CGameHandler.cpp 173 KB

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  1. #include "StdInc.h"
  2. #include "../lib/filesystem/Filesystem.h"
  3. #include "../lib/filesystem/CFileInfo.h"
  4. #include "../lib/int3.h"
  5. #include "../lib/mapping/CCampaignHandler.h"
  6. #include "../lib/StartInfo.h"
  7. #include "../lib/CModHandler.h"
  8. #include "../lib/CArtHandler.h"
  9. #include "../lib/CBuildingHandler.h"
  10. #include "../lib/CHeroHandler.h"
  11. #include "../lib/spells/CSpellHandler.h"
  12. #include "../lib/CGeneralTextHandler.h"
  13. #include "../lib/CTownHandler.h"
  14. #include "../lib/CCreatureHandler.h"
  15. #include "../lib/CGameState.h"
  16. #include "../lib/BattleState.h"
  17. #include "../lib/CondSh.h"
  18. #include "../lib/NetPacks.h"
  19. #include "../lib/VCMI_Lib.h"
  20. #include "../lib/mapping/CMap.h"
  21. #include "../lib/VCMIDirs.h"
  22. #include "../lib/ScopeGuard.h"
  23. #include "../lib/CSoundBase.h"
  24. #include "CGameHandler.h"
  25. #include "CVCMIServer.h"
  26. #include "../lib/CCreatureSet.h"
  27. #include "../lib/CThreadHelper.h"
  28. #include "../lib/GameConstants.h"
  29. #include "../lib/registerTypes/RegisterTypes.h"
  30. /*
  31. * CGameHandler.cpp, part of VCMI engine
  32. *
  33. * Authors: listed in file AUTHORS in main folder
  34. *
  35. * License: GNU General Public License v2.0 or later
  36. * Full text of license available in license.txt file, in main folder
  37. *
  38. */
  39. #ifndef _MSC_VER
  40. #include <boost/thread/xtime.hpp>
  41. #endif
  42. extern bool end2;
  43. #ifdef min
  44. #undef min
  45. #endif
  46. #ifdef max
  47. #undef max
  48. #endif
  49. #define COMPLAIN_RET_IF(cond, txt) do {if(cond){complain(txt); return;}} while(0)
  50. #define COMPLAIN_RET_FALSE_IF(cond, txt) do {if(cond){complain(txt); return false;}} while(0)
  51. #define COMPLAIN_RET(txt) {complain(txt); return false;}
  52. #define COMPLAIN_RETF(txt, FORMAT) {complain(boost::str(boost::format(txt) % FORMAT)); return false;}
  53. #define NEW_ROUND BattleNextRound bnr;\
  54. bnr.round = gs->curB->round + 1;\
  55. sendAndApply(&bnr);
  56. class ServerSpellCastEnvironment: public SpellCastEnvironment
  57. {
  58. public:
  59. ServerSpellCastEnvironment(CGameHandler * gh);
  60. ~ServerSpellCastEnvironment(){};
  61. void sendAndApply(CPackForClient * info) const override;
  62. CRandomGenerator & getRandomGenerator() const override;
  63. void complain(const std::string & problem) const override;
  64. const CMap * getMap() const override;
  65. const CGameInfoCallback * getCb() const override;
  66. bool moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, PlayerColor asker = PlayerColor::NEUTRAL) const override;
  67. private:
  68. mutable CGameHandler * gh;
  69. };
  70. CondSh<bool> battleMadeAction;
  71. CondSh<BattleResult *> battleResult(nullptr);
  72. template <typename T> class CApplyOnGH;
  73. class CBaseForGHApply
  74. {
  75. public:
  76. virtual bool applyOnGH(CGameHandler *gh, CConnection *c, void *pack, PlayerColor player) const =0;
  77. virtual ~CBaseForGHApply(){}
  78. template<typename U> static CBaseForGHApply *getApplier(const U * t=nullptr)
  79. {
  80. return new CApplyOnGH<U>;
  81. }
  82. };
  83. template <typename T> class CApplyOnGH : public CBaseForGHApply
  84. {
  85. public:
  86. bool applyOnGH(CGameHandler *gh, CConnection *c, void *pack, PlayerColor player) const
  87. {
  88. T *ptr = static_cast<T*>(pack);
  89. ptr->c = c;
  90. ptr->player = player;
  91. return ptr->applyGh(gh);
  92. }
  93. };
  94. template <>
  95. class CApplyOnGH<CPack> : public CBaseForGHApply
  96. {
  97. public:
  98. bool applyOnGH(CGameHandler *gh, CConnection *c, void *pack, PlayerColor player) const
  99. {
  100. logGlobal->errorStream() << "Cannot apply on GH plain CPack!";
  101. assert(0);
  102. return false;
  103. }
  104. };
  105. static CApplier<CBaseForGHApply> *applier = nullptr;
  106. CMP_stack cmpst ;
  107. static inline double distance(int3 a, int3 b)
  108. {
  109. return std::sqrt( (double)(a.x-b.x)*(a.x-b.x) + (a.y-b.y)*(a.y-b.y) );
  110. }
  111. static void giveExp(BattleResult &r)
  112. {
  113. r.exp[0] = 0;
  114. r.exp[1] = 0;
  115. for(auto i = r.casualties[!r.winner].begin(); i!=r.casualties[!r.winner].end(); i++)
  116. {
  117. r.exp[r.winner] += VLC->creh->creatures.at(i->first)->valOfBonuses(Bonus::STACK_HEALTH) * i->second;
  118. }
  119. }
  120. PlayerStatus PlayerStatuses::operator[](PlayerColor player)
  121. {
  122. boost::unique_lock<boost::mutex> l(mx);
  123. if(players.find(player) != players.end())
  124. {
  125. return players.at(player);
  126. }
  127. else
  128. {
  129. throw std::runtime_error("No such player!");
  130. }
  131. }
  132. void PlayerStatuses::addPlayer(PlayerColor player)
  133. {
  134. boost::unique_lock<boost::mutex> l(mx);
  135. players[player];
  136. }
  137. bool PlayerStatuses::checkFlag(PlayerColor player, bool PlayerStatus::*flag)
  138. {
  139. boost::unique_lock<boost::mutex> l(mx);
  140. if(players.find(player) != players.end())
  141. {
  142. return players[player].*flag;
  143. }
  144. else
  145. {
  146. throw std::runtime_error("No such player!");
  147. }
  148. }
  149. void PlayerStatuses::setFlag(PlayerColor player, bool PlayerStatus::*flag, bool val)
  150. {
  151. boost::unique_lock<boost::mutex> l(mx);
  152. if(players.find(player) != players.end())
  153. {
  154. players[player].*flag = val;
  155. }
  156. else
  157. {
  158. throw std::runtime_error("No such player!");
  159. }
  160. cv.notify_all();
  161. }
  162. template <typename T>
  163. void callWith(std::vector<T> args, std::function<void(T)> fun, ui32 which)
  164. {
  165. fun(args[which]);
  166. }
  167. void CGameHandler::levelUpHero(const CGHeroInstance * hero, SecondarySkill skill)
  168. {
  169. changeSecSkill(hero, skill, 1, 0);
  170. expGiven(hero);
  171. }
  172. void CGameHandler::levelUpHero(const CGHeroInstance * hero)
  173. {
  174. // required exp for at least 1 lvl-up hasn't been reached
  175. if(!hero->gainsLevel())
  176. {
  177. return;
  178. }
  179. // give primary skill
  180. logGlobal->traceStream() << hero->name << " got level "<< hero->level;
  181. auto primarySkill = hero->nextPrimarySkill();
  182. SetPrimSkill sps;
  183. sps.id = hero->id;
  184. sps.which = primarySkill;
  185. sps.abs = false;
  186. sps.val = 1;
  187. sendAndApply(&sps);
  188. HeroLevelUp hlu;
  189. hlu.hero = hero;
  190. hlu.primskill = primarySkill;
  191. hlu.skills = hero->getLevelUpProposedSecondarySkills();
  192. if(hlu.skills.size() == 0)
  193. {
  194. sendAndApply(&hlu);
  195. levelUpHero(hero);
  196. }
  197. else if(hlu.skills.size() == 1 || hero->tempOwner == PlayerColor::NEUTRAL) //choose skill automatically
  198. {
  199. sendAndApply(&hlu);
  200. levelUpHero(hero, *RandomGeneratorUtil::nextItem(hlu.skills, hero->skillsInfo.rand));
  201. }
  202. else if(hlu.skills.size() > 1)
  203. {
  204. auto levelUpQuery = make_shared<CHeroLevelUpDialogQuery>(hlu);
  205. hlu.queryID = levelUpQuery->queryID;
  206. queries.addQuery(levelUpQuery);
  207. sendAndApply(&hlu);
  208. //level up will be called on query reply
  209. }
  210. }
  211. void CGameHandler::levelUpCommander (const CCommanderInstance * c, int skill)
  212. {
  213. SetCommanderProperty scp;
  214. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  215. if (hero)
  216. scp.heroid = hero->id;
  217. else
  218. {
  219. complain ("Commander is not led by hero!");
  220. return;
  221. }
  222. scp.accumulatedBonus.subtype = 0;
  223. scp.accumulatedBonus.additionalInfo = 0;
  224. scp.accumulatedBonus.duration = Bonus::PERMANENT;
  225. scp.accumulatedBonus.turnsRemain = 0;
  226. scp.accumulatedBonus.source = Bonus::COMMANDER;
  227. scp.accumulatedBonus.valType = Bonus::BASE_NUMBER;
  228. if (skill <= ECommander::SPELL_POWER)
  229. {
  230. scp.which = SetCommanderProperty::BONUS;
  231. auto difference = [](std::vector< std::vector <ui8> > skillLevels, std::vector <ui8> secondarySkills, int skill)->int
  232. {
  233. int s = std::min (skill, (int)ECommander::SPELL_POWER); //spell power level controls also casts and resistance
  234. return skillLevels.at(skill).at(secondarySkills.at(s)) - (secondarySkills.at(s) ? skillLevels.at(skill).at(secondarySkills.at(s)-1) : 0);
  235. };
  236. switch (skill)
  237. {
  238. case ECommander::ATTACK:
  239. scp.accumulatedBonus.type = Bonus::PRIMARY_SKILL;
  240. scp.accumulatedBonus.subtype = PrimarySkill::ATTACK;
  241. break;
  242. case ECommander::DEFENSE:
  243. scp.accumulatedBonus.type = Bonus::PRIMARY_SKILL;
  244. scp.accumulatedBonus.subtype = PrimarySkill::DEFENSE;
  245. break;
  246. case ECommander::HEALTH:
  247. scp.accumulatedBonus.type = Bonus::STACK_HEALTH;
  248. scp.accumulatedBonus.valType = Bonus::PERCENT_TO_BASE;
  249. break;
  250. case ECommander::DAMAGE:
  251. scp.accumulatedBonus.type = Bonus::CREATURE_DAMAGE;
  252. scp.accumulatedBonus.subtype = 0;
  253. scp.accumulatedBonus.valType = Bonus::PERCENT_TO_BASE;
  254. break;
  255. case ECommander::SPEED:
  256. scp.accumulatedBonus.type = Bonus::STACKS_SPEED;
  257. break;
  258. case ECommander::SPELL_POWER:
  259. scp.accumulatedBonus.type = Bonus::MAGIC_RESISTANCE;
  260. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::RESISTANCE);
  261. sendAndApply (&scp); //additional pack
  262. scp.accumulatedBonus.type = Bonus::CREATURE_SPELL_POWER;
  263. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::SPELL_POWER) * 100; //like hero with spellpower = ability level
  264. sendAndApply (&scp); //additional pack
  265. scp.accumulatedBonus.type = Bonus::CASTS;
  266. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::CASTS);
  267. sendAndApply (&scp); //additional pack
  268. scp.accumulatedBonus.type = Bonus::CREATURE_ENCHANT_POWER; //send normally
  269. break;
  270. }
  271. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, skill);
  272. sendAndApply (&scp);
  273. scp.which = SetCommanderProperty::SECONDARY_SKILL;
  274. scp.additionalInfo = skill;
  275. scp.amount = c->secondarySkills.at(skill) + 1;
  276. sendAndApply (&scp);
  277. }
  278. else if (skill >= 100)
  279. {
  280. scp.which = SetCommanderProperty::SPECIAL_SKILL;
  281. scp.accumulatedBonus = *VLC->creh->skillRequirements.at(skill-100).first;
  282. scp.additionalInfo = skill; //unnormalized
  283. sendAndApply (&scp);
  284. }
  285. expGiven(hero);
  286. }
  287. void CGameHandler::levelUpCommander(const CCommanderInstance * c)
  288. {
  289. if (!c->gainsLevel())
  290. {
  291. return;
  292. }
  293. CommanderLevelUp clu;
  294. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  295. if (hero)
  296. clu.hero = hero;
  297. else
  298. {
  299. complain ("Commander is not led by hero!");
  300. return;
  301. }
  302. //picking sec. skills for choice
  303. for (int i = 0; i <= ECommander::SPELL_POWER; ++i)
  304. {
  305. if (c->secondarySkills.at(i) < ECommander::MAX_SKILL_LEVEL)
  306. clu.skills.push_back(i);
  307. }
  308. int i = 100;
  309. for (auto specialSkill : VLC->creh->skillRequirements)
  310. {
  311. if (c->secondarySkills.at(specialSkill.second.first) == ECommander::MAX_SKILL_LEVEL
  312. && c->secondarySkills.at(specialSkill.second.second) == ECommander::MAX_SKILL_LEVEL
  313. && !vstd::contains (c->specialSKills, i))
  314. clu.skills.push_back (i);
  315. ++i;
  316. }
  317. int skillAmount = clu.skills.size();
  318. if(!skillAmount)
  319. {
  320. sendAndApply(&clu);
  321. levelUpCommander(c);
  322. }
  323. else if(skillAmount == 1 || hero->tempOwner == PlayerColor::NEUTRAL) //choose skill automatically
  324. {
  325. sendAndApply(&clu);
  326. levelUpCommander(c, *RandomGeneratorUtil::nextItem(clu.skills, gs->getRandomGenerator()));
  327. }
  328. else if(skillAmount > 1) //apply and ask for secondary skill
  329. {
  330. auto commanderLevelUp = make_shared<CCommanderLevelUpDialogQuery>(clu);
  331. clu.queryID = commanderLevelUp->queryID;
  332. queries.addQuery(commanderLevelUp);
  333. sendAndApply(&clu);
  334. }
  335. }
  336. void CGameHandler::expGiven(const CGHeroInstance *hero)
  337. {
  338. if(hero->gainsLevel())
  339. levelUpHero(hero);
  340. else if(hero->commander && hero->commander->gainsLevel())
  341. levelUpCommander(hero->commander);
  342. //if(hero->commander && hero->level > hero->commander->level && hero->commander->gainsLevel())
  343. // levelUpCommander(hero->commander);
  344. // else
  345. // levelUpHero(hero);
  346. }
  347. void CGameHandler::changePrimSkill(const CGHeroInstance * hero, PrimarySkill::PrimarySkill which, si64 val, bool abs)
  348. {
  349. if (which == PrimarySkill::EXPERIENCE) // Check if scenario limit reached
  350. {
  351. if (gs->map->levelLimit != 0)
  352. {
  353. TExpType expLimit = VLC->heroh->reqExp(gs->map->levelLimit);
  354. TExpType resultingExp = abs ? val : hero->exp + val;
  355. if (resultingExp > expLimit)
  356. {
  357. // set given experience to max possible, but don't decrease if hero already over top
  358. abs = true;
  359. val = std::max(expLimit, hero->exp);
  360. InfoWindow iw;
  361. iw.player = hero->tempOwner;
  362. iw.text.addTxt(MetaString::GENERAL_TXT, 1); //can gain no more XP
  363. iw.text.addReplacement(hero->name);
  364. sendAndApply(&iw);
  365. }
  366. }
  367. }
  368. SetPrimSkill sps;
  369. sps.id = hero->id;
  370. sps.which = which;
  371. sps.abs = abs;
  372. sps.val = val;
  373. sendAndApply(&sps);
  374. //only for exp - hero may level up
  375. if (which == PrimarySkill::EXPERIENCE)
  376. {
  377. if(hero->commander && hero->commander->alive)
  378. {
  379. //FIXME: trim experience according to map limit?
  380. SetCommanderProperty scp;
  381. scp.heroid = hero->id;
  382. scp.which = SetCommanderProperty::EXPERIENCE;
  383. scp.amount = val;
  384. sendAndApply (&scp);
  385. CBonusSystemNode::treeHasChanged();
  386. }
  387. expGiven(hero);
  388. }
  389. }
  390. void CGameHandler::changeSecSkill( const CGHeroInstance * hero, SecondarySkill which, int val, bool abs/*=false*/ )
  391. {
  392. SetSecSkill sss;
  393. sss.id = hero->id;
  394. sss.which = which;
  395. sss.val = val;
  396. sss.abs = abs;
  397. sendAndApply(&sss);
  398. if(which == SecondarySkill::WISDOM)
  399. {
  400. if(hero && hero->visitedTown)
  401. giveSpells(hero->visitedTown, hero);
  402. }
  403. }
  404. void CGameHandler::endBattle(int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2)
  405. {
  406. LOG_TRACE(logGlobal);
  407. //Fill BattleResult structure with exp info
  408. giveExp(*battleResult.data);
  409. if (battleResult.get()->result == BattleResult::NORMAL) // give 500 exp for defeating hero, unless he escaped
  410. {
  411. if (hero1)
  412. battleResult.data->exp[1] += 500;
  413. if (hero2)
  414. battleResult.data->exp[0] += 500;
  415. }
  416. if (hero1)
  417. battleResult.data->exp[0] = hero1->calculateXp(battleResult.data->exp[0]);//scholar skill
  418. if (hero2)
  419. battleResult.data->exp[1] = hero2->calculateXp(battleResult.data->exp[1]);
  420. const CArmedInstance *bEndArmy1 = gs->curB->sides.at(0).armyObject;
  421. const CArmedInstance *bEndArmy2 = gs->curB->sides.at(1).armyObject;
  422. const BattleResult::EResult result = battleResult.get()->result;
  423. auto findBattleQuery = [this] () -> shared_ptr<CBattleQuery>
  424. {
  425. for(auto &q : queries.allQueries())
  426. {
  427. if(auto bq = std::dynamic_pointer_cast<CBattleQuery>(q))
  428. if(bq->bi == gs->curB)
  429. return bq;
  430. }
  431. return shared_ptr<CBattleQuery>();
  432. };
  433. auto battleQuery = findBattleQuery();
  434. if(!battleQuery)
  435. {
  436. logGlobal->errorStream() << "Cannot find battle query!";
  437. if(gs->initialOpts->mode == StartInfo::DUEL)
  438. {
  439. battleQuery = make_shared<CBattleQuery>(gs->curB);
  440. }
  441. }
  442. if(battleQuery != queries.topQuery(gs->curB->sides[0].color))
  443. complain("Player " + boost::lexical_cast<std::string>(gs->curB->sides[0].color) + " although in battle has no battle query at the top!");
  444. battleQuery->result = *battleResult.data;
  445. //Check how many battle queries were created (number of players blocked by battle)
  446. const int queriedPlayers = battleQuery ? boost::count(queries.allQueries(), battleQuery) : 0;
  447. finishingBattle = make_unique<FinishingBattleHelper>(battleQuery, gs->initialOpts->mode == StartInfo::DUEL, queriedPlayers);
  448. CasualtiesAfterBattle cab1(bEndArmy1, gs->curB), cab2(bEndArmy2, gs->curB); //calculate casualties before deleting battle
  449. if(finishingBattle->duel)
  450. {
  451. duelFinished();
  452. sendAndApply(battleResult.data); //after this point casualties objects are destroyed
  453. return;
  454. }
  455. ChangeSpells cs; //for Eagle Eye
  456. if(finishingBattle->winnerHero)
  457. {
  458. if(int eagleEyeLevel = finishingBattle->winnerHero->getSecSkillLevel(SecondarySkill::EAGLE_EYE))
  459. {
  460. int maxLevel = eagleEyeLevel + 1;
  461. double eagleEyeChance = finishingBattle->winnerHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::EAGLE_EYE);
  462. for(const CSpell *sp : gs->curB->sides.at(!battleResult.data->winner).usedSpellsHistory)
  463. if(sp->level <= maxLevel && !vstd::contains(finishingBattle->winnerHero->spells, sp->id) && gs->getRandomGenerator().nextInt(99) < eagleEyeChance)
  464. cs.spells.insert(sp->id);
  465. }
  466. }
  467. std::vector<ui32> arts; //display them in window
  468. if (result == BattleResult::NORMAL && finishingBattle->winnerHero)
  469. {
  470. if (finishingBattle->loserHero)
  471. {
  472. auto artifactsWorn = finishingBattle->loserHero->artifactsWorn; //TODO: wrap it into a function, somehow (boost::variant -_-)
  473. for (auto artSlot : artifactsWorn)
  474. {
  475. MoveArtifact ma;
  476. ma.src = ArtifactLocation (finishingBattle->loserHero, artSlot.first);
  477. const CArtifactInstance * art = ma.src.getArt();
  478. if (art && !art->artType->isBig() && art->artType->id != ArtifactID::SPELLBOOK) // don't move war machines or locked arts (spellbook)
  479. {
  480. arts.push_back (art->artType->id);
  481. ma.dst = ArtifactLocation (finishingBattle->winnerHero, art->firstAvailableSlot(finishingBattle->winnerHero));
  482. sendAndApply(&ma);
  483. }
  484. }
  485. while (!finishingBattle->loserHero->artifactsInBackpack.empty())
  486. {
  487. //we assume that no big artifacts can be found
  488. MoveArtifact ma;
  489. ma.src = ArtifactLocation (finishingBattle->loserHero,
  490. ArtifactPosition(GameConstants::BACKPACK_START)); //backpack automatically shifts arts to beginning
  491. const CArtifactInstance * art = ma.src.getArt();
  492. arts.push_back (art->artType->id);
  493. ma.dst = ArtifactLocation (finishingBattle->winnerHero, art->firstAvailableSlot(finishingBattle->winnerHero));
  494. sendAndApply(&ma);
  495. }
  496. if (finishingBattle->loserHero->commander) //TODO: what if commanders belong to no hero?
  497. {
  498. artifactsWorn = finishingBattle->loserHero->commander->artifactsWorn;
  499. for (auto artSlot : artifactsWorn)
  500. {
  501. MoveArtifact ma;
  502. ma.src = ArtifactLocation (finishingBattle->loserHero->commander.get(), artSlot.first);
  503. const CArtifactInstance * art = ma.src.getArt();
  504. if (art && !art->artType->isBig())
  505. {
  506. arts.push_back (art->artType->id);
  507. ma.dst = ArtifactLocation (finishingBattle->winnerHero, art->firstAvailableSlot(finishingBattle->winnerHero));
  508. sendAndApply(&ma);
  509. }
  510. }
  511. }
  512. }
  513. for (auto armySlot : gs->curB->battleGetArmyObject(!battleResult.data->winner)->stacks)
  514. {
  515. auto artifactsWorn = armySlot.second->artifactsWorn;
  516. for (auto artSlot : artifactsWorn)
  517. {
  518. MoveArtifact ma;
  519. ma.src = ArtifactLocation (armySlot.second, artSlot.first);
  520. const CArtifactInstance * art = ma.src.getArt();
  521. if (art && !art->artType->isBig())
  522. {
  523. arts.push_back (art->artType->id);
  524. ma.dst = ArtifactLocation (finishingBattle->winnerHero, art->firstAvailableSlot(finishingBattle->winnerHero));
  525. sendAndApply(&ma);
  526. }
  527. }
  528. }
  529. }
  530. sendAndApply(battleResult.data); //after this point casualties objects are destroyed
  531. if (arts.size()) //display loot
  532. {
  533. InfoWindow iw;
  534. iw.player = finishingBattle->winnerHero->tempOwner;
  535. iw.text.addTxt (MetaString::GENERAL_TXT, 30); //You have captured enemy artifact
  536. for (auto id : arts) //TODO; separate function to display loot for various ojects?
  537. {
  538. iw.components.push_back (Component (Component::ARTIFACT, id, 0, 0));
  539. if(iw.components.size() >= 14)
  540. {
  541. sendAndApply(&iw);
  542. iw.components.clear();
  543. }
  544. }
  545. if (iw.components.size())
  546. {
  547. sendAndApply(&iw);
  548. }
  549. }
  550. //Eagle Eye secondary skill handling
  551. if(!cs.spells.empty())
  552. {
  553. cs.learn = 1;
  554. cs.hid = finishingBattle->winnerHero->id;
  555. InfoWindow iw;
  556. iw.player = finishingBattle->winnerHero->tempOwner;
  557. iw.text.addTxt(MetaString::GENERAL_TXT, 221); //Through eagle-eyed observation, %s is able to learn %s
  558. iw.text.addReplacement(finishingBattle->winnerHero->name);
  559. std::ostringstream names;
  560. for(int i = 0; i < cs.spells.size(); i++)
  561. {
  562. names << "%s";
  563. if(i < cs.spells.size() - 2)
  564. names << ", ";
  565. else if(i < cs.spells.size() - 1)
  566. names << "%s";
  567. }
  568. names << ".";
  569. iw.text.addReplacement(names.str());
  570. auto it = cs.spells.begin();
  571. for(int i = 0; i < cs.spells.size(); i++, it++)
  572. {
  573. iw.text.addReplacement(MetaString::SPELL_NAME, it->toEnum());
  574. if(i == cs.spells.size() - 2) //we just added pre-last name
  575. iw.text.addReplacement(MetaString::GENERAL_TXT, 141); // " and "
  576. iw.components.push_back(Component(Component::SPELL, *it, 0, 0));
  577. }
  578. sendAndApply(&iw);
  579. sendAndApply(&cs);
  580. }
  581. cab1.takeFromArmy(this);
  582. cab2.takeFromArmy(this); //take casualties after battle is deleted
  583. //if one hero has lost we will erase him
  584. if(battleResult.data->winner!=0 && hero1)
  585. {
  586. RemoveObject ro(hero1->id);
  587. sendAndApply(&ro);
  588. }
  589. if(battleResult.data->winner!=1 && hero2)
  590. {
  591. RemoveObject ro(hero2->id);
  592. sendAndApply(&ro);
  593. }
  594. //give exp
  595. if (battleResult.data->exp[0] && hero1 && battleResult.get()->winner == 0)
  596. changePrimSkill(hero1, PrimarySkill::EXPERIENCE, battleResult.data->exp[0]);
  597. else if (battleResult.data->exp[1] && hero2 && battleResult.get()->winner == 1)
  598. changePrimSkill(hero2, PrimarySkill::EXPERIENCE, battleResult.data->exp[1]);
  599. queries.popIfTop(battleQuery);
  600. //--> continuation (battleAfterLevelUp) occurs after level-up queries are handled or on removing query (above)
  601. }
  602. void CGameHandler::battleAfterLevelUp( const BattleResult &result )
  603. {
  604. LOG_TRACE(logGlobal);
  605. finishingBattle->remainingBattleQueriesCount--;
  606. logGlobal->traceStream() << "Decremented queries count to " << finishingBattle->remainingBattleQueriesCount;
  607. if(finishingBattle->remainingBattleQueriesCount > 0)
  608. //Battle results will be handled when all battle queries are closed
  609. return;
  610. //TODO consider if we really want it to work like above. ATM each player as unblocked as soon as possible
  611. // but the battle consequences are applied after final player is unblocked. Hard to abuse...
  612. // Still, it looks like a hole.
  613. // Necromancy if applicable.
  614. const CStackBasicDescriptor raisedStack = finishingBattle->winnerHero ? finishingBattle->winnerHero->calculateNecromancy(*battleResult.data) : CStackBasicDescriptor();
  615. // Give raised units to winner and show dialog, if any were raised,
  616. // units will be given after casualties are taken
  617. const SlotID necroSlot = raisedStack.type ? finishingBattle->winnerHero->getSlotFor(raisedStack.type) : SlotID();
  618. if (necroSlot != SlotID())
  619. {
  620. finishingBattle->winnerHero->showNecromancyDialog(raisedStack);
  621. addToSlot(StackLocation(finishingBattle->winnerHero, necroSlot), raisedStack.type, raisedStack.count);
  622. }
  623. BattleResultsApplied resultsApplied;
  624. resultsApplied.player1 = finishingBattle->victor;
  625. resultsApplied.player2 = finishingBattle->loser;
  626. sendAndApply(&resultsApplied);
  627. setBattle(nullptr);
  628. if(visitObjectAfterVictory && result.winner==0)
  629. {
  630. logGlobal->traceStream() << "post-victory visit";
  631. visitObjectOnTile(*getTile(finishingBattle->winnerHero->getPosition()), finishingBattle->winnerHero);
  632. }
  633. visitObjectAfterVictory = false;
  634. //handle victory/loss of engaged players
  635. std::set<PlayerColor> playerColors = {finishingBattle->loser, finishingBattle->victor};
  636. checkVictoryLossConditions(playerColors);
  637. if(result.result == BattleResult::SURRENDER || result.result == BattleResult::ESCAPE) //loser has escaped or surrendered
  638. {
  639. SetAvailableHeroes sah;
  640. sah.player = finishingBattle->loser;
  641. sah.hid[0] = finishingBattle->loserHero->subID;
  642. if(result.result == BattleResult::ESCAPE) //retreat
  643. {
  644. sah.army[0].clear();
  645. sah.army[0].setCreature(SlotID(0), finishingBattle->loserHero->type->initialArmy.at(0).creature, 1);
  646. }
  647. if(const CGHeroInstance *another = getPlayer(finishingBattle->loser)->availableHeroes.at(1))
  648. sah.hid[1] = another->subID;
  649. else
  650. sah.hid[1] = -1;
  651. sendAndApply(&sah);
  652. }
  653. }
  654. void CGameHandler::prepareAttack(BattleAttack &bat, const CStack *att, const CStack *def, int distance, int targetHex)
  655. {
  656. bat.bsa.clear();
  657. bat.stackAttacking = att->ID;
  658. const int attackerLuck = att->LuckVal();
  659. auto sideHeroBlocksLuck = [](const SideInBattle &side){ return NBonus::hasOfType(side.hero, Bonus::BLOCK_LUCK); };
  660. if(!vstd::contains_if(gs->curB->sides, sideHeroBlocksLuck))
  661. {
  662. if(attackerLuck > 0 && gs->getRandomGenerator().nextInt(23) < attackerLuck)
  663. {
  664. bat.flags |= BattleAttack::LUCKY;
  665. }
  666. if (VLC->modh->settings.data["hardcodedFeatures"]["NEGATIVE_LUCK"].Bool()) // negative luck enabled
  667. {
  668. if (attackerLuck < 0 && gs->getRandomGenerator().nextInt(23) < abs(attackerLuck))
  669. {
  670. bat.flags |= BattleAttack::UNLUCKY;
  671. }
  672. }
  673. }
  674. if(gs->getRandomGenerator().nextInt(99) < att->valOfBonuses(Bonus::DOUBLE_DAMAGE_CHANCE))
  675. {
  676. bat.flags |= BattleAttack::DEATH_BLOW;
  677. }
  678. if(att->getCreature()->idNumber == CreatureID::BALLISTA)
  679. {
  680. static const int artilleryLvlToChance[] = {0, 50, 75, 100};
  681. const CGHeroInstance * owner = gs->curB->getHero(att->owner);
  682. int chance = artilleryLvlToChance[owner->getSecSkillLevel(SecondarySkill::ARTILLERY)];
  683. if(chance > gs->getRandomGenerator().nextInt(99))
  684. {
  685. bat.flags |= BattleAttack::BALLISTA_DOUBLE_DMG;
  686. }
  687. }
  688. // only primary target
  689. applyBattleEffects(bat, att, def, distance, false);
  690. if (!bat.shot()) //multiple-hex attack - only in meele
  691. {
  692. std::set<const CStack*> attackedCreatures = gs->curB->getAttackedCreatures(att, targetHex); //creatures other than primary target
  693. for(const CStack * stack : attackedCreatures)
  694. {
  695. if (stack != def) //do not hit same stack twice
  696. {
  697. applyBattleEffects(bat, att, stack, distance, true);
  698. }
  699. }
  700. }
  701. const Bonus * bonus = att->getBonusLocalFirst(Selector::type(Bonus::SPELL_LIKE_ATTACK));
  702. if (bonus && (bat.shot())) //TODO: make it work in melee?
  703. {
  704. //this is need for displaying hit animation
  705. bat.flags |= BattleAttack::SPELL_LIKE;
  706. bat.spellID = SpellID(bonus->subtype);
  707. //TODO: should spell override creature`s projectile?
  708. std::set<const CStack*> attackedCreatures = SpellID(bonus->subtype).toSpell()->getAffectedStacks(gs->curB, ECastingMode::SPELL_LIKE_ATTACK, att->owner, bonus->val, targetHex);
  709. //TODO: get exact attacked hex for defender
  710. for(const CStack * stack : attackedCreatures)
  711. {
  712. if (stack != def) //do not hit same stack twice
  713. {
  714. applyBattleEffects(bat, att, stack, distance, true);
  715. }
  716. }
  717. //now add effect info for all attacked stacks
  718. for(BattleStackAttacked & bsa : bat.bsa)
  719. {
  720. if(bsa.attackerID == att->ID) //this is our attack and not f.e. fire shield
  721. {
  722. //this is need for displaying affect animation
  723. bsa.flags |= BattleStackAttacked::SPELL_EFFECT;
  724. bsa.spellID = SpellID(bonus->subtype);
  725. }
  726. }
  727. }
  728. }
  729. void CGameHandler::applyBattleEffects(BattleAttack &bat, const CStack *att, const CStack *def, int distance, bool secondary) //helper function for prepareAttack
  730. {
  731. BattleStackAttacked bsa;
  732. if (secondary)
  733. bsa.flags |= BattleStackAttacked::SECONDARY; //all other targets do not suffer from spells & spell-like abilities
  734. bsa.attackerID = att->ID;
  735. bsa.stackAttacked = def->ID;
  736. bsa.damageAmount = gs->curB->calculateDmg(att, def, gs->curB->battleGetOwner(att), gs->curB->battleGetOwner(def),
  737. bat.shot(), distance, bat.lucky(), bat.unlucky(), bat.deathBlow(), bat.ballistaDoubleDmg(), gs->getRandomGenerator());
  738. def->prepareAttacked(bsa, gs->getRandomGenerator()); //calculate casualties
  739. //life drain handling
  740. if (att->hasBonusOfType(Bonus::LIFE_DRAIN) && def->isLiving())
  741. {
  742. StacksHealedOrResurrected shi;
  743. shi.lifeDrain = (ui8)true;
  744. shi.tentHealing = (ui8)false;
  745. shi.drainedFrom = def->ID;
  746. StacksHealedOrResurrected::HealInfo hi;
  747. hi.stackID = att->ID;
  748. hi.healedHP = std::min<int> (bsa.damageAmount * att->valOfBonuses (Bonus::LIFE_DRAIN) / 100,
  749. att->MaxHealth() - att->firstHPleft + att->MaxHealth() * (att->baseAmount - att->count) );
  750. hi.lowLevelResurrection = false;
  751. shi.healedStacks.push_back(hi);
  752. if (hi.healedHP > 0)
  753. {
  754. bsa.healedStacks.push_back(shi);
  755. }
  756. }
  757. bat.bsa.push_back(bsa); //add this stack to the list of victims after drain life has been calculated
  758. //fire shield handling
  759. if(!bat.shot() && def->hasBonusOfType(Bonus::FIRE_SHIELD) && !att->hasBonusOfType (Bonus::FIRE_IMMUNITY))
  760. {
  761. BattleStackAttacked bsa2;
  762. bsa2.stackAttacked = att->ID; //invert
  763. bsa2.attackerID = def->ID;
  764. bsa2.flags |= BattleStackAttacked::EFFECT; //FIXME: play animation upon efreet and not attacker
  765. bsa2.effect = 11;
  766. bsa2.damageAmount = (bsa.damageAmount * def->valOfBonuses(Bonus::FIRE_SHIELD)) / 100; //TODO: scale with attack/defense
  767. att->prepareAttacked(bsa2, gameState()->getRandomGenerator());
  768. bat.bsa.push_back(bsa2);
  769. }
  770. }
  771. void CGameHandler::handleConnection(std::set<PlayerColor> players, CConnection &c)
  772. {
  773. setThreadName("CGameHandler::handleConnection");
  774. try
  775. {
  776. while(1)//server should never shut connection first //was: while(!end2)
  777. {
  778. CPack *pack = nullptr;
  779. PlayerColor player = PlayerColor::NEUTRAL;
  780. si32 requestID = -999;
  781. int packType = 0;
  782. {
  783. boost::unique_lock<boost::mutex> lock(*c.rmx);
  784. c >> player >> requestID >> pack; //get the package
  785. if(!pack)
  786. {
  787. logGlobal ->errorStream() << boost::format("Received a null package marked as request %d from player %d") % requestID % player;
  788. }
  789. packType = typeList.getTypeID(pack); //get the id of type
  790. logGlobal->traceStream() << boost::format("Received client message (request %d by player %d) of type with ID=%d (%s).\n")
  791. % requestID % player.getNum() % packType % typeid(*pack).name();
  792. }
  793. //prepare struct informing that action was applied
  794. auto sendPackageResponse = [&](bool succesfullyApplied)
  795. {
  796. PackageApplied applied;
  797. applied.player = player;
  798. applied.result = succesfullyApplied;
  799. applied.packType = packType;
  800. applied.requestID = requestID;
  801. boost::unique_lock<boost::mutex> lock(*c.wmx);
  802. c << &applied;
  803. };
  804. CBaseForGHApply *apply = applier->apps[packType]; //and appropriae applier object
  805. if(isBlockedByQueries(pack, player))
  806. {
  807. sendPackageResponse(false);
  808. }
  809. else if(apply)
  810. {
  811. const bool result = apply->applyOnGH(this,&c,pack, player);
  812. if(!result)
  813. complain("Got false in applying... that request must have been fishy!");
  814. logGlobal->traceStream() << "Message successfully applied (result=" << result << ")!";
  815. sendPackageResponse(true);
  816. }
  817. else
  818. {
  819. logGlobal->errorStream() << "Message cannot be applied, cannot find applier (unregistered type)!";
  820. sendPackageResponse(false);
  821. }
  822. vstd::clear_pointer(pack);
  823. }
  824. }
  825. catch(boost::system::system_error &e) //for boost errors just log, not crash - probably client shut down connection
  826. {
  827. assert(!c.connected); //make sure that connection has been marked as broken
  828. logGlobal->errorStream() << e.what();
  829. end2 = true;
  830. }
  831. catch(...)
  832. {
  833. end2 = true;
  834. handleException();
  835. throw;
  836. }
  837. logGlobal->errorStream() << "Ended handling connection";
  838. }
  839. int CGameHandler::moveStack(int stack, BattleHex dest)
  840. {
  841. int ret = 0;
  842. const CStack *curStack = gs->curB->battleGetStackByID(stack),
  843. *stackAtEnd = gs->curB->battleGetStackByPos(dest);
  844. assert(curStack);
  845. assert(dest < GameConstants::BFIELD_SIZE);
  846. if (gs->curB->tacticDistance)
  847. {
  848. assert(gs->curB->isInTacticRange(dest));
  849. }
  850. if(curStack->position == dest)
  851. return 0;
  852. //initing necessary tables
  853. auto accessibility = getAccesibility(curStack);
  854. //shifting destination (if we have double wide stack and we can occupy dest but not be exactly there)
  855. if(!stackAtEnd && curStack->doubleWide() && !accessibility.accessible(dest, curStack))
  856. {
  857. if(curStack->attackerOwned)
  858. {
  859. if(accessibility.accessible(dest+1, curStack))
  860. dest += BattleHex::RIGHT;
  861. }
  862. else
  863. {
  864. if(accessibility.accessible(dest-1, curStack))
  865. dest += BattleHex::LEFT;
  866. }
  867. }
  868. if((stackAtEnd && stackAtEnd!=curStack && stackAtEnd->alive()) || !accessibility.accessible(dest, curStack))
  869. {
  870. complain("Given destination is not accessible!");
  871. return 0;
  872. }
  873. std::pair< std::vector<BattleHex>, int > path = gs->curB->getPath(curStack->position, dest, curStack);
  874. ret = path.second;
  875. int creSpeed = gs->curB->tacticDistance ? GameConstants::BFIELD_SIZE : curStack->Speed();
  876. if(curStack->hasBonusOfType(Bonus::FLYING))
  877. {
  878. if(path.second <= creSpeed && path.first.size() > 0)
  879. {
  880. //inform clients about move
  881. BattleStackMoved sm;
  882. sm.stack = curStack->ID;
  883. std::vector<BattleHex> tiles;
  884. tiles.push_back(path.first[0]);
  885. sm.tilesToMove = tiles;
  886. sm.distance = path.second;
  887. sm.teleporting = false;
  888. sendAndApply(&sm);
  889. }
  890. }
  891. else //for non-flying creatures
  892. {
  893. shared_ptr<const CObstacleInstance> obstacle, obstacle2; //obstacle that interrupted movement
  894. std::vector<BattleHex> tiles;
  895. const int tilesToMove = std::max((int)(path.first.size() - creSpeed), 0);
  896. int v = path.first.size()-1;
  897. bool stackIsMoving = true;
  898. while(stackIsMoving)
  899. {
  900. if(v<tilesToMove)
  901. {
  902. logGlobal->error("Movement terminated abnormally");
  903. break;
  904. }
  905. for(bool obstacleHit = false; (!obstacleHit) && (v >= tilesToMove); --v)
  906. {
  907. BattleHex hex = path.first[v];
  908. tiles.push_back(hex);
  909. //if we walked onto something, finalize this portion of stack movement check into obstacle
  910. if((obstacle = battleGetObstacleOnPos(hex, false)))
  911. obstacleHit = true;
  912. if(curStack->doubleWide())
  913. {
  914. BattleHex otherHex = curStack->occupiedHex(hex);
  915. //two hex creature hit obstacle by backside
  916. if(otherHex.isValid() && ((obstacle2 = battleGetObstacleOnPos(otherHex, false))))
  917. obstacleHit = true;
  918. }
  919. }
  920. if(tiles.size() > 0)
  921. {
  922. //commit movement
  923. BattleStackMoved sm;
  924. sm.stack = curStack->ID;
  925. sm.distance = path.second;
  926. sm.teleporting = false;
  927. sm.tilesToMove = tiles;
  928. sendAndApply(&sm);
  929. tiles.clear();
  930. }
  931. //we don't handle obstacle at the destination tile -> it's handled separately in the if at the end
  932. if(curStack->position != dest)
  933. {
  934. auto processObstacle = [&](shared_ptr<const CObstacleInstance> & obs)
  935. {
  936. if(obs)
  937. {
  938. handleDamageFromObstacle(*obs, curStack);
  939. //if stack die in explosion or interrupted by obstacle, abort movement
  940. if(obs->stopsMovement() || !curStack->alive())
  941. stackIsMoving = false;
  942. obs.reset();
  943. }
  944. };
  945. processObstacle(obstacle);
  946. if(curStack->alive())
  947. processObstacle(obstacle2);
  948. }
  949. else
  950. //movement finished normally: we reached destination
  951. stackIsMoving = false;
  952. }
  953. }
  954. //handling obstacle on the final field (separate, because it affects both flying and walking stacks)
  955. if(curStack->alive())
  956. {
  957. if(auto theLastObstacle = battleGetObstacleOnPos(curStack->position, false))
  958. {
  959. handleDamageFromObstacle(*theLastObstacle, curStack);
  960. }
  961. }
  962. if(curStack->alive() && curStack->doubleWide())
  963. {
  964. BattleHex otherHex = curStack->occupiedHex(curStack->position);
  965. if(otherHex.isValid())
  966. if(auto theLastObstacle = battleGetObstacleOnPos(otherHex, false))
  967. {
  968. //two hex creature hit obstacle by backside
  969. handleDamageFromObstacle(*theLastObstacle, curStack);
  970. }
  971. }
  972. return ret;
  973. }
  974. CGameHandler::CGameHandler(void)
  975. {
  976. QID = 1;
  977. //gs = nullptr;
  978. IObjectInterface::cb = this;
  979. applier = new CApplier<CBaseForGHApply>;
  980. registerTypesServerPacks(*applier);
  981. visitObjectAfterVictory = false;
  982. queries.gh = this;
  983. spellEnv = new ServerSpellCastEnvironment(this);
  984. }
  985. CGameHandler::~CGameHandler(void)
  986. {
  987. delete spellEnv;
  988. delete applier;
  989. applier = nullptr;
  990. delete gs;
  991. }
  992. void CGameHandler::init(StartInfo *si)
  993. {
  994. if(si->seedToBeUsed == 0)
  995. {
  996. si->seedToBeUsed = std::time(nullptr);
  997. }
  998. gs = new CGameState();
  999. logGlobal->infoStream() << "Gamestate created!";
  1000. gs->init(si);
  1001. logGlobal->infoStream() << "Gamestate initialized!";
  1002. // reset seed, so that clients can't predict any following random values
  1003. gs->getRandomGenerator().resetSeed();
  1004. for(auto & elem : gs->players)
  1005. {
  1006. states.addPlayer(elem.first);
  1007. }
  1008. }
  1009. static bool evntCmp(const CMapEvent &a, const CMapEvent &b)
  1010. {
  1011. return a.earlierThan(b);
  1012. }
  1013. void CGameHandler::setPortalDwelling(const CGTownInstance * town, bool forced=false, bool clear = false)
  1014. {// bool forced = true - if creature should be replaced, if false - only if no creature was set
  1015. const PlayerState *p = gs->getPlayer(town->tempOwner);
  1016. if(!p)
  1017. {
  1018. logGlobal->warnStream() << "There is no player owner of town " << town->name << " at " << town->pos;
  1019. return;
  1020. }
  1021. if (forced || town->creatures.at(GameConstants::CREATURES_PER_TOWN).second.empty())//we need to change creature
  1022. {
  1023. SetAvailableCreatures ssi;
  1024. ssi.tid = town->id;
  1025. ssi.creatures = town->creatures;
  1026. ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.clear();//remove old one
  1027. const std::vector<ConstTransitivePtr<CGDwelling> > &dwellings = p->dwellings;
  1028. if (dwellings.empty())//no dwellings - just remove
  1029. {
  1030. sendAndApply(&ssi);
  1031. return;
  1032. }
  1033. auto dwelling = *RandomGeneratorUtil::nextItem(dwellings, gs->getRandomGenerator());
  1034. // for multi-creature dwellings like Golem Factory
  1035. auto creatureId = RandomGeneratorUtil::nextItem(dwelling->creatures, gs->getRandomGenerator())->second[0];
  1036. if(clear)
  1037. {
  1038. ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = std::max((ui32)1, (VLC->creh->creatures.at(creatureId)->growth)/2);
  1039. }
  1040. else
  1041. {
  1042. ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = VLC->creh->creatures.at(creatureId)->growth;
  1043. }
  1044. ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.push_back(creatureId);
  1045. sendAndApply(&ssi);
  1046. }
  1047. }
  1048. void CGameHandler::newTurn()
  1049. {
  1050. logGlobal->traceStream() << "Turn " << gs->day+1;
  1051. NewTurn n;
  1052. n.specialWeek = NewTurn::NO_ACTION;
  1053. n.creatureid = CreatureID::NONE;
  1054. n.day = gs->day + 1;
  1055. bool firstTurn = !getDate(Date::DAY);
  1056. bool newWeek = getDate(Date::DAY_OF_WEEK) == 7; //day numbers are confusing, as day was not yet switched
  1057. bool newMonth = getDate(Date::DAY_OF_MONTH) == 28;
  1058. std::map<PlayerColor, si32> hadGold;//starting gold - for buildings like dwarven treasury
  1059. if (firstTurn)
  1060. {
  1061. for (auto obj : gs->map->objects)
  1062. {
  1063. if (obj && obj->ID == Obj::PRISON) //give imprisoned hero 0 exp to level him up. easiest to do at this point
  1064. {
  1065. changePrimSkill (getHero(obj->id), PrimarySkill::EXPERIENCE, 0);
  1066. }
  1067. }
  1068. }
  1069. if (newWeek && !firstTurn)
  1070. {
  1071. n.specialWeek = NewTurn::NORMAL;
  1072. bool deityOfFireBuilt = false;
  1073. for(const CGTownInstance *t : gs->map->towns)
  1074. {
  1075. if(t->hasBuilt(BuildingID::GRAIL, ETownType::INFERNO))
  1076. {
  1077. deityOfFireBuilt = true;
  1078. break;
  1079. }
  1080. }
  1081. if(deityOfFireBuilt)
  1082. {
  1083. n.specialWeek = NewTurn::DEITYOFFIRE;
  1084. n.creatureid = CreatureID::IMP;
  1085. }
  1086. else
  1087. {
  1088. int monthType = gs->getRandomGenerator().nextInt(99);
  1089. if(newMonth) //new month
  1090. {
  1091. if (monthType < 40) //double growth
  1092. {
  1093. n.specialWeek = NewTurn::DOUBLE_GROWTH;
  1094. if (VLC->modh->settings.ALL_CREATURES_GET_DOUBLE_MONTHS)
  1095. {
  1096. std::pair<int, CreatureID> newMonster(54, VLC->creh->pickRandomMonster(gs->getRandomGenerator()));
  1097. n.creatureid = newMonster.second;
  1098. }
  1099. else if(VLC->creh->doubledCreatures.size())
  1100. {
  1101. const std::vector<CreatureID> doubledCreatures (VLC->creh->doubledCreatures.begin(), VLC->creh->doubledCreatures.end());
  1102. n.creatureid = *RandomGeneratorUtil::nextItem(doubledCreatures, gs->getRandomGenerator());
  1103. }
  1104. else
  1105. {
  1106. complain("Cannot find creature that can be spawned!");
  1107. n.specialWeek = NewTurn::NORMAL;
  1108. }
  1109. }
  1110. else if (monthType < 50)
  1111. n.specialWeek = NewTurn::PLAGUE;
  1112. }
  1113. else //it's a week, but not full month
  1114. {
  1115. if (monthType < 25)
  1116. {
  1117. n.specialWeek = NewTurn::BONUS_GROWTH; //+5
  1118. std::pair<int, CreatureID> newMonster(54, VLC->creh->pickRandomMonster(gs->getRandomGenerator()));
  1119. //TODO do not pick neutrals
  1120. n.creatureid = newMonster.second;
  1121. }
  1122. }
  1123. }
  1124. }
  1125. std::map<ui32, ConstTransitivePtr<CGHeroInstance> > pool = gs->hpool.heroesPool;
  1126. for (auto & elem : gs->players)
  1127. {
  1128. if(elem.first == PlayerColor::NEUTRAL)
  1129. continue;
  1130. else if(elem.first >= PlayerColor::PLAYER_LIMIT)
  1131. assert(0); //illegal player number!
  1132. std::pair<PlayerColor, si32> playerGold(elem.first, elem.second.resources.at(Res::GOLD));
  1133. hadGold.insert(playerGold);
  1134. if(newWeek) //new heroes in tavern
  1135. {
  1136. SetAvailableHeroes sah;
  1137. sah.player = elem.first;
  1138. //pick heroes and their armies
  1139. CHeroClass *banned = nullptr;
  1140. for (int j = 0; j < GameConstants::AVAILABLE_HEROES_PER_PLAYER; j++)
  1141. {
  1142. //first hero - native if possible, second hero -> any other class
  1143. if(CGHeroInstance *h = gs->hpool.pickHeroFor(j == 0, elem.first, getNativeTown(elem.first), pool, gs->getRandomGenerator(), banned))
  1144. {
  1145. sah.hid[j] = h->subID;
  1146. h->initArmy(&sah.army[j]);
  1147. banned = h->type->heroClass;
  1148. }
  1149. else
  1150. sah.hid[j] = -1;
  1151. }
  1152. sendAndApply(&sah);
  1153. }
  1154. n.res[elem.first] = elem.second.resources;
  1155. for(CGHeroInstance *h : (elem).second.heroes)
  1156. {
  1157. if(h->visitedTown)
  1158. giveSpells(h->visitedTown, h);
  1159. NewTurn::Hero hth;
  1160. hth.id = h->id;
  1161. hth.move = h->maxMovePoints(gs->map->getTile(h->getPosition(false)).terType != ETerrainType::WATER);
  1162. if(h->visitedTown && h->visitedTown->hasBuilt(BuildingID::MAGES_GUILD_1)) //if hero starts turn in town with mage guild
  1163. hth.mana = std::max(h->mana, h->manaLimit()); //restore all mana
  1164. else
  1165. hth.mana = std::max((si32)(0), std::max(h->mana, std::min((si32)(h->mana + h->manaRegain()), h->manaLimit())));
  1166. n.heroes.insert(hth);
  1167. if(!firstTurn) //not first day
  1168. {
  1169. n.res[elem.first][Res::GOLD] += h->valOfBonuses(Selector::typeSubtype(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::ESTATES)); //estates
  1170. for (int k = 0; k < GameConstants::RESOURCE_QUANTITY; k++)
  1171. {
  1172. n.res[elem.first][k] += h->valOfBonuses(Bonus::GENERATE_RESOURCE, k);
  1173. }
  1174. }
  1175. }
  1176. }
  1177. for(CGTownInstance *t : gs->map->towns)
  1178. {
  1179. PlayerColor player = t->tempOwner;
  1180. handleTownEvents(t, n);
  1181. if(newWeek) //first day of week
  1182. {
  1183. if(t->hasBuilt(BuildingID::PORTAL_OF_SUMMON, ETownType::DUNGEON))
  1184. setPortalDwelling(t, true, (n.specialWeek == NewTurn::PLAGUE ? true : false)); //set creatures for Portal of Summoning
  1185. if(!firstTurn)
  1186. if (t->hasBuilt(BuildingID::TREASURY, ETownType::RAMPART) && player < PlayerColor::PLAYER_LIMIT)
  1187. n.res[player][Res::GOLD] += hadGold.at(player)/10; //give 10% of starting gold
  1188. if (!vstd::contains(n.cres, t->id))
  1189. {
  1190. n.cres[t->id].tid = t->id;
  1191. n.cres[t->id].creatures = t->creatures;
  1192. }
  1193. auto & sac = n.cres.at(t->id);
  1194. for (int k=0; k < GameConstants::CREATURES_PER_TOWN; k++) //creature growths
  1195. {
  1196. if (!t->creatures.at(k).second.empty()) // there are creatures at this level
  1197. {
  1198. ui32 &availableCount = sac.creatures.at(k).first;
  1199. const CCreature *cre = VLC->creh->creatures.at(t->creatures.at(k).second.back());
  1200. if (n.specialWeek == NewTurn::PLAGUE)
  1201. availableCount = t->creatures.at(k).first / 2; //halve their number, no growth
  1202. else
  1203. {
  1204. if(firstTurn) //first day of game: use only basic growths
  1205. availableCount = cre->growth;
  1206. else
  1207. availableCount += t->creatureGrowth(k);
  1208. //Deity of fire week - upgrade both imps and upgrades
  1209. if (n.specialWeek == NewTurn::DEITYOFFIRE && vstd::contains(t->creatures.at(k).second, n.creatureid))
  1210. availableCount += 15;
  1211. if( cre->idNumber == n.creatureid ) //bonus week, effect applies only to identical creatures
  1212. {
  1213. if(n.specialWeek == NewTurn::DOUBLE_GROWTH)
  1214. availableCount *= 2;
  1215. else if(n.specialWeek == NewTurn::BONUS_GROWTH)
  1216. availableCount += 5;
  1217. }
  1218. }
  1219. }
  1220. }
  1221. }
  1222. if(!firstTurn && player < PlayerColor::PLAYER_LIMIT)//not the first day and town not neutral
  1223. {
  1224. n.res[player] = n.res[player] + t->dailyIncome();
  1225. }
  1226. if(t->hasBuilt(BuildingID::GRAIL, ETownType::TOWER))
  1227. {
  1228. // Skyship, probably easier to handle same as Veil of darkness
  1229. //do it every new day after veils apply
  1230. if (player != PlayerColor::NEUTRAL) //do not reveal fow for neutral player
  1231. {
  1232. FoWChange fw;
  1233. fw.mode = 1;
  1234. fw.player = player;
  1235. // find all hidden tiles
  1236. const auto & fow = gs->getPlayerTeam(player)->fogOfWarMap;
  1237. for (size_t i=0; i<fow.size(); i++)
  1238. for (size_t j=0; j<fow.at(i).size(); j++)
  1239. for (size_t k=0; k<fow.at(i).at(j).size(); k++)
  1240. if (!fow.at(i).at(j).at(k))
  1241. fw.tiles.insert(int3(i,j,k));
  1242. sendAndApply (&fw);
  1243. }
  1244. }
  1245. if (t->hasBonusOfType (Bonus::DARKNESS))
  1246. {
  1247. for (auto & player : gameState()->players)
  1248. {
  1249. if (getPlayerStatus(player.first) == EPlayerStatus::INGAME &&
  1250. getPlayerRelations(player.first, t->tempOwner) == PlayerRelations::ENEMIES)
  1251. changeFogOfWar(t->visitablePos(), t->getBonusLocalFirst(Selector::type(Bonus::DARKNESS))->val, player.first, true);
  1252. }
  1253. }
  1254. }
  1255. if(newMonth)
  1256. {
  1257. SetAvailableArtifacts saa;
  1258. saa.id = -1;
  1259. pickAllowedArtsSet(saa.arts);
  1260. sendAndApply(&saa);
  1261. }
  1262. sendAndApply(&n);
  1263. if(newWeek)
  1264. {
  1265. //spawn wandering monsters
  1266. if (newMonth && (n.specialWeek == NewTurn::DOUBLE_GROWTH || n.specialWeek == NewTurn::DEITYOFFIRE))
  1267. {
  1268. spawnWanderingMonsters(n.creatureid);
  1269. }
  1270. //new week info popup
  1271. if(!firstTurn)
  1272. {
  1273. InfoWindow iw;
  1274. switch (n.specialWeek)
  1275. {
  1276. case NewTurn::DOUBLE_GROWTH:
  1277. iw.text.addTxt(MetaString::ARRAY_TXT, 131);
  1278. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1279. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1280. break;
  1281. case NewTurn::PLAGUE:
  1282. iw.text.addTxt(MetaString::ARRAY_TXT, 132);
  1283. break;
  1284. case NewTurn::BONUS_GROWTH:
  1285. iw.text.addTxt(MetaString::ARRAY_TXT, 134);
  1286. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1287. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1288. break;
  1289. case NewTurn::DEITYOFFIRE:
  1290. iw.text.addTxt(MetaString::ARRAY_TXT, 135);
  1291. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 42); //%s imp
  1292. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 42); //%s imp
  1293. iw.text.addReplacement2(15); //%+d 15
  1294. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 43); //%s familiar
  1295. iw.text.addReplacement2(15); //%+d 15
  1296. break;
  1297. default:
  1298. if (newMonth)
  1299. {
  1300. iw.text.addTxt(MetaString::ARRAY_TXT, (130));
  1301. iw.text.addReplacement(MetaString::ARRAY_TXT, gs->getRandomGenerator().nextInt(32, 41));
  1302. }
  1303. else
  1304. {
  1305. iw.text.addTxt(MetaString::ARRAY_TXT, (133));
  1306. iw.text.addReplacement(MetaString::ARRAY_TXT, gs->getRandomGenerator().nextInt(43, 57));
  1307. }
  1308. }
  1309. for (auto & elem : gs->players)
  1310. {
  1311. iw.player = elem.first;
  1312. sendAndApply(&iw);
  1313. }
  1314. }
  1315. }
  1316. logGlobal->traceStream() << "Info about turn " << n.day << "has been sent!";
  1317. handleTimeEvents();
  1318. //call objects
  1319. for(auto & elem : gs->map->objects)
  1320. {
  1321. if(elem)
  1322. elem->newTurn();
  1323. }
  1324. synchronizeArtifactHandlerLists(); //new day events may have changed them. TODO better of managing that
  1325. }
  1326. void CGameHandler::run(bool resume)
  1327. {
  1328. LOG_TRACE_PARAMS(logGlobal, "resume=%d", resume);
  1329. using namespace boost::posix_time;
  1330. for(CConnection *cc : conns)
  1331. {
  1332. if(!resume)
  1333. {
  1334. (*cc) << gs->initialOpts; // gs->scenarioOps
  1335. }
  1336. std::set<PlayerColor> players;
  1337. (*cc) >> players; //how many players will be handled at that client
  1338. std::stringstream sbuffer;
  1339. sbuffer << "Connection " << cc->connectionID << " will handle " << players.size() << " player: ";
  1340. for(PlayerColor color : players)
  1341. {
  1342. sbuffer << color << " ";
  1343. {
  1344. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  1345. connections[color] = cc;
  1346. }
  1347. }
  1348. logGlobal->infoStream() << sbuffer.str();
  1349. cc->addStdVecItems(gs);
  1350. cc->enableStackSendingByID();
  1351. cc->disableSmartPointerSerialization();
  1352. }
  1353. for(auto & elem : conns)
  1354. {
  1355. std::set<PlayerColor> pom;
  1356. for(auto j = connections.cbegin(); j!=connections.cend();j++)
  1357. if(j->second == elem)
  1358. pom.insert(j->first);
  1359. boost::thread(std::bind(&CGameHandler::handleConnection,this,pom,std::ref(*elem)));
  1360. }
  1361. if(gs->scenarioOps->mode == StartInfo::DUEL)
  1362. {
  1363. runBattle();
  1364. end2 = true;
  1365. while(conns.size() && (*conns.begin())->isOpen())
  1366. boost::this_thread::sleep(boost::posix_time::milliseconds(5)); //give time client to close socket
  1367. return;
  1368. }
  1369. auto playerTurnOrder = generatePlayerTurnOrder();
  1370. while(!end2)
  1371. {
  1372. if(!resume) newTurn();
  1373. std::list<PlayerColor>::iterator it;
  1374. if(resume)
  1375. {
  1376. it = std::find(playerTurnOrder.begin(), playerTurnOrder.end(), gs->currentPlayer);
  1377. }
  1378. else
  1379. {
  1380. it = playerTurnOrder.begin();
  1381. }
  1382. resume = false;
  1383. for(; it != playerTurnOrder.end(); it++)
  1384. {
  1385. auto playerColor = *it;
  1386. if(gs->players[playerColor].status == EPlayerStatus::INGAME)
  1387. {
  1388. states.setFlag(playerColor, &PlayerStatus::makingTurn, true);
  1389. YourTurn yt;
  1390. yt.player = playerColor;
  1391. applyAndSend(&yt);
  1392. checkVictoryLossConditionsForAll();
  1393. //wait till turn is done
  1394. boost::unique_lock<boost::mutex> lock(states.mx);
  1395. while(states.players.at(playerColor).makingTurn && !end2)
  1396. {
  1397. static time_duration p = milliseconds(200);
  1398. states.cv.timed_wait(lock,p);
  1399. }
  1400. }
  1401. }
  1402. }
  1403. while(conns.size() && (*conns.begin())->isOpen())
  1404. boost::this_thread::sleep(boost::posix_time::milliseconds(5)); //give time client to close socket
  1405. }
  1406. std::list<PlayerColor> CGameHandler::generatePlayerTurnOrder() const
  1407. {
  1408. // Generate player turn order
  1409. std::list<PlayerColor> playerTurnOrder;
  1410. for(const auto & player : gs->players) // add human players first
  1411. {
  1412. if(player.second.human)
  1413. playerTurnOrder.push_back(player.first);
  1414. }
  1415. for(const auto & player : gs->players) // then add non-human players
  1416. {
  1417. if(!player.second.human)
  1418. playerTurnOrder.push_back(player.first);
  1419. }
  1420. return std::move(playerTurnOrder);
  1421. }
  1422. void CGameHandler::setupBattle( int3 tile, const CArmedInstance *armies[2], const CGHeroInstance *heroes[2], bool creatureBank, const CGTownInstance *town )
  1423. {
  1424. battleResult.set(nullptr);
  1425. //send info about battles
  1426. BattleStart bs;
  1427. bs.info = gs->setupBattle(tile, armies, heroes, creatureBank, town);
  1428. sendAndApply(&bs);
  1429. }
  1430. void CGameHandler::checkForBattleEnd()
  1431. {
  1432. if(auto result = battleIsFinished())
  1433. {
  1434. setBattleResult(BattleResult::NORMAL, *result);
  1435. }
  1436. }
  1437. void CGameHandler::giveSpells( const CGTownInstance *t, const CGHeroInstance *h )
  1438. {
  1439. if(!h->hasSpellbook())
  1440. return; //hero hasn't spellbook
  1441. ChangeSpells cs;
  1442. cs.hid = h->id;
  1443. cs.learn = true;
  1444. for(int i=0; i<std::min(t->mageGuildLevel(),h->getSecSkillLevel(SecondarySkill::WISDOM)+2);i++)
  1445. {
  1446. if (t->hasBuilt(BuildingID::GRAIL, ETownType::CONFLUX)) //Aurora Borealis
  1447. {
  1448. std::vector<SpellID> spells;
  1449. getAllowedSpells(spells, i);
  1450. for (auto & spell : spells)
  1451. cs.spells.insert(spell);
  1452. }
  1453. else
  1454. {
  1455. for(int j=0; j<t->spellsAtLevel(i+1,true) && j<t->spells.at(i).size(); j++)
  1456. {
  1457. if(!vstd::contains(h->spells,t->spells.at(i).at(j)))
  1458. cs.spells.insert(t->spells.at(i).at(j));
  1459. }
  1460. }
  1461. }
  1462. if(!cs.spells.empty())
  1463. sendAndApply(&cs);
  1464. }
  1465. void CGameHandler::setBlockVis(ObjectInstanceID objid, bool bv)
  1466. {
  1467. SetObjectProperty sop(objid,2,bv);
  1468. sendAndApply(&sop);
  1469. }
  1470. bool CGameHandler::removeObject( const CGObjectInstance * obj )
  1471. {
  1472. if(!obj || !getObj(obj->id))
  1473. {
  1474. logGlobal->errorStream() << "Something wrong, that object already has been removed or hasn't existed!";
  1475. return false;
  1476. }
  1477. RemoveObject ro;
  1478. ro.id = obj->id;
  1479. sendAndApply(&ro);
  1480. checkVictoryLossConditionsForAll(); //eg if monster escaped (removing objs after battle is done dircetly by endBattle, not this function)
  1481. return true;
  1482. }
  1483. void CGameHandler::setAmount(ObjectInstanceID objid, ui32 val)
  1484. {
  1485. SetObjectProperty sop(objid,3,val);
  1486. sendAndApply(&sop);
  1487. }
  1488. bool CGameHandler::moveHero( ObjectInstanceID hid, int3 dst, ui8 teleporting, bool transit, PlayerColor asker /*= 255*/ )
  1489. {
  1490. const CGHeroInstance *h = getHero(hid);
  1491. 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)
  1492. )
  1493. {
  1494. logGlobal->errorStream() << "Illegal call to move hero!";
  1495. return false;
  1496. }
  1497. logGlobal->traceStream() << "Player " << asker << " wants to move hero "<< hid.getNum() << " from "<< h->pos << " to " << dst;
  1498. const int3 hmpos = dst + int3(-1,0,0);
  1499. if(!gs->map->isInTheMap(hmpos))
  1500. {
  1501. logGlobal->errorStream() << "Destination tile is outside the map!";
  1502. return false;
  1503. }
  1504. const TerrainTile t = *gs->getTile(hmpos);
  1505. const int cost = gs->getMovementCost(h, h->getPosition(), hmpos, h->hasBonusOfType(Bonus::FLYING_MOVEMENT), h->movement);
  1506. const int3 guardPos = gs->guardingCreaturePosition(hmpos);
  1507. const bool embarking = !h->boat && !t.visitableObjects.empty() && t.visitableObjects.back()->ID == Obj::BOAT;
  1508. const bool disembarking = h->boat && t.terType != ETerrainType::WATER && !t.blocked;
  1509. //result structure for start - movement failed, no move points used
  1510. TryMoveHero tmh;
  1511. tmh.id = hid;
  1512. tmh.start = h->pos;
  1513. tmh.end = dst;
  1514. tmh.result = TryMoveHero::FAILED;
  1515. tmh.movePoints = h->movement;
  1516. //check if destination tile is available
  1517. //it's a rock or blocked and not visitable tile
  1518. //OR hero is on land and dest is water and (there is not present only one object - boat)
  1519. if(((t.terType == ETerrainType::ROCK || (t.blocked && !t.visitable && !h->hasBonusOfType(Bonus::FLYING_MOVEMENT) ))
  1520. && complain("Cannot move hero, destination tile is blocked!"))
  1521. || ((!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)
  1522. && complain("Cannot move hero, destination tile is on water!"))
  1523. || ((h->boat && t.terType != ETerrainType::WATER && t.blocked)
  1524. && complain("Cannot disembark hero, tile is blocked!"))
  1525. || ( (distance(h->pos, dst) >= 1.5 && !teleporting)
  1526. && complain("Tiles are not neighboring!"))
  1527. || ( (h->inTownGarrison)
  1528. && complain("Can not move garrisoned hero!"))
  1529. || ((h->movement < cost && dst != h->pos && !teleporting)
  1530. && complain("Hero doesn't have any movement points left!"))
  1531. /*|| (states.checkFlag(h->tempOwner, &PlayerStatus::engagedIntoBattle)
  1532. && complain("Cannot move hero during the battle"))*/)
  1533. {
  1534. //send info about movement failure
  1535. sendAndApply(&tmh);
  1536. return false;
  1537. }
  1538. //several generic blocks of code
  1539. // should be called if hero changes tile but before applying TryMoveHero package
  1540. auto leaveTile = [&]()
  1541. {
  1542. for(CGObjectInstance *obj : gs->map->getTile(int3(h->pos.x-1, h->pos.y, h->pos.z)).visitableObjects)
  1543. {
  1544. obj->onHeroLeave(h);
  1545. }
  1546. this->getTilesInRange(tmh.fowRevealed, h->getSightCenter()+(tmh.end-tmh.start), h->getSightRadious(), h->tempOwner, 1);
  1547. };
  1548. auto doMove = [&](TryMoveHero::EResult result, EGuardLook lookForGuards,
  1549. EVisitDest visitDest, ELEaveTile leavingTile) -> bool
  1550. {
  1551. LOG_TRACE_PARAMS(logGlobal, "Hero %s starts movement from %s to %s", h->name % tmh.start % tmh.end);
  1552. auto moveQuery = make_shared<CHeroMovementQuery>(tmh, h);
  1553. queries.addQuery(moveQuery);
  1554. if(leavingTile == LEAVING_TILE)
  1555. leaveTile();
  1556. tmh.result = result;
  1557. sendAndApply(&tmh);
  1558. if (visitDest == VISIT_DEST && t.topVisitableObj() && t.topVisitableObj()->id == h->id)
  1559. { // Hero should be always able to visit any object he staying on even if there guards around
  1560. visitObjectOnTile(t, h);
  1561. }
  1562. else if(lookForGuards == CHECK_FOR_GUARDS && this->isInTheMap(guardPos))
  1563. {
  1564. tmh.attackedFrom = guardPos;
  1565. const TerrainTile &guardTile = *gs->getTile(guardPos);
  1566. objectVisited(guardTile.visitableObjects.back(), h);
  1567. moveQuery->visitDestAfterVictory = visitDest==VISIT_DEST;
  1568. }
  1569. else if(visitDest == VISIT_DEST)
  1570. {
  1571. if(!transit || !CGTeleport::isTeleport(t.topVisitableObj()))
  1572. visitObjectOnTile(t, h);
  1573. }
  1574. queries.popIfTop(moveQuery);
  1575. logGlobal->traceStream() << "Hero " << h->name << " ends movement";
  1576. return result != TryMoveHero::FAILED;
  1577. };
  1578. //interaction with blocking object (like resources)
  1579. auto blockingVisit = [&]() -> bool
  1580. {
  1581. for(CGObjectInstance *obj : t.visitableObjects)
  1582. {
  1583. if(obj != h && obj->blockVisit && !obj->passableFor(h->tempOwner))
  1584. {
  1585. return doMove(TryMoveHero::BLOCKING_VISIT, this->IGNORE_GUARDS, VISIT_DEST, REMAINING_ON_TILE);
  1586. //this-> is needed for MVS2010 to recognize scope (?)
  1587. }
  1588. }
  1589. return false;
  1590. };
  1591. if(embarking)
  1592. {
  1593. tmh.movePoints = h->movementPointsAfterEmbark(h->movement, cost, false);
  1594. return doMove(TryMoveHero::EMBARK, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
  1595. //attack guards on embarking? In H3 creatures on water had no zone of control at all
  1596. }
  1597. if(disembarking)
  1598. {
  1599. tmh.movePoints = h->movementPointsAfterEmbark(h->movement, cost, true);
  1600. return doMove(TryMoveHero::DISEMBARK, CHECK_FOR_GUARDS, VISIT_DEST, LEAVING_TILE);
  1601. }
  1602. if(teleporting)
  1603. {
  1604. if(blockingVisit()) // e.g. hero on the other side of teleporter
  1605. return true;
  1606. doMove(TryMoveHero::TELEPORTATION, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
  1607. // visit town for town portal \ castle gates
  1608. // do not use generic visitObjectOnTile to avoid double-teleporting
  1609. // if this moveHero call was triggered by teleporter
  1610. if (!t.visitableObjects.empty())
  1611. {
  1612. if (CGTownInstance * town = dynamic_cast<CGTownInstance *>(t.visitableObjects.back()))
  1613. town->onHeroVisit(h);
  1614. }
  1615. return true;
  1616. }
  1617. //still here? it is standard movement!
  1618. {
  1619. tmh.movePoints = h->movement >= cost
  1620. ? h->movement - cost
  1621. : 0;
  1622. if(blockingVisit())
  1623. return true;
  1624. doMove(TryMoveHero::SUCCESS, CHECK_FOR_GUARDS, VISIT_DEST, LEAVING_TILE);
  1625. return true;
  1626. }
  1627. }
  1628. bool CGameHandler::teleportHero(ObjectInstanceID hid, ObjectInstanceID dstid, ui8 source, PlayerColor asker/* = 255*/)
  1629. {
  1630. const CGHeroInstance *h = getHero(hid);
  1631. const CGTownInstance *t = getTown(dstid);
  1632. if ( !h || !t || h->getOwner() != gs->currentPlayer )
  1633. logGlobal->errorStream()<<"Invalid call to teleportHero!";
  1634. const CGTownInstance *from = h->visitedTown;
  1635. if(((h->getOwner() != t->getOwner())
  1636. && complain("Cannot teleport hero to another player"))
  1637. || ((!from || !from->hasBuilt(BuildingID::CASTLE_GATE, ETownType::INFERNO))
  1638. && complain("Hero must be in town with Castle gate for teleporting"))
  1639. || (!t->hasBuilt(BuildingID::CASTLE_GATE, ETownType::INFERNO)
  1640. && complain("Cannot teleport hero to town without Castle gate in it")))
  1641. return false;
  1642. int3 pos = t->visitablePos();
  1643. pos += h->getVisitableOffset();
  1644. moveHero(hid,pos,1);
  1645. return true;
  1646. }
  1647. void CGameHandler::setOwner(const CGObjectInstance * obj, PlayerColor owner)
  1648. {
  1649. PlayerColor oldOwner = getOwner(obj->id);
  1650. SetObjectProperty sop(obj->id, 1, owner.getNum());
  1651. sendAndApply(&sop);
  1652. std::set<PlayerColor> playerColors = {owner, oldOwner};
  1653. checkVictoryLossConditions(playerColors);
  1654. if(owner < PlayerColor::PLAYER_LIMIT && dynamic_cast<const CGTownInstance *>(obj)) //town captured
  1655. {
  1656. const CGTownInstance * town = dynamic_cast<const CGTownInstance *>(obj);
  1657. if (town->hasBuilt(BuildingID::PORTAL_OF_SUMMON, ETownType::DUNGEON))
  1658. setPortalDwelling(town, true, false);
  1659. if (!gs->getPlayer(owner)->towns.size())//player lost last town
  1660. {
  1661. InfoWindow iw;
  1662. iw.player = oldOwner;
  1663. 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.
  1664. sendAndApply(&iw);
  1665. }
  1666. }
  1667. const PlayerState * p = gs->getPlayer(owner);
  1668. if((obj->ID == Obj::CREATURE_GENERATOR1 || obj->ID == Obj::CREATURE_GENERATOR4 ) && p && p->dwellings.size()==1)//first dwelling captured
  1669. {
  1670. for(const CGTownInstance *t : gs->getPlayer(owner)->towns)
  1671. {
  1672. if (t->hasBuilt(BuildingID::PORTAL_OF_SUMMON, ETownType::DUNGEON))
  1673. setPortalDwelling(t);//set initial creatures for all portals of summoning
  1674. }
  1675. }
  1676. }
  1677. void CGameHandler::showBlockingDialog( BlockingDialog *iw )
  1678. {
  1679. auto dialogQuery = make_shared<CBlockingDialogQuery>(*iw);
  1680. queries.addQuery(dialogQuery);
  1681. iw->queryID = dialogQuery->queryID;
  1682. sendToAllClients(iw);
  1683. }
  1684. void CGameHandler::showTeleportDialog( TeleportDialog *iw )
  1685. {
  1686. auto dialogQuery = make_shared<CTeleportDialogQuery>(*iw);
  1687. queries.addQuery(dialogQuery);
  1688. iw->queryID = dialogQuery->queryID;
  1689. sendToAllClients(iw);
  1690. }
  1691. void CGameHandler::giveResource(PlayerColor player, Res::ERes which, int val) //TODO: cap according to Bersy's suggestion
  1692. {
  1693. if(!val) return; //don't waste time on empty call
  1694. SetResource sr;
  1695. sr.player = player;
  1696. sr.resid = which;
  1697. sr.val = gs->players.find(player)->second.resources.at(which) + val;
  1698. sendAndApply(&sr);
  1699. }
  1700. void CGameHandler::giveResources(PlayerColor player, TResources resources)
  1701. {
  1702. for(TResources::nziterator i(resources); i.valid(); i++)
  1703. giveResource(player, i->resType, i->resVal);
  1704. }
  1705. void CGameHandler::giveCreatures(const CArmedInstance *obj, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove)
  1706. {
  1707. COMPLAIN_RET_IF(!creatures.stacksCount(), "Strange, giveCreatures called without args!");
  1708. COMPLAIN_RET_IF(obj->stacksCount(), "Cannot give creatures from not-cleared object!");
  1709. COMPLAIN_RET_IF(creatures.stacksCount() > GameConstants::ARMY_SIZE, "Too many stacks to give!");
  1710. //first we move creatures to give to make them army of object-source
  1711. for (auto & elem : creatures.Slots())
  1712. {
  1713. addToSlot(StackLocation(obj, obj->getSlotFor(elem.second->type)), elem.second->type, elem.second->count);
  1714. }
  1715. tryJoiningArmy(obj, h, remove, true);
  1716. }
  1717. void CGameHandler::takeCreatures(ObjectInstanceID objid, const std::vector<CStackBasicDescriptor> &creatures)
  1718. {
  1719. std::vector<CStackBasicDescriptor> cres = creatures;
  1720. if (cres.size() <= 0)
  1721. return;
  1722. const CArmedInstance* obj = static_cast<const CArmedInstance*>(getObj(objid));
  1723. for(CStackBasicDescriptor &sbd : cres)
  1724. {
  1725. TQuantity collected = 0;
  1726. while(collected < sbd.count)
  1727. {
  1728. bool foundSth = false;
  1729. for(auto i = obj->Slots().begin(); i != obj->Slots().end(); i++)
  1730. {
  1731. if(i->second->type == sbd.type)
  1732. {
  1733. TQuantity take = std::min(sbd.count - collected, i->second->count); //collect as much cres as we can
  1734. changeStackCount(StackLocation(obj, i->first), -take, false);
  1735. collected += take;
  1736. foundSth = true;
  1737. break;
  1738. }
  1739. }
  1740. if(!foundSth) //we went through the whole loop and haven't found appropriate cres
  1741. {
  1742. complain("Unexpected failure during taking creatures!");
  1743. return;
  1744. }
  1745. }
  1746. }
  1747. }
  1748. void CGameHandler::showCompInfo(ShowInInfobox * comp)
  1749. {
  1750. sendToAllClients(comp);
  1751. }
  1752. void CGameHandler::heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  1753. {
  1754. HeroVisitCastle vc;
  1755. vc.hid = hero->id;
  1756. vc.tid = obj->id;
  1757. vc.flags |= 1;
  1758. sendAndApply(&vc);
  1759. vistiCastleObjects (obj, hero);
  1760. giveSpells (obj, hero);
  1761. checkVictoryLossConditionsForPlayer(hero->tempOwner); //transported artifact?
  1762. }
  1763. void CGameHandler::vistiCastleObjects (const CGTownInstance *t, const CGHeroInstance *h)
  1764. {
  1765. std::vector<CGTownBuilding*>::const_iterator i;
  1766. for (i = t->bonusingBuildings.begin(); i != t->bonusingBuildings.end(); i++)
  1767. (*i)->onHeroVisit (h);
  1768. }
  1769. void CGameHandler::stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  1770. {
  1771. HeroVisitCastle vc;
  1772. vc.hid = hero->id;
  1773. vc.tid = obj->id;
  1774. sendAndApply(&vc);
  1775. }
  1776. void CGameHandler::removeArtifact(const ArtifactLocation &al)
  1777. {
  1778. assert(al.getArt());
  1779. EraseArtifact ea;
  1780. ea.al = al;
  1781. sendAndApply(&ea);
  1782. }
  1783. void CGameHandler::startBattlePrimary(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile,
  1784. const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank,
  1785. const CGTownInstance *town) //use hero=nullptr for no hero
  1786. {
  1787. engageIntoBattle(army1->tempOwner);
  1788. engageIntoBattle(army2->tempOwner);
  1789. static const CArmedInstance *armies[2];
  1790. armies[0] = army1;
  1791. armies[1] = army2;
  1792. static const CGHeroInstance*heroes[2];
  1793. heroes[0] = hero1;
  1794. heroes[1] = hero2;
  1795. setupBattle(tile, armies, heroes, creatureBank, town); //initializes stacks, places creatures on battlefield, blocks and informs player interfaces
  1796. auto battleQuery = make_shared<CBattleQuery>(gs->curB);
  1797. queries.addQuery(battleQuery);
  1798. boost::thread(&CGameHandler::runBattle, this);
  1799. }
  1800. void CGameHandler::startBattleI( const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, bool creatureBank )
  1801. {
  1802. startBattlePrimary(army1, army2, tile,
  1803. army1->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army1) : nullptr,
  1804. army2->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army2) : nullptr,
  1805. creatureBank);
  1806. }
  1807. void CGameHandler::startBattleI( const CArmedInstance *army1, const CArmedInstance *army2, bool creatureBank)
  1808. {
  1809. startBattleI(army1, army2, army2->visitablePos(), creatureBank);
  1810. }
  1811. void CGameHandler::changeSpells( const CGHeroInstance * hero, bool give, const std::set<SpellID> &spells )
  1812. {
  1813. ChangeSpells cs;
  1814. cs.hid = hero->id;
  1815. cs.spells = spells;
  1816. cs.learn = give;
  1817. sendAndApply(&cs);
  1818. }
  1819. void CGameHandler::sendMessageTo( CConnection &c, const std::string &message )
  1820. {
  1821. SystemMessage sm;
  1822. sm.text = message;
  1823. boost::unique_lock<boost::mutex> lock(*c.wmx);
  1824. c << &sm;
  1825. }
  1826. void CGameHandler::giveHeroBonus( GiveBonus * bonus )
  1827. {
  1828. sendAndApply(bonus);
  1829. }
  1830. void CGameHandler::setMovePoints( SetMovePoints * smp )
  1831. {
  1832. sendAndApply(smp);
  1833. }
  1834. void CGameHandler::setManaPoints( ObjectInstanceID hid, int val )
  1835. {
  1836. SetMana sm;
  1837. sm.hid = hid;
  1838. sm.val = val;
  1839. sm.absolute = true;
  1840. sendAndApply(&sm);
  1841. }
  1842. void CGameHandler::giveHero( ObjectInstanceID id, PlayerColor player )
  1843. {
  1844. GiveHero gh;
  1845. gh.id = id;
  1846. gh.player = player;
  1847. sendAndApply(&gh);
  1848. }
  1849. void CGameHandler::changeObjPos( ObjectInstanceID objid, int3 newPos, ui8 flags )
  1850. {
  1851. ChangeObjPos cop;
  1852. cop.objid = objid;
  1853. cop.nPos = newPos;
  1854. cop.flags = flags;
  1855. sendAndApply(&cop);
  1856. }
  1857. void CGameHandler::useScholarSkill(ObjectInstanceID fromHero, ObjectInstanceID toHero)
  1858. {
  1859. const CGHeroInstance * h1 = getHero(fromHero);
  1860. const CGHeroInstance * h2 = getHero(toHero);
  1861. if ( h1->getSecSkillLevel(SecondarySkill::SCHOLAR) < h2->getSecSkillLevel(SecondarySkill::SCHOLAR) )
  1862. {
  1863. std::swap (h1,h2);//1st hero need to have higher scholar level for correct message
  1864. std::swap(fromHero, toHero);
  1865. }
  1866. int ScholarLevel = h1->getSecSkillLevel(SecondarySkill::SCHOLAR);//heroes can trade up to this level
  1867. if (!ScholarLevel || !h1->hasSpellbook() || !h2->hasSpellbook() )
  1868. return;//no scholar skill or no spellbook
  1869. int h1Lvl = std::min(ScholarLevel+1, h1->getSecSkillLevel(SecondarySkill::WISDOM)+2),
  1870. h2Lvl = std::min(ScholarLevel+1, h2->getSecSkillLevel(SecondarySkill::WISDOM)+2);//heroes can receive this levels
  1871. ChangeSpells cs1;
  1872. cs1.learn = true;
  1873. cs1.hid = toHero;//giving spells to first hero
  1874. for(auto it : h1->spells)
  1875. if ( h2Lvl >= it.toSpell()->level && !vstd::contains(h2->spells, it))//hero can learn it and don't have it yet
  1876. cs1.spells.insert(it);//spell to learn
  1877. ChangeSpells cs2;
  1878. cs2.learn = true;
  1879. cs2.hid = fromHero;
  1880. for(auto it : h2->spells)
  1881. if ( h1Lvl >= it.toSpell()->level && !vstd::contains(h1->spells, it))
  1882. cs2.spells.insert(it);
  1883. if (!cs1.spells.empty() || !cs2.spells.empty())//create a message
  1884. {
  1885. InfoWindow iw;
  1886. iw.player = h1->tempOwner;
  1887. iw.components.push_back(Component(Component::SEC_SKILL, 18, ScholarLevel, 0));
  1888. iw.text.addTxt(MetaString::GENERAL_TXT, 139);//"%s, who has studied magic extensively,
  1889. iw.text.addReplacement(h1->name);
  1890. if (!cs2.spells.empty())//if found new spell - apply
  1891. {
  1892. iw.text.addTxt(MetaString::GENERAL_TXT, 140);//learns
  1893. int size = cs2.spells.size();
  1894. for(auto it : cs2.spells)
  1895. {
  1896. iw.components.push_back(Component(Component::SPELL, it, 1, 0));
  1897. iw.text.addTxt(MetaString::SPELL_NAME, it.toEnum());
  1898. switch (size--)
  1899. {
  1900. case 2: iw.text.addTxt(MetaString::GENERAL_TXT, 141);
  1901. case 1: break;
  1902. default: iw.text << ", ";
  1903. }
  1904. }
  1905. iw.text.addTxt(MetaString::GENERAL_TXT, 142);//from %s
  1906. iw.text.addReplacement(h2->name);
  1907. sendAndApply(&cs2);
  1908. }
  1909. if (!cs1.spells.empty() && !cs2.spells.empty() )
  1910. {
  1911. iw.text.addTxt(MetaString::GENERAL_TXT, 141);//and
  1912. }
  1913. if (!cs1.spells.empty())
  1914. {
  1915. iw.text.addTxt(MetaString::GENERAL_TXT, 147);//teaches
  1916. int size = cs1.spells.size();
  1917. for(auto it : cs1.spells)
  1918. {
  1919. iw.components.push_back(Component(Component::SPELL, it, 1, 0));
  1920. iw.text.addTxt(MetaString::SPELL_NAME, it.toEnum());
  1921. switch (size--)
  1922. {
  1923. case 2: iw.text.addTxt(MetaString::GENERAL_TXT, 141);
  1924. case 1: break;
  1925. default: iw.text << ", ";
  1926. } }
  1927. iw.text.addTxt(MetaString::GENERAL_TXT, 148);//from %s
  1928. iw.text.addReplacement(h2->name);
  1929. sendAndApply(&cs1);
  1930. }
  1931. sendAndApply(&iw);
  1932. }
  1933. }
  1934. void CGameHandler::heroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)
  1935. {
  1936. auto h1 = getHero(hero1), h2 = getHero(hero2);
  1937. if( gameState()->getPlayerRelations(h1->getOwner(), h2->getOwner()))
  1938. {
  1939. auto exchange = make_shared<CGarrisonDialogQuery>(h1, h2);
  1940. ExchangeDialog hex;
  1941. hex.queryID = exchange->queryID;
  1942. hex.heroes[0] = getHero(hero1);
  1943. hex.heroes[1] = getHero(hero2);
  1944. sendAndApply(&hex);
  1945. useScholarSkill(hero1,hero2);
  1946. queries.addQuery(exchange);
  1947. }
  1948. }
  1949. void CGameHandler::sendToAllClients( CPackForClient * info )
  1950. {
  1951. logGlobal->traceStream() << "Sending to all clients a package of type " << typeid(*info).name();
  1952. for(auto & elem : conns)
  1953. {
  1954. boost::unique_lock<boost::mutex> lock(*(elem)->wmx);
  1955. *elem << info;
  1956. }
  1957. }
  1958. void CGameHandler::sendAndApply(CPackForClient * info)
  1959. {
  1960. sendToAllClients(info);
  1961. gs->apply(info);
  1962. }
  1963. void CGameHandler::applyAndSend(CPackForClient * info)
  1964. {
  1965. gs->apply(info);
  1966. sendToAllClients(info);
  1967. }
  1968. void CGameHandler::sendAndApply(CGarrisonOperationPack * info)
  1969. {
  1970. sendAndApply(static_cast<CPackForClient*>(info));
  1971. checkVictoryLossConditionsForAll();
  1972. }
  1973. void CGameHandler::sendAndApply( SetResource * info )
  1974. {
  1975. sendAndApply(static_cast<CPackForClient*>(info));
  1976. checkVictoryLossConditionsForPlayer(info->player);
  1977. }
  1978. void CGameHandler::sendAndApply( SetResources * info )
  1979. {
  1980. sendAndApply(static_cast<CPackForClient*>(info));
  1981. checkVictoryLossConditionsForPlayer(info->player);
  1982. }
  1983. void CGameHandler::sendAndApply( NewStructures * info )
  1984. {
  1985. sendAndApply(static_cast<CPackForClient*>(info));
  1986. checkVictoryLossConditionsForPlayer(getTown(info->tid)->tempOwner);
  1987. }
  1988. void CGameHandler::save(const std::string & filename )
  1989. {
  1990. logGlobal->infoStream() << "Saving to " << filename;
  1991. CFileInfo info(filename);
  1992. //CResourceHandler::get("local")->createResource(info.getStem() + ".vlgm1");
  1993. CResourceHandler::get("local")->createResource(info.getStem() + ".vsgm1");
  1994. {
  1995. logGlobal->infoStream() << "Ordering clients to serialize...";
  1996. SaveGame sg(info.getStem() + ".vcgm1");
  1997. sendToAllClients(&sg);
  1998. }
  1999. try
  2000. {
  2001. // {
  2002. // logGlobal->infoStream() << "Serializing game info...";
  2003. // CSaveFile save(CResourceHandler::get("local")->getResourceName(ResourceID(info.getStem(), EResType::LIB_SAVEGAME)));
  2004. // // char hlp[8] = "VCMISVG";
  2005. // // save << hlp;
  2006. // saveCommonState(save);
  2007. // }
  2008. {
  2009. CSaveFile save(*CResourceHandler::get("local")->getResourceName(ResourceID(info.getStem(), EResType::SERVER_SAVEGAME)));
  2010. saveCommonState(save);
  2011. logGlobal->infoStream() << "Saving server state";
  2012. save << *this;
  2013. }
  2014. logGlobal->infoStream() << "Game has been successfully saved!";
  2015. }
  2016. catch(std::exception &e)
  2017. {
  2018. logGlobal->errorStream() << "Failed to save game: " << e.what();
  2019. }
  2020. }
  2021. void CGameHandler::close()
  2022. {
  2023. logGlobal->infoStream() << "We have been requested to close.";
  2024. if(gs->initialOpts->mode == StartInfo::DUEL)
  2025. {
  2026. exit(0);
  2027. }
  2028. //for(CConnection *cc : conns)
  2029. // if(cc && cc->socket && cc->socket->is_open())
  2030. // cc->socket->close();
  2031. //exit(0);
  2032. }
  2033. bool CGameHandler::arrangeStacks( ObjectInstanceID id1, ObjectInstanceID id2, ui8 what, SlotID p1, SlotID p2, si32 val, PlayerColor player )
  2034. {
  2035. const CArmedInstance *s1 = static_cast<CArmedInstance*>(gs->getObjInstance(id1)),
  2036. *s2 = static_cast<CArmedInstance*>(gs->getObjInstance(id2));
  2037. const CCreatureSet &S1 = *s1, &S2 = *s2;
  2038. StackLocation sl1(s1, p1), sl2(s2, p2);
  2039. if(!sl1.slot.validSlot() || !sl2.slot.validSlot())
  2040. {
  2041. complain("Invalid slot accessed!");
  2042. return false;
  2043. }
  2044. if(!isAllowedExchange(id1,id2))
  2045. {
  2046. complain("Cannot exchange stacks between these two objects!\n");
  2047. return false;
  2048. }
  2049. if(what==1) //swap
  2050. {
  2051. if ( ((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s1->getStackCount(p1))
  2052. || ((s2->tempOwner != player && s2->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)))
  2053. {
  2054. complain("Can't take troops from another player!");
  2055. return false;
  2056. }
  2057. if (sl1.army == sl2.army && sl1.slot == sl2.slot)
  2058. {
  2059. complain("Cannot swap stacks - slots are the same!");
  2060. return false;
  2061. }
  2062. swapStacks(sl1, sl2);
  2063. }
  2064. else if(what==2)//merge
  2065. {
  2066. if (( s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot merge different creatures stacks!"))
  2067. || (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)) && complain("Can't take troops from another player!")))
  2068. return false;
  2069. moveStack(sl1, sl2);
  2070. }
  2071. else if(what==3) //split
  2072. {
  2073. const int countToMove = val - s2->getStackCount(p2);
  2074. const int countLeftOnSrc = s1->getStackCount(p1) - countToMove;
  2075. if ( (s1->tempOwner != player && countLeftOnSrc < s1->getStackCount(p1) )
  2076. || (s2->tempOwner != player && val < s2->getStackCount(p2) ) )
  2077. {
  2078. complain("Can't move troops of another player!");
  2079. return false;
  2080. }
  2081. //general conditions checking
  2082. if((!vstd::contains(S1.stacks,p1) && complain("no creatures to split"))
  2083. || (val<1 && complain("no creatures to split")) )
  2084. {
  2085. return false;
  2086. }
  2087. if(vstd::contains(S2.stacks,p2)) //dest. slot not free - it must be "rebalancing"...
  2088. {
  2089. int total = s1->getStackCount(p1) + s2->getStackCount(p2);
  2090. if( (total < val && complain("Cannot split that stack, not enough creatures!"))
  2091. || (s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot rebalance different creatures stacks!"))
  2092. )
  2093. {
  2094. return false;
  2095. }
  2096. moveStack(sl1, sl2, countToMove);
  2097. //S2.slots[p2]->count = val;
  2098. //S1.slots[p1]->count = total - val;
  2099. }
  2100. else //split one stack to the two
  2101. {
  2102. if(s1->getStackCount(p1) < val)//not enough creatures
  2103. {
  2104. complain("Cannot split that stack, not enough creatures!");
  2105. return false;
  2106. }
  2107. moveStack(sl1, sl2, val);
  2108. }
  2109. }
  2110. return true;
  2111. }
  2112. PlayerColor CGameHandler::getPlayerAt( CConnection *c ) const
  2113. {
  2114. std::set<PlayerColor> all;
  2115. for(auto i=connections.cbegin(); i!=connections.cend(); i++)
  2116. if(i->second == c)
  2117. all.insert(i->first);
  2118. switch(all.size())
  2119. {
  2120. case 0:
  2121. return PlayerColor::NEUTRAL;
  2122. case 1:
  2123. return *all.begin();
  2124. default:
  2125. {
  2126. //if we have more than one player at this connection, try to pick active one
  2127. if(vstd::contains(all, gs->currentPlayer))
  2128. return gs->currentPlayer;
  2129. else
  2130. return PlayerColor::CANNOT_DETERMINE; //cannot say which player is it
  2131. }
  2132. }
  2133. }
  2134. bool CGameHandler::disbandCreature( ObjectInstanceID id, SlotID pos )
  2135. {
  2136. CArmedInstance *s1 = static_cast<CArmedInstance*>(gs->getObjInstance(id));
  2137. if(!vstd::contains(s1->stacks,pos))
  2138. {
  2139. complain("Illegal call to disbandCreature - no such stack in army!");
  2140. return false;
  2141. }
  2142. eraseStack(StackLocation(s1, pos));
  2143. return true;
  2144. }
  2145. bool CGameHandler::buildStructure( ObjectInstanceID tid, BuildingID requestedID, bool force /*=false*/ )
  2146. {
  2147. const CGTownInstance * t = getTown(tid);
  2148. if(!t)
  2149. COMPLAIN_RETF("No such town (ID=%s)!", tid);
  2150. if(!t->town->buildings.count(requestedID))
  2151. COMPLAIN_RETF("Town of faction %s does not have info about building ID=%s!", t->town->faction->name % tid);
  2152. if (t->hasBuilt(requestedID))
  2153. COMPLAIN_RETF("Building %s is already built in %s", t->town->buildings.at(requestedID)->Name() % t->name);
  2154. const CBuilding * requestedBuilding = t->town->buildings.at(requestedID);
  2155. //Vector with future list of built building and buildings in auto-mode that are not yet built.
  2156. std::vector<const CBuilding*> remainingAutoBuildings;
  2157. std::set<BuildingID> buildingsThatWillBe;
  2158. //Check validity of request
  2159. if(!force)
  2160. {
  2161. switch (requestedBuilding->mode)
  2162. {
  2163. case CBuilding::BUILD_NORMAL :
  2164. if (gs->canBuildStructure(t, requestedID) != EBuildingState::ALLOWED)
  2165. COMPLAIN_RET("Cannot build that building!");
  2166. break;
  2167. case CBuilding::BUILD_AUTO :
  2168. case CBuilding::BUILD_SPECIAL:
  2169. COMPLAIN_RET("This building can not be constructed normally!");
  2170. case CBuilding::BUILD_GRAIL :
  2171. if(requestedBuilding->mode == CBuilding::BUILD_GRAIL) //needs grail
  2172. {
  2173. if(!t->visitingHero || !t->visitingHero->hasArt(ArtifactID::GRAIL))
  2174. COMPLAIN_RET("Cannot build this without grail!")
  2175. else
  2176. removeArtifact(ArtifactLocation(t->visitingHero, t->visitingHero->getArtPos(ArtifactID::GRAIL, false)));
  2177. }
  2178. break;
  2179. }
  2180. }
  2181. //Performs stuff that has to be done after new building is built
  2182. auto processBuiltStructure = [t, this](const BuildingID buildingID)
  2183. {
  2184. if(buildingID >= BuildingID::DWELL_FIRST) //dwelling
  2185. {
  2186. int level = (buildingID - BuildingID::DWELL_FIRST) % GameConstants::CREATURES_PER_TOWN;
  2187. int upgradeNumber = (buildingID - BuildingID::DWELL_FIRST) / GameConstants::CREATURES_PER_TOWN;
  2188. if (upgradeNumber >= t->town->creatures.at(level).size())
  2189. {
  2190. complain(boost::str(boost::format("Error ecountered when building dwelling (bid=%s):"
  2191. "no creature found (upgrade number %d, level %d!")
  2192. % buildingID % upgradeNumber % level));
  2193. return;
  2194. }
  2195. CCreature * crea = VLC->creh->creatures.at(t->town->creatures.at(level).at(upgradeNumber));
  2196. SetAvailableCreatures ssi;
  2197. ssi.tid = t->id;
  2198. ssi.creatures = t->creatures;
  2199. if (ssi.creatures[level].second.empty()) // first creature in a dwelling
  2200. ssi.creatures[level].first = crea->growth;
  2201. ssi.creatures[level].second.push_back(crea->idNumber);
  2202. sendAndApply(&ssi);
  2203. }
  2204. if ( t->subID == ETownType::DUNGEON && buildingID == BuildingID::PORTAL_OF_SUMMON )
  2205. {
  2206. setPortalDwelling(t);
  2207. }
  2208. if(buildingID <= BuildingID::MAGES_GUILD_5) //it's mage guild
  2209. {
  2210. if(t->visitingHero)
  2211. giveSpells(t,t->visitingHero);
  2212. if(t->garrisonHero)
  2213. giveSpells(t,t->garrisonHero);
  2214. }
  2215. };
  2216. //Checks if all requirements will be met with expected building list "buildingsThatWillBe"
  2217. auto areRequirementsFullfilled = [&](const BuildingID & buildID)
  2218. {
  2219. return buildingsThatWillBe.count(buildID);
  2220. };
  2221. //Init the vectors
  2222. for(auto & build : t->town->buildings)
  2223. {
  2224. if(t->hasBuilt(build.first))
  2225. buildingsThatWillBe.insert(build.first);
  2226. else
  2227. {
  2228. if(build.second->mode == CBuilding::BUILD_AUTO) //not built auto building
  2229. remainingAutoBuildings.push_back(build.second);
  2230. }
  2231. }
  2232. //Prepare structure (list of building ids will be filled later)
  2233. NewStructures ns;
  2234. ns.tid = tid;
  2235. ns.builded = force ? t->builded : (t->builded+1);
  2236. std::queue<const CBuilding*> buildingsToAdd;
  2237. buildingsToAdd.push(requestedBuilding);
  2238. while(!buildingsToAdd.empty())
  2239. {
  2240. auto b = buildingsToAdd.front();
  2241. buildingsToAdd.pop();
  2242. ns.bid.insert(b->bid);
  2243. buildingsThatWillBe.insert(b->bid);
  2244. remainingAutoBuildings -= b;
  2245. for(auto autoBuilding : remainingAutoBuildings)
  2246. {
  2247. if (autoBuilding->requirements.test(areRequirementsFullfilled))
  2248. buildingsToAdd.push(autoBuilding);
  2249. }
  2250. }
  2251. //Other post-built events
  2252. for(auto builtID : ns.bid)
  2253. processBuiltStructure(builtID);
  2254. //Take cost
  2255. if (!force)
  2256. {
  2257. SetResources sr;
  2258. sr.player = t->tempOwner;
  2259. sr.res = gs->getPlayer(t->tempOwner)->resources - requestedBuilding->resources;
  2260. sendAndApply(&sr);
  2261. }
  2262. //We know what has been built, appluy changes. Do this as final step to properly update town window
  2263. sendAndApply(&ns);
  2264. // now when everything is built - reveal tiles for lookout tower
  2265. FoWChange fw;
  2266. fw.player = t->tempOwner;
  2267. fw.mode = 1;
  2268. getTilesInRange(fw.tiles, t->getSightCenter(), t->getSightRadious(), t->tempOwner, 1);
  2269. sendAndApply(&fw);
  2270. if(t->visitingHero)
  2271. vistiCastleObjects (t, t->visitingHero);
  2272. if(t->garrisonHero)
  2273. vistiCastleObjects (t, t->garrisonHero);
  2274. checkVictoryLossConditionsForPlayer(t->tempOwner);
  2275. return true;
  2276. }
  2277. bool CGameHandler::razeStructure (ObjectInstanceID tid, BuildingID bid)
  2278. {
  2279. ///incomplete, simply erases target building
  2280. const CGTownInstance * t = getTown(tid);
  2281. if (!vstd::contains(t->builtBuildings, bid))
  2282. return false;
  2283. RazeStructures rs;
  2284. rs.tid = tid;
  2285. rs.bid.insert(bid);
  2286. rs.destroyed = t->destroyed + 1;
  2287. sendAndApply(&rs);
  2288. //TODO: Remove dwellers
  2289. // if (t->subID == 4 && bid == 17) //Veil of Darkness
  2290. // {
  2291. // RemoveBonus rb(RemoveBonus::TOWN);
  2292. // rb.whoID = t->id;
  2293. // rb.source = Bonus::TOWN_STRUCTURE;
  2294. // rb.id = 17;
  2295. // sendAndApply(&rb);
  2296. // }
  2297. return true;
  2298. }
  2299. void CGameHandler::sendMessageToAll( const std::string &message )
  2300. {
  2301. SystemMessage sm;
  2302. sm.text = message;
  2303. sendToAllClients(&sm);
  2304. }
  2305. bool CGameHandler::recruitCreatures(ObjectInstanceID objid, ObjectInstanceID dstid, CreatureID crid, ui32 cram, si32 fromLvl )
  2306. {
  2307. const CGDwelling *dw = static_cast<const CGDwelling*>(gs->getObj(objid));
  2308. const CArmedInstance *dst = nullptr;
  2309. const CCreature *c = VLC->creh->creatures.at(crid);
  2310. bool warMachine = c->hasBonusOfType(Bonus::SIEGE_WEAPON);
  2311. //TODO: test for owning
  2312. //TODO: check if dst can recruit objects (e.g. hero is actually visiting object, town and source are same, etc)
  2313. dst = dynamic_cast<const CArmedInstance*>(getObj(dstid));
  2314. assert(dw && dst);
  2315. //verify
  2316. bool found = false;
  2317. int level = 0;
  2318. for(; level < dw->creatures.size(); level++) //iterate through all levels
  2319. {
  2320. if ( (fromLvl != -1) && ( level !=fromLvl ) )
  2321. continue;
  2322. const auto &cur = dw->creatures.at(level); //current level info <amount, list of cr. ids>
  2323. int i = 0;
  2324. for(; i < cur.second.size(); i++) //look for crid among available creatures list on current level
  2325. if(cur.second.at(i) == crid)
  2326. break;
  2327. if(i < cur.second.size())
  2328. {
  2329. found = true;
  2330. cram = std::min(cram, cur.first); //reduce recruited amount up to available amount
  2331. break;
  2332. }
  2333. }
  2334. SlotID slot = dst->getSlotFor(crid);
  2335. if( (!found && complain("Cannot recruit: no such creatures!"))
  2336. || (cram > VLC->creh->creatures.at(crid)->maxAmount(gs->getPlayer(dst->tempOwner)->resources) && complain("Cannot recruit: lack of resources!"))
  2337. || (cram<=0 && complain("Cannot recruit: cram <= 0!"))
  2338. || (!slot.validSlot() && !warMachine && complain("Cannot recruit: no available slot!")))
  2339. {
  2340. return false;
  2341. }
  2342. //recruit
  2343. SetResources sr;
  2344. sr.player = dst->tempOwner;
  2345. sr.res = gs->getPlayer(dst->tempOwner)->resources - (c->cost * cram);
  2346. SetAvailableCreatures sac;
  2347. sac.tid = objid;
  2348. sac.creatures = dw->creatures;
  2349. sac.creatures[level].first -= cram;
  2350. sendAndApply(&sr);
  2351. sendAndApply(&sac);
  2352. if(warMachine)
  2353. {
  2354. const CGHeroInstance *h = dynamic_cast<const CGHeroInstance*>(dst);
  2355. if(!h)
  2356. COMPLAIN_RET("Only hero can buy war machines");
  2357. switch(crid)
  2358. {
  2359. case 146:
  2360. giveHeroNewArtifact(h, VLC->arth->artifacts[4], ArtifactPosition::MACH1);
  2361. break;
  2362. case 147:
  2363. giveHeroNewArtifact(h, VLC->arth->artifacts[6], ArtifactPosition::MACH3);
  2364. break;
  2365. case 148:
  2366. giveHeroNewArtifact(h, VLC->arth->artifacts[5], ArtifactPosition::MACH2);
  2367. break;
  2368. default:
  2369. complain("This war machine cannot be recruited!");
  2370. return false;
  2371. }
  2372. }
  2373. else
  2374. {
  2375. addToSlot(StackLocation(dst, slot), c, cram);
  2376. }
  2377. return true;
  2378. }
  2379. bool CGameHandler::upgradeCreature( ObjectInstanceID objid, SlotID pos, CreatureID upgID )
  2380. {
  2381. CArmedInstance *obj = static_cast<CArmedInstance*>(gs->getObjInstance(objid));
  2382. if (!obj->hasStackAtSlot(pos))
  2383. {
  2384. COMPLAIN_RET("Cannot upgrade, no stack at slot " + boost::to_string(pos));
  2385. }
  2386. UpgradeInfo ui = gs->getUpgradeInfo(obj->getStack(pos));
  2387. PlayerColor player = obj->tempOwner;
  2388. const PlayerState *p = getPlayer(player);
  2389. int crQuantity = obj->stacks.at(pos)->count;
  2390. int newIDpos= vstd::find_pos(ui.newID, upgID);//get position of new id in UpgradeInfo
  2391. //check if upgrade is possible
  2392. if( (ui.oldID<0 || newIDpos == -1 ) && complain("That upgrade is not possible!"))
  2393. {
  2394. return false;
  2395. }
  2396. TResources totalCost = ui.cost.at(newIDpos) * crQuantity;
  2397. //check if player has enough resources
  2398. if(!p->resources.canAfford(totalCost))
  2399. COMPLAIN_RET("Cannot upgrade, not enough resources!");
  2400. //take resources
  2401. SetResources sr;
  2402. sr.player = player;
  2403. sr.res = p->resources - totalCost;
  2404. sendAndApply(&sr);
  2405. //upgrade creature
  2406. changeStackType(StackLocation(obj, pos), VLC->creh->creatures.at(upgID));
  2407. return true;
  2408. }
  2409. bool CGameHandler::changeStackType(const StackLocation &sl, CCreature *c)
  2410. {
  2411. if(!sl.army->hasStackAtSlot(sl.slot))
  2412. COMPLAIN_RET("Cannot find a stack to change type");
  2413. SetStackType sst;
  2414. sst.sl = sl;
  2415. sst.type = c;
  2416. sendAndApply(&sst);
  2417. return true;
  2418. }
  2419. void CGameHandler::moveArmy(const CArmedInstance *src, const CArmedInstance *dst, bool allowMerging)
  2420. {
  2421. assert(src->canBeMergedWith(*dst, allowMerging));
  2422. while(src->stacksCount())//while there are unmoved creatures
  2423. {
  2424. auto i = src->Slots().begin(); //iterator to stack to move
  2425. StackLocation sl(src, i->first); //location of stack to move
  2426. SlotID pos = dst->getSlotFor(i->second->type);
  2427. if(!pos.validSlot())
  2428. {
  2429. //try to merge two other stacks to make place
  2430. std::pair<SlotID, SlotID> toMerge;
  2431. if(dst->mergableStacks(toMerge, i->first) && allowMerging)
  2432. {
  2433. moveStack(StackLocation(dst, toMerge.first), StackLocation(dst, toMerge.second)); //merge toMerge.first into toMerge.second
  2434. assert(!dst->hasStackAtSlot(toMerge.first)); //we have now a new free slot
  2435. moveStack(sl, StackLocation(dst, toMerge.first)); //move stack to freed slot
  2436. }
  2437. else
  2438. {
  2439. complain("Unexpected failure during an attempt to move army from " + src->nodeName() + " to " + dst->nodeName() + "!");
  2440. return;
  2441. }
  2442. }
  2443. else
  2444. {
  2445. moveStack(sl, StackLocation(dst, pos));
  2446. }
  2447. }
  2448. }
  2449. bool CGameHandler::garrisonSwap( ObjectInstanceID tid )
  2450. {
  2451. CGTownInstance *town = gs->getTown(tid);
  2452. if(!town->garrisonHero && town->visitingHero) //visiting => garrison, merge armies: town army => hero army
  2453. {
  2454. if(!town->visitingHero->canBeMergedWith(*town))
  2455. {
  2456. complain("Cannot make garrison swap, not enough free slots!");
  2457. return false;
  2458. }
  2459. moveArmy(town, town->visitingHero, true);
  2460. SetHeroesInTown intown;
  2461. intown.tid = tid;
  2462. intown.visiting = ObjectInstanceID();
  2463. intown.garrison = town->visitingHero->id;
  2464. sendAndApply(&intown);
  2465. return true;
  2466. }
  2467. else if (town->garrisonHero && !town->visitingHero) //move hero out of the garrison
  2468. {
  2469. //check if moving hero out of town will break 8 wandering heroes limit
  2470. if(getHeroCount(town->garrisonHero->tempOwner,false) >= 8)
  2471. {
  2472. complain("Cannot move hero out of the garrison, there are already 8 wandering heroes!");
  2473. return false;
  2474. }
  2475. SetHeroesInTown intown;
  2476. intown.tid = tid;
  2477. intown.garrison = ObjectInstanceID();
  2478. intown.visiting = town->garrisonHero->id;
  2479. sendAndApply(&intown);
  2480. return true;
  2481. }
  2482. else if(!!town->garrisonHero && town->visitingHero) //swap visiting and garrison hero
  2483. {
  2484. SetHeroesInTown intown;
  2485. intown.tid = tid;
  2486. intown.garrison = town->visitingHero->id;
  2487. intown.visiting = town->garrisonHero->id;
  2488. sendAndApply(&intown);
  2489. return true;
  2490. }
  2491. else
  2492. {
  2493. complain("Cannot swap garrison hero!");
  2494. return false;
  2495. }
  2496. }
  2497. // With the amount of changes done to the function, it's more like transferArtifacts.
  2498. // 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.
  2499. bool CGameHandler::moveArtifact(const ArtifactLocation &al1, const ArtifactLocation &al2)
  2500. {
  2501. ArtifactLocation src = al1, dst = al2;
  2502. const PlayerColor srcPlayer = src.owningPlayer(), dstPlayer = dst.owningPlayer();
  2503. const CArmedInstance *srcObj = src.relatedObj(), *dstObj = dst.relatedObj();
  2504. // Make sure exchange is even possible between the two heroes.
  2505. if(!isAllowedExchange(srcObj->id, dstObj->id))
  2506. COMPLAIN_RET("That heroes cannot make any exchange!");
  2507. const CArtifactInstance *srcArtifact = src.getArt();
  2508. const CArtifactInstance *destArtifact = dst.getArt();
  2509. if (srcArtifact == nullptr)
  2510. COMPLAIN_RET("No artifact to move!");
  2511. if (destArtifact && srcPlayer != dstPlayer)
  2512. COMPLAIN_RET("Can't touch artifact on hero of another player!");
  2513. // Check if src/dest slots are appropriate for the artifacts exchanged.
  2514. // Moving to the backpack is always allowed.
  2515. if ((!srcArtifact || dst.slot < GameConstants::BACKPACK_START)
  2516. && srcArtifact && !srcArtifact->canBePutAt(dst, true))
  2517. COMPLAIN_RET("Cannot move artifact!");
  2518. if ((srcArtifact && srcArtifact->artType->id == ArtifactID::ART_LOCK) || (destArtifact && destArtifact->artType->id == ArtifactID::ART_LOCK))
  2519. COMPLAIN_RET("Cannot move artifact locks.");
  2520. if (dst.slot >= GameConstants::BACKPACK_START && srcArtifact->artType->isBig())
  2521. COMPLAIN_RET("Cannot put big artifacts in backpack!");
  2522. if (src.slot == ArtifactPosition::MACH4 || dst.slot == ArtifactPosition::MACH4)
  2523. COMPLAIN_RET("Cannot move catapult!");
  2524. if(dst.slot >= GameConstants::BACKPACK_START)
  2525. vstd::amin(dst.slot, ArtifactPosition(GameConstants::BACKPACK_START + dst.getHolderArtSet()->artifactsInBackpack.size()));
  2526. if (src.slot == dst.slot && src.artHolder == dst.artHolder)
  2527. COMPLAIN_RET("Won't move artifact: Dest same as source!");
  2528. if(dst.slot < GameConstants::BACKPACK_START && destArtifact) //moving art to another slot
  2529. {
  2530. //old artifact must be removed first
  2531. moveArtifact(dst, ArtifactLocation(dst.artHolder, ArtifactPosition(
  2532. dst.getHolderArtSet()->artifactsInBackpack.size() + GameConstants::BACKPACK_START)));
  2533. }
  2534. MoveArtifact ma;
  2535. ma.src = src;
  2536. ma.dst = dst;
  2537. sendAndApply(&ma);
  2538. return true;
  2539. }
  2540. /**
  2541. * Assembles or disassembles a combination artifact.
  2542. * @param heroID ID of hero holding the artifact(s).
  2543. * @param artifactSlot The worn slot ID of the combination- or constituent artifact.
  2544. * @param assemble True for assembly operation, false for disassembly.
  2545. * @param assembleTo If assemble is true, this represents the artifact ID of the combination
  2546. * artifact to assemble to. Otherwise it's not used.
  2547. */
  2548. bool CGameHandler::assembleArtifacts (ObjectInstanceID heroID, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo)
  2549. {
  2550. CGHeroInstance *hero = gs->getHero(heroID);
  2551. const CArtifactInstance *destArtifact = hero->getArt(artifactSlot);
  2552. if(!destArtifact)
  2553. COMPLAIN_RET("assembleArtifacts: there is no such artifact instance!");
  2554. if(assemble)
  2555. {
  2556. CArtifact *combinedArt = VLC->arth->artifacts.at(assembleTo);
  2557. if(!combinedArt->constituents)
  2558. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to assemble is not a combined artifacts!");
  2559. if(!vstd::contains(destArtifact->assemblyPossibilities(hero), combinedArt))
  2560. COMPLAIN_RET("assembleArtifacts: It's impossible to assemble requested artifact!");
  2561. AssembledArtifact aa;
  2562. aa.al = ArtifactLocation(hero, artifactSlot);
  2563. aa.builtArt = combinedArt;
  2564. sendAndApply(&aa);
  2565. }
  2566. else
  2567. {
  2568. if(!destArtifact->artType->constituents)
  2569. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble is not a combined artifact!");
  2570. DisassembledArtifact da;
  2571. da.al = ArtifactLocation(hero, artifactSlot);
  2572. sendAndApply(&da);
  2573. }
  2574. return false;
  2575. }
  2576. bool CGameHandler::buyArtifact( ObjectInstanceID hid, ArtifactID aid )
  2577. {
  2578. CGHeroInstance *hero = gs->getHero(hid);
  2579. CGTownInstance *town = hero->visitedTown;
  2580. if(aid==ArtifactID::SPELLBOOK)
  2581. {
  2582. if((!town->hasBuilt(BuildingID::MAGES_GUILD_1) && complain("Cannot buy a spellbook, no mage guild in the town!"))
  2583. || (getResource(hero->getOwner(), Res::GOLD) < GameConstants::SPELLBOOK_GOLD_COST && complain("Cannot buy a spellbook, not enough gold!") )
  2584. || (hero->getArt(ArtifactPosition::SPELLBOOK) && complain("Cannot buy a spellbook, hero already has a one!"))
  2585. )
  2586. return false;
  2587. giveResource(hero->getOwner(),Res::GOLD,-GameConstants::SPELLBOOK_GOLD_COST);
  2588. giveHeroNewArtifact(hero, VLC->arth->artifacts[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  2589. assert(hero->getArt(ArtifactPosition::SPELLBOOK));
  2590. giveSpells(town,hero);
  2591. return true;
  2592. }
  2593. else if(aid < 7 && aid > 3) //war machine
  2594. {
  2595. int price = VLC->arth->artifacts.at(aid)->price;
  2596. if(( hero->getArt(ArtifactPosition(9+aid)) && complain("Hero already has this machine!"))
  2597. || (gs->getPlayer(hero->getOwner())->resources.at(Res::GOLD) < price && complain("Not enough gold!")))
  2598. {
  2599. return false;
  2600. }
  2601. if ((town->hasBuilt(BuildingID::BLACKSMITH) && town->town->warMachine == aid )
  2602. || ((town->hasBuilt(BuildingID::BALLISTA_YARD, ETownType::STRONGHOLD)) && aid == ArtifactID::BALLISTA))
  2603. {
  2604. giveResource(hero->getOwner(),Res::GOLD,-price);
  2605. giveHeroNewArtifact(hero, VLC->arth->artifacts.at(aid), ArtifactPosition(9+aid));
  2606. return true;
  2607. }
  2608. else
  2609. COMPLAIN_RET("This machine is unavailable here!");
  2610. }
  2611. return false;
  2612. }
  2613. bool CGameHandler::buyArtifact(const IMarket *m, const CGHeroInstance *h, Res::ERes rid, ArtifactID aid)
  2614. {
  2615. if(!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_ARTIFACT), aid))
  2616. COMPLAIN_RET("That artifact is unavailable!");
  2617. int b1, b2;
  2618. m->getOffer(rid, aid, b1, b2, EMarketMode::RESOURCE_ARTIFACT);
  2619. if(getResource(h->tempOwner, rid) < b1)
  2620. COMPLAIN_RET("You can't afford to buy this artifact!");
  2621. SetResource sr;
  2622. sr.player = h->tempOwner;
  2623. sr.resid = rid;
  2624. sr.val = getResource(h->tempOwner, rid) - b1;
  2625. sendAndApply(&sr);
  2626. SetAvailableArtifacts saa;
  2627. if(m->o->ID == Obj::TOWN)
  2628. {
  2629. saa.id = -1;
  2630. saa.arts = CGTownInstance::merchantArtifacts;
  2631. }
  2632. else if(const CGBlackMarket *bm = dynamic_cast<const CGBlackMarket *>(m->o)) //black market
  2633. {
  2634. saa.id = bm->id.getNum();
  2635. saa.arts = bm->artifacts;
  2636. }
  2637. else
  2638. COMPLAIN_RET("Wrong marktet...");
  2639. bool found = false;
  2640. for(const CArtifact *&art : saa.arts)
  2641. {
  2642. if(art && art->id == aid)
  2643. {
  2644. art = nullptr;
  2645. found = true;
  2646. break;
  2647. }
  2648. }
  2649. if(!found)
  2650. COMPLAIN_RET("Cannot find selected artifact on the list");
  2651. sendAndApply(&saa);
  2652. giveHeroNewArtifact(h, VLC->arth->artifacts.at(aid), ArtifactPosition::FIRST_AVAILABLE);
  2653. return true;
  2654. }
  2655. bool CGameHandler::sellArtifact( const IMarket *m, const CGHeroInstance *h, ArtifactInstanceID aid, Res::ERes rid )
  2656. {
  2657. const CArtifactInstance *art = h->getArtByInstanceId(aid);
  2658. if(!art)
  2659. COMPLAIN_RET("There is no artifact to sell!");
  2660. if(!art->artType->isTradable())
  2661. COMPLAIN_RET("Cannot sell a war machine or spellbook!");
  2662. int resVal = 0, dump = 1;
  2663. m->getOffer(art->artType->id, rid, dump, resVal, EMarketMode::ARTIFACT_RESOURCE);
  2664. removeArtifact(ArtifactLocation(h, h->getArtPos(art)));
  2665. giveResource(h->tempOwner, rid, resVal);
  2666. return true;
  2667. }
  2668. //void CGameHandler::lootArtifacts (TArtHolder source, TArtHolder dest, std::vector<ui32> &arts)
  2669. //{
  2670. // //const CGHeroInstance * h1 = dynamic_cast<CGHeroInstance *> source;
  2671. // //auto s = boost::apply_visitor(GetArtifactSetPtr(), source);
  2672. // {
  2673. // }
  2674. //}
  2675. bool CGameHandler::buySecSkill( const IMarket *m, const CGHeroInstance *h, SecondarySkill skill)
  2676. {
  2677. if (!h)
  2678. COMPLAIN_RET("You need hero to buy a skill!");
  2679. if (h->getSecSkillLevel(SecondarySkill(skill)))
  2680. COMPLAIN_RET("Hero already know this skill");
  2681. if (!h->canLearnSkill())
  2682. COMPLAIN_RET("Hero can't learn any more skills");
  2683. if (h->type->heroClass->secSkillProbability.at(skill)==0)//can't learn this skill (like necromancy for most of non-necros)
  2684. COMPLAIN_RET("The hero can't learn this skill!");
  2685. if(!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_SKILL), skill))
  2686. COMPLAIN_RET("That skill is unavailable!");
  2687. if(getResource(h->tempOwner, Res::GOLD) < 2000)//TODO: remove hardcoded resource\summ?
  2688. COMPLAIN_RET("You can't afford to buy this skill");
  2689. SetResource sr;
  2690. sr.player = h->tempOwner;
  2691. sr.resid = Res::GOLD;
  2692. sr.val = getResource(h->tempOwner, Res::GOLD) - 2000;
  2693. sendAndApply(&sr);
  2694. changeSecSkill(h, skill, 1, true);
  2695. return true;
  2696. }
  2697. bool CGameHandler::tradeResources(const IMarket *market, ui32 val, PlayerColor player, ui32 id1, ui32 id2)
  2698. {
  2699. int r1 = gs->getPlayer(player)->resources.at(id1),
  2700. r2 = gs->getPlayer(player)->resources.at(id2);
  2701. vstd::amin(val, r1); //can't trade more resources than have
  2702. int b1, b2; //base quantities for trade
  2703. market->getOffer(id1, id2, b1, b2, EMarketMode::RESOURCE_RESOURCE);
  2704. int units = val / b1; //how many base quantities we trade
  2705. if(val%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  2706. {
  2707. //TODO: complain?
  2708. assert(0);
  2709. }
  2710. SetResource sr;
  2711. sr.player = player;
  2712. sr.resid = static_cast<Res::ERes>(id1);
  2713. sr.val = r1 - b1 * units;
  2714. sendAndApply(&sr);
  2715. sr.resid = static_cast<Res::ERes>(id2);
  2716. sr.val = r2 + b2 * units;
  2717. sendAndApply(&sr);
  2718. return true;
  2719. }
  2720. bool CGameHandler::sellCreatures(ui32 count, const IMarket *market, const CGHeroInstance * hero, SlotID slot, Res::ERes resourceID)
  2721. {
  2722. if(!vstd::contains(hero->Slots(), slot))
  2723. COMPLAIN_RET("Hero doesn't have any creature in that slot!");
  2724. const CStackInstance &s = hero->getStack(slot);
  2725. if( s.count < count //can't sell more creatures than have
  2726. || (hero->Slots().size() == 1 && hero->needsLastStack() && s.count == count)) //can't sell last stack
  2727. {
  2728. COMPLAIN_RET("Not enough creatures in army!");
  2729. }
  2730. int b1, b2; //base quantities for trade
  2731. market->getOffer(s.type->idNumber, resourceID, b1, b2, EMarketMode::CREATURE_RESOURCE);
  2732. int units = count / b1; //how many base quantities we trade
  2733. if(count%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  2734. {
  2735. //TODO: complain?
  2736. assert(0);
  2737. }
  2738. changeStackCount(StackLocation(hero, slot), -count);
  2739. SetResource sr;
  2740. sr.player = hero->tempOwner;
  2741. sr.resid = resourceID;
  2742. sr.val = getResource(hero->tempOwner, resourceID) + b2 * units;
  2743. sendAndApply(&sr);
  2744. return true;
  2745. }
  2746. bool CGameHandler::transformInUndead(const IMarket *market, const CGHeroInstance * hero, SlotID slot)
  2747. {
  2748. const CArmedInstance *army = nullptr;
  2749. if (hero)
  2750. army = hero;
  2751. else
  2752. army = dynamic_cast<const CGTownInstance *>(market->o);
  2753. if (!army)
  2754. COMPLAIN_RET("Incorrect call to transform in undead!");
  2755. if(!army->hasStackAtSlot(slot))
  2756. COMPLAIN_RET("Army doesn't have any creature in that slot!");
  2757. const CStackInstance &s = army->getStack(slot);
  2758. int resCreature;//resulting creature - bone dragons or skeletons
  2759. if (s.hasBonusOfType(Bonus::DRAGON_NATURE))
  2760. resCreature = 68;
  2761. else
  2762. resCreature = 56;
  2763. changeStackType(StackLocation(army, slot), VLC->creh->creatures.at(resCreature));
  2764. return true;
  2765. }
  2766. bool CGameHandler::sendResources(ui32 val, PlayerColor player, Res::ERes r1, PlayerColor r2)
  2767. {
  2768. const PlayerState *p2 = gs->getPlayer(r2, false);
  2769. if(!p2 || p2->status != EPlayerStatus::INGAME)
  2770. {
  2771. complain("Dest player must be in game!");
  2772. return false;
  2773. }
  2774. si32 curRes1 = gs->getPlayer(player)->resources.at(r1),
  2775. curRes2 = gs->getPlayer(r2)->resources.at(r1);
  2776. val = std::min(si32(val),curRes1);
  2777. SetResource sr;
  2778. sr.player = player;
  2779. sr.resid = r1;
  2780. sr.val = curRes1 - val;
  2781. sendAndApply(&sr);
  2782. sr.player = r2;
  2783. sr.val = curRes2 + val;
  2784. sendAndApply(&sr);
  2785. return true;
  2786. }
  2787. bool CGameHandler::setFormation( ObjectInstanceID hid, ui8 formation )
  2788. {
  2789. gs->getHero(hid)-> formation = formation;
  2790. return true;
  2791. }
  2792. bool CGameHandler::hireHero(const CGObjectInstance *obj, ui8 hid, PlayerColor player)
  2793. {
  2794. const PlayerState *p = gs->getPlayer(player);
  2795. const CGTownInstance *t = gs->getTown(obj->id);
  2796. static const int GOLD_NEEDED = 2500;
  2797. //common preconditions
  2798. // if( (p->resources.at(Res::GOLD)<GOLD_NEEDED && complain("Not enough gold for buying hero!"))
  2799. // || (getHeroCount(player, false) >= GameConstants::MAX_HEROES_PER_PLAYER && complain("Cannot hire hero, only 8 wandering heroes are allowed!")))
  2800. if( (p->resources.at(Res::GOLD)<GOLD_NEEDED && complain("Not enough gold for buying hero!"))
  2801. || ((!t) && (getHeroCount(player, false) >= VLC->modh->settings.MAX_HEROES_ON_MAP_PER_PLAYER && complain("Cannot hire hero, too many wandering heroes already!")))
  2802. || ((t) && (getHeroCount(player, true) >= VLC->modh->settings.MAX_HEROES_AVAILABLE_PER_PLAYER && complain("Cannot hire hero, too many heroes garrizoned and wandering already!"))) )
  2803. return false;
  2804. if(t) //tavern in town
  2805. {
  2806. if( (!t->hasBuilt(BuildingID::TAVERN) && complain("No tavern!"))
  2807. || (t->visitingHero && complain("There is visiting hero - no place!")))
  2808. return false;
  2809. }
  2810. else if(obj->ID == Obj::TAVERN)
  2811. {
  2812. if(getTile(obj->visitablePos())->visitableObjects.back() != obj && complain("Tavern entry must be unoccupied!"))
  2813. return false;
  2814. }
  2815. const CGHeroInstance *nh = p->availableHeroes.at(hid);
  2816. if (!nh)
  2817. {
  2818. complain ("Hero is not available for hiring!");
  2819. return false;
  2820. }
  2821. HeroRecruited hr;
  2822. hr.tid = obj->id;
  2823. hr.hid = nh->subID;
  2824. hr.player = player;
  2825. hr.tile = obj->visitablePos() + nh->getVisitableOffset();
  2826. sendAndApply(&hr);
  2827. std::map<ui32, ConstTransitivePtr<CGHeroInstance> > pool = gs->unusedHeroesFromPool();
  2828. const CGHeroInstance *theOtherHero = p->availableHeroes.at(!hid);
  2829. const CGHeroInstance *newHero = nullptr;
  2830. if (theOtherHero) //on XXL maps all heroes can be imprisoned :(
  2831. newHero = gs->hpool.pickHeroFor(false, player, getNativeTown(player), pool, gs->getRandomGenerator(), theOtherHero->type->heroClass);
  2832. SetAvailableHeroes sah;
  2833. sah.player = player;
  2834. if(newHero)
  2835. {
  2836. sah.hid[hid] = newHero->subID;
  2837. sah.army[hid].clear();
  2838. sah.army[hid].setCreature(SlotID(0), newHero->type->initialArmy[0].creature, 1);
  2839. }
  2840. else
  2841. sah.hid[hid] = -1;
  2842. sah.hid[!hid] = theOtherHero ? theOtherHero->subID : -1;
  2843. sendAndApply(&sah);
  2844. SetResource sr;
  2845. sr.player = player;
  2846. sr.resid = Res::GOLD;
  2847. sr.val = p->resources.at(Res::GOLD) - GOLD_NEEDED;
  2848. sendAndApply(&sr);
  2849. if(t)
  2850. {
  2851. vistiCastleObjects (t, nh);
  2852. giveSpells (t,nh);
  2853. }
  2854. return true;
  2855. }
  2856. bool CGameHandler::queryReply(QueryID qid, ui32 answer, PlayerColor player)
  2857. {
  2858. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  2859. logGlobal->traceStream() << boost::format("Player %s attempts answering query %d with answer %d") % player % qid % answer;
  2860. auto topQuery = queries.topQuery(player);
  2861. COMPLAIN_RET_FALSE_IF(!topQuery, "This player doesn't have any queries!");
  2862. COMPLAIN_RET_FALSE_IF(topQuery->queryID != qid, "This player top query has different ID!");
  2863. COMPLAIN_RET_FALSE_IF(!topQuery->endsByPlayerAnswer(), "This query cannot be ended by player's answer!");
  2864. if(auto dialogQuery = std::dynamic_pointer_cast<CDialogQuery>(topQuery))
  2865. dialogQuery->answer = answer;
  2866. queries.popQuery(topQuery);
  2867. return true;
  2868. }
  2869. static EndAction end_action;
  2870. bool CGameHandler::makeBattleAction( BattleAction &ba )
  2871. {
  2872. bool ok = true;
  2873. const CStack *stack = battleGetStackByID(ba.stackNumber); //may be nullptr if action is not about stack
  2874. const CStack *destinationStack = ba.actionType == Battle::WALK_AND_ATTACK ? gs->curB->battleGetStackByPos(ba.additionalInfo)
  2875. : ba.actionType == Battle::SHOOT ? gs->curB->battleGetStackByPos(ba.destinationTile)
  2876. : nullptr;
  2877. const bool isAboutActiveStack = stack && (stack == battleActiveStack());
  2878. logGlobal->traceStream() << boost::format(
  2879. "Making action: type=%d; side=%d; stack=%s; dst=%s; additionalInfo=%d; stackAtDst=%s")
  2880. % ba.actionType % (int)ba.side % (stack ? stack->getName() : std::string("none"))
  2881. % ba.destinationTile % ba.additionalInfo % (destinationStack ? destinationStack->getName() : std::string("none"));
  2882. switch(ba.actionType)
  2883. {
  2884. case Battle::WALK: //walk
  2885. case Battle::DEFEND: //defend
  2886. case Battle::WAIT: //wait
  2887. case Battle::WALK_AND_ATTACK: //walk or attack
  2888. case Battle::SHOOT: //shoot
  2889. case Battle::CATAPULT: //catapult
  2890. case Battle::STACK_HEAL: //healing with First Aid Tent
  2891. case Battle::DAEMON_SUMMONING:
  2892. case Battle::MONSTER_SPELL:
  2893. if(!stack)
  2894. {
  2895. complain("No such stack!");
  2896. return false;
  2897. }
  2898. if(!stack->alive())
  2899. {
  2900. complain("This stack is dead: " + stack->nodeName());
  2901. return false;
  2902. }
  2903. if(battleTacticDist())
  2904. {
  2905. if(stack && !stack->attackerOwned != battleGetTacticsSide())
  2906. {
  2907. complain("This is not a stack of side that has tactics!");
  2908. return false;
  2909. }
  2910. }
  2911. else if(!isAboutActiveStack)
  2912. {
  2913. complain("Action has to be about active stack!");
  2914. return false;
  2915. }
  2916. }
  2917. switch(ba.actionType)
  2918. {
  2919. case Battle::END_TACTIC_PHASE: //wait
  2920. case Battle::BAD_MORALE:
  2921. case Battle::NO_ACTION:
  2922. {
  2923. StartAction start_action(ba);
  2924. sendAndApply(&start_action);
  2925. sendAndApply(&end_action);
  2926. break;
  2927. }
  2928. case Battle::WALK:
  2929. {
  2930. StartAction start_action(ba);
  2931. sendAndApply(&start_action); //start movement
  2932. int walkedTiles = moveStack(ba.stackNumber,ba.destinationTile); //move
  2933. if(!walkedTiles)
  2934. complain("Stack failed movement!");
  2935. sendAndApply(&end_action);
  2936. break;
  2937. }
  2938. case Battle::DEFEND:
  2939. {
  2940. //defensive stance //TODO: remove this bonus when stack becomes active
  2941. SetStackEffect sse;
  2942. sse.effect.push_back( Bonus(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, 20, -1, PrimarySkill::DEFENSE, Bonus::PERCENT_TO_ALL) );
  2943. sse.effect.push_back( Bonus(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, gs->curB->stacks.at(ba.stackNumber)->valOfBonuses(Bonus::DEFENSIVE_STANCE),
  2944. -1, PrimarySkill::DEFENSE, Bonus::ADDITIVE_VALUE));
  2945. sse.stacks.push_back(ba.stackNumber);
  2946. sendAndApply(&sse);
  2947. //don't break - we share code with next case
  2948. }
  2949. case Battle::WAIT:
  2950. {
  2951. StartAction start_action(ba);
  2952. sendAndApply(&start_action);
  2953. sendAndApply(&end_action);
  2954. break;
  2955. }
  2956. case Battle::RETREAT: //retreat/flee
  2957. {
  2958. if(!gs->curB->battleCanFlee(gs->curB->sides.at(ba.side).color))
  2959. complain("Cannot retreat!");
  2960. else
  2961. setBattleResult(BattleResult::ESCAPE, !ba.side); //surrendering side loses
  2962. break;
  2963. }
  2964. case Battle::SURRENDER:
  2965. {
  2966. PlayerColor player = gs->curB->sides.at(ba.side).color;
  2967. int cost = gs->curB->battleGetSurrenderCost(player);
  2968. if(cost < 0)
  2969. complain("Cannot surrender!");
  2970. else if(getResource(player, Res::GOLD) < cost)
  2971. complain("Not enough gold to surrender!");
  2972. else
  2973. {
  2974. giveResource(player, Res::GOLD, -cost);
  2975. setBattleResult(BattleResult::SURRENDER, !ba.side); //surrendering side loses
  2976. }
  2977. break;
  2978. }
  2979. case Battle::WALK_AND_ATTACK: //walk or attack
  2980. {
  2981. StartAction start_action(ba);
  2982. sendAndApply(&start_action); //start movement and attack
  2983. if(!stack || !destinationStack)
  2984. {
  2985. sendAndApply(&end_action);
  2986. break;
  2987. }
  2988. BattleHex startingPos = stack->position;
  2989. int distance = moveStack(ba.stackNumber, ba.destinationTile);
  2990. logGlobal->traceStream() << stack->nodeName() << " will attack " << destinationStack->nodeName();
  2991. if(stack->position != ba.destinationTile //we wasn't able to reach destination tile
  2992. && !(stack->doubleWide()
  2993. && ( stack->position == ba.destinationTile + (stack->attackerOwned ? +1 : -1 ) )
  2994. ) //nor occupy specified hex
  2995. )
  2996. {
  2997. std::string problem = "We cannot move this stack to its destination " + stack->getCreature()->namePl;
  2998. logGlobal->warnStream() << problem;
  2999. complain(problem);
  3000. ok = false;
  3001. sendAndApply(&end_action);
  3002. break;
  3003. }
  3004. if(destinationStack && stack && stack->ID == destinationStack->ID) //we should just move, it will be handled by following check
  3005. {
  3006. destinationStack = nullptr;
  3007. }
  3008. if(!destinationStack)
  3009. {
  3010. complain(boost::str(boost::format("walk and attack error: no stack at additionalInfo tile (%d)!\n") % ba.additionalInfo));
  3011. ok = false;
  3012. sendAndApply(&end_action);
  3013. break;
  3014. }
  3015. if( !CStack::isMeleeAttackPossible(stack, destinationStack) )
  3016. {
  3017. complain("Attack cannot be performed!");
  3018. sendAndApply(&end_action);
  3019. ok = false;
  3020. break;
  3021. }
  3022. //attack
  3023. int totalAttacks = 1 + stack->getBonuses(Selector::type (Bonus::ADDITIONAL_ATTACK),
  3024. (Selector::effectRange(Bonus::NO_LIMIT).Or(Selector::effectRange(Bonus::ONLY_MELEE_FIGHT))))->totalValue(); //all unspicified attacks + melee attacks
  3025. for (int i = 0; i < totalAttacks; ++i)
  3026. {
  3027. if (stack &&
  3028. stack->alive() && //move can cause death, eg. by walking into the moat
  3029. destinationStack->alive())
  3030. {
  3031. BattleAttack bat;
  3032. prepareAttack(bat, stack, destinationStack, (i ? 0 : distance), ba.additionalInfo); //no distance travelled on second attack
  3033. //prepareAttack(bat, stack, stackAtEnd, 0, ba.additionalInfo);
  3034. handleAttackBeforeCasting(bat); //only before first attack
  3035. sendAndApply(&bat);
  3036. handleAfterAttackCasting(bat);
  3037. }
  3038. //counterattack
  3039. if (destinationStack
  3040. && !stack->hasBonusOfType(Bonus::BLOCKS_RETALIATION)
  3041. && destinationStack->ableToRetaliate()
  3042. && stack->alive()) //attacker may have died (fire shield)
  3043. {
  3044. BattleAttack bat;
  3045. prepareAttack(bat, destinationStack, stack, 0, stack->position);
  3046. bat.flags |= BattleAttack::COUNTER;
  3047. sendAndApply(&bat);
  3048. handleAfterAttackCasting(bat);
  3049. }
  3050. }
  3051. //return
  3052. if(stack->hasBonusOfType(Bonus::RETURN_AFTER_STRIKE) && startingPos != stack->position && stack->alive())
  3053. {
  3054. moveStack(ba.stackNumber, startingPos);
  3055. //NOTE: curStack->ID == ba.stackNumber (rev 1431)
  3056. }
  3057. sendAndApply(&end_action);
  3058. break;
  3059. }
  3060. case Battle::SHOOT:
  3061. {
  3062. if( !gs->curB->battleCanShoot(stack, ba.destinationTile) )
  3063. {
  3064. complain("Cannot shoot!");
  3065. break;
  3066. }
  3067. StartAction start_action(ba);
  3068. sendAndApply(&start_action); //start shooting
  3069. {
  3070. BattleAttack bat;
  3071. bat.flags |= BattleAttack::SHOT;
  3072. prepareAttack(bat, stack, destinationStack, 0, ba.destinationTile);
  3073. handleAttackBeforeCasting(bat);
  3074. sendAndApply(&bat);
  3075. handleAfterAttackCasting(bat);
  3076. }
  3077. //second shot for ballista, only if hero has advanced artillery
  3078. const CGHeroInstance * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  3079. if( destinationStack->alive()
  3080. && (stack->getCreature()->idNumber == CreatureID::BALLISTA)
  3081. && (attackingHero->getSecSkillLevel(SecondarySkill::ARTILLERY) >= SecSkillLevel::ADVANCED)
  3082. )
  3083. {
  3084. BattleAttack bat2;
  3085. bat2.flags |= BattleAttack::SHOT;
  3086. prepareAttack(bat2, stack, destinationStack, 0, ba.destinationTile);
  3087. sendAndApply(&bat2);
  3088. }
  3089. //allow more than one additional attack
  3090. int additionalAttacks = stack->getBonuses(Selector::type (Bonus::ADDITIONAL_ATTACK),
  3091. (Selector::effectRange(Bonus::NO_LIMIT).Or(Selector::effectRange(Bonus::ONLY_DISTANCE_FIGHT))))->totalValue();
  3092. for (int i = 0; i < additionalAttacks; ++i)
  3093. {
  3094. if(
  3095. stack->alive()
  3096. && destinationStack->alive()
  3097. && stack->shots
  3098. )
  3099. {
  3100. BattleAttack bat;
  3101. bat.flags |= BattleAttack::SHOT;
  3102. prepareAttack(bat, stack, destinationStack, 0, ba.destinationTile);
  3103. sendAndApply(&bat);
  3104. handleAfterAttackCasting(bat);
  3105. }
  3106. }
  3107. sendAndApply(&end_action);
  3108. break;
  3109. }
  3110. case Battle::CATAPULT:
  3111. {
  3112. auto getCatapultHitChance = [&](EWallPart::EWallPart part, const CHeroHandler::SBallisticsLevelInfo & sbi) -> int
  3113. {
  3114. switch(part)
  3115. {
  3116. case EWallPart::GATE:
  3117. return sbi.gate;
  3118. case EWallPart::KEEP:
  3119. return sbi.keep;
  3120. case EWallPart::BOTTOM_TOWER:
  3121. case EWallPart::UPPER_TOWER:
  3122. return sbi.tower;
  3123. case EWallPart::BOTTOM_WALL:
  3124. case EWallPart::BELOW_GATE:
  3125. case EWallPart::OVER_GATE:
  3126. case EWallPart::UPPER_WALL:
  3127. return sbi.wall;
  3128. default:
  3129. return 0;
  3130. }
  3131. };
  3132. StartAction start_action(ba);
  3133. sendAndApply(&start_action);
  3134. auto onExit = vstd::makeScopeGuard([&]{ sendAndApply(&end_action); }); //if we started than we have to finish
  3135. const CGHeroInstance * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  3136. CHeroHandler::SBallisticsLevelInfo sbi = VLC->heroh->ballistics.at(attackingHero->getSecSkillLevel(SecondarySkill::BALLISTICS));
  3137. auto wallPart = gs->curB->battleHexToWallPart(ba.destinationTile);
  3138. if(!gs->curB->isWallPartPotentiallyAttackable(wallPart))
  3139. {
  3140. complain("catapult tried to attack non-catapultable hex!");
  3141. break;
  3142. }
  3143. //in successive iterations damage is dealt but not yet subtracted from wall's HPs
  3144. auto &currentHP = gs->curB->si.wallState;
  3145. if (currentHP.at(wallPart) == EWallState::DESTROYED || currentHP.at(wallPart) == EWallState::NONE)
  3146. {
  3147. complain("catapult tried to attack already destroyed wall part!");
  3148. break;
  3149. }
  3150. for(int g=0; g<sbi.shots; ++g)
  3151. {
  3152. bool hitSuccessfull = false;
  3153. auto attackedPart = wallPart;
  3154. do // catapult has chance to attack desired target. Othervice - attacks randomly
  3155. {
  3156. if(currentHP.at(attackedPart) != EWallState::DESTROYED && // this part can be hit
  3157. currentHP.at(attackedPart) != EWallState::NONE &&
  3158. gs->getRandomGenerator().nextInt(99) < getCatapultHitChance(attackedPart, sbi))//hit is successful
  3159. {
  3160. hitSuccessfull = true;
  3161. }
  3162. else // select new target
  3163. {
  3164. std::vector<EWallPart::EWallPart> allowedTargets;
  3165. for (size_t i=0; i< currentHP.size(); i++)
  3166. {
  3167. if (currentHP.at(i) != EWallState::DESTROYED &&
  3168. currentHP.at(i) != EWallState::NONE)
  3169. allowedTargets.push_back(EWallPart::EWallPart(i));
  3170. }
  3171. if (allowedTargets.empty())
  3172. break;
  3173. attackedPart = *RandomGeneratorUtil::nextItem(allowedTargets, gs->getRandomGenerator());
  3174. }
  3175. }
  3176. while (!hitSuccessfull);
  3177. if (!hitSuccessfull) // break triggered - no target to shoot at
  3178. break;
  3179. CatapultAttack ca; //package for clients
  3180. CatapultAttack::AttackInfo attack;
  3181. attack.attackedPart = attackedPart;
  3182. attack.destinationTile = ba.destinationTile;
  3183. attack.damageDealt = 0;
  3184. int dmgChance[] = { sbi.noDmg, sbi.oneDmg, sbi.twoDmg }; //dmgChance[i] - chance for doing i dmg when hit is successful
  3185. int dmgRand = gs->getRandomGenerator().nextInt(99);
  3186. //accumulating dmgChance
  3187. dmgChance[1] += dmgChance[0];
  3188. dmgChance[2] += dmgChance[1];
  3189. //calculating dealt damage
  3190. for(int damage = 0; damage < ARRAY_COUNT(dmgChance); ++damage)
  3191. {
  3192. if(dmgRand <= dmgChance[damage])
  3193. {
  3194. attack.damageDealt = damage;
  3195. break;
  3196. }
  3197. }
  3198. // attacked tile may have changed - update destination
  3199. attack.destinationTile = gs->curB->wallPartToBattleHex(EWallPart::EWallPart(attack.attackedPart));
  3200. logGlobal->traceStream() << "Catapult attacks " << (int)attack.attackedPart
  3201. << " dealing " << (int)attack.damageDealt << " damage";
  3202. //removing creatures in turrets / keep if one is destroyed
  3203. if(attack.damageDealt > 0 && (attackedPart == EWallPart::KEEP ||
  3204. attackedPart == EWallPart::BOTTOM_TOWER || attackedPart == EWallPart::UPPER_TOWER))
  3205. {
  3206. int posRemove = -1;
  3207. switch(attackedPart)
  3208. {
  3209. case EWallPart::KEEP:
  3210. posRemove = -2;
  3211. break;
  3212. case EWallPart::BOTTOM_TOWER:
  3213. posRemove = -3;
  3214. break;
  3215. case EWallPart::UPPER_TOWER:
  3216. posRemove = -4;
  3217. break;
  3218. }
  3219. BattleStacksRemoved bsr;
  3220. for(auto & elem : gs->curB->stacks)
  3221. {
  3222. if(elem->position == posRemove)
  3223. {
  3224. bsr.stackIDs.insert( elem->ID );
  3225. break;
  3226. }
  3227. }
  3228. sendAndApply(&bsr);
  3229. }
  3230. ca.attacker = ba.stackNumber;
  3231. ca.attackedParts.push_back(attack);
  3232. sendAndApply(&ca);
  3233. }
  3234. //finish by scope guard
  3235. break;
  3236. }
  3237. case Battle::STACK_HEAL: //healing with First Aid Tent
  3238. {
  3239. StartAction start_action(ba);
  3240. sendAndApply(&start_action);
  3241. const CGHeroInstance * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  3242. const CStack *healer = gs->curB->battleGetStackByID(ba.stackNumber),
  3243. *destStack = gs->curB->battleGetStackByPos(ba.destinationTile);
  3244. if(healer == nullptr || destStack == nullptr || !healer->hasBonusOfType(Bonus::HEALER))
  3245. {
  3246. complain("There is either no healer, no destination, or healer cannot heal :P");
  3247. }
  3248. int maxHealable = destStack->MaxHealth() - destStack->firstHPleft;
  3249. int maxiumHeal = healer->count * std::max(10, attackingHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::FIRST_AID));
  3250. int healed = std::min(maxHealable, maxiumHeal);
  3251. if(healed == 0)
  3252. {
  3253. //nothing to heal.. should we complain?
  3254. }
  3255. else
  3256. {
  3257. StacksHealedOrResurrected shr;
  3258. shr.lifeDrain = false;
  3259. shr.tentHealing = true;
  3260. shr.drainedFrom = ba.stackNumber;
  3261. StacksHealedOrResurrected::HealInfo hi;
  3262. hi.healedHP = healed;
  3263. hi.lowLevelResurrection = 0;
  3264. hi.stackID = destStack->ID;
  3265. shr.healedStacks.push_back(hi);
  3266. sendAndApply(&shr);
  3267. }
  3268. sendAndApply(&end_action);
  3269. break;
  3270. }
  3271. case Battle::DAEMON_SUMMONING:
  3272. //TODO: From Strategija:
  3273. //Summon Demon is a level 2 spell.
  3274. {
  3275. StartAction start_action(ba);
  3276. sendAndApply(&start_action);
  3277. const CStack *summoner = gs->curB->battleGetStackByID(ba.stackNumber),
  3278. *destStack = gs->curB->battleGetStackByPos(ba.destinationTile, false);
  3279. BattleStackAdded bsa;
  3280. bsa.attacker = summoner->attackerOwned;
  3281. bsa.creID = CreatureID(summoner->getBonusLocalFirst(Selector::type(Bonus::DAEMON_SUMMONING))->subtype); //in case summoner can summon more than one type of monsters... scream!
  3282. ui64 risedHp = summoner->count * summoner->valOfBonuses(Bonus::DAEMON_SUMMONING, bsa.creID.toEnum());
  3283. ui64 targetHealth = destStack->getCreature()->MaxHealth() * destStack->baseAmount;
  3284. ui64 canRiseHp = std::min(targetHealth, risedHp);
  3285. ui32 canRiseAmount = canRiseHp / VLC->creh->creatures.at(bsa.creID)->MaxHealth();
  3286. bsa.amount = std::min(canRiseAmount, destStack->baseAmount);
  3287. bsa.pos = gs->curB->getAvaliableHex(bsa.creID, bsa.attacker, destStack->position);
  3288. bsa.summoned = false;
  3289. if (bsa.amount) //there's rare possibility single creature cannot rise desired type
  3290. {
  3291. BattleStacksRemoved bsr; //remove body
  3292. bsr.stackIDs.insert(destStack->ID);
  3293. sendAndApply(&bsr);
  3294. sendAndApply(&bsa);
  3295. BattleSetStackProperty ssp;
  3296. ssp.stackID = ba.stackNumber;
  3297. ssp.which = BattleSetStackProperty::CASTS; //reduce number of casts
  3298. ssp.val = -1;
  3299. ssp.absolute = false;
  3300. sendAndApply(&ssp);
  3301. }
  3302. sendAndApply(&end_action);
  3303. break;
  3304. }
  3305. case Battle::MONSTER_SPELL:
  3306. {
  3307. StartAction start_action(ba);
  3308. sendAndApply(&start_action);
  3309. const CStack * stack = gs->curB->battleGetStackByID(ba.stackNumber);
  3310. SpellID spellID = SpellID(ba.additionalInfo);
  3311. BattleHex destination(ba.destinationTile);
  3312. const Bonus *randSpellcaster = stack->getBonusLocalFirst(Selector::type(Bonus::RANDOM_SPELLCASTER));
  3313. const Bonus * spellcaster = stack->getBonusLocalFirst(Selector::typeSubtype(Bonus::SPELLCASTER, spellID));
  3314. //TODO special bonus for genies ability
  3315. if(randSpellcaster && battleGetRandomStackSpell(stack, CBattleInfoCallback::RANDOM_AIMED) < 0)
  3316. spellID = battleGetRandomStackSpell(stack, CBattleInfoCallback::RANDOM_GENIE);
  3317. if(spellID < 0)
  3318. complain("That stack can't cast spells!");
  3319. else
  3320. {
  3321. BattleSpellCastParameters p(gs->curB);
  3322. p.spellLvl = 0;
  3323. if (spellcaster)
  3324. vstd::amax(p.spellLvl, spellcaster->val);
  3325. if (randSpellcaster)
  3326. vstd::amax(p.spellLvl, randSpellcaster->val);
  3327. vstd::amin (p.spellLvl, 3);
  3328. p.casterSide = gs->curB->whatSide(stack->owner);
  3329. p.secHero = gs->curB->getHero(gs->curB->theOtherPlayer(stack->owner));
  3330. p.mode = ECastingMode::CREATURE_ACTIVE_CASTING;
  3331. p.destination = destination;
  3332. p.casterColor = stack->owner;
  3333. p.caster = nullptr;
  3334. p.usedSpellPower = 0;
  3335. p.casterStack = stack;
  3336. p.selectedStack = nullptr;
  3337. const CSpell * spell = SpellID(spellID).toSpell();
  3338. spell->battleCast(spellEnv, p);
  3339. }
  3340. sendAndApply(&end_action);
  3341. break;
  3342. }
  3343. }
  3344. if(ba.stackNumber == gs->curB->activeStack || battleResult.get()) //active stack has moved or battle has finished
  3345. battleMadeAction.setn(true);
  3346. return ok;
  3347. }
  3348. void CGameHandler::playerMessage( PlayerColor player, const std::string &message, ObjectInstanceID currObj )
  3349. {
  3350. bool cheated=true;
  3351. PlayerMessage temp_message(player, message, ObjectInstanceID(-1)); // don't inform other client on selected object
  3352. sendAndApply(&temp_message);
  3353. if(message == "vcmiistari") //give all spells and 999 mana
  3354. {
  3355. SetMana sm;
  3356. ChangeSpells cs;
  3357. CGHeroInstance *h = gs->getHero(currObj);
  3358. if(!h && complain("Cannot realize cheat, no hero selected!")) return;
  3359. sm.hid = cs.hid = h->id;
  3360. //give all spells
  3361. cs.learn = 1;
  3362. for(auto spell : VLC->spellh->objects)
  3363. {
  3364. if(!spell->creatureAbility)
  3365. cs.spells.insert(spell->id);
  3366. }
  3367. //give mana
  3368. sm.val = 999;
  3369. sm.absolute = true;
  3370. if(!h->hasSpellbook()) //hero doesn't have spellbook
  3371. giveHeroNewArtifact(h, VLC->arth->artifacts.at(0), ArtifactPosition::SPELLBOOK); //give spellbook
  3372. sendAndApply(&cs);
  3373. sendAndApply(&sm);
  3374. }
  3375. else if (message == "vcmiarmenelos") //build all buildings in selected town
  3376. {
  3377. CGHeroInstance *hero = gs->getHero(currObj);
  3378. CGTownInstance *town;
  3379. if (hero)
  3380. town = hero->visitedTown;
  3381. else
  3382. town = gs->getTown(currObj);
  3383. if (town)
  3384. {
  3385. for (auto & build : town->town->buildings)
  3386. {
  3387. if (!town->hasBuilt(build.first)
  3388. && !build.second->Name().empty()
  3389. && build.first != BuildingID::SHIP)
  3390. {
  3391. buildStructure(town->id, build.first, true);
  3392. }
  3393. }
  3394. }
  3395. }
  3396. else if(message == "vcmiainur") //gives 5 archangels into each slot
  3397. {
  3398. CGHeroInstance *hero = gs->getHero(currObj);
  3399. const CCreature *archangel = VLC->creh->creatures.at(13);
  3400. if(!hero) return;
  3401. for(int i = 0; i < GameConstants::ARMY_SIZE; i++)
  3402. if(!hero->hasStackAtSlot(SlotID(i)))
  3403. insertNewStack(StackLocation(hero, SlotID(i)), archangel, 5);
  3404. }
  3405. else if(message == "vcmiangband") //gives 10 black knight into each slot
  3406. {
  3407. CGHeroInstance *hero = gs->getHero(currObj);
  3408. const CCreature *blackKnight = VLC->creh->creatures.at(66);
  3409. if(!hero) return;
  3410. for(int i = 0; i < GameConstants::ARMY_SIZE; i++)
  3411. if(!hero->hasStackAtSlot(SlotID(i)))
  3412. insertNewStack(StackLocation(hero, SlotID(i)), blackKnight, 10);
  3413. }
  3414. else if(message == "vcminoldor") //all war machines
  3415. {
  3416. CGHeroInstance *hero = gs->getHero(currObj);
  3417. if(!hero) return;
  3418. if(!hero->getArt(ArtifactPosition::MACH1))
  3419. giveHeroNewArtifact(hero, VLC->arth->artifacts.at(4), ArtifactPosition::MACH1);
  3420. if(!hero->getArt(ArtifactPosition::MACH2))
  3421. giveHeroNewArtifact(hero, VLC->arth->artifacts.at(5), ArtifactPosition::MACH2);
  3422. if(!hero->getArt(ArtifactPosition::MACH3))
  3423. giveHeroNewArtifact(hero, VLC->arth->artifacts.at(6), ArtifactPosition::MACH3);
  3424. }
  3425. else if (message == "vcmiforgeofnoldorking") //hero gets all artifacts except war machines, spell scrolls and spell book
  3426. {
  3427. CGHeroInstance *hero = gs->getHero(currObj);
  3428. if(!hero) return;
  3429. for (int g = 7; g < VLC->arth->artifacts.size(); ++g) //including artifacts from mods
  3430. giveHeroNewArtifact(hero, VLC->arth->artifacts.at(g), ArtifactPosition::PRE_FIRST);
  3431. }
  3432. else if(message == "vcmiglorfindel") //selected hero gains a new level
  3433. {
  3434. CGHeroInstance *hero = gs->getHero(currObj);
  3435. changePrimSkill(hero, PrimarySkill::EXPERIENCE, VLC->heroh->reqExp(hero->level+1) - VLC->heroh->reqExp(hero->level));
  3436. }
  3437. else if(message == "vcminahar") //1000000 movement points
  3438. {
  3439. CGHeroInstance *hero = gs->getHero(currObj);
  3440. if(!hero) return;
  3441. SetMovePoints smp;
  3442. smp.hid = hero->id;
  3443. smp.val = 1000000;
  3444. sendAndApply(&smp);
  3445. }
  3446. else if(message == "vcmiformenos") //give resources
  3447. {
  3448. SetResources sr;
  3449. sr.player = player;
  3450. sr.res = gs->getPlayer(player)->resources;
  3451. for(int i=0;i<Res::GOLD;i++)
  3452. sr.res[i] += 100;
  3453. sr.res[Res::GOLD] += 100000; //100k
  3454. sendAndApply(&sr);
  3455. }
  3456. else if(message == "vcmieagles") //reveal FoW
  3457. {
  3458. FoWChange fc;
  3459. fc.mode = 1;
  3460. fc.player = player;
  3461. auto hlp_tab = new int3[gs->map->width * gs->map->height * (gs->map->twoLevel ? 2 : 1)];
  3462. int lastUnc = 0;
  3463. for(int i=0;i<gs->map->width;i++)
  3464. for(int j=0;j<gs->map->height;j++)
  3465. for(int k = 0; k < (gs->map->twoLevel ? 2 : 1); k++)
  3466. if(!gs->getPlayerTeam(fc.player)->fogOfWarMap.at(i).at(j).at(k))
  3467. hlp_tab[lastUnc++] = int3(i,j,k);
  3468. fc.tiles.insert(hlp_tab, hlp_tab + lastUnc);
  3469. delete [] hlp_tab;
  3470. sendAndApply(&fc);
  3471. }
  3472. else if(message == "vcmisilmaril") //player wins
  3473. {
  3474. gs->getPlayer(player)->enteredWinningCheatCode = 1;
  3475. }
  3476. else if(message == "vcmimelkor") //player looses
  3477. {
  3478. gs->getPlayer(player)->enteredLosingCheatCode = 1;
  3479. }
  3480. else
  3481. cheated = false;
  3482. if(cheated)
  3483. {
  3484. SystemMessage temp_message(VLC->generaltexth->allTexts.at(260));
  3485. sendAndApply(&temp_message);
  3486. checkVictoryLossConditionsForPlayer(player);//Player enter win code or got required art\creature
  3487. }
  3488. }
  3489. bool CGameHandler::makeCustomAction( BattleAction &ba )
  3490. {
  3491. switch(ba.actionType)
  3492. {
  3493. case Battle::HERO_SPELL:
  3494. {
  3495. COMPLAIN_RET_FALSE_IF(ba.side > 1, "Side must be 0 or 1!");
  3496. const CGHeroInstance *h = gs->curB->battleGetFightingHero(ba.side);
  3497. const CGHeroInstance *secondHero = gs->curB->battleGetFightingHero(!ba.side);
  3498. if(!h)
  3499. {
  3500. logGlobal->warnStream() << "Wrong caster!";
  3501. return false;
  3502. }
  3503. if(ba.additionalInfo >= VLC->spellh->objects.size())
  3504. {
  3505. logGlobal->warnStream() << "Wrong spell id (" << ba.additionalInfo << ")!";
  3506. return false;
  3507. }
  3508. const CSpell * s = SpellID(ba.additionalInfo).toSpell();
  3509. BattleSpellCastParameters parameters(gs->curB);
  3510. parameters.spellLvl = h->getSpellSchoolLevel(s);
  3511. parameters.destination = ba.destinationTile;
  3512. parameters.casterSide = ba.side;
  3513. parameters.casterColor = h->tempOwner;
  3514. parameters.caster = h;
  3515. parameters.secHero = secondHero;
  3516. parameters.usedSpellPower = h->getPrimSkillLevel(PrimarySkill::SPELL_POWER);
  3517. parameters.mode = ECastingMode::HERO_CASTING;
  3518. parameters.casterStack = nullptr;
  3519. parameters.selectedStack = gs->curB->battleGetStackByID(ba.selectedStack, false);
  3520. ESpellCastProblem::ESpellCastProblem escp = gs->curB->battleCanCastThisSpell(h->tempOwner, s, ECastingMode::HERO_CASTING);
  3521. if(escp != ESpellCastProblem::OK)
  3522. {
  3523. logGlobal->warnStream() << "Spell cannot be cast!";
  3524. logGlobal->warnStream() << "Problem : " << escp;
  3525. return false;
  3526. }
  3527. StartAction start_action(ba);
  3528. sendAndApply(&start_action); //start spell casting
  3529. s->battleCast(spellEnv, parameters);
  3530. sendAndApply(&end_action);
  3531. if( !gs->curB->battleGetStackByID(gs->curB->activeStack, true))
  3532. {
  3533. battleMadeAction.setn(true);
  3534. }
  3535. checkForBattleEnd();
  3536. if(battleResult.get())
  3537. {
  3538. battleMadeAction.setn(true);
  3539. //battle will be ended by startBattle function
  3540. //endBattle(gs->curB->tile, gs->curB->heroes[0], gs->curB->heroes[1]);
  3541. }
  3542. return true;
  3543. }
  3544. }
  3545. return false;
  3546. }
  3547. void CGameHandler::stackTurnTrigger(const CStack * st)
  3548. {
  3549. BattleTriggerEffect bte;
  3550. bte.stackID = st->ID;
  3551. bte.effect = -1;
  3552. bte.val = 0;
  3553. bte.additionalInfo = 0;
  3554. if (st->alive())
  3555. {
  3556. //unbind
  3557. if (st->getEffect (SpellID::BIND))
  3558. {
  3559. bool unbind = true;
  3560. BonusList bl = *(st->getBonuses(Selector::type(Bonus::BIND_EFFECT)));
  3561. std::set<const CStack*> stacks = gs->curB-> batteAdjacentCreatures(st);
  3562. for(Bonus * b : bl)
  3563. {
  3564. const CStack * stack = gs->curB->battleGetStackByID(b->additionalInfo); //binding stack must be alive and adjacent
  3565. if (stack)
  3566. {
  3567. if (vstd::contains(stacks, stack)) //binding stack is still present
  3568. {
  3569. unbind = false;
  3570. }
  3571. }
  3572. }
  3573. if (unbind)
  3574. {
  3575. BattleSetStackProperty ssp;
  3576. ssp.which = BattleSetStackProperty::UNBIND;
  3577. ssp.stackID = st->ID;
  3578. sendAndApply(&ssp);
  3579. }
  3580. }
  3581. //regeneration
  3582. if(st->hasBonusOfType(Bonus::HP_REGENERATION))
  3583. {
  3584. bte.effect = Bonus::HP_REGENERATION;
  3585. bte.val = std::min((int)(st->MaxHealth() - st->firstHPleft), st->valOfBonuses(Bonus::HP_REGENERATION));
  3586. }
  3587. if(st->hasBonusOfType(Bonus::FULL_HP_REGENERATION))
  3588. {
  3589. bte.effect = Bonus::HP_REGENERATION;
  3590. bte.val = st->MaxHealth() - st->firstHPleft;
  3591. }
  3592. if (bte.val) //anything to heal
  3593. sendAndApply(&bte);
  3594. if(st->hasBonusOfType(Bonus::POISON))
  3595. {
  3596. const Bonus * b = st->getBonusLocalFirst(Selector::source(Bonus::SPELL_EFFECT, SpellID::POISON).And(Selector::type(Bonus::STACK_HEALTH)));
  3597. if (b) //TODO: what if not?...
  3598. {
  3599. bte.val = std::max (b->val - 10, -(st->valOfBonuses(Bonus::POISON)));
  3600. if (bte.val < b->val) //(negative) poison effect increases - update it
  3601. {
  3602. bte.effect = Bonus::POISON;
  3603. sendAndApply(&bte);
  3604. }
  3605. }
  3606. }
  3607. if (st->hasBonusOfType(Bonus::MANA_DRAIN) && !vstd::contains(st->state, EBattleStackState::DRAINED_MANA))
  3608. {
  3609. const CGHeroInstance * enemy = gs->curB->getHero(gs->curB->theOtherPlayer(st->owner));
  3610. //const CGHeroInstance * owner = gs->curB->getHero(st->owner);
  3611. if (enemy)
  3612. {
  3613. ui32 manaDrained = st->valOfBonuses(Bonus::MANA_DRAIN);
  3614. vstd::amin(manaDrained, gs->curB->battleGetFightingHero(0)->mana);
  3615. if (manaDrained)
  3616. {
  3617. bte.effect = Bonus::MANA_DRAIN;
  3618. bte.val = manaDrained;
  3619. bte.additionalInfo = enemy->id.getNum(); //for sanity
  3620. sendAndApply(&bte);
  3621. }
  3622. }
  3623. }
  3624. if (st->isLiving() && !st->hasBonusOfType(Bonus::FEARLESS))
  3625. {
  3626. bool fearsomeCreature = false;
  3627. for(CStack * stack : gs->curB->stacks)
  3628. {
  3629. if (stack->owner != st->owner && stack->alive() && stack->hasBonusOfType(Bonus::FEAR))
  3630. {
  3631. fearsomeCreature = true;
  3632. break;
  3633. }
  3634. }
  3635. if (fearsomeCreature)
  3636. {
  3637. if (gs->getRandomGenerator().nextInt(99) < 10) //fixed 10%
  3638. {
  3639. bte.effect = Bonus::FEAR;
  3640. sendAndApply(&bte);
  3641. }
  3642. }
  3643. }
  3644. BonusList bl = *(st->getBonuses(Selector::type(Bonus::ENCHANTER)));
  3645. int side = gs->curB->whatSide(st->owner);
  3646. if (bl.size() && st->casts && !gs->curB->sides.at(side).enchanterCounter)
  3647. {
  3648. auto bonus = *RandomGeneratorUtil::nextItem(bl, gs->getRandomGenerator());
  3649. auto spellID = SpellID(bonus->subtype);
  3650. const CSpell * spell = SpellID(spellID).toSpell();
  3651. if (gs->curB->battleCanCastThisSpell(st->owner, spell, ECastingMode::ENCHANTER_CASTING) == ESpellCastProblem::OK) //TODO: select another available?
  3652. {
  3653. BattleSpellCastParameters parameters(gs->curB);
  3654. parameters.spellLvl = bonus->val;
  3655. parameters.destination = BattleHex::INVALID;
  3656. parameters.casterSide = side;
  3657. parameters.casterColor = st->owner;
  3658. parameters.caster = nullptr;
  3659. parameters.secHero = gs->curB->getHero(gs->curB->theOtherPlayer(st->owner));
  3660. parameters.usedSpellPower = 0;
  3661. parameters.mode = ECastingMode::ENCHANTER_CASTING;
  3662. parameters.casterStack = st;
  3663. parameters.selectedStack = nullptr;
  3664. spell->battleCast(spellEnv, parameters);
  3665. BattleSetStackProperty ssp;
  3666. ssp.which = BattleSetStackProperty::ENCHANTER_COUNTER;
  3667. ssp.absolute = false;
  3668. ssp.val = bonus->additionalInfo; //increase cooldown counter
  3669. ssp.stackID = st->ID;
  3670. sendAndApply(&ssp);
  3671. }
  3672. }
  3673. bl = *(st->getBonuses(Selector::type(Bonus::ENCHANTED)));
  3674. for (auto b : bl)
  3675. {
  3676. SetStackEffect sse;
  3677. int val = bl.valOfBonuses (Selector::typeSubtype(b->type, b->subtype));
  3678. if (val > 3)
  3679. {
  3680. for (auto s : gs->curB->battleGetAllStacks())
  3681. {
  3682. if (st->owner == s->owner && s->isValidTarget()) //all allied
  3683. sse.stacks.push_back (s->ID);
  3684. }
  3685. }
  3686. else
  3687. sse.stacks.push_back (st->ID);
  3688. Bonus pseudoBonus;
  3689. pseudoBonus.sid = b->subtype;
  3690. pseudoBonus.val = ((val > 3) ? (val - 3) : val);
  3691. pseudoBonus.turnsRemain = 50;
  3692. st->stackEffectToFeature (sse.effect, pseudoBonus);
  3693. if (sse.effect.size())
  3694. sendAndApply (&sse);
  3695. }
  3696. }
  3697. }
  3698. void CGameHandler::handleDamageFromObstacle(const CObstacleInstance &obstacle, const CStack * curStack)
  3699. {
  3700. //we want to determine following vars depending on obstacle type
  3701. int damage = -1;
  3702. int effect = -1;
  3703. bool oneTimeObstacle = false;
  3704. //helper info
  3705. const SpellCreatedObstacle *spellObstacle = dynamic_cast<const SpellCreatedObstacle*>(&obstacle); //not nice but we may need spell params
  3706. const ui8 side = !curStack->attackerOwned; //if enemy is defending (false = 0), side of enemy hero is 1 (true)
  3707. const CGHeroInstance *hero = gs->curB->battleGetFightingHero(side);
  3708. if(obstacle.obstacleType == CObstacleInstance::MOAT)
  3709. {
  3710. damage = battleGetMoatDmg();
  3711. }
  3712. else if(obstacle.obstacleType == CObstacleInstance::LAND_MINE)
  3713. {
  3714. //You don't get hit by a Mine you can see.
  3715. if(gs->curB->battleIsObstacleVisibleForSide(obstacle, (BattlePerspective::BattlePerspective)side))
  3716. return;
  3717. oneTimeObstacle = true;
  3718. effect = 82; //makes
  3719. const CSpell * sp = SpellID(SpellID::LAND_MINE).toSpell();
  3720. if(sp->isImmuneByStack(hero, curStack))
  3721. return;
  3722. damage = sp->calculateDamage(hero, curStack,
  3723. spellObstacle->spellLevel, spellObstacle->casterSpellPower);
  3724. //TODO even if obstacle wasn't created by hero (Tower "moat") it should deal dmg as if casted by hero,
  3725. //if it is bigger than default dmg. Or is it just irrelevant H3 implementation quirk
  3726. }
  3727. else if(obstacle.obstacleType == CObstacleInstance::FIRE_WALL)
  3728. {
  3729. const CSpell * sp = SpellID(SpellID::FIRE_WALL).toSpell();
  3730. if(sp->isImmuneByStack(hero, curStack))
  3731. return;
  3732. damage = sp->calculateDamage(hero, curStack,
  3733. spellObstacle->spellLevel, spellObstacle->casterSpellPower);
  3734. }
  3735. else
  3736. {
  3737. //no other obstacle does damage to stack
  3738. return;
  3739. }
  3740. BattleStackAttacked bsa;
  3741. if(effect >= 0)
  3742. {
  3743. bsa.flags |= BattleStackAttacked::EFFECT;
  3744. bsa.effect = effect; //makes POOF
  3745. }
  3746. bsa.damageAmount = damage;
  3747. bsa.stackAttacked = curStack->ID;
  3748. bsa.attackerID = -1;
  3749. curStack->prepareAttacked(bsa, gameState()->getRandomGenerator());
  3750. StacksInjured si;
  3751. si.stacks.push_back(bsa);
  3752. sendAndApply(&si);
  3753. if(oneTimeObstacle)
  3754. removeObstacle(obstacle);
  3755. }
  3756. void CGameHandler::handleTimeEvents()
  3757. {
  3758. gs->map->events.sort(evntCmp);
  3759. while(gs->map->events.size() && gs->map->events.front().firstOccurence+1 == gs->day)
  3760. {
  3761. CMapEvent ev = gs->map->events.front();
  3762. for (int player = 0; player < PlayerColor::PLAYER_LIMIT_I; player++)
  3763. {
  3764. auto color = PlayerColor(player);
  3765. PlayerState *pinfo = gs->getPlayer(color, false); //do not output error if player does not exist
  3766. if( pinfo //player exists
  3767. && (ev.players & 1<<player) //event is enabled to this player
  3768. && ((ev.computerAffected && !pinfo->human)
  3769. || (ev.humanAffected && pinfo->human)
  3770. )
  3771. )
  3772. {
  3773. //give resources
  3774. SetResources sr;
  3775. sr.player = color;
  3776. sr.res = pinfo->resources + ev.resources;
  3777. //prepare dialog
  3778. InfoWindow iw;
  3779. iw.player = color;
  3780. iw.text << ev.message;
  3781. for (int i=0; i<ev.resources.size(); i++)
  3782. {
  3783. if(ev.resources.at(i)) //if resource is changed, we add it to the dialog
  3784. iw.components.push_back(Component(Component::RESOURCE,i,ev.resources.at(i),0));
  3785. }
  3786. if (iw.components.size())
  3787. {
  3788. sr.res.amax(0); // If removing too much resources, adjust the amount so the total doesn't become negative.
  3789. sendAndApply(&sr); //update player resources if changed
  3790. }
  3791. sendAndApply(&iw); //show dialog
  3792. }
  3793. } //PLAYERS LOOP
  3794. if(ev.nextOccurence)
  3795. {
  3796. gs->map->events.pop_front();
  3797. ev.firstOccurence += ev.nextOccurence;
  3798. auto it = gs->map->events.begin();
  3799. while ( it !=gs->map->events.end() && it->earlierThanOrEqual(ev))
  3800. it++;
  3801. gs->map->events.insert(it, ev);
  3802. }
  3803. else
  3804. {
  3805. gs->map->events.pop_front();
  3806. }
  3807. }
  3808. //TODO send only if changed
  3809. UpdateMapEvents ume;
  3810. ume.events = gs->map->events;
  3811. sendAndApply(&ume);
  3812. }
  3813. void CGameHandler::handleTownEvents(CGTownInstance * town, NewTurn &n)
  3814. {
  3815. town->events.sort(evntCmp);
  3816. while(town->events.size() && town->events.front().firstOccurence == gs->day)
  3817. {
  3818. PlayerColor player = town->tempOwner;
  3819. CCastleEvent ev = town->events.front();
  3820. PlayerState *pinfo = gs->getPlayer(player, false);
  3821. if( pinfo //player exists
  3822. && (ev.players & 1<<player.getNum()) //event is enabled to this player
  3823. && ((ev.computerAffected && !pinfo->human)
  3824. || (ev.humanAffected && pinfo->human) ) )
  3825. {
  3826. // dialog
  3827. InfoWindow iw;
  3828. iw.player = player;
  3829. iw.text << ev.message;
  3830. if(ev.resources.nonZero())
  3831. {
  3832. TResources was = n.res[player];
  3833. n.res[player] += ev.resources;
  3834. n.res[player].amax(0);
  3835. for (int i=0; i<ev.resources.size(); i++)
  3836. 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
  3837. iw.components.push_back(Component(Component::RESOURCE,i,n.res.at(player).at(i)-was.at(i),0));
  3838. }
  3839. for(auto & i : ev.buildings)
  3840. {
  3841. if ( town->hasBuilt(i))
  3842. {
  3843. buildStructure(town->id, i, true);
  3844. iw.components.push_back(Component(Component::BUILDING, town->subID, i, 0));
  3845. }
  3846. }
  3847. if (!ev.creatures.empty() && !vstd::contains(n.cres, town->id))
  3848. {
  3849. n.cres[town->id].tid = town->id;
  3850. n.cres[town->id].creatures = town->creatures;
  3851. }
  3852. auto & sac = n.cres[town->id];
  3853. for(si32 i=0;i<ev.creatures.size();i++) //creature growths
  3854. {
  3855. if(!town->creatures.at(i).second.empty() && ev.creatures.at(i) > 0)//there is dwelling
  3856. {
  3857. sac.creatures[i].first += ev.creatures.at(i);
  3858. iw.components.push_back(Component(Component::CREATURE,
  3859. town->creatures.at(i).second.back(), ev.creatures.at(i), 0));
  3860. }
  3861. }
  3862. sendAndApply(&iw); //show dialog
  3863. }
  3864. if(ev.nextOccurence)
  3865. {
  3866. town->events.pop_front();
  3867. ev.firstOccurence += ev.nextOccurence;
  3868. auto it = town->events.begin();
  3869. while ( it != town->events.end() && it->earlierThanOrEqual(ev))
  3870. it++;
  3871. town->events.insert(it, ev);
  3872. }
  3873. else
  3874. {
  3875. town->events.pop_front();
  3876. }
  3877. }
  3878. //TODO send only if changed
  3879. UpdateCastleEvents uce;
  3880. uce.town = town->id;
  3881. uce.events = town->events;
  3882. sendAndApply(&uce);
  3883. }
  3884. bool CGameHandler::complain( const std::string &problem )
  3885. {
  3886. sendMessageToAll("Server encountered a problem: " + problem);
  3887. logGlobal->errorStream() << problem;
  3888. return true;
  3889. }
  3890. void CGameHandler::showGarrisonDialog( ObjectInstanceID upobj, ObjectInstanceID hid, bool removableUnits)
  3891. {
  3892. //PlayerColor player = getOwner(hid);
  3893. auto upperArmy = dynamic_cast<const CArmedInstance*>(getObj(upobj));
  3894. auto lowerArmy = dynamic_cast<const CArmedInstance*>(getObj(hid));
  3895. assert(lowerArmy);
  3896. assert(upperArmy);
  3897. auto garrisonQuery = make_shared<CGarrisonDialogQuery>(upperArmy, lowerArmy);
  3898. queries.addQuery(garrisonQuery);
  3899. GarrisonDialog gd;
  3900. gd.hid = hid;
  3901. gd.objid = upobj;
  3902. gd.removableUnits = removableUnits;
  3903. gd.queryID = garrisonQuery->queryID;
  3904. sendAndApply(&gd);
  3905. }
  3906. void CGameHandler::showThievesGuildWindow(PlayerColor player, ObjectInstanceID requestingObjId)
  3907. {
  3908. OpenWindow ow;
  3909. ow.window = OpenWindow::THIEVES_GUILD;
  3910. ow.id1 = player.getNum();
  3911. ow.id2 = requestingObjId.getNum();
  3912. sendAndApply(&ow);
  3913. }
  3914. bool CGameHandler::isAllowedExchange( ObjectInstanceID id1, ObjectInstanceID id2 )
  3915. {
  3916. if(id1 == id2)
  3917. return true;
  3918. const CGObjectInstance *o1 = getObj(id1), *o2 = getObj(id2);
  3919. if(!o1 || !o2)
  3920. return true; //arranging stacks within an object should be always allowed
  3921. if (o1 && o2)
  3922. {
  3923. if(o1->ID == Obj::TOWN)
  3924. {
  3925. const CGTownInstance *t = static_cast<const CGTownInstance*>(o1);
  3926. if(t->visitingHero == o2 || t->garrisonHero == o2)
  3927. return true;
  3928. }
  3929. if(o2->ID == Obj::TOWN)
  3930. {
  3931. const CGTownInstance *t = static_cast<const CGTownInstance*>(o2);
  3932. if(t->visitingHero == o1 || t->garrisonHero == o1)
  3933. return true;
  3934. }
  3935. if (o1->ID == Obj::HERO && o2->ID == Obj::HERO)
  3936. {
  3937. const CGHeroInstance *h1 = static_cast<const CGHeroInstance*>(o1);
  3938. const CGHeroInstance *h2 = static_cast<const CGHeroInstance*>(o2);
  3939. // two heroes in same town (garrisoned and visiting)
  3940. if (h1->visitedTown != nullptr && h2->visitedTown != nullptr && h1->visitedTown == h2->visitedTown)
  3941. return true;
  3942. }
  3943. //Ongoing garrison exchange
  3944. if(auto dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries.topQuery(o1->tempOwner)))
  3945. {
  3946. if(dialog->exchangingArmies.at(0) == o1 && dialog->exchangingArmies.at(1) == o2)
  3947. return true;
  3948. if(dialog->exchangingArmies.at(1) == o1 && dialog->exchangingArmies.at(0) == o2)
  3949. return true;
  3950. }
  3951. }
  3952. return false;
  3953. }
  3954. void CGameHandler::objectVisited( const CGObjectInstance * obj, const CGHeroInstance * h )
  3955. {
  3956. logGlobal->debugStream() << h->nodeName() << " visits " << obj->getObjectName() << "(" << obj->ID << ":" << obj->subID << ")";
  3957. auto visitQuery = make_shared<CObjectVisitQuery>(obj, h, obj->visitablePos());
  3958. queries.addQuery(visitQuery); //TODO real visit pos
  3959. HeroVisit hv;
  3960. hv.obj = obj;
  3961. hv.hero = h;
  3962. hv.player = h->tempOwner;
  3963. hv.starting = true;
  3964. sendAndApply(&hv);
  3965. obj->onHeroVisit(h);
  3966. queries.popIfTop(visitQuery); //visit ends here if no queries were created
  3967. }
  3968. void CGameHandler::objectVisitEnded(const CObjectVisitQuery &query)
  3969. {
  3970. logGlobal->traceStream() << query.visitingHero->nodeName() << " visit ends.\n";
  3971. HeroVisit hv;
  3972. hv.player = query.players.front();
  3973. hv.obj = nullptr; //not necessary, moreover may have been deleted in the meantime
  3974. hv.hero = query.visitingHero;
  3975. assert(hv.hero);
  3976. hv.starting = false;
  3977. sendAndApply(&hv);
  3978. }
  3979. bool CGameHandler::buildBoat( ObjectInstanceID objid )
  3980. {
  3981. const IShipyard *obj = IShipyard::castFrom(getObj(objid));
  3982. if(obj->shipyardStatus() != IBoatGenerator::GOOD)
  3983. {
  3984. complain("Cannot build boat in this shipyard!");
  3985. return false;
  3986. }
  3987. else if(obj->o->ID == Obj::TOWN
  3988. && !static_cast<const CGTownInstance*>(obj)->hasBuilt(BuildingID::SHIPYARD))
  3989. {
  3990. complain("Cannot build boat in the town - no shipyard!");
  3991. return false;
  3992. }
  3993. const PlayerColor playerID = obj->o->tempOwner;
  3994. TResources boatCost;
  3995. obj->getBoatCost(boatCost);
  3996. TResources aviable = gs->getPlayer(playerID)->resources;
  3997. if (!aviable.canAfford(boatCost))
  3998. {
  3999. complain("Not enough resources to build a boat!");
  4000. return false;
  4001. }
  4002. int3 tile = obj->bestLocation();
  4003. if(!gs->map->isInTheMap(tile))
  4004. {
  4005. complain("Cannot find appropriate tile for a boat!");
  4006. return false;
  4007. }
  4008. //take boat cost
  4009. SetResources sr;
  4010. sr.player = playerID;
  4011. sr.res = (aviable - boatCost);
  4012. sendAndApply(&sr);
  4013. //create boat
  4014. NewObject no;
  4015. no.ID = Obj::BOAT;
  4016. no.subID = obj->getBoatType();
  4017. no.pos = tile + int3(1,0,0);
  4018. sendAndApply(&no);
  4019. return true;
  4020. }
  4021. void CGameHandler::engageIntoBattle( PlayerColor player )
  4022. {
  4023. //notify interfaces
  4024. PlayerBlocked pb;
  4025. pb.player = player;
  4026. pb.reason = PlayerBlocked::UPCOMING_BATTLE;
  4027. pb.startOrEnd = PlayerBlocked::BLOCKADE_STARTED;
  4028. sendAndApply(&pb);
  4029. }
  4030. void CGameHandler::checkVictoryLossConditions(const std::set<PlayerColor> & playerColors)
  4031. {
  4032. for(auto playerColor : playerColors)
  4033. {
  4034. if(gs->getPlayer(playerColor, false))
  4035. checkVictoryLossConditionsForPlayer(playerColor);
  4036. }
  4037. }
  4038. void CGameHandler::checkVictoryLossConditionsForAll()
  4039. {
  4040. std::set<PlayerColor> playerColors;
  4041. for(int i = 0; i < PlayerColor::PLAYER_LIMIT_I; ++i)
  4042. {
  4043. playerColors.insert(PlayerColor(i));
  4044. }
  4045. checkVictoryLossConditions(playerColors);
  4046. }
  4047. void CGameHandler::checkVictoryLossConditionsForPlayer(PlayerColor player)
  4048. {
  4049. const PlayerState *p = gs->getPlayer(player);
  4050. if(p->status != EPlayerStatus::INGAME) return;
  4051. auto victoryLossCheckResult = gs->checkForVictoryAndLoss(player);
  4052. if(victoryLossCheckResult.victory() || victoryLossCheckResult.loss())
  4053. {
  4054. InfoWindow iw;
  4055. getVictoryLossMessage(player, victoryLossCheckResult, iw);
  4056. sendAndApply(&iw);
  4057. PlayerEndsGame peg;
  4058. peg.player = player;
  4059. peg.victoryLossCheckResult = victoryLossCheckResult;
  4060. sendAndApply(&peg);
  4061. if(victoryLossCheckResult.victory())
  4062. {
  4063. //one player won -> all enemies lost
  4064. for (auto i = gs->players.cbegin(); i!=gs->players.cend(); i++)
  4065. {
  4066. if(i->first != player && gs->getPlayer(i->first)->status == EPlayerStatus::INGAME)
  4067. {
  4068. peg.player = i->first;
  4069. peg.victoryLossCheckResult = gameState()->getPlayerRelations(player, i->first) == PlayerRelations::ALLIES ?
  4070. victoryLossCheckResult : victoryLossCheckResult.invert(); // ally of winner
  4071. InfoWindow iw;
  4072. getVictoryLossMessage(player, peg.victoryLossCheckResult, iw);
  4073. iw.player = i->first;
  4074. sendAndApply(&iw);
  4075. sendAndApply(&peg);
  4076. }
  4077. }
  4078. if(p->human)
  4079. {
  4080. end2 = true;
  4081. if(gs->scenarioOps->campState)
  4082. {
  4083. std::vector<CGHeroInstance *> crossoverHeroes;
  4084. for(CGHeroInstance * hero : gs->map->heroesOnMap)
  4085. {
  4086. if(hero->tempOwner == player)
  4087. {
  4088. // keep all heroes from the winning player
  4089. crossoverHeroes.push_back(hero);
  4090. }
  4091. else if(vstd::contains(gs->scenarioOps->campState->getCurrentScenario().keepHeroes, HeroTypeID(hero->subID)))
  4092. {
  4093. // keep hero whether lost or won (like Xeron in AB campaign)
  4094. crossoverHeroes.push_back(hero);
  4095. }
  4096. }
  4097. // keep lost heroes which are in heroes pool
  4098. for(auto & heroPair : gs->hpool.heroesPool)
  4099. {
  4100. if(vstd::contains(gs->scenarioOps->campState->getCurrentScenario().keepHeroes, HeroTypeID(heroPair.first)))
  4101. {
  4102. crossoverHeroes.push_back(heroPair.second.get());
  4103. }
  4104. }
  4105. gs->scenarioOps->campState->setCurrentMapAsConquered(crossoverHeroes);
  4106. //Request clients to change connection mode
  4107. PrepareForAdvancingCampaign pfac;
  4108. sendAndApply(&pfac);
  4109. //Change connection mode
  4110. if(getPlayer(player)->human && getStartInfo()->campState)
  4111. {
  4112. for(auto connection : conns)
  4113. connection->prepareForSendingHeroes();
  4114. }
  4115. UpdateCampaignState ucs;
  4116. ucs.camp = gs->scenarioOps->campState;
  4117. sendAndApply(&ucs);
  4118. }
  4119. }
  4120. }
  4121. else
  4122. {
  4123. //player lost -> all his objects become unflagged (neutral)
  4124. auto hlp = p->heroes;
  4125. for (auto i = hlp.cbegin(); i != hlp.cend(); i++) //eliminate heroes
  4126. removeObject(*i);
  4127. for (auto i = gs->map->objects.cbegin(); i != gs->map->objects.cend(); i++) //unflag objs
  4128. {
  4129. if(*i && (*i)->tempOwner == player)
  4130. setOwner(*i,PlayerColor::NEUTRAL);
  4131. }
  4132. //eliminating one player may cause victory of another:
  4133. std::set<PlayerColor> playerColors;
  4134. for(int i = 0; i < PlayerColor::PLAYER_LIMIT_I; ++i)
  4135. {
  4136. if(player.getNum() != i) playerColors.insert(PlayerColor(i));
  4137. }
  4138. //notify all players
  4139. for (auto i = gs->players.cbegin(); i!=gs->players.cend(); i++)
  4140. {
  4141. if(i->first != player && gs->getPlayer(i->first)->status == EPlayerStatus::INGAME)
  4142. {
  4143. InfoWindow iw;
  4144. getVictoryLossMessage(player, victoryLossCheckResult.invert(), iw);
  4145. iw.player = i->first;
  4146. sendAndApply(&iw);
  4147. }
  4148. }
  4149. checkVictoryLossConditions(playerColors);
  4150. }
  4151. auto playerInfo = gs->getPlayer(gs->currentPlayer, false);
  4152. // If we are called before the actual game start, there might be no current player
  4153. if(playerInfo && playerInfo->status != EPlayerStatus::INGAME)
  4154. {
  4155. // If player making turn has lost his turn must be over as well
  4156. states.setFlag(gs->currentPlayer, &PlayerStatus::makingTurn, false);
  4157. }
  4158. }
  4159. }
  4160. void CGameHandler::getVictoryLossMessage(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult, InfoWindow & out) const
  4161. {
  4162. out.player = player;
  4163. out.text.clear();
  4164. out.text << victoryLossCheckResult.messageToSelf;
  4165. // hackish, insert one player-specific string, if applicable
  4166. if (victoryLossCheckResult.messageToSelf.find("%s") != std::string::npos)
  4167. out.text.addReplacement(MetaString::COLOR, player.getNum());
  4168. out.components.push_back(Component(Component::FLAG, player.getNum(), 0, 0));
  4169. }
  4170. bool CGameHandler::dig( const CGHeroInstance *h )
  4171. {
  4172. for (auto i = gs->map->objects.cbegin(); i != gs->map->objects.cend(); i++) //unflag objs
  4173. {
  4174. if(*i && (*i)->ID == Obj::HOLE && (*i)->pos == h->getPosition())
  4175. {
  4176. complain("Cannot dig - there is already a hole under the hero!");
  4177. return false;
  4178. }
  4179. }
  4180. if(h->diggingStatus() != CGHeroInstance::CAN_DIG) //checks for terrain and movement
  4181. COMPLAIN_RETF("Hero cannot dig (error code %d)!", h->diggingStatus());
  4182. //create a hole
  4183. NewObject no;
  4184. no.ID = Obj::HOLE;
  4185. no.pos = h->getPosition();
  4186. no.subID = 0;
  4187. sendAndApply(&no);
  4188. //take MPs
  4189. SetMovePoints smp;
  4190. smp.hid = h->id;
  4191. smp.val = 0;
  4192. sendAndApply(&smp);
  4193. InfoWindow iw;
  4194. iw.player = h->tempOwner;
  4195. if(gs->map->grailPos == h->getPosition())
  4196. {
  4197. iw.text.addTxt(MetaString::GENERAL_TXT, 58); //"Congratulations! After spending many hours digging here, your hero has uncovered the "
  4198. iw.text.addTxt(MetaString::ART_NAMES, 2);
  4199. iw.soundID = soundBase::ULTIMATEARTIFACT;
  4200. giveHeroNewArtifact(h, VLC->arth->artifacts.at(2), ArtifactPosition::PRE_FIRST); //give grail
  4201. sendAndApply(&iw);
  4202. iw.soundID = soundBase::invalid;
  4203. iw.text.clear();
  4204. iw.text.addTxt(MetaString::ART_DESCR, 2);
  4205. sendAndApply(&iw);
  4206. }
  4207. else
  4208. {
  4209. iw.text.addTxt(MetaString::GENERAL_TXT, 59); //"Nothing here. \n Where could it be?"
  4210. iw.soundID = soundBase::Dig;
  4211. sendAndApply(&iw);
  4212. }
  4213. return true;
  4214. }
  4215. void CGameHandler::attackCasting(const BattleAttack & bat, Bonus::BonusType attackMode, const CStack * attacker)
  4216. {
  4217. if(attacker->hasBonusOfType(attackMode))
  4218. {
  4219. std::set<SpellID> spellsToCast;
  4220. TBonusListPtr spells = attacker->getBonuses(Selector::type(attackMode));
  4221. for(const Bonus *sf : *spells)
  4222. {
  4223. spellsToCast.insert (SpellID(sf->subtype));
  4224. }
  4225. for(SpellID spellID : spellsToCast)
  4226. {
  4227. const CStack * oneOfAttacked = nullptr;
  4228. for (auto & elem : bat.bsa)
  4229. {
  4230. if (elem.newAmount > 0 && !elem.isSecondary()) //apply effects only to first target stack if it's alive
  4231. {
  4232. oneOfAttacked = gs->curB->battleGetStackByID(elem.stackAttacked);
  4233. break;
  4234. }
  4235. }
  4236. bool castMe = false;
  4237. if(oneOfAttacked == nullptr) //all attacked creatures have been killed
  4238. return;
  4239. int spellLevel = 0;
  4240. TBonusListPtr spellsByType = attacker->getBonuses(Selector::typeSubtype(attackMode, spellID));
  4241. for(const Bonus *sf : *spellsByType)
  4242. {
  4243. vstd::amax(spellLevel, sf->additionalInfo % 1000); //pick highest level
  4244. int meleeRanged = sf->additionalInfo / 1000;
  4245. if (meleeRanged == 0 || (meleeRanged == 1 && bat.shot()) || (meleeRanged == 2 && !bat.shot()))
  4246. castMe = true;
  4247. }
  4248. int chance = attacker->valOfBonuses((Selector::typeSubtype(attackMode, spellID)));
  4249. vstd::amin (chance, 100);
  4250. int destination = oneOfAttacked->position;
  4251. const CSpell * spell = SpellID(spellID).toSpell();
  4252. if(gs->curB->battleCanCastThisSpellHere(attacker->owner, spell, ECastingMode::AFTER_ATTACK_CASTING, oneOfAttacked->position) != ESpellCastProblem::OK)
  4253. continue;
  4254. //check if spell should be casted (probability handling)
  4255. if(gs->getRandomGenerator().nextInt(99) >= chance)
  4256. continue;
  4257. //casting
  4258. if (castMe) //stacks use 0 spell power. If needed, default = 3 or custom value is used
  4259. {
  4260. const CSpell * spell = SpellID(spellID).toSpell();
  4261. BattleSpellCastParameters parameters(gs->curB);
  4262. parameters.spellLvl = spellLevel;
  4263. parameters.destination = destination;
  4264. parameters.casterSide = !attacker->attackerOwned;
  4265. parameters.casterColor = attacker->owner;
  4266. parameters.caster = nullptr;
  4267. parameters.secHero = nullptr;
  4268. parameters.usedSpellPower = 0;
  4269. parameters.mode = ECastingMode::AFTER_ATTACK_CASTING;
  4270. parameters.casterStack = attacker;
  4271. parameters.selectedStack = nullptr;
  4272. spell->battleCast(spellEnv, parameters);
  4273. }
  4274. }
  4275. }
  4276. }
  4277. void CGameHandler::handleAttackBeforeCasting (const BattleAttack & bat)
  4278. {
  4279. const CStack * attacker = gs->curB->battleGetStackByID(bat.stackAttacking);
  4280. attackCasting(bat, Bonus::SPELL_BEFORE_ATTACK, attacker); //no death stare / acid breath needed?
  4281. }
  4282. void CGameHandler::handleAfterAttackCasting( const BattleAttack & bat )
  4283. {
  4284. const CStack * attacker = gs->curB->battleGetStackByID(bat.stackAttacking);
  4285. if (!attacker) //could be already dead
  4286. return;
  4287. auto cast = [=](SpellID spellID, int power)
  4288. {
  4289. const CSpell * spell = SpellID(spellID).toSpell();
  4290. BattleSpellCastParameters parameters(gs->curB);
  4291. parameters.spellLvl = 0;
  4292. parameters.destination = gs->curB->battleGetStackByID(bat.bsa.at(0).stackAttacked)->position;
  4293. parameters.casterSide = !attacker->attackerOwned;
  4294. parameters.casterColor = attacker->owner;
  4295. parameters.caster = nullptr;
  4296. parameters.secHero = nullptr;
  4297. parameters.usedSpellPower = power;
  4298. parameters.mode = ECastingMode::AFTER_ATTACK_CASTING;
  4299. parameters.casterStack = attacker;
  4300. parameters.selectedStack = nullptr;
  4301. spell->battleCast(this->spellEnv, parameters);
  4302. };
  4303. attackCasting(bat, Bonus::SPELL_AFTER_ATTACK, attacker);
  4304. if(bat.bsa.at(0).newAmount <= 0)
  4305. {
  4306. //don't try death stare or acid breath on dead stack (crash!)
  4307. return;
  4308. }
  4309. if (attacker->hasBonusOfType(Bonus::DEATH_STARE) && bat.bsa.size())
  4310. {
  4311. // mechanics of Death Stare as in H3:
  4312. // each gorgon have 10% chance to kill (counted separately in H3) -> binomial distribution
  4313. //original formula x = min(x, (gorgons_count + 9)/10);
  4314. double chanceToKill = attacker->valOfBonuses(Bonus::DEATH_STARE, 0) / 100.0f;
  4315. vstd::amin(chanceToKill, 1); //cap at 100%
  4316. std::binomial_distribution<> distribution(attacker->count, chanceToKill);
  4317. std::mt19937 rng(std::time(nullptr));
  4318. int staredCreatures = distribution(rng);
  4319. double cap = 1 / std::max(chanceToKill, (double)(0.01));//don't divide by 0
  4320. int maxToKill = (attacker->count + cap - 1) / cap; //not much more than chance * count
  4321. vstd::amin(staredCreatures, maxToKill);
  4322. staredCreatures += (attacker->level() * attacker->valOfBonuses(Bonus::DEATH_STARE, 1)) / gs->curB->battleGetStackByID(bat.bsa.at(0).stackAttacked)->level();
  4323. if (staredCreatures)
  4324. {
  4325. if (bat.bsa.at(0).newAmount > 0) //TODO: death stare was not originally available for multiple-hex attacks, but...
  4326. cast(SpellID::DEATH_STARE, staredCreatures);
  4327. }
  4328. }
  4329. int acidDamage = 0;
  4330. TBonusListPtr acidBreath = attacker->getBonuses(Selector::type(Bonus::ACID_BREATH));
  4331. for(const Bonus *b : *acidBreath)
  4332. {
  4333. if (b->additionalInfo > gs->getRandomGenerator().nextInt(99))
  4334. acidDamage += b->val;
  4335. }
  4336. if (acidDamage)
  4337. {
  4338. cast(SpellID::ACID_BREATH_DAMAGE, acidDamage * attacker->count);
  4339. }
  4340. }
  4341. bool CGameHandler::castSpell(const CGHeroInstance *h, SpellID spellID, const int3 &pos)
  4342. {
  4343. const CSpell *s = spellID.toSpell();
  4344. AdventureSpellCastParameters p;
  4345. p.caster = h;
  4346. p.pos = pos;
  4347. return s->adventureCast(spellEnv, p);
  4348. }
  4349. void CGameHandler::visitObjectOnTile(const TerrainTile &t, const CGHeroInstance * h)
  4350. {
  4351. if (!t.visitableObjects.empty())
  4352. {
  4353. //to prevent self-visiting heroes on space press
  4354. if(t.visitableObjects.back() != h)
  4355. objectVisited(t.visitableObjects.back(), h);
  4356. else if(t.visitableObjects.size() > 1)
  4357. objectVisited(*(t.visitableObjects.end()-2),h);
  4358. }
  4359. }
  4360. bool CGameHandler::sacrificeCreatures(const IMarket *market, const CGHeroInstance *hero, SlotID slot, ui32 count)
  4361. {
  4362. int oldCount = hero->getStackCount(slot);
  4363. if(oldCount < count)
  4364. COMPLAIN_RET("Not enough creatures to sacrifice!")
  4365. else if(oldCount == count && hero->Slots().size() == 1 && hero->needsLastStack())
  4366. COMPLAIN_RET("Cannot sacrifice last creature!");
  4367. int crid = hero->getStack(slot).type->idNumber;
  4368. changeStackCount(StackLocation(hero, slot), -count);
  4369. int dump, exp;
  4370. market->getOffer(crid, 0, dump, exp, EMarketMode::CREATURE_EXP);
  4371. exp *= count;
  4372. changePrimSkill(hero, PrimarySkill::EXPERIENCE, hero->calculateXp(exp));
  4373. return true;
  4374. }
  4375. bool CGameHandler::sacrificeArtifact(const IMarket * m, const CGHeroInstance * hero, ArtifactPosition slot)
  4376. {
  4377. ArtifactLocation al(hero, slot);
  4378. const CArtifactInstance *a = al.getArt();
  4379. if(!a)
  4380. COMPLAIN_RET("Cannot find artifact to sacrifice!");
  4381. int dmp, expToGive;
  4382. m->getOffer(hero->getArtTypeId(slot), 0, dmp, expToGive, EMarketMode::ARTIFACT_EXP);
  4383. removeArtifact(al);
  4384. changePrimSkill(hero, PrimarySkill::EXPERIENCE, expToGive);
  4385. return true;
  4386. }
  4387. void CGameHandler::makeStackDoNothing(const CStack * next)
  4388. {
  4389. BattleAction doNothing;
  4390. doNothing.actionType = Battle::NO_ACTION;
  4391. doNothing.additionalInfo = 0;
  4392. doNothing.destinationTile = -1;
  4393. doNothing.side = !next->attackerOwned;
  4394. doNothing.stackNumber = next->ID;
  4395. makeAutomaticAction(next, doNothing);
  4396. }
  4397. bool CGameHandler::insertNewStack(const StackLocation &sl, const CCreature *c, TQuantity count)
  4398. {
  4399. if(sl.army->hasStackAtSlot(sl.slot))
  4400. COMPLAIN_RET("Slot is already taken!");
  4401. if(!sl.slot.validSlot())
  4402. COMPLAIN_RET("Cannot insert stack to that slot!");
  4403. InsertNewStack ins;
  4404. ins.sl = sl;
  4405. ins.stack = CStackBasicDescriptor(c, count);
  4406. sendAndApply(&ins);
  4407. return true;
  4408. }
  4409. bool CGameHandler::eraseStack(const StackLocation &sl, bool forceRemoval/* = false*/)
  4410. {
  4411. if(!sl.army->hasStackAtSlot(sl.slot))
  4412. COMPLAIN_RET("Cannot find a stack to erase");
  4413. if(sl.army->Slots().size() == 1 //from the last stack
  4414. && sl.army->needsLastStack() //that must be left
  4415. && !forceRemoval) //ignore above conditions if we are forcing removal
  4416. {
  4417. COMPLAIN_RET("Cannot erase the last stack!");
  4418. }
  4419. EraseStack es;
  4420. es.sl = sl;
  4421. sendAndApply(&es);
  4422. return true;
  4423. }
  4424. bool CGameHandler::changeStackCount(const StackLocation &sl, TQuantity count, bool absoluteValue /*= false*/)
  4425. {
  4426. TQuantity currentCount = sl.army->getStackCount(sl.slot);
  4427. if((absoluteValue && count < 0)
  4428. || (!absoluteValue && -count > currentCount))
  4429. {
  4430. COMPLAIN_RET("Cannot take more stacks than present!");
  4431. }
  4432. if((currentCount == -count && !absoluteValue)
  4433. || (!count && absoluteValue))
  4434. {
  4435. eraseStack(sl);
  4436. }
  4437. else
  4438. {
  4439. ChangeStackCount csc;
  4440. csc.sl = sl;
  4441. csc.count = count;
  4442. csc.absoluteValue = absoluteValue;
  4443. sendAndApply(&csc);
  4444. }
  4445. return true;
  4446. }
  4447. bool CGameHandler::addToSlot(const StackLocation &sl, const CCreature *c, TQuantity count)
  4448. {
  4449. const CCreature *slotC = sl.army->getCreature(sl.slot);
  4450. if(!slotC) //slot is empty
  4451. insertNewStack(sl, c, count);
  4452. else if(c == slotC)
  4453. changeStackCount(sl, count);
  4454. else
  4455. {
  4456. COMPLAIN_RET("Cannot add " + c->namePl + " to slot " + boost::lexical_cast<std::string>(sl.slot) + "!");
  4457. }
  4458. return true;
  4459. }
  4460. void CGameHandler::tryJoiningArmy(const CArmedInstance *src, const CArmedInstance *dst, bool removeObjWhenFinished, bool allowMerging)
  4461. {
  4462. if(removeObjWhenFinished)
  4463. removeAfterVisit(src);
  4464. if(!src->canBeMergedWith(*dst, allowMerging))
  4465. {
  4466. if (allowMerging) //do that, add all matching creatures.
  4467. {
  4468. bool cont = true;
  4469. while (cont)
  4470. {
  4471. for(auto i = src->stacks.begin(); i != src->stacks.end(); i++)//while there are unmoved creatures
  4472. {
  4473. SlotID pos = dst->getSlotFor(i->second->type);
  4474. if(pos.validSlot())
  4475. {
  4476. moveStack(StackLocation(src, i->first), StackLocation(dst, pos));
  4477. cont = true;
  4478. break; //or iterator crashes
  4479. }
  4480. cont = false;
  4481. }
  4482. }
  4483. }
  4484. showGarrisonDialog(src->id, dst->id, true); //show garrison window and optionally remove ourselves from map when player ends
  4485. }
  4486. else //merge
  4487. {
  4488. moveArmy(src, dst, allowMerging);
  4489. }
  4490. }
  4491. bool CGameHandler::moveStack(const StackLocation &src, const StackLocation &dst, TQuantity count)
  4492. {
  4493. if(!src.army->hasStackAtSlot(src.slot))
  4494. COMPLAIN_RET("No stack to move!");
  4495. if(dst.army->hasStackAtSlot(dst.slot) && dst.army->getCreature(dst.slot) != src.army->getCreature(src.slot))
  4496. COMPLAIN_RET("Cannot move: stack of different type at destination pos!");
  4497. if(!dst.slot.validSlot())
  4498. COMPLAIN_RET("Cannot move stack to that slot!");
  4499. if(count == -1)
  4500. {
  4501. count = src.army->getStackCount(src.slot);
  4502. }
  4503. if(src.army != dst.army //moving away
  4504. && count == src.army->getStackCount(src.slot) //all creatures
  4505. && src.army->Slots().size() == 1 //from the last stack
  4506. && src.army->needsLastStack()) //that must be left
  4507. {
  4508. COMPLAIN_RET("Cannot move away the last creature!");
  4509. }
  4510. RebalanceStacks rs;
  4511. rs.src = src;
  4512. rs.dst = dst;
  4513. rs.count = count;
  4514. sendAndApply(&rs);
  4515. return true;
  4516. }
  4517. bool CGameHandler::swapStacks(const StackLocation &sl1, const StackLocation &sl2)
  4518. {
  4519. if(!sl1.army->hasStackAtSlot(sl1.slot))
  4520. return moveStack(sl2, sl1);
  4521. else if(!sl2.army->hasStackAtSlot(sl2.slot))
  4522. return moveStack(sl1, sl2);
  4523. else
  4524. {
  4525. SwapStacks ss;
  4526. ss.sl1 = sl1;
  4527. ss.sl2 = sl2;
  4528. sendAndApply(&ss);
  4529. return true;
  4530. }
  4531. }
  4532. void CGameHandler::runBattle()
  4533. {
  4534. setBattle(gs->curB);
  4535. assert(gs->curB);
  4536. //TODO: pre-tactic stuff, call scripts etc.
  4537. //tactic round
  4538. {
  4539. while(gs->curB->tacticDistance && !battleResult.get())
  4540. boost::this_thread::sleep(boost::posix_time::milliseconds(50));
  4541. }
  4542. //spells opening battle
  4543. for(int i = 0; i < 2; ++i)
  4544. {
  4545. auto h = gs->curB->battleGetFightingHero(i);
  4546. if(h && h->hasBonusOfType(Bonus::OPENING_BATTLE_SPELL))
  4547. {
  4548. TBonusListPtr bl = h->getBonuses(Selector::type(Bonus::OPENING_BATTLE_SPELL));
  4549. BattleSpellCastParameters parameters(gs->curB);
  4550. parameters.spellLvl = 3;
  4551. parameters.destination = BattleHex::INVALID;
  4552. parameters.casterSide = i;
  4553. parameters.casterColor = h->tempOwner;
  4554. parameters.caster = nullptr;
  4555. parameters.secHero = gs->curB->battleGetFightingHero(1-i);
  4556. parameters.mode = ECastingMode::HERO_CASTING;
  4557. parameters.casterStack = nullptr;
  4558. parameters.selectedStack = nullptr;
  4559. for (Bonus *b : *bl)
  4560. {
  4561. parameters.usedSpellPower = b->val;
  4562. const CSpell * spell = SpellID(b->subtype).toSpell();
  4563. spell->battleCast(spellEnv, parameters);
  4564. }
  4565. }
  4566. }
  4567. //main loop
  4568. while(!battleResult.get()) //till the end of the battle ;]
  4569. {
  4570. NEW_ROUND;
  4571. auto obstacles = gs->curB->obstacles; //we copy container, because we're going to modify it
  4572. for(auto &obstPtr : obstacles)
  4573. {
  4574. if(const SpellCreatedObstacle *sco = dynamic_cast<const SpellCreatedObstacle *>(obstPtr.get()))
  4575. if(sco->turnsRemaining == 0)
  4576. removeObstacle(*obstPtr);
  4577. }
  4578. const BattleInfo & curB = *gs->curB;
  4579. //remove clones after all mechanics and animations are handled!
  4580. std::set <const CStack*> stacksToRemove;
  4581. for (auto stack : curB.stacks)
  4582. {
  4583. if (stack->idDeadClone())
  4584. stacksToRemove.insert(stack);
  4585. }
  4586. for (auto stack : stacksToRemove)
  4587. {
  4588. BattleStacksRemoved bsr;
  4589. bsr.stackIDs.insert(stack->ID);
  4590. sendAndApply(&bsr);
  4591. }
  4592. //stack loop
  4593. const CStack *next;
  4594. while(!battleResult.get() && (next = curB.getNextStack()) && next->willMove())
  4595. {
  4596. //check for bad morale => freeze
  4597. int nextStackMorale = next->MoraleVal();
  4598. if( nextStackMorale < 0 &&
  4599. !(NBonus::hasOfType(gs->curB->battleGetFightingHero(0), Bonus::BLOCK_MORALE)
  4600. || NBonus::hasOfType(gs->curB->battleGetFightingHero(1), Bonus::BLOCK_MORALE)) //checking if gs->curB->heroes have (or don't have) morale blocking bonuses)
  4601. )
  4602. {
  4603. if(gs->getRandomGenerator().nextInt(23) < -2 * nextStackMorale)
  4604. {
  4605. //unit loses its turn - empty freeze action
  4606. BattleAction ba;
  4607. ba.actionType = Battle::BAD_MORALE;
  4608. ba.additionalInfo = 1;
  4609. ba.side = !next->attackerOwned;
  4610. ba.stackNumber = next->ID;
  4611. makeAutomaticAction(next, ba);
  4612. continue;
  4613. }
  4614. }
  4615. if(next->hasBonusOfType(Bonus::ATTACKS_NEAREST_CREATURE)) //while in berserk
  4616. { //fixme: stack should not attack itself
  4617. std::pair<const CStack *, int> attackInfo = curB.getNearestStack(next, boost::logic::indeterminate);
  4618. if(attackInfo.first != nullptr)
  4619. {
  4620. BattleAction attack;
  4621. attack.actionType = Battle::WALK_AND_ATTACK;
  4622. attack.side = !next->attackerOwned;
  4623. attack.stackNumber = next->ID;
  4624. attack.additionalInfo = attackInfo.first->position;
  4625. attack.destinationTile = attackInfo.second;
  4626. makeAutomaticAction(next, attack);
  4627. }
  4628. else
  4629. {
  4630. makeStackDoNothing(next);
  4631. }
  4632. continue;
  4633. }
  4634. const CGHeroInstance * curOwner = gs->curB->battleGetOwner(next);
  4635. if( (next->position < 0 || next->getCreature()->idNumber == CreatureID::BALLISTA) //arrow turret or ballista
  4636. && (!curOwner || curOwner->getSecSkillLevel(SecondarySkill::ARTILLERY) == 0)) //hero has no artillery
  4637. {
  4638. BattleAction attack;
  4639. attack.actionType = Battle::SHOOT;
  4640. attack.side = !next->attackerOwned;
  4641. attack.stackNumber = next->ID;
  4642. for(auto & elem : gs->curB->stacks)
  4643. {
  4644. if(elem->owner != next->owner && elem->isValidTarget())
  4645. {
  4646. attack.destinationTile = elem->position;
  4647. break;
  4648. }
  4649. }
  4650. makeAutomaticAction(next, attack);
  4651. continue;
  4652. }
  4653. if(next->getCreature()->idNumber == CreatureID::CATAPULT && (!curOwner || curOwner->getSecSkillLevel(SecondarySkill::BALLISTICS) == 0)) //catapult, hero has no ballistics
  4654. {
  4655. const auto & attackableBattleHexes = curB.getAttackableBattleHexes();
  4656. if(!attackableBattleHexes.empty())
  4657. {
  4658. BattleAction attack;
  4659. attack.destinationTile = *RandomGeneratorUtil::nextItem(attackableBattleHexes, gs->getRandomGenerator());
  4660. attack.actionType = Battle::CATAPULT;
  4661. attack.additionalInfo = 0;
  4662. attack.side = !next->attackerOwned;
  4663. attack.stackNumber = next->ID;
  4664. makeAutomaticAction(next, attack);
  4665. }
  4666. else
  4667. {
  4668. makeStackDoNothing(next);
  4669. }
  4670. continue;
  4671. }
  4672. if(next->getCreature()->idNumber == CreatureID::FIRST_AID_TENT)
  4673. {
  4674. TStacks possibleStacks = battleGetStacksIf([&](const CStack * s){
  4675. return s->owner == next->owner && s->canBeHealed();
  4676. });
  4677. if(!possibleStacks.size())
  4678. {
  4679. makeStackDoNothing(next);
  4680. continue;
  4681. }
  4682. if(!curOwner || curOwner->getSecSkillLevel(SecondarySkill::FIRST_AID) == 0) //no hero or hero has no first aid
  4683. {
  4684. range::random_shuffle(possibleStacks);
  4685. const CStack * toBeHealed = possibleStacks.front();
  4686. BattleAction heal;
  4687. heal.actionType = Battle::STACK_HEAL;
  4688. heal.additionalInfo = 0;
  4689. heal.destinationTile = toBeHealed->position;
  4690. heal.side = !next->attackerOwned;
  4691. heal.stackNumber = next->ID;
  4692. makeAutomaticAction(next, heal);
  4693. continue;
  4694. }
  4695. }
  4696. int numberOfAsks = 1;
  4697. bool breakOuter = false;
  4698. do
  4699. {//ask interface and wait for answer
  4700. if(!battleResult.get())
  4701. {
  4702. stackTurnTrigger(next); //various effects
  4703. if (vstd::contains(next->state, EBattleStackState::FEAR))
  4704. {
  4705. makeStackDoNothing(next); //end immediately if stack was affected by fear
  4706. }
  4707. else
  4708. {
  4709. logGlobal->traceStream() << "Activating " << next->nodeName();
  4710. BattleSetActiveStack sas;
  4711. sas.stack = next->ID;
  4712. sendAndApply(&sas);
  4713. boost::unique_lock<boost::mutex> lock(battleMadeAction.mx);
  4714. battleMadeAction.data = false;
  4715. while (next->alive() && //next is invalid after sacrificing current stack :?
  4716. (!battleMadeAction.data && !battleResult.get())) //active stack hasn't made its action and battle is still going
  4717. battleMadeAction.cond.wait(lock);
  4718. }
  4719. }
  4720. if(battleResult.get()) //don't touch it, battle could be finished while waiting got action
  4721. {
  4722. breakOuter = true;
  4723. break;
  4724. }
  4725. //we're after action, all results applied
  4726. checkForBattleEnd(); //check if this action ended the battle
  4727. //check for good morale
  4728. nextStackMorale = next->MoraleVal();
  4729. if(!vstd::contains(next->state,EBattleStackState::HAD_MORALE) //only one extra move per turn possible
  4730. && !vstd::contains(next->state,EBattleStackState::DEFENDING)
  4731. && !next->waited()
  4732. && !vstd::contains(next->state, EBattleStackState::FEAR)
  4733. && next->alive()
  4734. && nextStackMorale > 0
  4735. && !(NBonus::hasOfType(gs->curB->battleGetFightingHero(0), Bonus::BLOCK_MORALE)
  4736. || NBonus::hasOfType(gs->curB->battleGetFightingHero(1), Bonus::BLOCK_MORALE)) //checking if gs->curB->heroes have (or don't have) morale blocking bonuses
  4737. )
  4738. {
  4739. if(gs->getRandomGenerator().nextInt(23) < nextStackMorale) //this stack hasn't got morale this turn
  4740. {
  4741. BattleTriggerEffect bte;
  4742. bte.stackID = next->ID;
  4743. bte.effect = Bonus::MORALE;
  4744. bte.val = 1;
  4745. bte.additionalInfo = 0;
  4746. sendAndApply(&bte); //play animation
  4747. ++numberOfAsks; //move this stack once more
  4748. }
  4749. }
  4750. --numberOfAsks;
  4751. } while (numberOfAsks > 0);
  4752. if (breakOuter)
  4753. {
  4754. break;
  4755. }
  4756. }
  4757. }
  4758. endBattle(gs->curB->tile, gs->curB->battleGetFightingHero(0), gs->curB->battleGetFightingHero(1));
  4759. }
  4760. bool CGameHandler::makeAutomaticAction(const CStack *stack, BattleAction &ba)
  4761. {
  4762. BattleSetActiveStack bsa;
  4763. bsa.stack = stack->ID;
  4764. bsa.askPlayerInterface = false;
  4765. sendAndApply(&bsa);
  4766. bool ret = makeBattleAction(ba);
  4767. checkForBattleEnd();
  4768. return ret;
  4769. }
  4770. void CGameHandler::giveHeroArtifact(const CGHeroInstance *h, const CArtifactInstance *a, ArtifactPosition pos)
  4771. {
  4772. assert(a->artType);
  4773. ArtifactLocation al;
  4774. al.artHolder = const_cast<CGHeroInstance*>(h);
  4775. ArtifactPosition slot = ArtifactPosition::PRE_FIRST;
  4776. if(pos < 0)
  4777. {
  4778. if(pos == ArtifactPosition::FIRST_AVAILABLE)
  4779. slot = a->firstAvailableSlot(h);
  4780. else
  4781. slot = a->firstBackpackSlot(h);
  4782. }
  4783. else
  4784. {
  4785. slot = pos;
  4786. }
  4787. al.slot = slot;
  4788. if(slot < 0 || !a->canBePutAt(al))
  4789. {
  4790. complain("Cannot put artifact in that slot!");
  4791. return;
  4792. }
  4793. putArtifact(al, a);
  4794. }
  4795. void CGameHandler::putArtifact(const ArtifactLocation &al, const CArtifactInstance *a)
  4796. {
  4797. PutArtifact pa;
  4798. pa.art = a;
  4799. pa.al = al;
  4800. sendAndApply(&pa);
  4801. }
  4802. void CGameHandler::giveHeroNewArtifact(const CGHeroInstance *h, const CArtifact *artType, ArtifactPosition pos)
  4803. {
  4804. CArtifactInstance *a = nullptr;
  4805. if(!artType->constituents)
  4806. {
  4807. a = new CArtifactInstance();
  4808. }
  4809. else
  4810. {
  4811. a = new CCombinedArtifactInstance();
  4812. }
  4813. a->artType = artType; //*NOT* via settype -> all bonus-related stuff must be done by NewArtifact apply
  4814. NewArtifact na;
  4815. na.art = a;
  4816. sendAndApply(&na); // -> updates a!!!, will create a on other machines
  4817. giveHeroArtifact(h, a, pos);
  4818. }
  4819. void CGameHandler::setBattleResult(BattleResult::EResult resultType, int victoriusSide)
  4820. {
  4821. if(battleResult.get())
  4822. {
  4823. complain("There is already set result?");
  4824. return;
  4825. }
  4826. auto br = new BattleResult;
  4827. br->result = resultType;
  4828. br->winner = victoriusSide; //surrendering side loses
  4829. gs->curB->calculateCasualties(br->casualties);
  4830. battleResult.set(br);
  4831. }
  4832. void CGameHandler::commitPackage( CPackForClient *pack )
  4833. {
  4834. sendAndApply(pack);
  4835. }
  4836. void CGameHandler::spawnWanderingMonsters(CreatureID creatureID)
  4837. {
  4838. std::vector<int3>::iterator tile;
  4839. std::vector<int3> tiles;
  4840. getFreeTiles(tiles);
  4841. ui32 amount = tiles.size() / 200; //Chance is 0.5% for each tile
  4842. std::random_shuffle(tiles.begin(), tiles.end());
  4843. logGlobal->traceStream() << "Spawning wandering monsters. Found " << tiles.size() << " free tiles. Creature type: " << creatureID;
  4844. const CCreature *cre = VLC->creh->creatures.at(creatureID);
  4845. for (int i = 0; i < amount; ++i)
  4846. {
  4847. tile = tiles.begin();
  4848. logGlobal->traceStream() << "\tSpawning monster at " << *tile;
  4849. putNewMonster(creatureID, cre->getRandomAmount(std::rand), *tile);
  4850. tiles.erase(tile); //not use it again
  4851. }
  4852. }
  4853. void CGameHandler::removeObstacle(const CObstacleInstance &obstacle)
  4854. {
  4855. ObstaclesRemoved obsRem;
  4856. obsRem.obstacles.insert(obstacle.uniqueID);
  4857. sendAndApply(&obsRem);
  4858. }
  4859. void CGameHandler::synchronizeArtifactHandlerLists()
  4860. {
  4861. UpdateArtHandlerLists uahl;
  4862. uahl.treasures = VLC->arth->treasures;
  4863. uahl.minors = VLC->arth->minors;
  4864. uahl.majors = VLC->arth->majors;
  4865. uahl.relics = VLC->arth->relics;
  4866. sendAndApply(&uahl);
  4867. }
  4868. bool CGameHandler::isValidObject(const CGObjectInstance *obj) const
  4869. {
  4870. return vstd::contains(gs->map->objects, obj);
  4871. }
  4872. bool CGameHandler::isBlockedByQueries(const CPack *pack, PlayerColor player)
  4873. {
  4874. if(dynamic_cast<const PlayerMessage*>(pack))
  4875. return false;
  4876. auto query = queries.topQuery(player);
  4877. if(query && query->blocksPack(pack))
  4878. {
  4879. complain(boost::str(boost::format("Player %s has to answer queries before attempting any further actions. Top query is %s!") % player % query->toString()));
  4880. return true;
  4881. }
  4882. return false;
  4883. }
  4884. void CGameHandler::removeAfterVisit(const CGObjectInstance *object)
  4885. {
  4886. //If the object is being visited, there must be a matching query
  4887. for(const auto &query : queries.allQueries())
  4888. {
  4889. if(auto someVistQuery = std::dynamic_pointer_cast<CObjectVisitQuery>(query))
  4890. {
  4891. if(someVistQuery->visitedObject == object)
  4892. {
  4893. someVistQuery->removeObjectAfterVisit = true;
  4894. return;
  4895. }
  4896. }
  4897. };
  4898. //If we haven't returned so far, there is no query and no visit, call was wrong
  4899. assert("This function needs to be called during the object visit!");
  4900. }
  4901. void CGameHandler::changeFogOfWar(int3 center, ui32 radius, PlayerColor player, bool hide)
  4902. {
  4903. std::unordered_set<int3, ShashInt3> tiles;
  4904. getTilesInRange(tiles, center, radius, player, hide? -1 : 1);
  4905. if (hide)
  4906. {
  4907. std::unordered_set<int3, ShashInt3> observedTiles; //do not hide tiles observed by heroes. May lead to disastrous AI problems
  4908. auto p = gs->getPlayer(player);
  4909. for (auto h : p->heroes)
  4910. {
  4911. getTilesInRange(observedTiles, h->getSightCenter(), h->getSightRadious(), h->tempOwner, -1);
  4912. }
  4913. for (auto t : p->towns)
  4914. {
  4915. getTilesInRange(observedTiles, t->getSightCenter(), t->getSightRadious(), t->tempOwner, -1);
  4916. }
  4917. for (auto tile : observedTiles)
  4918. vstd::erase_if_present (tiles, tile);
  4919. }
  4920. changeFogOfWar(tiles, player, hide);
  4921. }
  4922. void CGameHandler::changeFogOfWar(std::unordered_set<int3, ShashInt3> &tiles, PlayerColor player, bool hide)
  4923. {
  4924. FoWChange fow;
  4925. fow.tiles = tiles;
  4926. fow.player = player;
  4927. fow.mode = hide? 0 : 1;
  4928. sendAndApply(&fow);
  4929. }
  4930. bool CGameHandler::isVisitCoveredByAnotherQuery(const CGObjectInstance *obj, const CGHeroInstance *hero)
  4931. {
  4932. if(auto topQuery = queries.topQuery(hero->getOwner()))
  4933. if(auto visit = std::dynamic_pointer_cast<const CObjectVisitQuery>(topQuery))
  4934. return !(visit->visitedObject == obj && visit->visitingHero == hero);
  4935. return true;
  4936. }
  4937. void CGameHandler::duelFinished()
  4938. {
  4939. auto si = getStartInfo();
  4940. auto getName = [&](int i){ return si->getIthPlayersSettings(gs->curB->sides.at(i).color).name; };
  4941. int casualtiesPoints = 0;
  4942. logGlobal->debugStream() << boost::format("Winner side %d\nWinner casualties:")
  4943. % (int)battleResult.data->winner;
  4944. for(auto & elem : battleResult.data->casualties[battleResult.data->winner])
  4945. {
  4946. const CCreature *c = VLC->creh->creatures[elem.first];
  4947. logGlobal->debugStream() << boost::format("\t* %d of %s") % elem.second % c->namePl;
  4948. casualtiesPoints += c->AIValue * elem.second;
  4949. }
  4950. logGlobal->debugStream() << boost::format("Total casualties points: %d") % casualtiesPoints;
  4951. time_t timeNow;
  4952. time(&timeNow);
  4953. std::ofstream out(cmdLineOptions["resultsFile"].as<std::string>(), std::ios::app);
  4954. if(out)
  4955. {
  4956. out << boost::format("%s\t%s\t%s\t%d\t%d\t%d\t%s\n") % si->mapname % getName(0) % getName(1)
  4957. % battleResult.data->winner % battleResult.data->result % casualtiesPoints
  4958. % asctime(localtime(&timeNow));
  4959. }
  4960. else
  4961. {
  4962. logGlobal->errorStream() << "Cannot open to write " << cmdLineOptions["resultsFile"].as<std::string>();
  4963. }
  4964. CSaveFile resultFile("result.vdrst");
  4965. resultFile << *battleResult.data;
  4966. BattleResultsApplied resultsApplied;
  4967. resultsApplied.player1 = finishingBattle->victor;
  4968. resultsApplied.player2 = finishingBattle->loser;
  4969. sendAndApply(&resultsApplied);
  4970. return;
  4971. }
  4972. CasualtiesAfterBattle::CasualtiesAfterBattle(const CArmedInstance *army, BattleInfo *bat)
  4973. {
  4974. heroWithDeadCommander = ObjectInstanceID();
  4975. PlayerColor color = army->tempOwner;
  4976. if(color == PlayerColor::UNFLAGGABLE)
  4977. color = PlayerColor::NEUTRAL;
  4978. for(CStack *st : bat->stacks)
  4979. {
  4980. if(vstd::contains(st->state, EBattleStackState::SUMMONED)) //don't take into account summoned stacks
  4981. continue;
  4982. if (st->owner != color) //remove only our stacks
  4983. continue;
  4984. //FIXME: this info is also used in BattleInfo::calculateCasualties, refactor
  4985. st->count = std::max (0, st->count - st->resurrected);
  4986. if (!st->count && !st->base) //we can imagine stacks of war mahcines that are not spawned by artifacts?
  4987. {
  4988. auto warMachine = VLC->arth->creatureToMachineID(st->type->idNumber);
  4989. if (warMachine != ArtifactID::NONE)
  4990. {
  4991. auto hero = dynamic_cast<const CGHeroInstance*> (army);
  4992. if (hero)
  4993. removedWarMachines.push_back (ArtifactLocation(hero, hero->getArtPos(warMachine, true)));
  4994. }
  4995. }
  4996. if(!army->slotEmpty(st->slot) && st->count < army->getStackCount(st->slot))
  4997. {
  4998. StackLocation sl(army, st->slot);
  4999. if(st->alive())
  5000. newStackCounts.push_back(std::pair<StackLocation, int>(sl, st->count));
  5001. else
  5002. newStackCounts.push_back(std::pair<StackLocation, int>(sl, 0));
  5003. }
  5004. if (st->base && !st->count)
  5005. {
  5006. auto c = dynamic_cast <const CCommanderInstance *>(st->base);
  5007. if (c) //switch commander status to dead
  5008. {
  5009. auto h = dynamic_cast <const CGHeroInstance *>(army);
  5010. if (h && h->commander == c)
  5011. heroWithDeadCommander = army->id; //TODO: unify commander handling
  5012. }
  5013. }
  5014. }
  5015. }
  5016. void CasualtiesAfterBattle::takeFromArmy(CGameHandler *gh)
  5017. {
  5018. for(TStackAndItsNewCount &ncount : newStackCounts)
  5019. {
  5020. if(ncount.second > 0)
  5021. gh->changeStackCount(ncount.first, ncount.second, true);
  5022. else
  5023. gh->eraseStack(ncount.first, true);
  5024. }
  5025. for (auto al : removedWarMachines)
  5026. {
  5027. gh->removeArtifact(al);
  5028. }
  5029. if (heroWithDeadCommander != ObjectInstanceID())
  5030. {
  5031. SetCommanderProperty scp;
  5032. scp.heroid = heroWithDeadCommander;
  5033. scp.which = SetCommanderProperty::ALIVE;
  5034. scp.amount = 0;
  5035. gh->sendAndApply (&scp);
  5036. }
  5037. }
  5038. CGameHandler::FinishingBattleHelper::FinishingBattleHelper(shared_ptr<const CBattleQuery> Query, bool Duel, int RemainingBattleQueriesCount)
  5039. {
  5040. assert(Query->result);
  5041. assert(Query->bi);
  5042. auto &result = *Query->result;
  5043. auto &info = *Query->bi;
  5044. winnerHero = result.winner != 0 ? info.sides[1].hero : info.sides[0].hero;
  5045. loserHero = result.winner != 0 ? info.sides[0].hero : info.sides[1].hero;
  5046. victor = info.sides[result.winner].color;
  5047. loser = info.sides[!result.winner].color;
  5048. duel = Duel;
  5049. remainingBattleQueriesCount = RemainingBattleQueriesCount;
  5050. }
  5051. CGameHandler::FinishingBattleHelper::FinishingBattleHelper()
  5052. {
  5053. winnerHero = loserHero = nullptr;
  5054. }
  5055. ///ServerSpellCastEnvironment
  5056. ServerSpellCastEnvironment::ServerSpellCastEnvironment(CGameHandler * gh): gh(gh)
  5057. {
  5058. }
  5059. void ServerSpellCastEnvironment::sendAndApply(CPackForClient * info) const
  5060. {
  5061. gh->sendAndApply(info);
  5062. }
  5063. CRandomGenerator & ServerSpellCastEnvironment::getRandomGenerator() const
  5064. {
  5065. return gh->gameState()->getRandomGenerator();
  5066. }
  5067. void ServerSpellCastEnvironment::complain(const std::string& problem) const
  5068. {
  5069. gh->complain(problem);
  5070. }
  5071. const CGameInfoCallback * ServerSpellCastEnvironment::getCb() const
  5072. {
  5073. return gh;
  5074. }
  5075. const CMap * ServerSpellCastEnvironment::getMap() const
  5076. {
  5077. return gh->gameState()->map;
  5078. }
  5079. bool ServerSpellCastEnvironment::moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, PlayerColor asker) const
  5080. {
  5081. return gh->moveHero(hid, dst, teleporting, false, asker);
  5082. }