1
0
mirror of https://github.com/vcmi/vcmi.git synced 2024-12-26 22:57:00 +02:00
vcmi/server/CGameHandler.cpp
2012-12-18 11:24:13 +00:00

6232 lines
188 KiB
C++

#include "StdInc.h"
#include "../lib/Filesystem/CResourceLoader.h"
#include "../lib/Filesystem/CFileInfo.h"
#include "../lib/int3.h"
#include "../lib/Map/CCampaignHandler.h"
#include "../lib/StartInfo.h"
#include "../lib/CModHandler.h"
#include "../lib/CArtHandler.h"
#include "../lib/CBuildingHandler.h"
#include "../lib/CDefObjInfoHandler.h"
#include "../lib/CHeroHandler.h"
#include "../lib/CObjectHandler.h"
#include "../lib/CSpellHandler.h"
#include "../lib/CGeneralTextHandler.h"
#include "../lib/CTownHandler.h"
#include "../lib/CCreatureHandler.h"
#include "../lib/CGameState.h"
#include "../lib/BattleState.h"
#include "../lib/CondSh.h"
#include "../lib/NetPacks.h"
#include "../lib/VCMI_Lib.h"
#include "../lib/Map/CMap.h"
#include "../lib/VCMIDirs.h"
#include "../client/CSoundBase.h"
#include "CGameHandler.h"
#include "../lib/CCreatureSet.h"
#include "../lib/CThreadHelper.h"
#include "../lib/GameConstants.h"
#include "../lib/RegisterTypes.h"
/*
* CGameHandler.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#ifndef _MSC_VER
#include <boost/thread/xtime.hpp>
#endif
#include <boost/random/binomial_distribution.hpp>
#include <boost/range/algorithm/random_shuffle.hpp>
extern bool end2;
#ifdef min
#undef min
#endif
#ifdef max
#undef max
#endif
#define COMPLAIN_RET_IF(cond, txt) do {if(cond){complain(txt); return;}} while(0)
#define COMPLAIN_RET(txt) {complain(txt); return false;}
#define COMPLAIN_RETF(txt, FORMAT) {complain(boost::str(boost::format(txt) % FORMAT)); return false;}
#define NEW_ROUND BattleNextRound bnr;\
bnr.round = gs->curB->round + 1;\
sendAndApply(&bnr);
CondSh<bool> battleMadeAction;
CondSh<BattleResult *> battleResult(NULL);
template <typename T> class CApplyOnGH;
class CBaseForGHApply
{
public:
virtual bool applyOnGH(CGameHandler *gh, CConnection *c, void *pack, ui8 player) const =0;
virtual ~CBaseForGHApply(){}
template<typename U> static CBaseForGHApply *getApplier(const U * t=NULL)
{
return new CApplyOnGH<U>;
}
};
template <typename T> class CApplyOnGH : public CBaseForGHApply
{
public:
bool applyOnGH(CGameHandler *gh, CConnection *c, void *pack, ui8 player) const
{
T *ptr = static_cast<T*>(pack);
ptr->c = c;
ptr->player = player;
return ptr->applyGh(gh);
}
};
static CApplier<CBaseForGHApply> *applier = NULL;
CMP_stack cmpst ;
static inline double distance(int3 a, int3 b)
{
return std::sqrt( (double)(a.x-b.x)*(a.x-b.x) + (a.y-b.y)*(a.y-b.y) );
}
static void giveExp(BattleResult &r)
{
r.exp[0] = 0;
r.exp[1] = 0;
for(std::map<ui32,si32>::iterator i = r.casualties[!r.winner].begin(); i!=r.casualties[!r.winner].end(); i++)
{
r.exp[r.winner] += VLC->creh->creatures[i->first]->valOfBonuses(Bonus::STACK_HEALTH) * i->second;
}
}
PlayerStatus PlayerStatuses::operator[](TPlayerColor player)
{
boost::unique_lock<boost::mutex> l(mx);
if(players.find(player) != players.end())
{
return players[player];
}
else
{
throw std::runtime_error("No such player!");
}
}
void PlayerStatuses::addPlayer(TPlayerColor player)
{
boost::unique_lock<boost::mutex> l(mx);
players[player];
}
int PlayerStatuses::getQueriesCount(TPlayerColor player)
{
boost::unique_lock<boost::mutex> l(mx);
if(players.find(player) != players.end())
{
return players[player].queries.size();
}
else
{
return 0;
}
}
bool PlayerStatuses::checkFlag(TPlayerColor player, bool PlayerStatus::*flag)
{
boost::unique_lock<boost::mutex> l(mx);
if(players.find(player) != players.end())
{
return players[player].*flag;
}
else
{
throw std::runtime_error("No such player!");
}
}
void PlayerStatuses::setFlag(TPlayerColor player, bool PlayerStatus::*flag, bool val)
{
boost::unique_lock<boost::mutex> l(mx);
if(players.find(player) != players.end())
{
players[player].*flag = val;
}
else
{
throw std::runtime_error("No such player!");
}
cv.notify_all();
}
void PlayerStatuses::addQuery(TPlayerColor player, ui32 id)
{
boost::unique_lock<boost::mutex> l(mx);
if(players.find(player) != players.end())
{
players[player].queries.insert(id);
}
else
{
throw std::runtime_error("No such player!");
}
cv.notify_all();
}
void PlayerStatuses::removeQuery(TPlayerColor player, ui32 id)
{
boost::unique_lock<boost::mutex> l(mx);
if(players.find(player) != players.end())
{
assert(vstd::contains(players[player].queries, id));
players[player].queries.erase(id);
}
else
{
throw std::runtime_error("No such player!");
}
cv.notify_all();
}
template <typename T>
void callWith(std::vector<T> args, boost::function<void(T)> fun, ui32 which)
{
fun(args[which]);
}
void CGameHandler::levelUpHero(int ID, int skill)
{
changeSecSkill(ID, skill, 1, 0);
levelUpHero(ID);
}
void CGameHandler::levelUpHero(int ID)
{
CGHeroInstance *hero = static_cast<CGHeroInstance *>(gs->map->objects[ID].get());
// required exp for at least 1 lvl-up hasn't been reached
if (hero->exp < VLC->heroh->reqExp(hero->level+1))
{
afterBattleCallback();
return;
}
//give prim skill
tlog5 << hero->name <<" got level "<<hero->level<<std::endl;
int r = rand()%100, pom=0, x=0;
auto & skillChances = (hero->level>9) ? hero->type->heroClass->primarySkillLowLevel : hero->type->heroClass->primarySkillHighLevel;
for(;x<GameConstants::PRIMARY_SKILLS;x++)
{
pom += skillChances[x];
if(r<pom)
break;
}
tlog5 << "The hero gets the primary skill with the no. " << x << " with a probability of " << r << "%." << std::endl;
SetPrimSkill sps;
sps.id = ID;
sps.which = x;
sps.abs = false;
sps.val = 1;
sendAndApply(&sps);
HeroLevelUp hlu;
hlu.heroid = ID;
hlu.primskill = x;
hlu.level = hero->level+1;
//picking sec. skills for choice
std::set<int> basicAndAdv, expert, none;
for(int i=0;i<GameConstants::SKILL_QUANTITY;i++)
if (isAllowed(2,i))
none.insert(i);
for(unsigned i=0;i<hero->secSkills.size();i++)
{
if(hero->secSkills[i].second < 3)
basicAndAdv.insert(hero->secSkills[i].first);
else
expert.insert(hero->secSkills[i].first);
none.erase(hero->secSkills[i].first);
}
//first offered skill
if(basicAndAdv.size())
{
int s = hero->type->heroClass->chooseSecSkill(basicAndAdv);//upgrade existing
hlu.skills.push_back(s);
basicAndAdv.erase(s);
}
else if(none.size() && hero->canLearnSkill())
{
hlu.skills.push_back(hero->type->heroClass->chooseSecSkill(none)); //give new skill
none.erase(hlu.skills.back());
}
//second offered skill
if(none.size() && hero->canLearnSkill()) //hero have free skill slot
{
hlu.skills.push_back(hero->type->heroClass->chooseSecSkill(none)); //new skill
}
else if(basicAndAdv.size())
{
hlu.skills.push_back(hero->type->heroClass->chooseSecSkill(basicAndAdv)); //upgrade existing
}
if(hlu.skills.size() > 1) //apply and ask for secondary skill
{
boost::function<void(ui32)> callback = boost::function<void(ui32)>(boost::bind(callWith<ui16>,hlu.skills,boost::function<void(ui16)>(boost::bind(&CGameHandler::levelUpHero,this,ID,_1)),_1));
applyAndAsk(&hlu,hero->tempOwner,callback); //call levelUpHero when client responds
}
else if(hlu.skills.size() == 1) //apply, give only possible skill and send info
{
sendAndApply(&hlu);
levelUpHero(ID, hlu.skills.back());
}
else //apply and send info
{
sendAndApply(&hlu);
levelUpHero(ID);
}
}
void CGameHandler::levelUpCommander (const CCommanderInstance * c, int skill)
{
SetCommanderProperty scp;
auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
if (hero)
scp.heroid = hero->id;
else
{
complain ("Commander is not led by hero!");
return;
}
scp.accumulatedBonus.subtype = 0;
scp.accumulatedBonus.additionalInfo = 0;
scp.accumulatedBonus.duration = Bonus::PERMANENT;
scp.accumulatedBonus.turnsRemain = 0;
scp.accumulatedBonus.source = Bonus::COMMANDER;
scp.accumulatedBonus.valType = Bonus::BASE_NUMBER;
if (skill <= ECommander::SPELL_POWER)
{
scp.which = SetCommanderProperty::BONUS;
auto difference = [](std::vector< std::vector <ui8> > skillLevels, std::vector <ui8> secondarySkills, int skill)->int
{
int s = std::min (skill, (int)ECommander::SPELL_POWER); //spell power level controls also casts and resistance
return skillLevels[skill][secondarySkills[s]] - (secondarySkills[s] ? skillLevels[skill][secondarySkills[s]-1] : 0);
};
switch (skill)
{
case ECommander::ATTACK:
scp.accumulatedBonus.type = Bonus::PRIMARY_SKILL;
scp.accumulatedBonus.subtype = PrimarySkill::ATTACK;
break;
case ECommander::DEFENSE:
scp.accumulatedBonus.type = Bonus::PRIMARY_SKILL;
scp.accumulatedBonus.subtype = PrimarySkill::DEFENSE;
break;
case ECommander::HEALTH:
scp.accumulatedBonus.type = Bonus::STACK_HEALTH;
scp.accumulatedBonus.valType = Bonus::PERCENT_TO_BASE;
break;
case ECommander::DAMAGE:
scp.accumulatedBonus.type = Bonus::CREATURE_DAMAGE;
scp.accumulatedBonus.subtype = 0;
scp.accumulatedBonus.valType = Bonus::PERCENT_TO_BASE;
break;
case ECommander::SPEED:
scp.accumulatedBonus.type = Bonus::STACKS_SPEED;
break;
case ECommander::SPELL_POWER:
scp.accumulatedBonus.type = Bonus::MAGIC_RESISTANCE;
scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::RESISTANCE);
sendAndApply (&scp); //additional pack
scp.accumulatedBonus.type = Bonus::CASTS;
scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::CASTS);
sendAndApply (&scp); //additional pack
scp.accumulatedBonus.type = Bonus::CREATURE_ENCHANT_POWER; //send normally
break;
}
scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, skill);
sendAndApply (&scp);
scp.which = SetCommanderProperty::SECONDARY_SKILL;
scp.additionalInfo = skill;
scp.amount = c->secondarySkills[skill] + 1;
sendAndApply (&scp);
}
else if (skill >= 100)
{
scp.which = SetCommanderProperty::SPECIAL_SKILL;
scp.accumulatedBonus = VLC->creh->skillRequirements[skill-100].first;
scp.additionalInfo = skill; //unnormalized
sendAndApply (&scp);
}
levelUpCommander (c);
}
void CGameHandler::levelUpCommander(const CCommanderInstance * c)
{
if (c->experience < VLC->heroh->reqExp (c->level + 1))
{
return;
}
CommanderLevelUp clu;
auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
if (hero)
clu.heroid = hero->id;
else
{
complain ("Commander is not led by hero!");
return;
}
//picking sec. skills for choice
for (int i = 0; i <= ECommander::SPELL_POWER; ++i)
{
if (c->secondarySkills[i] < ECommander::MAX_SKILL_LEVEL)
clu.skills.push_back(i);
}
int i = 100;
BOOST_FOREACH (auto specialSkill, VLC->creh->skillRequirements)
{
if (c->secondarySkills[specialSkill.second.first] == ECommander::MAX_SKILL_LEVEL &&
c->secondarySkills[specialSkill.second.second] == ECommander::MAX_SKILL_LEVEL &&
!vstd::contains (c->specialSKills, i))
clu.skills.push_back (i);
++i;
}
int skillAmount = clu.skills.size();
if (skillAmount > 1) //apply and ask for secondary skill
{
auto callback = boost::function<void(ui32)>(boost::bind(callWith<ui32>, clu.skills, boost::function<void(ui32)>(boost::bind(&CGameHandler::levelUpCommander, this, c, _1)), _1));
applyAndAsk (&clu, c->armyObj->tempOwner, callback); //call levelUpCommander when client responds
}
else if (skillAmount == 1) //apply, give only possible skill and send info
{
sendAndApply(&clu);
levelUpCommander(c, clu.skills.back());
}
else //apply and send info
{
sendAndApply(&clu);
levelUpCommander(c);
}
}
void CGameHandler::changePrimSkill(int ID, int which, si64 val, bool abs)
{
SetPrimSkill sps;
sps.id = ID;
sps.which = which;
sps.abs = abs;
sps.val = val;
sendAndApply(&sps);
//only for exp - hero may level up
if (which == 4)
{
levelUpHero(ID);
CGHeroInstance *h = static_cast<CGHeroInstance *>(gs->map->objects[ID].get());
if (h->commander && h->commander->alive)
{
SetCommanderProperty scp;
scp.heroid = h->id;
scp.which = SetCommanderProperty::EXPERIENCE;
scp.amount = val;
sendAndApply (&scp);
levelUpCommander (h->commander);
CBonusSystemNode::treeHasChanged();
}
}
}
void CGameHandler::changeSecSkill( int ID, int which, int val, bool abs/*=false*/ )
{
SetSecSkill sss;
sss.id = ID;
sss.which = which;
sss.val = val;
sss.abs = abs;
sendAndApply(&sss);
if(which == 7) //Wisdom
{
const CGHeroInstance *h = getHero(ID);
if(h && h->visitedTown)
giveSpells(h->visitedTown, h);
}
}
void CGameHandler::startBattle( const CArmedInstance *armies[2], int3 tile, const CGHeroInstance *heroes[2], bool creatureBank, boost::function<void(BattleResult*)> cb, const CGTownInstance *town /*= NULL*/ )
{
battleEndCallback = new boost::function<void(BattleResult*)>(cb);
{
setupBattle(tile, armies, heroes, creatureBank, town); //initializes stacks, places creatures on battlefield, blocks and informs player interfaces
}
runBattle();
}
void CGameHandler::endBattle(int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2)
{
bool duel = gs->initialOpts->mode == StartInfo::DUEL;
BattleResultsApplied resultsApplied;
const CArmedInstance *bEndArmy1 = gs->curB->belligerents[0];
const CArmedInstance *bEndArmy2 = gs->curB->belligerents[1];
resultsApplied.player1 = bEndArmy1->tempOwner;
resultsApplied.player2 = bEndArmy2->tempOwner;
const CGHeroInstance *victoriousHero = gs->curB->heroes[battleResult.data->winner];
int result = battleResult.get()->result;
if(!duel)
{
//unblock engaged players
if(bEndArmy1->tempOwner<GameConstants::PLAYER_LIMIT)
states.setFlag(bEndArmy1->tempOwner, &PlayerStatus::engagedIntoBattle, false);
if(bEndArmy2 && bEndArmy2->tempOwner<GameConstants::PLAYER_LIMIT)
states.setFlag(bEndArmy2->tempOwner, &PlayerStatus::engagedIntoBattle, false);
}
//end battle, remove all info, free memory
giveExp(*battleResult.data);
if (hero1)
battleResult.data->exp[0] = hero1->calculateXp(battleResult.data->exp[0]);//scholar skill
if (hero2)
battleResult.data->exp[1] = hero2->calculateXp(battleResult.data->exp[1]);
ui8 sides[2];
for(int i=0; i<2; ++i)
{
sides[i] = gs->curB->sides[i];
}
ui8 loser = sides[!battleResult.data->winner];
CasualtiesAfterBattle cab1(bEndArmy1, gs->curB), cab2(bEndArmy2, gs->curB); //calculate casualties before deleting battle
ChangeSpells cs; //for Eagle Eye
if(victoriousHero)
{
if(int eagleEyeLevel = victoriousHero->getSecSkillLevel(CGHeroInstance::EAGLE_EYE))
{
int maxLevel = eagleEyeLevel + 1;
double eagleEyeChance = victoriousHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, CGHeroInstance::EAGLE_EYE);
BOOST_FOREACH(const CSpell *sp, gs->curB->usedSpellsHistory[!battleResult.data->winner])
if(sp->level <= maxLevel && !vstd::contains(victoriousHero->spells, sp->id) && rand() % 100 < eagleEyeChance)
cs.spells.insert(sp->id);
}
}
ConstTransitivePtr <CGHeroInstance> winnerHero = battleResult.data->winner != 0 ? hero2 : hero1;
ConstTransitivePtr <CGHeroInstance> loserHero = battleResult.data->winner != 0 ? hero1 : hero2;
std::vector<ui32> arts; //display them in window
if (result == BattleResult::NORMAL && winnerHero)
{
if (loserHero)
{
auto artifactsWorn = loserHero->artifactsWorn; //TODO: wrap it into a function, somehow (boost::variant -_-)
BOOST_FOREACH (auto artSlot, artifactsWorn)
{
MoveArtifact ma;
ma.src = ArtifactLocation (loserHero, artSlot.first);
const CArtifactInstance * art = ma.src.getArt();
if (art && !art->artType->isBig() && art->artType->id != 0) // don't move war machines or locked arts (spellbook)
{
arts.push_back (art->artType->id);
ma.dst = ArtifactLocation (winnerHero, art->firstAvailableSlot(winnerHero));
sendAndApply(&ma);
}
}
while (!loserHero->artifactsInBackpack.empty())
{
//we assume that no big artifacts can be found
MoveArtifact ma;
ma.src = ArtifactLocation (loserHero, GameConstants::BACKPACK_START); //backpack automatically shifts arts to beginning
const CArtifactInstance * art = ma.src.getArt();
arts.push_back (art->artType->id);
ma.dst = ArtifactLocation (winnerHero, art->firstAvailableSlot(winnerHero));
sendAndApply(&ma);
}
if (loserHero->commander) //TODO: what if commanders belong to no hero?
{
artifactsWorn = loserHero->commander->artifactsWorn;
BOOST_FOREACH (auto artSlot, artifactsWorn)
{
MoveArtifact ma;
ma.src = ArtifactLocation (loserHero->commander.get(), artSlot.first);
const CArtifactInstance * art = ma.src.getArt();
if (art && !art->artType->isBig())
{
arts.push_back (art->artType->id);
ma.dst = ArtifactLocation (winnerHero, art->firstAvailableSlot(winnerHero));
sendAndApply(&ma);
}
}
}
}
BOOST_FOREACH (auto armySlot, gs->curB->belligerents[!battleResult.data->winner]->stacks)
{
auto artifactsWorn = armySlot.second->artifactsWorn;
BOOST_FOREACH (auto artSlot, artifactsWorn)
{
MoveArtifact ma;
ma.src = ArtifactLocation (armySlot.second, artSlot.first);
const CArtifactInstance * art = ma.src.getArt();
if (art && !art->artType->isBig())
{
arts.push_back (art->artType->id);
ma.dst = ArtifactLocation (winnerHero, art->firstAvailableSlot(winnerHero));
sendAndApply(&ma);
}
}
}
}
sendAndApply(battleResult.data); //after this point casualties objects are destroyed
if (arts.size()) //display loot
{
InfoWindow iw;
iw.player = winnerHero->tempOwner;
iw.text.addTxt (MetaString::GENERAL_TXT, 30); //You have captured enemy artifact
BOOST_FOREACH (auto id, arts) //TODO; separate function to display loot for various ojects?
{
iw.components.push_back (Component (Component::ARTIFACT, id, 0, 0));
if(iw.components.size() >= 14)
{
sendAndApply(&iw);
iw.components.clear();
iw.text.addTxt (MetaString::GENERAL_TXT, 30); //repeat
}
}
if (iw.components.size())
{
sendAndApply(&iw);
}
}
//Eagle Eye secondary skill handling
if(cs.spells.size())
{
cs.learn = 1;
cs.hid = victoriousHero->id;
InfoWindow iw;
iw.player = victoriousHero->tempOwner;
iw.text.addTxt(MetaString::GENERAL_TXT, 221); //Through eagle-eyed observation, %s is able to learn %s
iw.text.addReplacement(victoriousHero->name);
std::ostringstream names;
for(int i = 0; i < cs.spells.size(); i++)
{
names << "%s";
if(i < cs.spells.size() - 2)
names << ", ";
else if(i < cs.spells.size() - 1)
names << "%s";
}
names << ".";
iw.text.addReplacement(names.str());
std::set<ui32>::iterator it = cs.spells.begin();
for(int i = 0; i < cs.spells.size(); i++, it++)
{
iw.text.addReplacement(MetaString::SPELL_NAME, *it);
if(i == cs.spells.size() - 2) //we just added pre-last name
iw.text.addReplacement(MetaString::GENERAL_TXT, 141); // " and "
iw.components.push_back(Component(Component::SPELL, *it, 0, 0));
}
sendAndApply(&iw);
sendAndApply(&cs);
}
// Necromancy if applicable.
const CStackBasicDescriptor raisedStack = winnerHero ? winnerHero->calculateNecromancy(*battleResult.data) : CStackBasicDescriptor();
// Give raised units to winner and show dialog, if any were raised,
// units will be given after casualities are taken
const TSlot necroSlot = raisedStack.type ? winnerHero->getSlotFor(raisedStack.type) : -1;
if(!duel)
{
cab1.takeFromArmy(this); cab2.takeFromArmy(this); //take casualties after battle is deleted
//if one hero has lost we will erase him
if(battleResult.data->winner!=0 && hero1)
{
RemoveObject ro(hero1->id);
sendAndApply(&ro);
}
if(battleResult.data->winner!=1 && hero2)
{
RemoveObject ro(hero2->id);
sendAndApply(&ro);
}
//give exp
if (battleResult.data->exp[0] && hero1)
changePrimSkill(hero1->id,4,battleResult.data->exp[0]);
else if (battleResult.data->exp[1] && hero2)
changePrimSkill(hero2->id,4,battleResult.data->exp[1]);
else
afterBattleCallback();
}
if (necroSlot != -1)
{
winnerHero->showNecromancyDialog(raisedStack);
addToSlot(StackLocation(winnerHero, necroSlot), raisedStack.type, raisedStack.count);
}
sendAndApply(&resultsApplied);
setBattle(nullptr);
if(duel)
{
CSaveFile resultFile("result.vdrst");
resultFile << *battleResult.data;
return;
}
if(visitObjectAfterVictory && winnerHero == hero1)
{
visitObjectOnTile(*getTile(winnerHero->getPosition()), winnerHero);
}
visitObjectAfterVictory = false;
winLoseHandle(1<<sides[0] | 1<<sides[1]); //handle victory/loss of engaged players
if(result == BattleResult::SURRENDER || result == BattleResult::ESCAPE) //loser has escaped or surrendered
{
SetAvailableHeroes sah;
sah.player = loser;
sah.hid[0] = loserHero->subID;
if(result == 1) //retreat
{
sah.army[0].clear();
sah.army[0].setCreature(0, loserHero->type->initialArmy[0].creature, 1);
}
if(const CGHeroInstance *another = getPlayer(loser)->availableHeroes[1])
sah.hid[1] = another->subID;
else
sah.hid[1] = -1;
sendAndApply(&sah);
}
}
void CGameHandler::afterBattleCallback() //object interaction after leveling up is done
{
if(battleEndCallback && *battleEndCallback)
{
boost::function<void(BattleResult*)> *backup = battleEndCallback;
battleEndCallback = NULL; //we need to set it to NULL or else we have infinite recursion when after battle callback gives exp (eg Pandora Box with exp)
(*backup)(battleResult.data);
delete backup;
}
}
void CGameHandler::prepareAttack(BattleAttack &bat, const CStack *att, const CStack *def, int distance, int targetHex)
{
bat.bsa.clear();
bat.stackAttacking = att->ID;
int attackerLuck = att->LuckVal();
const CGHeroInstance * h0 = gs->curB->heroes[0],
* h1 = gs->curB->heroes[1];
bool noLuck = false;
if((h0 && NBonus::hasOfType(h0, Bonus::BLOCK_LUCK)) ||
(h1 && NBonus::hasOfType(h1, Bonus::BLOCK_LUCK)))
{
noLuck = true;
}
if(!noLuck && attackerLuck > 0 && rand()%24 < attackerLuck) //TODO?: negative luck option?
{
bat.flags |= BattleAttack::LUCKY;
}
if (rand()%100 < att->valOfBonuses(Bonus::DOUBLE_DAMAGE_CHANCE))
{
bat.flags |= BattleAttack::DEATH_BLOW;
}
if(att->getCreature()->idNumber == 146)
{
static const int artilleryLvlToChance[] = {0, 50, 75, 100};
const CGHeroInstance * owner = gs->curB->getHero(att->owner);
int chance = artilleryLvlToChance[owner->getSecSkillLevel(CGHeroInstance::ARTILLERY)];
if(chance > rand() % 100)
{
bat.flags |= BattleAttack::BALLISTA_DOUBLE_DMG;
}
}
// only primary target
applyBattleEffects(bat, att, def, distance, false);
if (!bat.shot()) //multiple-hex attack - only in meele
{
std::set<const CStack*> attackedCreatures = gs->curB->getAttackedCreatures(att, targetHex); //creatures other than primary target
BOOST_FOREACH(const CStack * stack, attackedCreatures)
{
if (stack != def) //do not hit same stack twice
{
applyBattleEffects(bat, att, stack, distance, true);
}
}
}
const Bonus * bonus = att->getBonusLocalFirst(Selector::type(Bonus::SPELL_LIKE_ATTACK));
if (bonus && (bat.shot())) //TODO: make it work in meele?
{
bat.bsa.front().flags |= BattleStackAttacked::EFFECT;
bat.bsa.front().effect = VLC->spellh->spells[bonus->subtype]->mainEffectAnim; //hopefully it does not interfere with any other effect?
std::set<const CStack*> attackedCreatures = gs->curB->getAffectedCreatures(VLC->spellh->spells[bonus->subtype], bonus->val, att->owner, targetHex);
//TODO: get exact attacked hex for defender
BOOST_FOREACH(const CStack * stack, attackedCreatures)
{
if (stack != def) //do not hit same stack twice
{
applyBattleEffects(bat, att, stack, distance, true);
}
}
}
}
void CGameHandler::applyBattleEffects(BattleAttack &bat, const CStack *att, const CStack *def, int distance, bool secondary) //helper function for prepareAttack
{
BattleStackAttacked bsa;
if (secondary)
bsa.flags |= BattleStackAttacked::SECONDARY; //all other targets do not suffer from spells & spell-like abilities
bsa.attackerID = att->ID;
bsa.stackAttacked = def->ID;
bsa.damageAmount = gs->curB->calculateDmg(att, def, gs->curB->battleGetOwner(att), gs->curB->battleGetOwner(def), bat.shot(), distance, bat.lucky(), bat.deathBlow(), bat.ballistaDoubleDmg());
def->prepareAttacked(bsa); //calculate casualties
//life drain handling
if (att->hasBonusOfType(Bonus::LIFE_DRAIN) && def->isLiving())
{
StacksHealedOrResurrected shi;
shi.lifeDrain = (ui8)true;
shi.tentHealing = (ui8)false;
shi.drainedFrom = def->ID;
StacksHealedOrResurrected::HealInfo hi;
hi.stackID = att->ID;
hi.healedHP = std::min<int>(bsa.damageAmount, att->MaxHealth() - att->firstHPleft + att->MaxHealth() * (att->baseAmount - att->count) );
hi.lowLevelResurrection = false;
shi.healedStacks.push_back(hi);
if (hi.healedHP > 0)
{
bsa.healedStacks.push_back(shi);
}
}
bat.bsa.push_back(bsa); //add this stack to the list of victims after drain life has been calculated
//fire shield handling
if (!bat.shot() && def->hasBonusOfType(Bonus::FIRE_SHIELD) && !att->hasBonusOfType (Bonus::FIRE_IMMUNITY) && !bsa.killed() )
{
BattleStackAttacked bsa;
bsa.stackAttacked = att->ID; //invert
bsa.attackerID = def->ID;
bsa.flags |= BattleStackAttacked::EFFECT;
bsa.effect = 11;
bsa.damageAmount = (bsa.damageAmount * def->valOfBonuses(Bonus::FIRE_SHIELD)) / 100;
att->prepareAttacked(bsa);
bat.bsa.push_back(bsa);
}
}
void CGameHandler::handleConnection(std::set<int> players, CConnection &c)
{
setThreadName("CGameHandler::handleConnection");
srand(time(NULL));
try
{
while(1)//server should never shut connection first //was: while(!end2)
{
CPack *pack = NULL;
ui8 player = 255;
si32 requestID = -999;
int packType = 0;
{
boost::unique_lock<boost::mutex> lock(*c.rmx);
c >> player >> requestID >> pack; //get the package
packType = typeList.getTypeID(pack); //get the id of type
tlog5 << boost::format("Received client message (request %d by player %d) of type with ID=%d (%s).\n")
% requestID % (int)player % packType % typeid(*pack).name();
}
//prepare struct informing that action was applied
PackageApplied applied;
applied.player = player;
applied.result = false;
applied.packType = packType;
applied.requestID = requestID;
CBaseForGHApply *apply = applier->apps[packType]; //and appropriae applier object
if(isBlockedByQueries(pack, packType, player))
{
complain(boost::str(boost::format("Player %d has to answer queries before attempting any further actions (count=%d)!") % (int)player % states.getQueriesCount(player)));
{
boost::unique_lock<boost::mutex> lock(*c.wmx);
c << &applied;
}
}
else if(apply)
{
bool result = apply->applyOnGH(this,&c,pack, player);
tlog5 << "Message successfully applied (result=" << result << ")!\n";
//send confirmation that we've applied the package
applied.result = result;
{
boost::unique_lock<boost::mutex> lock(*c.wmx);
c << &applied;
}
}
else
{
tlog1 << "Message cannot be applied, cannot find applier (unregistered type)!\n";
}
vstd::clear_pointer(pack);
}
}
catch(boost::system::system_error &e) //for boost errors just log, not crash - probably client shut down connection
{
assert(!c.connected); //make sure that connection has been marked as broken
tlog1 << e.what() << std::endl;
end2 = true;
}
HANDLE_EXCEPTION(end2 = true);
tlog1 << "Ended handling connection\n";
}
int CGameHandler::moveStack(int stack, BattleHex dest)
{
int ret = 0;
const CStack *curStack = gs->curB->battleGetStackByID(stack),
*stackAtEnd = gs->curB->battleGetStackByPos(dest);
assert(curStack);
assert(dest < GameConstants::BFIELD_SIZE);
if (gs->curB->tacticDistance)
{
assert(gs->curB->isInTacticRange(dest));
}
if(curStack->position == dest)
return 0;
//initing necessary tables
auto accessibility = getAccesibility(curStack);
//shifting destination (if we have double wide stack and we can occupy dest but not be exactly there)
if(!stackAtEnd && curStack->doubleWide() && !accessibility.accessible(dest, curStack))
{
if(curStack->attackerOwned)
{
if(accessibility.accessible(dest+1, curStack))
dest += BattleHex::RIGHT;
}
else
{
if(accessibility.accessible(dest-1, curStack))
dest += BattleHex::LEFT;
}
}
if((stackAtEnd && stackAtEnd!=curStack && stackAtEnd->alive()) || !accessibility.accessible(dest, curStack))
{
complain("Given destination is not accessible!");
return 0;
}
std::pair< std::vector<BattleHex>, int > path = gs->curB->getPath(curStack->position, dest, curStack);
ret = path.second;
int creSpeed = gs->curB->tacticDistance ? GameConstants::BFIELD_SIZE : curStack->Speed();
if(curStack->hasBonusOfType(Bonus::FLYING))
{
if(path.second <= creSpeed && path.first.size() > 0)
{
//inform clients about move
BattleStackMoved sm;
sm.stack = curStack->ID;
std::vector<BattleHex> tiles;
tiles.push_back(path.first[0]);
sm.tilesToMove = tiles;
sm.distance = path.second;
sm.teleporting = false;
sendAndApply(&sm);
}
}
else //for non-flying creatures
{
// send one package with the creature path information
shared_ptr<const CObstacleInstance> obstacle; //obstacle that interrupted movement
std::vector<BattleHex> tiles;
int tilesToMove = std::max((int)(path.first.size() - creSpeed), 0);
int v = path.first.size()-1;
startWalking:
for(; v >= tilesToMove; --v)
{
BattleHex hex = path.first[v];
tiles.push_back(hex);
if((obstacle = battleGetObstacleOnPos(hex, false)))
{
//we walked onto something, so we finalize this portion of stack movement check into obstacle
break;
}
}
if (tiles.size() > 0)
{
//commit movement
BattleStackMoved sm;
sm.stack = curStack->ID;
sm.distance = path.second;
sm.teleporting = false;
sm.tilesToMove = tiles;
sendAndApply(&sm);
}
//we don't handle obstacle at the destination tile -> it's handled separately in the if at the end
if(obstacle && curStack->position != dest)
{
handleDamageFromObstacle(*obstacle, curStack);
//if stack didn't die in explosion, continue movement
if(!obstacle->stopsMovement() && curStack->alive())
{
obstacle.reset();
tiles.clear();
v--;
goto startWalking; //TODO it's so evil
}
}
}
//handling obstacle on the final field (separate, because it affects both flying and walking stacks)
if(curStack->alive())
{
if(auto theLastObstacle = battleGetObstacleOnPos(curStack->position, false))
{
handleDamageFromObstacle(*theLastObstacle, curStack);
}
}
return ret;
}
CGameHandler::CGameHandler(void)
{
QID = 1;
//gs = NULL;
IObjectInterface::cb = this;
applier = new CApplier<CBaseForGHApply>;
registerTypes3(*applier);
visitObjectAfterVictory = false;
battleEndCallback = NULL;
}
CGameHandler::~CGameHandler(void)
{
delete applier;
applier = NULL;
delete gs;
}
void CGameHandler::init(StartInfo *si)
{
//extern DLL_LINKAGE boost::rand48 ran;
if(!si->seedToBeUsed)
si->seedToBeUsed = std::time(NULL);
gs = new CGameState();
tlog0 << "Gamestate created!" << std::endl;
gs->init(si);
tlog0 << "Gamestate initialized!" << std::endl;
for(auto i = gs->players.begin(); i != gs->players.end(); i++)
states.addPlayer(i->first);
}
static bool evntCmp(const CMapEvent *a, const CMapEvent *b)
{
return a->earlierThan(*b);
}
void CGameHandler::setPortalDwelling(const CGTownInstance * town, bool forced=false, bool clear = false)
{// bool forced = true - if creature should be replaced, if false - only if no creature was set
const PlayerState *p = gs->getPlayer(town->tempOwner);
if(!p)
{
tlog3 << "There is no player owner of town " << town->name << " at " << town->pos << std::endl;
return;
}
if (forced || town->creatures[GameConstants::CREATURES_PER_TOWN].second.empty())//we need to change creature
{
SetAvailableCreatures ssi;
ssi.tid = town->id;
ssi.creatures = town->creatures;
ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.clear();//remove old one
const std::vector<ConstTransitivePtr<CGDwelling> > &dwellings = p->dwellings;
if (dwellings.empty())//no dwellings - just remove
{
sendAndApply(&ssi);
return;
}
ui32 dwellpos = rand()%dwellings.size();//take random dwelling
ui32 creapos = rand()%dwellings[dwellpos]->creatures.size();//for multi-creature dwellings like Golem Factory
ui32 creature = dwellings[dwellpos]->creatures[creapos].second[0];
if (clear)
ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = std::max((ui32)1, (VLC->creh->creatures[creature]->growth)/2);
else
ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = VLC->creh->creatures[creature]->growth;
ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.push_back(creature);
sendAndApply(&ssi);
}
}
void CGameHandler::newTurn()
{
tlog5 << "Turn " << gs->day+1 << std::endl;
NewTurn n;
n.specialWeek = NewTurn::NO_ACTION;
n.creatureid = -1;
n.day = gs->day + 1;
bool firstTurn = !getDate(0);
bool newWeek = getDate(1) == 7; //day numbers are confusing, as day was not yet switched
bool newMonth = getDate(4) == 28;
std::map<ui8, si32> hadGold;//starting gold - for buildings like dwarven treasury
srand(time(NULL));
if (newWeek && !firstTurn)
{
n.specialWeek = NewTurn::NORMAL;
bool deityOfFireBuilt = false;
BOOST_FOREACH(const CGTownInstance *t, gs->map->towns)
{
if(t->hasBuilt(EBuilding::GRAIL, ETownType::INFERNO))
{
deityOfFireBuilt = true;
break;
}
}
if(deityOfFireBuilt)
{
n.specialWeek = NewTurn::DEITYOFFIRE;
n.creatureid = 42;
}
else
{
int monthType = rand()%100;
if(newMonth) //new month
{
if (monthType < 40) //double growth
{
n.specialWeek = NewTurn::DOUBLE_GROWTH;
if (VLC->modh->settings.ALL_CREATURES_GET_DOUBLE_MONTHS)
{
std::pair<int,int> newMonster(54, VLC->creh->pickRandomMonster(boost::ref(rand)));
n.creatureid = newMonster.second;
}
else
{
std::set<TCreature>::const_iterator it = VLC->creh->doubledCreatures.begin();
std::advance (it, rand() % VLC->creh->doubledCreatures.size()); //picking random element of set is tiring
n.creatureid = *it;
}
}
else if (monthType < 50)
n.specialWeek = NewTurn::PLAGUE;
}
else //it's a week, but not full month
{
if (monthType < 25)
{
n.specialWeek = NewTurn::BONUS_GROWTH; //+5
std::pair<int,int> newMonster (54, VLC->creh->pickRandomMonster(boost::ref(rand)));
//TODO do not pick neutrals
n.creatureid = newMonster.second;
}
}
}
}
bmap<ui32, ConstTransitivePtr<CGHeroInstance> > pool = gs->hpool.heroesPool;
for ( auto i=gs->players.begin() ; i!=gs->players.end();i++)
{
if(i->first == 255)
continue;
else if(i->first >= GameConstants::PLAYER_LIMIT)
assert(0); //illegal player number!
std::pair<TPlayerColor,si32> playerGold(i->first,i->second.resources[Res::GOLD]);
hadGold.insert(playerGold);
if(newWeek) //new heroes in tavern
{
SetAvailableHeroes sah;
sah.player = i->first;
//pick heroes and their armies
CHeroClass *banned = NULL;
for (int j = 0; j < GameConstants::AVAILABLE_HEROES_PER_PLAYER; j++)
{
if(CGHeroInstance *h = gs->hpool.pickHeroFor(j == 0, i->first, getNativeTown(i->first), pool, banned)) //first hero - native if possible, second hero -> any other class
{
sah.hid[j] = h->subID;
h->initArmy(&sah.army[j]);
banned = h->type->heroClass;
}
else
sah.hid[j] = -1;
}
sendAndApply(&sah);
}
n.res[i->first] = i->second.resources;
BOOST_FOREACH(CGHeroInstance *h, (*i).second.heroes)
{
if(h->visitedTown)
giveSpells(h->visitedTown, h);
NewTurn::Hero hth;
hth.id = h->id;
hth.move = h->maxMovePoints(gs->map->getTile(h->getPosition(false)).terType != ETerrainType::WATER);
if(h->visitedTown && h->visitedTown->hasBuilt(EBuilding::MAGES_GUILD_1)) //if hero starts turn in town with mage guild
hth.mana = std::max(h->mana, h->manaLimit()); //restore all mana
else
hth.mana = std::max((si32)(0), std::max(h->mana, std::min((si32)(h->mana + h->manaRegain()), h->manaLimit())));
n.heroes.insert(hth);
if(!firstTurn) //not first day
{
n.res[i->first][Res::GOLD] += h->valOfBonuses(Selector::typeSubtype(Bonus::SECONDARY_SKILL_PREMY, CGHeroInstance::ESTATES)); //estates
for (int k = 0; k < GameConstants::RESOURCE_QUANTITY; k++)
{
n.res[i->first][k] += h->valOfBonuses(Bonus::GENERATE_RESOURCE, k);
}
}
}
}
// townID, creatureID, amount
std::map<si32, std::map<si32, si32> > newCreas;//creatures that needs to be added by town events
BOOST_FOREACH(CGTownInstance *t, gs->map->towns)
{
ui8 player = t->tempOwner;
handleTownEvents(t, n, newCreas);
if(newWeek) //first day of week
{
if(t->hasBuilt(EBuilding::PORTAL_OF_SUMMON, ETownType::DUNGEON))
setPortalDwelling(t, true, (n.specialWeek == NewTurn::PLAGUE ? true : false)); //set creatures for Portal of Summoning
if(!firstTurn)
if (t->hasBuilt(EBuilding::TREASURY, ETownType::RAMPART) && player < GameConstants::PLAYER_LIMIT)
n.res[player][Res::GOLD] += hadGold[player]/10; //give 10% of starting gold
SetAvailableCreatures sac;
sac.tid = t->id;
sac.creatures = t->creatures;
for (int k=0; k < GameConstants::CREATURES_PER_TOWN; k++) //creature growths
{
if(t->creatureDwellingLevel(k) >= 0)//there is dwelling (k-level)
{
ui32 &availableCount = sac.creatures[k].first;
const CCreature *cre = VLC->creh->creatures[t->creatures[k].second.back()];
if (n.specialWeek == NewTurn::PLAGUE)
availableCount = t->creatures[k].first / 2; //halve their number, no growth
else
{
if(firstTurn) //first day of game: use only basic growths
availableCount = cre->growth;
else
availableCount += t->creatureGrowth(k);
//Deity of fire week - upgrade both imps and upgrades
if (n.specialWeek == NewTurn::DEITYOFFIRE && vstd::contains(t->creatures[k].second, n.creatureid))
availableCount += 15;
if( cre->idNumber == n.creatureid ) //bonus week, effect applies only to identical creatures
{
if(n.specialWeek == NewTurn::DOUBLE_GROWTH)
availableCount *= 2;
else if(n.specialWeek == NewTurn::BONUS_GROWTH)
availableCount += 5;
}
}
}
}
//add creatures from town events
if (vstd::contains(newCreas, t->id))
for(std::map<si32, si32>::iterator i=newCreas[t->id].begin() ; i!=newCreas[t->id].end(); i++)
sac.creatures[i->first].first += i->second;
n.cres.push_back(sac);
}
if(!firstTurn && player < GameConstants::PLAYER_LIMIT)//not the first day and town not neutral
{
if(t->hasBuilt(EBuilding::RESOURCE_SILO)) //there is resource silo
{
if(t->town->primaryRes == 127) //we'll give wood and ore
{
n.res[player][Res::WOOD] ++;
n.res[player][Res::ORE] ++;
}
else
{
n.res[player][t->town->primaryRes] ++;
}
}
n.res[player][Res::GOLD] += t->dailyIncome();
}
if(t->hasBuilt(EBuilding::GRAIL, ETownType::TOWER))
{
// Skyship, probably easier to handle same as Veil of darkness
//do it every new day after veils apply
if (player != GameConstants::NEUTRAL_PLAYER) //do not reveal fow for neutral player
{
FoWChange fw;
fw.mode = 1;
fw.player = player;
// find all hidden tiles
auto & fow = gs->getPlayerTeam(player)->fogOfWarMap;
for (size_t i=0; i<fow.size(); i++)
for (size_t j=0; j<fow[i].size(); j++)
for (size_t k=0; k<fow[i][j].size(); k++)
if (!fow[i][j][k])
fw.tiles.insert(int3(i,j,k));
sendAndApply (&fw);
}
}
if (t->hasBonusOfType (Bonus::DARKNESS))
{
t->hideTiles(t->getOwner(), t->getBonusLocalFirst(Selector::type(Bonus::DARKNESS))->val);
}
//unhiding what shouldn't be hidden? //that's handled in netpacks client
}
if(newMonth)
{
SetAvailableArtifacts saa;
saa.id = -1;
pickAllowedArtsSet(saa.arts);
sendAndApply(&saa);
}
sendAndApply(&n);
if(newWeek)
{
//spawn wandering monsters
if (newMonth && (n.specialWeek == NewTurn::DOUBLE_GROWTH || n.specialWeek == NewTurn::DEITYOFFIRE))
{
spawnWanderingMonsters(n.creatureid);
}
//new week info popup
if(!firstTurn)
{
InfoWindow iw;
switch (n.specialWeek)
{
case NewTurn::DOUBLE_GROWTH:
iw.text.addTxt(MetaString::ARRAY_TXT, 131);
iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
break;
case NewTurn::PLAGUE:
iw.text.addTxt(MetaString::ARRAY_TXT, 132);
break;
case NewTurn::BONUS_GROWTH:
iw.text.addTxt(MetaString::ARRAY_TXT, 134);
iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
break;
case NewTurn::DEITYOFFIRE:
iw.text.addTxt(MetaString::ARRAY_TXT, 135);
iw.text.addReplacement(MetaString::CRE_SING_NAMES, 42); //%s imp
iw.text.addReplacement(MetaString::CRE_SING_NAMES, 42); //%s imp
iw.text.addReplacement2(15); //%+d 15
iw.text.addReplacement(MetaString::CRE_SING_NAMES, 43); //%s familiar
iw.text.addReplacement2(15); //%+d 15
break;
default:
if (newMonth)
{
iw.text.addTxt(MetaString::ARRAY_TXT, (130));
iw.text.addReplacement(MetaString::ARRAY_TXT, 32 + rand()%10);
}
else
{
iw.text.addTxt(MetaString::ARRAY_TXT, (133));
iw.text.addReplacement(MetaString::ARRAY_TXT, 43 + rand()%15);
}
}
for (auto i=gs->players.begin() ; i!=gs->players.end(); i++)
{
iw.player = i->first;
sendAndApply(&iw);
}
}
}
tlog5 << "Info about turn " << n.day << "has been sent!" << std::endl;
handleTimeEvents();
//call objects
for(size_t i = 0; i<gs->map->objects.size(); i++)
{
if(gs->map->objects[i])
gs->map->objects[i]->newTurn();
}
winLoseHandle(0xff);
//warn players without town
if(gs->day)
{
for (auto i=gs->players.cbegin() ; i!=gs->players.cend();i++)
{
if(i->second.status || i->second.towns.size() || i->second.color >= GameConstants::PLAYER_LIMIT)
continue;
InfoWindow iw;
iw.player = i->first;
iw.components.push_back(Component(Component::FLAG,i->first,0,0));
if(!i->second.daysWithoutCastle)
{
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.
iw.text.addReplacement(MetaString::COLOR, i->first);
}
else if(i->second.daysWithoutCastle == 6)
{
iw.text.addTxt(MetaString::ARRAY_TXT,129); //%s, this is your last day to capture a town or you will be banished from this land.
iw.text.addReplacement(MetaString::COLOR, i->first);
}
else
{
iw.text.addTxt(MetaString::ARRAY_TXT,128); //%s, you only have %d days left to capture a town or you will be banished from this land.
iw.text.addReplacement(MetaString::COLOR, i->first);
iw.text.addReplacement(7 - i->second.daysWithoutCastle);
}
sendAndApply(&iw);
}
}
}
void CGameHandler::run(bool resume)
{
using namespace boost::posix_time;
BOOST_FOREACH(CConnection *cc, conns)
{//init conn.
ui32 quantity;
TPlayerColor pom;
//ui32 seed;
if(!resume)
{
(*cc) << gs->initialOpts; // gs->scenarioOps
}
(*cc) >> quantity; //how many players will be handled at that client
tlog0 << "Connection " << cc->connectionID << " will handle " << quantity << " player: ";
for(int i=0;i<quantity;i++)
{
(*cc) >> pom; //read player color
tlog0 << (int)pom << " ";
{
boost::unique_lock<boost::recursive_mutex> lock(gsm);
connections[pom] = cc;
}
}
tlog0 << std::endl;
cc->addStdVecItems(gs);
cc->enableStackSendingByID();
cc->disableSmartPointerSerialization();
}
for(std::set<CConnection*>::iterator i = conns.begin(); i!=conns.end();i++)
{
std::set<int> pom;
for(std::map<int,CConnection*>::iterator j = connections.begin(); j!=connections.end();j++)
if(j->second == *i)
pom.insert(j->first);
boost::thread(boost::bind(&CGameHandler::handleConnection,this,pom,boost::ref(**i)));
}
if(gs->scenarioOps->mode == StartInfo::DUEL)
{
runBattle();
return;
}
while (!end2)
{
if(!resume)
newTurn();
std::map<TPlayerColor,PlayerState>::iterator i;
if(!resume)
i = gs->players.begin();
else
i = gs->players.find(gs->currentPlayer);
resume = false;
for(; i != gs->players.end(); i++)
{
if((i->second.towns.size()==0 && i->second.heroes.size()==0)
|| i->first>=GameConstants::PLAYER_LIMIT
|| i->second.status)
{
continue;
}
states.setFlag(i->first,&PlayerStatus::makingTurn,true);
{
YourTurn yt;
yt.player = i->first;
applyAndSend(&yt);
}
//wait till turn is done
boost::unique_lock<boost::mutex> lock(states.mx);
while(states.players[i->first].makingTurn && !end2)
{
static time_duration p = milliseconds(200);
states.cv.timed_wait(lock,p);
}
}
}
while(conns.size() && (*conns.begin())->isOpen())
boost::this_thread::sleep(boost::posix_time::milliseconds(5)); //give time client to close socket
}
void CGameHandler::setupBattle( int3 tile, const CArmedInstance *armies[2], const CGHeroInstance *heroes[2], bool creatureBank, const CGTownInstance *town )
{
battleResult.set(NULL);
//send info about battles
BattleStart bs;
bs.info = gs->setupBattle(tile, armies, heroes, creatureBank, town);
sendAndApply(&bs);
}
void CGameHandler::checkForBattleEnd()
{
auto &stacks = gs->curB->stacks;
//checking winning condition
bool hasStack[2]; //hasStack[0] - true if attacker has a living stack; defender similarly
hasStack[0] = hasStack[1] = false;
for(int b = 0; b<stacks.size(); ++b)
{
if(stacks[b]->alive() && !stacks[b]->hasBonusOfType(Bonus::SIEGE_WEAPON))
{
hasStack[1-stacks[b]->attackerOwned] = true;
}
}
if(!hasStack[0] || !hasStack[1]) //somebody has won
{
setBattleResult(0, hasStack[1]);
}
}
void CGameHandler::giveSpells( const CGTownInstance *t, const CGHeroInstance *h )
{
if(!h->hasSpellbook())
return; //hero hasn't spellbok
ChangeSpells cs;
cs.hid = h->id;
cs.learn = true;
for(int i=0; i<std::min(t->mageGuildLevel(),h->getSecSkillLevel(CGHeroInstance::WISDOM)+2);i++)
{
if (t->hasBuilt(EBuilding::GRAIL, ETownType::CONFLUX)) //Aurora Borealis
{
std::vector<ui16> spells;
getAllowedSpells(spells, i);
for (int j = 0; j < spells.size(); ++j)
cs.spells.insert(spells[j]);
}
else
{
for(int j=0; j<t->spellsAtLevel(i+1,true) && j<t->spells[i].size(); j++)
{
if(!vstd::contains(h->spells,t->spells[i][j]))
cs.spells.insert(t->spells[i][j]);
}
}
}
if(cs.spells.size())
sendAndApply(&cs);
}
void CGameHandler::setBlockVis(int objid, bool bv)
{
SetObjectProperty sop(objid,2,bv);
sendAndApply(&sop);
}
bool CGameHandler::removeObject( int objid )
{
if(!getObj(objid))
{
tlog1 << "Something wrong, that object already has been removed or hasn't existed!\n";
return false;
}
RemoveObject ro;
ro.id = objid;
sendAndApply(&ro);
winLoseHandle(255); //eg if monster escaped (removing objs after battle is done dircetly by endBattle, not this function)
return true;
}
void CGameHandler::setAmount(int objid, ui32 val)
{
SetObjectProperty sop(objid,3,val);
sendAndApply(&sop);
}
bool CGameHandler::moveHero( si32 hid, int3 dst, ui8 instant, ui8 asker /*= 255*/ )
{
const CGHeroInstance *h = getHero(hid);
if(!h || (asker != 255 && (instant || h->getOwner() != gs->currentPlayer)) //not turn of that hero or player can't simply teleport hero (at least not with this function)
)
{
tlog1 << "Illegal call to move hero!\n";
return false;
}
tlog5 << "Player " <<int(asker) << " wants to move hero "<< hid << " from "<< h->pos << " to " << dst << std::endl;
int3 hmpos = dst + int3(-1,0,0);
if(!gs->map->isInTheMap(hmpos))
{
tlog1 << "Destination tile is outside the map!\n";
return false;
}
TerrainTile t = gs->map->terrain[hmpos.x][hmpos.y][hmpos.z];
int cost = gs->getMovementCost(h, h->getPosition(false), CGHeroInstance::convertPosition(dst,false),h->movement);
int3 guardPos = gs->guardingCreaturePosition(hmpos);
//result structure for start - movement failed, no move points used
TryMoveHero tmh;
tmh.id = hid;
tmh.start = h->pos;
tmh.end = dst;
tmh.result = TryMoveHero::FAILED;
tmh.movePoints = h->movement;
//check if destination tile is available
//it's a rock or blocked and not visitable tile
//OR hero is on land and dest is water and (there is not present only one object - boat)
if(((t.terType == ETerrainType::ROCK || (t.blocked && !t.visitable && !h->hasBonusOfType(Bonus::FLYING_MOVEMENT) ))
&& complain("Cannot move hero, destination tile is blocked!"))
|| ((!h->boat && !h->canWalkOnSea() && t.terType == ETerrainType::WATER && (t.visitableObjects.size() < 1 || (t.visitableObjects.back()->ID != 8 && 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)
&& complain("Cannot move hero, destination tile is on water!"))
|| ((h->boat && t.terType != ETerrainType::WATER && t.blocked)
&& complain("Cannot disembark hero, tile is blocked!"))
|| ( (distance(h->pos, dst) >= 1.5 && !instant)
&& complain("Tiles are not neighboring!"))
|| ((h->movement < cost && dst != h->pos && !instant)
&& complain("Hero doesn't have any movement points left!"))
|| (states.checkFlag(h->tempOwner, &PlayerStatus::engagedIntoBattle)
&& complain("Cannot move hero during the battle")))
{
//send info about movement failure
sendAndApply(&tmh);
return false;
}
//several generic blocks of code
// should be called if hero changes tile but before applying TryMoveHero package
auto leaveTile = [&]()
{
BOOST_FOREACH(CGObjectInstance *obj, gs->map->terrain[h->pos.x-1][h->pos.y][h->pos.z].visitableObjects)
{
obj->onHeroLeave(h);
}
this->getTilesInRange(tmh.fowRevealed, h->getSightCenter()+(tmh.end-tmh.start), h->getSightRadious(), h->tempOwner, 1);
};
auto applyWithResult = [&](TryMoveHero::EResult result) -> bool
{
tmh.result = result;
sendAndApply(&tmh);
return result != TryMoveHero::FAILED;
};
//interaction with blocking object (like resources)
auto blockingVisit = [&]() -> bool
{
BOOST_FOREACH(CGObjectInstance *obj, t.visitableObjects)
{
if(obj != h && obj->blockVisit && !(obj->getPassableness() & 1<<h->tempOwner))
{
applyWithResult(TryMoveHero::BLOCKING_VISIT);
//can't move to that tile but we visit object
objectVisited(t.visitableObjects.back(), h);
tlog5 << "Blocking visit at " << hmpos << std::endl;
return true;
}
}
return false;
};
//hero enters the boat
if(!h->boat && !t.visitableObjects.empty() && t.visitableObjects.back()->ID == Obj::BOAT)
{
// blockingVisit test?
leaveTile();
tmh.movePoints = h->movementPointsAfterEmbark(h->movement, cost, false);
return applyWithResult(TryMoveHero::EMBARK);
//attack guards on embarking? In H3 creatures on water had no zone of control at all
}
//hero leaves the boat
if(h->boat && t.terType != ETerrainType::WATER && !t.blocked)
{
// blockingVisit test?
leaveTile();
tmh.attackedFrom = guardPos;
tmh.movePoints = h->movementPointsAfterEmbark(h->movement, cost, true);
applyWithResult(TryMoveHero::DISEMBARK);
if (!tryAttackingGuard(guardPos, h))
visitObjectOnTile(t, h);
return true;
}
//standard movement
if(!instant)
{
tmh.movePoints = std::max(ui32(0), h->movement - cost);
if(blockingVisit())
return true;
leaveTile();
tmh.attackedFrom = guardPos;
applyWithResult(TryMoveHero::SUCCESS);
tlog5 << "Moved to " <<tmh.end<<std::endl;
if (!tryAttackingGuard(guardPos, h)) // If a creature guards the tile, block visit.
visitObjectOnTile(t, h);
tlog5 << "Movement end!\n";
return true;
}
else //instant move - teleportation
{
if(blockingVisit()) // e.g. hero on the other side of teleporter
return true;
leaveTile();
applyWithResult(TryMoveHero::TELEPORTATION);
// visit town for town portal \ castle gates
// do not use generic visitObjectOnTile to avoid double-teleporting
// if this moveHero call was triggered by teleporter
if (!t.visitableObjects.empty())
{
if (CGTownInstance * town = dynamic_cast<CGTownInstance *>(t.visitableObjects.back()))
town->onHeroVisit(h);
}
return true;
}
}
bool CGameHandler::teleportHero(si32 hid, si32 dstid, ui8 source, ui8 asker/* = 255*/)
{
const CGHeroInstance *h = getHero(hid);
const CGTownInstance *t = getTown(dstid);
if ( !h || !t || h->getOwner() != gs->currentPlayer )
tlog1<<"Invalid call to teleportHero!";
const CGTownInstance *from = h->visitedTown;
if(((h->getOwner() != t->getOwner())
&& complain("Cannot teleport hero to another player"))
|| ((!from || from->hasBuilt(EBuilding::CASTLE_GATE, ETownType::INFERNO))
&& complain("Hero must be in town with Castle gate for teleporting"))
|| (t->hasBuilt(EBuilding::CASTLE_GATE, ETownType::INFERNO)
&& complain("Cannot teleport hero to town without Castle gate in it")))
return false;
int3 pos = t->visitablePos();
pos += h->getVisitableOffset();
moveHero(hid,pos,1);
return true;
}
void CGameHandler::setOwner(int objid, ui8 owner)
{
ui8 oldOwner = getOwner(objid);
SetObjectProperty sop(objid,1,owner);
sendAndApply(&sop);
winLoseHandle(1<<owner | 1<<oldOwner);
if(owner < GameConstants::PLAYER_LIMIT && getTown(objid)) //town captured
{
const CGTownInstance * town = getTown(objid);
if (town->hasBuilt(EBuilding::PORTAL_OF_SUMMON, ETownType::DUNGEON))
setPortalDwelling(town, true, false);
if (!gs->getPlayer(owner)->towns.size())//player lost last town
{
InfoWindow iw;
iw.player = oldOwner;
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.
sendAndApply(&iw);
}
}
const CGObjectInstance * obj = getObj(objid);
const PlayerState * p = gs->getPlayer(owner);
if((obj->ID == Obj::CREATURE_GENERATOR1 || obj->ID == Obj::CREATURE_GENERATOR4 ) && p && p->dwellings.size()==1)//first dwelling captured
{
BOOST_FOREACH(const CGTownInstance *t, gs->getPlayer(owner)->towns)
{
if (t->hasBuilt(EBuilding::PORTAL_OF_SUMMON, ETownType::DUNGEON))
setPortalDwelling(t);//set initial creatures for all portals of summoning
}
}
}
void CGameHandler::setHoverName(int objid, MetaString* name)
{
SetHoverName shn(objid, *name);
sendAndApply(&shn);
}
void CGameHandler::showBlockingDialog( BlockingDialog *iw, const CFunctionList<void(ui32)> &callback )
{
ask(iw,iw->player,callback);
}
ui32 CGameHandler::showBlockingDialog( BlockingDialog *iw )
{
//TODO
//gsm.lock();
//int query = QID++;
//states.addQuery(player,query);
//sendToAllClients(iw);
//gsm.unlock();
//ui32 ret = getQueryResult(iw->player, query);
//gsm.lock();
//states.removeQuery(player, query);
//gsm.unlock();
return 0;
}
void CGameHandler::giveResource(int player, int which, int val) //TODO: cap according to Bersy's suggestion
{
if(!val) return; //don't waste time on empty call
SetResource sr;
sr.player = player;
sr.resid = which;
sr.val = gs->players.find(player)->second.resources[which] + val;
sendAndApply(&sr);
}
void CGameHandler::giveCreatures(const CArmedInstance *obj, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove)
{
boost::function<void()> removeOrNot = 0;
if(remove)
removeOrNot = boost::bind(&CGameHandler::removeObject, this, obj->id);
COMPLAIN_RET_IF(!creatures.stacksCount(), "Strange, giveCreatures called without args!");
COMPLAIN_RET_IF(obj->stacksCount(), "Cannot give creatures from not-cleared object!");
COMPLAIN_RET_IF(creatures.stacksCount() > GameConstants::ARMY_SIZE, "Too many stacks to give!");
//first we move creatures to give to make them army of object-source
for (TSlots::const_iterator stack = creatures.Slots().begin(); stack != creatures.Slots().end(); stack++)
{
addToSlot(StackLocation(obj, obj->getSlotFor(stack->second->type)), stack->second->type, stack->second->count);
}
tryJoiningArmy(obj, h, remove, true);
}
void CGameHandler::takeCreatures(int objid, const std::vector<CStackBasicDescriptor> &creatures)
{
std::vector<CStackBasicDescriptor> cres = creatures;
if (cres.size() <= 0)
return;
const CArmedInstance* obj = static_cast<const CArmedInstance*>(getObj(objid));
BOOST_FOREACH(CStackBasicDescriptor &sbd, cres)
{
TQuantity collected = 0;
while(collected < sbd.count)
{
TSlots::const_iterator i = obj->Slots().begin();
for(; i != obj->Slots().end(); i++)
{
if(i->second->type == sbd.type)
{
TQuantity take = std::min(sbd.count - collected, i->second->count); //collect as much cres as we can
changeStackCount(StackLocation(obj, i->first), -take, false);
collected += take;
break;
}
}
if(i == obj->Slots().end()) //we went through the whole loop and haven't found appropriate cres
{
complain("Unexpected failure during taking creatures!");
return;
}
}
}
}
void CGameHandler::showCompInfo(ShowInInfobox * comp)
{
sendToAllClients(comp);
}
void CGameHandler::heroVisitCastle(int obj, int heroID)
{
HeroVisitCastle vc;
vc.hid = heroID;
vc.tid = obj;
vc.flags |= 1;
sendAndApply(&vc);
const CGHeroInstance *h = getHero(heroID);
vistiCastleObjects (getTown(obj), h);
giveSpells (getTown(obj), getHero(heroID));
if(gs->map->victoryCondition.condition == EVictoryConditionType::TRANSPORTITEM)
checkLossVictory(h->tempOwner); //transported artifact?
}
void CGameHandler::vistiCastleObjects (const CGTownInstance *t, const CGHeroInstance *h)
{
std::vector<CGTownBuilding*>::const_iterator i;
for (i = t->bonusingBuildings.begin(); i != t->bonusingBuildings.end(); i++)
(*i)->onHeroVisit (h);
}
void CGameHandler::stopHeroVisitCastle(int obj, int heroID)
{
HeroVisitCastle vc;
vc.hid = heroID;
vc.tid = obj;
sendAndApply(&vc);
}
void CGameHandler::removeArtifact(const ArtifactLocation &al)
{
assert(al.getArt());
EraseArtifact ea;
ea.al = al;
sendAndApply(&ea);
}
void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank, boost::function<void(BattleResult*)> cb, const CGTownInstance *town) //use hero=NULL for no hero
{
engageIntoBattle(army1->tempOwner);
engageIntoBattle(army2->tempOwner);
//block engaged players
if(army2->tempOwner < GameConstants::PLAYER_LIMIT)
states.setFlag(army2->tempOwner,&PlayerStatus::engagedIntoBattle,true);
static const CArmedInstance *armies[2];
armies[0] = army1;
armies[1] = army2;
static const CGHeroInstance*heroes[2];
heroes[0] = hero1;
heroes[1] = hero2;
boost::thread(boost::bind(&CGameHandler::startBattle, this, armies, tile, heroes, creatureBank, cb, town));
}
void CGameHandler::startBattleI( const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, boost::function<void(BattleResult*)> cb, bool creatureBank )
{
startBattleI(army1, army2, tile,
army1->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army1) : NULL,
army2->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army2) : NULL,
creatureBank, cb);
}
void CGameHandler::startBattleI( const CArmedInstance *army1, const CArmedInstance *army2, boost::function<void(BattleResult*)> cb, bool creatureBank)
{
startBattleI(army1, army2, army2->visitablePos(), cb, creatureBank);
}
void CGameHandler::changeSpells( int hid, bool give, const std::set<ui32> &spells )
{
ChangeSpells cs;
cs.hid = hid;
cs.spells = spells;
cs.learn = give;
sendAndApply(&cs);
}
void CGameHandler::sendMessageTo( CConnection &c, const std::string &message )
{
SystemMessage sm;
sm.text = message;
boost::unique_lock<boost::mutex> lock(*c.wmx);
c << &sm;
}
void CGameHandler::giveHeroBonus( GiveBonus * bonus )
{
sendAndApply(bonus);
}
void CGameHandler::setMovePoints( SetMovePoints * smp )
{
sendAndApply(smp);
}
void CGameHandler::setManaPoints( int hid, int val )
{
SetMana sm;
sm.hid = hid;
sm.val = val;
sendAndApply(&sm);
}
void CGameHandler::giveHero( int id, int player )
{
GiveHero gh;
gh.id = id;
gh.player = player;
sendAndApply(&gh);
}
void CGameHandler::changeObjPos( int objid, int3 newPos, ui8 flags )
{
ChangeObjPos cop;
cop.objid = objid;
cop.nPos = newPos;
cop.flags = flags;
sendAndApply(&cop);
}
void CGameHandler::useScholarSkill(si32 fromHero, si32 toHero)
{
const CGHeroInstance * h1 = getHero(fromHero);
const CGHeroInstance * h2 = getHero(toHero);
if ( h1->getSecSkillLevel(CGHeroInstance::SCHOLAR) < h2->getSecSkillLevel(CGHeroInstance::SCHOLAR) )
{
std::swap (h1,h2);//1st hero need to have higher scholar level for correct message
std::swap(fromHero, toHero);
}
int ScholarLevel = h1->getSecSkillLevel(CGHeroInstance::SCHOLAR);//heroes can trade up to this level
if (!ScholarLevel || !h1->hasSpellbook() || !h2->hasSpellbook() )
return;//no scholar skill or no spellbook
int h1Lvl = std::min(ScholarLevel+1, h1->getSecSkillLevel(CGHeroInstance::WISDOM)+2),
h2Lvl = std::min(ScholarLevel+1, h2->getSecSkillLevel(CGHeroInstance::WISDOM)+2);//heroes can receive this levels
ChangeSpells cs1;
cs1.learn = true;
cs1.hid = toHero;//giving spells to first hero
for(std::set<ui32>::const_iterator it=h1->spells.begin(); it!=h1->spells.end();it++)
if ( h2Lvl >= VLC->spellh->spells[*it]->level && !vstd::contains(h2->spells, *it))//hero can learn it and don't have it yet
cs1.spells.insert(*it);//spell to learn
ChangeSpells cs2;
cs2.learn = true;
cs2.hid = fromHero;
for(std::set<ui32>::const_iterator it=h2->spells.begin(); it!=h2->spells.end();it++)
if ( h1Lvl >= VLC->spellh->spells[*it]->level && !vstd::contains(h1->spells, *it))
cs2.spells.insert(*it);
if (cs1.spells.size() || cs2.spells.size())//create a message
{
InfoWindow iw;
iw.player = h1->tempOwner;
iw.components.push_back(Component(Component::SEC_SKILL, 18, ScholarLevel, 0));
iw.text.addTxt(MetaString::GENERAL_TXT, 139);//"%s, who has studied magic extensively,
iw.text.addReplacement(h1->name);
if (cs2.spells.size())//if found new spell - apply
{
iw.text.addTxt(MetaString::GENERAL_TXT, 140);//learns
int size = cs2.spells.size();
for(std::set<ui32>::const_iterator it=cs2.spells.begin(); it!=cs2.spells.end();it++)
{
iw.components.push_back(Component(Component::SPELL, (*it), 1, 0));
iw.text.addTxt(MetaString::SPELL_NAME, (*it));
switch (size--)
{
case 2: iw.text.addTxt(MetaString::GENERAL_TXT, 141);
case 1: break;
default: iw.text << ", ";
}
}
iw.text.addTxt(MetaString::GENERAL_TXT, 142);//from %s
iw.text.addReplacement(h2->name);
sendAndApply(&cs2);
}
if (cs1.spells.size() && cs2.spells.size() )
{
iw.text.addTxt(MetaString::GENERAL_TXT, 141);//and
}
if (cs1.spells.size())
{
iw.text.addTxt(MetaString::GENERAL_TXT, 147);//teaches
int size = cs1.spells.size();
for(std::set<ui32>::const_iterator it=cs1.spells.begin(); it!=cs1.spells.end();it++)
{
iw.components.push_back(Component(Component::SPELL, (*it), 1, 0));
iw.text.addTxt(MetaString::SPELL_NAME, (*it));
switch (size--)
{
case 2: iw.text.addTxt(MetaString::GENERAL_TXT, 141);
case 1: break;
default: iw.text << ", ";
} }
iw.text.addTxt(MetaString::GENERAL_TXT, 148);//from %s
iw.text.addReplacement(h2->name);
sendAndApply(&cs1);
}
sendAndApply(&iw);
}
}
void CGameHandler::heroExchange(si32 hero1, si32 hero2)
{
ui8 player1 = getHero(hero1)->tempOwner;
ui8 player2 = getHero(hero2)->tempOwner;
if( gameState()->getPlayerRelations( player1, player2))
{
OpenWindow hex;
hex.window = OpenWindow::EXCHANGE_WINDOW;
hex.id1 = hero1;
hex.id2 = hero2;
sendAndApply(&hex);
useScholarSkill(hero1,hero2);
}
}
void CGameHandler::prepareNewQuery(Query * queryPack, ui8 player, const boost::function<void(ui32)> &callback)
{
boost::unique_lock<boost::recursive_mutex> lock(gsm);
tlog4 << "Creating a query for player " << (int)player << " with ID=" << QID << std::endl;
callbacks[QID] = callback;
states.addQuery(player, QID);
queryPack->queryID = QID;
QID++;
}
void CGameHandler::applyAndAsk( Query * sel, ui8 player, boost::function<void(ui32)> &callback )
{
boost::unique_lock<boost::recursive_mutex> lock(gsm);
prepareNewQuery(sel, player, callback);
sendAndApply(sel);
}
void CGameHandler::ask( Query * sel, ui8 player, const CFunctionList<void(ui32)> &callback )
{
boost::unique_lock<boost::recursive_mutex> lock(gsm);
prepareNewQuery(sel, player, callback);
sendToAllClients(sel);
}
void CGameHandler::sendToAllClients( CPackForClient * info )
{
tlog5 << "Sending to all clients a package of type " << typeid(*info).name() << std::endl;
for(std::set<CConnection*>::iterator i=conns.begin(); i!=conns.end();i++)
{
boost::unique_lock<boost::mutex> lock(*(*i)->wmx);
**i << info;
}
}
void CGameHandler::sendAndApply(CPackForClient * info)
{
sendToAllClients(info);
gs->apply(info);
}
void CGameHandler::applyAndSend(CPackForClient * info)
{
gs->apply(info);
sendToAllClients(info);
}
void CGameHandler::sendAndApply(CGarrisonOperationPack * info)
{
sendAndApply((CPackForClient*)info);
if(gs->map->victoryCondition.condition == EVictoryConditionType::GATHERTROOP)
winLoseHandle();
}
// void CGameHandler::sendAndApply( SetGarrisons * info )
// {
// sendAndApply((CPackForClient*)info);
// if(gs->map->victoryCondition.condition == gatherTroop)
// for(std::map<ui32,CCreatureSet>::const_iterator i = info->garrs.begin(); i != info->garrs.end(); i++)
// checkLossVictory(getObj(i->first)->tempOwner);
// }
void CGameHandler::sendAndApply( SetResource * info )
{
sendAndApply((CPackForClient*)info);
if(gs->map->victoryCondition.condition == EVictoryConditionType::GATHERRESOURCE)
checkLossVictory(info->player);
}
void CGameHandler::sendAndApply( SetResources * info )
{
sendAndApply((CPackForClient*)info);
if(gs->map->victoryCondition.condition == EVictoryConditionType::GATHERRESOURCE)
checkLossVictory(info->player);
}
void CGameHandler::sendAndApply( NewStructures * info )
{
sendAndApply((CPackForClient*)info);
if(gs->map->victoryCondition.condition == EVictoryConditionType::BUILDCITY)
checkLossVictory(getTown(info->tid)->tempOwner);
}
void CGameHandler::save(const std::string & filename )
{
tlog1 << "Saving to " << filename << "\n";
CFileInfo info(filename);
CResourceHandler::get()->createResource(info.getStem() + ".vlgm1");
CResourceHandler::get()->createResource(info.getStem() + ".vsgm1");
{
tlog0 << "Ordering clients to serialize...\n";
SaveGame sg(info.getStem() + ".vcgm1");
sendToAllClients(&sg);
}
try
{
{
tlog0 << "Serializing game info...\n";
CSaveFile save(CResourceHandler::get()->getResourceName(ResourceID(info.getStem(), EResType::LIB_SAVEGAME)));
char hlp[8] = "VCMISVG";
save << hlp << static_cast<CMapHeader&>(*gs->map) << gs->scenarioOps << *VLC << gs;
}
{
tlog0 << "Serializing server info...\n";
CSaveFile save(CResourceHandler::get()->getResourceName(ResourceID(info.getStem(), EResType::SERVER_SAVEGAME)));
save << *this;
}
tlog0 << "Game has been successfully saved!\n";
}
catch(std::exception &e)
{
tlog1 << "Failed to save game: " << e.what() << std::endl;
}
}
void CGameHandler::close()
{
tlog0 << "We have been requested to close.\n";
if(gs->initialOpts->mode == StartInfo::DUEL)
{
exit(0);
}
//BOOST_FOREACH(CConnection *cc, conns)
// if(cc && cc->socket && cc->socket->is_open())
// cc->socket->close();
//exit(0);
}
bool CGameHandler::arrangeStacks( si32 id1, si32 id2, ui8 what, ui8 p1, ui8 p2, si32 val, ui8 player )
{
const CArmedInstance *s1 = static_cast<CArmedInstance*>(gs->map->objects[id1].get()),
*s2 = static_cast<CArmedInstance*>(gs->map->objects[id2].get());
const CCreatureSet &S1 = *s1, &S2 = *s2;
StackLocation sl1(s1, p1), sl2(s2, p2);
if(!sl1.validSlot() || !sl2.validSlot())
{
complain("Invalid slot accessed!");
return false;
}
if(!isAllowedExchange(id1,id2))
{
complain("Cannot exchange stacks between these two objects!\n");
return false;
}
if(what==1) //swap
{
if ( ((s1->tempOwner != player && s1->tempOwner != 254) && s1->getStackCount(p1)) //why 254??
|| ((s2->tempOwner != player && s2->tempOwner != 254) && s2->getStackCount(p2)))
{
complain("Can't take troops from another player!");
return false;
}
swapStacks(sl1, sl2);
}
else if(what==2)//merge
{
if (( s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot merge different creatures stacks!"))
|| (((s1->tempOwner != player && s1->tempOwner != 254) && s2->getStackCount(p2)) && complain("Can't take troops from another player!")))
return false;
moveStack(sl1, sl2);
}
else if(what==3) //split
{
if ( (s1->tempOwner != player && s1->getStackCount(p1) < s1->getStackCount(p1) )
|| (s2->tempOwner != player && s2->getStackCount(p2) < s2->getStackCount(p2) ) )
{
complain("Can't move troops of another player!");
return false;
}
//general conditions checking
if((!vstd::contains(S1.stacks,p1) && complain("no creatures to split"))
|| (val<1 && complain("no creatures to split")) )
{
return false;
}
if(vstd::contains(S2.stacks,p2)) //dest. slot not free - it must be "rebalancing"...
{
int total = s1->getStackCount(p1) + s2->getStackCount(p2);
if( (total < val && complain("Cannot split that stack, not enough creatures!"))
|| (s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot rebalance different creatures stacks!"))
)
{
return false;
}
moveStack(sl1, sl2, val - s2->getStackCount(p2));
//S2.slots[p2]->count = val;
//S1.slots[p1]->count = total - val;
}
else //split one stack to the two
{
if(s1->getStackCount(p1) < val)//not enough creatures
{
complain("Cannot split that stack, not enough creatures!");
return false;
}
moveStack(sl1, sl2, val);
}
}
return true;
}
int CGameHandler::getPlayerAt( CConnection *c ) const
{
std::set<int> all;
for(std::map<int,CConnection*>::const_iterator i=connections.begin(); i!=connections.end(); i++)
if(i->second == c)
all.insert(i->first);
switch(all.size())
{
case 0:
return 255;
case 1:
return *all.begin();
default:
{
//if we have more than one player at this connection, try to pick active one
if(vstd::contains(all,int(gs->currentPlayer)))
return gs->currentPlayer;
else
return 253; //cannot say which player is it
}
}
}
bool CGameHandler::disbandCreature( si32 id, ui8 pos )
{
CArmedInstance *s1 = static_cast<CArmedInstance*>(gs->map->objects[id].get());
if(!vstd::contains(s1->stacks,pos))
{
complain("Illegal call to disbandCreature - no such stack in army!");
return false;
}
eraseStack(StackLocation(s1, pos));
return true;
}
bool CGameHandler::buildStructure( si32 tid, si32 bid, bool force /*=false*/ )
{
CGTownInstance * t = static_cast<CGTownInstance*>(gs->map->objects[tid].get());
CBuilding * b = t->town->buildings[bid];
if(!force)
{
switch (b->mode)
{
case CBuilding::BUILD_NORMAL :
case CBuilding::BUILD_AUTO :
if (gs->canBuildStructure(t,bid) != EBuildingState::ALLOWED)
COMPLAIN_RET("Cannot build that building!");
break;
case CBuilding::BUILD_SPECIAL:
COMPLAIN_RET("This building can not be constructed!");
break;
case CBuilding::BUILD_GRAIL :
if(b->mode == CBuilding::BUILD_GRAIL) //needs grail
{
if(!t->visitingHero || !t->visitingHero->hasArt(2))
COMPLAIN_RET("Cannot build this without grail!")
else
removeArtifact(ArtifactLocation(t->visitingHero, t->visitingHero->getArtPos(2, false)));
}
break;
}
}
NewStructures ns;
ns.tid = tid;
if(bid >= EBuilding::DWELL_FIRST) //dwelling
{
int level = (bid - EBuilding::DWELL_FIRST) % GameConstants::CREATURES_PER_TOWN;
int upgradeNumber = (bid - EBuilding::DWELL_FIRST) / GameConstants::CREATURES_PER_TOWN;
if (upgradeNumber >= t->town->creatures[level].size())
COMPLAIN_RET("Cannot build dwelling: no creature found!");
CCreature * crea = VLC->creh->creatures[t->town->creatures[level][upgradeNumber]];
SetAvailableCreatures ssi;
ssi.tid = tid;
ssi.creatures = t->creatures;
if (bid <= EBuilding::DWELL_LAST)
ssi.creatures[level].first = crea->growth;
ssi.creatures[level].second.push_back(crea->idNumber);
sendAndApply(&ssi);
}
else if ( t->subID == ETownType::DUNGEON && bid == EBuilding::PORTAL_OF_SUMMON )
{
setPortalDwelling(t);
}
ns.bid.insert(bid);
ns.builded = force?t->builded:(t->builded+1);
BOOST_FOREACH(auto & build, t->town->buildings)
{
if (build.second->mode == CBuilding::BUILD_AUTO
&& !vstd::contains(t->builtBuildings, build.second->bid))
{
bool canBuild = true;
BOOST_FOREACH(int requires, build.second->requirements)
{
if (!vstd::contains(t->builtBuildings, requires)
&& !vstd::contains(ns.bid, requires))
{
canBuild = false;
break;
}
}
if (canBuild)
ns.bid.insert(build.second->bid);
}
}
sendAndApply(&ns);
//reveal ground for lookout tower
FoWChange fw;
fw.player = t->tempOwner;
fw.mode = 1;
t->getSightTiles(fw.tiles);
sendAndApply(&fw);
if (!force)
{
SetResources sr;
sr.player = t->tempOwner;
sr.res = gs->getPlayer(t->tempOwner)->resources - b->resources;
sendAndApply(&sr);
}
if(bid<5) //it's mage guild
{
if(t->visitingHero)
giveSpells(t,t->visitingHero);
if(t->garrisonHero)
giveSpells(t,t->garrisonHero);
}
if(t->visitingHero)
vistiCastleObjects (t, t->visitingHero);
if(t->garrisonHero)
vistiCastleObjects (t, t->garrisonHero);
checkLossVictory(t->tempOwner);
return true;
}
bool CGameHandler::razeStructure (si32 tid, si32 bid)
{
///incomplete, simply erases target building
CGTownInstance * t = static_cast<CGTownInstance*>(gs->map->objects[tid].get());
if (t->builtBuildings.find(bid) == t->builtBuildings.end())
return false;
RazeStructures rs;
rs.tid = tid;
rs.bid.insert(bid);
rs.destroyed = t->destroyed + 1;
sendAndApply(&rs);
//TODO: Remove dwellers
// if (t->subID == 4 && bid == 17) //Veil of Darkness
// {
// RemoveBonus rb(RemoveBonus::TOWN);
// rb.whoID = t->id;
// rb.source = Bonus::TOWN_STRUCTURE;
// rb.id = 17;
// sendAndApply(&rb);
// }
return true;
}
void CGameHandler::sendMessageToAll( const std::string &message )
{
SystemMessage sm;
sm.text = message;
sendToAllClients(&sm);
}
bool CGameHandler::recruitCreatures( si32 objid, ui32 crid, ui32 cram, si32 fromLvl )
{
const CGDwelling *dw = static_cast<CGDwelling*>(gs->map->objects[objid].get());
const CArmedInstance *dst = NULL;
const CCreature *c = VLC->creh->creatures[crid];
bool warMachine = c->hasBonusOfType(Bonus::SIEGE_WEAPON);
//TODO: test for owning
if(dw->ID == Obj::TOWN)
dst = (static_cast<const CGTownInstance *>(dw))->getUpperArmy();
else if(dw->ID == Obj::CREATURE_GENERATOR1 || dw->ID == Obj::CREATURE_GENERATOR4
|| dw->ID == Obj::REFUGEE_CAMP) //advmap dwelling
dst = getHero(gs->getPlayer(dw->tempOwner)->currentSelection); //TODO: check if current hero is really visiting dwelling
else if(dw->ID == Obj::WAR_MACHINE_FACTORY)
dst = dynamic_cast<const CGHeroInstance *>(getTile(dw->visitablePos())->visitableObjects.back());
assert(dw && dst);
//verify
bool found = false;
int level = 0;
typedef std::pair<const int,int> Parka;
for(; level < dw->creatures.size(); level++) //iterate through all levels
{
if ( (fromLvl != -1) && ( level !=fromLvl ) )
continue;
const std::pair<ui32, std::vector<ui32> > &cur = dw->creatures[level]; //current level info <amount, list of cr. ids>
int i = 0;
for(; i < cur.second.size(); i++) //look for crid among available creatures list on current level
if(cur.second[i] == crid)
break;
if(i < cur.second.size())
{
found = true;
cram = std::min(cram, cur.first); //reduce recruited amount up to available amount
break;
}
}
int slot = dst->getSlotFor(crid);
if( (!found && complain("Cannot recruit: no such creatures!"))
|| (cram > VLC->creh->creatures[crid]->maxAmount(gs->getPlayer(dst->tempOwner)->resources) && complain("Cannot recruit: lack of resources!"))
|| (cram<=0 && complain("Cannot recruit: cram <= 0!"))
|| (slot<0 && !warMachine && complain("Cannot recruit: no available slot!")))
{
return false;
}
//recruit
SetResources sr;
sr.player = dst->tempOwner;
sr.res = gs->getPlayer(dst->tempOwner)->resources - (c->cost * cram);
SetAvailableCreatures sac;
sac.tid = objid;
sac.creatures = dw->creatures;
sac.creatures[level].first -= cram;
sendAndApply(&sr);
sendAndApply(&sac);
if(warMachine)
{
const CGHeroInstance *h = dynamic_cast<const CGHeroInstance*>(dst);
if(!h)
COMPLAIN_RET("Only hero can buy war machines");
switch(crid)
{
case 146:
giveHeroNewArtifact(h, VLC->arth->artifacts[4], ArtifactPosition::MACH1);
break;
case 147:
giveHeroNewArtifact(h, VLC->arth->artifacts[6], ArtifactPosition::MACH3);
break;
case 148:
giveHeroNewArtifact(h, VLC->arth->artifacts[5], ArtifactPosition::MACH2);
break;
default:
complain("This war machine cannot be recruited!");
return false;
}
}
else
{
addToSlot(StackLocation(dst, slot), c, cram);
}
return true;
}
bool CGameHandler::upgradeCreature( ui32 objid, ui8 pos, ui32 upgID )
{
CArmedInstance *obj = static_cast<CArmedInstance*>(gs->map->objects[objid].get());
assert(obj->hasStackAtSlot(pos));
UpgradeInfo ui = gs->getUpgradeInfo(obj->getStack(pos));
int player = obj->tempOwner;
const PlayerState *p = getPlayer(player);
int crQuantity = obj->stacks[pos]->count;
int newIDpos= vstd::find_pos(ui.newID, upgID);//get position of new id in UpgradeInfo
//check if upgrade is possible
if( (ui.oldID<0 || newIDpos == -1 ) && complain("That upgrade is not possible!"))
{
return false;
}
TResources totalCost = ui.cost[newIDpos] * crQuantity;
//check if player has enough resources
if(!p->resources.canAfford(totalCost))
COMPLAIN_RET("Cannot upgrade, not enough resources!");
//take resources
SetResources sr;
sr.player = player;
sr.res = p->resources - totalCost;
sendAndApply(&sr);
//upgrade creature
changeStackType(StackLocation(obj, pos), VLC->creh->creatures[upgID]);
return true;
}
bool CGameHandler::changeStackType(const StackLocation &sl, CCreature *c)
{
if(!sl.army->hasStackAtSlot(sl.slot))
COMPLAIN_RET("Cannot find a stack to change type");
SetStackType sst;
sst.sl = sl;
sst.type = c;
sendAndApply(&sst);
return true;
}
void CGameHandler::moveArmy(const CArmedInstance *src, const CArmedInstance *dst, bool allowMerging)
{
assert(src->canBeMergedWith(*dst, allowMerging));
while(src->stacksCount())//while there are unmoved creatures
{
TSlots::const_iterator i = src->Slots().begin(); //iterator to stack to move
StackLocation sl(src, i->first); //location of stack to move
TSlot pos = dst->getSlotFor(i->second->type);
if(pos < 0)
{
//try to merge two other stacks to make place
std::pair<TSlot, TSlot> toMerge;
if(dst->mergableStacks(toMerge, i->first) && allowMerging)
{
moveStack(StackLocation(dst, toMerge.first), StackLocation(dst, toMerge.second)); //merge toMerge.first into toMerge.second
assert(!dst->hasStackAtSlot(toMerge.first)); //we have now a new free slot
moveStack(sl, StackLocation(dst, toMerge.first)); //move stack to freed slot
}
else
{
complain("Unexpected failure during an attempt to move army from " + src->nodeName() + " to " + dst->nodeName() + "!");
return;
}
}
else
{
moveStack(sl, StackLocation(dst, pos));
}
}
}
bool CGameHandler::garrisonSwap( si32 tid )
{
CGTownInstance *town = gs->getTown(tid);
if(!town->garrisonHero && town->visitingHero) //visiting => garrison, merge armies: town army => hero army
{
if(!town->visitingHero->canBeMergedWith(*town))
{
complain("Cannot make garrison swap, not enough free slots!");
return false;
}
moveArmy(town, town->visitingHero, true);
SetHeroesInTown intown;
intown.tid = tid;
intown.visiting = -1;
intown.garrison = town->visitingHero->id;
sendAndApply(&intown);
return true;
}
else if (town->garrisonHero && !town->visitingHero) //move hero out of the garrison
{
//check if moving hero out of town will break 8 wandering heroes limit
if(getHeroCount(town->garrisonHero->tempOwner,false) >= 8)
{
complain("Cannot move hero out of the garrison, there are already 8 wandering heroes!");
return false;
}
SetHeroesInTown intown;
intown.tid = tid;
intown.garrison = -1;
intown.visiting = town->garrisonHero->id;
sendAndApply(&intown);
return true;
}
else if(!!town->garrisonHero && town->visitingHero) //swap visiting and garrison hero
{
SetHeroesInTown intown;
intown.tid = tid;
intown.garrison = town->visitingHero->id;
intown.visiting = town->garrisonHero->id;
sendAndApply(&intown);
return true;
}
else
{
complain("Cannot swap garrison hero!");
return false;
}
}
// With the amount of changes done to the function, it's more like transferArtifacts.
// 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.
bool CGameHandler::moveArtifact(const ArtifactLocation &al1, const ArtifactLocation &al2)
{
ArtifactLocation src = al1, dst = al2;
const int srcPlayer = src.owningPlayer(), dstPlayer = dst.owningPlayer();
const CArmedInstance *srcObj = src.relatedObj(), *dstObj = dst.relatedObj();
// Make sure exchange is even possible between the two heroes.
if(!isAllowedExchange(srcObj->id, dstObj->id))
COMPLAIN_RET("That heroes cannot make any exchange!");
const CArtifactInstance *srcArtifact = src.getArt();
const CArtifactInstance *destArtifact = dst.getArt();
if (srcArtifact == NULL)
COMPLAIN_RET("No artifact to move!");
if (destArtifact && srcPlayer != dstPlayer)
COMPLAIN_RET("Can't touch artifact on hero of another player!");
// Check if src/dest slots are appropriate for the artifacts exchanged.
// Moving to the backpack is always allowed.
if ((!srcArtifact || dst.slot < GameConstants::BACKPACK_START)
&& srcArtifact && !srcArtifact->canBePutAt(dst, true))
COMPLAIN_RET("Cannot move artifact!");
if ((srcArtifact && srcArtifact->artType->id == GameConstants::ID_LOCK) || (destArtifact && destArtifact->artType->id == GameConstants::ID_LOCK))
COMPLAIN_RET("Cannot move artifact locks.");
if (dst.slot >= GameConstants::BACKPACK_START && srcArtifact->artType->isBig())
COMPLAIN_RET("Cannot put big artifacts in backpack!");
if (src.slot == ArtifactPosition::MACH4 || dst.slot == ArtifactPosition::MACH4)
COMPLAIN_RET("Cannot move catapult!");
if(dst.slot >= GameConstants::BACKPACK_START)
vstd::amin(dst.slot, GameConstants::BACKPACK_START + dst.getHolderArtSet()->artifactsInBackpack.size());
if (src.slot == dst.slot && src.artHolder == dst.artHolder)
COMPLAIN_RET("Won't move artifact: Dest same as source!");
if(dst.slot < GameConstants::BACKPACK_START && destArtifact) //moving art to another slot
{
//old artifact must be removed first
moveArtifact(dst, ArtifactLocation(dst.artHolder, dst.getHolderArtSet()->artifactsInBackpack.size() + GameConstants::BACKPACK_START));
}
MoveArtifact ma;
ma.src = src;
ma.dst = dst;
sendAndApply(&ma);
return true;
}
/**
* Assembles or disassembles a combination artifact.
* @param heroID ID of hero holding the artifact(s).
* @param artifactSlot The worn slot ID of the combination- or constituent artifact.
* @param assemble True for assembly operation, false for disassembly.
* @param assembleTo If assemble is true, this represents the artifact ID of the combination
* artifact to assemble to. Otherwise it's not used.
*/
bool CGameHandler::assembleArtifacts (si32 heroID, ui16 artifactSlot, bool assemble, ui32 assembleTo)
{
CGHeroInstance *hero = gs->getHero(heroID);
const CArtifactInstance *destArtifact = hero->getArt(artifactSlot);
if(!destArtifact)
COMPLAIN_RET("assembleArtifacts: there is no such artifact instance!");
if(assemble)
{
CArtifact *combinedArt = VLC->arth->artifacts[assembleTo];
if(!combinedArt->constituents)
COMPLAIN_RET("assembleArtifacts: Artifact being attempted to assemble is not a combined artifacts!");
if(!vstd::contains(destArtifact->assemblyPossibilities(hero), combinedArt))
COMPLAIN_RET("assembleArtifacts: It's impossible to assemble requested artifact!");
AssembledArtifact aa;
aa.al = ArtifactLocation(hero, artifactSlot);
aa.builtArt = combinedArt;
sendAndApply(&aa);
}
else
{
if(!destArtifact->artType->constituents)
COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble is not a combined artifact!");
DisassembledArtifact da;
da.al = ArtifactLocation(hero, artifactSlot);
sendAndApply(&da);
}
return false;
}
bool CGameHandler::buyArtifact( ui32 hid, TArtifactID aid )
{
CGHeroInstance *hero = gs->getHero(hid);
CGTownInstance *town = hero->visitedTown;
if(aid==0) //spellbook
{
if((!town->hasBuilt(EBuilding::MAGES_GUILD_1) && complain("Cannot buy a spellbook, no mage guild in the town!"))
|| (getResource(hero->getOwner(), Res::GOLD) < GameConstants::SPELLBOOK_GOLD_COST && complain("Cannot buy a spellbook, not enough gold!") )
|| (hero->getArt(ArtifactPosition::SPELLBOOK) && complain("Cannot buy a spellbook, hero already has a one!"))
)
return false;
giveResource(hero->getOwner(),Res::GOLD,-GameConstants::SPELLBOOK_GOLD_COST);
giveHeroNewArtifact(hero, VLC->arth->artifacts[0], ArtifactPosition::SPELLBOOK);
assert(hero->getArt(ArtifactPosition::SPELLBOOK));
giveSpells(town,hero);
return true;
}
else if(aid < 7 && aid > 3) //war machine
{
int price = VLC->arth->artifacts[aid]->price;
if(( hero->getArt(9+aid) && complain("Hero already has this machine!"))
|| (gs->getPlayer(hero->getOwner())->resources[Res::GOLD] < price && complain("Not enough gold!")))
{
return false;
}
if ((town->hasBuilt(EBuilding::BLACKSMITH) && town->town->warMachine == aid )
|| ((town->hasBuilt(EBuilding::BALLISTA_YARD, ETownType::STRONGHOLD)) && aid == 4))
{
giveResource(hero->getOwner(),Res::GOLD,-price);
giveHeroNewArtifact(hero, VLC->arth->artifacts[aid], 9+aid);
return true;
}
else
COMPLAIN_RET("This machine is unavailable here!");
}
return false;
}
bool CGameHandler::buyArtifact(const IMarket *m, const CGHeroInstance *h, int rid, int aid)
{
if(!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_ARTIFACT), aid))
COMPLAIN_RET("That artifact is unavailable!");
int b1, b2;
m->getOffer(rid, aid, b1, b2, EMarketMode::RESOURCE_ARTIFACT);
if(getResource(h->tempOwner, rid) < b1)
COMPLAIN_RET("You can't afford to buy this artifact!");
SetResource sr;
sr.player = h->tempOwner;
sr.resid = rid;
sr.val = getResource(h->tempOwner, rid) - b1;
sendAndApply(&sr);
SetAvailableArtifacts saa;
if(m->o->ID == Obj::TOWN)
{
saa.id = -1;
saa.arts = CGTownInstance::merchantArtifacts;
}
else if(const CGBlackMarket *bm = dynamic_cast<const CGBlackMarket *>(m->o)) //black market
{
saa.id = bm->id;
saa.arts = bm->artifacts;
}
else
COMPLAIN_RET("Wrong marktet...");
bool found = false;
BOOST_FOREACH(const CArtifact *&art, saa.arts)
{
if(art && art->id == aid)
{
art = NULL;
found = true;
break;
}
}
if(!found)
COMPLAIN_RET("Cannot find selected artifact on the list");
sendAndApply(&saa);
giveHeroNewArtifact(h, VLC->arth->artifacts[aid], -2);
return true;
}
bool CGameHandler::sellArtifact( const IMarket *m, const CGHeroInstance *h, TArtifactInstanceID aid, TResource rid )
{
const CArtifactInstance *art = h->getArtByInstanceId(aid);
if(!art)
COMPLAIN_RET("There is no artifact to sell!");
if(art->artType->id < 7)
COMPLAIN_RET("Cannot sell a war machine or spellbook!");
int resVal = 0, dump = 1;
m->getOffer(art->artType->id, rid, dump, resVal, EMarketMode::ARTIFACT_RESOURCE);
removeArtifact(ArtifactLocation(h, h->getArtPos(art)));
giveResource(h->tempOwner, rid, resVal);
return true;
}
//void CGameHandler::lootArtifacts (TArtHolder source, TArtHolder dest, std::vector<ui32> &arts)
//{
// //const CGHeroInstance * h1 = dynamic_cast<CGHeroInstance *> source;
// //auto s = boost::apply_visitor(GetArtifactSetPtr(), source);
// {
// }
//}
bool CGameHandler::buySecSkill( const IMarket *m, const CGHeroInstance *h, int skill)
{
if (!h)
COMPLAIN_RET("You need hero to buy a skill!");
if (h->getSecSkillLevel(static_cast<CGHeroInstance::SecondarySkill>(skill)))
COMPLAIN_RET("Hero already know this skill");
if (!h->canLearnSkill())
COMPLAIN_RET("Hero can't learn any more skills");
if (h->type->heroClass->secSkillProbability[skill]==0)//can't learn this skill (like necromancy for most of non-necros)
COMPLAIN_RET("The hero can't learn this skill!");
if(!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_SKILL), skill))
COMPLAIN_RET("That skill is unavailable!");
if(getResource(h->tempOwner, Res::GOLD) < 2000)//TODO: remove hardcoded resource\summ?
COMPLAIN_RET("You can't afford to buy this skill");
SetResource sr;
sr.player = h->tempOwner;
sr.resid = Res::GOLD;
sr.val = getResource(h->tempOwner, Res::GOLD) - 2000;
sendAndApply(&sr);
changeSecSkill(h->id, skill, 1, true);
return true;
}
bool CGameHandler::tradeResources(const IMarket *market, ui32 val, ui8 player, ui32 id1, ui32 id2)
{
int r1 = gs->getPlayer(player)->resources[id1],
r2 = gs->getPlayer(player)->resources[id2];
vstd::amin(val, r1); //can't trade more resources than have
int b1, b2; //base quantities for trade
market->getOffer(id1, id2, b1, b2, EMarketMode::RESOURCE_RESOURCE);
int units = val / b1; //how many base quantities we trade
if(val%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
{
//TODO: complain?
assert(0);
}
SetResource sr;
sr.player = player;
sr.resid = id1;
sr.val = r1 - b1 * units;
sendAndApply(&sr);
sr.resid = id2;
sr.val = r2 + b2 * units;
sendAndApply(&sr);
return true;
}
bool CGameHandler::sellCreatures(ui32 count, const IMarket *market, const CGHeroInstance * hero, ui32 slot, ui32 resourceID)
{
if(!vstd::contains(hero->Slots(), slot))
COMPLAIN_RET("Hero doesn't have any creature in that slot!");
const CStackInstance &s = hero->getStack(slot);
if( s.count < count //can't sell more creatures than have
|| (hero->Slots().size() == 1 && hero->needsLastStack() && s.count == count)) //can't sell last stack
{
COMPLAIN_RET("Not enough creatures in army!");
}
int b1, b2; //base quantities for trade
market->getOffer(s.type->idNumber, resourceID, b1, b2, EMarketMode::CREATURE_RESOURCE);
int units = count / b1; //how many base quantities we trade
if(count%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
{
//TODO: complain?
assert(0);
}
changeStackCount(StackLocation(hero, slot), -count);
SetResource sr;
sr.player = hero->tempOwner;
sr.resid = resourceID;
sr.val = getResource(hero->tempOwner, resourceID) + b2 * units;
sendAndApply(&sr);
return true;
}
bool CGameHandler::transformInUndead(const IMarket *market, const CGHeroInstance * hero, ui32 slot)
{
const CArmedInstance *army = NULL;
if (hero)
army = hero;
else
army = dynamic_cast<const CGTownInstance *>(market->o);
if (!army)
COMPLAIN_RET("Incorrect call to transform in undead!");
if(!army->hasStackAtSlot(slot))
COMPLAIN_RET("Army doesn't have any creature in that slot!");
const CStackInstance &s = army->getStack(slot);
int resCreature;//resulting creature - bone dragons or skeletons
if (s.hasBonusOfType(Bonus::DRAGON_NATURE))
resCreature = 68;
else
resCreature = 56;
changeStackType(StackLocation(army, slot), VLC->creh->creatures[resCreature]);
return true;
}
bool CGameHandler::sendResources(ui32 val, ui8 player, ui32 r1, ui32 r2)
{
const PlayerState *p2 = gs->getPlayer(r2, false);
if(!p2 || p2->status != PlayerState::INGAME)
{
complain("Dest player must be in game!");
return false;
}
si32 curRes1 = gs->getPlayer(player)->resources[r1], curRes2 = gs->getPlayer(r2)->resources[r1];
val = std::min(si32(val),curRes1);
SetResource sr;
sr.player = player;
sr.resid = r1;
sr.val = curRes1 - val;
sendAndApply(&sr);
sr.player = r2;
sr.val = curRes2 + val;
sendAndApply(&sr);
return true;
}
bool CGameHandler::setFormation( si32 hid, ui8 formation )
{
gs->getHero(hid)-> formation = formation;
return true;
}
bool CGameHandler::hireHero(const CGObjectInstance *obj, ui8 hid, ui8 player)
{
const PlayerState *p = gs->getPlayer(player);
const CGTownInstance *t = gs->getTown(obj->id);
//common preconditions
if( (p->resources[Res::GOLD]<2500 && complain("Not enough gold for buying hero!"))
|| (getHeroCount(player, false) >= GameConstants::MAX_HEROES_PER_PLAYER && complain("Cannot hire hero, only 8 wandering heroes are allowed!")))
return false;
if(t) //tavern in town
{
if( (!t->hasBuilt(EBuilding::TAVERN) && complain("No tavern!"))
|| (t->visitingHero && complain("There is visiting hero - no place!")))
return false;
}
else if(obj->ID == Obj::TAVERN)
{
if(getTile(obj->visitablePos())->visitableObjects.back() != obj && complain("Tavern entry must be unoccupied!"))
return false;
}
const CGHeroInstance *nh = p->availableHeroes[hid];
if (!nh)
{
complain ("Hero is not available for hiring!");
return false;
}
HeroRecruited hr;
hr.tid = obj->id;
hr.hid = nh->subID;
hr.player = player;
hr.tile = obj->visitablePos() + nh->getVisitableOffset();
sendAndApply(&hr);
bmap<ui32, ConstTransitivePtr<CGHeroInstance> > pool = gs->unusedHeroesFromPool();
const CGHeroInstance *theOtherHero = p->availableHeroes[!hid];
const CGHeroInstance *newHero = NULL;
if (theOtherHero) //on XXL maps all heroes can be imprisoned :(
newHero = gs->hpool.pickHeroFor(false, player, getNativeTown(player), pool, theOtherHero->type->heroClass);
SetAvailableHeroes sah;
sah.player = player;
if(newHero)
{
sah.hid[hid] = newHero->subID;
sah.army[hid].clear();
sah.army[hid].setCreature(0, newHero->type->initialArmy[0].creature, 1);
}
else
sah.hid[hid] = -1;
sah.hid[!hid] = theOtherHero ? theOtherHero->subID : -1;
sendAndApply(&sah);
SetResource sr;
sr.player = player;
sr.resid = Res::GOLD;
sr.val = p->resources[Res::GOLD] - 2500;
sendAndApply(&sr);
if(t)
{
vistiCastleObjects (t, nh);
giveSpells (t,nh);
}
return true;
}
bool CGameHandler::queryReply(ui32 qid, ui32 answer, ui8 player)
{
boost::unique_lock<boost::recursive_mutex> lock(gsm);
states.removeQuery(player, qid);
if(vstd::contains(callbacks,qid))
{
CFunctionList<void(ui32)> callb = callbacks[qid];
callbacks.erase(qid);
if(callb)
callb(answer);
}
else
{
complain("Unknown query reply!");
return false;
}
return true;
}
static EndAction end_action;
bool CGameHandler::makeBattleAction( BattleAction &ba )
{
tlog1 << "\tMaking action of type " << ba.actionType << std::endl;
bool ok = true;
const CStack *stack = battleGetStackByID(ba.stackNumber); //may be nullptr if action is not about stack
const bool isAboutActiveStack = stack && (stack == battleActiveStack());
switch(ba.actionType)
{
case BattleAction::WALK: //walk
case BattleAction::DEFEND: //defend
case BattleAction::WAIT: //wait
case BattleAction::WALK_AND_ATTACK: //walk or attack
case BattleAction::SHOOT: //shoot
case BattleAction::CATAPULT: //catapult
case BattleAction::STACK_HEAL: //healing with First Aid Tent
case BattleAction::DAEMON_SUMMONING:
case BattleAction::MONSTER_SPELL:
if(!stack)
{
complain("No such stack!");
return false;
}
if(!stack->alive())
{
complain("This stack is dead: " + stack->nodeName());
return false;
}
if(battleTacticDist())
{
if(stack && !stack->attackerOwned != battleGetTacticsSide())
{
complain("This is not a stack of side that has tactics!");
return false;
}
}
else if(!isAboutActiveStack)
{
complain("Action has to be about active stack!");
return false;
}
}
switch(ba.actionType)
{
case BattleAction::END_TACTIC_PHASE: //wait
case BattleAction::BAD_MORALE:
case BattleAction::NO_ACTION:
{
StartAction start_action(ba);
sendAndApply(&start_action);
sendAndApply(&end_action);
break;
}
case BattleAction::WALK: //walk
{
StartAction start_action(ba);
sendAndApply(&start_action); //start movement
int walkedTiles = moveStack(ba.stackNumber,ba.destinationTile); //move
if(!walkedTiles)
complain("Stack failed movement!");
sendAndApply(&end_action);
break;
}
case BattleAction::DEFEND: //defend
{
//defensive stance //TODO: remove this bonus when stack becomes active
SetStackEffect sse;
sse.effect.push_back( Bonus(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, 20, -1, PrimarySkill::DEFENSE, Bonus::PERCENT_TO_ALL) );
sse.effect.push_back( Bonus(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, gs->curB->stacks[ba.stackNumber]->valOfBonuses(Bonus::DEFENSIVE_STANCE),
-1, PrimarySkill::DEFENSE, Bonus::ADDITIVE_VALUE));
sse.stacks.push_back(ba.stackNumber);
sendAndApply(&sse);
//don't break - we share code with next case
}
case BattleAction::WAIT: //wait
{
StartAction start_action(ba);
sendAndApply(&start_action);
sendAndApply(&end_action);
break;
}
case BattleAction::RETREAT: //retreat/flee
{
if(!gs->curB->battleCanFlee(gs->curB->sides[ba.side]))
complain("Cannot retreat!");
else
setBattleResult(1, !ba.side); //surrendering side loses
break;
}
case BattleAction::SURRENDER:
{
int player = gs->curB->sides[ba.side];
int cost = gs->curB->battleGetSurrenderCost(player);
if(cost < 0)
complain("Cannot surrender!");
else if(getResource(player, Res::GOLD) < cost)
complain("Not enough gold to surrender!");
else
{
giveResource(player, Res::GOLD, -cost);
setBattleResult(2, !ba.side); //surrendering side loses
}
break;
}
break;
case BattleAction::WALK_AND_ATTACK: //walk or attack
{
StartAction start_action(ba);
sendAndApply(&start_action); //start movement and attack
const CStack *stackAtEnd = gs->curB->battleGetStackByPos(ba.additionalInfo);
if(!stack || !stackAtEnd)
{
sendAndApply(&end_action);
break;
}
BattleHex startingPos = stack->position;
int distance = moveStack(ba.stackNumber, ba.destinationTile);
tlog5 << stack->nodeName() << " will attack " << stackAtEnd->nodeName() << std::endl;
if(stack->position != ba.destinationTile //we wasn't able to reach destination tile
&& !(stack->doubleWide()
&& ( stack->position == ba.destinationTile + (stack->attackerOwned ? +1 : -1 ) )
) //nor occupy specified hex
)
{
std::string problem = "We cannot move this stack to its destination " + stack->getCreature()->namePl;
tlog3 << problem << std::endl;
complain(problem);
ok = false;
sendAndApply(&end_action);
break;
}
if(stackAtEnd && stack->ID == stackAtEnd->ID) //we should just move, it will be handled by following check
{
stackAtEnd = NULL;
}
if(!stackAtEnd)
{
complain(boost::str(boost::format("walk and attack error: no stack at additionalInfo tile (%d)!\n") % ba.additionalInfo));
ok = false;
sendAndApply(&end_action);
break;
}
if( !CStack::isMeleeAttackPossible(stack, stackAtEnd) )
{
complain("Attack cannot be performed!");
sendAndApply(&end_action);
ok = false;
break;
}
//attack
if(stack->alive()) //move can cause death, eg. by walking into the moat
{
BattleAttack bat;
prepareAttack(bat, stack, stackAtEnd, distance, ba.additionalInfo);
handleAttackBeforeCasting(bat); //only before first attack
sendAndApply(&bat);
handleAfterAttackCasting(bat);
}
//counterattack
if(!stack->hasBonusOfType(Bonus::BLOCKS_RETALIATION)
&& stackAtEnd->ableToRetaliate()
&& stack->alive()) //attacker may have died (fire shield)
{
BattleAttack bat;
prepareAttack(bat, stackAtEnd, stack, 0, stack->position);
bat.flags |= BattleAttack::COUNTER;
sendAndApply(&bat);
handleAfterAttackCasting(bat);
}
//second attack
if(stack //FIXME: clones tend to disapear during actions
&& stack->valOfBonuses(Bonus::ADDITIONAL_ATTACK) > 0
&& !stack->hasBonusOfType(Bonus::SHOOTER)
&& stack->alive()
&& stackAtEnd->alive() )
{
BattleAttack bat;
prepareAttack(bat, stack, stackAtEnd, 0, ba.additionalInfo);
sendAndApply(&bat);
handleAfterAttackCasting(bat);
}
//return
if(stack->hasBonusOfType(Bonus::RETURN_AFTER_STRIKE) && startingPos != stack->position && stack->alive())
{
moveStack(ba.stackNumber, startingPos);
//NOTE: curStack->ID == ba.stackNumber (rev 1431)
}
sendAndApply(&end_action);
break;
}
case BattleAction::SHOOT: //shoot
{
const CStack *destStack= gs->curB->battleGetStackByPos(ba.destinationTile);
if( !gs->curB->battleCanShoot(stack, ba.destinationTile) )
{
complain("Cannot shoot!");
break;
}
StartAction start_action(ba);
sendAndApply(&start_action); //start shooting
{
BattleAttack bat;
bat.flags |= BattleAttack::SHOT;
prepareAttack(bat, stack, destStack, 0, ba.destinationTile);
handleAttackBeforeCasting(bat);
sendAndApply(&bat);
handleAfterAttackCasting(bat);
}
//ballista & artillery handling
if(destStack->alive() && stack->getCreature()->idNumber == 146)
{
BattleAttack bat2;
bat2.flags |= BattleAttack::SHOT;
prepareAttack(bat2, stack, destStack, 0, ba.destinationTile);
sendAndApply(&bat2);
}
//TODO: allow more than one additional attack
if(stack->valOfBonuses(Bonus::ADDITIONAL_ATTACK) > 0 //if unit shots twice let's make another shot
&& stack->alive()
&& destStack->alive()
&& stack->shots
)
{
BattleAttack bat;
bat.flags |= BattleAttack::SHOT;
prepareAttack(bat, stack, destStack, 0, ba.destinationTile);
sendAndApply(&bat);
handleAfterAttackCasting(bat);
}
sendAndApply(&end_action);
break;
}
case BattleAction::CATAPULT: //catapult
{
StartAction start_action(ba);
sendAndApply(&start_action);
const CGHeroInstance * attackingHero = gs->curB->heroes[ba.side];
CHeroHandler::SBallisticsLevelInfo sbi = VLC->heroh->ballistics[attackingHero->getSecSkillLevel(CGHeroInstance::BALLISTICS)];
int attackedPart = gs->curB->battleHexToWallPart(ba.destinationTile);
if(attackedPart < 0)
{
complain("catapult tried to attack non-catapultable hex!");
break;
}
int wallInitHP = gs->curB->si.wallState[attackedPart];
int dmgAlreadyDealt = 0; //in successive iterations damage is dealt but not yet subtracted from wall's HPs
for(int g=0; g<sbi.shots; ++g)
{
if(wallInitHP + dmgAlreadyDealt == 3) //it's not destroyed
continue;
CatapultAttack ca; //package for clients
std::pair< std::pair< ui8, si16 >, ui8> attack; //<< attackedPart , destination tile >, damageDealt >
attack.first.first = attackedPart;
attack.first.second = ba.destinationTile;
attack.second = 0;
int chanceForHit = 0;
int dmgChance[] = { sbi.noDmg, sbi.oneDmg, sbi.twoDmg }; //dmgChance[i] - chance for doing i dmg when hit is successful
switch(attackedPart)
{
case 0: //keep
chanceForHit = sbi.keep;
break;
case 1: //bottom tower
case 6: //upper tower
chanceForHit = sbi.tower;
break;
case 2: //bottom wall
case 3: //below gate
case 4: //over gate
case 5: //upper wall
chanceForHit = sbi.wall;
break;
case 7: //gate
chanceForHit = sbi.gate;
break;
}
if(rand()%100 <= chanceForHit) //hit is successful
{
int dmgRand = rand()%100;
//accumulating dmgChance
dmgChance[1] += dmgChance[0];
dmgChance[2] += dmgChance[1];
//calculating dealt damage
for(int v = 0; v < ARRAY_COUNT(dmgChance); ++v)
{
if(dmgRand <= dmgChance[v])
{
attack.second = std::min(3 - dmgAlreadyDealt - wallInitHP, v);
dmgAlreadyDealt += attack.second;
break;
}
}
//removing creatures in turrets / keep if one is destroyed
if(attack.second > 0 && (attackedPart == 0 || attackedPart == 1 || attackedPart == 6))
{
int posRemove = -1;
switch(attackedPart)
{
case 0: //keep
posRemove = -2;
break;
case 1: //bottom tower
posRemove = -3;
break;
case 6: //upper tower
posRemove = -4;
break;
}
BattleStacksRemoved bsr;
for(int g=0; g<gs->curB->stacks.size(); ++g)
{
if(gs->curB->stacks[g]->position == posRemove)
{
bsr.stackIDs.insert( gs->curB->stacks[g]->ID );
break;
}
}
sendAndApply(&bsr);
}
}
ca.attacker = ba.stackNumber;
ca.attackedParts.insert(attack);
sendAndApply(&ca);
}
sendAndApply(&end_action);
break;
}
case BattleAction::STACK_HEAL: //healing with First Aid Tent
{
StartAction start_action(ba);
sendAndApply(&start_action);
const CGHeroInstance * attackingHero = gs->curB->heroes[ba.side];
const CStack *healer = gs->curB->battleGetStackByID(ba.stackNumber),
*destStack = gs->curB->battleGetStackByPos(ba.destinationTile);
if(healer == NULL || destStack == NULL || !healer->hasBonusOfType(Bonus::HEALER))
{
complain("There is either no healer, no destination, or healer cannot heal :P");
}
int maxHealable = destStack->MaxHealth() - destStack->firstHPleft;
int maxiumHeal = healer->count * std::max(10, attackingHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, CGHeroInstance::FIRST_AID));
int healed = std::min(maxHealable, maxiumHeal);
if(healed == 0)
{
//nothing to heal.. should we complain?
}
else
{
StacksHealedOrResurrected shr;
shr.lifeDrain = (ui8)false;
shr.tentHealing = (ui8)true;
shr.drainedFrom = ba.stackNumber;
StacksHealedOrResurrected::HealInfo hi;
hi.healedHP = healed;
hi.lowLevelResurrection = 0;
hi.stackID = destStack->ID;
shr.healedStacks.push_back(hi);
sendAndApply(&shr);
}
sendAndApply(&end_action);
break;
}
case BattleAction::DAEMON_SUMMONING:
//TODO: From Strategija:
//Summon Demon is a level 2 spell.
{
StartAction start_action(ba);
sendAndApply(&start_action);
const CStack *summoner = gs->curB->battleGetStackByID(ba.stackNumber),
*destStack = gs->curB->battleGetStackByPos(ba.destinationTile, false);
BattleStackAdded bsa;
bsa.attacker = summoner->attackerOwned;
bsa.creID = summoner->getBonusLocalFirst(Selector::type(Bonus::DAEMON_SUMMONING))->subtype; //in case summoner can summon more than one type of monsters... scream!
ui64 risedHp = summoner->count * summoner->valOfBonuses(Bonus::DAEMON_SUMMONING, bsa.creID);
bsa.amount = std::min ((ui32)(risedHp / VLC->creh->creatures[bsa.creID]->MaxHealth()), destStack->baseAmount);
bsa.pos = gs->curB->getAvaliableHex(bsa.creID, bsa.attacker, destStack->position);
bsa.summoned = false;
if (bsa.amount) //there's rare possibility single creature cannot rise desired type
{
BattleStacksRemoved bsr; //remove body
bsr.stackIDs.insert(destStack->ID);
sendAndApply(&bsr);
sendAndApply(&bsa);
BattleSetStackProperty ssp;
ssp.stackID = ba.stackNumber;
ssp.which = BattleSetStackProperty::CASTS; //reduce number of casts
ssp.val = -1;
ssp.absolute = false;
sendAndApply(&ssp);
}
sendAndApply(&end_action);
break;
}
case BattleAction::MONSTER_SPELL:
{
StartAction start_action(ba);
sendAndApply(&start_action);
const CStack * stack = gs->curB->battleGetStackByID(ba.stackNumber);
int spellID = ba.additionalInfo;
BattleHex destination(ba.destinationTile);
const Bonus *randSpellcaster = stack->getBonusLocalFirst(Selector::type(Bonus::RANDOM_SPELLCASTER));
const Bonus * spellcaster = stack->getBonusLocalFirst(Selector::typeSubtype(Bonus::SPELLCASTER, spellID));
//TODO special bonus for genies ability
if(randSpellcaster && battleGetRandomStackSpell(stack, CBattleInfoCallback::RANDOM_AIMED) < 0)
spellID = battleGetRandomStackSpell(stack, CBattleInfoCallback::RANDOM_GENIE);
if(spellID < 0)
complain("That stack can't cast spells!");
else
{
int spellLvl = 0;
if (spellcaster)
vstd::amax(spellLvl, spellcaster->val);
if (randSpellcaster)
vstd::amax(spellLvl, randSpellcaster->val);
vstd::amin (spellLvl, 3);
int casterSide = gs->curB->whatSide(stack->owner);
const CGHeroInstance * secHero = gs->curB->getHero(gs->curB->theOtherPlayer(stack->owner));
handleSpellCasting(spellID, spellLvl, destination, casterSide, stack->owner, NULL, secHero, 0, ECastingMode::CREATURE_ACTIVE_CASTING, stack);
}
sendAndApply(&end_action);
break;
}
}
if(ba.stackNumber == gs->curB->activeStack || battleResult.get()) //active stack has moved or battle has finished
battleMadeAction.setn(true);
return ok;
}
void CGameHandler::playerMessage( ui8 player, const std::string &message )
{
bool cheated=true;
PlayerMessage temp_message(player,message);
sendAndApply(&temp_message);
if(message == "vcmiistari") //give all spells and 999 mana
{
SetMana sm;
ChangeSpells cs;
CGHeroInstance *h = gs->getHero(gs->getPlayer(player)->currentSelection);
if(!h && complain("Cannot realize cheat, no hero selected!")) return;
sm.hid = cs.hid = h->id;
//give all spells
cs.learn = 1;
for(int i=0;i<VLC->spellh->spells.size();i++)
{
if(!VLC->spellh->spells[i]->creatureAbility)
cs.spells.insert(i);
}
//give mana
sm.val = 999;
if(!h->hasSpellbook()) //hero doesn't have spellbook
giveHeroNewArtifact(h, VLC->arth->artifacts[0], ArtifactPosition::SPELLBOOK); //give spellbook
sendAndApply(&cs);
sendAndApply(&sm);
}
else if (message == "vcmiarmenelos") //build all buildings in selected town
{
CGTownInstance *town = gs->getTown(gs->getPlayer(player)->currentSelection);
if (town)
{
BOOST_FOREACH (auto & build, town->town->buildings)
{
if (!town->hasBuilt(build.first) && !build.second->Name().empty())
{
buildStructure(town->id, build.first, true);
}
}
}
}
else if(message == "vcmiainur") //gives 5 archangels into each slot
{
CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
const CCreature *archangel = VLC->creh->creatures[13];
if(!hero) return;
for(int i = 0; i < GameConstants::ARMY_SIZE; i++)
if(!hero->hasStackAtSlot(i))
insertNewStack(StackLocation(hero, i), archangel, 5);
}
else if(message == "vcmiangband") //gives 10 black knight into each slot
{
CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
const CCreature *blackKnight = VLC->creh->creatures[66];
if(!hero) return;
for(int i = 0; i < GameConstants::ARMY_SIZE; i++)
if(!hero->hasStackAtSlot(i))
insertNewStack(StackLocation(hero, i), blackKnight, 10);
}
else if(message == "vcminoldor") //all war machines
{
CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
if(!hero) return;
if(!hero->getArt(ArtifactPosition::MACH1))
giveHeroNewArtifact(hero, VLC->arth->artifacts[4], ArtifactPosition::MACH1);
if(!hero->getArt(ArtifactPosition::MACH2))
giveHeroNewArtifact(hero, VLC->arth->artifacts[5], ArtifactPosition::MACH2);
if(!hero->getArt(ArtifactPosition::MACH3))
giveHeroNewArtifact(hero, VLC->arth->artifacts[6], ArtifactPosition::MACH3);
}
else if(message == "vcminahar") //1000000 movement points
{
CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
if(!hero) return;
SetMovePoints smp;
smp.hid = hero->id;
smp.val = 1000000;
sendAndApply(&smp);
}
else if(message == "vcmiformenos") //give resources
{
SetResources sr;
sr.player = player;
sr.res = gs->getPlayer(player)->resources;
for(int i=0;i<Res::GOLD;i++)
sr.res[i] += 100;
sr.res[Res::GOLD] += 100000; //100k
sendAndApply(&sr);
}
else if(message == "vcmieagles") //reveal FoW
{
FoWChange fc;
fc.mode = 1;
fc.player = player;
int3 * hlp_tab = new int3[gs->map->width * gs->map->height * (gs->map->twoLevel ? 2 : 1)];
int lastUnc = 0;
for(int i=0;i<gs->map->width;i++)
for(int j=0;j<gs->map->height;j++)
for(int k = 0; k < (gs->map->twoLevel ? 2 : 1); k++)
if(!gs->getPlayerTeam(fc.player)->fogOfWarMap[i][j][k])
hlp_tab[lastUnc++] = int3(i,j,k);
fc.tiles.insert(hlp_tab, hlp_tab + lastUnc);
delete [] hlp_tab;
sendAndApply(&fc);
}
else if(message == "vcmiglorfindel") //selected hero gains a new level
{
CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
changePrimSkill(hero->id,4,VLC->heroh->reqExp(hero->level+1) - VLC->heroh->reqExp(hero->level));
}
else if(message == "vcmisilmaril") //player wins
{
gs->getPlayer(player)->enteredWinningCheatCode = 1;
}
else if(message == "vcmimelkor") //player looses
{
gs->getPlayer(player)->enteredLosingCheatCode = 1;
}
else if (message == "vcmiforgeofnoldorking") //hero gets all artifacts except war machines, spell scrolls and spell book
{
CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
if(!hero) return;
for (int g=7; g<=140; ++g)
giveHeroNewArtifact(hero, VLC->arth->artifacts[g], -1);
}
else
cheated = false;
if(cheated)
{
SystemMessage temp_message(VLC->generaltexth->allTexts[260]);
sendAndApply(&temp_message);
checkLossVictory(player);//Player enter win code or got required art\creature
}
}
void CGameHandler::handleSpellCasting( int spellID, int spellLvl, BattleHex destination, ui8 casterSide, ui8 casterColor, const CGHeroInstance * caster, const CGHeroInstance * secHero,
int usedSpellPower, ECastingMode::ECastingMode mode, const CStack * stack, si32 selectedStack)
{
const CSpell *spell = VLC->spellh->spells[spellID];
//Helper local function that creates obstacle on given position. Obstacle type is inferred from spell type.
//It creates, sends and applies needed package.
auto placeObstacle = [&](BattleHex pos)
{
static int obstacleIdToGive = gs->curB->obstacles.size()
? (gs->curB->obstacles.back()->uniqueID+1)
: 0;
auto obstacle = make_shared<SpellCreatedObstacle>();
switch(spellID) // :/
{
case Spells::QUICKSAND:
obstacle->obstacleType = CObstacleInstance::QUICKSAND;
obstacle->turnsRemaining = -1;
obstacle->visibleForAnotherSide = false;
break;
case Spells::LAND_MINE:
obstacle->obstacleType = CObstacleInstance::LAND_MINE;
obstacle->turnsRemaining = -1;
obstacle->visibleForAnotherSide = false;
break;
case Spells::FIRE_WALL:
obstacle->obstacleType = CObstacleInstance::FIRE_WALL;
obstacle->turnsRemaining = 2;
obstacle->visibleForAnotherSide = true;
break;
case Spells::FORCE_FIELD:
obstacle->obstacleType = CObstacleInstance::FORCE_FIELD;
obstacle->turnsRemaining = 2;
obstacle->visibleForAnotherSide = true;
break;
default:
//this function cannot be used with spells that do not create obstacles
assert(0);
}
obstacle->pos = pos;
obstacle->casterSide = casterSide;
obstacle->ID = spellID;
obstacle->spellLevel = spellLvl;
obstacle->casterSpellPower = usedSpellPower;
obstacle->uniqueID = obstacleIdToGive++;
BattleObstaclePlaced bop;
bop.obstacle = obstacle;
sendAndApply(&bop);
};
BattleSpellCast sc;
sc.side = casterSide;
sc.id = spellID;
sc.skill = spellLvl;
sc.tile = destination;
sc.dmgToDisplay = 0;
sc.castedByHero = (bool)caster;
sc.attackerType = (stack ? stack->type->idNumber : -1);
sc.manaGained = 0;
sc.spellCost = 0;
if (caster) //calculate spell cost
{
sc.spellCost = gs->curB->battleGetSpellCost(VLC->spellh->spells[spellID], caster);
if (secHero && mode == ECastingMode::HERO_CASTING) //handle mana channel
{
int manaChannel = 0;
BOOST_FOREACH(CStack * stack, gs->curB->stacks) //TODO: shouldn't bonus system handle it somehow?
{
if (stack->owner == secHero->tempOwner)
{
vstd::amax(manaChannel, stack->valOfBonuses(Bonus::MANA_CHANNELING));
}
}
sc.manaGained = (manaChannel * sc.spellCost) / 100;
}
}
//calculating affected creatures for all spells
std::set<const CStack*> attackedCres;
if (mode != ECastingMode::ENCHANTER_CASTING)
{
attackedCres = gs->curB->getAffectedCreatures(spell, spellLvl, casterColor, destination);
for(std::set<const CStack*>::const_iterator it = attackedCres.begin(); it != attackedCres.end(); ++it)
{
sc.affectedCres.insert((*it)->ID);
}
}
else //enchanter - hit all possible stacks
{
BOOST_FOREACH (const CStack * stack, gs->curB->stacks)
{
/*if it's non negative spell and our unit or non positive spell and hostile unit */
if((!spell->isNegative() && stack->owner == casterColor)
|| (!spell->isPositive() && stack->owner != casterColor))
{
if(stack->isValidTarget()) //TODO: allow dead targets somewhere in the future
{
attackedCres.insert(stack);
}
}
}
}
//checking if creatures resist
sc.resisted = gs->curB->calculateResistedStacks(spell, caster, secHero, attackedCres, casterColor, mode, usedSpellPower, spellLvl);
//calculating dmg to display
for(std::set<const CStack*>::iterator it = attackedCres.begin(); it != attackedCres.end(); ++it)
{
if(vstd::contains(sc.resisted, (*it)->ID)) //this creature resisted the spell
continue;
sc.dmgToDisplay += gs->curB->calculateSpellDmg(spell, caster, *it, spellLvl, usedSpellPower);
}
if (spellID == Spells::DEATH_STARE || spellID == Spells::ACID_BREATH_DAMAGE)
{
sc.dmgToDisplay = usedSpellPower;
if (spellID == Spells::DEATH_STARE)
vstd::amin(sc.dmgToDisplay, (*attackedCres.begin())->count); //stack is already reduced after attack
}
StacksInjured si;
//applying effects
switch (spellID)
{
case Spells::QUICKSAND:
case Spells::LAND_MINE:
{
std::vector<BattleHex> availableTiles;
for(int i = 0; i < GameConstants::BFIELD_SIZE; i += 1)
{
BattleHex hex = i;
if(hex.getX() > 2 && hex.getX() < 14 && !battleGetStackByPos(hex, false) & !battleGetObstacleOnPos(hex, false))
availableTiles.push_back(hex);
}
boost::range::random_shuffle(availableTiles);
const int patchesForSkill[] = {4, 4, 6, 8};
const int patchesToPut = std::min<int>(patchesForSkill[spellLvl], availableTiles.size());
//land mines or quicksand patches are handled as spell created obstacles
for (int i = 0; i < patchesToPut; i++)
placeObstacle(availableTiles[i]);
}
break;
case Spells::FORCE_FIELD:
placeObstacle(destination);
break;
case Spells::FIRE_WALL:
{
//fire wall is build from multiple obstacles - one fire piece for each affected hex
auto affectedHexes = spell->rangeInHexes(destination, spellLvl, casterSide);
BOOST_FOREACH(BattleHex hex, affectedHexes)
placeObstacle(hex);
}
break;
//damage spells
case Spells::MAGIC_ARROW:
case Spells::ICE_BOLT:
case Spells::LIGHTNING_BOLT:
case Spells::IMPLOSION:
case Spells::CHAIN_LIGHTNING:
case Spells::FROST_RING:
case Spells::FIREBALL:
case Spells::INFERNO:
case Spells::METEOR_SHOWER:
case Spells::DEATH_RIPPLE:
case Spells::DESTROY_UNDEAD:
case Spells::ARMAGEDDON:
case Spells::TITANS_LIGHTNING_BOLT:
case Spells::THUNDERBOLT: //(thunderbirds)
{
int spellDamage = 0;
if (stack && mode != ECastingMode::MAGIC_MIRROR)
{
int unitSpellPower = stack->valOfBonuses(Bonus::SPECIFIC_SPELL_POWER, spellID);
if (unitSpellPower)
sc.dmgToDisplay = spellDamage = stack->count * unitSpellPower; //TODO: handle immunities
else //Faerie Dragon
{
usedSpellPower = stack->valOfBonuses(Bonus::CREATURE_SPELL_POWER) * stack->count / 100;
sc.dmgToDisplay = 0;
}
}
int chainLightningModifier = 0;
for(auto it = attackedCres.begin(); it != attackedCres.end(); ++it)
{
if(vstd::contains(sc.resisted, (*it)->ID)) //this creature resisted the spell
continue;
BattleStackAttacked bsa;
if ((destination > -1 && (*it)->coversPos(destination)) || (spell->range[spellLvl] == "X" || mode == ECastingMode::ENCHANTER_CASTING))
//display effect only upon primary target of area spell
{
bsa.flags |= BattleStackAttacked::EFFECT;
bsa.effect = spell->mainEffectAnim;
}
if (spellDamage)
bsa.damageAmount = spellDamage >> chainLightningModifier;
else
{
bsa.damageAmount = gs->curB->calculateSpellDmg(spell, caster, *it, spellLvl, usedSpellPower) >> chainLightningModifier;
sc.dmgToDisplay += bsa.damageAmount;
}
bsa.stackAttacked = (*it)->ID;
if (mode == ECastingMode::ENCHANTER_CASTING) //multiple damage spells cast
bsa.attackerID = stack->ID;
else
bsa.attackerID = -1;
(*it)->prepareAttacked(bsa);
si.stacks.push_back(bsa);
if (spellID == Spells::CHAIN_LIGHTNING)
++chainLightningModifier;
}
break;
}
// permanent effects
case Spells::SHIELD:
case Spells::AIR_SHIELD:
case Spells::FIRE_SHIELD:
case Spells::PROTECTION_FROM_AIR:
case Spells::PROTECTION_FROM_FIRE:
case Spells::PROTECTION_FROM_WATER:
case Spells::PROTECTION_FROM_EARTH:
case Spells::ANTI_MAGIC:
case Spells::MAGIC_MIRROR:
case Spells::BLESS:
case Spells::CURSE:
case Spells::BLOODLUST:
case Spells::PRECISION:
case Spells::WEAKNESS:
case Spells::STONE_SKIN:
case Spells::DISRUPTING_RAY:
case Spells::PRAYER:
case Spells::MIRTH:
case Spells::SORROW:
case Spells::FORTUNE:
case Spells::MISFORTUNE:
case Spells::HASTE:
case Spells::SLOW:
case Spells::SLAYER:
case Spells::FRENZY:
case Spells::COUNTERSTRIKE:
case Spells::BERSERK:
case Spells::HYPNOTIZE:
case Spells::FORGETFULNESS:
case Spells::BLIND:
case Spells::STONE_GAZE:
case Spells::POISON:
case Spells::BIND:
case Spells::DISEASE:
case Spells::PARALYZE:
case Spells::AGE:
case Spells::ACID_BREATH_DEFENSE:
{
int stackSpellPower = 0;
if (stack && mode != ECastingMode::MAGIC_MIRROR)
{
stackSpellPower = stack->valOfBonuses(Bonus::CREATURE_ENCHANT_POWER);
}
SetStackEffect sse;
Bonus pseudoBonus;
pseudoBonus.sid = spellID;
pseudoBonus.val = spellLvl;
pseudoBonus.turnsRemain = gs->curB->calculateSpellDuration(spell, caster, stackSpellPower ? stackSpellPower : usedSpellPower);
CStack::stackEffectToFeature(sse.effect, pseudoBonus);
if (spellID == Spells::BIND && stack)//bind
{
sse.effect.back().additionalInfo = stack->ID; //we need to know who casted Bind
}
const Bonus * bonus = NULL;
if (caster)
bonus = caster->getBonusLocalFirst(Selector::typeSubtype(Bonus::SPECIAL_PECULIAR_ENCHANT, spellID));
//TODO does hero speciality should affects his stack casting spells?
si32 power = 0;
BOOST_FOREACH(const CStack *affected, attackedCres)
{
if(vstd::contains(sc.resisted, affected->ID)) //this creature resisted the spell
continue;
sse.stacks.push_back(affected->ID);
//Apply hero specials - peculiar enchants
const ui8 tier = affected->getCreature()->level;
if (bonus)
{
switch(bonus->additionalInfo)
{
case 0: //normal
{
switch(tier)
{
case 1: case 2:
power = 3;
break;
case 3: case 4:
power = 2;
break;
case 5: case 6:
power = 1;
break;
}
Bonus specialBonus(sse.effect.back());
specialBonus.val = power; //it doesn't necessarily make sense for some spells, use it wisely
sse.uniqueBonuses.push_back (std::pair<ui32,Bonus> (affected->ID, specialBonus)); //additional premy to given effect
}
break;
case 1: //only Coronius as yet
{
power = std::max(5 - tier, 0);
Bonus specialBonus = CStack::featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK, power, pseudoBonus.turnsRemain);
specialBonus.sid = spellID;
sse.uniqueBonuses.push_back (std::pair<ui32,Bonus> (affected->ID, specialBonus)); //additional attack to Slayer effect
}
break;
}
}
if (caster && caster->hasBonusOfType(Bonus::SPECIAL_BLESS_DAMAGE, spellID)) //TODO: better handling of bonus percentages
{
int damagePercent = caster->level * caster->valOfBonuses(Bonus::SPECIAL_BLESS_DAMAGE, spellID) / tier;
Bonus specialBonus = CStack::featureGenerator(Bonus::CREATURE_DAMAGE, 0, damagePercent, pseudoBonus.turnsRemain);
specialBonus.valType = Bonus::PERCENT_TO_ALL;
specialBonus.sid = spellID;
sse.uniqueBonuses.push_back (std::pair<ui32,Bonus> (affected->ID, specialBonus));
}
}
if(!sse.stacks.empty())
sendAndApply(&sse);
break;
}
case Spells::TELEPORT:
{
BattleStackMoved bsm;
bsm.distance = -1;
bsm.stack = selectedStack;
std::vector<BattleHex> tiles;
tiles.push_back(destination);
bsm.tilesToMove = tiles;
bsm.teleporting = true;
sendAndApply(&bsm);
break;
}
case Spells::CURE:
case Spells::RESURRECTION:
case Spells::ANIMATE_DEAD:
case Spells::SACRIFICE:
{
int hpGained = 0;
if (stack)
{
int unitSpellPower = stack->valOfBonuses(Bonus::SPECIFIC_SPELL_POWER, spellID);
if (unitSpellPower)
hpGained = stack->count * unitSpellPower; //Archangel
else //Faerie Dragon-like effect - unused fo far
usedSpellPower = stack->valOfBonuses(Bonus::CREATURE_SPELL_POWER) * stack->count / 100;
}
StacksHealedOrResurrected shr;
shr.lifeDrain = (ui8)false;
shr.tentHealing = (ui8)false;
for(auto it = attackedCres.begin(); it != attackedCres.end(); ++it)
{
if(vstd::contains(sc.resisted, (*it)->ID) //this creature resisted the spell
|| (spellID == Spells::ANIMATE_DEAD && !(*it)->hasBonusOfType(Bonus::UNDEAD)) //we try to cast animate dead on living stack
)
continue;
StacksHealedOrResurrected::HealInfo hi;
hi.stackID = (*it)->ID;
if (stack)
{
if (hpGained)
{
hi.healedHP = gs->curB->calculateHealedHP(hpGained, spell, *it);
}
else
hi.healedHP = gs->curB->calculateHealedHP(spell, usedSpellPower, spellLvl, *it);
}
else
hi.healedHP = gs->curB->calculateHealedHP(caster, spell, *it, gs->curB->battleGetStackByID(selectedStack));
hi.lowLevelResurrection = spellLvl <= 1;
shr.healedStacks.push_back(hi);
}
if(!shr.healedStacks.empty())
sendAndApply(&shr);
if (spellID == Spells::SACRIFICE) //remove victim
{
BattleStacksRemoved bsr;
bsr.stackIDs.insert (selectedStack); //somehow it works for teleport?
sendAndApply(&bsr);
}
break;
}
case Spells::SUMMON_FIRE_ELEMENTAL:
case Spells::SUMMON_EARTH_ELEMENTAL:
case Spells::SUMMON_WATER_ELEMENTAL:
case Spells::SUMMON_AIR_ELEMENTAL:
{ //elemental summoning
int creID;
switch(spellID)
{
case Spells::SUMMON_FIRE_ELEMENTAL:
creID = 114;
break;
case Spells::SUMMON_EARTH_ELEMENTAL:
creID = 113;
break;
case Spells::SUMMON_WATER_ELEMENTAL:
creID = 115;
break;
case Spells::SUMMON_AIR_ELEMENTAL:
creID = 112;
break;
}
BattleStackAdded bsa;
bsa.creID = creID;
bsa.attacker = !(bool)casterSide;
bsa.summoned = true;
bsa.pos = gs->curB->getAvaliableHex(creID, !(bool)casterSide); //TODO: unify it
//TODO stack casting -> probably power will be zero; set the proper number of creatures manually
int percentBonus = caster ? caster->valOfBonuses(Bonus::SPECIFIC_SPELL_DAMAGE, spellID) : 0;
bsa.amount = usedSpellPower * VLC->spellh->spells[spellID]->powers[spellLvl] *
(100 + percentBonus) / 100.0; //new feature - percentage bonus
if(bsa.amount)
sendAndApply(&bsa);
else
complain("Summoning elementals didn't summon any!");
}
break;
case Spells::CLONE:
{
const CStack * clonedStack = NULL;
if (attackedCres.size())
clonedStack = *attackedCres.begin();
if (!clonedStack)
{
complain ("No target stack to clone!");
return;
}
BattleStackAdded bsa;
bsa.creID = clonedStack->type->idNumber;
bsa.attacker = !(bool)casterSide;
bsa.summoned = true;
bsa.pos = gs->curB->getAvaliableHex(bsa.creID, !(bool)casterSide); //TODO: unify it
bsa.amount = clonedStack->count;
sendAndApply (&bsa);
BattleSetStackProperty ssp;
ssp.stackID = gs->curB->stacks.back()->ID; //how to get recent stack?
ssp.which = BattleSetStackProperty::CLONED; //using enum values
ssp.val = 0;
ssp.absolute = 1;
sendAndApply(&ssp);
}
break;
case Spells::REMOVE_OBSTACLE:
{
ObstaclesRemoved obr;
BOOST_FOREACH(auto &obstacle, battleGetAllObstacles())
{
if(vstd::contains(obstacle->getBlockedTiles(), destination))
obr.obstacles.insert(obstacle->uniqueID);
}
if(!obr.obstacles.empty())
sendAndApply(&obr);
else
complain("There's no obstacle to remove!");
break;
}
break;
case Spells::DEATH_STARE: //handled in a bit different way
{
for(auto it = attackedCres.begin(); it != attackedCres.end(); ++it)
{
if((*it)->hasBonusOfType(Bonus::UNDEAD) || (*it)->hasBonusOfType(Bonus::NON_LIVING)) //this creature is immune
{
sc.dmgToDisplay = 0; //TODO: handle Death Stare for multiple targets (?)
continue;
}
BattleStackAttacked bsa;
bsa.flags |= BattleStackAttacked::EFFECT;
bsa.effect = spell->mainEffectAnim; //from config\spell-Info.txt
bsa.damageAmount = usedSpellPower * (*it)->valOfBonuses(Bonus::STACK_HEALTH);
bsa.stackAttacked = (*it)->ID;
bsa.attackerID = -1;
(*it)->prepareAttacked(bsa);
si.stacks.push_back(bsa);
}
}
break;
case Spells::ACID_BREATH_DAMAGE: //new effect, separate from acid breath defense reduction
{
for(auto it = attackedCres.begin(); it != attackedCres.end(); ++it) //no immunities
{
BattleStackAttacked bsa;
bsa.flags |= BattleStackAttacked::EFFECT;
bsa.effect = VLC->spellh->spells[80]->mainEffectAnim; //use acid breath
bsa.damageAmount = usedSpellPower; //damage times the number of attackers
bsa.stackAttacked = (*it)->ID;
bsa.attackerID = -1;
(*it)->prepareAttacked(bsa);
si.stacks.push_back(bsa);
}
}
break;
}
sendAndApply(&sc);
if(!si.stacks.empty()) //after spellcast info shows
sendAndApply(&si);
if (mode == ECastingMode::CREATURE_ACTIVE_CASTING || mode == ECastingMode::ENCHANTER_CASTING) //reduce number of casts remaining
{
BattleSetStackProperty ssp;
ssp.stackID = stack->ID;
ssp.which = BattleSetStackProperty::CASTS;
ssp.val = -1;
ssp.absolute = false;
sendAndApply(&ssp);
}
//Magic Mirror effect
if (spell->isNegative() && mode != ECastingMode::MAGIC_MIRROR && spell->level && spell->range[0] == "0") //it is actual spell and can be reflected to single target, no recurrence
{
for(auto it = attackedCres.begin(); it != attackedCres.end(); ++it)
{
int mirrorChance = (*it)->valOfBonuses(Bonus::MAGIC_MIRROR);
if(mirrorChance > rand()%100)
{
std::vector<CStack *> mirrorTargets;
std::vector<CStack *> & battleStacks = gs->curB->stacks;
for (size_t j = 0; j < battleStacks.size(); ++j)
{
if(battleStacks[j]->owner == casterSide) //get enemy stacks which can be affected by this spell
{
if (!gs->curB->battleIsImmune(NULL, spell, ECastingMode::MAGIC_MIRROR, battleStacks[j]->position))
mirrorTargets.push_back(battleStacks[j]);
}
}
if (mirrorTargets.size())
{
int targetHex = mirrorTargets[rand() % mirrorTargets.size()]->position;
handleSpellCasting(spellID, 0, targetHex, 1 - casterSide, (*it)->owner, NULL, (caster ? caster : NULL), usedSpellPower, ECastingMode::MAGIC_MIRROR, (*it));
}
}
}
}
}
bool CGameHandler::makeCustomAction( BattleAction &ba )
{
switch(ba.actionType)
{
case BattleAction::HERO_SPELL: //hero casts spell
{
const CGHeroInstance *h = gs->curB->heroes[ba.side];
const CGHeroInstance *secondHero = gs->curB->heroes[!ba.side];
if(!h)
{
tlog2 << "Wrong caster!\n";
return false;
}
if(ba.additionalInfo >= VLC->spellh->spells.size())
{
tlog2 << "Wrong spell id (" << ba.additionalInfo << ")!\n";
return false;
}
const CSpell *s = VLC->spellh->spells[ba.additionalInfo];
if (s->mainEffectAnim > -1 || (s->id >= 66 || s->id <= 69) || s->id == Spells::CLONE) //allow summon elementals
//TODO: special effects, like Clone
{
ui8 skill = h->getSpellSchoolLevel(s); //skill level
ESpellCastProblem::ESpellCastProblem escp = gs->curB->battleCanCastThisSpell(h->tempOwner, s, ECastingMode::HERO_CASTING);
if(escp != ESpellCastProblem::OK)
{
tlog2 << "Spell cannot be cast!\n";
tlog2 << "Problem : " << escp << std::endl;
return false;
}
StartAction start_action(ba);
sendAndApply(&start_action); //start spell casting
handleSpellCasting (ba.additionalInfo, skill, ba.destinationTile, ba.side, h->tempOwner, h, secondHero, h->getPrimSkillLevel(2),
ECastingMode::HERO_CASTING, NULL, ba.selectedStack);
sendAndApply(&end_action);
if( !gs->curB->battleGetStackByID(gs->curB->activeStack, false)->alive() )
{
battleMadeAction.setn(true);
}
checkForBattleEnd();
if(battleResult.get())
{
battleMadeAction.setn(true);
//battle will be ended by startBattle function
//endBattle(gs->curB->tile, gs->curB->heroes[0], gs->curB->heroes[1]);
}
return true;
}
else
{
tlog2 << "Spell " << s->name << " is not yet supported!\n";
return false;
}
}
}
return false;
}
void CGameHandler::stackTurnTrigger(const CStack * st)
{
BattleTriggerEffect bte;
bte.stackID = st->ID;
bte.effect = -1;
bte.val = 0;
bte.additionalInfo = 0;
if (st->alive())
{
//unbind
if (st->getEffect(72))
{
bool unbind = true;
BonusList bl = *(st->getBonuses(Selector::type(Bonus::BIND_EFFECT)));
std::set<const CStack*> stacks = gs->curB-> batteAdjacentCreatures(st);
BOOST_FOREACH(Bonus * b, bl)
{
const CStack * stack = gs->curB->battleGetStackByID(b->additionalInfo); //binding stack must be alive and adjacent
if (stack)
{
if (vstd::contains(stacks, stack)) //binding stack is still present
{
unbind = false;
}
}
}
if (unbind)
{
BattleSetStackProperty ssp;
ssp.which = BattleSetStackProperty::UNBIND;
ssp.stackID = st->ID;
sendAndApply(&ssp);
}
}
//regeneration
if(st->hasBonusOfType(Bonus::HP_REGENERATION))
{
bte.effect = Bonus::HP_REGENERATION;
bte.val = std::min((int)(st->MaxHealth() - st->firstHPleft), st->valOfBonuses(Bonus::HP_REGENERATION));
}
if(st->hasBonusOfType(Bonus::FULL_HP_REGENERATION))
{
bte.effect = Bonus::HP_REGENERATION;
bte.val = st->MaxHealth() - st->firstHPleft;
}
if (bte.val) //anything to heal
sendAndApply(&bte);
if(st->hasBonusOfType(Bonus::POISON))
{
const Bonus * b = st->getBonusLocalFirst(Selector::source(Bonus::SPELL_EFFECT, 71) && Selector::type(Bonus::STACK_HEALTH));
if (b) //TODO: what if not?...
{
bte.val = std::max (b->val - 10, -(st->valOfBonuses(Bonus::POISON)));
if (bte.val < b->val) //(negative) poison effect increases - update it
{
bte.effect = Bonus::POISON;
sendAndApply(&bte);
}
}
}
if (st->hasBonusOfType(Bonus::MANA_DRAIN) && !vstd::contains(st->state, EBattleStackState::DRAINED_MANA))
{
const CGHeroInstance * enemy = gs->curB->getHero(gs->curB->theOtherPlayer(st->owner));
if (enemy)
{
ui32 manaDrained = st->valOfBonuses(Bonus::MANA_DRAIN);
vstd::amin (manaDrained, gs->curB->heroes[0]->mana);
if (manaDrained)
{
bte.effect = Bonus::MANA_DRAIN;
bte.val = manaDrained;
bte.additionalInfo = enemy->id; //for sanity
sendAndApply(&bte);
}
}
}
if (!st->hasBonusOfType(Bonus::FEARLESS))
{
bool fearsomeCreature = false;
BOOST_FOREACH(CStack * stack, gs->curB->stacks)
{
if (stack->owner != st->owner && stack->hasBonusOfType(Bonus::FEAR))
{
fearsomeCreature = true;
break;
}
}
if (fearsomeCreature)
{
if (rand() % 100 < 10) //fixed 10%
{
bte.effect = Bonus::FEAR;
sendAndApply(&bte);
}
}
}
BonusList bl = *(st->getBonuses(Selector::type(Bonus::ENCHANTER)));
int side = gs->curB->whatSide(st->owner);
if (bl.size() && st->casts && !gs->curB->enchanterCounter[side])
{
int index = rand() % bl.size();
int spellID = bl[index]->subtype; //spell ID
if (gs->curB->battleCanCastThisSpell(st->owner, VLC->spellh->spells[spellID], ECastingMode::ENCHANTER_CASTING)) //TODO: select another?
{
int spellLeveL = bl[index]->val; //spell level
const CGHeroInstance * enemyHero = gs->curB->getHero(gs->curB->theOtherPlayer(st->owner));
handleSpellCasting(spellID, spellLeveL, -1, side, st->owner, NULL, enemyHero, 0, ECastingMode::ENCHANTER_CASTING, st);
BattleSetStackProperty ssp;
ssp.which = BattleSetStackProperty::ENCHANTER_COUNTER;
ssp.absolute = false;
ssp.val = bl[index]->additionalInfo; //increase cooldown counter
ssp.stackID = st->ID;
sendAndApply(&ssp);
}
}
bl = *(st->getBonuses(Selector::type(Bonus::ENCHANTED)));
BOOST_FOREACH (auto b, bl)
{
SetStackEffect sse;
int val = bl.valOfBonuses (Selector::typeSubtype(b->type, b->subtype));
if (val > 3)
{
BOOST_FOREACH (auto s, gs->curB->battleGetAllStacks())
{
if (st->owner == s->owner && s->isValidTarget()) //all allied
sse.stacks.push_back (s->ID);
}
}
else
sse.stacks.push_back (st->ID);
Bonus pseudoBonus;
pseudoBonus.sid = b->subtype;
pseudoBonus.val = ((val > 3) ? (val - 3) : val);
pseudoBonus.turnsRemain = 50;
st->stackEffectToFeature (sse.effect, pseudoBonus);
sendAndApply (&sse);
}
}
}
void CGameHandler::handleDamageFromObstacle(const CObstacleInstance &obstacle, const CStack * curStack)
{
//we want to determine following vars depending on obstacle type
int damage = -1;
int effect = -1;
bool oneTimeObstacle = false;
//helper info
const SpellCreatedObstacle *spellObstacle = dynamic_cast<const SpellCreatedObstacle*>(&obstacle); //not nice but we may need spell params
const ui8 side = !curStack->attackerOwned;
const CGHeroInstance *hero = gs->curB->heroes[side];
if(obstacle.obstacleType == CObstacleInstance::MOAT)
{
damage = battleGetMoatDmg();
}
else if(obstacle.obstacleType == CObstacleInstance::LAND_MINE)
{
//You don't get hit by a Mine you can see.
if(gs->curB->battleIsObstacleVisibleForSide(obstacle, (BattlePerspective::BattlePerspective)side))
return;
oneTimeObstacle = true;
effect = 82; //makes
damage = gs->curB->calculateSpellDmg(VLC->spellh->spells[Spells::LAND_MINE], hero, curStack,
spellObstacle->spellLevel, spellObstacle->casterSpellPower);
//TODO even if obstacle wasn't created by hero (Tower "moat") it should deal dmg as if casted by hero,
//if it is bigger than default dmg. Or is it just irrelevant H3 implementation quirk
}
else if(obstacle.obstacleType == CObstacleInstance::FIRE_WALL)
{
damage = gs->curB->calculateSpellDmg(VLC->spellh->spells[Spells::FIRE_WALL], hero, curStack,
spellObstacle->spellLevel, spellObstacle->casterSpellPower);
}
else
{
//no other obstacle does damage to stack
return;
}
BattleStackAttacked bsa;
if(effect >= 0)
{
bsa.flags |= BattleStackAttacked::EFFECT;
bsa.effect = effect; //makes POOF
}
bsa.damageAmount = damage;
bsa.stackAttacked = curStack->ID;
bsa.attackerID = -1;
curStack->prepareAttacked(bsa);
StacksInjured si;
si.stacks.push_back(bsa);
sendAndApply(&si);
if(oneTimeObstacle)
removeObstacle(obstacle);
}
void CGameHandler::handleTimeEvents()
{
gs->map->events.sort(evntCmp);
while(gs->map->events.size() && gs->map->events.front()->firstOccurence+1 == gs->day)
{
CMapEvent *ev = gs->map->events.front();
for(int player = 0; player < GameConstants::PLAYER_LIMIT; player++)
{
PlayerState *pinfo = gs->getPlayer(player);
if( pinfo //player exists
&& (ev->players & 1<<player) //event is enabled to this player
&& ((ev->computerAffected && !pinfo->human)
|| (ev->humanAffected && pinfo->human)
)
)
{
//give resources
SetResources sr;
sr.player = player;
sr.res = pinfo->resources + ev->resources;
//prepare dialog
InfoWindow iw;
iw.player = player;
iw.text << ev->message;
for (int i=0; i<ev->resources.size(); i++)
{
if(ev->resources[i]) //if resource is changed, we add it to the dialog
iw.components.push_back(Component(Component::RESOURCE,i,ev->resources[i],0));
}
if (iw.components.size())
{
sr.res.amax(0); // If removing too much resources, adjust the amount so the total doesn't become negative.
sendAndApply(&sr); //update player resources if changed
}
sendAndApply(&iw); //show dialog
}
} //PLAYERS LOOP
if(ev->nextOccurence)
{
gs->map->events.pop_front();
ev->firstOccurence += ev->nextOccurence;
std::list<ConstTransitivePtr<CMapEvent> >::iterator it = gs->map->events.begin();
while ( it !=gs->map->events.end() && (*it)->earlierThanOrEqual(*ev))
it++;
gs->map->events.insert(it, ev);
}
else
{
delete ev;
gs->map->events.pop_front();
}
}
}
void CGameHandler::handleTownEvents(CGTownInstance * town, NewTurn &n, std::map<si32, std::map<si32, si32> > &newCreas)
{
//TODO event removing desync!!!
town->events.sort(evntCmp);
while(town->events.size() && town->events.front()->firstOccurence == gs->day)
{
ui8 player = town->tempOwner;
CCastleEvent *ev = town->events.front();
PlayerState *pinfo = gs->getPlayer(player);
if( pinfo //player exists
&& (ev->players & 1<<player) //event is enabled to this player
&& ((ev->computerAffected && !pinfo->human)
|| (ev->humanAffected && pinfo->human) ) )
{
// dialog
InfoWindow iw;
iw.player = player;
iw.text << ev->message;
if(ev->resources.nonZero())
{
TResources was = n.res[player];
n.res[player] += ev->resources;
n.res[player].amax(0);
for (int i=0; i<ev->resources.size(); i++)
if(ev->resources[i] && pinfo->resources[i] != n.res[player][i]) //if resource had changed, we add it to the dialog
iw.components.push_back(Component(Component::RESOURCE,i,n.res[player][i]-was[i],0));
}
for(std::set<si32>::iterator i = ev->buildings.begin(); i!=ev->buildings.end();i++)
if ( town->hasBuilt(*i))
{
buildStructure(town->id, *i, true);
iw.components.push_back(Component(Component::BUILDING, town->subID, *i, 0));
}
for(si32 i=0;i<ev->creatures.size();i++) //creature growths
{
if(town->creatureDwellingLevel(i) >= 0 && ev->creatures[i])//there is dwelling
{
newCreas[town->id][i] += ev->creatures[i];
iw.components.push_back(Component(Component::CREATURE,
town->creatures[i].second.back(), ev->creatures[i], 0));
}
}
sendAndApply(&iw); //show dialog
}
if(ev->nextOccurence)
{
town->events.pop_front();
ev->firstOccurence += ev->nextOccurence;
std::list<CCastleEvent*>::iterator it = town->events.begin();
while ( it !=town->events.end() && (*it)->earlierThanOrEqual(*ev))
it++;
town->events.insert(it, ev);
}
else
{
delete ev;
town->events.pop_front();
}
}
}
bool CGameHandler::complain( const std::string &problem )
{
sendMessageToAll("Server encountered a problem: " + problem);
tlog1 << problem << std::endl;
return true;
}
ui32 CGameHandler::getQueryResult( ui8 player, int queryID )
{
//TODO: write
return 0;
}
void CGameHandler::showGarrisonDialog( int upobj, int hid, bool removableUnits, const boost::function<void()> &cb )
{
ui8 player = getOwner(hid);
GarrisonDialog gd;
gd.hid = hid;
gd.objid = upobj;
gd.removableUnits = removableUnits;
{
boost::unique_lock<boost::recursive_mutex> lock(gsm);
prepareNewQuery(&gd, player);
//register callback manually since we need to use query ID that's given in result of prepareNewQuery call
callbacks[gd.queryID] = [=](ui32 answer)
{
// Garrison callback calls the "original callback" and closes the exchange between objs.
if (cb)
cb();
boost::unique_lock<boost::recursive_mutex> lockGsm(this->gsm);
allowedExchanges.erase(gd.queryID);
};
allowedExchanges[gd.queryID] = std::pair<si32,si32>(upobj,hid);
sendAndApply(&gd);
}
}
void CGameHandler::showThievesGuildWindow(int player, int requestingObjId)
{
OpenWindow ow;
ow.window = OpenWindow::THIEVES_GUILD;
ow.id1 = player;
ow.id2 = requestingObjId;
sendAndApply(&ow);
}
bool CGameHandler::isAllowedArrangePack(const ArrangeStacks *pack)
{
return isAllowedExchangeForQuery(pack->id1, pack->id2);
}
bool CGameHandler::isAllowedExchangeForQuery(int id1, int id2) {
boost::unique_lock<boost::recursive_mutex> lock(gsm);
for(std::map<ui32, std::pair<si32,si32> >::const_iterator i = allowedExchanges.begin(); i!=allowedExchanges.end(); i++)
if((id1 == i->second.first && id2 == i->second.second) ||
(id2 == i->second.first && id1 == i->second.second))
return true;
return false;
}
bool CGameHandler::isAllowedExchange( int id1, int id2 )
{
if(id1 == id2)
return true;
if (isAllowedExchangeForQuery(id1, id2))
return true;
const CGObjectInstance *o1 = getObj(id1), *o2 = getObj(id2);
if (o1 && o2)
{
if(o1->ID == Obj::TOWN)
{
const CGTownInstance *t = static_cast<const CGTownInstance*>(o1);
if(t->visitingHero == o2 || t->garrisonHero == o2)
return true;
}
if(o2->ID == Obj::TOWN)
{
const CGTownInstance *t = static_cast<const CGTownInstance*>(o2);
if(t->visitingHero == o1 || t->garrisonHero == o1)
return true;
}
if(o1->ID == Obj::HERO && o2->ID == Obj::HERO
&& distance(o1->pos, o2->pos) < 2) //hero stands on the same tile or on the neighbouring tiles
{
//TODO: it's workaround, we should check if first hero visited second and player hasn't closed exchange window
//(to block moving stacks for free [without visiting] between heroes)
return true;
}
}
else //not exchanging between heroes, TODO: more sophisticated logic
{
return true;
}
return false;
}
void CGameHandler::objectVisited( const CGObjectInstance * obj, const CGHeroInstance * h )
{
HeroVisit hv;
hv.obj = obj;
hv.hero = h;
hv.starting = true;
sendAndApply(&hv);
obj->onHeroVisit(h);
hv.obj = NULL; //not necessary, moreover may have been deleted in the meantime
hv.starting = false;
sendAndApply(&hv);
}
bool CGameHandler::buildBoat( ui32 objid )
{
const IShipyard *obj = IShipyard::castFrom(getObj(objid));
if(obj->state() != IBoatGenerator::GOOD)
{
complain("Cannot build boat in this shipyard!");
return false;
}
else if(obj->o->ID == Obj::TOWN
&& !static_cast<const CGTownInstance*>(obj)->hasBuilt(EBuilding::SHIPYARD))
{
complain("Cannot build boat in the town - no shipyard!");
return false;
}
//TODO use "real" cost via obj->getBoatCost
if(getResource(obj->o->tempOwner, Res::GOLD) < 1000 || getResource(obj->o->tempOwner, Res::WOOD) < 10)
{
complain("Not enough resources to build a boat!");
return false;
}
int3 tile = obj->bestLocation();
if(!gs->map->isInTheMap(tile))
{
complain("Cannot find appropriate tile for a boat!");
return false;
}
//take boat cost
SetResources sr;
sr.player = obj->o->tempOwner;
sr.res = gs->getPlayer(obj->o->tempOwner)->resources;
sr.res[Res::WOOD] -= 10;
sr.res[Res::GOLD] -= 1000;
sendAndApply(&sr);
//create boat
NewObject no;
no.ID = 8;
no.subID = obj->getBoatType();
no.pos = tile + int3(1,0,0);
sendAndApply(&no);
return true;
}
void CGameHandler::engageIntoBattle( ui8 player )
{
if(vstd::contains(states.players, player))
states.setFlag(player,&PlayerStatus::engagedIntoBattle,true);
//notify interfaces
PlayerBlocked pb;
pb.player = player;
pb.reason = PlayerBlocked::UPCOMING_BATTLE;
sendAndApply(&pb);
}
void CGameHandler::winLoseHandle(ui8 players )
{
for(size_t i = 0; i < GameConstants::PLAYER_LIMIT; i++)
{
if(players & 1<<i && gs->getPlayer(i))
{
checkLossVictory(i);
}
}
}
void CGameHandler::checkLossVictory( ui8 player )
{
const PlayerState *p = gs->getPlayer(player);
if(p->status) //player already won / lost
return;
int loss = gs->lossCheck(player);
int vic = gs->victoryCheck(player);
if(!loss && !vic)
return;
InfoWindow iw;
getLossVicMessage(player, vic ? vic : loss , vic, iw);
sendAndApply(&iw);
PlayerEndsGame peg;
peg.player = player;
peg.victory = vic;
sendAndApply(&peg);
if(vic) //one player won -> all enemies lost
{
iw.text.localStrings.front().second++; //message about losing because enemy won first is just after victory message
for (auto i = gs->players.cbegin(); i!=gs->players.cend(); i++)
{
if(i->first < GameConstants::PLAYER_LIMIT && i->first != player)//FIXME: skip already eliminated players?
{
iw.player = i->first;
sendAndApply(&iw);
peg.player = i->first;
peg.victory = gameState()->getPlayerRelations(player, i->first) == 1; // ally of winner
sendAndApply(&peg);
}
}
}
else //player lost -> all his objects become unflagged (neutral)
{
std::vector<ConstTransitivePtr<CGHeroInstance> > hlp = p->heroes;
for (std::vector<ConstTransitivePtr<CGHeroInstance> >::const_iterator i = hlp.begin(); i != hlp.end(); i++) //eliminate heroes
removeObject((*i)->id);
for (std::vector<ConstTransitivePtr<CGObjectInstance> >::const_iterator i = gs->map->objects.begin(); i != gs->map->objects.end(); i++) //unflag objs
{
if(*i && (*i)->tempOwner == player)
setOwner((**i).id,GameConstants::NEUTRAL_PLAYER);
}
//eliminating one player may cause victory of another:
winLoseHandle(GameConstants::ALL_PLAYERS & ~(1<<player));
}
if(vic)
{
end2 = true;
if(gs->scenarioOps->campState)
{
std::vector<CGHeroInstance *> hes;
BOOST_FOREACH(CGHeroInstance * ghi, gs->map->heroes)
{
if (ghi->tempOwner == vic)
{
hes.push_back(ghi);
}
}
gs->scenarioOps->campState->mapConquered(hes);
UpdateCampaignState ucs;
ucs.camp = gs->scenarioOps->campState;
sendAndApply(&ucs);
}
}
}
void CGameHandler::getLossVicMessage( ui8 player, si8 standard, bool victory, InfoWindow &out ) const
{
// const PlayerState *p = gs->getPlayer(player);
// if(!p->human)
// return; //AI doesn't need text info of loss
out.player = player;
if(victory)
{
if(standard > 0) //not std loss
{
switch(gs->map->victoryCondition.condition)
{
case EVictoryConditionType::ARTIFACT:
out.text.addTxt(MetaString::GENERAL_TXT, 280); //Congratulations! You have found the %s, and can claim victory!
out.text.addReplacement(MetaString::ART_NAMES,gs->map->victoryCondition.objectId); //artifact name
break;
case EVictoryConditionType::GATHERTROOP:
out.text.addTxt(MetaString::GENERAL_TXT, 276); //Congratulations! You have over %d %s in your armies. Your enemies have no choice but to bow down before your power!
out.text.addReplacement(gs->map->victoryCondition.count);
out.text.addReplacement(MetaString::CRE_PL_NAMES, gs->map->victoryCondition.objectId);
break;
case EVictoryConditionType::GATHERRESOURCE:
out.text.addTxt(MetaString::GENERAL_TXT, 278); //Congratulations! You have collected over %d %s in your treasury. Victory is yours!
out.text.addReplacement(gs->map->victoryCondition.count);
out.text.addReplacement(MetaString::RES_NAMES, gs->map->victoryCondition.objectId);
break;
case EVictoryConditionType::BUILDCITY:
out.text.addTxt(MetaString::GENERAL_TXT, 282); //Congratulations! You have successfully upgraded your town, and can claim victory!
break;
case EVictoryConditionType::BUILDGRAIL:
out.text.addTxt(MetaString::GENERAL_TXT, 284); //Congratulations! You have constructed a permanent home for the Grail, and can claim victory!
break;
case EVictoryConditionType::BEATHERO:
{
out.text.addTxt(MetaString::GENERAL_TXT, 252); //Congratulations! You have completed your quest to defeat the enemy hero %s. Victory is yours!
const CGHeroInstance *h = dynamic_cast<const CGHeroInstance*>(gs->map->victoryCondition.obj);
assert(h);
out.text.addReplacement(h->name);
}
break;
case EVictoryConditionType::CAPTURECITY:
{
out.text.addTxt(MetaString::GENERAL_TXT, 249); //Congratulations! You captured %s, and are victorious!
const CGTownInstance *t = dynamic_cast<const CGTownInstance*>(gs->map->victoryCondition.obj);
assert(t);
out.text.addReplacement(t->name);
}
break;
case EVictoryConditionType::BEATMONSTER:
out.text.addTxt(MetaString::GENERAL_TXT, 286); //Congratulations! You have completed your quest to kill the fearsome beast, and can claim victory!
break;
case EVictoryConditionType::TAKEDWELLINGS:
out.text.addTxt(MetaString::GENERAL_TXT, 288); //Congratulations! Your flag flies on the dwelling of every creature. Victory is yours!
break;
case EVictoryConditionType::TAKEMINES:
out.text.addTxt(MetaString::GENERAL_TXT, 290); //Congratulations! Your flag flies on every mine. Victory is yours!
break;
case EVictoryConditionType::TRANSPORTITEM:
out.text.addTxt(MetaString::GENERAL_TXT, 292); //Congratulations! You have reached your destination, precious cargo intact, and can claim victory!
break;
}
}
else
{
out.text.addTxt(MetaString::GENERAL_TXT, 659); //Congratulations! You have reached your destination, precious cargo intact, and can claim victory!
}
}
else
{
if(standard > 0) //not std loss
{
switch(gs->map->lossCondition.typeOfLossCon)
{
case ELossConditionType::LOSSCASTLE:
{
out.text.addTxt(MetaString::GENERAL_TXT, 251); //The town of %s has fallen - all is lost!
const CGTownInstance *t = dynamic_cast<const CGTownInstance*>(gs->map->lossCondition.obj);
assert(t);
out.text.addReplacement(t->name);
}
break;
case ELossConditionType::LOSSHERO:
{
out.text.addTxt(MetaString::GENERAL_TXT, 253); //The hero, %s, has suffered defeat - your quest is over!
const CGHeroInstance *h = dynamic_cast<const CGHeroInstance*>(gs->map->lossCondition.obj);
assert(h);
out.text.addReplacement(h->name);
}
break;
case ELossConditionType::TIMEEXPIRES:
out.text.addTxt(MetaString::GENERAL_TXT, 254); //Alas, time has run out on your quest. All is lost.
break;
}
}
else if(standard == 2)
{
out.text.addTxt(MetaString::GENERAL_TXT, 7);//%s, your heroes abandon you, and you are banished from this land.
out.text.addReplacement(MetaString::COLOR, player);
out.components.push_back(Component(Component::FLAG,player,0,0));
}
else //lost all towns and heroes
{
out.text.addTxt(MetaString::GENERAL_TXT, 660); //All your forces have been defeated, and you are banished from this land!
}
}
}
bool CGameHandler::dig( const CGHeroInstance *h )
{
for (std::vector<ConstTransitivePtr<CGObjectInstance> >::const_iterator i = gs->map->objects.begin(); i != gs->map->objects.end(); i++) //unflag objs
{
if(*i && (*i)->ID == Obj::HOLE && (*i)->pos == h->getPosition())
{
complain("Cannot dig - there is already a hole under the hero!");
return false;
}
}
if(h->diggingStatus() != CGHeroInstance::CAN_DIG) //checks for terrain and movement
COMPLAIN_RETF("Hero cannot dig (error code %d)!", h->diggingStatus());
//create a hole
NewObject no;
no.ID = Obj::HOLE;
no.pos = h->getPosition();
no.subID = getTile(no.pos)->terType;
sendAndApply(&no);
//take MPs
SetMovePoints smp;
smp.hid = h->id;
smp.val = 0;
sendAndApply(&smp);
InfoWindow iw;
iw.player = h->tempOwner;
if(gs->map->grailPos == h->getPosition())
{
iw.text.addTxt(MetaString::GENERAL_TXT, 58); //"Congratulations! After spending many hours digging here, your hero has uncovered the "
iw.text.addTxt(MetaString::ART_NAMES, 2);
iw.soundID = soundBase::ULTIMATEARTIFACT;
giveHeroNewArtifact(h, VLC->arth->artifacts[2], -1); //give grail
sendAndApply(&iw);
iw.soundID = soundBase::invalid;
iw.text.clear();
iw.text.addTxt(MetaString::ART_DESCR, 2);
sendAndApply(&iw);
}
else
{
iw.text.addTxt(MetaString::GENERAL_TXT, 59); //"Nothing here. \n Where could it be?"
iw.soundID = soundBase::Dig;
sendAndApply(&iw);
}
return true;
}
void CGameHandler::attackCasting(const BattleAttack & bat, Bonus::BonusType attackMode, const CStack * attacker)
{
if(attacker->hasBonusOfType(attackMode))
{
std::set<ui32> spellsToCast;
TBonusListPtr spells = attacker->getBonuses(Selector::type(attackMode));
BOOST_FOREACH(const Bonus *sf, *spells)
{
spellsToCast.insert (sf->subtype);
}
BOOST_FOREACH(ui32 spellID, spellsToCast)
{
const CStack * oneOfAttacked = NULL;
for (int g=0; g<bat.bsa.size(); ++g)
{
if (bat.bsa[g].newAmount > 0 && !bat.bsa[g].isSecondary()) //apply effects only to first target stack if it's alive
{
oneOfAttacked = gs->curB->battleGetStackByID(bat.bsa[g].stackAttacked);
break;
}
}
bool castMe = false;
int meleeRanged;
if(oneOfAttacked == NULL) //all attacked creatures have been killed
return;
int spellLevel = 0;
TBonusListPtr spellsByType = attacker->getBonuses(Selector::typeSubtype(attackMode, spellID));
BOOST_FOREACH(const Bonus *sf, *spellsByType)
{
vstd::amax(spellLevel, sf->additionalInfo % 1000); //pick highest level
meleeRanged = sf->additionalInfo / 1000;
if (meleeRanged == 0 || (meleeRanged == 1 && bat.shot()) || (meleeRanged == 2 && !bat.shot()))
castMe = true;
}
int chance = attacker->valOfBonuses((Selector::typeSubtype(attackMode, spellID)));
vstd::amin (chance, 100);
int destination = oneOfAttacked->position;
const CSpell * spell = VLC->spellh->spells[spellID];
if(gs->curB->battleCanCastThisSpellHere(attacker->owner, spell, ECastingMode::AFTER_ATTACK_CASTING, oneOfAttacked->position) != ESpellCastProblem::OK)
continue;
//check if spell should be casted (probability handling)
if(rand()%100 >= chance)
continue;
//casting //TODO: check if spell can be blocked or target is immune
if (castMe) //stacks use 0 spell power. If needed, default = 3 or custom value is used
handleSpellCasting(spellID, spellLevel, destination, !attacker->attackerOwned, attacker->owner, NULL, NULL, 0, ECastingMode::AFTER_ATTACK_CASTING, attacker);
}
}
}
void CGameHandler::handleAttackBeforeCasting (const BattleAttack & bat)
{
const CStack * attacker = gs->curB->battleGetStackByID(bat.stackAttacking);
attackCasting(bat, Bonus::SPELL_BEFORE_ATTACK, attacker); //no detah stare / acid bretah needed?
}
void CGameHandler::handleAfterAttackCasting( const BattleAttack & bat )
{
const CStack * attacker = gs->curB->battleGetStackByID(bat.stackAttacking);
if (!attacker) //could be already dead
return;
attackCasting(bat, Bonus::SPELL_AFTER_ATTACK, attacker);
if(bat.bsa[0].newAmount <= 0)
{
//don't try death stare or acid breath on dead stack (crash!)
return;
}
if (attacker->hasBonusOfType(Bonus::DEATH_STARE)) // spell id 79
{
// mechanics of Death Stare as in H3:
// each gorgon have 10% chance to kill (counted separately in H3) -> binomial distribution
// maximum amount that can be killed is ( gorgons_count / 10 ), rounded up
double chanceToKill = double(attacker->count * attacker->valOfBonuses(Bonus::DEATH_STARE, 0)) / 100;
vstd::amin(chanceToKill, 1); //cap at 100%
boost::binomial_distribution<> distr(attacker->count, chanceToKill);
boost::mt19937 rng(rand());
boost::variate_generator<boost::mt19937&, boost::binomial_distribution<> > dice (rng, distr);
int staredCreatures = dice();
int maxToKill = (attacker->count * chanceToKill + 99) / 100;
vstd::amin(staredCreatures, maxToKill);
staredCreatures += attacker->type->level * attacker->valOfBonuses(Bonus::DEATH_STARE, 1);
if (staredCreatures)
{
if (bat.bsa.size() && bat.bsa[0].newAmount > 0) //TODO: death stare was not originally available for multiple-hex attacks, but...
handleSpellCasting(79, 0, gs->curB->battleGetStackByID(bat.bsa[0].stackAttacked)->position,
!attacker->attackerOwned, attacker->owner, NULL, NULL, staredCreatures, ECastingMode::AFTER_ATTACK_CASTING, attacker);
}
}
int acidDamage = 0;
TBonusListPtr acidBreath = attacker->getBonuses(Selector::type(Bonus::ACID_BREATH));
BOOST_FOREACH(const Bonus *b, *acidBreath)
{
if (b->additionalInfo > rand()%100)
acidDamage += b->val;
}
if (acidDamage)
{
handleSpellCasting(81, 0, gs->curB->battleGetStackByID(bat.bsa[0].stackAttacked)->position,
!attacker->attackerOwned, attacker->owner, NULL, NULL,
acidDamage * attacker->count, ECastingMode::AFTER_ATTACK_CASTING, attacker);
}
}
bool CGameHandler::castSpell(const CGHeroInstance *h, int spellID, const int3 &pos)
{
const CSpell *s = VLC->spellh->spells[spellID];
int cost = h->getSpellCost(s);
int schoolLevel = h->getSpellSchoolLevel(s);
if(!h->canCastThisSpell(s))
COMPLAIN_RET("Hero cannot cast this spell!");
if(h->mana < cost)
COMPLAIN_RET("Hero doesn't have enough spell points to cast this spell!");
if(s->combatSpell)
COMPLAIN_RET("This function can be used only for adventure map spells!");
AdvmapSpellCast asc;
asc.caster = h;
asc.spellID = spellID;
sendAndApply(&asc);
using namespace Spells;
switch(spellID)
{
case SUMMON_BOAT: //Summon Boat
{
//check if spell works at all
if(rand() % 100 >= s->powers[schoolLevel]) //power is % chance of success
{
InfoWindow iw;
iw.player = h->tempOwner;
iw.text.addTxt(MetaString::GENERAL_TXT, 336); //%s tried to summon a boat, but failed.
iw.text.addReplacement(h->name);
sendAndApply(&iw);
break;
}
//try to find unoccupied boat to summon
const CGBoat *nearest = NULL;
double dist = 0;
int3 summonPos = h->bestLocation();
if(summonPos.x < 0)
COMPLAIN_RET("There is no water tile available!");
BOOST_FOREACH(const CGObjectInstance *obj, gs->map->objects)
{
if(obj && obj->ID == Obj::BOAT)
{
const CGBoat *b = static_cast<const CGBoat*>(obj);
if(b->hero) continue; //we're looking for unoccupied boat
double nDist = distance(b->pos, h->getPosition());
if(!nearest || nDist < dist) //it's first boat or closer than previous
{
nearest = b;
dist = nDist;
}
}
}
if(nearest) //we found boat to summon
{
ChangeObjPos cop;
cop.objid = nearest->id;
cop.nPos = summonPos + int3(1,0,0);;
cop.flags = 1;
sendAndApply(&cop);
}
else if(schoolLevel < 2) //none or basic level -> cannot create boat :(
{
InfoWindow iw;
iw.player = h->tempOwner;
iw.text.addTxt(MetaString::GENERAL_TXT, 335); //There are no boats to summon.
sendAndApply(&iw);
}
else //create boat
{
NewObject no;
no.ID = 8;
no.subID = h->getBoatType();
no.pos = summonPos + int3(1,0,0);;
sendAndApply(&no);
}
break;
}
case SCUTTLE_BOAT: //Scuttle Boat
{
//check if spell works at all
if(rand() % 100 >= s->powers[schoolLevel]) //power is % chance of success
{
InfoWindow iw;
iw.player = h->tempOwner;
iw.text.addTxt(MetaString::GENERAL_TXT, 337); //%s tried to scuttle the boat, but failed
iw.text.addReplacement(h->name);
sendAndApply(&iw);
break;
}
if(!gs->map->isInTheMap(pos))
COMPLAIN_RET("Invalid dst tile for scuttle!");
//TODO: test range, visibility
const TerrainTile *t = &gs->map->getTile(pos);
if(!t->visitableObjects.size() || t->visitableObjects.back()->ID != Obj::BOAT)
COMPLAIN_RET("There is no boat to scuttle!");
RemoveObject ro;
ro.id = t->visitableObjects.back()->id;
sendAndApply(&ro);
break;
}
case DIMENSION_DOOR: //Dimension Door
{
const TerrainTile *dest = getTile(pos);
const TerrainTile *curr = getTile(h->getSightCenter());
if(!dest)
COMPLAIN_RET("Destination tile doesn't exist!");
if(!h->movement)
COMPLAIN_RET("Hero needs movement points to cast Dimension Door!");
if(h->getBonusesCount(Bonus::SPELL_EFFECT, Spells::DIMENSION_DOOR) >= s->powers[schoolLevel]) //limit casts per turn
{
InfoWindow iw;
iw.player = h->tempOwner;
iw.text.addTxt(MetaString::GENERAL_TXT, 338); //%s is not skilled enough to cast this spell again today.
iw.text.addReplacement(h->name);
sendAndApply(&iw);
break;
}
GiveBonus gb;
gb.id = h->id;
gb.bonus = Bonus(Bonus::ONE_DAY, Bonus::NONE, Bonus::SPELL_EFFECT, 0, Spells::DIMENSION_DOOR);
sendAndApply(&gb);
if(!dest->isClear(curr)) //wrong dest tile
{
InfoWindow iw;
iw.player = h->tempOwner;
iw.text.addTxt(MetaString::GENERAL_TXT, 70); //Dimension Door failed!
sendAndApply(&iw);
break;
}
if (moveHero(h->id, pos + h->getVisitableOffset(), true))
{
SetMovePoints smp;
smp.hid = h->id;
smp.val = std::max<ui32>(0, h->movement - 300);
sendAndApply(&smp);
}
}
break;
case FLY: //Fly
{
int subtype = schoolLevel >= 2 ? 1 : 2; //adv or expert
GiveBonus gb;
gb.id = h->id;
gb.bonus = Bonus(Bonus::ONE_DAY, Bonus::FLYING_MOVEMENT, Bonus::SPELL_EFFECT, 0, Spells::FLY, subtype);
sendAndApply(&gb);
}
break;
case WATER_WALK: //Water Walk
{
int subtype = schoolLevel >= 2 ? 1 : 2; //adv or expert
GiveBonus gb;
gb.id = h->id;
gb.bonus = Bonus(Bonus::ONE_DAY, Bonus::WATER_WALKING, Bonus::SPELL_EFFECT, 0, Spells::FLY, subtype);
sendAndApply(&gb);
}
break;
case TOWN_PORTAL: //Town Portal
{
if (!gs->map->isInTheMap(pos))
COMPLAIN_RET("Destination tile not present!")
TerrainTile tile = gs->map->getTile(pos);
if (tile.visitableObjects.empty() || tile.visitableObjects.back()->ID != Obj::TOWN )
COMPLAIN_RET("Town not found for Town Portal!");
CGTownInstance * town = static_cast<CGTownInstance*>(tile.visitableObjects.back());
if (town->tempOwner != h->tempOwner)
COMPLAIN_RET("Can't teleport to another player!");
if (town->visitingHero)
COMPLAIN_RET("Can't teleport to occupied town!");
if (h->getSpellSchoolLevel(s) < 2)
{
double dist = town->pos.dist2d(h->pos);
int nearest = town->id; //nearest town's ID
BOOST_FOREACH(const CGTownInstance * currTown, gs->getPlayer(h->tempOwner)->towns)
{
double curDist = currTown->pos.dist2d(h->pos);
if (nearest == -1 || curDist < dist)
{
nearest = town->id;
dist = curDist;
}
}
if (town->id != nearest)
COMPLAIN_RET("This hero can only teleport to nearest town!")
}
moveHero(h->id, town->visitablePos() + h->getVisitableOffset() ,1);
}
break;
case VISIONS: //Visions
case VIEW_EARTH: //View Earth
case DISGUISE: //Disguise
case VIEW_AIR: //View Air
default:
COMPLAIN_RET("This spell is not implemented yet!");
break;
}
SetMana sm;
sm.hid = h->id;
sm.val = h->mana - cost;
sendAndApply(&sm);
return true;
}
void CGameHandler::visitObjectOnTile(const TerrainTile &t, const CGHeroInstance * h)
{
if (!t.visitableObjects.empty())
{
//to prevent self-visiting heroes on space press
if(t.visitableObjects.back() != h)
objectVisited(t.visitableObjects.back(), h);
else if(t.visitableObjects.size() > 1)
objectVisited(*(t.visitableObjects.end()-2),h);
}
}
bool CGameHandler::tryAttackingGuard(const int3 &guardPos, const CGHeroInstance * h)
{
if(!gs->map->isInTheMap(guardPos))
return false;
const TerrainTile &guardTile = gs->map->terrain[guardPos.x][guardPos.y][guardPos.z];
objectVisited(guardTile.visitableObjects.back(), h);
visitObjectAfterVictory = true;
return true;
}
bool CGameHandler::sacrificeCreatures(const IMarket *market, const CGHeroInstance *hero, TSlot slot, ui32 count)
{
int oldCount = hero->getStackCount(slot);
if(oldCount < count)
COMPLAIN_RET("Not enough creatures to sacrifice!")
else if(oldCount == count && hero->Slots().size() == 1 && hero->needsLastStack())
COMPLAIN_RET("Cannot sacrifice last creature!");
int crid = hero->getStack(slot).type->idNumber;
changeStackCount(StackLocation(hero, slot), -count);
int dump, exp;
market->getOffer(crid, 0, dump, exp, EMarketMode::CREATURE_EXP);
exp *= count;
changePrimSkill(hero->id, 4, hero->calculateXp(exp));
return true;
}
bool CGameHandler::sacrificeArtifact(const IMarket * m, const CGHeroInstance * hero, int slot)
{
ArtifactLocation al(hero, slot);
const CArtifactInstance *a = al.getArt();
if(!a)
COMPLAIN_RET("Cannot find artifact to sacrifice!");
int dmp, expToGive;
m->getOffer(hero->getArtTypeId(slot), 0, dmp, expToGive, EMarketMode::ARTIFACT_EXP);
removeArtifact(al);
changePrimSkill(hero->id, 4, expToGive);
return true;
}
void CGameHandler::makeStackDoNothing(const CStack * next)
{
BattleAction doNothing;
doNothing.actionType = BattleAction::NO_ACTION;
doNothing.additionalInfo = 0;
doNothing.destinationTile = -1;
doNothing.side = !next->attackerOwned;
doNothing.stackNumber = next->ID;
makeAutomaticAction(next, doNothing);
}
bool CGameHandler::insertNewStack(const StackLocation &sl, const CCreature *c, TQuantity count)
{
if(sl.army->hasStackAtSlot(sl.slot))
COMPLAIN_RET("Slot is already taken!");
if(!sl.validSlot())
COMPLAIN_RET("Cannot insert stack to that slot!");
InsertNewStack ins;
ins.sl = sl;
ins.stack = CStackBasicDescriptor(c, count);
sendAndApply(&ins);
return true;
}
bool CGameHandler::eraseStack(const StackLocation &sl, bool forceRemoval/* = false*/)
{
if(!sl.army->hasStackAtSlot(sl.slot))
COMPLAIN_RET("Cannot find a stack to erase");
if(sl.army->Slots().size() == 1 //from the last stack
&& sl.army->needsLastStack() //that must be left
&& !forceRemoval) //ignore above conditions if we are forcing removal
{
COMPLAIN_RET("Cannot erase the last stack!");
}
EraseStack es;
es.sl = sl;
sendAndApply(&es);
return true;
}
bool CGameHandler::changeStackCount(const StackLocation &sl, TQuantity count, bool absoluteValue /*= false*/)
{
TQuantity currentCount = sl.army->getStackCount(sl.slot);
if((absoluteValue && count < 0)
|| (!absoluteValue && -count > currentCount))
{
COMPLAIN_RET("Cannot take more stacks than present!");
}
if((currentCount == -count && !absoluteValue)
|| (!count && absoluteValue))
{
eraseStack(sl);
}
else
{
ChangeStackCount csc;
csc.sl = sl;
csc.count = count;
csc.absoluteValue = absoluteValue;
sendAndApply(&csc);
}
return true;
}
bool CGameHandler::addToSlot(const StackLocation &sl, const CCreature *c, TQuantity count)
{
const CCreature *slotC = sl.army->getCreature(sl.slot);
if(!slotC) //slot is empty
insertNewStack(sl, c, count);
else if(c == slotC)
changeStackCount(sl, count);
else
{
COMPLAIN_RET("Cannot add " + c->namePl + " to slot " + boost::lexical_cast<std::string>(sl.slot) + "!");
}
return true;
}
void CGameHandler::tryJoiningArmy(const CArmedInstance *src, const CArmedInstance *dst, bool removeObjWhenFinished, bool allowMerging)
{
if(!src->canBeMergedWith(*dst, allowMerging))
{
if (allowMerging) //do that, add all matching creatures.
{
bool cont = true;
while (cont)
{
for(TSlots::const_iterator i = src->stacks.begin(); i != src->stacks.end(); i++)//while there are unmoved creatures
{
TSlot pos = dst->getSlotFor(i->second->type);
if(pos > -1)
{
moveStack(StackLocation(src, i->first), StackLocation(dst, pos));
cont = true;
break; //or iterator crashes
}
cont = false;
}
}
}
boost::function<void()> removeOrNot = 0;
if(removeObjWhenFinished)
removeOrNot = boost::bind(&IGameCallback::removeObject,this,src->id);
showGarrisonDialog(src->id, dst->id, true, removeOrNot); //show garrison window and optionally remove ourselves from map when player ends
}
else //merge
{
moveArmy(src, dst, allowMerging);
if(removeObjWhenFinished)
removeObject(src->id);
}
}
bool CGameHandler::moveStack(const StackLocation &src, const StackLocation &dst, TQuantity count)
{
if(!src.army->hasStackAtSlot(src.slot))
COMPLAIN_RET("No stack to move!");
if(dst.army->hasStackAtSlot(dst.slot) && dst.army->getCreature(dst.slot) != src.army->getCreature(src.slot))
COMPLAIN_RET("Cannot move: stack of different type at destination pos!");
if(!dst.validSlot())
COMPLAIN_RET("Cannot move stack to that slot!");
if(count == -1)
{
count = src.army->getStackCount(src.slot);
}
if(src.army != dst.army //moving away
&& count == src.army->getStackCount(src.slot) //all creatures
&& src.army->Slots().size() == 1 //from the last stack
&& src.army->needsLastStack()) //that must be left
{
COMPLAIN_RET("Cannot move away the last creature!");
}
RebalanceStacks rs;
rs.src = src;
rs.dst = dst;
rs.count = count;
sendAndApply(&rs);
return true;
}
bool CGameHandler::swapStacks(const StackLocation &sl1, const StackLocation &sl2)
{
if(!sl1.army->hasStackAtSlot(sl1.slot))
return moveStack(sl2, sl1);
else if(!sl2.army->hasStackAtSlot(sl2.slot))
return moveStack(sl1, sl2);
else
{
SwapStacks ss;
ss.sl1 = sl1;
ss.sl2 = sl2;
sendAndApply(&ss);
return true;
}
}
void CGameHandler::runBattle()
{
setBattle(gs->curB);
assert(gs->curB);
//TODO: pre-tactic stuff, call scripts etc.
//tactic round
{
while(gs->curB->tacticDistance && !battleResult.get())
boost::this_thread::sleep(boost::posix_time::milliseconds(50));
}
//spells opening battle
for(int i=0; i<ARRAY_COUNT(gs->curB->heroes); ++i)
{
if(gs->curB->heroes[i] && gs->curB->heroes[i]->hasBonusOfType(Bonus::OPENING_BATTLE_SPELL))
{
TBonusListPtr bl = gs->curB->heroes[i]->getBonuses(Selector::type(Bonus::OPENING_BATTLE_SPELL));
BOOST_FOREACH (Bonus *b, *bl)
{
handleSpellCasting(b->subtype, 3, -1, 0, gs->curB->heroes[i]->tempOwner, NULL, gs->curB->heroes[1-i], b->val, ECastingMode::HERO_CASTING, NULL);
}
}
}
//main loop
while(!battleResult.get()) //till the end of the battle ;]
{
NEW_ROUND;
auto obstacles = gs->curB->obstacles; //we copy container, because we're going to modify it
BOOST_FOREACH(auto &obstPtr, obstacles)
{
if(const SpellCreatedObstacle *sco = dynamic_cast<const SpellCreatedObstacle *>(obstPtr.get()))
if(sco->turnsRemaining == 0)
removeObstacle(*obstPtr);
}
const BattleInfo & curB = *gs->curB;
//stack loop
const CStack *next;
while(!battleResult.get() && (next = curB.getNextStack()) && next->willMove())
{
//check for bad morale => freeze
int nextStackMorale = next->MoraleVal();
if( nextStackMorale < 0 &&
!(NBonus::hasOfType(gs->curB->heroes[0], Bonus::BLOCK_MORALE) || NBonus::hasOfType(gs->curB->heroes[1], Bonus::BLOCK_MORALE)) //checking if gs->curB->heroes have (or don't have) morale blocking bonuses)
)
{
if( rand()%24 < -2 * nextStackMorale)
{
//unit loses its turn - empty freeze action
BattleAction ba;
ba.actionType = BattleAction::BAD_MORALE;
ba.additionalInfo = 1;
ba.side = !next->attackerOwned;
ba.stackNumber = next->ID;
makeAutomaticAction(next, ba);
continue;
}
}
if(next->hasBonusOfType(Bonus::ATTACKS_NEAREST_CREATURE)) //while in berserk
{
std::pair<const CStack *, int> attackInfo = curB.getNearestStack(next, boost::logic::indeterminate);
if(attackInfo.first != NULL)
{
BattleAction attack;
attack.actionType = BattleAction::WALK_AND_ATTACK;
attack.side = !next->attackerOwned;
attack.stackNumber = next->ID;
attack.additionalInfo = attackInfo.first->position;
attack.destinationTile = attackInfo.second;
makeAutomaticAction(next, attack);
}
else
{
makeStackDoNothing(next);
}
continue;
}
const CGHeroInstance * curOwner = gs->curB->battleGetOwner(next);
if( (next->position < 0 || next->getCreature()->idNumber == 146) //arrow turret or ballista
&& (!curOwner || curOwner->getSecSkillLevel(CGHeroInstance::ARTILLERY) == 0)) //hero has no artillery
{
BattleAction attack;
attack.actionType = BattleAction::SHOOT;
attack.side = !next->attackerOwned;
attack.stackNumber = next->ID;
for(int g=0; g<gs->curB->stacks.size(); ++g)
{
if(gs->curB->stacks[g]->owner != next->owner && gs->curB->stacks[g]->isValidTarget())
{
attack.destinationTile = gs->curB->stacks[g]->position;
break;
}
}
makeAutomaticAction(next, attack);
continue;
}
if(next->getCreature()->idNumber == 145 && (!curOwner || curOwner->getSecSkillLevel(CGHeroInstance::BALLISTICS) == 0)) //catapult, hero has no ballistics
{
BattleAction attack;
static const int wallHexes[] = {50, 183, 182, 130, 62, 29, 12, 95};
attack.destinationTile = wallHexes[ rand()%ARRAY_COUNT(wallHexes) ];
attack.actionType = BattleAction::CATAPULT;
attack.additionalInfo = 0;
attack.side = !next->attackerOwned;
attack.stackNumber = next->ID;
makeAutomaticAction(next, attack);
continue;
}
if(next->getCreature()->idNumber == 147) //first aid tent
{
std::vector< const CStack * > possibleStacks;
//is there any clean algorithm for that? (boost.range seems to lack copy_if) -> remove_copy_if?
BOOST_FOREACH(const CStack *s, battleGetAllStacks())
if(s->owner == next->owner && s->canBeHealed())
possibleStacks.push_back(s);
if(!possibleStacks.size())
{
makeStackDoNothing(next);
continue;
}
if(!curOwner || curOwner->getSecSkillLevel(CGHeroInstance::FIRST_AID) == 0) //no hero or hero has no first aid
{
range::random_shuffle(possibleStacks);
const CStack * toBeHealed = possibleStacks.front();
BattleAction heal;
heal.actionType = BattleAction::STACK_HEAL;
heal.additionalInfo = 0;
heal.destinationTile = toBeHealed->position;
heal.side = !next->attackerOwned;
heal.stackNumber = next->ID;
makeAutomaticAction(next, heal);
continue;
}
}
int numberOfAsks = 1;
bool breakOuter = false;
do
{//ask interface and wait for answer
if(!battleResult.get())
{
stackTurnTrigger(next); //various effects
if (vstd::contains(next->state, EBattleStackState::FEAR))
{
makeStackDoNothing(next); //end immediately if stack was affected by fear
}
else
{
tlog5 << "Activating " << next->nodeName() << std::endl;
BattleSetActiveStack sas;
sas.stack = next->ID;
sendAndApply(&sas);
boost::unique_lock<boost::mutex> lock(battleMadeAction.mx);
battleMadeAction.data = false;
while (next->alive() &&
(!battleMadeAction.data && !battleResult.get())) //active stack hasn't made its action and battle is still going
battleMadeAction.cond.wait(lock);
}
}
if(battleResult.get()) //don't touch it, battle could be finished while waiting got action
{
breakOuter = true;
break;
}
//we're after action, all results applied
checkForBattleEnd(); //check if this action ended the battle
//check for good morale
nextStackMorale = next->MoraleVal();
if(!vstd::contains(next->state,EBattleStackState::HAD_MORALE) //only one extra move per turn possible
&& !vstd::contains(next->state,EBattleStackState::DEFENDING)
&& !next->waited()
&& !vstd::contains(next->state, EBattleStackState::FEAR)
&& next->alive()
&& nextStackMorale > 0
&& !(NBonus::hasOfType(gs->curB->heroes[0], Bonus::BLOCK_MORALE) || NBonus::hasOfType(gs->curB->heroes[1], Bonus::BLOCK_MORALE)) //checking if gs->curB->heroes have (or don't have) morale blocking bonuses
)
{
if(rand()%24 < nextStackMorale) //this stack hasn't got morale this turn
{
BattleTriggerEffect bte;
bte.stackID = next->ID;
bte.effect = Bonus::MORALE;
bte.val = 1;
bte.additionalInfo = 0;
sendAndApply(&bte); //play animation
++numberOfAsks; //move this stack once more
}
}
--numberOfAsks;
} while (numberOfAsks > 0);
if (breakOuter)
{
break;
}
}
}
endBattle(gs->curB->tile, gs->curB->heroes[0], gs->curB->heroes[1]);
}
bool CGameHandler::makeAutomaticAction(const CStack *stack, BattleAction &ba)
{
BattleSetActiveStack bsa;
bsa.stack = stack->ID;
bsa.askPlayerInterface = false;
sendAndApply(&bsa);
bool ret = makeBattleAction(ba);
checkForBattleEnd();
return ret;
}
void CGameHandler::giveHeroArtifact(const CGHeroInstance *h, const CArtifactInstance *a, int pos)
{
assert(a->artType);
ArtifactLocation al;
al.artHolder = const_cast<CGHeroInstance*>(h);
int slot = -1;
if(pos < 0)
{
if(pos == -2)
slot = a->firstAvailableSlot(h);
else
slot = a->firstBackpackSlot(h);
}
else
{
slot = pos;
}
al.slot = slot;
if(slot < 0 || !a->canBePutAt(al))
{
complain("Cannot put artifact in that slot!");
return;
}
putArtifact(al, a);
}
void CGameHandler::putArtifact(const ArtifactLocation &al, const CArtifactInstance *a)
{
PutArtifact pa;
pa.art = a;
pa.al = al;
sendAndApply(&pa);
}
void CGameHandler::giveHeroNewArtifact(const CGHeroInstance *h, const CArtifact *artType, int pos)
{
CArtifactInstance *a = NULL;
if(!artType->constituents)
{
a = new CArtifactInstance();
}
else
{
a = new CCombinedArtifactInstance();
}
a->artType = artType; //*NOT* via settype -> all bonus-related stuff must be done by NewArtifact apply
NewArtifact na;
na.art = a;
sendAndApply(&na); // -> updates a!!!, will create a on other machines
giveHeroArtifact(h, a, pos);
}
void CGameHandler::setBattleResult(int resultType, int victoriusSide)
{
if(battleResult.get())
{
complain("There is already set result?");
return;
}
BattleResult *br = new BattleResult;
br->result = resultType;
br->winner = victoriusSide; //surrendering side loses
gs->curB->calculateCasualties(br->casualties);
battleResult.set(br);
}
void CGameHandler::commitPackage( CPackForClient *pack )
{
sendAndApply(pack);
}
void CGameHandler::spawnWanderingMonsters(int creatureID)
{
std::vector<int3>::iterator tile;
std::vector<int3> tiles;
getFreeTiles(tiles);
ui32 amount = tiles.size() / 200; //Chance is 0.5% for each tile
std::random_shuffle(tiles.begin(), tiles.end());
tlog5 << "Spawning wandering monsters. Found " << tiles.size() << " free tiles. Creature type: " << creatureID << std::endl;
const CCreature *cre = VLC->creh->creatures[creatureID];
for (int i = 0; i < amount; ++i)
{
tile = tiles.begin();
tlog5 << "\tSpawning monster at " << *tile << std::endl;
putNewMonster(creatureID, cre->getRandomAmount(std::rand), *tile);
tiles.erase(tile); //not use it again
}
}
bool CGameHandler::isBlockedByQueries(const CPack *pack, int packType, ui8 player)
{
//it's always legal to send query reply (we'll check later if it makes sense)
if(packType == typeList.getTypeID<QueryReply>())
return false;
if(packType == typeList.getTypeID<ArrangeStacks>() && isAllowedArrangePack((const ArrangeStacks*)pack))
return false;
//if there are no queries, nothing is blocking
if(states.getQueriesCount(player) == 0)
return false;
return true; //block package
}
void CGameHandler::removeObstacle(const CObstacleInstance &obstacle)
{
ObstaclesRemoved obsRem;
obsRem.obstacles.insert(obstacle.uniqueID);
sendAndApply(&obsRem);
}
CasualtiesAfterBattle::CasualtiesAfterBattle(const CArmedInstance *army, BattleInfo *bat)
{
heroWithDeadCommander = -1;
int color = army->tempOwner;
if(color == 254)
color = GameConstants::NEUTRAL_PLAYER;
BOOST_FOREACH(CStack *st, bat->stacks)
{
if(vstd::contains(st->state, EBattleStackState::SUMMONED)) //don't take into account summoned stacks
continue;
if(st->owner==color && !army->slotEmpty(st->slot) && st->count < army->getStackCount(st->slot))
{
StackLocation sl(army, st->slot);
if(st->alive())
newStackCounts.push_back(std::pair<StackLocation, int>(sl, st->count));
else
newStackCounts.push_back(std::pair<StackLocation, int>(sl, 0));
}
if (st->base && !st->count)
{
auto c = dynamic_cast <const CCommanderInstance *>(st->base);
if (c) //switch commander status to dead
{
auto h = dynamic_cast <const CGHeroInstance *>(army);
if (h && h->commander == c)
heroWithDeadCommander = army->id; //TODO: unify commander handling
}
}
}
}
void CasualtiesAfterBattle::takeFromArmy(CGameHandler *gh)
{
BOOST_FOREACH(TStackAndItsNewCount &ncount, newStackCounts)
{
if(ncount.second > 0)
gh->changeStackCount(ncount.first, ncount.second, true);
else
gh->eraseStack(ncount.first, true);
}
if (heroWithDeadCommander > -1)
{
SetCommanderProperty scp;
scp.heroid = heroWithDeadCommander;
scp.which = SetCommanderProperty::ALIVE;
scp.amount = 0;
gh->sendAndApply (&scp);
}
}