARMY_SIZE, "Too many stacks to give!");
  1601. //first we move creatures to give to make them army of object-source
  1602. for (auto & elem : creatures.Slots())
  1603. {
  1604. addToSlot(StackLocation(obj, obj->getSlotFor(elem.second->type)), elem.second->type, elem.second->count);
  1605. }
  1606. tryJoiningArmy(obj, h, remove, true);
  1607. }
  1608. void CGameHandler::takeCreatures(ObjectInstanceID objid, const std::vector<CStackBasicDescriptor> &creatures)
  1609. {
  1610. std::vector<CStackBasicDescriptor> cres = creatures;
  1611. if (cres.size() <= 0)
  1612. return;
  1613. const CArmedInstance* obj = static_cast<const CArmedInstance*>(getObj(objid));
  1614. for(CStackBasicDescriptor &sbd : cres)
  1615. {
  1616. TQuantity collected = 0;
  1617. while(collected < sbd.count)
  1618. {
  1619. bool foundSth = false;
  1620. for(auto i = obj->Slots().begin(); i != obj->Slots().end(); i++)
  1621. {
  1622. if(i->second->type == sbd.type)
  1623. {
  1624. TQuantity take = std::min(sbd.count - collected, i->second->count); //collect as much cres as we can
  1625. changeStackCount(StackLocation(obj, i->first), -take, false);
  1626. collected += take;
  1627. foundSth = true;
  1628. break;
  1629. }
  1630. }
  1631. if(!foundSth) //we went through the whole loop and haven't found appropriate cres
  1632. {
  1633. complain("Unexpected failure during taking creatures!");
  1634. return;
  1635. }
  1636. }
  1637. }
  1638. }
  1639. void CGameHandler::showCompInfo(ShowInInfobox * comp)
  1640. {
  1641. sendToAllClients(comp);
  1642. }
  1643. void CGameHandler::heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  1644. {
  1645. HeroVisitCastle vc;
  1646. vc.hid = hero->id;
  1647. vc.tid = obj->id;
  1648. vc.flags |= 1;
  1649. sendAndApply(&vc);
  1650. vistiCastleObjects (obj, hero);
  1651. giveSpells (obj, hero);
  1652. if(gs->map->victoryCondition.condition == EVictoryConditionType::TRANSPORTITEM)
  1653. checkVictoryLossConditionsForPlayer(hero->tempOwner); //transported artifact?
  1654. }
  1655. void CGameHandler::vistiCastleObjects (const CGTownInstance *t, const CGHeroInstance *h)
  1656. {
  1657. std::vector<CGTownBuilding*>::const_iterator i;
  1658. for (i = t->bonusingBuildings.begin(); i != t->bonusingBuildings.end(); i++)
  1659. (*i)->onHeroVisit (h);
  1660. }
  1661. void CGameHandler::stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  1662. {
  1663. HeroVisitCastle vc;
  1664. vc.hid = hero->id;
  1665. vc.tid = obj->id;
  1666. sendAndApply(&vc);
  1667. }
  1668. void CGameHandler::removeArtifact(const ArtifactLocation &al)
  1669. {
  1670. assert(al.getArt());
  1671. EraseArtifact ea;
  1672. ea.al = al;
  1673. sendAndApply(&ea);
  1674. }
  1675. void CGameHandler::startBattlePrimary(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile,
  1676. const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank,
  1677. const CGTownInstance *town) //use hero=nullptr for no hero
  1678. {
  1679. engageIntoBattle(army1->tempOwner);
  1680. engageIntoBattle(army2->tempOwner);
  1681. static const CArmedInstance *armies[2];
  1682. armies[0] = army1;
  1683. armies[1] = army2;
  1684. static const CGHeroInstance*heroes[2];
  1685. heroes[0] = hero1;
  1686. heroes[1] = hero2;
  1687. setupBattle(tile, armies, heroes, creatureBank, town); //initializes stacks, places creatures on battlefield, blocks and informs player interfaces
  1688. auto battleQuery = make_shared<CBattleQuery>(gs->curB);
  1689. queries.addQuery(battleQuery);
  1690. boost::thread(&CGameHandler::runBattle, this);
  1691. }
  1692. void CGameHandler::startBattleI( const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, bool creatureBank )
  1693. {
  1694. startBattlePrimary(army1, army2, tile,
  1695. army1->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army1) : nullptr,
  1696. army2->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army2) : nullptr,
  1697. creatureBank);
  1698. }
  1699. void CGameHandler::startBattleI( const CArmedInstance *army1, const CArmedInstance *army2, bool creatureBank)
  1700. {
  1701. startBattleI(army1, army2, army2->visitablePos(), creatureBank);
  1702. }
  1703. void CGameHandler::changeSpells( const CGHeroInstance * hero, bool give, const std::set<SpellID> &spells )
  1704. {
  1705. ChangeSpells cs;
  1706. cs.hid = hero->id;
  1707. cs.spells = spells;
  1708. cs.learn = give;
  1709. sendAndApply(&cs);
  1710. }
  1711. void CGameHandler::sendMessageTo( CConnection &c, const std::string &message )
  1712. {
  1713. SystemMessage sm;
  1714. sm.text = message;
  1715. boost::unique_lock<boost::mutex> lock(*c.wmx);
  1716. c << &sm;
  1717. }
  1718. void CGameHandler::giveHeroBonus( GiveBonus * bonus )
  1719. {
  1720. sendAndApply(bonus);
  1721. }
  1722. void CGameHandler::setMovePoints( SetMovePoints * smp )
  1723. {
  1724. sendAndApply(smp);
  1725. }
  1726. void CGameHandler::setManaPoints( ObjectInstanceID hid, int val )
  1727. {
  1728. SetMana sm;
  1729. sm.hid = hid;
  1730. sm.val = val;
  1731. sendAndApply(&sm);
  1732. }
  1733. void CGameHandler::giveHero( ObjectInstanceID id, PlayerColor player )
  1734. {
  1735. GiveHero gh;
  1736. gh.id = id;
  1737. gh.player = player;
  1738. sendAndApply(&gh);
  1739. }
  1740. void CGameHandler::changeObjPos( ObjectInstanceID objid, int3 newPos, ui8 flags )
  1741. {
  1742. ChangeObjPos cop;
  1743. cop.objid = objid;
  1744. cop.nPos = newPos;
  1745. cop.flags = flags;
  1746. sendAndApply(&cop);
  1747. }
  1748. void CGameHandler::useScholarSkill(ObjectInstanceID fromHero, ObjectInstanceID toHero)
  1749. {
  1750. const CGHeroInstance * h1 = getHero(fromHero);
  1751. const CGHeroInstance * h2 = getHero(toHero);
  1752. if ( h1->getSecSkillLevel(SecondarySkill::SCHOLAR) < h2->getSecSkillLevel(SecondarySkill::SCHOLAR) )
  1753. {
  1754. std::swap (h1,h2);//1st hero need to have higher scholar level for correct message
  1755. std::swap(fromHero, toHero);
  1756. }
  1757. int ScholarLevel = h1->getSecSkillLevel(SecondarySkill::SCHOLAR);//heroes can trade up to this level
  1758. if (!ScholarLevel || !h1->hasSpellbook() || !h2->hasSpellbook() )
  1759. return;//no scholar skill or no spellbook
  1760. int h1Lvl = std::min(ScholarLevel+1, h1->getSecSkillLevel(SecondarySkill::WISDOM)+2),
  1761. h2Lvl = std::min(ScholarLevel+1, h2->getSecSkillLevel(SecondarySkill::WISDOM)+2);//heroes can receive this levels
  1762. ChangeSpells cs1;
  1763. cs1.learn = true;
  1764. cs1.hid = toHero;//giving spells to first hero
  1765. for(auto it : h1->spells)
  1766. if ( h2Lvl >= it.toSpell()->level && !vstd::contains(h2->spells, it))//hero can learn it and don't have it yet
  1767. cs1.spells.insert(it);//spell to learn
  1768. ChangeSpells cs2;
  1769. cs2.learn = true;
  1770. cs2.hid = fromHero;
  1771. for(auto it : h2->spells)
  1772. if ( h1Lvl >= it.toSpell()->level && !vstd::contains(h1->spells, it))
  1773. cs2.spells.insert(it);
  1774. if (!cs1.spells.empty() || !cs2.spells.empty())//create a message
  1775. {
  1776. InfoWindow iw;
  1777. iw.player = h1->tempOwner;
  1778. iw.components.push_back(Component(Component::SEC_SKILL, 18, ScholarLevel, 0));
  1779. iw.text.addTxt(MetaString::GENERAL_TXT, 139);//"%s, who has studied magic extensively,
  1780. iw.text.addReplacement(h1->name);
  1781. if (!cs2.spells.empty())//if found new spell - apply
  1782. {
  1783. iw.text.addTxt(MetaString::GENERAL_TXT, 140);//learns
  1784. int size = cs2.spells.size();
  1785. for(auto it : cs2.spells)
  1786. {
  1787. iw.components.push_back(Component(Component::SPELL, it, 1, 0));
  1788. iw.text.addTxt(MetaString::SPELL_NAME, it.toEnum());
  1789. switch (size--)
  1790. {
  1791. case 2: iw.text.addTxt(MetaString::GENERAL_TXT, 141);
  1792. case 1: break;
  1793. default: iw.text << ", ";
  1794. }
  1795. }
  1796. iw.text.addTxt(MetaString::GENERAL_TXT, 142);//from %s
  1797. iw.text.addReplacement(h2->name);
  1798. sendAndApply(&cs2);
  1799. }
  1800. if (!cs1.spells.empty() && !cs2.spells.empty() )
  1801. {
  1802. iw.text.addTxt(MetaString::GENERAL_TXT, 141);//and
  1803. }
  1804. if (!cs1.spells.empty())
  1805. {
  1806. iw.text.addTxt(MetaString::GENERAL_TXT, 147);//teaches
  1807. int size = cs1.spells.size();
  1808. for(auto it : cs1.spells)
  1809. {
  1810. iw.components.push_back(Component(Component::SPELL, it, 1, 0));
  1811. iw.text.addTxt(MetaString::SPELL_NAME, it.toEnum());
  1812. switch (size--)
  1813. {
  1814. case 2: iw.text.addTxt(MetaString::GENERAL_TXT, 141);
  1815. case 1: break;
  1816. default: iw.text << ", ";
  1817. } }
  1818. iw.text.addTxt(MetaString::GENERAL_TXT, 148);//from %s
  1819. iw.text.addReplacement(h2->name);
  1820. sendAndApply(&cs1);
  1821. }
  1822. sendAndApply(&iw);
  1823. }
  1824. }
  1825. void CGameHandler::heroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)
  1826. {
  1827. auto h1 = getHero(hero1), h2 = getHero(hero2);
  1828. if( gameState()->getPlayerRelations(h1->getOwner(), h2->getOwner()))
  1829. {
  1830. auto exchange = make_shared<CGarrisonDialogQuery>(h1, h2);
  1831. ExchangeDialog hex;
  1832. hex.queryID = exchange->queryID;
  1833. hex.heroes[0] = getHero(hero1);
  1834. hex.heroes[1] = getHero(hero2);
  1835. sendAndApply(&hex);
  1836. useScholarSkill(hero1,hero2);
  1837. queries.addQuery(exchange);
  1838. }
  1839. }
  1840. void CGameHandler::sendToAllClients( CPackForClient * info )
  1841. {
  1842. logGlobal->traceStream() << "Sending to all clients a package of type " << typeid(*info).name();
  1843. for(auto & elem : conns)
  1844. {
  1845. boost::unique_lock<boost::mutex> lock(*(elem)->wmx);
  1846. *elem << info;
  1847. }
  1848. }
  1849. void CGameHandler::sendAndApply(CPackForClient * info)
  1850. {
  1851. sendToAllClients(info);
  1852. gs->apply(info);
  1853. }
  1854. void CGameHandler::applyAndSend(CPackForClient * info)
  1855. {
  1856. gs->apply(info);
  1857. sendToAllClients(info);
  1858. }
  1859. void CGameHandler::sendAndApply(CGarrisonOperationPack * info)
  1860. {
  1861. sendAndApply(static_cast<CPackForClient*>(info));
  1862. if(gs->map->victoryCondition.condition == EVictoryConditionType::GATHERTROOP)
  1863. checkVictoryLossConditionsForAll();
  1864. }
  1865. void CGameHandler::sendAndApply( SetResource * info )
  1866. {
  1867. sendAndApply(static_cast<CPackForClient*>(info));
  1868. if(gs->map->victoryCondition.condition == EVictoryConditionType::GATHERRESOURCE)
  1869. checkVictoryLossConditionsForPlayer(info->player);
  1870. }
  1871. void CGameHandler::sendAndApply( SetResources * info )
  1872. {
  1873. sendAndApply(static_cast<CPackForClient*>(info));
  1874. if(gs->map->victoryCondition.condition == EVictoryConditionType::GATHERRESOURCE)
  1875. checkVictoryLossConditionsForPlayer(info->player);
  1876. }
  1877. void CGameHandler::sendAndApply( NewStructures * info )
  1878. {
  1879. sendAndApply(static_cast<CPackForClient*>(info));
  1880. if(gs->map->victoryCondition.condition == EVictoryConditionType::BUILDCITY)
  1881. checkVictoryLossConditionsForPlayer(getTown(info->tid)->tempOwner);
  1882. }
  1883. void CGameHandler::save(const std::string & filename )
  1884. {
  1885. logGlobal->errorStream() << "Saving to " << filename;
  1886. CFileInfo info(filename);
  1887. //CResourceHandler::get()->createResource(info.getStem() + ".vlgm1");
  1888. CResourceHandler::get()->createResource(info.getStem() + ".vsgm1");
  1889. {
  1890. logGlobal->infoStream() << "Ordering clients to serialize...";
  1891. SaveGame sg(info.getStem() + ".vcgm1");
  1892. sendToAllClients(&sg);
  1893. }
  1894. try
  1895. {
  1896. // {
  1897. // logGlobal->infoStream() << "Serializing game info...";
  1898. // CSaveFile save(CResourceHandler::get()->getResourceName(ResourceID(info.getStem(), EResType::LIB_SAVEGAME)));
  1899. // // char hlp[8] = "VCMISVG";
  1900. // // save << hlp;
  1901. // saveCommonState(save);
  1902. // }
  1903. {
  1904. CSaveFile save(*CResourceHandler::get()->getResourceName(ResourceID(info.getStem(), EResType::SERVER_SAVEGAME)));
  1905. saveCommonState(save);
  1906. logGlobal->infoStream() << "Saving server state";
  1907. save << *this;
  1908. }
  1909. logGlobal->infoStream() << "Game has been successfully saved!";
  1910. }
  1911. catch(std::exception &e)
  1912. {
  1913. logGlobal->errorStream() << "Failed to save game: " << e.what();
  1914. }
  1915. }
  1916. void CGameHandler::close()
  1917. {
  1918. logGlobal->infoStream() << "We have been requested to close.";
  1919. if(gs->initialOpts->mode == StartInfo::DUEL)
  1920. {
  1921. exit(0);
  1922. }
  1923. //for(CConnection *cc : conns)
  1924. // if(cc && cc->socket && cc->socket->is_open())
  1925. // cc->socket->close();
  1926. //exit(0);
  1927. }
  1928. bool CGameHandler::arrangeStacks( ObjectInstanceID id1, ObjectInstanceID id2, ui8 what, SlotID p1, SlotID p2, si32 val, PlayerColor player )
  1929. {
  1930. const CArmedInstance *s1 = static_cast<CArmedInstance*>(gs->getObjInstance(id1)),
  1931. *s2 = static_cast<CArmedInstance*>(gs->getObjInstance(id2));
  1932. const CCreatureSet &S1 = *s1, &S2 = *s2;
  1933. StackLocation sl1(s1, p1), sl2(s2, p2);
  1934. if(!sl1.slot.validSlot() || !sl2.slot.validSlot())
  1935. {
  1936. complain("Invalid slot accessed!");
  1937. return false;
  1938. }
  1939. if(!isAllowedExchange(id1,id2))
  1940. {
  1941. complain("Cannot exchange stacks between these two objects!\n");
  1942. return false;
  1943. }
  1944. if(what==1) //swap
  1945. {
  1946. if ( ((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s1->getStackCount(p1)) //why 254??
  1947. || ((s2->tempOwner != player && s2->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)))
  1948. {
  1949. complain("Can't take troops from another player!");
  1950. return false;
  1951. }
  1952. swapStacks(sl1, sl2);
  1953. }
  1954. else if(what==2)//merge
  1955. {
  1956. if (( s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot merge different creatures stacks!"))
  1957. || (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)) && complain("Can't take troops from another player!")))
  1958. return false;
  1959. moveStack(sl1, sl2);
  1960. }
  1961. else if(what==3) //split
  1962. {
  1963. if ( (s1->tempOwner != player && s1->getStackCount(p1) < s1->getStackCount(p1) )
  1964. || (s2->tempOwner != player && s2->getStackCount(p2) < s2->getStackCount(p2) ) )
  1965. {
  1966. complain("Can't move troops of another player!");
  1967. return false;
  1968. }
  1969. //general conditions checking
  1970. if((!vstd::contains(S1.stacks,p1) && complain("no creatures to split"))
  1971. || (val<1 && complain("no creatures to split")) )
  1972. {
  1973. return false;
  1974. }
  1975. if(vstd::contains(S2.stacks,p2)) //dest. slot not free - it must be "rebalancing"...
  1976. {
  1977. int total = s1->getStackCount(p1) + s2->getStackCount(p2);
  1978. if( (total < val && complain("Cannot split that stack, not enough creatures!"))
  1979. || (s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot rebalance different creatures stacks!"))
  1980. )
  1981. {
  1982. return false;
  1983. }
  1984. moveStack(sl1, sl2, val - s2->getStackCount(p2));
  1985. //S2.slots[p2]->count = val;
  1986. //S1.slots[p1]->count = total - val;
  1987. }
  1988. else //split one stack to the two
  1989. {
  1990. if(s1->getStackCount(p1) < val)//not enough creatures
  1991. {
  1992. complain("Cannot split that stack, not enough creatures!");
  1993. return false;
  1994. }
  1995. moveStack(sl1, sl2, val);
  1996. }
  1997. }
  1998. return true;
  1999. }
  2000. PlayerColor CGameHandler::getPlayerAt( CConnection *c ) const
  2001. {
  2002. std::set<PlayerColor> all;
  2003. for(auto i=connections.cbegin(); i!=connections.cend(); i++)
  2004. if(i->second == c)
  2005. all.insert(i->first);
  2006. switch(all.size())
  2007. {
  2008. case 0:
  2009. return PlayerColor::NEUTRAL;
  2010. case 1:
  2011. return *all.begin();
  2012. default:
  2013. {
  2014. //if we have more than one player at this connection, try to pick active one
  2015. if(vstd::contains(all, gs->currentPlayer))
  2016. return gs->currentPlayer;
  2017. else
  2018. return PlayerColor::CANNOT_DETERMINE; //cannot say which player is it
  2019. }
  2020. }
  2021. }
  2022. bool CGameHandler::disbandCreature( ObjectInstanceID id, SlotID pos )
  2023. {
  2024. CArmedInstance *s1 = static_cast<CArmedInstance*>(gs->getObjInstance(id));
  2025. if(!vstd::contains(s1->stacks,pos))
  2026. {
  2027. complain("Illegal call to disbandCreature - no such stack in army!");
  2028. return false;
  2029. }
  2030. eraseStack(StackLocation(s1, pos));
  2031. return true;
  2032. }
  2033. bool CGameHandler::buildStructure( ObjectInstanceID tid, BuildingID requestedID, bool force /*=false*/ )
  2034. {
  2035. const CGTownInstance * t = getTown(tid);
  2036. if(!t)
  2037. COMPLAIN_RETF("No such town (ID=%s)!", tid);
  2038. if(!t->town->buildings.count(requestedID))
  2039. COMPLAIN_RETF("Town of faction %s does not have info about building ID=%s!", t->town->faction->name % tid);
  2040. const CBuilding * requestedBuilding = t->town->buildings.at(requestedID);
  2041. //Vector with future list of built building and buildings in auto-mode that are not yet built.
  2042. std::vector<const CBuilding*> remainingAutoBuildings;
  2043. std::set<BuildingID> buildingsThatWillBe;
  2044. //Check validity of request
  2045. if(!force)
  2046. {
  2047. switch (requestedBuilding->mode)
  2048. {
  2049. case CBuilding::BUILD_NORMAL :
  2050. if (gs->canBuildStructure(t, requestedID) != EBuildingState::ALLOWED)
  2051. COMPLAIN_RET("Cannot build that building!");
  2052. break;
  2053. case CBuilding::BUILD_AUTO :
  2054. case CBuilding::BUILD_SPECIAL:
  2055. COMPLAIN_RET("This building can not be constructed normally!");
  2056. case CBuilding::BUILD_GRAIL :
  2057. if(requestedBuilding->mode == CBuilding::BUILD_GRAIL) //needs grail
  2058. {
  2059. if(!t->visitingHero || !t->visitingHero->hasArt(ArtifactID::GRAIL))
  2060. COMPLAIN_RET("Cannot build this without grail!")
  2061. else
  2062. removeArtifact(ArtifactLocation(t->visitingHero, t->visitingHero->getArtPos(ArtifactID::GRAIL, false)));
  2063. }
  2064. break;
  2065. }
  2066. }
  2067. //Performs stuff that has to be done after new building is built
  2068. auto processBuiltStructure = [t, this](const BuildingID buildingID)
  2069. {
  2070. if(buildingID >= BuildingID::DWELL_FIRST) //dwelling
  2071. {
  2072. int level = (buildingID - BuildingID::DWELL_FIRST) % GameConstants::CREATURES_PER_TOWN;
  2073. int upgradeNumber = (buildingID - BuildingID::DWELL_FIRST) / GameConstants::CREATURES_PER_TOWN;
  2074. if (upgradeNumber >= t->town->creatures.at(level).size())
  2075. {
  2076. complain(boost::str(boost::format("Error ecountered when building dwelling (bid=%s):"
  2077. "no creature found (upgrade number %d, level %d!")
  2078. % buildingID % upgradeNumber % level));
  2079. return;
  2080. }
  2081. CCreature * crea = VLC->creh->creatures.at(t->town->creatures.at(level).at(upgradeNumber));
  2082. SetAvailableCreatures ssi;
  2083. ssi.tid = t->id;
  2084. ssi.creatures = t->creatures;
  2085. if (buildingID <= BuildingID::DWELL_LAST)
  2086. ssi.creatures[level].first = crea->growth;
  2087. ssi.creatures[level].second.push_back(crea->idNumber);
  2088. sendAndApply(&ssi);
  2089. }
  2090. if ( t->subID == ETownType::DUNGEON && buildingID == BuildingID::PORTAL_OF_SUMMON )
  2091. {
  2092. setPortalDwelling(t);
  2093. }
  2094. if(buildingID <= BuildingID::MAGES_GUILD_5) //it's mage guild
  2095. {
  2096. if(t->visitingHero)
  2097. giveSpells(t,t->visitingHero);
  2098. if(t->garrisonHero)
  2099. giveSpells(t,t->garrisonHero);
  2100. }
  2101. };
  2102. //Checks if all requirements will be met with expected building list "buildingsThatWillBe"
  2103. auto areRequirementsFullfilled = [&](const BuildingID & buildID)
  2104. {
  2105. return buildingsThatWillBe.count(buildID);
  2106. };
  2107. //Init the vectors
  2108. for(auto & build : t->town->buildings)
  2109. {
  2110. if(t->hasBuilt(build.first))
  2111. buildingsThatWillBe.insert(build.first);
  2112. else
  2113. {
  2114. if(build.second->mode == CBuilding::BUILD_AUTO) //not built auto building
  2115. remainingAutoBuildings.push_back(build.second);
  2116. }
  2117. }
  2118. //Prepare structure (list of building ids will be filled later)
  2119. NewStructures ns;
  2120. ns.tid = tid;
  2121. ns.builded = force ? t->builded : (t->builded+1);
  2122. std::queue<const CBuilding*> buildingsToAdd;
  2123. buildingsToAdd.push(requestedBuilding);
  2124. while(!buildingsToAdd.empty())
  2125. {
  2126. auto b = buildingsToAdd.front();
  2127. buildingsToAdd.pop();
  2128. ns.bid.insert(b->bid);
  2129. buildingsThatWillBe.insert(b->bid);
  2130. remainingAutoBuildings -= b;
  2131. for(auto autoBuilding : remainingAutoBuildings)
  2132. {
  2133. if (autoBuilding->requirements.test(areRequirementsFullfilled))
  2134. buildingsToAdd.push(autoBuilding);
  2135. }
  2136. }
  2137. //Other post-built events
  2138. for(auto builtID : ns.bid)
  2139. processBuiltStructure(builtID);
  2140. //Take cost
  2141. if (!force)
  2142. {
  2143. SetResources sr;
  2144. sr.player = t->tempOwner;
  2145. sr.res = gs->getPlayer(t->tempOwner)->resources - requestedBuilding->resources;
  2146. sendAndApply(&sr);
  2147. }
  2148. //We know what has been built, appluy changes. Do this as final step to properly update town window
  2149. sendAndApply(&ns);
  2150. // now when everything is built - reveal tiles for lookout tower
  2151. FoWChange fw;
  2152. fw.player = t->tempOwner;
  2153. fw.mode = 1;
  2154. t->getSightTiles(fw.tiles);
  2155. sendAndApply(&fw);
  2156. if(t->visitingHero)
  2157. vistiCastleObjects (t, t->visitingHero);
  2158. if(t->garrisonHero)
  2159. vistiCastleObjects (t, t->garrisonHero);
  2160. checkVictoryLossConditionsForPlayer(t->tempOwner);
  2161. return true;
  2162. }
  2163. bool CGameHandler::razeStructure (ObjectInstanceID tid, BuildingID bid)
  2164. {
  2165. ///incomplete, simply erases target building
  2166. const CGTownInstance * t = getTown(tid);
  2167. if (!vstd::contains(t->builtBuildings, bid))
  2168. return false;
  2169. RazeStructures rs;
  2170. rs.tid = tid;
  2171. rs.bid.insert(bid);
  2172. rs.destroyed = t->destroyed + 1;
  2173. sendAndApply(&rs);
  2174. //TODO: Remove dwellers
  2175. // if (t->subID == 4 && bid == 17) //Veil of Darkness
  2176. // {
  2177. // RemoveBonus rb(RemoveBonus::TOWN);
  2178. // rb.whoID = t->id;
  2179. // rb.source = Bonus::TOWN_STRUCTURE;
  2180. // rb.id = 17;
  2181. // sendAndApply(&rb);
  2182. // }
  2183. return true;
  2184. }
  2185. void CGameHandler::sendMessageToAll( const std::string &message )
  2186. {
  2187. SystemMessage sm;
  2188. sm.text = message;
  2189. sendToAllClients(&sm);
  2190. }
  2191. bool CGameHandler::recruitCreatures( ObjectInstanceID objid, CreatureID crid, ui32 cram, si32 fromLvl )
  2192. {
  2193. const CGDwelling *dw = static_cast<const CGDwelling*>(gs->getObj(objid));
  2194. const CArmedInstance *dst = nullptr;
  2195. const CCreature *c = VLC->creh->creatures.at(crid);
  2196. bool warMachine = c->hasBonusOfType(Bonus::SIEGE_WEAPON);
  2197. //TODO: test for owning
  2198. if(dw->ID == Obj::TOWN)
  2199. dst = (static_cast<const CGTownInstance *>(dw))->getUpperArmy();
  2200. else if(dw->ID == Obj::CREATURE_GENERATOR1 || dw->ID == Obj::CREATURE_GENERATOR4
  2201. || dw->ID == Obj::REFUGEE_CAMP) //advmap dwelling
  2202. dst = getHero(gs->getPlayer(dw->tempOwner)->currentSelection); //TODO: check if current hero is really visiting dwelling
  2203. else if(dw->ID == Obj::WAR_MACHINE_FACTORY)
  2204. dst = dynamic_cast<const CGHeroInstance *>(getTile(dw->visitablePos())->visitableObjects.back());
  2205. assert(dw && dst);
  2206. //verify
  2207. bool found = false;
  2208. int level = 0;
  2209. for(; level < dw->creatures.size(); level++) //iterate through all levels
  2210. {
  2211. if ( (fromLvl != -1) && ( level !=fromLvl ) )
  2212. continue;
  2213. const auto &cur = dw->creatures.at(level); //current level info <amount, list of cr. ids>
  2214. int i = 0;
  2215. for(; i < cur.second.size(); i++) //look for crid among available creatures list on current level
  2216. if(cur.second.at(i) == crid)
  2217. break;
  2218. if(i < cur.second.size())
  2219. {
  2220. found = true;
  2221. cram = std::min(cram, cur.first); //reduce recruited amount up to available amount
  2222. break;
  2223. }
  2224. }
  2225. SlotID slot = dst->getSlotFor(crid);
  2226. if( (!found && complain("Cannot recruit: no such creatures!"))
  2227. || (cram > VLC->creh->creatures.at(crid)->maxAmount(gs->getPlayer(dst->tempOwner)->resources) && complain("Cannot recruit: lack of resources!"))
  2228. || (cram<=0 && complain("Cannot recruit: cram <= 0!"))
  2229. || (!slot.validSlot() && !warMachine && complain("Cannot recruit: no available slot!")))
  2230. {
  2231. return false;
  2232. }
  2233. //recruit
  2234. SetResources sr;
  2235. sr.player = dst->tempOwner;
  2236. sr.res = gs->getPlayer(dst->tempOwner)->resources - (c->cost * cram);
  2237. SetAvailableCreatures sac;
  2238. sac.tid = objid;
  2239. sac.creatures = dw->creatures;
  2240. sac.creatures[level].first -= cram;
  2241. sendAndApply(&sr);
  2242. sendAndApply(&sac);
  2243. if(warMachine)
  2244. {
  2245. const CGHeroInstance *h = dynamic_cast<const CGHeroInstance*>(dst);
  2246. if(!h)
  2247. COMPLAIN_RET("Only hero can buy war machines");
  2248. switch(crid)
  2249. {
  2250. case 146:
  2251. giveHeroNewArtifact(h, VLC->arth->artifacts[4], ArtifactPosition::MACH1);
  2252. break;
  2253. case 147:
  2254. giveHeroNewArtifact(h, VLC->arth->artifacts[6], ArtifactPosition::MACH3);
  2255. break;
  2256. case 148:
  2257. giveHeroNewArtifact(h, VLC->arth->artifacts[5], ArtifactPosition::MACH2);
  2258. break;
  2259. default:
  2260. complain("This war machine cannot be recruited!");
  2261. return false;
  2262. }
  2263. }
  2264. else
  2265. {
  2266. addToSlot(StackLocation(dst, slot), c, cram);
  2267. }
  2268. return true;
  2269. }
  2270. bool CGameHandler::upgradeCreature( ObjectInstanceID objid, SlotID pos, CreatureID upgID )
  2271. {
  2272. CArmedInstance *obj = static_cast<CArmedInstance*>(gs->getObjInstance(objid));
  2273. assert(obj->hasStackAtSlot(pos));
  2274. UpgradeInfo ui = gs->getUpgradeInfo(obj->getStack(pos));
  2275. PlayerColor player = obj->tempOwner;
  2276. const PlayerState *p = getPlayer(player);
  2277. int crQuantity = obj->stacks.at(pos)->count;
  2278. int newIDpos= vstd::find_pos(ui.newID, upgID);//get position of new id in UpgradeInfo
  2279. //check if upgrade is possible
  2280. if( (ui.oldID<0 || newIDpos == -1 ) && complain("That upgrade is not possible!"))
  2281. {
  2282. return false;
  2283. }
  2284. TResources totalCost = ui.cost.at(newIDpos) * crQuantity;
  2285. //check if player has enough resources
  2286. if(!p->resources.canAfford(totalCost))
  2287. COMPLAIN_RET("Cannot upgrade, not enough resources!");
  2288. //take resources
  2289. SetResources sr;
  2290. sr.player = player;
  2291. sr.res = p->resources - totalCost;
  2292. sendAndApply(&sr);
  2293. //upgrade creature
  2294. changeStackType(StackLocation(obj, pos), VLC->creh->creatures.at(upgID));
  2295. return true;
  2296. }
  2297. bool CGameHandler::changeStackType(const StackLocation &sl, CCreature *c)
  2298. {
  2299. if(!sl.army->hasStackAtSlot(sl.slot))
  2300. COMPLAIN_RET("Cannot find a stack to change type");
  2301. SetStackType sst;
  2302. sst.sl = sl;
  2303. sst.type = c;
  2304. sendAndApply(&sst);
  2305. return true;
  2306. }
  2307. void CGameHandler::moveArmy(const CArmedInstance *src, const CArmedInstance *dst, bool allowMerging)
  2308. {
  2309. assert(src->canBeMergedWith(*dst, allowMerging));
  2310. while(src->stacksCount())//while there are unmoved creatures
  2311. {
  2312. auto i = src->Slots().begin(); //iterator to stack to move
  2313. StackLocation sl(src, i->first); //location of stack to move
  2314. SlotID pos = dst->getSlotFor(i->second->type);
  2315. if(!pos.validSlot())
  2316. {
  2317. //try to merge two other stacks to make place
  2318. std::pair<SlotID, SlotID> toMerge;
  2319. if(dst->mergableStacks(toMerge, i->first) && allowMerging)
  2320. {
  2321. moveStack(StackLocation(dst, toMerge.first), StackLocation(dst, toMerge.second)); //merge toMerge.first into toMerge.second
  2322. assert(!dst->hasStackAtSlot(toMerge.first)); //we have now a new free slot
  2323. moveStack(sl, StackLocation(dst, toMerge.first)); //move stack to freed slot
  2324. }
  2325. else
  2326. {
  2327. complain("Unexpected failure during an attempt to move army from " + src->nodeName() + " to " + dst->nodeName() + "!");
  2328. return;
  2329. }
  2330. }
  2331. else
  2332. {
  2333. moveStack(sl, StackLocation(dst, pos));
  2334. }
  2335. }
  2336. }
  2337. bool CGameHandler::garrisonSwap( ObjectInstanceID tid )
  2338. {
  2339. CGTownInstance *town = gs->getTown(tid);
  2340. if(!town->garrisonHero && town->visitingHero) //visiting => garrison, merge armies: town army => hero army
  2341. {
  2342. if(!town->visitingHero->canBeMergedWith(*town))
  2343. {
  2344. complain("Cannot make garrison swap, not enough free slots!");
  2345. return false;
  2346. }
  2347. moveArmy(town, town->visitingHero, true);
  2348. SetHeroesInTown intown;
  2349. intown.tid = tid;
  2350. intown.visiting = ObjectInstanceID();
  2351. intown.garrison = town->visitingHero->id;
  2352. sendAndApply(&intown);
  2353. return true;
  2354. }
  2355. else if (town->garrisonHero && !town->visitingHero) //move hero out of the garrison
  2356. {
  2357. //check if moving hero out of town will break 8 wandering heroes limit
  2358. if(getHeroCount(town->garrisonHero->tempOwner,false) >= 8)
  2359. {
  2360. complain("Cannot move hero out of the garrison, there are already 8 wandering heroes!");
  2361. return false;
  2362. }
  2363. SetHeroesInTown intown;
  2364. intown.tid = tid;
  2365. intown.garrison = ObjectInstanceID();
  2366. intown.visiting = town->garrisonHero->id;
  2367. sendAndApply(&intown);
  2368. return true;
  2369. }
  2370. else if(!!town->garrisonHero && town->visitingHero) //swap visiting and garrison hero
  2371. {
  2372. SetHeroesInTown intown;
  2373. intown.tid = tid;
  2374. intown.garrison = town->visitingHero->id;
  2375. intown.visiting = town->garrisonHero->id;
  2376. sendAndApply(&intown);
  2377. return true;
  2378. }
  2379. else
  2380. {
  2381. complain("Cannot swap garrison hero!");
  2382. return false;
  2383. }
  2384. }
  2385. // With the amount of changes done to the function, it's more like transferArtifacts.
  2386. // 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.
  2387. bool CGameHandler::moveArtifact(const ArtifactLocation &al1, const ArtifactLocation &al2)
  2388. {
  2389. ArtifactLocation src = al1, dst = al2;
  2390. const PlayerColor srcPlayer = src.owningPlayer(), dstPlayer = dst.owningPlayer();
  2391. const CArmedInstance *srcObj = src.relatedObj(), *dstObj = dst.relatedObj();
  2392. // Make sure exchange is even possible between the two heroes.
  2393. if(!isAllowedExchange(srcObj->id, dstObj->id))
  2394. COMPLAIN_RET("That heroes cannot make any exchange!");
  2395. const CArtifactInstance *srcArtifact = src.getArt();
  2396. const CArtifactInstance *destArtifact = dst.getArt();
  2397. if (srcArtifact == nullptr)
  2398. COMPLAIN_RET("No artifact to move!");
  2399. if (destArtifact && srcPlayer != dstPlayer)
  2400. COMPLAIN_RET("Can't touch artifact on hero of another player!");
  2401. // Check if src/dest slots are appropriate for the artifacts exchanged.
  2402. // Moving to the backpack is always allowed.
  2403. if ((!srcArtifact || dst.slot < GameConstants::BACKPACK_START)
  2404. && srcArtifact && !srcArtifact->canBePutAt(dst, true))
  2405. COMPLAIN_RET("Cannot move artifact!");
  2406. if ((srcArtifact && srcArtifact->artType->id == ArtifactID::ART_LOCK) || (destArtifact && destArtifact->artType->id == ArtifactID::ART_LOCK))
  2407. COMPLAIN_RET("Cannot move artifact locks.");
  2408. if (dst.slot >= GameConstants::BACKPACK_START && srcArtifact->artType->isBig())
  2409. COMPLAIN_RET("Cannot put big artifacts in backpack!");
  2410. if (src.slot == ArtifactPosition::MACH4 || dst.slot == ArtifactPosition::MACH4)
  2411. COMPLAIN_RET("Cannot move catapult!");
  2412. if(dst.slot >= GameConstants::BACKPACK_START)
  2413. vstd::amin(dst.slot, ArtifactPosition(GameConstants::BACKPACK_START + dst.getHolderArtSet()->artifactsInBackpack.size()));
  2414. if (src.slot == dst.slot && src.artHolder == dst.artHolder)
  2415. COMPLAIN_RET("Won't move artifact: Dest same as source!");
  2416. if(dst.slot < GameConstants::BACKPACK_START && destArtifact) //moving art to another slot
  2417. {
  2418. //old artifact must be removed first
  2419. moveArtifact(dst, ArtifactLocation(dst.artHolder, ArtifactPosition(
  2420. dst.getHolderArtSet()->artifactsInBackpack.size() + GameConstants::BACKPACK_START)));
  2421. }
  2422. MoveArtifact ma;
  2423. ma.src = src;
  2424. ma.dst = dst;
  2425. sendAndApply(&ma);
  2426. return true;
  2427. }
  2428. /**
  2429. * Assembles or disassembles a combination artifact.
  2430. * @param heroID ID of hero holding the artifact(s).
  2431. * @param artifactSlot The worn slot ID of the combination- or constituent artifact.
  2432. * @param assemble True for assembly operation, false for disassembly.
  2433. * @param assembleTo If assemble is true, this represents the artifact ID of the combination
  2434. * artifact to assemble to. Otherwise it's not used.
  2435. */
  2436. bool CGameHandler::assembleArtifacts (ObjectInstanceID heroID, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo)
  2437. {
  2438. CGHeroInstance *hero = gs->getHero(heroID);
  2439. const CArtifactInstance *destArtifact = hero->getArt(artifactSlot);
  2440. if(!destArtifact)
  2441. COMPLAIN_RET("assembleArtifacts: there is no such artifact instance!");
  2442. if(assemble)
  2443. {
  2444. CArtifact *combinedArt = VLC->arth->artifacts.at(assembleTo);
  2445. if(!combinedArt->constituents)
  2446. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to assemble is not a combined artifacts!");
  2447. if(!vstd::contains(destArtifact->assemblyPossibilities(hero), combinedArt))
  2448. COMPLAIN_RET("assembleArtifacts: It's impossible to assemble requested artifact!");
  2449. AssembledArtifact aa;
  2450. aa.al = ArtifactLocation(hero, artifactSlot);
  2451. aa.builtArt = combinedArt;
  2452. sendAndApply(&aa);
  2453. }
  2454. else
  2455. {
  2456. if(!destArtifact->artType->constituents)
  2457. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble is not a combined artifact!");
  2458. DisassembledArtifact da;
  2459. da.al = ArtifactLocation(hero, artifactSlot);
  2460. sendAndApply(&da);
  2461. }
  2462. return false;
  2463. }
  2464. bool CGameHandler::buyArtifact( ObjectInstanceID hid, ArtifactID aid )
  2465. {
  2466. CGHeroInstance *hero = gs->getHero(hid);
  2467. CGTownInstance *town = hero->visitedTown;
  2468. if(aid==ArtifactID::SPELLBOOK)
  2469. {
  2470. if((!town->hasBuilt(BuildingID::MAGES_GUILD_1) && complain("Cannot buy a spellbook, no mage guild in the town!"))
  2471. || (getResource(hero->getOwner(), Res::GOLD) < GameConstants::SPELLBOOK_GOLD_COST && complain("Cannot buy a spellbook, not enough gold!") )
  2472. || (hero->getArt(ArtifactPosition::SPELLBOOK) && complain("Cannot buy a spellbook, hero already has a one!"))
  2473. )
  2474. return false;
  2475. giveResource(hero->getOwner(),Res::GOLD,-GameConstants::SPELLBOOK_GOLD_COST);
  2476. giveHeroNewArtifact(hero, VLC->arth->artifacts[0], ArtifactPosition::SPELLBOOK);
  2477. assert(hero->getArt(ArtifactPosition::SPELLBOOK));
  2478. giveSpells(town,hero);
  2479. return true;
  2480. }
  2481. else if(aid < 7 && aid > 3) //war machine
  2482. {
  2483. int price = VLC->arth->artifacts.at(aid)->price;
  2484. if(( hero->getArt(ArtifactPosition(9+aid)) && complain("Hero already has this machine!"))
  2485. || (gs->getPlayer(hero->getOwner())->resources.at(Res::GOLD) < price && complain("Not enough gold!")))
  2486. {
  2487. return false;
  2488. }
  2489. if ((town->hasBuilt(BuildingID::BLACKSMITH) && town->town->warMachine == aid )
  2490. || ((town->hasBuilt(BuildingID::BALLISTA_YARD, ETownType::STRONGHOLD)) && aid == ArtifactID::BALLISTA))
  2491. {
  2492. giveResource(hero->getOwner(),Res::GOLD,-price);
  2493. giveHeroNewArtifact(hero, VLC->arth->artifacts.at(aid), ArtifactPosition(9+aid));
  2494. return true;
  2495. }
  2496. else
  2497. COMPLAIN_RET("This machine is unavailable here!");
  2498. }
  2499. return false;
  2500. }
  2501. bool CGameHandler::buyArtifact(const IMarket *m, const CGHeroInstance *h, Res::ERes rid, ArtifactID aid)
  2502. {
  2503. if(!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_ARTIFACT), aid))
  2504. COMPLAIN_RET("That artifact is unavailable!");
  2505. int b1, b2;
  2506. m->getOffer(rid, aid, b1, b2, EMarketMode::RESOURCE_ARTIFACT);
  2507. if(getResource(h->tempOwner, rid) < b1)
  2508. COMPLAIN_RET("You can't afford to buy this artifact!");
  2509. SetResource sr;
  2510. sr.player = h->tempOwner;
  2511. sr.resid = rid;
  2512. sr.val = getResource(h->tempOwner, rid) - b1;
  2513. sendAndApply(&sr);
  2514. SetAvailableArtifacts saa;
  2515. if(m->o->ID == Obj::TOWN)
  2516. {
  2517. saa.id = -1;
  2518. saa.arts = CGTownInstance::merchantArtifacts;
  2519. }
  2520. else if(const CGBlackMarket *bm = dynamic_cast<const CGBlackMarket *>(m->o)) //black market
  2521. {
  2522. saa.id = bm->id.getNum();
  2523. saa.arts = bm->artifacts;
  2524. }
  2525. else
  2526. COMPLAIN_RET("Wrong marktet...");
  2527. bool found = false;
  2528. for(const CArtifact *&art : saa.arts)
  2529. {
  2530. if(art && art->id == aid)
  2531. {
  2532. art = nullptr;
  2533. found = true;
  2534. break;
  2535. }
  2536. }
  2537. if(!found)
  2538. COMPLAIN_RET("Cannot find selected artifact on the list");
  2539. sendAndApply(&saa);
  2540. giveHeroNewArtifact(h, VLC->arth->artifacts.at(aid), ArtifactPosition::FIRST_AVAILABLE);
  2541. return true;
  2542. }
  2543. bool CGameHandler::sellArtifact( const IMarket *m, const CGHeroInstance *h, ArtifactInstanceID aid, Res::ERes rid )
  2544. {
  2545. const CArtifactInstance *art = h->getArtByInstanceId(aid);
  2546. if(!art)
  2547. COMPLAIN_RET("There is no artifact to sell!");
  2548. if(art->artType->id < 7)
  2549. COMPLAIN_RET("Cannot sell a war machine or spellbook!");
  2550. int resVal = 0, dump = 1;
  2551. m->getOffer(art->artType->id, rid, dump, resVal, EMarketMode::ARTIFACT_RESOURCE);
  2552. removeArtifact(ArtifactLocation(h, h->getArtPos(art)));
  2553. giveResource(h->tempOwner, rid, resVal);
  2554. return true;
  2555. }
  2556. //void CGameHandler::lootArtifacts (TArtHolder source, TArtHolder dest, std::vector<ui32> &arts)
  2557. //{
  2558. // //const CGHeroInstance * h1 = dynamic_cast<CGHeroInstance *> source;
  2559. // //auto s = boost::apply_visitor(GetArtifactSetPtr(), source);
  2560. // {
  2561. // }
  2562. //}
  2563. bool CGameHandler::buySecSkill( const IMarket *m, const CGHeroInstance *h, SecondarySkill skill)
  2564. {
  2565. if (!h)
  2566. COMPLAIN_RET("You need hero to buy a skill!");
  2567. if (h->getSecSkillLevel(SecondarySkill(skill)))
  2568. COMPLAIN_RET("Hero already know this skill");
  2569. if (!h->canLearnSkill())
  2570. COMPLAIN_RET("Hero can't learn any more skills");
  2571. if (h->type->heroClass->secSkillProbability.at(skill)==0)//can't learn this skill (like necromancy for most of non-necros)
  2572. COMPLAIN_RET("The hero can't learn this skill!");
  2573. if(!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_SKILL), skill))
  2574. COMPLAIN_RET("That skill is unavailable!");
  2575. if(getResource(h->tempOwner, Res::GOLD) < 2000)//TODO: remove hardcoded resource\summ?
  2576. COMPLAIN_RET("You can't afford to buy this skill");
  2577. SetResource sr;
  2578. sr.player = h->tempOwner;
  2579. sr.resid = Res::GOLD;
  2580. sr.val = getResource(h->tempOwner, Res::GOLD) - 2000;
  2581. sendAndApply(&sr);
  2582. changeSecSkill(h, skill, 1, true);
  2583. return true;
  2584. }
  2585. bool CGameHandler::tradeResources(const IMarket *market, ui32 val, PlayerColor player, ui32 id1, ui32 id2)
  2586. {
  2587. int r1 = gs->getPlayer(player)->resources.at(id1),
  2588. r2 = gs->getPlayer(player)->resources.at(id2);
  2589. vstd::amin(val, r1); //can't trade more resources than have
  2590. int b1, b2; //base quantities for trade
  2591. market->getOffer(id1, id2, b1, b2, EMarketMode::RESOURCE_RESOURCE);
  2592. int units = val / b1; //how many base quantities we trade
  2593. if(val%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  2594. {
  2595. //TODO: complain?
  2596. assert(0);
  2597. }
  2598. SetResource sr;
  2599. sr.player = player;
  2600. sr.resid = static_cast<Res::ERes>(id1);
  2601. sr.val = r1 - b1 * units;
  2602. sendAndApply(&sr);
  2603. sr.resid = static_cast<Res::ERes>(id2);
  2604. sr.val = r2 + b2 * units;
  2605. sendAndApply(&sr);
  2606. return true;
  2607. }
  2608. bool CGameHandler::sellCreatures(ui32 count, const IMarket *market, const CGHeroInstance * hero, SlotID slot, Res::ERes resourceID)
  2609. {
  2610. if(!vstd::contains(hero->Slots(), slot))
  2611. COMPLAIN_RET("Hero doesn't have any creature in that slot!");
  2612. const CStackInstance &s = hero->getStack(slot);
  2613. if( s.count < count //can't sell more creatures than have
  2614. || (hero->Slots().size() == 1 && hero->needsLastStack() && s.count == count)) //can't sell last stack
  2615. {
  2616. COMPLAIN_RET("Not enough creatures in army!");
  2617. }
  2618. int b1, b2; //base quantities for trade
  2619. market->getOffer(s.type->idNumber, resourceID, b1, b2, EMarketMode::CREATURE_RESOURCE);
  2620. int units = count / b1; //how many base quantities we trade
  2621. if(count%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  2622. {
  2623. //TODO: complain?
  2624. assert(0);
  2625. }
  2626. changeStackCount(StackLocation(hero, slot), -count);
  2627. SetResource sr;
  2628. sr.player = hero->tempOwner;
  2629. sr.resid = resourceID;
  2630. sr.val = getResource(hero->tempOwner, resourceID) + b2 * units;
  2631. sendAndApply(&sr);
  2632. return true;
  2633. }
  2634. bool CGameHandler::transformInUndead(const IMarket *market, const CGHeroInstance * hero, SlotID slot)
  2635. {
  2636. const CArmedInstance *army = nullptr;
  2637. if (hero)
  2638. army = hero;
  2639. else
  2640. army = dynamic_cast<const CGTownInstance *>(market->o);
  2641. if (!army)
  2642. COMPLAIN_RET("Incorrect call to transform in undead!");
  2643. if(!army->hasStackAtSlot(slot))
  2644. COMPLAIN_RET("Army doesn't have any creature in that slot!");
  2645. const CStackInstance &s = army->getStack(slot);
  2646. int resCreature;//resulting creature - bone dragons or skeletons
  2647. if (s.hasBonusOfType(Bonus::DRAGON_NATURE))
  2648. resCreature = 68;
  2649. else
  2650. resCreature = 56;
  2651. changeStackType(StackLocation(army, slot), VLC->creh->creatures.at(resCreature));
  2652. return true;
  2653. }
  2654. bool CGameHandler::sendResources(ui32 val, PlayerColor player, Res::ERes r1, PlayerColor r2)
  2655. {
  2656. const PlayerState *p2 = gs->getPlayer(r2, false);
  2657. if(!p2 || p2->status != EPlayerStatus::INGAME)
  2658. {
  2659. complain("Dest player must be in game!");
  2660. return false;
  2661. }
  2662. si32 curRes1 = gs->getPlayer(player)->resources.at(r1),
  2663. curRes2 = gs->getPlayer(r2)->resources.at(r1);
  2664. val = std::min(si32(val),curRes1);
  2665. SetResource sr;
  2666. sr.player = player;
  2667. sr.resid = r1;
  2668. sr.val = curRes1 - val;
  2669. sendAndApply(&sr);
  2670. sr.player = r2;
  2671. sr.val = curRes2 + val;
  2672. sendAndApply(&sr);
  2673. return true;
  2674. }
  2675. bool CGameHandler::setFormation( ObjectInstanceID hid, ui8 formation )
  2676. {
  2677. gs->getHero(hid)-> formation = formation;
  2678. return true;
  2679. }
  2680. bool CGameHandler::hireHero(const CGObjectInstance *obj, ui8 hid, PlayerColor player)
  2681. {
  2682. const PlayerState *p = gs->getPlayer(player);
  2683. const CGTownInstance *t = gs->getTown(obj->id);
  2684. static const int GOLD_NEEDED = 2500;
  2685. //common preconditions
  2686. if( (p->resources.at(Res::GOLD)<GOLD_NEEDED && complain("Not enough gold for buying hero!"))
  2687. || (getHeroCount(player, false) >= GameConstants::MAX_HEROES_PER_PLAYER && complain("Cannot hire hero, only 8 wandering heroes are allowed!")))
  2688. return false;
  2689. if(t) //tavern in town
  2690. {
  2691. if( (!t->hasBuilt(BuildingID::TAVERN) && complain("No tavern!"))
  2692. || (t->visitingHero && complain("There is visiting hero - no place!")))
  2693. return false;
  2694. }
  2695. else if(obj->ID == Obj::TAVERN)
  2696. {
  2697. if(getTile(obj->visitablePos())->visitableObjects.back() != obj && complain("Tavern entry must be unoccupied!"))
  2698. return false;
  2699. }
  2700. const CGHeroInstance *nh = p->availableHeroes.at(hid);
  2701. if (!nh)
  2702. {
  2703. complain ("Hero is not available for hiring!");
  2704. return false;
  2705. }
  2706. HeroRecruited hr;
  2707. hr.tid = obj->id;
  2708. hr.hid = nh->subID;
  2709. hr.player = player;
  2710. hr.tile = obj->visitablePos() + nh->getVisitableOffset();
  2711. sendAndApply(&hr);
  2712. std::map<ui32, ConstTransitivePtr<CGHeroInstance> > pool = gs->unusedHeroesFromPool();
  2713. const CGHeroInstance *theOtherHero = p->availableHeroes.at(!hid);
  2714. const CGHeroInstance *newHero = nullptr;
  2715. if (theOtherHero) //on XXL maps all heroes can be imprisoned :(
  2716. newHero = gs->hpool.pickHeroFor(false, player, getNativeTown(player), pool, theOtherHero->type->heroClass);
  2717. SetAvailableHeroes sah;
  2718. sah.player = player;
  2719. if(newHero)
  2720. {
  2721. sah.hid[hid] = newHero->subID;
  2722. sah.army[hid].clear();
  2723. sah.army[hid].setCreature(SlotID(0), newHero->type->initialArmy[0].creature, 1);
  2724. }
  2725. else
  2726. sah.hid[hid] = -1;
  2727. sah.hid[!hid] = theOtherHero ? theOtherHero->subID : -1;
  2728. sendAndApply(&sah);
  2729. SetResource sr;
  2730. sr.player = player;
  2731. sr.resid = Res::GOLD;
  2732. sr.val = p->resources.at(Res::GOLD) - GOLD_NEEDED;
  2733. sendAndApply(&sr);
  2734. if(t)
  2735. {
  2736. vistiCastleObjects (t, nh);
  2737. giveSpells (t,nh);
  2738. }
  2739. return true;
  2740. }
  2741. bool CGameHandler::queryReply(QueryID qid, ui32 answer, PlayerColor player)
  2742. {
  2743. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  2744. logGlobal->traceStream() << boost::format("Player %s attempts answering query %d with answer %d") % player % qid % answer;
  2745. auto topQuery = queries.topQuery(player);
  2746. COMPLAIN_RET_FALSE_IF(!topQuery, "This player doesn't have any queries!");
  2747. COMPLAIN_RET_FALSE_IF(topQuery->queryID != qid, "This player top query has different ID!");
  2748. COMPLAIN_RET_FALSE_IF(!topQuery->endsByPlayerAnswer(), "This query cannot be ended by player's answer!");
  2749. if(auto dialogQuery = std::dynamic_pointer_cast<CDialogQuery>(topQuery))
  2750. dialogQuery->answer = answer;
  2751. queries.popQuery(topQuery);
  2752. return true;
  2753. }
  2754. static EndAction end_action;
  2755. bool CGameHandler::makeBattleAction( BattleAction &ba )
  2756. {
  2757. bool ok = true;
  2758. const CStack *stack = battleGetStackByID(ba.stackNumber); //may be nullptr if action is not about stack
  2759. const CStack *destinationStack = ba.actionType == Battle::WALK_AND_ATTACK ? gs->curB->battleGetStackByPos(ba.additionalInfo)
  2760. : ba.actionType == Battle::SHOOT ? gs->curB->battleGetStackByPos(ba.destinationTile)
  2761. : nullptr;
  2762. const bool isAboutActiveStack = stack && (stack == battleActiveStack());
  2763. logGlobal->traceStream() << boost::format(
  2764. "Making action: type=%d; side=%d; stack=%s; dst=%s; additionalInfo=%d; stackAtDst=%s")
  2765. % ba.actionType % (int)ba.side % (stack ? stack->getName() : std::string("none"))
  2766. % ba.destinationTile % ba.additionalInfo % (destinationStack ? destinationStack->getName() : std::string("none"));
  2767. switch(ba.actionType)
  2768. {
  2769. case Battle::WALK: //walk
  2770. case Battle::DEFEND: //defend
  2771. case Battle::WAIT: //wait
  2772. case Battle::WALK_AND_ATTACK: //walk or attack
  2773. case Battle::SHOOT: //shoot
  2774. case Battle::CATAPULT: //catapult
  2775. case Battle::STACK_HEAL: //healing with First Aid Tent
  2776. case Battle::DAEMON_SUMMONING:
  2777. case Battle::MONSTER_SPELL:
  2778. if(!stack)
  2779. {
  2780. complain("No such stack!");
  2781. return false;
  2782. }
  2783. if(!stack->alive())
  2784. {
  2785. complain("This stack is dead: " + stack->nodeName());
  2786. return false;
  2787. }
  2788. if(battleTacticDist())
  2789. {
  2790. if(stack && !stack->attackerOwned != battleGetTacticsSide())
  2791. {
  2792. complain("This is not a stack of side that has tactics!");
  2793. return false;
  2794. }
  2795. }
  2796. else if(!isAboutActiveStack)
  2797. {
  2798. complain("Action has to be about active stack!");
  2799. return false;
  2800. }
  2801. }
  2802. switch(ba.actionType)
  2803. {
  2804. case Battle::END_TACTIC_PHASE: //wait
  2805. case Battle::BAD_MORALE:
  2806. case Battle::NO_ACTION:
  2807. {
  2808. StartAction start_action(ba);
  2809. sendAndApply(&start_action);
  2810. sendAndApply(&end_action);
  2811. break;
  2812. }
  2813. case Battle::WALK:
  2814. {
  2815. StartAction start_action(ba);
  2816. sendAndApply(&start_action); //start movement
  2817. int walkedTiles = moveStack(ba.stackNumber,ba.destinationTile); //move
  2818. if(!walkedTiles)
  2819. complain("Stack failed movement!");
  2820. sendAndApply(&end_action);
  2821. break;
  2822. }
  2823. case Battle::DEFEND:
  2824. {
  2825. //defensive stance //TODO: remove this bonus when stack becomes active
  2826. SetStackEffect sse;
  2827. sse.effect.push_back( Bonus(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, 20, -1, PrimarySkill::DEFENSE, Bonus::PERCENT_TO_ALL) );
  2828. sse.effect.push_back( Bonus(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, gs->curB->stacks.at(ba.stackNumber)->valOfBonuses(Bonus::DEFENSIVE_STANCE),
  2829. -1, PrimarySkill::DEFENSE, Bonus::ADDITIVE_VALUE));
  2830. sse.stacks.push_back(ba.stackNumber);
  2831. sendAndApply(&sse);
  2832. //don't break - we share code with next case
  2833. }
  2834. case Battle::WAIT:
  2835. {
  2836. StartAction start_action(ba);
  2837. sendAndApply(&start_action);
  2838. sendAndApply(&end_action);
  2839. break;
  2840. }
  2841. case Battle::RETREAT: //retreat/flee
  2842. {
  2843. if(!gs->curB->battleCanFlee(gs->curB->sides.at(ba.side).color))
  2844. complain("Cannot retreat!");
  2845. else
  2846. setBattleResult(BattleResult::ESCAPE, !ba.side); //surrendering side loses
  2847. break;
  2848. }
  2849. case Battle::SURRENDER:
  2850. {
  2851. PlayerColor player = gs->curB->sides.at(ba.side).color;
  2852. int cost = gs->curB->battleGetSurrenderCost(player);
  2853. if(cost < 0)
  2854. complain("Cannot surrender!");
  2855. else if(getResource(player, Res::GOLD) < cost)
  2856. complain("Not enough gold to surrender!");
  2857. else
  2858. {
  2859. giveResource(player, Res::GOLD, -cost);
  2860. setBattleResult(BattleResult::SURRENDER, !ba.side); //surrendering side loses
  2861. }
  2862. break;
  2863. }
  2864. case Battle::WALK_AND_ATTACK: //walk or attack
  2865. {
  2866. StartAction start_action(ba);
  2867. sendAndApply(&start_action); //start movement and attack
  2868. if(!stack || !destinationStack)
  2869. {
  2870. sendAndApply(&end_action);
  2871. break;
  2872. }
  2873. BattleHex startingPos = stack->position;
  2874. int distance = moveStack(ba.stackNumber, ba.destinationTile);
  2875. logGlobal->traceStream() << stack->nodeName() << " will attack " << destinationStack->nodeName();
  2876. if(stack->position != ba.destinationTile //we wasn't able to reach destination tile
  2877. && !(stack->doubleWide()
  2878. && ( stack->position == ba.destinationTile + (stack->attackerOwned ? +1 : -1 ) )
  2879. ) //nor occupy specified hex
  2880. )
  2881. {
  2882. std::string problem = "We cannot move this stack to its destination " + stack->getCreature()->namePl;
  2883. logGlobal->warnStream() << problem;
  2884. complain(problem);
  2885. ok = false;
  2886. sendAndApply(&end_action);
  2887. break;
  2888. }
  2889. if(destinationStack && stack->ID == destinationStack->ID) //we should just move, it will be handled by following check
  2890. {
  2891. destinationStack = nullptr;
  2892. }
  2893. if(!destinationStack)
  2894. {
  2895. complain(boost::str(boost::format("walk and attack error: no stack at additionalInfo tile (%d)!\n") % ba.additionalInfo));
  2896. ok = false;
  2897. sendAndApply(&end_action);
  2898. break;
  2899. }
  2900. if( !CStack::isMeleeAttackPossible(stack, destinationStack) )
  2901. {
  2902. complain("Attack cannot be performed!");
  2903. sendAndApply(&end_action);
  2904. ok = false;
  2905. break;
  2906. }
  2907. //attack
  2908. int totalAttacks = 1 + stack->getBonuses(Selector::type (Bonus::ADDITIONAL_ATTACK),
  2909. (Selector::effectRange(Bonus::NO_LIMIT).Or(Selector::effectRange(Bonus::ONLY_MELEE_FIGHT))))->totalValue(); //all unspicified attacks + melee attacks
  2910. for (int i = 0; i < totalAttacks; ++i)
  2911. {
  2912. if (stack &&
  2913. stack->alive() && //move can cause death, eg. by walking into the moat
  2914. destinationStack->alive())
  2915. {
  2916. BattleAttack bat;
  2917. prepareAttack(bat, stack, destinationStack, (i ? 0 : distance), ba.additionalInfo); //no distance travelled on second attack
  2918. //prepareAttack(bat, stack, stackAtEnd, 0, ba.additionalInfo);
  2919. handleAttackBeforeCasting(bat); //only before first attack
  2920. sendAndApply(&bat);
  2921. handleAfterAttackCasting(bat);
  2922. }
  2923. //counterattack
  2924. if (destinationStack
  2925. && !stack->hasBonusOfType(Bonus::BLOCKS_RETALIATION)
  2926. && destinationStack->ableToRetaliate()
  2927. && stack->alive()) //attacker may have died (fire shield)
  2928. {
  2929. BattleAttack bat;
  2930. prepareAttack(bat, destinationStack, stack, 0, stack->position);
  2931. bat.flags |= BattleAttack::COUNTER;
  2932. sendAndApply(&bat);
  2933. handleAfterAttackCasting(bat);
  2934. }
  2935. }
  2936. //return
  2937. if(stack->hasBonusOfType(Bonus::RETURN_AFTER_STRIKE) && startingPos != stack->position && stack->alive())
  2938. {
  2939. moveStack(ba.stackNumber, startingPos);
  2940. //NOTE: curStack->ID == ba.stackNumber (rev 1431)
  2941. }
  2942. sendAndApply(&end_action);
  2943. break;
  2944. }
  2945. case Battle::SHOOT:
  2946. {
  2947. if( !gs->curB->battleCanShoot(stack, ba.destinationTile) )
  2948. {
  2949. complain("Cannot shoot!");
  2950. break;
  2951. }
  2952. StartAction start_action(ba);
  2953. sendAndApply(&start_action); //start shooting
  2954. {
  2955. BattleAttack bat;
  2956. bat.flags |= BattleAttack::SHOT;
  2957. prepareAttack(bat, stack, destinationStack, 0, ba.destinationTile);
  2958. handleAttackBeforeCasting(bat);
  2959. sendAndApply(&bat);
  2960. handleAfterAttackCasting(bat);
  2961. }
  2962. //second shot for ballista, only if hero has advanced artillery
  2963. const CGHeroInstance * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  2964. if( destinationStack->alive()
  2965. && (stack->getCreature()->idNumber == CreatureID::BALLISTA)
  2966. && (attackingHero->getSecSkillLevel(SecondarySkill::ARTILLERY) >= SecSkillLevel::ADVANCED)
  2967. )
  2968. {
  2969. BattleAttack bat2;
  2970. bat2.flags |= BattleAttack::SHOT;
  2971. prepareAttack(bat2, stack, destinationStack, 0, ba.destinationTile);
  2972. sendAndApply(&bat2);
  2973. }
  2974. //allow more than one additional attack
  2975. int additionalAttacks = stack->getBonuses(Selector::type (Bonus::ADDITIONAL_ATTACK),
  2976. (Selector::effectRange(Bonus::NO_LIMIT).Or(Selector::effectRange(Bonus::ONLY_DISTANCE_FIGHT))))->totalValue();
  2977. for (int i = 0; i < additionalAttacks; ++i)
  2978. {
  2979. if(
  2980. stack->alive()
  2981. && destinationStack->alive()
  2982. && stack->shots
  2983. )
  2984. {
  2985. BattleAttack bat;
  2986. bat.flags |= BattleAttack::SHOT;
  2987. prepareAttack(bat, stack, destinationStack, 0, ba.destinationTile);
  2988. sendAndApply(&bat);
  2989. handleAfterAttackCasting(bat);
  2990. }
  2991. }
  2992. sendAndApply(&end_action);
  2993. break;
  2994. }
  2995. case Battle::CATAPULT:
  2996. {
  2997. auto getCatapultHitChance = [&](EWallParts::EWallParts part, const CHeroHandler::SBallisticsLevelInfo & sbi) -> int
  2998. {
  2999. switch(part)
  3000. {
  3001. case EWallParts::GATE:
  3002. return sbi.gate;
  3003. case EWallParts::KEEP:
  3004. return sbi.keep;
  3005. case EWallParts::BOTTOM_TOWER:
  3006. case EWallParts::UPPER_TOWER:
  3007. return sbi.tower;
  3008. case EWallParts::BOTTOM_WALL:
  3009. case EWallParts::BELOW_GATE:
  3010. case EWallParts::OVER_GATE:
  3011. case EWallParts::UPPER_WALL:
  3012. return sbi.wall;
  3013. default:
  3014. return 0;
  3015. }
  3016. };
  3017. StartAction start_action(ba);
  3018. sendAndApply(&start_action);
  3019. auto onExit = vstd::makeScopeGuard([&]{ sendAndApply(&end_action); }); //if we started than we have to finish
  3020. const CGHeroInstance * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  3021. CHeroHandler::SBallisticsLevelInfo sbi = VLC->heroh->ballistics.at(attackingHero->getSecSkillLevel(SecondarySkill::BALLISTICS));
  3022. EWallParts::EWallParts desiredTarget = gs->curB->battleHexToWallPart(ba.destinationTile);
  3023. if(desiredTarget < 0)
  3024. {
  3025. complain("catapult tried to attack non-catapultable hex!");
  3026. break;
  3027. }
  3028. //in successive iterations damage is dealt but not yet subtracted from wall's HPs
  3029. auto &currentHP = gs->curB->si.wallState;
  3030. if (currentHP.at(desiredTarget) == EWallState::DESTROYED || currentHP.at(desiredTarget) == EWallState::NONE)
  3031. {
  3032. complain("catapult tried to attack already destroyed wall part!");
  3033. break;
  3034. }
  3035. for(int g=0; g<sbi.shots; ++g)
  3036. {
  3037. bool hitSuccessfull = false;
  3038. EWallParts::EWallParts attackedPart = desiredTarget;
  3039. do // catapult has chance to attack desired target. Othervice - attacks randomly
  3040. {
  3041. if(currentHP.at(attackedPart) != EWallState::DESTROYED && // this part can be hit
  3042. currentHP.at(attackedPart) != EWallState::NONE &&
  3043. rand()%100 < getCatapultHitChance(attackedPart, sbi))//hit is successful
  3044. {
  3045. hitSuccessfull = true;
  3046. }
  3047. else // select new target
  3048. {
  3049. std::vector<EWallParts::EWallParts> allowedTargets;
  3050. for (size_t i=0; i< currentHP.size(); i++)
  3051. {
  3052. if (currentHP.at(i) != EWallState::DESTROYED &&
  3053. currentHP.at(i) != EWallState::NONE)
  3054. allowedTargets.push_back(EWallParts::EWallParts(i));
  3055. }
  3056. if (allowedTargets.empty())
  3057. break;
  3058. attackedPart = allowedTargets.at(rand()%allowedTargets.size());
  3059. }
  3060. }
  3061. while (!hitSuccessfull);
  3062. if (!hitSuccessfull) // break triggered - no target to shoot at
  3063. break;
  3064. CatapultAttack ca; //package for clients
  3065. CatapultAttack::AttackInfo attack;
  3066. attack.attackedPart = attackedPart;
  3067. attack.destinationTile = ba.destinationTile;
  3068. attack.damageDealt = 0;
  3069. int dmgChance[] = { sbi.noDmg, sbi.oneDmg, sbi.twoDmg }; //dmgChance[i] - chance for doing i dmg when hit is successful
  3070. int dmgRand = rand()%100;
  3071. //accumulating dmgChance
  3072. dmgChance[1] += dmgChance[0];
  3073. dmgChance[2] += dmgChance[1];
  3074. //calculating dealt damage
  3075. for(int damage = 0; damage < ARRAY_COUNT(dmgChance); ++damage)
  3076. {
  3077. if(dmgRand <= dmgChance[damage])
  3078. {
  3079. currentHP[attackedPart] = SiegeInfo::applyDamage(EWallState::EWallState(currentHP.at(attackedPart)), damage);
  3080. attack.damageDealt = damage;
  3081. break;
  3082. }
  3083. }
  3084. // attacked tile may have changed - update destination
  3085. attack.destinationTile = gs->curB->wallPartToBattleHex(EWallParts::EWallParts(attack.attackedPart));
  3086. logGlobal->traceStream() << "Catapult attacks " << (int)attack.attackedPart
  3087. << " dealing " << (int)attack.damageDealt << " damage";
  3088. //removing creatures in turrets / keep if one is destroyed
  3089. if(attack.damageDealt > 0 && (attackedPart == EWallParts::KEEP ||
  3090. attackedPart == EWallParts::BOTTOM_TOWER || attackedPart == EWallParts::UPPER_TOWER))
  3091. {
  3092. int posRemove = -1;
  3093. switch(attackedPart)
  3094. {
  3095. case EWallParts::KEEP:
  3096. posRemove = -2;
  3097. break;
  3098. case EWallParts::BOTTOM_TOWER:
  3099. posRemove = -3;
  3100. break;
  3101. case EWallParts::UPPER_TOWER:
  3102. posRemove = -4;
  3103. break;
  3104. }
  3105. BattleStacksRemoved bsr;
  3106. for(auto & elem : gs->curB->stacks)
  3107. {
  3108. if(elem->position == posRemove)
  3109. {
  3110. bsr.stackIDs.insert( elem->ID );
  3111. break;
  3112. }
  3113. }
  3114. sendAndApply(&bsr);
  3115. }
  3116. ca.attacker = ba.stackNumber;
  3117. ca.attackedParts.push_back(attack);
  3118. sendAndApply(&ca);
  3119. }
  3120. //finish by scope guard
  3121. break;
  3122. }
  3123. case Battle::STACK_HEAL: //healing with First Aid Tent
  3124. {
  3125. StartAction start_action(ba);
  3126. sendAndApply(&start_action);
  3127. const CGHeroInstance * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  3128. const CStack *healer = gs->curB->battleGetStackByID(ba.stackNumber),
  3129. *destStack = gs->curB->battleGetStackByPos(ba.destinationTile);
  3130. if(healer == nullptr || destStack == nullptr || !healer->hasBonusOfType(Bonus::HEALER))
  3131. {
  3132. complain("There is either no healer, no destination, or healer cannot heal :P");
  3133. }
  3134. int maxHealable = destStack->MaxHealth() - destStack->firstHPleft;
  3135. int maxiumHeal = healer->count * std::max(10, attackingHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::FIRST_AID));
  3136. int healed = std::min(maxHealable, maxiumHeal);
  3137. if(healed == 0)
  3138. {
  3139. //nothing to heal.. should we complain?
  3140. }
  3141. else
  3142. {
  3143. StacksHealedOrResurrected shr;
  3144. shr.lifeDrain = false;
  3145. shr.tentHealing = true;
  3146. shr.drainedFrom = ba.stackNumber;
  3147. StacksHealedOrResurrected::HealInfo hi;
  3148. hi.healedHP = healed;
  3149. hi.lowLevelResurrection = 0;
  3150. hi.stackID = destStack->ID;
  3151. shr.healedStacks.push_back(hi);
  3152. sendAndApply(&shr);
  3153. }
  3154. sendAndApply(&end_action);
  3155. break;
  3156. }
  3157. case Battle::DAEMON_SUMMONING:
  3158. //TODO: From Strategija:
  3159. //Summon Demon is a level 2 spell.
  3160. {
  3161. StartAction start_action(ba);
  3162. sendAndApply(&start_action);
  3163. const CStack *summoner = gs->curB->battleGetStackByID(ba.stackNumber),
  3164. *destStack = gs->curB->battleGetStackByPos(ba.destinationTile, false);
  3165. BattleStackAdded bsa;
  3166. bsa.attacker = summoner->attackerOwned;
  3167. bsa.creID = CreatureID(summoner->getBonusLocalFirst(Selector::type(Bonus::DAEMON_SUMMONING))->subtype); //in case summoner can summon more than one type of monsters... scream!
  3168. ui64 risedHp = summoner->count * summoner->valOfBonuses(Bonus::DAEMON_SUMMONING, bsa.creID.toEnum());
  3169. ui64 targetHealth = destStack->getCreature()->MaxHealth() * destStack->baseAmount;
  3170. ui64 canRiseHp = std::min(targetHealth, risedHp);
  3171. ui32 canRiseAmount = canRiseHp / VLC->creh->creatures.at(bsa.creID)->MaxHealth();
  3172. bsa.amount = std::min(canRiseAmount, destStack->baseAmount);
  3173. bsa.pos = gs->curB->getAvaliableHex(bsa.creID, bsa.attacker, destStack->position);
  3174. bsa.summoned = false;
  3175. if (bsa.amount) //there's rare possibility single creature cannot rise desired type
  3176. {
  3177. BattleStacksRemoved bsr; //remove body
  3178. bsr.stackIDs.insert(destStack->ID);
  3179. sendAndApply(&bsr);
  3180. sendAndApply(&bsa);
  3181. BattleSetStackProperty ssp;
  3182. ssp.stackID = ba.stackNumber;
  3183. ssp.which = BattleSetStackProperty::CASTS; //reduce number of casts
  3184. ssp.val = -1;
  3185. ssp.absolute = false;
  3186. sendAndApply(&ssp);
  3187. }
  3188. sendAndApply(&end_action);
  3189. break;
  3190. }
  3191. case Battle::MONSTER_SPELL:
  3192. {
  3193. StartAction start_action(ba);
  3194. sendAndApply(&start_action);
  3195. const CStack * stack = gs->curB->battleGetStackByID(ba.stackNumber);
  3196. SpellID spellID = SpellID(ba.additionalInfo);
  3197. BattleHex destination(ba.destinationTile);
  3198. const Bonus *randSpellcaster = stack->getBonusLocalFirst(Selector::type(Bonus::RANDOM_SPELLCASTER));
  3199. const Bonus * spellcaster = stack->getBonusLocalFirst(Selector::typeSubtype(Bonus::SPELLCASTER, spellID));
  3200. //TODO special bonus for genies ability
  3201. if(randSpellcaster && battleGetRandomStackSpell(stack, CBattleInfoCallback::RANDOM_AIMED) < 0)
  3202. spellID = battleGetRandomStackSpell(stack, CBattleInfoCallback::RANDOM_GENIE);
  3203. if(spellID < 0)
  3204. complain("That stack can't cast spells!");
  3205. else
  3206. {
  3207. int spellLvl = 0;
  3208. if (spellcaster)
  3209. vstd::amax(spellLvl, spellcaster->val);
  3210. if (randSpellcaster)
  3211. vstd::amax(spellLvl, randSpellcaster->val);
  3212. vstd::amin (spellLvl, 3);
  3213. int casterSide = gs->curB->whatSide(stack->owner);
  3214. const CGHeroInstance * secHero = gs->curB->getHero(gs->curB->theOtherPlayer(stack->owner));
  3215. handleSpellCasting(spellID, spellLvl, destination, casterSide, stack->owner, nullptr, secHero, 0, ECastingMode::CREATURE_ACTIVE_CASTING, stack);
  3216. }
  3217. sendAndApply(&end_action);
  3218. break;
  3219. }
  3220. }
  3221. if(ba.stackNumber == gs->curB->activeStack || battleResult.get()) //active stack has moved or battle has finished
  3222. battleMadeAction.setn(true);
  3223. return ok;
  3224. }
  3225. void CGameHandler::playerMessage( PlayerColor player, const std::string &message )
  3226. {
  3227. bool cheated=true;
  3228. PlayerMessage temp_message(player, message);
  3229. sendAndApply(&temp_message);
  3230. if(message == "vcmiistari") //give all spells and 999 mana
  3231. {
  3232. SetMana sm;
  3233. ChangeSpells cs;
  3234. CGHeroInstance *h = gs->getHero(gs->getPlayer(player)->currentSelection);
  3235. if(!h && complain("Cannot realize cheat, no hero selected!")) return;
  3236. sm.hid = cs.hid = h->id;
  3237. //give all spells
  3238. cs.learn = 1;
  3239. for(auto spell : VLC->spellh->spells)
  3240. {
  3241. if(!spell->creatureAbility)
  3242. cs.spells.insert(spell->id);
  3243. }
  3244. //give mana
  3245. sm.val = 999;
  3246. if(!h->hasSpellbook()) //hero doesn't have spellbook
  3247. giveHeroNewArtifact(h, VLC->arth->artifacts.at(0), ArtifactPosition::SPELLBOOK); //give spellbook
  3248. sendAndApply(&cs);
  3249. sendAndApply(&sm);
  3250. }
  3251. else if (message == "vcmiarmenelos") //build all buildings in selected town
  3252. {
  3253. CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
  3254. CGTownInstance *town;
  3255. if (hero)
  3256. town = hero->visitedTown;
  3257. else
  3258. town = gs->getTown(gs->getPlayer(player)->currentSelection);
  3259. if (town)
  3260. {
  3261. for (auto & build : town->town->buildings)
  3262. {
  3263. if (!town->hasBuilt(build.first)
  3264. && !build.second->Name().empty()
  3265. && build.first != BuildingID::SHIP)
  3266. {
  3267. buildStructure(town->id, build.first, true);
  3268. }
  3269. }
  3270. }
  3271. }
  3272. else if(message == "vcmiainur") //gives 5 archangels into each slot
  3273. {
  3274. CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
  3275. const CCreature *archangel = VLC->creh->creatures.at(13);
  3276. if(!hero) return;
  3277. for(int i = 0; i < GameConstants::ARMY_SIZE; i++)
  3278. if(!hero->hasStackAtSlot(SlotID(i)))
  3279. insertNewStack(StackLocation(hero, SlotID(i)), archangel, 5);
  3280. }
  3281. else if(message == "vcmiangband") //gives 10 black knight into each slot
  3282. {
  3283. CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
  3284. const CCreature *blackKnight = VLC->creh->creatures.at(66);
  3285. if(!hero) return;
  3286. for(int i = 0; i < GameConstants::ARMY_SIZE; i++)
  3287. if(!hero->hasStackAtSlot(SlotID(i)))
  3288. insertNewStack(StackLocation(hero, SlotID(i)), blackKnight, 10);
  3289. }
  3290. else if(message == "vcminoldor") //all war machines
  3291. {
  3292. CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
  3293. if(!hero) return;
  3294. if(!hero->getArt(ArtifactPosition::MACH1))
  3295. giveHeroNewArtifact(hero, VLC->arth->artifacts.at(4), ArtifactPosition::MACH1);
  3296. if(!hero->getArt(ArtifactPosition::MACH2))
  3297. giveHeroNewArtifact(hero, VLC->arth->artifacts.at(5), ArtifactPosition::MACH2);
  3298. if(!hero->getArt(ArtifactPosition::MACH3))
  3299. giveHeroNewArtifact(hero, VLC->arth->artifacts.at(6), ArtifactPosition::MACH3);
  3300. }
  3301. else if(message == "vcminahar") //1000000 movement points
  3302. {
  3303. CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
  3304. if(!hero) return;
  3305. SetMovePoints smp;
  3306. smp.hid = hero->id;
  3307. smp.val = 1000000;
  3308. sendAndApply(&smp);
  3309. }
  3310. else if(message == "vcmiformenos") //give resources
  3311. {
  3312. SetResources sr;
  3313. sr.player = player;
  3314. sr.res = gs->getPlayer(player)->resources;
  3315. for(int i=0;i<Res::GOLD;i++)
  3316. sr.res[i] += 100;
  3317. sr.res[Res::GOLD] += 100000; //100k
  3318. sendAndApply(&sr);
  3319. }
  3320. else if(message == "vcmieagles") //reveal FoW
  3321. {
  3322. FoWChange fc;
  3323. fc.mode = 1;
  3324. fc.player = player;
  3325. auto hlp_tab = new int3[gs->map->width * gs->map->height * (gs->map->twoLevel ? 2 : 1)];
  3326. int lastUnc = 0;
  3327. for(int i=0;i<gs->map->width;i++)
  3328. for(int j=0;j<gs->map->height;j++)
  3329. for(int k = 0; k < (gs->map->twoLevel ? 2 : 1); k++)
  3330. if(!gs->getPlayerTeam(fc.player)->fogOfWarMap.at(i).at(j).at(k))
  3331. hlp_tab[lastUnc++] = int3(i,j,k);
  3332. fc.tiles.insert(hlp_tab, hlp_tab + lastUnc);
  3333. delete [] hlp_tab;
  3334. sendAndApply(&fc);
  3335. }
  3336. else if(message == "vcmiglorfindel") //selected hero gains a new level
  3337. {
  3338. CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
  3339. changePrimSkill(hero, PrimarySkill::EXPERIENCE, VLC->heroh->reqExp(hero->level+1) - VLC->heroh->reqExp(hero->level));
  3340. }
  3341. else if(message == "vcmisilmaril") //player wins
  3342. {
  3343. gs->getPlayer(player)->enteredWinningCheatCode = 1;
  3344. }
  3345. else if(message == "vcmimelkor") //player looses
  3346. {
  3347. gs->getPlayer(player)->enteredLosingCheatCode = 1;
  3348. }
  3349. else if (message == "vcmiforgeofnoldorking") //hero gets all artifacts except war machines, spell scrolls and spell book
  3350. {
  3351. CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
  3352. if(!hero) return;
  3353. for (int g = 7; g < VLC->arth->artifacts.size(); ++g) //including artifacts from mods
  3354. giveHeroNewArtifact(hero, VLC->arth->artifacts.at(g), ArtifactPosition::PRE_FIRST);
  3355. }
  3356. else
  3357. cheated = false;
  3358. if(cheated)
  3359. {
  3360. SystemMessage temp_message(VLC->generaltexth->allTexts.at(260));
  3361. sendAndApply(&temp_message);
  3362. checkVictoryLossConditionsForPlayer(player);//Player enter win code or got required art\creature
  3363. }
  3364. }
  3365. void CGameHandler::handleSpellCasting( SpellID spellID, int spellLvl, BattleHex destination, ui8 casterSide, PlayerColor casterColor, const CGHeroInstance * caster, const CGHeroInstance * secHero,
  3366. int usedSpellPower, ECastingMode::ECastingMode mode, const CStack * stack, si32 selectedStack)
  3367. {
  3368. const CSpell *spell = SpellID(spellID).toSpell();
  3369. //Helper local function that creates obstacle on given position. Obstacle type is inferred from spell type.
  3370. //It creates, sends and applies needed package.
  3371. auto placeObstacle = [&](BattleHex pos)
  3372. {
  3373. static int obstacleIdToGive = gs->curB->obstacles.size()
  3374. ? (gs->curB->obstacles.back()->uniqueID+1)
  3375. : 0;
  3376. auto obstacle = make_shared<SpellCreatedObstacle>();
  3377. switch(spellID.toEnum()) // :/
  3378. {
  3379. case SpellID::QUICKSAND:
  3380. obstacle->obstacleType = CObstacleInstance::QUICKSAND;
  3381. obstacle->turnsRemaining = -1;
  3382. obstacle->visibleForAnotherSide = false;
  3383. break;
  3384. case SpellID::LAND_MINE:
  3385. obstacle->obstacleType = CObstacleInstance::LAND_MINE;
  3386. obstacle->turnsRemaining = -1;
  3387. obstacle->visibleForAnotherSide = false;
  3388. break;
  3389. case SpellID::FIRE_WALL:
  3390. obstacle->obstacleType = CObstacleInstance::FIRE_WALL;
  3391. obstacle->turnsRemaining = 2;
  3392. obstacle->visibleForAnotherSide = true;
  3393. break;
  3394. case SpellID::FORCE_FIELD:
  3395. obstacle->obstacleType = CObstacleInstance::FORCE_FIELD;
  3396. obstacle->turnsRemaining = 2;
  3397. obstacle->visibleForAnotherSide = true;
  3398. break;
  3399. default:
  3400. //this function cannot be used with spells that do not create obstacles
  3401. assert(0);
  3402. }
  3403. obstacle->pos = pos;
  3404. obstacle->casterSide = casterSide;
  3405. obstacle->ID = spellID;
  3406. obstacle->spellLevel = spellLvl;
  3407. obstacle->casterSpellPower = usedSpellPower;
  3408. obstacle->uniqueID = obstacleIdToGive++;
  3409. BattleObstaclePlaced bop;
  3410. bop.obstacle = obstacle;
  3411. sendAndApply(&bop);
  3412. };
  3413. BattleSpellCast sc;
  3414. sc.side = casterSide;
  3415. sc.id = spellID;
  3416. sc.skill = spellLvl;
  3417. sc.tile = destination;
  3418. sc.dmgToDisplay = 0;
  3419. sc.castedByHero = (bool)caster;
  3420. sc.attackerType = (stack ? stack->type->idNumber : CreatureID(CreatureID::NONE));
  3421. sc.manaGained = 0;
  3422. sc.spellCost = 0;
  3423. if (caster) //calculate spell cost
  3424. {
  3425. sc.spellCost = gs->curB->battleGetSpellCost(SpellID(spellID).toSpell(), caster);
  3426. if (secHero && mode == ECastingMode::HERO_CASTING) //handle mana channel
  3427. {
  3428. int manaChannel = 0;
  3429. for(CStack * stack : gs->curB->stacks) //TODO: shouldn't bonus system handle it somehow?
  3430. {
  3431. if (stack->owner == secHero->tempOwner)
  3432. {
  3433. vstd::amax(manaChannel, stack->valOfBonuses(Bonus::MANA_CHANNELING));
  3434. }
  3435. }
  3436. sc.manaGained = (manaChannel * sc.spellCost) / 100;
  3437. }
  3438. }
  3439. //calculating affected creatures for all spells
  3440. //must be vector, as in Chain Lightning order matters
  3441. std::vector<const CStack*> attackedCres; //what is that and what is sc.afectedCres?
  3442. if (mode != ECastingMode::ENCHANTER_CASTING)
  3443. {
  3444. auto creatures = gs->curB->getAffectedCreatures(spell, spellLvl, casterColor, destination);
  3445. std::copy(creatures.begin(), creatures.end(), std::back_inserter(attackedCres));
  3446. }
  3447. else //enchanter - hit all possible stacks
  3448. {
  3449. for (const CStack * stack : gs->curB->stacks)
  3450. {
  3451. /*if it's non negative spell and our unit or non positive spell and hostile unit */
  3452. if((!spell->isNegative() && stack->owner == casterColor)
  3453. || (!spell->isPositive() && stack->owner != casterColor))
  3454. {
  3455. if(stack->isValidTarget()) //TODO: allow dead targets somewhere in the future
  3456. {
  3457. attackedCres.push_back(stack);
  3458. }
  3459. }
  3460. }
  3461. }
  3462. for (auto cre : attackedCres)
  3463. {
  3464. sc.affectedCres.insert (cre->ID);
  3465. }
  3466. //checking if creatures resist
  3467. sc.resisted = gs->curB->calculateResistedStacks(spell, caster, secHero, attackedCres, casterColor, mode, usedSpellPower, spellLvl);
  3468. //calculating dmg to display
  3469. if (spellID == SpellID::DEATH_STARE || spellID == SpellID::ACID_BREATH_DAMAGE)
  3470. {
  3471. sc.dmgToDisplay = usedSpellPower;
  3472. if (spellID == SpellID::DEATH_STARE)
  3473. vstd::amin(sc.dmgToDisplay, (*attackedCres.begin())->count); //stack is already reduced after attack
  3474. }
  3475. StacksInjured si;
  3476. //applying effects
  3477. if (spell->isOffensiveSpell())
  3478. {
  3479. int spellDamage = 0;
  3480. if (stack && mode != ECastingMode::MAGIC_MIRROR)
  3481. {
  3482. int unitSpellPower = stack->valOfBonuses(Bonus::SPECIFIC_SPELL_POWER, spellID.toEnum());
  3483. if (unitSpellPower)
  3484. sc.dmgToDisplay = spellDamage = stack->count * unitSpellPower; //TODO: handle immunities
  3485. else //Faerie Dragon
  3486. {
  3487. usedSpellPower = stack->valOfBonuses(Bonus::CREATURE_SPELL_POWER) * stack->count / 100;
  3488. sc.dmgToDisplay = 0;
  3489. }
  3490. }
  3491. int chainLightningModifier = 0;
  3492. for(auto & attackedCre : attackedCres)
  3493. {
  3494. if(vstd::contains(sc.resisted, (attackedCre)->ID)) //this creature resisted the spell
  3495. continue;
  3496. BattleStackAttacked bsa;
  3497. if ((destination > -1 && (attackedCre)->coversPos(destination)) || (spell->range.at(spellLvl) == "X" || mode == ECastingMode::ENCHANTER_CASTING))
  3498. //display effect only upon primary target of area spell
  3499. //FIXME: if no stack is attacked, ther eis no animation and interface freezes
  3500. {
  3501. bsa.flags |= BattleStackAttacked::EFFECT;
  3502. bsa.effect = spell->mainEffectAnim;
  3503. }
  3504. if (spellDamage)
  3505. bsa.damageAmount = spellDamage >> chainLightningModifier;
  3506. else
  3507. bsa.damageAmount = gs->curB->calculateSpellDmg(spell, caster, attackedCre, spellLvl, usedSpellPower) >> chainLightningModifier;
  3508. sc.dmgToDisplay += bsa.damageAmount;
  3509. bsa.stackAttacked = (attackedCre)->ID;
  3510. if (mode == ECastingMode::ENCHANTER_CASTING) //multiple damage spells cast
  3511. bsa.attackerID = stack->ID;
  3512. else
  3513. bsa.attackerID = -1;
  3514. (attackedCre)->prepareAttacked(bsa);
  3515. si.stacks.push_back(bsa);
  3516. if (spellID == SpellID::CHAIN_LIGHTNING)
  3517. ++chainLightningModifier;
  3518. }
  3519. }
  3520. else if (spell->hasEffects())
  3521. {
  3522. int stackSpellPower = 0;
  3523. if (stack && mode != ECastingMode::MAGIC_MIRROR)
  3524. {
  3525. stackSpellPower = stack->valOfBonuses(Bonus::CREATURE_ENCHANT_POWER);
  3526. }
  3527. SetStackEffect sse;
  3528. Bonus pseudoBonus;
  3529. pseudoBonus.sid = spellID;
  3530. pseudoBonus.val = spellLvl;
  3531. pseudoBonus.turnsRemain = gs->curB->calculateSpellDuration(spell, caster, stackSpellPower ? stackSpellPower : usedSpellPower);
  3532. CStack::stackEffectToFeature(sse.effect, pseudoBonus);
  3533. if (spellID == SpellID::SHIELD || spellID == SpellID::AIR_SHIELD)
  3534. {
  3535. sse.effect.back().val = (100 - sse.effect.back().val); //fix to original config: shiled should display damage reduction
  3536. }
  3537. if (spellID == SpellID::BIND && stack)//bind
  3538. {
  3539. sse.effect.back().additionalInfo = stack->ID; //we need to know who casted Bind
  3540. }
  3541. const Bonus * bonus = nullptr;
  3542. if (caster)
  3543. bonus = caster->getBonusLocalFirst(Selector::typeSubtype(Bonus::SPECIAL_PECULIAR_ENCHANT, spellID));
  3544. //TODO does hero specialty should affects his stack casting spells?
  3545. si32 power = 0;
  3546. for(const CStack *affected : attackedCres)
  3547. {
  3548. if(vstd::contains(sc.resisted, affected->ID)) //this creature resisted the spell
  3549. continue;
  3550. sse.stacks.push_back(affected->ID);
  3551. //Apply hero specials - peculiar enchants
  3552. const ui8 tier = std::max((ui8)1, affected->getCreature()->level); //don't divide by 0 for certain creatures (commanders, war machines)
  3553. if (bonus)
  3554. {
  3555. switch(bonus->additionalInfo)
  3556. {
  3557. case 0: //normal
  3558. {
  3559. switch(tier)
  3560. {
  3561. case 1: case 2:
  3562. power = 3;
  3563. break;
  3564. case 3: case 4:
  3565. power = 2;
  3566. break;
  3567. case 5: case 6:
  3568. power = 1;
  3569. break;
  3570. }
  3571. Bonus specialBonus(sse.effect.back());
  3572. specialBonus.val = power; //it doesn't necessarily make sense for some spells, use it wisely
  3573. sse.uniqueBonuses.push_back (std::pair<ui32,Bonus> (affected->ID, specialBonus)); //additional premy to given effect
  3574. }
  3575. break;
  3576. case 1: //only Coronius as yet
  3577. {
  3578. power = std::max(5 - tier, 0);
  3579. Bonus specialBonus = CStack::featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK, power, pseudoBonus.turnsRemain);
  3580. specialBonus.sid = spellID;
  3581. sse.uniqueBonuses.push_back (std::pair<ui32,Bonus> (affected->ID, specialBonus)); //additional attack to Slayer effect
  3582. }
  3583. break;
  3584. }
  3585. }
  3586. if (caster && caster->hasBonusOfType(Bonus::SPECIAL_BLESS_DAMAGE, spellID)) //TODO: better handling of bonus percentages
  3587. {
  3588. int damagePercent = caster->level * caster->valOfBonuses(Bonus::SPECIAL_BLESS_DAMAGE, spellID.toEnum()) / tier;
  3589. Bonus specialBonus = CStack::featureGenerator(Bonus::CREATURE_DAMAGE, 0, damagePercent, pseudoBonus.turnsRemain);
  3590. specialBonus.valType = Bonus::PERCENT_TO_ALL;
  3591. specialBonus.sid = spellID;
  3592. sse.uniqueBonuses.push_back (std::pair<ui32,Bonus> (affected->ID, specialBonus));
  3593. }
  3594. }
  3595. if(!sse.stacks.empty())
  3596. sendAndApply(&sse);
  3597. }
  3598. else if (spell->isRisingSpell() || spell->id == SpellID::CURE)
  3599. {
  3600. int hpGained = 0;
  3601. if (stack)
  3602. {
  3603. int unitSpellPower = stack->valOfBonuses(Bonus::SPECIFIC_SPELL_POWER, spellID.toEnum());
  3604. if (unitSpellPower)
  3605. hpGained = stack->count * unitSpellPower; //Archangel
  3606. else //Faerie Dragon-like effect - unused fo far
  3607. usedSpellPower = stack->valOfBonuses(Bonus::CREATURE_SPELL_POWER) * stack->count / 100;
  3608. }
  3609. StacksHealedOrResurrected shr;
  3610. shr.lifeDrain = (ui8)false;
  3611. shr.tentHealing = (ui8)false;
  3612. for(auto & attackedCre : attackedCres)
  3613. {
  3614. if(vstd::contains(sc.resisted, (attackedCre)->ID) //this creature resisted the spell
  3615. || (spellID == SpellID::ANIMATE_DEAD && !(attackedCre)->hasBonusOfType(Bonus::UNDEAD)) //we try to cast animate dead on living stack, TODO: showuld be not affected earlier
  3616. )
  3617. continue;
  3618. StacksHealedOrResurrected::HealInfo hi;
  3619. hi.stackID = (attackedCre)->ID;
  3620. if (stack) //casted by creature
  3621. {
  3622. if (hpGained)
  3623. {
  3624. hi.healedHP = gs->curB->calculateHealedHP(hpGained, spell, attackedCre); //archangel
  3625. }
  3626. else
  3627. hi.healedHP = gs->curB->calculateHealedHP(spell, usedSpellPower, spellLvl, attackedCre); //any typical spell (commander's cure or animate dead)
  3628. }
  3629. else
  3630. hi.healedHP = gs->curB->calculateHealedHP(caster, spell, attackedCre, gs->curB->battleGetStackByID(selectedStack)); //Casted by hero
  3631. hi.lowLevelResurrection = spellLvl <= 1;
  3632. shr.healedStacks.push_back(hi);
  3633. }
  3634. if(!shr.healedStacks.empty())
  3635. sendAndApply(&shr);
  3636. if (spellID == SpellID::SACRIFICE) //remove victim
  3637. {
  3638. if (selectedStack == gs->curB->activeStack)
  3639. //set another active stack than the one removed, or bad things will happen
  3640. //TODO: make that part of BattleStacksRemoved? what about client update?
  3641. {
  3642. //makeStackDoNothing(gs->curB->getStack (selectedStack));
  3643. BattleSetActiveStack sas;
  3644. //std::vector<const CStack *> hlp;
  3645. //battleGetStackQueue(hlp, 1, selectedStack); //next after this one
  3646. //if(hlp.size())
  3647. //{
  3648. // sas.stack = hlp[0]->ID;
  3649. //}
  3650. //else
  3651. // complain ("No new stack to activate!");
  3652. sas.stack = gs->curB->getNextStack()->ID; //why the hell next stack has same ID as current?
  3653. sendAndApply(&sas);
  3654. }
  3655. BattleStacksRemoved bsr;
  3656. bsr.stackIDs.insert (selectedStack); //somehow it works for teleport?
  3657. sendAndApply(&bsr);
  3658. }
  3659. }
  3660. else
  3661. switch (spellID)
  3662. {
  3663. case SpellID::QUICKSAND:
  3664. case SpellID::LAND_MINE:
  3665. {
  3666. std::vector<BattleHex> availableTiles;
  3667. for(int i = 0; i < GameConstants::BFIELD_SIZE; i += 1)
  3668. {
  3669. BattleHex hex = i;
  3670. if(hex.getX() > 2 && hex.getX() < 14 && !battleGetStackByPos(hex, false) && !battleGetObstacleOnPos(hex, false))
  3671. availableTiles.push_back(hex);
  3672. }
  3673. boost::range::random_shuffle(availableTiles);
  3674. const int patchesForSkill[] = {4, 4, 6, 8};
  3675. const int patchesToPut = std::min<int>(patchesForSkill[spellLvl], availableTiles.size());
  3676. //land mines or quicksand patches are handled as spell created obstacles
  3677. for (int i = 0; i < patchesToPut; i++)
  3678. placeObstacle(availableTiles.at(i));
  3679. }
  3680. break;
  3681. case SpellID::FORCE_FIELD:
  3682. placeObstacle(destination);
  3683. break;
  3684. case SpellID::FIRE_WALL:
  3685. {
  3686. //fire wall is build from multiple obstacles - one fire piece for each affected hex
  3687. auto affectedHexes = spell->rangeInHexes(destination, spellLvl, casterSide);
  3688. for(BattleHex hex : affectedHexes)
  3689. placeObstacle(hex);
  3690. }
  3691. break;
  3692. case SpellID::TELEPORT:
  3693. {
  3694. BattleStackMoved bsm;
  3695. bsm.distance = -1;
  3696. bsm.stack = selectedStack;
  3697. std::vector<BattleHex> tiles;
  3698. tiles.push_back(destination);
  3699. bsm.tilesToMove = tiles;
  3700. bsm.teleporting = true;
  3701. sendAndApply(&bsm);
  3702. break;
  3703. }
  3704. case SpellID::SUMMON_FIRE_ELEMENTAL:
  3705. case SpellID::SUMMON_EARTH_ELEMENTAL:
  3706. case SpellID::SUMMON_WATER_ELEMENTAL:
  3707. case SpellID::SUMMON_AIR_ELEMENTAL:
  3708. { //elemental summoning
  3709. CreatureID creID;
  3710. switch(spellID)
  3711. {
  3712. case SpellID::SUMMON_FIRE_ELEMENTAL:
  3713. creID = CreatureID::FIRE_ELEMENTAL;
  3714. break;
  3715. case SpellID::SUMMON_EARTH_ELEMENTAL:
  3716. creID = CreatureID::EARTH_ELEMENTAL;
  3717. break;
  3718. case SpellID::SUMMON_WATER_ELEMENTAL:
  3719. creID = CreatureID::WATER_ELEMENTAL;
  3720. break;
  3721. case SpellID::SUMMON_AIR_ELEMENTAL:
  3722. creID = CreatureID::AIR_ELEMENTAL;
  3723. break;
  3724. }
  3725. BattleStackAdded bsa;
  3726. bsa.creID = creID;
  3727. bsa.attacker = !(bool)casterSide;
  3728. bsa.summoned = true;
  3729. bsa.pos = gs->curB->getAvaliableHex(creID, !(bool)casterSide); //TODO: unify it
  3730. //TODO stack casting -> probably power will be zero; set the proper number of creatures manually
  3731. int percentBonus = caster ? caster->valOfBonuses(Bonus::SPECIFIC_SPELL_DAMAGE, spellID.toEnum()) : 0;
  3732. bsa.amount = usedSpellPower
  3733. * SpellID(spellID).toSpell()->powers.at(spellLvl)
  3734. * (100 + percentBonus) / 100.0; //new feature - percentage bonus
  3735. if(bsa.amount)
  3736. sendAndApply(&bsa);
  3737. else
  3738. complain("Summoning elementals didn't summon any!");
  3739. }
  3740. break;
  3741. case SpellID::CLONE:
  3742. {
  3743. const CStack * clonedStack = nullptr;
  3744. if (attackedCres.size())
  3745. clonedStack = *attackedCres.begin();
  3746. if (!clonedStack)
  3747. {
  3748. complain ("No target stack to clone!");
  3749. return;
  3750. }
  3751. BattleStackAdded bsa;
  3752. bsa.creID = clonedStack->type->idNumber;
  3753. bsa.attacker = !(bool)casterSide;
  3754. bsa.summoned = true;
  3755. bsa.pos = gs->curB->getAvaliableHex(bsa.creID, !(bool)casterSide); //TODO: unify it
  3756. bsa.amount = clonedStack->count;
  3757. sendAndApply (&bsa);
  3758. BattleSetStackProperty ssp;
  3759. ssp.stackID = gs->curB->stacks.back()->ID; //how to get recent stack?
  3760. ssp.which = BattleSetStackProperty::CLONED; //using enum values
  3761. ssp.val = 0;
  3762. ssp.absolute = 1;
  3763. sendAndApply(&ssp);
  3764. }
  3765. break;
  3766. case SpellID::REMOVE_OBSTACLE:
  3767. {
  3768. if(auto obstacleToRemove = battleGetObstacleOnPos(destination, false))
  3769. {
  3770. ObstaclesRemoved obr;
  3771. obr.obstacles.insert(obstacleToRemove->uniqueID);
  3772. sendAndApply(&obr);
  3773. }
  3774. else
  3775. complain("There's no obstacle to remove!");
  3776. }
  3777. break;
  3778. case SpellID::DEATH_STARE: //handled in a bit different way
  3779. {
  3780. for(auto & attackedCre : attackedCres)
  3781. {
  3782. if((attackedCre)->hasBonusOfType(Bonus::UNDEAD) || (attackedCre)->hasBonusOfType(Bonus::NON_LIVING)) //this creature is immune
  3783. {
  3784. sc.dmgToDisplay = 0; //TODO: handle Death Stare for multiple targets (?)
  3785. continue;
  3786. }
  3787. BattleStackAttacked bsa;
  3788. bsa.flags |= BattleStackAttacked::EFFECT;
  3789. bsa.effect = spell->mainEffectAnim; //from config\spell-Info.txt
  3790. bsa.damageAmount = usedSpellPower * (attackedCre)->valOfBonuses(Bonus::STACK_HEALTH);
  3791. bsa.stackAttacked = (attackedCre)->ID;
  3792. bsa.attackerID = -1;
  3793. (attackedCre)->prepareAttacked(bsa);
  3794. si.stacks.push_back(bsa);
  3795. }
  3796. }
  3797. break;
  3798. case SpellID::ACID_BREATH_DAMAGE: //new effect, separate from acid breath defense reduction
  3799. {
  3800. for(auto & attackedCre : attackedCres) //no immunities
  3801. {
  3802. BattleStackAttacked bsa;
  3803. bsa.flags |= BattleStackAttacked::EFFECT;
  3804. bsa.effect = spell->mainEffectAnim;
  3805. bsa.damageAmount = usedSpellPower; //damage times the number of attackers
  3806. bsa.stackAttacked = (attackedCre)->ID;
  3807. bsa.attackerID = -1;
  3808. (attackedCre)->prepareAttacked(bsa);
  3809. si.stacks.push_back(bsa);
  3810. }
  3811. }
  3812. break;
  3813. }
  3814. sendAndApply(&sc);
  3815. if(!si.stacks.empty()) //after spellcast info shows
  3816. sendAndApply(&si);
  3817. if (mode == ECastingMode::CREATURE_ACTIVE_CASTING || mode == ECastingMode::ENCHANTER_CASTING) //reduce number of casts remaining
  3818. {
  3819. BattleSetStackProperty ssp;
  3820. ssp.stackID = stack->ID;
  3821. ssp.which = BattleSetStackProperty::CASTS;
  3822. ssp.val = -1;
  3823. ssp.absolute = false;
  3824. sendAndApply(&ssp);
  3825. }
  3826. //Magic Mirror effect
  3827. if (spell->isNegative() && mode != ECastingMode::MAGIC_MIRROR && spell->level && spell->range.at(0) == "0") //it is actual spell and can be reflected to single target, no recurrence
  3828. {
  3829. for(auto & attackedCre : attackedCres)
  3830. {
  3831. int mirrorChance = (attackedCre)->valOfBonuses(Bonus::MAGIC_MIRROR);
  3832. if(mirrorChance > rand()%100)
  3833. {
  3834. std::vector<CStack *> mirrorTargets;
  3835. std::vector<CStack *> & battleStacks = gs->curB->stacks;
  3836. for (auto & battleStack : battleStacks)
  3837. {
  3838. if(battleStack->owner == gs->curB->sides.at(casterSide).color) //get enemy stacks which can be affected by this spell
  3839. {
  3840. if (!gs->curB->battleIsImmune(nullptr, spell, ECastingMode::MAGIC_MIRROR, battleStack->position))
  3841. mirrorTargets.push_back(battleStack);
  3842. }
  3843. }
  3844. if (!mirrorTargets.empty())
  3845. {
  3846. int targetHex = mirrorTargets.at(rand() % mirrorTargets.size())->position;
  3847. handleSpellCasting(spellID, 0, targetHex, 1 - casterSide, (attackedCre)->owner, nullptr, (caster ? caster : nullptr), usedSpellPower, ECastingMode::MAGIC_MIRROR, (attackedCre));
  3848. }
  3849. }
  3850. }
  3851. }
  3852. }
  3853. bool CGameHandler::makeCustomAction( BattleAction &ba )
  3854. {
  3855. switch(ba.actionType)
  3856. {
  3857. case Battle::HERO_SPELL:
  3858. {
  3859. COMPLAIN_RET_FALSE_IF(ba.side > 1, "Side must be 0 or 1!");
  3860. const CGHeroInstance *h = gs->curB->battleGetFightingHero(ba.side);
  3861. const CGHeroInstance *secondHero = gs->curB->battleGetFightingHero(!ba.side);
  3862. if(!h)
  3863. {
  3864. logGlobal->warnStream() << "Wrong caster!";
  3865. return false;
  3866. }
  3867. if(ba.additionalInfo >= VLC->spellh->spells.size())
  3868. {
  3869. logGlobal->warnStream() << "Wrong spell id (" << ba.additionalInfo << ")!";
  3870. return false;
  3871. }
  3872. const CSpell *s = SpellID(ba.additionalInfo).toSpell();
  3873. if (s->mainEffectAnim > -1 || (s->id >= 66 || s->id <= 69) || s->id == SpellID::CLONE) //allow summon elementals
  3874. //TODO: special effects, like Clone
  3875. {
  3876. ui8 skill = h->getSpellSchoolLevel(s); //skill level
  3877. ESpellCastProblem::ESpellCastProblem escp = gs->curB->battleCanCastThisSpell(h->tempOwner, s, ECastingMode::HERO_CASTING);
  3878. if(escp != ESpellCastProblem::OK)
  3879. {
  3880. logGlobal->warnStream() << "Spell cannot be cast!";
  3881. logGlobal->warnStream() << "Problem : " << escp;
  3882. return false;
  3883. }
  3884. StartAction start_action(ba);
  3885. sendAndApply(&start_action); //start spell casting
  3886. handleSpellCasting (SpellID(ba.additionalInfo), skill, ba.destinationTile, ba.side, h->tempOwner,
  3887. h, secondHero, h->getPrimSkillLevel(PrimarySkill::SPELL_POWER),
  3888. ECastingMode::HERO_CASTING, nullptr, ba.selectedStack);
  3889. sendAndApply(&end_action);
  3890. if( !gs->curB->battleGetStackByID(gs->curB->activeStack, true))
  3891. {
  3892. battleMadeAction.setn(true);
  3893. }
  3894. checkForBattleEnd();
  3895. if(battleResult.get())
  3896. {
  3897. battleMadeAction.setn(true);
  3898. //battle will be ended by startBattle function
  3899. //endBattle(gs->curB->tile, gs->curB->heroes[0], gs->curB->heroes[1]);
  3900. }
  3901. return true;
  3902. }
  3903. else
  3904. {
  3905. logGlobal->warnStream() << "Spell " << s->name << " is not yet supported!";
  3906. return false;
  3907. }
  3908. }
  3909. }
  3910. return false;
  3911. }
  3912. void CGameHandler::stackTurnTrigger(const CStack * st)
  3913. {
  3914. BattleTriggerEffect bte;
  3915. bte.stackID = st->ID;
  3916. bte.effect = -1;
  3917. bte.val = 0;
  3918. bte.additionalInfo = 0;
  3919. if (st->alive())
  3920. {
  3921. //unbind
  3922. if (st->getEffect (SpellID::BIND))
  3923. {
  3924. bool unbind = true;
  3925. BonusList bl = *(st->getBonuses(Selector::type(Bonus::BIND_EFFECT)));
  3926. std::set<const CStack*> stacks = gs->curB-> batteAdjacentCreatures(st);
  3927. for(Bonus * b : bl)
  3928. {
  3929. const CStack * stack = gs->curB->battleGetStackByID(b->additionalInfo); //binding stack must be alive and adjacent
  3930. if (stack)
  3931. {
  3932. if (vstd::contains(stacks, stack)) //binding stack is still present
  3933. {
  3934. unbind = false;
  3935. }
  3936. }
  3937. }
  3938. if (unbind)
  3939. {
  3940. BattleSetStackProperty ssp;
  3941. ssp.which = BattleSetStackProperty::UNBIND;
  3942. ssp.stackID = st->ID;
  3943. sendAndApply(&ssp);
  3944. }
  3945. }
  3946. //regeneration
  3947. if(st->hasBonusOfType(Bonus::HP_REGENERATION))
  3948. {
  3949. bte.effect = Bonus::HP_REGENERATION;
  3950. bte.val = std::min((int)(st->MaxHealth() - st->firstHPleft), st->valOfBonuses(Bonus::HP_REGENERATION));
  3951. }
  3952. if(st->hasBonusOfType(Bonus::FULL_HP_REGENERATION))
  3953. {
  3954. bte.effect = Bonus::HP_REGENERATION;
  3955. bte.val = st->MaxHealth() - st->firstHPleft;
  3956. }
  3957. if (bte.val) //anything to heal
  3958. sendAndApply(&bte);
  3959. if(st->hasBonusOfType(Bonus::POISON))
  3960. {
  3961. const Bonus * b = st->getBonusLocalFirst(Selector::source(Bonus::SPELL_EFFECT, SpellID::POISON).And(Selector::type(Bonus::STACK_HEALTH)));
  3962. if (b) //TODO: what if not?...
  3963. {
  3964. bte.val = std::max (b->val - 10, -(st->valOfBonuses(Bonus::POISON)));
  3965. if (bte.val < b->val) //(negative) poison effect increases - update it
  3966. {
  3967. bte.effect = Bonus::POISON;
  3968. sendAndApply(&bte);
  3969. }
  3970. }
  3971. }
  3972. if (st->hasBonusOfType(Bonus::MANA_DRAIN) && !vstd::contains(st->state, EBattleStackState::DRAINED_MANA))
  3973. {
  3974. const CGHeroInstance * enemy = gs->curB->getHero(gs->curB->theOtherPlayer(st->owner));
  3975. //const CGHeroInstance * owner = gs->curB->getHero(st->owner);
  3976. if (enemy)
  3977. {
  3978. ui32 manaDrained = st->valOfBonuses(Bonus::MANA_DRAIN);
  3979. vstd::amin(manaDrained, gs->curB->battleGetFightingHero(0)->mana);
  3980. if (manaDrained)
  3981. {
  3982. bte.effect = Bonus::MANA_DRAIN;
  3983. bte.val = manaDrained;
  3984. bte.additionalInfo = enemy->id.getNum(); //for sanity
  3985. sendAndApply(&bte);
  3986. }
  3987. }
  3988. }
  3989. if (st->isLiving() && !st->hasBonusOfType(Bonus::FEARLESS))
  3990. {
  3991. bool fearsomeCreature = false;
  3992. for(CStack * stack : gs->curB->stacks)
  3993. {
  3994. if (stack->owner != st->owner && stack->alive() && stack->hasBonusOfType(Bonus::FEAR))
  3995. {
  3996. fearsomeCreature = true;
  3997. break;
  3998. }
  3999. }
  4000. if (fearsomeCreature)
  4001. {
  4002. if (rand() % 100 < 10) //fixed 10%
  4003. {
  4004. bte.effect = Bonus::FEAR;
  4005. sendAndApply(&bte);
  4006. }
  4007. }
  4008. }
  4009. BonusList bl = *(st->getBonuses(Selector::type(Bonus::ENCHANTER)));
  4010. int side = gs->curB->whatSide(st->owner);
  4011. if (bl.size() && st->casts && !gs->curB->sides.at(side).enchanterCounter)
  4012. {
  4013. int index = rand() % bl.size();
  4014. SpellID spellID = SpellID(bl[index]->subtype);
  4015. if (gs->curB->battleCanCastThisSpell(st->owner, SpellID(spellID).toSpell(), ECastingMode::ENCHANTER_CASTING) == ESpellCastProblem::OK) //TODO: select another available?
  4016. {
  4017. int spellLeveL = bl[index]->val; //spell level
  4018. const CGHeroInstance * enemyHero = gs->curB->getHero(gs->curB->theOtherPlayer(st->owner));
  4019. handleSpellCasting(spellID, spellLeveL, -1, side, st->owner, nullptr, enemyHero, 0, ECastingMode::ENCHANTER_CASTING, st);
  4020. BattleSetStackProperty ssp;
  4021. ssp.which = BattleSetStackProperty::ENCHANTER_COUNTER;
  4022. ssp.absolute = false;
  4023. ssp.val = bl[index]->additionalInfo; //increase cooldown counter
  4024. ssp.stackID = st->ID;
  4025. sendAndApply(&ssp);
  4026. }
  4027. }
  4028. bl = *(st->getBonuses(Selector::type(Bonus::ENCHANTED)));
  4029. for (auto b : bl)
  4030. {
  4031. SetStackEffect sse;
  4032. int val = bl.valOfBonuses (Selector::typeSubtype(b->type, b->subtype));
  4033. if (val > 3)
  4034. {
  4035. for (auto s : gs->curB->battleGetAllStacks())
  4036. {
  4037. if (st->owner == s->owner && s->isValidTarget()) //all allied
  4038. sse.stacks.push_back (s->ID);
  4039. }
  4040. }
  4041. else
  4042. sse.stacks.push_back (st->ID);
  4043. Bonus pseudoBonus;
  4044. pseudoBonus.sid = b->subtype;
  4045. pseudoBonus.val = ((val > 3) ? (val - 3) : val);
  4046. pseudoBonus.turnsRemain = 50;
  4047. st->stackEffectToFeature (sse.effect, pseudoBonus);
  4048. if (sse.effect.size())
  4049. sendAndApply (&sse);
  4050. }
  4051. }
  4052. }
  4053. void CGameHandler::handleDamageFromObstacle(const CObstacleInstance &obstacle, const CStack * curStack)
  4054. {
  4055. //we want to determine following vars depending on obstacle type
  4056. int damage = -1;
  4057. int effect = -1;
  4058. bool oneTimeObstacle = false;
  4059. //helper info
  4060. const SpellCreatedObstacle *spellObstacle = dynamic_cast<const SpellCreatedObstacle*>(&obstacle); //not nice but we may need spell params
  4061. const ui8 side = !curStack->attackerOwned; //if enemy is defending (false = 0), side of enemy hero is 1 (true)
  4062. const CGHeroInstance *hero = gs->curB->battleGetFightingHero(side);
  4063. if(obstacle.obstacleType == CObstacleInstance::MOAT)
  4064. {
  4065. damage = battleGetMoatDmg();
  4066. }
  4067. else if(obstacle.obstacleType == CObstacleInstance::LAND_MINE)
  4068. {
  4069. //You don't get hit by a Mine you can see.
  4070. if(gs->curB->battleIsObstacleVisibleForSide(obstacle, (BattlePerspective::BattlePerspective)side))
  4071. return;
  4072. oneTimeObstacle = true;
  4073. effect = 82; //makes
  4074. damage = gs->curB->calculateSpellDmg(SpellID(SpellID::LAND_MINE).toSpell(), hero, curStack,
  4075. spellObstacle->spellLevel, spellObstacle->casterSpellPower);
  4076. //TODO even if obstacle wasn't created by hero (Tower "moat") it should deal dmg as if casted by hero,
  4077. //if it is bigger than default dmg. Or is it just irrelevant H3 implementation quirk
  4078. }
  4079. else if(obstacle.obstacleType == CObstacleInstance::FIRE_WALL)
  4080. {
  4081. damage = gs->curB->calculateSpellDmg(SpellID(SpellID::FIRE_WALL).toSpell(), hero, curStack,
  4082. spellObstacle->spellLevel, spellObstacle->casterSpellPower);
  4083. }
  4084. else
  4085. {
  4086. //no other obstacle does damage to stack
  4087. return;
  4088. }
  4089. BattleStackAttacked bsa;
  4090. if(effect >= 0)
  4091. {
  4092. bsa.flags |= BattleStackAttacked::EFFECT;
  4093. bsa.effect = effect; //makes POOF
  4094. }
  4095. bsa.damageAmount = damage;
  4096. bsa.stackAttacked = curStack->ID;
  4097. bsa.attackerID = -1;
  4098. curStack->prepareAttacked(bsa);
  4099. StacksInjured si;
  4100. si.stacks.push_back(bsa);
  4101. sendAndApply(&si);
  4102. if(oneTimeObstacle)
  4103. removeObstacle(obstacle);
  4104. }
  4105. void CGameHandler::handleTimeEvents()
  4106. {
  4107. gs->map->events.sort(evntCmp);
  4108. while(gs->map->events.size() && gs->map->events.front().firstOccurence+1 == gs->day)
  4109. {
  4110. CMapEvent ev = gs->map->events.front();
  4111. for(int player = 0; player < PlayerColor::PLAYER_LIMIT_I; player++)
  4112. {
  4113. PlayerState *pinfo = gs->getPlayer(PlayerColor(player));
  4114. if( pinfo //player exists
  4115. && (ev.players & 1<<player) //event is enabled to this player
  4116. && ((ev.computerAffected && !pinfo->human)
  4117. || (ev.humanAffected && pinfo->human)
  4118. )
  4119. )
  4120. {
  4121. //give resources
  4122. SetResources sr;
  4123. sr.player = PlayerColor(player);
  4124. sr.res = pinfo->resources + ev.resources;
  4125. //prepare dialog
  4126. InfoWindow iw;
  4127. iw.player = PlayerColor(player);
  4128. iw.text << ev.message;
  4129. for (int i=0; i<ev.resources.size(); i++)
  4130. {
  4131. if(ev.resources.at(i)) //if resource is changed, we add it to the dialog
  4132. iw.components.push_back(Component(Component::RESOURCE,i,ev.resources.at(i),0));
  4133. }
  4134. if (iw.components.size())
  4135. {
  4136. sr.res.amax(0); // If removing too much resources, adjust the amount so the total doesn't become negative.
  4137. sendAndApply(&sr); //update player resources if changed
  4138. }
  4139. sendAndApply(&iw); //show dialog
  4140. }
  4141. } //PLAYERS LOOP
  4142. if(ev.nextOccurence)
  4143. {
  4144. gs->map->events.pop_front();
  4145. ev.firstOccurence += ev.nextOccurence;
  4146. auto it = gs->map->events.begin();
  4147. while ( it !=gs->map->events.end() && it->earlierThanOrEqual(ev))
  4148. it++;
  4149. gs->map->events.insert(it, ev);
  4150. }
  4151. else
  4152. {
  4153. gs->map->events.pop_front();
  4154. }
  4155. }
  4156. //TODO send only if changed
  4157. UpdateMapEvents ume;
  4158. ume.events = gs->map->events;
  4159. sendAndApply(&ume);
  4160. }
  4161. void CGameHandler::handleTownEvents(CGTownInstance * town, NewTurn &n)
  4162. {
  4163. town->events.sort(evntCmp);
  4164. while(town->events.size() && town->events.front().firstOccurence == gs->day)
  4165. {
  4166. PlayerColor player = town->tempOwner;
  4167. CCastleEvent ev = town->events.front();
  4168. PlayerState *pinfo = gs->getPlayer(player);
  4169. if( pinfo //player exists
  4170. && (ev.players & 1<<player.getNum()) //event is enabled to this player
  4171. && ((ev.computerAffected && !pinfo->human)
  4172. || (ev.humanAffected && pinfo->human) ) )
  4173. {
  4174. // dialog
  4175. InfoWindow iw;
  4176. iw.player = player;
  4177. iw.text << ev.message;
  4178. if(ev.resources.nonZero())
  4179. {
  4180. TResources was = n.res[player];
  4181. n.res[player] += ev.resources;
  4182. n.res[player].amax(0);
  4183. for (int i=0; i<ev.resources.size(); i++)
  4184. 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
  4185. iw.components.push_back(Component(Component::RESOURCE,i,n.res.at(player).at(i)-was.at(i),0));
  4186. }
  4187. for(auto & i : ev.buildings)
  4188. {
  4189. if ( town->hasBuilt(i))
  4190. {
  4191. buildStructure(town->id, i, true);
  4192. iw.components.push_back(Component(Component::BUILDING, town->subID, i, 0));
  4193. }
  4194. }
  4195. if (!ev.creatures.empty() && !vstd::contains(n.cres, town->id))
  4196. {
  4197. n.cres[town->id].tid = town->id;
  4198. n.cres[town->id].creatures = town->creatures;
  4199. }
  4200. auto & sac = n.cres[town->id];
  4201. for(si32 i=0;i<ev.creatures.size();i++) //creature growths
  4202. {
  4203. if(town->creatureDwellingLevel(i) >= 0 && ev.creatures.at(i))//there is dwelling
  4204. {
  4205. sac.creatures[i].first += ev.creatures.at(i);
  4206. iw.components.push_back(Component(Component::CREATURE,
  4207. town->creatures.at(i).second.back(), ev.creatures.at(i), 0));
  4208. }
  4209. }
  4210. sendAndApply(&iw); //show dialog
  4211. }
  4212. if(ev.nextOccurence)
  4213. {
  4214. town->events.pop_front();
  4215. ev.firstOccurence += ev.nextOccurence;
  4216. auto it = town->events.begin();
  4217. while ( it != town->events.end() && it->earlierThanOrEqual(ev))
  4218. it++;
  4219. town->events.insert(it, ev);
  4220. }
  4221. else
  4222. {
  4223. town->events.pop_front();
  4224. }
  4225. }
  4226. //TODO send only if changed
  4227. UpdateCastleEvents uce;
  4228. uce.town = town->id;
  4229. uce.events = town->events;
  4230. sendAndApply(&uce);
  4231. }
  4232. bool CGameHandler::complain( const std::string &problem )
  4233. {
  4234. sendMessageToAll("Server encountered a problem: " + problem);
  4235. logGlobal->errorStream() << problem;
  4236. return true;
  4237. }
  4238. void CGameHandler::showGarrisonDialog( ObjectInstanceID upobj, ObjectInstanceID hid, bool removableUnits)
  4239. {
  4240. //PlayerColor player = getOwner(hid);
  4241. auto upperArmy = dynamic_cast<const CArmedInstance*>(getObj(upobj));
  4242. auto lowerArmy = dynamic_cast<const CArmedInstance*>(getObj(hid));
  4243. assert(lowerArmy);
  4244. assert(upperArmy);
  4245. auto garrisonQuery = make_shared<CGarrisonDialogQuery>(upperArmy, lowerArmy);
  4246. queries.addQuery(garrisonQuery);
  4247. GarrisonDialog gd;
  4248. gd.hid = hid;
  4249. gd.objid = upobj;
  4250. gd.removableUnits = removableUnits;
  4251. gd.queryID = garrisonQuery->queryID;
  4252. sendAndApply(&gd);
  4253. }
  4254. void CGameHandler::showThievesGuildWindow(PlayerColor player, ObjectInstanceID requestingObjId)
  4255. {
  4256. OpenWindow ow;
  4257. ow.window = OpenWindow::THIEVES_GUILD;
  4258. ow.id1 = player.getNum();
  4259. ow.id2 = requestingObjId.getNum();
  4260. sendAndApply(&ow);
  4261. }
  4262. bool CGameHandler::isAllowedExchange( ObjectInstanceID id1, ObjectInstanceID id2 )
  4263. {
  4264. if(id1 == id2)
  4265. return true;
  4266. const CGObjectInstance *o1 = getObj(id1), *o2 = getObj(id2);
  4267. if(!o1 || !o2)
  4268. return true; //arranging stacks within an object should be always allowed
  4269. if (o1 && o2)
  4270. {
  4271. if(o1->ID == Obj::TOWN)
  4272. {
  4273. const CGTownInstance *t = static_cast<const CGTownInstance*>(o1);
  4274. if(t->visitingHero == o2 || t->garrisonHero == o2)
  4275. return true;
  4276. }
  4277. if(o2->ID == Obj::TOWN)
  4278. {
  4279. const CGTownInstance *t = static_cast<const CGTownInstance*>(o2);
  4280. if(t->visitingHero == o1 || t->garrisonHero == o1)
  4281. return true;
  4282. }
  4283. if (o1->ID == Obj::HERO && o2->ID == Obj::HERO)
  4284. {
  4285. const CGHeroInstance *h1 = static_cast<const CGHeroInstance*>(o1);
  4286. const CGHeroInstance *h2 = static_cast<const CGHeroInstance*>(o2);
  4287. // two heroes in same town (garrisoned and visiting)
  4288. if (h1->visitedTown != nullptr && h2->visitedTown != nullptr && h1->visitedTown == h2->visitedTown)
  4289. return true;
  4290. }
  4291. //Ongoing garrison exchange
  4292. if(auto dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries.topQuery(o1->tempOwner)))
  4293. {
  4294. if(dialog->exchangingArmies.at(0) == o1 && dialog->exchangingArmies.at(1) == o2)
  4295. return true;
  4296. if(dialog->exchangingArmies.at(1) == o1 && dialog->exchangingArmies.at(0) == o2)
  4297. return true;
  4298. }
  4299. }
  4300. return false;
  4301. }
  4302. void CGameHandler::objectVisited( const CGObjectInstance * obj, const CGHeroInstance * h )
  4303. {
  4304. logGlobal->traceStream() << h->nodeName() << " visits " << obj->getHoverText();
  4305. auto visitQuery = make_shared<CObjectVisitQuery>(obj, h, obj->visitablePos());
  4306. queries.addQuery(visitQuery); //TODO real visit pos
  4307. HeroVisit hv;
  4308. hv.obj = obj;
  4309. hv.hero = h;
  4310. hv.player = h->tempOwner;
  4311. hv.starting = true;
  4312. sendAndApply(&hv);
  4313. obj->onHeroVisit(h);
  4314. queries.popIfTop(visitQuery); //visit ends here if no queries were created
  4315. }
  4316. void CGameHandler::objectVisitEnded(const CObjectVisitQuery &query)
  4317. {
  4318. logGlobal->traceStream() << query.visitingHero->nodeName() << " visit ends.\n";
  4319. HeroVisit hv;
  4320. hv.player = query.players.front();
  4321. hv.obj = nullptr; //not necessary, moreover may have been deleted in the meantime
  4322. hv.hero = query.visitingHero;
  4323. assert(hv.hero);
  4324. hv.starting = false;
  4325. sendAndApply(&hv);
  4326. }
  4327. bool CGameHandler::buildBoat( ObjectInstanceID objid )
  4328. {
  4329. const IShipyard *obj = IShipyard::castFrom(getObj(objid));
  4330. if(obj->shipyardStatus() != IBoatGenerator::GOOD)
  4331. {
  4332. complain("Cannot build boat in this shipyard!");
  4333. return false;
  4334. }
  4335. else if(obj->o->ID == Obj::TOWN
  4336. && !static_cast<const CGTownInstance*>(obj)->hasBuilt(BuildingID::SHIPYARD))
  4337. {
  4338. complain("Cannot build boat in the town - no shipyard!");
  4339. return false;
  4340. }
  4341. const PlayerColor playerID = obj->o->tempOwner;
  4342. TResources boatCost;
  4343. obj->getBoatCost(boatCost);
  4344. TResources aviable = gs->getPlayer(playerID)->resources;
  4345. if (!aviable.canAfford(boatCost))
  4346. {
  4347. complain("Not enough resources to build a boat!");
  4348. return false;
  4349. }
  4350. int3 tile = obj->bestLocation();
  4351. if(!gs->map->isInTheMap(tile))
  4352. {
  4353. complain("Cannot find appropriate tile for a boat!");
  4354. return false;
  4355. }
  4356. //take boat cost
  4357. SetResources sr;
  4358. sr.player = playerID;
  4359. sr.res = (aviable - boatCost);
  4360. sendAndApply(&sr);
  4361. //create boat
  4362. NewObject no;
  4363. no.ID = Obj::BOAT;
  4364. no.subID = obj->getBoatType();
  4365. no.pos = tile + int3(1,0,0);
  4366. sendAndApply(&no);
  4367. return true;
  4368. }
  4369. void CGameHandler::engageIntoBattle( PlayerColor player )
  4370. {
  4371. //notify interfaces
  4372. PlayerBlocked pb;
  4373. pb.player = player;
  4374. pb.reason = PlayerBlocked::UPCOMING_BATTLE;
  4375. pb.startOrEnd = PlayerBlocked::BLOCKADE_STARTED;
  4376. sendAndApply(&pb);
  4377. }
  4378. void CGameHandler::checkVictoryLossConditions(const std::set<PlayerColor> & playerColors)
  4379. {
  4380. for(auto playerColor : playerColors)
  4381. {
  4382. if(gs->getPlayer(playerColor)) checkVictoryLossConditionsForPlayer(playerColor);
  4383. }
  4384. }
  4385. void CGameHandler::checkVictoryLossConditionsForAll()
  4386. {
  4387. std::set<PlayerColor> playerColors;
  4388. for(int i = 0; i < PlayerColor::PLAYER_LIMIT_I; ++i)
  4389. {
  4390. playerColors.insert(PlayerColor(i));
  4391. }
  4392. checkVictoryLossConditions(playerColors);
  4393. }
  4394. void CGameHandler::checkVictoryLossConditionsForPlayer(PlayerColor player)
  4395. {
  4396. const PlayerState *p = gs->getPlayer(player);
  4397. if(p->status != EPlayerStatus::INGAME) return;
  4398. auto victoryLossCheckResult = gs->checkForVictoryAndLoss(player);
  4399. if(victoryLossCheckResult != EVictoryLossCheckResult::NO_VICTORY_OR_LOSS)
  4400. {
  4401. InfoWindow iw;
  4402. getVictoryLossMessage(player, victoryLossCheckResult, iw);
  4403. sendAndApply(&iw);
  4404. PlayerEndsGame peg;
  4405. peg.player = player;
  4406. peg.victoryLossCheckResult = victoryLossCheckResult;
  4407. sendAndApply(&peg);
  4408. if(victoryLossCheckResult.victory())
  4409. {
  4410. //one player won -> all enemies lost
  4411. iw.text.localStrings.front().second++; //message about losing because enemy won first is just after victory message
  4412. for (auto i = gs->players.cbegin(); i!=gs->players.cend(); i++)
  4413. {
  4414. if(i->first != player && gs->getPlayer(i->first)->status == EPlayerStatus::INGAME)
  4415. {
  4416. iw.player = i->first;
  4417. sendAndApply(&iw);
  4418. peg.player = i->first;
  4419. peg.victoryLossCheckResult = gameState()->getPlayerRelations(player, i->first) == PlayerRelations::ALLIES ?
  4420. victoryLossCheckResult : EVictoryLossCheckResult::LOSS_STANDARD_HEROES_AND_TOWNS; // ally of winner
  4421. sendAndApply(&peg);
  4422. }
  4423. }
  4424. if(p->human)
  4425. {
  4426. end2 = true;
  4427. if(gs->scenarioOps->campState)
  4428. {
  4429. std::vector<CGHeroInstance *> hes;
  4430. for(CGHeroInstance * ghi : gs->map->heroesOnMap)
  4431. {
  4432. if (ghi->tempOwner == player)
  4433. {
  4434. hes.push_back(ghi);
  4435. }
  4436. }
  4437. gs->scenarioOps->campState->mapConquered(hes);
  4438. //Request clients to change connection mode
  4439. PrepareForAdvancingCampaign pfac;
  4440. sendAndApply(&pfac);
  4441. //Change connection mode
  4442. if(getPlayer(player)->human && getStartInfo()->campState)
  4443. {
  4444. for(auto connection : conns)
  4445. connection->prepareForSendingHeroes();
  4446. }
  4447. UpdateCampaignState ucs;
  4448. ucs.camp = gs->scenarioOps->campState;
  4449. sendAndApply(&ucs);
  4450. }
  4451. }
  4452. }
  4453. else
  4454. {
  4455. //player lost -> all his objects become unflagged (neutral)
  4456. auto hlp = p->heroes;
  4457. for (auto i = hlp.cbegin(); i != hlp.cend(); i++) //eliminate heroes
  4458. removeObject(*i);
  4459. for (auto i = gs->map->objects.cbegin(); i != gs->map->objects.cend(); i++) //unflag objs
  4460. {
  4461. if(*i && (*i)->tempOwner == player)
  4462. setOwner(*i,PlayerColor::NEUTRAL);
  4463. }
  4464. //eliminating one player may cause victory of another:
  4465. std::set<PlayerColor> playerColors;
  4466. for(int i = 0; i < PlayerColor::PLAYER_LIMIT_I; ++i)
  4467. {
  4468. if(player.getNum() != i) playerColors.insert(PlayerColor(i));
  4469. }
  4470. checkVictoryLossConditions(playerColors);
  4471. }
  4472. //If player making turn has lost his turn must be over as well
  4473. if(gs->getPlayer(gs->currentPlayer)->status != EPlayerStatus::INGAME)
  4474. {
  4475. states.setFlag(gs->currentPlayer, &PlayerStatus::makingTurn, false);
  4476. }
  4477. }
  4478. }
  4479. void CGameHandler::getVictoryLossMessage(PlayerColor player, EVictoryLossCheckResult victoryLossCheckResult, InfoWindow & out) const
  4480. {
  4481. // const PlayerState *p = gs->getPlayer(player);
  4482. // if(!p->human)
  4483. // return; //AI doesn't need text info of loss
  4484. out.player = player;
  4485. if(victoryLossCheckResult == EVictoryLossCheckResult::VICTORY_SPECIAL)
  4486. {
  4487. switch(gs->map->victoryCondition.condition)
  4488. {
  4489. case EVictoryConditionType::ARTIFACT:
  4490. out.text.addTxt(MetaString::GENERAL_TXT, 280); //Congratulations! You have found the %s, and can claim victory!
  4491. out.text.addReplacement(MetaString::ART_NAMES,gs->map->victoryCondition.objectId); //artifact name
  4492. break;
  4493. case EVictoryConditionType::GATHERTROOP:
  4494. out.text.addTxt(MetaString::GENERAL_TXT, 276); //Congratulations! You have over %d %s in your armies. Your enemies have no choice but to bow down before your power!
  4495. out.text.addReplacement(gs->map->victoryCondition.count);
  4496. out.text.addReplacement(MetaString::CRE_PL_NAMES, gs->map->victoryCondition.objectId);
  4497. break;
  4498. case EVictoryConditionType::GATHERRESOURCE:
  4499. out.text.addTxt(MetaString::GENERAL_TXT, 278); //Congratulations! You have collected over %d %s in your treasury. Victory is yours!
  4500. out.text.addReplacement(gs->map->victoryCondition.count);
  4501. out.text.addReplacement(MetaString::RES_NAMES, gs->map->victoryCondition.objectId);
  4502. break;
  4503. case EVictoryConditionType::BUILDCITY:
  4504. out.text.addTxt(MetaString::GENERAL_TXT, 282); //Congratulations! You have successfully upgraded your town, and can claim victory!
  4505. break;
  4506. case EVictoryConditionType::BUILDGRAIL:
  4507. out.text.addTxt(MetaString::GENERAL_TXT, 284); //Congratulations! You have constructed a permanent home for the Grail, and can claim victory!
  4508. break;
  4509. case EVictoryConditionType::BEATHERO:
  4510. {
  4511. out.text.addTxt(MetaString::GENERAL_TXT, 252); //Congratulations! You have completed your quest to defeat the enemy hero %s. Victory is yours!
  4512. const CGHeroInstance *h = dynamic_cast<const CGHeroInstance*>(gs->map->victoryCondition.obj);
  4513. assert(h);
  4514. out.text.addReplacement(h->name);
  4515. }
  4516. break;
  4517. case EVictoryConditionType::CAPTURECITY:
  4518. {
  4519. out.text.addTxt(MetaString::GENERAL_TXT, 249); //Congratulations! You captured %s, and are victorious!
  4520. const CGTownInstance *t = dynamic_cast<const CGTownInstance*>(gs->map->victoryCondition.obj);
  4521. assert(t);
  4522. out.text.addReplacement(t->name);
  4523. }
  4524. break;
  4525. case EVictoryConditionType::BEATMONSTER:
  4526. out.text.addTxt(MetaString::GENERAL_TXT, 286); //Congratulations! You have completed your quest to kill the fearsome beast, and can claim victory!
  4527. break;
  4528. case EVictoryConditionType::TAKEDWELLINGS:
  4529. out.text.addTxt(MetaString::GENERAL_TXT, 288); //Congratulations! Your flag flies on the dwelling of every creature. Victory is yours!
  4530. break;
  4531. case EVictoryConditionType::TAKEMINES:
  4532. out.text.addTxt(MetaString::GENERAL_TXT, 290); //Congratulations! Your flag flies on every mine. Victory is yours!
  4533. break;
  4534. case EVictoryConditionType::TRANSPORTITEM:
  4535. out.text.addTxt(MetaString::GENERAL_TXT, 292); //Congratulations! You have reached your destination, precious cargo intact, and can claim victory!
  4536. break;
  4537. }
  4538. }
  4539. else if(victoryLossCheckResult == EVictoryLossCheckResult::VICTORY_STANDARD)
  4540. {
  4541. out.text.addTxt(MetaString::GENERAL_TXT, 659); // Congratulations! All your enemies have been defeated! Victory is yours!
  4542. }
  4543. else if(victoryLossCheckResult == EVictoryLossCheckResult::LOSS_STANDARD_TOWNS_AND_TIME_OVER)
  4544. {
  4545. out.text.addTxt(MetaString::GENERAL_TXT, 7);//%s, your heroes abandon you, and you are banished from this land.
  4546. out.text.addReplacement(MetaString::COLOR, player.getNum());
  4547. out.components.push_back(Component(Component::FLAG, player.getNum(), 0, 0));
  4548. }
  4549. else if(victoryLossCheckResult == EVictoryLossCheckResult::LOSS_SPECIAL)
  4550. {
  4551. switch(gs->map->lossCondition.typeOfLossCon)
  4552. {
  4553. case ELossConditionType::LOSSCASTLE:
  4554. {
  4555. out.text.addTxt(MetaString::GENERAL_TXT, 251); //The town of %s has fallen - all is lost!
  4556. const CGTownInstance *t = dynamic_cast<const CGTownInstance*>(gs->map->lossCondition.obj);
  4557. assert(t);
  4558. out.text.addReplacement(t->name);
  4559. }
  4560. break;
  4561. case ELossConditionType::LOSSHERO:
  4562. {
  4563. out.text.addTxt(MetaString::GENERAL_TXT, 253); //The hero, %s, has suffered defeat - your quest is over!
  4564. const CGHeroInstance *h = dynamic_cast<const CGHeroInstance*>(gs->map->lossCondition.obj);
  4565. assert(h);
  4566. out.text.addReplacement(h->name);
  4567. }
  4568. break;
  4569. case ELossConditionType::TIMEEXPIRES:
  4570. out.text.addTxt(MetaString::GENERAL_TXT, 254); //Alas, time has run out on your quest. All is lost.
  4571. break;
  4572. }
  4573. }
  4574. else if(victoryLossCheckResult == EVictoryLossCheckResult::LOSS_STANDARD_HEROES_AND_TOWNS)
  4575. {
  4576. out.text.addTxt(MetaString::GENERAL_TXT, 660); //All your forces have been defeated, and you are banished from this land!
  4577. }
  4578. else
  4579. {
  4580. assert(0);
  4581. logGlobal->warnStream() << "Unknown victory loss check result";
  4582. }
  4583. }
  4584. bool CGameHandler::dig( const CGHeroInstance *h )
  4585. {
  4586. for (auto i = gs->map->objects.cbegin(); i != gs->map->objects.cend(); i++) //unflag objs
  4587. {
  4588. if(*i && (*i)->ID == Obj::HOLE && (*i)->pos == h->getPosition())
  4589. {
  4590. complain("Cannot dig - there is already a hole under the hero!");
  4591. return false;
  4592. }
  4593. }
  4594. if(h->diggingStatus() != CGHeroInstance::CAN_DIG) //checks for terrain and movement
  4595. COMPLAIN_RETF("Hero cannot dig (error code %d)!", h->diggingStatus());
  4596. //create a hole
  4597. NewObject no;
  4598. no.ID = Obj::HOLE;
  4599. no.pos = h->getPosition();
  4600. no.subID = getTile(no.pos)->terType;
  4601. sendAndApply(&no);
  4602. //take MPs
  4603. SetMovePoints smp;
  4604. smp.hid = h->id;
  4605. smp.val = 0;
  4606. sendAndApply(&smp);
  4607. InfoWindow iw;
  4608. iw.player = h->tempOwner;
  4609. if(gs->map->grailPos == h->getPosition())
  4610. {
  4611. iw.text.addTxt(MetaString::GENERAL_TXT, 58); //"Congratulations! After spending many hours digging here, your hero has uncovered the "
  4612. iw.text.addTxt(MetaString::ART_NAMES, 2);
  4613. iw.soundID = soundBase::ULTIMATEARTIFACT;
  4614. giveHeroNewArtifact(h, VLC->arth->artifacts.at(2), ArtifactPosition::PRE_FIRST); //give grail
  4615. sendAndApply(&iw);
  4616. iw.soundID = soundBase::invalid;
  4617. iw.text.clear();
  4618. iw.text.addTxt(MetaString::ART_DESCR, 2);
  4619. sendAndApply(&iw);
  4620. }
  4621. else
  4622. {
  4623. iw.text.addTxt(MetaString::GENERAL_TXT, 59); //"Nothing here. \n Where could it be?"
  4624. iw.soundID = soundBase::Dig;
  4625. sendAndApply(&iw);
  4626. }
  4627. return true;
  4628. }
  4629. void CGameHandler::attackCasting(const BattleAttack & bat, Bonus::BonusType attackMode, const CStack * attacker)
  4630. {
  4631. if(attacker->hasBonusOfType(attackMode))
  4632. {
  4633. std::set<SpellID> spellsToCast;
  4634. TBonusListPtr spells = attacker->getBonuses(Selector::type(attackMode));
  4635. for(const Bonus *sf : *spells)
  4636. {
  4637. spellsToCast.insert (SpellID(sf->subtype));
  4638. }
  4639. for(SpellID spellID : spellsToCast)
  4640. {
  4641. const CStack * oneOfAttacked = nullptr;
  4642. for (auto & elem : bat.bsa)
  4643. {
  4644. if (elem.newAmount > 0 && !elem.isSecondary()) //apply effects only to first target stack if it's alive
  4645. {
  4646. oneOfAttacked = gs->curB->battleGetStackByID(elem.stackAttacked);
  4647. break;
  4648. }
  4649. }
  4650. bool castMe = false;
  4651. if(oneOfAttacked == nullptr) //all attacked creatures have been killed
  4652. return;
  4653. int spellLevel = 0;
  4654. TBonusListPtr spellsByType = attacker->getBonuses(Selector::typeSubtype(attackMode, spellID));
  4655. for(const Bonus *sf : *spellsByType)
  4656. {
  4657. vstd::amax(spellLevel, sf->additionalInfo % 1000); //pick highest level
  4658. int meleeRanged = sf->additionalInfo / 1000;
  4659. if (meleeRanged == 0 || (meleeRanged == 1 && bat.shot()) || (meleeRanged == 2 && !bat.shot()))
  4660. castMe = true;
  4661. }
  4662. int chance = attacker->valOfBonuses((Selector::typeSubtype(attackMode, spellID)));
  4663. vstd::amin (chance, 100);
  4664. int destination = oneOfAttacked->position;
  4665. const CSpell * spell = SpellID(spellID).toSpell();
  4666. if(gs->curB->battleCanCastThisSpellHere(attacker->owner, spell, ECastingMode::AFTER_ATTACK_CASTING, oneOfAttacked->position) != ESpellCastProblem::OK)
  4667. continue;
  4668. //check if spell should be casted (probability handling)
  4669. if(rand()%100 >= chance)
  4670. continue;
  4671. //casting //TODO: check if spell can be blocked or target is immune
  4672. if (castMe) //stacks use 0 spell power. If needed, default = 3 or custom value is used
  4673. handleSpellCasting(spellID, spellLevel, destination, !attacker->attackerOwned, attacker->owner, nullptr, nullptr, 0, ECastingMode::AFTER_ATTACK_CASTING, attacker);
  4674. }
  4675. }
  4676. }
  4677. void CGameHandler::handleAttackBeforeCasting (const BattleAttack & bat)
  4678. {
  4679. const CStack * attacker = gs->curB->battleGetStackByID(bat.stackAttacking);
  4680. attackCasting(bat, Bonus::SPELL_BEFORE_ATTACK, attacker); //no detah stare / acid bretah needed?
  4681. }
  4682. void CGameHandler::handleAfterAttackCasting( const BattleAttack & bat )
  4683. {
  4684. const CStack * attacker = gs->curB->battleGetStackByID(bat.stackAttacking);
  4685. if (!attacker) //could be already dead
  4686. return;
  4687. attackCasting(bat, Bonus::SPELL_AFTER_ATTACK, attacker);
  4688. if(bat.bsa.at(0).newAmount <= 0)
  4689. {
  4690. //don't try death stare or acid breath on dead stack (crash!)
  4691. return;
  4692. }
  4693. if (attacker->hasBonusOfType(Bonus::DEATH_STARE) && bat.bsa.size())
  4694. {
  4695. // mechanics of Death Stare as in H3:
  4696. // each gorgon have 10% chance to kill (counted separately in H3) -> binomial distribution
  4697. //original formula x = min(x, (gorgons_count + 9)/10);
  4698. double chanceToKill = attacker->valOfBonuses(Bonus::DEATH_STARE, 0) / 100.0f;
  4699. vstd::amin(chanceToKill, 1); //cap at 100%
  4700. std::binomial_distribution<> distr(attacker->count, chanceToKill);
  4701. std::mt19937 rng(rand());
  4702. int staredCreatures = distr(rng);
  4703. double cap = 1 / std::max(chanceToKill, (double)(0.01));//don't divide by 0
  4704. int maxToKill = (attacker->count + cap - 1) / cap; //not much more than chance * count
  4705. vstd::amin(staredCreatures, maxToKill);
  4706. staredCreatures += (attacker->level() * attacker->valOfBonuses(Bonus::DEATH_STARE, 1)) / gs->curB->battleGetStackByID(bat.bsa.at(0).stackAttacked)->level();
  4707. if (staredCreatures)
  4708. {
  4709. if (bat.bsa.at(0).newAmount > 0) //TODO: death stare was not originally available for multiple-hex attacks, but...
  4710. handleSpellCasting(SpellID::DEATH_STARE, 0, gs->curB->battleGetStackByID(bat.bsa.at(0).stackAttacked)->position,
  4711. !attacker->attackerOwned, attacker->owner, nullptr, nullptr, staredCreatures, ECastingMode::AFTER_ATTACK_CASTING, attacker);
  4712. }
  4713. }
  4714. int acidDamage = 0;
  4715. TBonusListPtr acidBreath = attacker->getBonuses(Selector::type(Bonus::ACID_BREATH));
  4716. for(const Bonus *b : *acidBreath)
  4717. {
  4718. if (b->additionalInfo > rand()%100)
  4719. acidDamage += b->val;
  4720. }
  4721. if (acidDamage)
  4722. {
  4723. handleSpellCasting(SpellID::ACID_BREATH_DAMAGE, 0, gs->curB->battleGetStackByID(bat.bsa.at(0).stackAttacked)->position,
  4724. !attacker->attackerOwned, attacker->owner, nullptr, nullptr,
  4725. acidDamage * attacker->count, ECastingMode::AFTER_ATTACK_CASTING, attacker);
  4726. }
  4727. }
  4728. bool CGameHandler::castSpell(const CGHeroInstance *h, SpellID spellID, const int3 &pos)
  4729. {
  4730. const CSpell *s = spellID.toSpell();
  4731. int cost = h->getSpellCost(s);
  4732. int schoolLevel = h->getSpellSchoolLevel(s);
  4733. if(!h->canCastThisSpell(s))
  4734. COMPLAIN_RET("Hero cannot cast this spell!");
  4735. if(h->mana < cost)
  4736. COMPLAIN_RET("Hero doesn't have enough spell points to cast this spell!");
  4737. if(s->combatSpell)
  4738. COMPLAIN_RET("This function can be used only for adventure map spells!");
  4739. AdvmapSpellCast asc;
  4740. asc.caster = h;
  4741. asc.spellID = spellID;
  4742. sendAndApply(&asc);
  4743. switch(spellID)
  4744. {
  4745. case SpellID::SUMMON_BOAT:
  4746. {
  4747. //check if spell works at all
  4748. if(rand() % 100 >= s->powers.at(schoolLevel)) //power is % chance of success
  4749. {
  4750. InfoWindow iw;
  4751. iw.player = h->tempOwner;
  4752. iw.text.addTxt(MetaString::GENERAL_TXT, 336); //%s tried to summon a boat, but failed.
  4753. iw.text.addReplacement(h->name);
  4754. sendAndApply(&iw);
  4755. break;
  4756. }
  4757. //try to find unoccupied boat to summon
  4758. const CGBoat *nearest = nullptr;
  4759. double dist = 0;
  4760. int3 summonPos = h->bestLocation();
  4761. if(summonPos.x < 0)
  4762. COMPLAIN_RET("There is no water tile available!");
  4763. for(const CGObjectInstance *obj : gs->map->objects)
  4764. {
  4765. if(obj && obj->ID == Obj::BOAT)
  4766. {
  4767. const CGBoat *b = static_cast<const CGBoat*>(obj);
  4768. if(b->hero) continue; //we're looking for unoccupied boat
  4769. double nDist = distance(b->pos, h->getPosition());
  4770. if(!nearest || nDist < dist) //it's first boat or closer than previous
  4771. {
  4772. nearest = b;
  4773. dist = nDist;
  4774. }
  4775. }
  4776. }
  4777. if(nearest) //we found boat to summon
  4778. {
  4779. ChangeObjPos cop;
  4780. cop.objid = nearest->id;
  4781. cop.nPos = summonPos + int3(1,0,0);;
  4782. cop.flags = 1;
  4783. sendAndApply(&cop);
  4784. }
  4785. else if(schoolLevel < 2) //none or basic level -> cannot create boat :(
  4786. {
  4787. InfoWindow iw;
  4788. iw.player = h->tempOwner;
  4789. iw.text.addTxt(MetaString::GENERAL_TXT, 335); //There are no boats to summon.
  4790. sendAndApply(&iw);
  4791. }
  4792. else //create boat
  4793. {
  4794. NewObject no;
  4795. no.ID = Obj::BOAT;
  4796. no.subID = h->getBoatType();
  4797. no.pos = summonPos + int3(1,0,0);;
  4798. sendAndApply(&no);
  4799. }
  4800. break;
  4801. }
  4802. case SpellID::SCUTTLE_BOAT:
  4803. {
  4804. //check if spell works at all
  4805. if(rand() % 100 >= s->powers.at(schoolLevel)) //power is % chance of success
  4806. {
  4807. InfoWindow iw;
  4808. iw.player = h->tempOwner;
  4809. iw.text.addTxt(MetaString::GENERAL_TXT, 337); //%s tried to scuttle the boat, but failed
  4810. iw.text.addReplacement(h->name);
  4811. sendAndApply(&iw);
  4812. break;
  4813. }
  4814. if(!gs->map->isInTheMap(pos))
  4815. COMPLAIN_RET("Invalid dst tile for scuttle!");
  4816. //TODO: test range, visibility
  4817. const TerrainTile *t = &gs->map->getTile(pos);
  4818. if(!t->visitableObjects.size() || t->visitableObjects.back()->ID != Obj::BOAT)
  4819. COMPLAIN_RET("There is no boat to scuttle!");
  4820. RemoveObject ro;
  4821. ro.id = t->visitableObjects.back()->id;
  4822. sendAndApply(&ro);
  4823. break;
  4824. }
  4825. case SpellID::DIMENSION_DOOR:
  4826. {
  4827. const TerrainTile *dest = getTile(pos);
  4828. const TerrainTile *curr = getTile(h->getSightCenter());
  4829. if(!dest)
  4830. COMPLAIN_RET("Destination tile doesn't exist!");
  4831. if(!h->movement)
  4832. COMPLAIN_RET("Hero needs movement points to cast Dimension Door!");
  4833. if(h->getBonusesCount(Bonus::SPELL_EFFECT, SpellID::DIMENSION_DOOR) >= s->powers.at(schoolLevel)) //limit casts per turn
  4834. {
  4835. InfoWindow iw;
  4836. iw.player = h->tempOwner;
  4837. iw.text.addTxt(MetaString::GENERAL_TXT, 338); //%s is not skilled enough to cast this spell again today.
  4838. iw.text.addReplacement(h->name);
  4839. sendAndApply(&iw);
  4840. break;
  4841. }
  4842. GiveBonus gb;
  4843. gb.id = h->id.getNum();
  4844. gb.bonus = Bonus(Bonus::ONE_DAY, Bonus::NONE, Bonus::SPELL_EFFECT, 0, SpellID::DIMENSION_DOOR);
  4845. sendAndApply(&gb);
  4846. if(!dest->isClear(curr)) //wrong dest tile
  4847. {
  4848. InfoWindow iw;
  4849. iw.player = h->tempOwner;
  4850. iw.text.addTxt(MetaString::GENERAL_TXT, 70); //Dimension Door failed!
  4851. sendAndApply(&iw);
  4852. break;
  4853. }
  4854. if (moveHero(h->id, pos + h->getVisitableOffset(), true))
  4855. {
  4856. SetMovePoints smp;
  4857. smp.hid = h->id;
  4858. smp.val = std::max<ui32>(0, h->movement - 300);
  4859. sendAndApply(&smp);
  4860. }
  4861. }
  4862. break;
  4863. case SpellID::FLY:
  4864. {
  4865. int subtype = schoolLevel >= 2 ? 1 : 2; //adv or expert
  4866. GiveBonus gb;
  4867. gb.id = h->id.getNum();
  4868. gb.bonus = Bonus(Bonus::ONE_DAY, Bonus::FLYING_MOVEMENT, Bonus::SPELL_EFFECT, 0, SpellID::FLY, subtype);
  4869. sendAndApply(&gb);
  4870. }
  4871. break;
  4872. case SpellID::WATER_WALK:
  4873. {
  4874. int subtype = schoolLevel >= 2 ? 1 : 2; //adv or expert
  4875. GiveBonus gb;
  4876. gb.id = h->id.getNum();
  4877. gb.bonus = Bonus(Bonus::ONE_DAY, Bonus::WATER_WALKING, Bonus::SPELL_EFFECT, 0, SpellID::WATER_WALK, subtype);
  4878. sendAndApply(&gb);
  4879. }
  4880. break;
  4881. case SpellID::TOWN_PORTAL:
  4882. {
  4883. if (!gs->map->isInTheMap(pos))
  4884. COMPLAIN_RET("Destination tile not present!")
  4885. TerrainTile tile = gs->map->getTile(pos);
  4886. if (tile.visitableObjects.empty() || tile.visitableObjects.back()->ID != Obj::TOWN )
  4887. COMPLAIN_RET("Town not found for Town Portal!");
  4888. CGTownInstance * town = static_cast<CGTownInstance*>(tile.visitableObjects.back());
  4889. if (town->tempOwner != h->tempOwner)
  4890. COMPLAIN_RET("Can't teleport to another player!");
  4891. if (town->visitingHero)
  4892. COMPLAIN_RET("Can't teleport to occupied town!");
  4893. if (h->getSpellSchoolLevel(s) < 2)
  4894. {
  4895. double dist = town->pos.dist2d(h->pos);
  4896. ObjectInstanceID nearest = town->id; //nearest town's ID
  4897. for(const CGTownInstance * currTown : gs->getPlayer(h->tempOwner)->towns)
  4898. {
  4899. double curDist = currTown->pos.dist2d(h->pos);
  4900. if (nearest == ObjectInstanceID() || curDist < dist)
  4901. {
  4902. nearest = town->id;
  4903. dist = curDist;
  4904. }
  4905. }
  4906. if (town->id != nearest)
  4907. COMPLAIN_RET("This hero can only teleport to nearest town!")
  4908. }
  4909. moveHero(h->id, town->visitablePos() + h->getVisitableOffset() ,1);
  4910. }
  4911. break;
  4912. case SpellID::VISIONS:
  4913. case SpellID::VIEW_EARTH:
  4914. case SpellID::DISGUISE:
  4915. case SpellID::VIEW_AIR:
  4916. default:
  4917. COMPLAIN_RET("This spell is not implemented yet!");
  4918. }
  4919. SetMana sm;
  4920. sm.hid = h->id;
  4921. sm.val = h->mana - cost;
  4922. sendAndApply(&sm);
  4923. return true;
  4924. }
  4925. void CGameHandler::visitObjectOnTile(const TerrainTile &t, const CGHeroInstance * h)
  4926. {
  4927. if (!t.visitableObjects.empty())
  4928. {
  4929. //to prevent self-visiting heroes on space press
  4930. if(t.visitableObjects.back() != h)
  4931. objectVisited(t.visitableObjects.back(), h);
  4932. else if(t.visitableObjects.size() > 1)
  4933. objectVisited(*(t.visitableObjects.end()-2),h);
  4934. }
  4935. }
  4936. bool CGameHandler::sacrificeCreatures(const IMarket *market, const CGHeroInstance *hero, SlotID slot, ui32 count)
  4937. {
  4938. int oldCount = hero->getStackCount(slot);
  4939. if(oldCount < count)
  4940. COMPLAIN_RET("Not enough creatures to sacrifice!")
  4941. else if(oldCount == count && hero->Slots().size() == 1 && hero->needsLastStack())
  4942. COMPLAIN_RET("Cannot sacrifice last creature!");
  4943. int crid = hero->getStack(slot).type->idNumber;
  4944. changeStackCount(StackLocation(hero, slot), -count);
  4945. int dump, exp;
  4946. market->getOffer(crid, 0, dump, exp, EMarketMode::CREATURE_EXP);
  4947. exp *= count;
  4948. changePrimSkill(hero, PrimarySkill::EXPERIENCE, hero->calculateXp(exp));
  4949. return true;
  4950. }
  4951. bool CGameHandler::sacrificeArtifact(const IMarket * m, const CGHeroInstance * hero, ArtifactPosition slot)
  4952. {
  4953. ArtifactLocation al(hero, slot);
  4954. const CArtifactInstance *a = al.getArt();
  4955. if(!a)
  4956. COMPLAIN_RET("Cannot find artifact to sacrifice!");
  4957. int dmp, expToGive;
  4958. m->getOffer(hero->getArtTypeId(slot), 0, dmp, expToGive, EMarketMode::ARTIFACT_EXP);
  4959. removeArtifact(al);
  4960. changePrimSkill(hero, PrimarySkill::EXPERIENCE, expToGive);
  4961. return true;
  4962. }
  4963. void CGameHandler::makeStackDoNothing(const CStack * next)
  4964. {
  4965. BattleAction doNothing;
  4966. doNothing.actionType = Battle::NO_ACTION;
  4967. doNothing.additionalInfo = 0;
  4968. doNothing.destinationTile = -1;
  4969. doNothing.side = !next->attackerOwned;
  4970. doNothing.stackNumber = next->ID;
  4971. makeAutomaticAction(next, doNothing);
  4972. }
  4973. bool CGameHandler::insertNewStack(const StackLocation &sl, const CCreature *c, TQuantity count)
  4974. {
  4975. if(sl.army->hasStackAtSlot(sl.slot))
  4976. COMPLAIN_RET("Slot is already taken!");
  4977. if(!sl.slot.validSlot())
  4978. COMPLAIN_RET("Cannot insert stack to that slot!");
  4979. InsertNewStack ins;
  4980. ins.sl = sl;
  4981. ins.stack = CStackBasicDescriptor(c, count);
  4982. sendAndApply(&ins);
  4983. return true;
  4984. }
  4985. bool CGameHandler::eraseStack(const StackLocation &sl, bool forceRemoval/* = false*/)
  4986. {
  4987. if(!sl.army->hasStackAtSlot(sl.slot))
  4988. COMPLAIN_RET("Cannot find a stack to erase");
  4989. if(sl.army->Slots().size() == 1 //from the last stack
  4990. && sl.army->needsLastStack() //that must be left
  4991. && !forceRemoval) //ignore above conditions if we are forcing removal
  4992. {
  4993. COMPLAIN_RET("Cannot erase the last stack!");
  4994. }
  4995. EraseStack es;
  4996. es.sl = sl;
  4997. sendAndApply(&es);
  4998. return true;
  4999. }
  5000. bool CGameHandler::changeStackCount(const StackLocation &sl, TQuantity count, bool absoluteValue /*= false*/)
  5001. {
  5002. TQuantity currentCount = sl.army->getStackCount(sl.slot);
  5003. if((absoluteValue && count < 0)
  5004. || (!absoluteValue && -count > currentCount))
  5005. {
  5006. COMPLAIN_RET("Cannot take more stacks than present!");
  5007. }
  5008. if((currentCount == -count && !absoluteValue)
  5009. || (!count && absoluteValue))
  5010. {
  5011. eraseStack(sl);
  5012. }
  5013. else
  5014. {
  5015. ChangeStackCount csc;
  5016. csc.sl = sl;
  5017. csc.count = count;
  5018. csc.absoluteValue = absoluteValue;
  5019. sendAndApply(&csc);
  5020. }
  5021. return true;
  5022. }
  5023. bool CGameHandler::addToSlot(const StackLocation &sl, const CCreature *c, TQuantity count)
  5024. {
  5025. const CCreature *slotC = sl.army->getCreature(sl.slot);
  5026. if(!slotC) //slot is empty
  5027. insertNewStack(sl, c, count);
  5028. else if(c == slotC)
  5029. changeStackCount(sl, count);
  5030. else
  5031. {
  5032. COMPLAIN_RET("Cannot add " + c->namePl + " to slot " + boost::lexical_cast<std::string>(sl.slot) + "!");
  5033. }
  5034. return true;
  5035. }
  5036. void CGameHandler::tryJoiningArmy(const CArmedInstance *src, const CArmedInstance *dst, bool removeObjWhenFinished, bool allowMerging)
  5037. {
  5038. if(removeObjWhenFinished)
  5039. removeAfterVisit(src);
  5040. if(!src->canBeMergedWith(*dst, allowMerging))
  5041. {
  5042. if (allowMerging) //do that, add all matching creatures.
  5043. {
  5044. bool cont = true;
  5045. while (cont)
  5046. {
  5047. for(auto i = src->stacks.begin(); i != src->stacks.end(); i++)//while there are unmoved creatures
  5048. {
  5049. SlotID pos = dst->getSlotFor(i->second->type);
  5050. if(pos.validSlot())
  5051. {
  5052. moveStack(StackLocation(src, i->first), StackLocation(dst, pos));
  5053. cont = true;
  5054. break; //or iterator crashes
  5055. }
  5056. cont = false;
  5057. }
  5058. }
  5059. }
  5060. showGarrisonDialog(src->id, dst->id, true); //show garrison window and optionally remove ourselves from map when player ends
  5061. }
  5062. else //merge
  5063. {
  5064. moveArmy(src, dst, allowMerging);
  5065. }
  5066. }
  5067. bool CGameHandler::moveStack(const StackLocation &src, const StackLocation &dst, TQuantity count)
  5068. {
  5069. if(!src.army->hasStackAtSlot(src.slot))
  5070. COMPLAIN_RET("No stack to move!");
  5071. if(dst.army->hasStackAtSlot(dst.slot) && dst.army->getCreature(dst.slot) != src.army->getCreature(src.slot))
  5072. COMPLAIN_RET("Cannot move: stack of different type at destination pos!");
  5073. if(!dst.slot.validSlot())
  5074. COMPLAIN_RET("Cannot move stack to that slot!");
  5075. if(count == -1)
  5076. {
  5077. count = src.army->getStackCount(src.slot);
  5078. }
  5079. if(src.army != dst.army //moving away
  5080. && count == src.army->getStackCount(src.slot) //all creatures
  5081. && src.army->Slots().size() == 1 //from the last stack
  5082. && src.army->needsLastStack()) //that must be left
  5083. {
  5084. COMPLAIN_RET("Cannot move away the last creature!");
  5085. }
  5086. RebalanceStacks rs;
  5087. rs.src = src;
  5088. rs.dst = dst;
  5089. rs.count = count;
  5090. sendAndApply(&rs);
  5091. return true;
  5092. }
  5093. bool CGameHandler::swapStacks(const StackLocation &sl1, const StackLocation &sl2)
  5094. {
  5095. if(!sl1.army->hasStackAtSlot(sl1.slot))
  5096. return moveStack(sl2, sl1);
  5097. else if(!sl2.army->hasStackAtSlot(sl2.slot))
  5098. return moveStack(sl1, sl2);
  5099. else
  5100. {
  5101. SwapStacks ss;
  5102. ss.sl1 = sl1;
  5103. ss.sl2 = sl2;
  5104. sendAndApply(&ss);
  5105. return true;
  5106. }
  5107. }
  5108. void CGameHandler::runBattle()
  5109. {
  5110. setBattle(gs->curB);
  5111. assert(gs->curB);
  5112. //TODO: pre-tactic stuff, call scripts etc.
  5113. //tactic round
  5114. {
  5115. while(gs->curB->tacticDistance && !battleResult.get())
  5116. boost::this_thread::sleep(boost::posix_time::milliseconds(50));
  5117. }
  5118. //spells opening battle
  5119. for(int i = 0; i < 2; ++i)
  5120. {
  5121. auto h = gs->curB->battleGetFightingHero(i);
  5122. if(h && h->hasBonusOfType(Bonus::OPENING_BATTLE_SPELL))
  5123. {
  5124. TBonusListPtr bl = h->getBonuses(Selector::type(Bonus::OPENING_BATTLE_SPELL));
  5125. for (Bonus *b : *bl)
  5126. {
  5127. handleSpellCasting(SpellID(b->subtype), 3, -1, 0, h->tempOwner, nullptr, gs->curB->battleGetFightingHero(1-i), b->val, ECastingMode::HERO_CASTING, nullptr);
  5128. }
  5129. }
  5130. }
  5131. //main loop
  5132. while(!battleResult.get()) //till the end of the battle ;]
  5133. {
  5134. NEW_ROUND;
  5135. auto obstacles = gs->curB->obstacles; //we copy container, because we're going to modify it
  5136. for(auto &obstPtr : obstacles)
  5137. {
  5138. if(const SpellCreatedObstacle *sco = dynamic_cast<const SpellCreatedObstacle *>(obstPtr.get()))
  5139. if(sco->turnsRemaining == 0)
  5140. removeObstacle(*obstPtr);
  5141. }
  5142. const BattleInfo & curB = *gs->curB;
  5143. //remove clones after all mechanics and animations are handled!
  5144. std::set <const CStack*> stacksToRemove;
  5145. for (auto stack : curB.stacks)
  5146. {
  5147. if (stack->idDeadClone())
  5148. stacksToRemove.insert(stack);
  5149. }
  5150. for (auto stack : stacksToRemove)
  5151. {
  5152. BattleStacksRemoved bsr;
  5153. bsr.stackIDs.insert(stack->ID);
  5154. sendAndApply(&bsr);
  5155. }
  5156. //stack loop
  5157. const CStack *next;
  5158. while(!battleResult.get() && (next = curB.getNextStack()) && next->willMove())
  5159. {
  5160. //check for bad morale => freeze
  5161. int nextStackMorale = next->MoraleVal();
  5162. if( nextStackMorale < 0 &&
  5163. !(NBonus::hasOfType(gs->curB->battleGetFightingHero(0), Bonus::BLOCK_MORALE)
  5164. || NBonus::hasOfType(gs->curB->battleGetFightingHero(1), Bonus::BLOCK_MORALE)) //checking if gs->curB->heroes have (or don't have) morale blocking bonuses)
  5165. )
  5166. {
  5167. if( rand()%24 < -2 * nextStackMorale)
  5168. {
  5169. //unit loses its turn - empty freeze action
  5170. BattleAction ba;
  5171. ba.actionType = Battle::BAD_MORALE;
  5172. ba.additionalInfo = 1;
  5173. ba.side = !next->attackerOwned;
  5174. ba.stackNumber = next->ID;
  5175. makeAutomaticAction(next, ba);
  5176. continue;
  5177. }
  5178. }
  5179. if(next->hasBonusOfType(Bonus::ATTACKS_NEAREST_CREATURE)) //while in berserk
  5180. { //fixme: stack should not attack itself
  5181. std::pair<const CStack *, int> attackInfo = curB.getNearestStack(next, boost::logic::indeterminate);
  5182. if(attackInfo.first != nullptr)
  5183. {
  5184. BattleAction attack;
  5185. attack.actionType = Battle::WALK_AND_ATTACK;
  5186. attack.side = !next->attackerOwned;
  5187. attack.stackNumber = next->ID;
  5188. attack.additionalInfo = attackInfo.first->position;
  5189. attack.destinationTile = attackInfo.second;
  5190. makeAutomaticAction(next, attack);
  5191. }
  5192. else
  5193. {
  5194. makeStackDoNothing(next);
  5195. }
  5196. continue;
  5197. }
  5198. const CGHeroInstance * curOwner = gs->curB->battleGetOwner(next);
  5199. if( (next->position < 0 || next->getCreature()->idNumber == CreatureID::BALLISTA) //arrow turret or ballista
  5200. && (!curOwner || curOwner->getSecSkillLevel(SecondarySkill::ARTILLERY) == 0)) //hero has no artillery
  5201. {
  5202. BattleAction attack;
  5203. attack.actionType = Battle::SHOOT;
  5204. attack.side = !next->attackerOwned;
  5205. attack.stackNumber = next->ID;
  5206. for(auto & elem : gs->curB->stacks)
  5207. {
  5208. if(elem->owner != next->owner && elem->isValidTarget())
  5209. {
  5210. attack.destinationTile = elem->position;
  5211. break;
  5212. }
  5213. }
  5214. makeAutomaticAction(next, attack);
  5215. continue;
  5216. }
  5217. if(next->getCreature()->idNumber == CreatureID::CATAPULT && (!curOwner || curOwner->getSecSkillLevel(SecondarySkill::BALLISTICS) == 0)) //catapult, hero has no ballistics
  5218. {
  5219. BattleAction attack;
  5220. static const int wallHexes[] = {50, 183, 182, 130, 62, 29, 12, 95};
  5221. attack.destinationTile = wallHexes[ rand()%ARRAY_COUNT(wallHexes) ];
  5222. attack.actionType = Battle::CATAPULT;
  5223. attack.additionalInfo = 0;
  5224. attack.side = !next->attackerOwned;
  5225. attack.stackNumber = next->ID;
  5226. makeAutomaticAction(next, attack);
  5227. continue;
  5228. }
  5229. if(next->getCreature()->idNumber == CreatureID::FIRST_AID_TENT)
  5230. {
  5231. std::vector< const CStack * > possibleStacks;
  5232. //is there any clean algorithm for that? (boost.range seems to lack copy_if) -> remove_copy_if?
  5233. for(const CStack *s : battleGetAllStacks())
  5234. if(s->owner == next->owner && s->canBeHealed())
  5235. possibleStacks.push_back(s);
  5236. if(!possibleStacks.size())
  5237. {
  5238. makeStackDoNothing(next);
  5239. continue;
  5240. }
  5241. if(!curOwner || curOwner->getSecSkillLevel(SecondarySkill::FIRST_AID) == 0) //no hero or hero has no first aid
  5242. {
  5243. range::random_shuffle(possibleStacks);
  5244. const CStack * toBeHealed = possibleStacks.front();
  5245. BattleAction heal;
  5246. heal.actionType = Battle::STACK_HEAL;
  5247. heal.additionalInfo = 0;
  5248. heal.destinationTile = toBeHealed->position;
  5249. heal.side = !next->attackerOwned;
  5250. heal.stackNumber = next->ID;
  5251. makeAutomaticAction(next, heal);
  5252. continue;
  5253. }
  5254. }
  5255. int numberOfAsks = 1;
  5256. bool breakOuter = false;
  5257. do
  5258. {//ask interface and wait for answer
  5259. if(!battleResult.get())
  5260. {
  5261. stackTurnTrigger(next); //various effects
  5262. if (vstd::contains(next->state, EBattleStackState::FEAR))
  5263. {
  5264. makeStackDoNothing(next); //end immediately if stack was affected by fear
  5265. }
  5266. else
  5267. {
  5268. logGlobal->traceStream() << "Activating " << next->nodeName();
  5269. BattleSetActiveStack sas;
  5270. sas.stack = next->ID;
  5271. sendAndApply(&sas);
  5272. boost::unique_lock<boost::mutex> lock(battleMadeAction.mx);
  5273. battleMadeAction.data = false;
  5274. while (next->alive() && //next is invalid after sacrificing current stack :?
  5275. (!battleMadeAction.data && !battleResult.get())) //active stack hasn't made its action and battle is still going
  5276. battleMadeAction.cond.wait(lock);
  5277. }
  5278. }
  5279. if(battleResult.get()) //don't touch it, battle could be finished while waiting got action
  5280. {
  5281. breakOuter = true;
  5282. break;
  5283. }
  5284. //we're after action, all results applied
  5285. checkForBattleEnd(); //check if this action ended the battle
  5286. //check for good morale
  5287. nextStackMorale = next->MoraleVal();
  5288. if(!vstd::contains(next->state,EBattleStackState::HAD_MORALE) //only one extra move per turn possible
  5289. && !vstd::contains(next->state,EBattleStackState::DEFENDING)
  5290. && !next->waited()
  5291. && !vstd::contains(next->state, EBattleStackState::FEAR)
  5292. && next->alive()
  5293. && nextStackMorale > 0
  5294. && !(NBonus::hasOfType(gs->curB->battleGetFightingHero(0), Bonus::BLOCK_MORALE)
  5295. || NBonus::hasOfType(gs->curB->battleGetFightingHero(1), Bonus::BLOCK_MORALE)) //checking if gs->curB->heroes have (or don't have) morale blocking bonuses
  5296. )
  5297. {
  5298. if(rand()%24 < nextStackMorale) //this stack hasn't got morale this turn
  5299. {
  5300. BattleTriggerEffect bte;
  5301. bte.stackID = next->ID;
  5302. bte.effect = Bonus::MORALE;
  5303. bte.val = 1;
  5304. bte.additionalInfo = 0;
  5305. sendAndApply(&bte); //play animation
  5306. ++numberOfAsks; //move this stack once more
  5307. }
  5308. }
  5309. --numberOfAsks;
  5310. } while (numberOfAsks > 0);
  5311. if (breakOuter)
  5312. {
  5313. break;
  5314. }
  5315. }
  5316. }
  5317. endBattle(gs->curB->tile, gs->curB->battleGetFightingHero(0), gs->curB->battleGetFightingHero(1));
  5318. }
  5319. bool CGameHandler::makeAutomaticAction(const CStack *stack, BattleAction &ba)
  5320. {
  5321. BattleSetActiveStack bsa;
  5322. bsa.stack = stack->ID;
  5323. bsa.askPlayerInterface = false;
  5324. sendAndApply(&bsa);
  5325. bool ret = makeBattleAction(ba);
  5326. checkForBattleEnd();
  5327. return ret;
  5328. }
  5329. void CGameHandler::giveHeroArtifact(const CGHeroInstance *h, const CArtifactInstance *a, ArtifactPosition pos)
  5330. {
  5331. assert(a->artType);
  5332. ArtifactLocation al;
  5333. al.artHolder = const_cast<CGHeroInstance*>(h);
  5334. ArtifactPosition slot = ArtifactPosition::PRE_FIRST;
  5335. if(pos < 0)
  5336. {
  5337. if(pos == ArtifactPosition::FIRST_AVAILABLE)
  5338. slot = a->firstAvailableSlot(h);
  5339. else
  5340. slot = a->firstBackpackSlot(h);
  5341. }
  5342. else
  5343. {
  5344. slot = pos;
  5345. }
  5346. al.slot = slot;
  5347. if(slot < 0 || !a->canBePutAt(al))
  5348. {
  5349. complain("Cannot put artifact in that slot!");
  5350. return;
  5351. }
  5352. putArtifact(al, a);
  5353. }
  5354. void CGameHandler::putArtifact(const ArtifactLocation &al, const CArtifactInstance *a)
  5355. {
  5356. PutArtifact pa;
  5357. pa.art = a;
  5358. pa.al = al;
  5359. sendAndApply(&pa);
  5360. }
  5361. void CGameHandler::giveHeroNewArtifact(const CGHeroInstance *h, const CArtifact *artType, ArtifactPosition pos)
  5362. {
  5363. CArtifactInstance *a = nullptr;
  5364. if(!artType->constituents)
  5365. {
  5366. a = new CArtifactInstance();
  5367. }
  5368. else
  5369. {
  5370. a = new CCombinedArtifactInstance();
  5371. }
  5372. a->artType = artType; //*NOT* via settype -> all bonus-related stuff must be done by NewArtifact apply
  5373. NewArtifact na;
  5374. na.art = a;
  5375. sendAndApply(&na); // -> updates a!!!, will create a on other machines
  5376. giveHeroArtifact(h, a, pos);
  5377. }
  5378. void CGameHandler::setBattleResult(BattleResult::EResult resultType, int victoriusSide)
  5379. {
  5380. if(battleResult.get())
  5381. {
  5382. complain("There is already set result?");
  5383. return;
  5384. }
  5385. auto br = new BattleResult;
  5386. br->result = resultType;
  5387. br->winner = victoriusSide; //surrendering side loses
  5388. gs->curB->calculateCasualties(br->casualties);
  5389. battleResult.set(br);
  5390. }
  5391. void CGameHandler::commitPackage( CPackForClient *pack )
  5392. {
  5393. sendAndApply(pack);
  5394. }
  5395. void CGameHandler::spawnWanderingMonsters(CreatureID creatureID)
  5396. {
  5397. std::vector<int3>::iterator tile;
  5398. std::vector<int3> tiles;
  5399. getFreeTiles(tiles);
  5400. ui32 amount = tiles.size() / 200; //Chance is 0.5% for each tile
  5401. std::random_shuffle(tiles.begin(), tiles.end());
  5402. logGlobal->traceStream() << "Spawning wandering monsters. Found " << tiles.size() << " free tiles. Creature type: " << creatureID;
  5403. const CCreature *cre = VLC->creh->creatures.at(creatureID);
  5404. for (int i = 0; i < amount; ++i)
  5405. {
  5406. tile = tiles.begin();
  5407. logGlobal->traceStream() << "\tSpawning monster at " << *tile;
  5408. putNewMonster(creatureID, cre->getRandomAmount(std::rand), *tile);
  5409. tiles.erase(tile); //not use it again
  5410. }
  5411. }
  5412. void CGameHandler::removeObstacle(const CObstacleInstance &obstacle)
  5413. {
  5414. ObstaclesRemoved obsRem;
  5415. obsRem.obstacles.insert(obstacle.uniqueID);
  5416. sendAndApply(&obsRem);
  5417. }
  5418. void CGameHandler::synchronizeArtifactHandlerLists()
  5419. {
  5420. UpdateArtHandlerLists uahl;
  5421. uahl.treasures = VLC->arth->treasures;
  5422. uahl.minors = VLC->arth->minors;
  5423. uahl.majors = VLC->arth->majors;
  5424. uahl.relics = VLC->arth->relics;
  5425. sendAndApply(&uahl);
  5426. }
  5427. bool CGameHandler::isValidObject(const CGObjectInstance *obj) const
  5428. {
  5429. return vstd::contains(gs->map->objects, obj);
  5430. }
  5431. bool CGameHandler::isBlockedByQueries(const CPack *pack, PlayerColor player)
  5432. {
  5433. if(dynamic_cast<const PlayerMessage*>(pack))
  5434. return false;
  5435. auto query = queries.topQuery(player);
  5436. if(query && query->blocksPack(pack))
  5437. {
  5438. complain(boost::str(boost::format("Player %s has to answer queries before attempting any further actions. Top query is %s!") % player % query->toString()));
  5439. return true;
  5440. }
  5441. return false;
  5442. }
  5443. void CGameHandler::removeAfterVisit(const CGObjectInstance *object)
  5444. {
  5445. //If the object is being visited, there must be a matching query
  5446. for(const auto &query : queries.allQueries())
  5447. {
  5448. if(auto someVistQuery = std::dynamic_pointer_cast<CObjectVisitQuery>(query))
  5449. {
  5450. if(someVistQuery->visitedObject == object)
  5451. {
  5452. someVistQuery->removeObjectAfterVisit = true;
  5453. return;
  5454. }
  5455. }
  5456. };
  5457. //If we haven't returned so far, there is no query and no visit, call was wrong
  5458. assert("This function needs to be called during the object visit!");
  5459. }
  5460. bool CGameHandler::isVisitCoveredByAnotherQuery(const CGObjectInstance *obj, const CGHeroInstance *hero)
  5461. {
  5462. if(auto topQuery = queries.topQuery(hero->getOwner()))
  5463. if(auto visit = std::dynamic_pointer_cast<const CObjectVisitQuery>(topQuery))
  5464. return !(visit->visitedObject == obj && visit->visitingHero == hero);
  5465. return true;
  5466. }
  5467. void CGameHandler::duelFinished()
  5468. {
  5469. auto si = getStartInfo();
  5470. auto getName = [&](int i){ return si->getIthPlayersSettings(gs->curB->sides.at(i).color).name; };
  5471. int casualtiesPoints = 0;
  5472. logGlobal->debugStream() << boost::format("Winner side %d\nWinner casualties:")
  5473. % (int)battleResult.data->winner;
  5474. for(auto & elem : battleResult.data->casualties[battleResult.data->winner])
  5475. {
  5476. const CCreature *c = VLC->creh->creatures[elem.first];
  5477. logGlobal->debugStream() << boost::format("\t* %d of %s") % elem.second % c->namePl;
  5478. casualtiesPoints += c->AIValue * elem.second;
  5479. }
  5480. logGlobal->debugStream() << boost::format("Total casualties points: %d") % casualtiesPoints;
  5481. time_t timeNow;
  5482. time(&timeNow);
  5483. std::ofstream out(cmdLineOptions["resultsFile"].as<std::string>(), std::ios::app);
  5484. if(out)
  5485. {
  5486. out << boost::format("%s\t%s\t%s\t%d\t%d\t%d\t%s\n") % si->mapname % getName(0) % getName(1)
  5487. % battleResult.data->winner % battleResult.data->result % casualtiesPoints
  5488. % asctime(localtime(&timeNow));
  5489. }
  5490. else
  5491. {
  5492. logGlobal->errorStream() << "Cannot open to write " << cmdLineOptions["resultsFile"].as<std::string>();
  5493. }
  5494. CSaveFile resultFile("result.vdrst");
  5495. resultFile << *battleResult.data;
  5496. BattleResultsApplied resultsApplied;
  5497. resultsApplied.player1 = finishingBattle->victor;
  5498. resultsApplied.player2 = finishingBattle->loser;
  5499. sendAndApply(&resultsApplied);
  5500. return;
  5501. }
  5502. CasualtiesAfterBattle::CasualtiesAfterBattle(const CArmedInstance *army, BattleInfo *bat)
  5503. {
  5504. heroWithDeadCommander = ObjectInstanceID();
  5505. PlayerColor color = army->tempOwner;
  5506. if(color == PlayerColor::UNFLAGGABLE)
  5507. color = PlayerColor::NEUTRAL;
  5508. for(CStack *st : bat->stacks)
  5509. {
  5510. if(vstd::contains(st->state, EBattleStackState::SUMMONED)) //don't take into account summoned stacks
  5511. continue;
  5512. //FIXME: this info is also used in BattleInfo::calculateCasualties, refactor
  5513. st->count = std::max (0, st->count - st->resurrected);
  5514. if(st->owner==color && !army->slotEmpty(st->slot) && st->count < army->getStackCount(st->slot))
  5515. {
  5516. StackLocation sl(army, st->slot);
  5517. if(st->alive())
  5518. newStackCounts.push_back(std::pair<StackLocation, int>(sl, st->count));
  5519. else
  5520. newStackCounts.push_back(std::pair<StackLocation, int>(sl, 0));
  5521. }
  5522. if (st->base && !st->count)
  5523. {
  5524. auto c = dynamic_cast <const CCommanderInstance *>(st->base);
  5525. if (c) //switch commander status to dead
  5526. {
  5527. auto h = dynamic_cast <const CGHeroInstance *>(army);
  5528. if (h && h->commander == c)
  5529. heroWithDeadCommander = army->id; //TODO: unify commander handling
  5530. }
  5531. }
  5532. }
  5533. }
  5534. void CasualtiesAfterBattle::takeFromArmy(CGameHandler *gh)
  5535. {
  5536. for(TStackAndItsNewCount &ncount : newStackCounts)
  5537. {
  5538. if(ncount.second > 0)
  5539. gh->changeStackCount(ncount.first, ncount.second, true);
  5540. else
  5541. gh->eraseStack(ncount.first, true);
  5542. }
  5543. if (heroWithDeadCommander != ObjectInstanceID())
  5544. {
  5545. SetCommanderProperty scp;
  5546. scp.heroid = heroWithDeadCommander;
  5547. scp.which = SetCommanderProperty::ALIVE;
  5548. scp.amount = 0;
  5549. gh->sendAndApply (&scp);
  5550. }
  5551. }
  5552. CGameHandler::FinishingBattleHelper::FinishingBattleHelper(shared_ptr<const CBattleQuery> Query, bool Duel, int RemainingBattleQueriesCount)
  5553. {
  5554. assert(Query->result);
  5555. assert(Query->bi);
  5556. auto &result = *Query->result;
  5557. auto &info = *Query->bi;
  5558. winnerHero = result.winner != 0 ? info.sides[1].hero : info.sides[0].hero;
  5559. loserHero = result.winner != 0 ? info.sides[0].hero : info.sides[1].hero;
  5560. victor = info.sides[result.winner].color;
  5561. loser = info.sides[!result.winner].color;
  5562. duel = Duel;
  5563. remainingBattleQueriesCount = RemainingBattleQueriesCount;
  5564. }
  5565. CGameHandler::FinishingBattleHelper::FinishingBattleHelper()
  5566. {
  5567. winnerHero = loserHero = nullptr;
  5568. }