CGameHandler.cpp 202 KB

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  1. /*
  2. * CGameHandler.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "../lib/filesystem/Filesystem.h"
  12. #include "../lib/filesystem/FileInfo.h"
  13. #include "../lib/int3.h"
  14. #include "../lib/mapping/CCampaignHandler.h"
  15. #include "../lib/StartInfo.h"
  16. #include "../lib/CModHandler.h"
  17. #include "../lib/CArtHandler.h"
  18. #include "../lib/CBuildingHandler.h"
  19. #include "../lib/CHeroHandler.h"
  20. #include "../lib/spells/AbilityCaster.h"
  21. #include "../lib/spells/BonusCaster.h"
  22. #include "../lib/spells/CSpellHandler.h"
  23. #include "../lib/spells/ISpellMechanics.h"
  24. #include "../lib/spells/Problem.h"
  25. #include "../lib/CGeneralTextHandler.h"
  26. #include "../lib/CTownHandler.h"
  27. #include "../lib/CCreatureHandler.h"
  28. #include "../lib/CGameState.h"
  29. #include "../lib/CStack.h"
  30. #include "../lib/battle/BattleInfo.h"
  31. #include "../lib/CondSh.h"
  32. #include "../lib/NetPacks.h"
  33. #include "../lib/VCMI_Lib.h"
  34. #include "../lib/mapping/CMap.h"
  35. #include "../lib/mapping/CMapService.h"
  36. #include "../lib/rmg/CMapGenOptions.h"
  37. #include "../lib/VCMIDirs.h"
  38. #include "../lib/ScopeGuard.h"
  39. #include "../lib/CSoundBase.h"
  40. #include "CGameHandler.h"
  41. #include "CVCMIServer.h"
  42. #include "../lib/CCreatureSet.h"
  43. #include "../lib/CThreadHelper.h"
  44. #include "../lib/GameConstants.h"
  45. #include "../lib/registerTypes/RegisterTypes.h"
  46. #include "../lib/serializer/CTypeList.h"
  47. #include "../lib/serializer/Connection.h"
  48. #ifndef _MSC_VER
  49. #include <boost/thread/xtime.hpp>
  50. #endif
  51. extern std::atomic<bool> serverShuttingDown;
  52. #define COMPLAIN_RET_IF(cond, txt) do {if (cond){complain(txt); return;}} while(0)
  53. #define COMPLAIN_RET_FALSE_IF(cond, txt) do {if (cond){complain(txt); return false;}} while(0)
  54. #define COMPLAIN_RET(txt) {complain(txt); return false;}
  55. #define COMPLAIN_RETF(txt, FORMAT) {complain(boost::str(boost::format(txt) % FORMAT)); return false;}
  56. class ServerSpellCastEnvironment : public SpellCastEnvironment
  57. {
  58. public:
  59. ServerSpellCastEnvironment(CGameHandler * gh);
  60. ~ServerSpellCastEnvironment() = default;
  61. void sendAndApply(CPackForClient * info) const override;
  62. CRandomGenerator & getRandomGenerator() const override;
  63. void complain(const std::string & problem) const override;
  64. const CMap * getMap() const override;
  65. const CGameInfoCallback * getCb() const override;
  66. bool moveHero(ObjectInstanceID hid, int3 dst, bool teleporting) const override;
  67. void genericQuery(Query * request, PlayerColor color, std::function<void(const JsonNode &)> callback) const override;
  68. private:
  69. mutable CGameHandler * gh;
  70. };
  71. namespace spells
  72. {
  73. class ObstacleCasterProxy : public Caster
  74. {
  75. public:
  76. ObstacleCasterProxy(const CGameHandler * gh_, const PlayerColor owner_, const CGHeroInstance * hero_, const SpellCreatedObstacle * obs_)
  77. : gh(gh_),
  78. owner(owner_),
  79. hero(hero_),
  80. obs(obs_)
  81. {
  82. };
  83. ~ObstacleCasterProxy() = default;
  84. int32_t getCasterUnitId() const override
  85. {
  86. if(hero)
  87. return hero->getCasterUnitId();
  88. else
  89. return -1;
  90. }
  91. ui8 getSpellSchoolLevel(const Spell * spell, int * outSelectedSchool = nullptr) const override
  92. {
  93. return obs->spellLevel;
  94. }
  95. int getEffectLevel(const Spell * spell) const override
  96. {
  97. return obs->spellLevel;
  98. }
  99. int64_t getSpellBonus(const Spell * spell, int64_t base, const battle::Unit * affectedStack) const override
  100. {
  101. if(hero)
  102. return hero->getSpellBonus(spell, base, affectedStack);
  103. else
  104. return base;
  105. }
  106. int64_t getSpecificSpellBonus(const Spell * spell, int64_t base) const override
  107. {
  108. if(hero)
  109. return hero->getSpecificSpellBonus(spell, base);
  110. else
  111. return base;
  112. }
  113. int getEffectPower(const Spell * spell) const override
  114. {
  115. return obs->casterSpellPower;
  116. }
  117. int getEnchantPower(const Spell * spell) const override
  118. {
  119. return obs->casterSpellPower;
  120. }
  121. int64_t getEffectValue(const Spell * spell) const override
  122. {
  123. if(hero)
  124. return hero->getEffectValue(spell);
  125. else
  126. return 0;
  127. }
  128. const PlayerColor getOwner() const override
  129. {
  130. return owner;
  131. }
  132. void getCasterName(MetaString & text) const override
  133. {
  134. logGlobal->error("Unexpected call to ObstacleCasterProxy::getCasterName");
  135. }
  136. void getCastDescription(const Spell * spell, const std::vector<const battle::Unit *> & attacked, MetaString & text) const override
  137. {
  138. logGlobal->error("Unexpected call to ObstacleCasterProxy::getCastDescription");
  139. }
  140. void spendMana(const PacketSender * server, const int spellCost) const override
  141. {
  142. logGlobal->error("Unexpected call to ObstacleCasterProxy::spendMana");
  143. }
  144. private:
  145. const CGHeroInstance * hero;
  146. const CGameHandler * gh;
  147. const PlayerColor owner;
  148. const SpellCreatedObstacle * obs;
  149. };
  150. }//
  151. CondSh<bool> battleMadeAction(false);
  152. CondSh<BattleResult *> battleResult(nullptr);
  153. template <typename T> class CApplyOnGH;
  154. class CBaseForGHApply
  155. {
  156. public:
  157. virtual bool applyOnGH(CGameHandler *gh, CConnection *c, void *pack, PlayerColor player) const =0;
  158. virtual ~CBaseForGHApply(){}
  159. template<typename U> static CBaseForGHApply *getApplier(const U * t=nullptr)
  160. {
  161. return new CApplyOnGH<U>();
  162. }
  163. };
  164. template <typename T> class CApplyOnGH : public CBaseForGHApply
  165. {
  166. public:
  167. bool applyOnGH(CGameHandler *gh, CConnection *c, void *pack, PlayerColor player) const override
  168. {
  169. T *ptr = static_cast<T*>(pack);
  170. ptr->c = c;
  171. ptr->player = player;
  172. try
  173. {
  174. return ptr->applyGh(gh);
  175. }
  176. catch(ExceptionNotAllowedAction & e)
  177. {
  178. return false;
  179. }
  180. catch(...)
  181. {
  182. throw;
  183. }
  184. }
  185. };
  186. template <>
  187. class CApplyOnGH<CPack> : public CBaseForGHApply
  188. {
  189. public:
  190. bool applyOnGH(CGameHandler *gh, CConnection *c, void *pack, PlayerColor player) const override
  191. {
  192. logGlobal->error("Cannot apply on GH plain CPack!");
  193. assert(0);
  194. return false;
  195. }
  196. };
  197. static CApplier<CBaseForGHApply> *applier = nullptr;
  198. static inline double distance(int3 a, int3 b)
  199. {
  200. return std::sqrt((double)(a.x-b.x)*(a.x-b.x) + (a.y-b.y)*(a.y-b.y));
  201. }
  202. static void giveExp(BattleResult &r)
  203. {
  204. if (r.winner > 1)
  205. {
  206. // draw
  207. return;
  208. }
  209. r.exp[0] = 0;
  210. r.exp[1] = 0;
  211. for (auto i = r.casualties[!r.winner].begin(); i!=r.casualties[!r.winner].end(); i++)
  212. {
  213. r.exp[r.winner] += VLC->creh->creatures.at(i->first)->valOfBonuses(Bonus::STACK_HEALTH) * i->second;
  214. }
  215. }
  216. static void summonGuardiansHelper(std::vector<BattleHex> & output, const BattleHex & targetPosition, ui8 side, bool targetIsTwoHex) //return hexes for summoning two hex monsters in output, target = unit to guard
  217. {
  218. int x = targetPosition.getX();
  219. int y = targetPosition.getY();
  220. const bool targetIsAttacker = side == BattleSide::ATTACKER;
  221. if (targetIsAttacker) //handle front guardians, TODO: should we handle situation when units start battle near opposite side of the battlefield? Cannot happen in normal H3...
  222. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::RIGHT, false), output);
  223. else
  224. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::LEFT, false), output);
  225. //guardian spawn locations for four default position cases for attacker and defender, non-default starting location for att and def is handled in first two if's
  226. if (targetIsAttacker && ((y % 2 == 0) || (x > 1)))
  227. {
  228. if (targetIsTwoHex && (y % 2 == 1) && (x == 2)) //handle exceptional case
  229. {
  230. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output);
  231. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output);
  232. }
  233. else
  234. { //add back-side guardians for two-hex target, side guardians for one-hex
  235. BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::TOP_LEFT : BattleHex::EDir::TOP_RIGHT, false), output);
  236. BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::BOTTOM_LEFT : BattleHex::EDir::BOTTOM_RIGHT, false), output);
  237. if (!targetIsTwoHex && x > 2) //back guard for one-hex
  238. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false), output);
  239. else if (targetIsTwoHex)//front-side guardians for two-hex target
  240. {
  241. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output);
  242. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output);
  243. if (x > 3) //back guard for two-hex
  244. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::LEFT, false), output);
  245. }
  246. }
  247. }
  248. else if (!targetIsAttacker && ((y % 2 == 1) || (x < GameConstants::BFIELD_WIDTH - 2)))
  249. {
  250. if (targetIsTwoHex && (y % 2 == 0) && (x == GameConstants::BFIELD_WIDTH - 3)) //handle exceptional case... equivalent for above for defender side
  251. {
  252. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output);
  253. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output);
  254. }
  255. else
  256. {
  257. BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::TOP_RIGHT : BattleHex::EDir::TOP_LEFT, false), output);
  258. BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::BOTTOM_RIGHT : BattleHex::EDir::BOTTOM_LEFT, false), output);
  259. if (!targetIsTwoHex && x < GameConstants::BFIELD_WIDTH - 3)
  260. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false), output);
  261. else if (targetIsTwoHex)
  262. {
  263. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output);
  264. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output);
  265. if (x < GameConstants::BFIELD_WIDTH - 4)
  266. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::RIGHT, false), output);
  267. }
  268. }
  269. }
  270. else if (!targetIsAttacker && y % 2 == 0)
  271. {
  272. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output);
  273. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output);
  274. }
  275. else if (targetIsAttacker && y % 2 == 1)
  276. {
  277. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output);
  278. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output);
  279. }
  280. }
  281. PlayerStatus PlayerStatuses::operator[](PlayerColor player)
  282. {
  283. boost::unique_lock<boost::mutex> l(mx);
  284. if (players.find(player) != players.end())
  285. {
  286. return players.at(player);
  287. }
  288. else
  289. {
  290. throw std::runtime_error("No such player!");
  291. }
  292. }
  293. void PlayerStatuses::addPlayer(PlayerColor player)
  294. {
  295. boost::unique_lock<boost::mutex> l(mx);
  296. players[player];
  297. }
  298. bool PlayerStatuses::checkFlag(PlayerColor player, bool PlayerStatus::*flag)
  299. {
  300. boost::unique_lock<boost::mutex> l(mx);
  301. if (players.find(player) != players.end())
  302. {
  303. return players[player].*flag;
  304. }
  305. else
  306. {
  307. throw std::runtime_error("No such player!");
  308. }
  309. }
  310. void PlayerStatuses::setFlag(PlayerColor player, bool PlayerStatus::*flag, bool val)
  311. {
  312. boost::unique_lock<boost::mutex> l(mx);
  313. if (players.find(player) != players.end())
  314. {
  315. players[player].*flag = val;
  316. }
  317. else
  318. {
  319. throw std::runtime_error("No such player!");
  320. }
  321. cv.notify_all();
  322. }
  323. template <typename T>
  324. void callWith(std::vector<T> args, std::function<void(T)> fun, ui32 which)
  325. {
  326. fun(args[which]);
  327. }
  328. void CGameHandler::levelUpHero(const CGHeroInstance * hero, SecondarySkill skill)
  329. {
  330. changeSecSkill(hero, skill, 1, 0);
  331. expGiven(hero);
  332. }
  333. void CGameHandler::levelUpHero(const CGHeroInstance * hero)
  334. {
  335. // required exp for at least 1 lvl-up hasn't been reached
  336. if (!hero->gainsLevel())
  337. {
  338. return;
  339. }
  340. // give primary skill
  341. logGlobal->trace("%s got level %d", hero->name, hero->level);
  342. auto primarySkill = hero->nextPrimarySkill(getRandomGenerator());
  343. SetPrimSkill sps;
  344. sps.id = hero->id;
  345. sps.which = primarySkill;
  346. sps.abs = false;
  347. sps.val = 1;
  348. sendAndApply(&sps);
  349. PrepareHeroLevelUp pre;
  350. pre.heroId = hero->id;
  351. sendAndApply(&pre);
  352. HeroLevelUp hlu;
  353. hlu.player = hero->tempOwner;
  354. hlu.heroId = hero->id;
  355. hlu.primskill = primarySkill;
  356. hlu.skills = pre.skills;
  357. if (hlu.skills.size() == 0)
  358. {
  359. sendAndApply(&hlu);
  360. levelUpHero(hero);
  361. }
  362. else if (hlu.skills.size() == 1)
  363. {
  364. sendAndApply(&hlu);
  365. levelUpHero(hero, pre.skills.front());
  366. }
  367. else if (hlu.skills.size() > 1)
  368. {
  369. auto levelUpQuery = std::make_shared<CHeroLevelUpDialogQuery>(this, hlu, hero);
  370. hlu.queryID = levelUpQuery->queryID;
  371. queries.addQuery(levelUpQuery);
  372. sendAndApply(&hlu);
  373. //level up will be called on query reply
  374. }
  375. }
  376. void CGameHandler::levelUpCommander (const CCommanderInstance * c, int skill)
  377. {
  378. SetCommanderProperty scp;
  379. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  380. if (hero)
  381. scp.heroid = hero->id;
  382. else
  383. {
  384. complain ("Commander is not led by hero!");
  385. return;
  386. }
  387. scp.accumulatedBonus.subtype = 0;
  388. scp.accumulatedBonus.additionalInfo = 0;
  389. scp.accumulatedBonus.duration = Bonus::PERMANENT;
  390. scp.accumulatedBonus.turnsRemain = 0;
  391. scp.accumulatedBonus.source = Bonus::COMMANDER;
  392. scp.accumulatedBonus.valType = Bonus::BASE_NUMBER;
  393. if (skill <= ECommander::SPELL_POWER)
  394. {
  395. scp.which = SetCommanderProperty::BONUS;
  396. auto difference = [](std::vector< std::vector <ui8> > skillLevels, std::vector <ui8> secondarySkills, int skill)->int
  397. {
  398. int s = std::min (skill, (int)ECommander::SPELL_POWER); //spell power level controls also casts and resistance
  399. return skillLevels.at(skill).at(secondarySkills.at(s)) - (secondarySkills.at(s) ? skillLevels.at(skill).at(secondarySkills.at(s)-1) : 0);
  400. };
  401. switch (skill)
  402. {
  403. case ECommander::ATTACK:
  404. scp.accumulatedBonus.type = Bonus::PRIMARY_SKILL;
  405. scp.accumulatedBonus.subtype = PrimarySkill::ATTACK;
  406. break;
  407. case ECommander::DEFENSE:
  408. scp.accumulatedBonus.type = Bonus::PRIMARY_SKILL;
  409. scp.accumulatedBonus.subtype = PrimarySkill::DEFENSE;
  410. break;
  411. case ECommander::HEALTH:
  412. scp.accumulatedBonus.type = Bonus::STACK_HEALTH;
  413. scp.accumulatedBonus.valType = Bonus::PERCENT_TO_BASE;
  414. break;
  415. case ECommander::DAMAGE:
  416. scp.accumulatedBonus.type = Bonus::CREATURE_DAMAGE;
  417. scp.accumulatedBonus.subtype = 0;
  418. scp.accumulatedBonus.valType = Bonus::PERCENT_TO_BASE;
  419. break;
  420. case ECommander::SPEED:
  421. scp.accumulatedBonus.type = Bonus::STACKS_SPEED;
  422. break;
  423. case ECommander::SPELL_POWER:
  424. scp.accumulatedBonus.type = Bonus::MAGIC_RESISTANCE;
  425. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::RESISTANCE);
  426. sendAndApply (&scp); //additional pack
  427. scp.accumulatedBonus.type = Bonus::CREATURE_SPELL_POWER;
  428. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::SPELL_POWER) * 100; //like hero with spellpower = ability level
  429. sendAndApply (&scp); //additional pack
  430. scp.accumulatedBonus.type = Bonus::CASTS;
  431. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::CASTS);
  432. sendAndApply (&scp); //additional pack
  433. scp.accumulatedBonus.type = Bonus::CREATURE_ENCHANT_POWER; //send normally
  434. break;
  435. }
  436. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, skill);
  437. sendAndApply (&scp);
  438. scp.which = SetCommanderProperty::SECONDARY_SKILL;
  439. scp.additionalInfo = skill;
  440. scp.amount = c->secondarySkills.at(skill) + 1;
  441. sendAndApply (&scp);
  442. }
  443. else if (skill >= 100)
  444. {
  445. scp.which = SetCommanderProperty::SPECIAL_SKILL;
  446. scp.accumulatedBonus = *VLC->creh->skillRequirements.at(skill-100).first;
  447. scp.additionalInfo = skill; //unnormalized
  448. sendAndApply (&scp);
  449. }
  450. expGiven(hero);
  451. }
  452. void CGameHandler::levelUpCommander(const CCommanderInstance * c)
  453. {
  454. if (!c->gainsLevel())
  455. {
  456. return;
  457. }
  458. CommanderLevelUp clu;
  459. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  460. if(hero)
  461. {
  462. clu.heroId = hero->id;
  463. clu.player = hero->tempOwner;
  464. }
  465. else
  466. {
  467. complain ("Commander is not led by hero!");
  468. return;
  469. }
  470. //picking sec. skills for choice
  471. for (int i = 0; i <= ECommander::SPELL_POWER; ++i)
  472. {
  473. if (c->secondarySkills.at(i) < ECommander::MAX_SKILL_LEVEL)
  474. clu.skills.push_back(i);
  475. }
  476. int i = 100;
  477. for (auto specialSkill : VLC->creh->skillRequirements)
  478. {
  479. if (c->secondarySkills.at(specialSkill.second.first) == ECommander::MAX_SKILL_LEVEL
  480. && c->secondarySkills.at(specialSkill.second.second) == ECommander::MAX_SKILL_LEVEL
  481. && !vstd::contains (c->specialSKills, i))
  482. clu.skills.push_back (i);
  483. ++i;
  484. }
  485. int skillAmount = clu.skills.size();
  486. if (!skillAmount)
  487. {
  488. sendAndApply(&clu);
  489. levelUpCommander(c);
  490. }
  491. else if (skillAmount == 1 || hero->tempOwner == PlayerColor::NEUTRAL) //choose skill automatically
  492. {
  493. sendAndApply(&clu);
  494. levelUpCommander(c, *RandomGeneratorUtil::nextItem(clu.skills, getRandomGenerator()));
  495. }
  496. else if (skillAmount > 1) //apply and ask for secondary skill
  497. {
  498. auto commanderLevelUp = std::make_shared<CCommanderLevelUpDialogQuery>(this, clu, hero);
  499. clu.queryID = commanderLevelUp->queryID;
  500. queries.addQuery(commanderLevelUp);
  501. sendAndApply(&clu);
  502. }
  503. }
  504. void CGameHandler::expGiven(const CGHeroInstance *hero)
  505. {
  506. if (hero->gainsLevel())
  507. levelUpHero(hero);
  508. else if (hero->commander && hero->commander->gainsLevel())
  509. levelUpCommander(hero->commander);
  510. //if (hero->commander && hero->level > hero->commander->level && hero->commander->gainsLevel())
  511. // levelUpCommander(hero->commander);
  512. // else
  513. // levelUpHero(hero);
  514. }
  515. void CGameHandler::changePrimSkill(const CGHeroInstance * hero, PrimarySkill::PrimarySkill which, si64 val, bool abs)
  516. {
  517. if (which == PrimarySkill::EXPERIENCE) // Check if scenario limit reached
  518. {
  519. if (gs->map->levelLimit != 0)
  520. {
  521. TExpType expLimit = VLC->heroh->reqExp(gs->map->levelLimit);
  522. TExpType resultingExp = abs ? val : hero->exp + val;
  523. if (resultingExp > expLimit)
  524. {
  525. // set given experience to max possible, but don't decrease if hero already over top
  526. abs = true;
  527. val = std::max(expLimit, hero->exp);
  528. InfoWindow iw;
  529. iw.player = hero->tempOwner;
  530. iw.text.addTxt(MetaString::GENERAL_TXT, 1); //can gain no more XP
  531. iw.text.addReplacement(hero->name);
  532. sendAndApply(&iw);
  533. }
  534. }
  535. }
  536. SetPrimSkill sps;
  537. sps.id = hero->id;
  538. sps.which = which;
  539. sps.abs = abs;
  540. sps.val = val;
  541. sendAndApply(&sps);
  542. //only for exp - hero may level up
  543. if (which == PrimarySkill::EXPERIENCE)
  544. {
  545. if (hero->commander && hero->commander->alive)
  546. {
  547. //FIXME: trim experience according to map limit?
  548. SetCommanderProperty scp;
  549. scp.heroid = hero->id;
  550. scp.which = SetCommanderProperty::EXPERIENCE;
  551. scp.amount = val;
  552. sendAndApply (&scp);
  553. CBonusSystemNode::treeHasChanged();
  554. }
  555. expGiven(hero);
  556. }
  557. }
  558. void CGameHandler::changeSecSkill(const CGHeroInstance * hero, SecondarySkill which, int val, bool abs)
  559. {
  560. if(!hero)
  561. {
  562. logGlobal->error("changeSecSkill provided no hero");
  563. return;
  564. }
  565. SetSecSkill sss;
  566. sss.id = hero->id;
  567. sss.which = which;
  568. sss.val = val;
  569. sss.abs = abs;
  570. sendAndApply(&sss);
  571. if (which == SecondarySkill::WISDOM)
  572. {
  573. if (hero->visitedTown)
  574. giveSpells(hero->visitedTown, hero);
  575. }
  576. }
  577. void CGameHandler::endBattle(int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2)
  578. {
  579. LOG_TRACE(logGlobal);
  580. //Fill BattleResult structure with exp info
  581. giveExp(*battleResult.data);
  582. if (battleResult.get()->result == BattleResult::NORMAL) // give 500 exp for defeating hero, unless he escaped
  583. {
  584. if (hero1)
  585. battleResult.data->exp[1] += 500;
  586. if (hero2)
  587. battleResult.data->exp[0] += 500;
  588. }
  589. if (hero1)
  590. battleResult.data->exp[0] = hero1->calculateXp(battleResult.data->exp[0]);//scholar skill
  591. if (hero2)
  592. battleResult.data->exp[1] = hero2->calculateXp(battleResult.data->exp[1]);
  593. const CArmedInstance *bEndArmy1 = gs->curB->sides.at(0).armyObject;
  594. const CArmedInstance *bEndArmy2 = gs->curB->sides.at(1).armyObject;
  595. const BattleResult::EResult result = battleResult.get()->result;
  596. auto findBattleQuery = [this]() -> std::shared_ptr<CBattleQuery>
  597. {
  598. for (auto &q : queries.allQueries())
  599. {
  600. if (auto bq = std::dynamic_pointer_cast<CBattleQuery>(q))
  601. if (bq->bi == gs->curB)
  602. return bq;
  603. }
  604. return std::shared_ptr<CBattleQuery>();
  605. };
  606. auto battleQuery = findBattleQuery();
  607. if (!battleQuery)
  608. {
  609. logGlobal->error("Cannot find battle query!");
  610. }
  611. if (battleQuery != queries.topQuery(gs->curB->sides[0].color))
  612. complain("Player " + boost::lexical_cast<std::string>(gs->curB->sides[0].color) + " although in battle has no battle query at the top!");
  613. battleQuery->result = boost::make_optional(*battleResult.data);
  614. //Check how many battle queries were created (number of players blocked by battle)
  615. const int queriedPlayers = battleQuery ? boost::count(queries.allQueries(), battleQuery) : 0;
  616. finishingBattle = make_unique<FinishingBattleHelper>(battleQuery, queriedPlayers);
  617. CasualtiesAfterBattle cab1(bEndArmy1, gs->curB), cab2(bEndArmy2, gs->curB); //calculate casualties before deleting battle
  618. ChangeSpells cs; //for Eagle Eye
  619. if (finishingBattle->winnerHero)
  620. {
  621. if (int eagleEyeLevel = finishingBattle->winnerHero->valOfBonuses(Bonus::SECONDARY_SKILL_VAL2, SecondarySkill::EAGLE_EYE))
  622. {
  623. double eagleEyeChance = finishingBattle->winnerHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::EAGLE_EYE);
  624. for (const CSpell *sp : gs->curB->sides.at(!battleResult.data->winner).usedSpellsHistory)
  625. if (sp->level <= eagleEyeLevel && !vstd::contains(finishingBattle->winnerHero->spells, sp->id) && getRandomGenerator().nextInt(99) < eagleEyeChance)
  626. cs.spells.insert(sp->id);
  627. }
  628. }
  629. std::vector<const CArtifactInstance *> arts; //display them in window
  630. if (result == BattleResult::NORMAL && finishingBattle->winnerHero)
  631. {
  632. auto sendMoveArtifact = [&](const CArtifactInstance *art, MoveArtifact *ma)
  633. {
  634. arts.push_back(art);
  635. ma->dst = ArtifactLocation(finishingBattle->winnerHero, art->firstAvailableSlot(finishingBattle->winnerHero));
  636. sendAndApply(ma);
  637. };
  638. if (finishingBattle->loserHero)
  639. {
  640. //TODO: wrap it into a function, somehow (boost::variant -_-)
  641. auto artifactsWorn = finishingBattle->loserHero->artifactsWorn;
  642. for (auto artSlot : artifactsWorn)
  643. {
  644. MoveArtifact ma;
  645. ma.src = ArtifactLocation(finishingBattle->loserHero, artSlot.first);
  646. const CArtifactInstance * art = ma.src.getArt();
  647. if (art && !art->artType->isBig() &&
  648. art->artType->id != ArtifactID::SPELLBOOK)
  649. // don't move war machines or locked arts (spellbook)
  650. {
  651. sendMoveArtifact(art, &ma);
  652. }
  653. }
  654. while(!finishingBattle->loserHero->artifactsInBackpack.empty())
  655. {
  656. //we assume that no big artifacts can be found
  657. MoveArtifact ma;
  658. ma.src = ArtifactLocation(finishingBattle->loserHero,
  659. ArtifactPosition(GameConstants::BACKPACK_START)); //backpack automatically shifts arts to beginning
  660. const CArtifactInstance * art = ma.src.getArt();
  661. if (art->artType->id != ArtifactID::GRAIL) //grail may not be won
  662. {
  663. sendMoveArtifact(art, &ma);
  664. }
  665. }
  666. if (finishingBattle->loserHero->commander) //TODO: what if commanders belong to no hero?
  667. {
  668. artifactsWorn = finishingBattle->loserHero->commander->artifactsWorn;
  669. for (auto artSlot : artifactsWorn)
  670. {
  671. MoveArtifact ma;
  672. ma.src = ArtifactLocation(finishingBattle->loserHero->commander.get(), artSlot.first);
  673. const CArtifactInstance * art = ma.src.getArt();
  674. if (art && !art->artType->isBig())
  675. {
  676. sendMoveArtifact(art, &ma);
  677. }
  678. }
  679. }
  680. }
  681. for (auto armySlot : gs->curB->battleGetArmyObject(!battleResult.data->winner)->stacks)
  682. {
  683. auto artifactsWorn = armySlot.second->artifactsWorn;
  684. for (auto artSlot : artifactsWorn)
  685. {
  686. MoveArtifact ma;
  687. ma.src = ArtifactLocation(armySlot.second, artSlot.first);
  688. const CArtifactInstance * art = ma.src.getArt();
  689. if (art && !art->artType->isBig())
  690. {
  691. sendMoveArtifact(art, &ma);
  692. }
  693. }
  694. }
  695. }
  696. sendAndApply(battleResult.data); //after this point casualties objects are destroyed
  697. if (arts.size()) //display loot
  698. {
  699. InfoWindow iw;
  700. iw.player = finishingBattle->winnerHero->tempOwner;
  701. iw.text.addTxt (MetaString::GENERAL_TXT, 30); //You have captured enemy artifact
  702. for (auto art : arts) //TODO; separate function to display loot for various ojects?
  703. {
  704. iw.components.push_back(Component(
  705. Component::ARTIFACT, art->artType->id,
  706. art->artType->id == ArtifactID::SPELL_SCROLL? art->getGivenSpellID() : 0, 0));
  707. if (iw.components.size() >= 14)
  708. {
  709. sendAndApply(&iw);
  710. iw.components.clear();
  711. }
  712. }
  713. if (iw.components.size())
  714. {
  715. sendAndApply(&iw);
  716. }
  717. }
  718. //Eagle Eye secondary skill handling
  719. if (!cs.spells.empty())
  720. {
  721. cs.learn = 1;
  722. cs.hid = finishingBattle->winnerHero->id;
  723. InfoWindow iw;
  724. iw.player = finishingBattle->winnerHero->tempOwner;
  725. iw.text.addTxt(MetaString::GENERAL_TXT, 221); //Through eagle-eyed observation, %s is able to learn %s
  726. iw.text.addReplacement(finishingBattle->winnerHero->name);
  727. std::ostringstream names;
  728. for (int i = 0; i < cs.spells.size(); i++)
  729. {
  730. names << "%s";
  731. if (i < cs.spells.size() - 2)
  732. names << ", ";
  733. else if (i < cs.spells.size() - 1)
  734. names << "%s";
  735. }
  736. names << ".";
  737. iw.text.addReplacement(names.str());
  738. auto it = cs.spells.begin();
  739. for (int i = 0; i < cs.spells.size(); i++, it++)
  740. {
  741. iw.text.addReplacement(MetaString::SPELL_NAME, it->toEnum());
  742. if (i == cs.spells.size() - 2) //we just added pre-last name
  743. iw.text.addReplacement(MetaString::GENERAL_TXT, 141); // " and "
  744. iw.components.push_back(Component(Component::SPELL, *it, 0, 0));
  745. }
  746. sendAndApply(&iw);
  747. sendAndApply(&cs);
  748. }
  749. cab1.updateArmy(this);
  750. cab2.updateArmy(this); //take casualties after battle is deleted
  751. //if one hero has lost we will erase him
  752. if (battleResult.data->winner!=0 && hero1)
  753. {
  754. RemoveObject ro(hero1->id);
  755. sendAndApply(&ro);
  756. }
  757. if (battleResult.data->winner!=1 && hero2)
  758. {
  759. auto town = hero2->visitedTown;
  760. RemoveObject ro(hero2->id);
  761. sendAndApply(&ro);
  762. if (town && !town->garrisonHero) // TODO: that must be called from CGHeroInstance or CGTownInstance
  763. town->battleFinished(hero1, *battleResult.get());
  764. }
  765. //give exp
  766. if (battleResult.data->exp[0] && hero1 && battleResult.get()->winner == 0)
  767. changePrimSkill(hero1, PrimarySkill::EXPERIENCE, battleResult.data->exp[0]);
  768. else if (battleResult.data->exp[1] && hero2 && battleResult.get()->winner == 1)
  769. changePrimSkill(hero2, PrimarySkill::EXPERIENCE, battleResult.data->exp[1]);
  770. queries.popIfTop(battleQuery);
  771. //--> continuation (battleAfterLevelUp) occurs after level-up queries are handled or on removing query (above)
  772. }
  773. void CGameHandler::battleAfterLevelUp(const BattleResult &result)
  774. {
  775. LOG_TRACE(logGlobal);
  776. finishingBattle->remainingBattleQueriesCount--;
  777. logGlobal->trace("Decremented queries count to %d", finishingBattle->remainingBattleQueriesCount);
  778. if (finishingBattle->remainingBattleQueriesCount > 0)
  779. //Battle results will be handled when all battle queries are closed
  780. return;
  781. //TODO consider if we really want it to work like above. ATM each player as unblocked as soon as possible
  782. // but the battle consequences are applied after final player is unblocked. Hard to abuse...
  783. // Still, it looks like a hole.
  784. // Necromancy if applicable.
  785. const CStackBasicDescriptor raisedStack = finishingBattle->winnerHero ? finishingBattle->winnerHero->calculateNecromancy(*battleResult.data) : CStackBasicDescriptor();
  786. // Give raised units to winner and show dialog, if any were raised,
  787. // units will be given after casualties are taken
  788. const SlotID necroSlot = raisedStack.type ? finishingBattle->winnerHero->getSlotFor(raisedStack.type) : SlotID();
  789. if (necroSlot != SlotID())
  790. {
  791. finishingBattle->winnerHero->showNecromancyDialog(raisedStack, getRandomGenerator());
  792. addToSlot(StackLocation(finishingBattle->winnerHero, necroSlot), raisedStack.type, raisedStack.count);
  793. }
  794. BattleResultsApplied resultsApplied;
  795. resultsApplied.player1 = finishingBattle->victor;
  796. resultsApplied.player2 = finishingBattle->loser;
  797. sendAndApply(&resultsApplied);
  798. setBattle(nullptr);
  799. if (visitObjectAfterVictory && result.winner==0 && !finishingBattle->winnerHero->stacks.empty())
  800. {
  801. logGlobal->trace("post-victory visit");
  802. visitObjectOnTile(*getTile(finishingBattle->winnerHero->getPosition()), finishingBattle->winnerHero);
  803. }
  804. visitObjectAfterVictory = false;
  805. //handle victory/loss of engaged players
  806. std::set<PlayerColor> playerColors = {finishingBattle->loser, finishingBattle->victor};
  807. checkVictoryLossConditions(playerColors);
  808. if (result.result == BattleResult::SURRENDER || result.result == BattleResult::ESCAPE) //loser has escaped or surrendered
  809. {
  810. SetAvailableHeroes sah;
  811. sah.player = finishingBattle->loser;
  812. sah.hid[0] = finishingBattle->loserHero->subID;
  813. if (result.result == BattleResult::ESCAPE) //retreat
  814. {
  815. sah.army[0].clear();
  816. sah.army[0].setCreature(SlotID(0), finishingBattle->loserHero->type->initialArmy.at(0).creature, 1);
  817. }
  818. if (const CGHeroInstance *another = getPlayer(finishingBattle->loser)->availableHeroes.at(0))
  819. sah.hid[1] = another->subID;
  820. else
  821. sah.hid[1] = -1;
  822. sendAndApply(&sah);
  823. }
  824. if (result.winner != 2 && finishingBattle->winnerHero && finishingBattle->winnerHero->stacks.empty())
  825. {
  826. RemoveObject ro(finishingBattle->winnerHero->id);
  827. sendAndApply(&ro);
  828. if (VLC->modh->settings.WINNING_HERO_WITH_NO_TROOPS_RETREATS)
  829. {
  830. SetAvailableHeroes sah;
  831. sah.player = finishingBattle->victor;
  832. sah.hid[0] = finishingBattle->winnerHero->subID;
  833. sah.army[0].clear();
  834. sah.army[0].setCreature(SlotID(0), finishingBattle->winnerHero->type->initialArmy.at(0).creature, 1);
  835. if (const CGHeroInstance *another = getPlayer(finishingBattle->victor)->availableHeroes.at(0))
  836. sah.hid[1] = another->subID;
  837. else
  838. sah.hid[1] = -1;
  839. sendAndApply(&sah);
  840. }
  841. }
  842. }
  843. void CGameHandler::makeAttack(const CStack * attacker, const CStack * defender, int distance, BattleHex targetHex, bool first, bool ranged, bool counter)
  844. {
  845. if(first && !counter)
  846. handleAttackBeforeCasting(ranged, attacker, defender);
  847. FireShieldInfo fireShield;
  848. BattleAttack bat;
  849. bat.stackAttacking = attacker->unitId();
  850. std::shared_ptr<battle::CUnitState> attackerState = attacker->acquireState();
  851. if(ranged)
  852. bat.flags |= BattleAttack::SHOT;
  853. if(counter)
  854. bat.flags |= BattleAttack::COUNTER;
  855. const int attackerLuck = attacker->LuckVal();
  856. auto sideHeroBlocksLuck = [](const SideInBattle &side){ return NBonus::hasOfType(side.hero, Bonus::BLOCK_LUCK); };
  857. if (!vstd::contains_if (gs->curB->sides, sideHeroBlocksLuck))
  858. {
  859. if (attackerLuck > 0 && getRandomGenerator().nextInt(23) < attackerLuck)
  860. {
  861. bat.flags |= BattleAttack::LUCKY;
  862. }
  863. if (VLC->modh->settings.data["hardcodedFeatures"]["NEGATIVE_LUCK"].Bool()) // negative luck enabled
  864. {
  865. if (attackerLuck < 0 && getRandomGenerator().nextInt(23) < abs(attackerLuck))
  866. {
  867. bat.flags |= BattleAttack::UNLUCKY;
  868. }
  869. }
  870. }
  871. if (getRandomGenerator().nextInt(99) < attacker->valOfBonuses(Bonus::DOUBLE_DAMAGE_CHANCE))
  872. {
  873. bat.flags |= BattleAttack::DEATH_BLOW;
  874. }
  875. if (attacker->getCreature()->idNumber == CreatureID::BALLISTA)
  876. {
  877. const CGHeroInstance * owner = gs->curB->getHero(attacker->owner);
  878. int chance = owner->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::ARTILLERY);
  879. if (chance > getRandomGenerator().nextInt(99))
  880. {
  881. bat.flags |= BattleAttack::BALLISTA_DOUBLE_DMG;
  882. }
  883. }
  884. // only primary target
  885. if(defender->alive())
  886. applyBattleEffects(bat, attackerState, fireShield, defender, distance, false);
  887. //multiple-hex normal attack
  888. std::set<const CStack*> attackedCreatures = gs->curB->getAttackedCreatures(attacker, targetHex, bat.shot()); //creatures other than primary target
  889. for(const CStack * stack : attackedCreatures)
  890. {
  891. if(stack != defender && stack->alive()) //do not hit same stack twice
  892. applyBattleEffects(bat, attackerState, fireShield, stack, distance, true);
  893. }
  894. const std::shared_ptr<Bonus> bonus = attacker->getBonusLocalFirst(Selector::type(Bonus::SPELL_LIKE_ATTACK));
  895. if(bonus && ranged) //TODO: make it work in melee?
  896. {
  897. //this is need for displaying hit animation
  898. bat.flags |= BattleAttack::SPELL_LIKE;
  899. bat.spellID = SpellID(bonus->subtype);
  900. //TODO: should spell override creature`s projectile?
  901. battle::Target target;
  902. target.emplace_back(defender);
  903. auto attackedCreatures = SpellID(bonus->subtype).toSpell()->getAffectedStacks(gs->curB, spells::Mode::SPELL_LIKE_ATTACK, attacker, bonus->val, target);
  904. //TODO: get exact attacked hex for defender
  905. for(const CStack * stack : attackedCreatures)
  906. {
  907. if(stack != defender && stack->alive()) //do not hit same stack twice
  908. {
  909. applyBattleEffects(bat, attackerState, fireShield, stack, distance, true);
  910. }
  911. }
  912. //now add effect info for all attacked stacks
  913. for (BattleStackAttacked & bsa : bat.bsa)
  914. {
  915. if (bsa.attackerID == attacker->ID) //this is our attack and not f.e. fire shield
  916. {
  917. //this is need for displaying affect animation
  918. bsa.flags |= BattleStackAttacked::SPELL_EFFECT;
  919. bsa.spellID = SpellID(bonus->subtype);
  920. }
  921. }
  922. }
  923. attackerState->afterAttack(ranged, counter);
  924. {
  925. UnitChanges info(attackerState->unitId(), UnitChanges::EOperation::RESET_STATE);
  926. attackerState->save(info.data);
  927. bat.attackerChanges.changedStacks.push_back(info);
  928. }
  929. sendAndApply(&bat);
  930. if(!fireShield.empty())
  931. {
  932. //todo: this should be "virtual" spell instead, we only need fire spell school bonus here
  933. const CSpell * fireShieldSpell = SpellID(SpellID::FIRE_SHIELD).toSpell();
  934. StacksInjured pack;
  935. int64_t totalDamage = 0;
  936. for(const auto & item : fireShield)
  937. {
  938. const CStack * actor = item.first;
  939. int64_t rawDamage = item.second;
  940. const CGHeroInstance * actorOwner = gs->curB->getHero(actor->owner);
  941. if(actorOwner)
  942. {
  943. rawDamage = fireShieldSpell->adjustRawDamage(actorOwner, attacker, rawDamage);
  944. }
  945. else
  946. {
  947. rawDamage = fireShieldSpell->adjustRawDamage(actor, attacker, rawDamage);
  948. }
  949. totalDamage+=rawDamage;
  950. //FIXME: add custom effect on actor
  951. }
  952. BattleStackAttacked bsa;
  953. bsa.stackAttacked = attacker->ID; //invert
  954. bsa.attackerID = uint32_t(-1);
  955. bsa.flags |= BattleStackAttacked::EFFECT;
  956. bsa.effect = 11;
  957. bsa.damageAmount = totalDamage;
  958. attacker->prepareAttacked(bsa, getRandomGenerator());
  959. pack.stacks.push_back(bsa);
  960. sendAndApply(&pack);
  961. }
  962. handleAfterAttackCasting(ranged, attacker, defender);
  963. }
  964. void CGameHandler::applyBattleEffects(BattleAttack & bat, std::shared_ptr<battle::CUnitState> attackerState, FireShieldInfo & fireShield, const CStack * def, int distance, bool secondary)
  965. {
  966. BattleStackAttacked bsa;
  967. if(secondary)
  968. bsa.flags |= BattleStackAttacked::SECONDARY; //all other targets do not suffer from spells & spell-like abilities
  969. bsa.attackerID = attackerState->unitId();
  970. bsa.stackAttacked = def->unitId();
  971. {
  972. BattleAttackInfo bai(attackerState.get(), def, bat.shot());
  973. bai.chargedFields = distance;
  974. if(bat.deathBlow())
  975. bai.additiveBonus += 1.0;
  976. if(bat.ballistaDoubleDmg())
  977. bai.additiveBonus += 1.0;
  978. if(bat.lucky())
  979. bai.additiveBonus += 1.0;
  980. //unlucky hit, used only if negative luck is enabled
  981. if(bat.unlucky())
  982. bai.additiveBonus -= 0.5; // FIXME: how bad (and luck in general) should work with following bonuses?
  983. auto range = gs->curB->calculateDmgRange(bai);
  984. bsa.damageAmount = gs->curB->getActualDamage(range, attackerState->getCount(), getRandomGenerator());
  985. CStack::prepareAttacked(bsa, getRandomGenerator(), bai.defender->acquireState()); //calculate casualties
  986. }
  987. auto addLifeDrain = [&](int64_t & toHeal, EHealLevel level, EHealPower power)
  988. {
  989. attackerState->heal(toHeal, level, power);
  990. if(toHeal > 0)
  991. {
  992. CustomEffectInfo customEffect;
  993. customEffect.sound = soundBase::DRAINLIF;
  994. customEffect.effect = 52;
  995. customEffect.stack = attackerState->unitId();
  996. bat.customEffects.push_back(customEffect);
  997. MetaString text;
  998. attackerState->addText(text, MetaString::GENERAL_TXT, 361);
  999. attackerState->addNameReplacement(text, false);
  1000. text.addReplacement(toHeal);
  1001. def->addNameReplacement(text, true);
  1002. bat.battleLog.push_back(text);
  1003. }
  1004. };
  1005. //life drain handling
  1006. if(attackerState->hasBonusOfType(Bonus::LIFE_DRAIN) && def->isLiving())
  1007. {
  1008. int64_t toHeal = bsa.damageAmount * attackerState->valOfBonuses(Bonus::LIFE_DRAIN) / 100;
  1009. if(toHeal > 0)
  1010. addLifeDrain(toHeal, EHealLevel::RESURRECT, EHealPower::PERMANENT);
  1011. }
  1012. //soul steal handling
  1013. if(attackerState->hasBonusOfType(Bonus::SOUL_STEAL) && def->isLiving())
  1014. {
  1015. //we can have two bonuses - one with subtype 0 and another with subtype 1
  1016. //try to use permanent first, use only one of two
  1017. for(si32 subtype = 1; subtype >= 0; subtype--)
  1018. {
  1019. if(attackerState->hasBonusOfType(Bonus::SOUL_STEAL, subtype))
  1020. {
  1021. int64_t toHeal = bsa.killedAmount * attackerState->valOfBonuses(Bonus::SOUL_STEAL, subtype) * attackerState->MaxHealth();
  1022. addLifeDrain(toHeal, EHealLevel::OVERHEAL, ((subtype == 0) ? EHealPower::ONE_BATTLE : EHealPower::PERMANENT));
  1023. break;
  1024. }
  1025. }
  1026. }
  1027. bat.bsa.push_back(bsa); //add this stack to the list of victims after drain life has been calculated
  1028. //fire shield handling
  1029. if(!bat.shot() && !def->isClone() &&
  1030. def->hasBonusOfType(Bonus::FIRE_SHIELD) && !attackerState->hasBonusOfType(Bonus::FIRE_IMMUNITY))
  1031. {
  1032. //TODO: use damage with bonus but without penalties
  1033. auto fireShieldDamage = (std::min<int64_t>(def->getAvailableHealth(), bsa.damageAmount) * def->valOfBonuses(Bonus::FIRE_SHIELD)) / 100;
  1034. fireShield.push_back(std::make_pair(def, fireShieldDamage));
  1035. }
  1036. }
  1037. void CGameHandler::handleConnection(std::set<PlayerColor> players, CConnection &c)
  1038. {
  1039. setThreadName("CGameHandler::handleConnection");
  1040. auto handleDisconnection = [&](const std::exception & e)
  1041. {
  1042. boost::unique_lock<boost::mutex> lock(*c.wmx);
  1043. assert(!c.connected); //make sure that connection has been marked as broken
  1044. logGlobal->error(e.what());
  1045. conns -= &c;
  1046. for(auto playerConn : connections)
  1047. {
  1048. if(!serverShuttingDown && playerConn.second == &c)
  1049. {
  1050. PlayerCheated pc;
  1051. pc.player = playerConn.first;
  1052. pc.losingCheatCode = true;
  1053. sendAndApply(&pc);
  1054. checkVictoryLossConditionsForPlayer(playerConn.first);
  1055. }
  1056. }
  1057. };
  1058. try
  1059. {
  1060. while(1)//server should never shut connection first //was: while(!end2)
  1061. {
  1062. CPack *pack = nullptr;
  1063. PlayerColor player = PlayerColor::NEUTRAL;
  1064. si32 requestID = -999;
  1065. int packType = 0;
  1066. {
  1067. boost::unique_lock<boost::mutex> lock(*c.rmx);
  1068. if(!c.connected)
  1069. throw clientDisconnectedException();
  1070. c >> player >> requestID >> pack; //get the package
  1071. if (!pack)
  1072. {
  1073. logGlobal->error("Received a null package marked as request %d from player %d", requestID, player);
  1074. }
  1075. else
  1076. {
  1077. packType = typeList.getTypeID(pack); //get the id of type
  1078. logGlobal->trace("Received client message (request %d by player %d (%s)) of type with ID=%d (%s).\n",
  1079. requestID, player, player.getStr(), packType, typeid(*pack).name());
  1080. }
  1081. }
  1082. //prepare struct informing that action was applied
  1083. auto sendPackageResponse = [&](bool succesfullyApplied)
  1084. {
  1085. //dont reply to disconnected client
  1086. //TODO: this must be implemented as option of CPackForServer
  1087. if(dynamic_cast<LeaveGame *>(pack) || dynamic_cast<CloseServer *>(pack))
  1088. return;
  1089. PackageApplied applied;
  1090. applied.player = player;
  1091. applied.result = succesfullyApplied;
  1092. applied.packType = packType;
  1093. applied.requestID = requestID;
  1094. boost::unique_lock<boost::mutex> lock(*c.wmx);
  1095. c << &applied;
  1096. };
  1097. CBaseForGHApply *apply = applier->getApplier(packType); //and appropriate applier object
  1098. if(isBlockedByQueries(pack, player))
  1099. {
  1100. sendPackageResponse(false);
  1101. }
  1102. else if (apply)
  1103. {
  1104. const bool result = apply->applyOnGH(this, &c, pack, player);
  1105. if (result)
  1106. logGlobal->trace("Message %s successfully applied!", typeid(*pack).name());
  1107. else
  1108. complain((boost::format("Got false in applying %s... that request must have been fishy!")
  1109. % typeid(*pack).name()).str());
  1110. sendPackageResponse(true);
  1111. }
  1112. else
  1113. {
  1114. logGlobal->error("Message cannot be applied, cannot find applier (unregistered type)!");
  1115. sendPackageResponse(false);
  1116. }
  1117. vstd::clear_pointer(pack);
  1118. }
  1119. }
  1120. catch(boost::system::system_error &e) //for boost errors just log, not crash - probably client shut down connection
  1121. {
  1122. handleDisconnection(e);
  1123. }
  1124. catch(clientDisconnectedException & e)
  1125. {
  1126. handleDisconnection(e);
  1127. }
  1128. catch(...)
  1129. {
  1130. serverShuttingDown = true;
  1131. handleException();
  1132. throw;
  1133. }
  1134. logGlobal->error("Ended handling connection");
  1135. }
  1136. int CGameHandler::moveStack(int stack, BattleHex dest)
  1137. {
  1138. int ret = 0;
  1139. const CStack *curStack = gs->curB->battleGetStackByID(stack),
  1140. *stackAtEnd = gs->curB->battleGetStackByPos(dest);
  1141. assert(curStack);
  1142. assert(dest < GameConstants::BFIELD_SIZE);
  1143. if (gs->curB->tacticDistance)
  1144. {
  1145. assert(gs->curB->isInTacticRange(dest));
  1146. }
  1147. auto start = curStack->getPosition();
  1148. if (start == dest)
  1149. return 0;
  1150. //initing necessary tables
  1151. auto accessibility = getAccesibility(curStack);
  1152. //shifting destination (if we have double wide stack and we can occupy dest but not be exactly there)
  1153. if(!stackAtEnd && curStack->doubleWide() && !accessibility.accessible(dest, curStack))
  1154. {
  1155. BattleHex shifted = dest.cloneInDirection(curStack->destShiftDir(), false);
  1156. if(accessibility.accessible(shifted, curStack))
  1157. dest = shifted;
  1158. }
  1159. if((stackAtEnd && stackAtEnd!=curStack && stackAtEnd->alive()) || !accessibility.accessible(dest, curStack))
  1160. {
  1161. complain("Given destination is not accessible!");
  1162. return 0;
  1163. }
  1164. bool canUseGate = false;
  1165. auto dbState = gs->curB->si.gateState;
  1166. if(battleGetSiegeLevel() > 0 && curStack->side == BattleSide::DEFENDER &&
  1167. dbState != EGateState::DESTROYED &&
  1168. dbState != EGateState::BLOCKED)
  1169. {
  1170. canUseGate = true;
  1171. }
  1172. std::pair< std::vector<BattleHex>, int > path = gs->curB->getPath(start, dest, curStack);
  1173. ret = path.second;
  1174. int creSpeed = gs->curB->tacticDistance ? GameConstants::BFIELD_SIZE : curStack->Speed(0, true);
  1175. auto isGateDrawbridgeHex = [&](BattleHex hex) -> bool
  1176. {
  1177. if (gs->curB->town->subID == ETownType::FORTRESS && hex == ESiegeHex::GATE_BRIDGE)
  1178. return true;
  1179. if (hex == ESiegeHex::GATE_OUTER)
  1180. return true;
  1181. if (hex == ESiegeHex::GATE_INNER)
  1182. return true;
  1183. return false;
  1184. };
  1185. auto occupyGateDrawbridgeHex = [&](BattleHex hex) -> bool
  1186. {
  1187. if (isGateDrawbridgeHex(hex))
  1188. return true;
  1189. if (curStack->doubleWide())
  1190. {
  1191. BattleHex otherHex = curStack->occupiedHex(hex);
  1192. if (otherHex.isValid() && isGateDrawbridgeHex(otherHex))
  1193. return true;
  1194. }
  1195. return false;
  1196. };
  1197. if (curStack->hasBonusOfType(Bonus::FLYING))
  1198. {
  1199. if (path.second <= creSpeed && path.first.size() > 0)
  1200. {
  1201. if (canUseGate && dbState != EGateState::OPENED &&
  1202. occupyGateDrawbridgeHex(dest))
  1203. {
  1204. BattleUpdateGateState db;
  1205. db.state = EGateState::OPENED;
  1206. sendAndApply(&db);
  1207. }
  1208. //inform clients about move
  1209. BattleStackMoved sm;
  1210. sm.stack = curStack->ID;
  1211. std::vector<BattleHex> tiles;
  1212. tiles.push_back(path.first[0]);
  1213. sm.tilesToMove = tiles;
  1214. sm.distance = path.second;
  1215. sm.teleporting = false;
  1216. sendAndApply(&sm);
  1217. }
  1218. }
  1219. else //for non-flying creatures
  1220. {
  1221. std::vector<BattleHex> tiles;
  1222. const int tilesToMove = std::max((int)(path.first.size() - creSpeed), 0);
  1223. int v = path.first.size()-1;
  1224. path.first.push_back(start);
  1225. // check if gate need to be open or closed at some point
  1226. BattleHex openGateAtHex, gateMayCloseAtHex;
  1227. if (canUseGate)
  1228. {
  1229. for (int i = path.first.size()-1; i >= 0; i--)
  1230. {
  1231. auto needOpenGates = [&](BattleHex hex) -> bool
  1232. {
  1233. if (gs->curB->town->subID == ETownType::FORTRESS && hex == ESiegeHex::GATE_BRIDGE)
  1234. return true;
  1235. if (hex == ESiegeHex::GATE_BRIDGE && i-1 >= 0 && path.first[i-1] == ESiegeHex::GATE_OUTER)
  1236. return true;
  1237. else if (hex == ESiegeHex::GATE_OUTER || hex == ESiegeHex::GATE_INNER)
  1238. return true;
  1239. return false;
  1240. };
  1241. auto hex = path.first[i];
  1242. if (!openGateAtHex.isValid() && dbState != EGateState::OPENED)
  1243. {
  1244. if (needOpenGates(hex))
  1245. openGateAtHex = path.first[i+1];
  1246. //TODO we need find batter way to handle double-wide stacks
  1247. //currently if only second occupied stack part is standing on gate / bridge hex then stack will start to wait for bridge to lower before it's needed. Though this is just a visual bug.
  1248. if (curStack->doubleWide())
  1249. {
  1250. BattleHex otherHex = curStack->occupiedHex(hex);
  1251. if (otherHex.isValid() && needOpenGates(otherHex))
  1252. openGateAtHex = path.first[i+2];
  1253. }
  1254. //gate may be opened and then closed during stack movement, but not other way around
  1255. if (openGateAtHex.isValid())
  1256. dbState = EGateState::OPENED;
  1257. }
  1258. if (!gateMayCloseAtHex.isValid() && dbState != EGateState::CLOSED)
  1259. {
  1260. if (hex == ESiegeHex::GATE_INNER && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_OUTER)
  1261. {
  1262. gateMayCloseAtHex = path.first[i-1];
  1263. }
  1264. if (gs->curB->town->subID == ETownType::FORTRESS)
  1265. {
  1266. if (hex == ESiegeHex::GATE_BRIDGE && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_OUTER)
  1267. {
  1268. gateMayCloseAtHex = path.first[i-1];
  1269. }
  1270. else if (hex == ESiegeHex::GATE_OUTER && i-1 >= 0 &&
  1271. path.first[i-1] != ESiegeHex::GATE_INNER &&
  1272. path.first[i-1] != ESiegeHex::GATE_BRIDGE)
  1273. {
  1274. gateMayCloseAtHex = path.first[i-1];
  1275. }
  1276. }
  1277. else if (hex == ESiegeHex::GATE_OUTER && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_INNER)
  1278. {
  1279. gateMayCloseAtHex = path.first[i-1];
  1280. }
  1281. }
  1282. }
  1283. }
  1284. bool stackIsMoving = true;
  1285. while(stackIsMoving)
  1286. {
  1287. if (v<tilesToMove)
  1288. {
  1289. logGlobal->error("Movement terminated abnormally");
  1290. break;
  1291. }
  1292. bool gateStateChanging = false;
  1293. //special handling for opening gate on from starting hex
  1294. if (openGateAtHex.isValid() && openGateAtHex == start)
  1295. gateStateChanging = true;
  1296. else
  1297. {
  1298. for (bool obstacleHit = false; (!obstacleHit) && (!gateStateChanging) && (v >= tilesToMove); --v)
  1299. {
  1300. BattleHex hex = path.first[v];
  1301. tiles.push_back(hex);
  1302. if ((openGateAtHex.isValid() && openGateAtHex == hex) ||
  1303. (gateMayCloseAtHex.isValid() && gateMayCloseAtHex == hex))
  1304. {
  1305. gateStateChanging = true;
  1306. }
  1307. //if we walked onto something, finalize this portion of stack movement check into obstacle
  1308. if(!battleGetAllObstaclesOnPos(hex, false).empty())
  1309. obstacleHit = true;
  1310. if (curStack->doubleWide())
  1311. {
  1312. BattleHex otherHex = curStack->occupiedHex(hex);
  1313. //two hex creature hit obstacle by backside
  1314. auto obstacle2 = battleGetAllObstaclesOnPos(otherHex, false);
  1315. if(otherHex.isValid() && !obstacle2.empty())
  1316. obstacleHit = true;
  1317. }
  1318. }
  1319. }
  1320. if (tiles.size() > 0)
  1321. {
  1322. //commit movement
  1323. BattleStackMoved sm;
  1324. sm.stack = curStack->ID;
  1325. sm.distance = path.second;
  1326. sm.teleporting = false;
  1327. sm.tilesToMove = tiles;
  1328. sendAndApply(&sm);
  1329. tiles.clear();
  1330. }
  1331. //we don't handle obstacle at the destination tile -> it's handled separately in the if at the end
  1332. if (curStack->getPosition() != dest)
  1333. {
  1334. if(stackIsMoving && start != curStack->getPosition())
  1335. stackIsMoving = handleDamageFromObstacle(curStack, stackIsMoving);
  1336. if (gateStateChanging)
  1337. {
  1338. if (curStack->getPosition() == openGateAtHex)
  1339. {
  1340. openGateAtHex = BattleHex();
  1341. //only open gate if stack is still alive
  1342. if (curStack->alive())
  1343. {
  1344. BattleUpdateGateState db;
  1345. db.state = EGateState::OPENED;
  1346. sendAndApply(&db);
  1347. }
  1348. }
  1349. else if (curStack->getPosition() == gateMayCloseAtHex)
  1350. {
  1351. gateMayCloseAtHex = BattleHex();
  1352. updateGateState();
  1353. }
  1354. }
  1355. }
  1356. else
  1357. //movement finished normally: we reached destination
  1358. stackIsMoving = false;
  1359. }
  1360. }
  1361. //handling obstacle on the final field (separate, because it affects both flying and walking stacks)
  1362. handleDamageFromObstacle(curStack);
  1363. return ret;
  1364. }
  1365. CGameHandler::CGameHandler()
  1366. {
  1367. QID = 1;
  1368. //gs = nullptr;
  1369. IObjectInterface::cb = this;
  1370. applier = new CApplier<CBaseForGHApply>();
  1371. registerTypesServerPacks(*applier);
  1372. visitObjectAfterVictory = false;
  1373. spellEnv = new ServerSpellCastEnvironment(this);
  1374. }
  1375. CGameHandler::~CGameHandler()
  1376. {
  1377. delete spellEnv;
  1378. delete applier;
  1379. applier = nullptr;
  1380. delete gs;
  1381. }
  1382. void CGameHandler::init(StartInfo *si)
  1383. {
  1384. if (si->seedToBeUsed == 0)
  1385. {
  1386. si->seedToBeUsed = std::time(nullptr);
  1387. }
  1388. CMapService mapService;
  1389. gs = new CGameState();
  1390. logGlobal->info("Gamestate created!");
  1391. gs->init(&mapService, si);
  1392. logGlobal->info("Gamestate initialized!");
  1393. // reset seed, so that clients can't predict any following random values
  1394. getRandomGenerator().resetSeed();
  1395. for (auto & elem : gs->players)
  1396. {
  1397. states.addPlayer(elem.first);
  1398. }
  1399. }
  1400. static bool evntCmp(const CMapEvent &a, const CMapEvent &b)
  1401. {
  1402. return a.earlierThan(b);
  1403. }
  1404. void CGameHandler::setPortalDwelling(const CGTownInstance * town, bool forced=false, bool clear = false)
  1405. {// bool forced = true - if creature should be replaced, if false - only if no creature was set
  1406. const PlayerState * p = getPlayer(town->tempOwner);
  1407. if (!p)
  1408. {
  1409. logGlobal->warn("There is no player owner of town %s at %s", town->name, town->pos.toString());
  1410. return;
  1411. }
  1412. if (forced || town->creatures.at(GameConstants::CREATURES_PER_TOWN).second.empty())//we need to change creature
  1413. {
  1414. SetAvailableCreatures ssi;
  1415. ssi.tid = town->id;
  1416. ssi.creatures = town->creatures;
  1417. ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.clear();//remove old one
  1418. const std::vector<ConstTransitivePtr<CGDwelling> > &dwellings = p->dwellings;
  1419. if (dwellings.empty())//no dwellings - just remove
  1420. {
  1421. sendAndApply(&ssi);
  1422. return;
  1423. }
  1424. auto dwelling = *RandomGeneratorUtil::nextItem(dwellings, getRandomGenerator());
  1425. // for multi-creature dwellings like Golem Factory
  1426. auto creatureId = RandomGeneratorUtil::nextItem(dwelling->creatures, getRandomGenerator())->second[0];
  1427. if (clear)
  1428. {
  1429. ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = std::max((ui32)1, (VLC->creh->creatures.at(creatureId)->growth)/2);
  1430. }
  1431. else
  1432. {
  1433. ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = VLC->creh->creatures.at(creatureId)->growth;
  1434. }
  1435. ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.push_back(creatureId);
  1436. sendAndApply(&ssi);
  1437. }
  1438. }
  1439. void CGameHandler::newTurn()
  1440. {
  1441. logGlobal->trace("Turn %d", gs->day+1);
  1442. NewTurn n;
  1443. n.specialWeek = NewTurn::NO_ACTION;
  1444. n.creatureid = CreatureID::NONE;
  1445. n.day = gs->day + 1;
  1446. bool firstTurn = !getDate(Date::DAY);
  1447. bool newWeek = getDate(Date::DAY_OF_WEEK) == 7; //day numbers are confusing, as day was not yet switched
  1448. bool newMonth = getDate(Date::DAY_OF_MONTH) == 28;
  1449. std::map<PlayerColor, si32> hadGold;//starting gold - for buildings like dwarven treasury
  1450. if (firstTurn)
  1451. {
  1452. for (auto obj : gs->map->objects)
  1453. {
  1454. if (obj && obj->ID == Obj::PRISON) //give imprisoned hero 0 exp to level him up. easiest to do at this point
  1455. {
  1456. changePrimSkill (getHero(obj->id), PrimarySkill::EXPERIENCE, 0);
  1457. }
  1458. }
  1459. }
  1460. if (newWeek && !firstTurn)
  1461. {
  1462. n.specialWeek = NewTurn::NORMAL;
  1463. bool deityOfFireBuilt = false;
  1464. for (const CGTownInstance *t : gs->map->towns)
  1465. {
  1466. if (t->hasBuilt(BuildingID::GRAIL, ETownType::INFERNO))
  1467. {
  1468. deityOfFireBuilt = true;
  1469. break;
  1470. }
  1471. }
  1472. if (deityOfFireBuilt)
  1473. {
  1474. n.specialWeek = NewTurn::DEITYOFFIRE;
  1475. n.creatureid = CreatureID::IMP;
  1476. }
  1477. else
  1478. {
  1479. int monthType = getRandomGenerator().nextInt(99);
  1480. if (newMonth) //new month
  1481. {
  1482. if (monthType < 40) //double growth
  1483. {
  1484. n.specialWeek = NewTurn::DOUBLE_GROWTH;
  1485. if (VLC->modh->settings.ALL_CREATURES_GET_DOUBLE_MONTHS)
  1486. {
  1487. std::pair<int, CreatureID> newMonster(54, VLC->creh->pickRandomMonster(getRandomGenerator()));
  1488. n.creatureid = newMonster.second;
  1489. }
  1490. else if (VLC->creh->doubledCreatures.size())
  1491. {
  1492. const std::vector<CreatureID> doubledCreatures (VLC->creh->doubledCreatures.begin(), VLC->creh->doubledCreatures.end());
  1493. n.creatureid = *RandomGeneratorUtil::nextItem(doubledCreatures, getRandomGenerator());
  1494. }
  1495. else
  1496. {
  1497. complain("Cannot find creature that can be spawned!");
  1498. n.specialWeek = NewTurn::NORMAL;
  1499. }
  1500. }
  1501. else if (monthType < 50)
  1502. n.specialWeek = NewTurn::PLAGUE;
  1503. }
  1504. else //it's a week, but not full month
  1505. {
  1506. if (monthType < 25)
  1507. {
  1508. n.specialWeek = NewTurn::BONUS_GROWTH; //+5
  1509. std::pair<int, CreatureID> newMonster(54, VLC->creh->pickRandomMonster(getRandomGenerator()));
  1510. //TODO do not pick neutrals
  1511. n.creatureid = newMonster.second;
  1512. }
  1513. }
  1514. }
  1515. }
  1516. std::map<ui32, ConstTransitivePtr<CGHeroInstance> > pool = gs->hpool.heroesPool;
  1517. for (auto& hp : pool)
  1518. {
  1519. auto hero = hp.second;
  1520. if (hero->isInitialized() && hero->stacks.size())
  1521. {
  1522. // reset retreated or surrendered heroes
  1523. auto maxmove = hero->maxMovePoints(true);
  1524. // if movement is greater than maxmove, we should decrease it
  1525. if (hero->movement != maxmove || hero->mana < hero->manaLimit())
  1526. {
  1527. NewTurn::Hero hth;
  1528. hth.id = hero->id;
  1529. hth.move = maxmove;
  1530. hth.mana = hero->getManaNewTurn();
  1531. n.heroes.insert(hth);
  1532. }
  1533. }
  1534. }
  1535. for (auto & elem : gs->players)
  1536. {
  1537. if (elem.first == PlayerColor::NEUTRAL)
  1538. continue;
  1539. else if (elem.first >= PlayerColor::PLAYER_LIMIT)
  1540. assert(0); //illegal player number!
  1541. std::pair<PlayerColor, si32> playerGold(elem.first, elem.second.resources.at(Res::GOLD));
  1542. hadGold.insert(playerGold);
  1543. if (newWeek) //new heroes in tavern
  1544. {
  1545. SetAvailableHeroes sah;
  1546. sah.player = elem.first;
  1547. //pick heroes and their armies
  1548. CHeroClass *banned = nullptr;
  1549. for (int j = 0; j < GameConstants::AVAILABLE_HEROES_PER_PLAYER; j++)
  1550. {
  1551. //first hero - native if possible, second hero -> any other class
  1552. if (CGHeroInstance *h = gs->hpool.pickHeroFor(j == 0, elem.first, getNativeTown(elem.first), pool, getRandomGenerator(), banned))
  1553. {
  1554. sah.hid[j] = h->subID;
  1555. h->initArmy(getRandomGenerator(), &sah.army[j]);
  1556. banned = h->type->heroClass;
  1557. }
  1558. else
  1559. {
  1560. sah.hid[j] = -1;
  1561. }
  1562. }
  1563. sendAndApply(&sah);
  1564. }
  1565. n.res[elem.first] = elem.second.resources;
  1566. for (CGHeroInstance *h : (elem).second.heroes)
  1567. {
  1568. if (h->visitedTown)
  1569. giveSpells(h->visitedTown, h);
  1570. NewTurn::Hero hth;
  1571. hth.id = h->id;
  1572. auto ti = make_unique<TurnInfo>(h, 1);
  1573. // TODO: this code executed when bonuses of previous day not yet updated (this happen in NewTurn::applyGs). See issue 2356
  1574. hth.move = h->maxMovePoints(gs->map->getTile(h->getPosition(false)).terType != ETerrainType::WATER, ti.get());
  1575. hth.mana = h->getManaNewTurn();
  1576. n.heroes.insert(hth);
  1577. if (!firstTurn) //not first day
  1578. {
  1579. n.res[elem.first][Res::GOLD] += h->valOfBonuses(Selector::typeSubtype(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::ESTATES)); //estates
  1580. for (int k = 0; k < GameConstants::RESOURCE_QUANTITY; k++)
  1581. {
  1582. n.res[elem.first][k] += h->valOfBonuses(Bonus::GENERATE_RESOURCE, k);
  1583. }
  1584. }
  1585. }
  1586. }
  1587. for (CGTownInstance *t : gs->map->towns)
  1588. {
  1589. PlayerColor player = t->tempOwner;
  1590. handleTownEvents(t, n);
  1591. if (newWeek) //first day of week
  1592. {
  1593. if (t->hasBuilt(BuildingID::PORTAL_OF_SUMMON, ETownType::DUNGEON))
  1594. setPortalDwelling(t, true, (n.specialWeek == NewTurn::PLAGUE ? true : false)); //set creatures for Portal of Summoning
  1595. if (!firstTurn)
  1596. if (t->hasBuilt(BuildingID::TREASURY, ETownType::RAMPART) && player < PlayerColor::PLAYER_LIMIT)
  1597. n.res[player][Res::GOLD] += hadGold.at(player)/10; //give 10% of starting gold
  1598. if (!vstd::contains(n.cres, t->id))
  1599. {
  1600. n.cres[t->id].tid = t->id;
  1601. n.cres[t->id].creatures = t->creatures;
  1602. }
  1603. auto & sac = n.cres.at(t->id);
  1604. for (int k=0; k < GameConstants::CREATURES_PER_TOWN; k++) //creature growths
  1605. {
  1606. if (!t->creatures.at(k).second.empty()) // there are creatures at this level
  1607. {
  1608. ui32 &availableCount = sac.creatures.at(k).first;
  1609. const CCreature *cre = VLC->creh->creatures.at(t->creatures.at(k).second.back());
  1610. if (n.specialWeek == NewTurn::PLAGUE)
  1611. availableCount = t->creatures.at(k).first / 2; //halve their number, no growth
  1612. else
  1613. {
  1614. if (firstTurn) //first day of game: use only basic growths
  1615. availableCount = cre->growth;
  1616. else
  1617. availableCount += t->creatureGrowth(k);
  1618. //Deity of fire week - upgrade both imps and upgrades
  1619. if (n.specialWeek == NewTurn::DEITYOFFIRE && vstd::contains(t->creatures.at(k).second, n.creatureid))
  1620. availableCount += 15;
  1621. if (cre->idNumber == n.creatureid) //bonus week, effect applies only to identical creatures
  1622. {
  1623. if (n.specialWeek == NewTurn::DOUBLE_GROWTH)
  1624. availableCount *= 2;
  1625. else if (n.specialWeek == NewTurn::BONUS_GROWTH)
  1626. availableCount += 5;
  1627. }
  1628. }
  1629. }
  1630. }
  1631. }
  1632. if (!firstTurn && player < PlayerColor::PLAYER_LIMIT)//not the first day and town not neutral
  1633. {
  1634. n.res[player] = n.res[player] + t->dailyIncome();
  1635. }
  1636. if (t->hasBuilt(BuildingID::GRAIL, ETownType::TOWER))
  1637. {
  1638. // Skyship, probably easier to handle same as Veil of darkness
  1639. //do it every new day after veils apply
  1640. if (player != PlayerColor::NEUTRAL) //do not reveal fow for neutral player
  1641. {
  1642. FoWChange fw;
  1643. fw.mode = 1;
  1644. fw.player = player;
  1645. // find all hidden tiles
  1646. const auto & fow = getPlayerTeam(player)->fogOfWarMap;
  1647. for (size_t i=0; i<fow.size(); i++)
  1648. for (size_t j=0; j<fow.at(i).size(); j++)
  1649. for (size_t k=0; k<fow.at(i).at(j).size(); k++)
  1650. if (!fow.at(i).at(j).at(k))
  1651. fw.tiles.insert(int3(i,j,k));
  1652. sendAndApply (&fw);
  1653. }
  1654. }
  1655. if (t->hasBonusOfType (Bonus::DARKNESS))
  1656. {
  1657. for (auto & player : gs->players)
  1658. {
  1659. if (getPlayerStatus(player.first) == EPlayerStatus::INGAME &&
  1660. getPlayerRelations(player.first, t->tempOwner) == PlayerRelations::ENEMIES)
  1661. changeFogOfWar(t->visitablePos(), t->getBonusLocalFirst(Selector::type(Bonus::DARKNESS))->val, player.first, true);
  1662. }
  1663. }
  1664. }
  1665. if (newMonth)
  1666. {
  1667. SetAvailableArtifacts saa;
  1668. saa.id = -1;
  1669. pickAllowedArtsSet(saa.arts, getRandomGenerator());
  1670. sendAndApply(&saa);
  1671. }
  1672. sendAndApply(&n);
  1673. if (newWeek)
  1674. {
  1675. //spawn wandering monsters
  1676. if (newMonth && (n.specialWeek == NewTurn::DOUBLE_GROWTH || n.specialWeek == NewTurn::DEITYOFFIRE))
  1677. {
  1678. spawnWanderingMonsters(n.creatureid);
  1679. }
  1680. //new week info popup
  1681. if (!firstTurn)
  1682. {
  1683. InfoWindow iw;
  1684. switch (n.specialWeek)
  1685. {
  1686. case NewTurn::DOUBLE_GROWTH:
  1687. iw.text.addTxt(MetaString::ARRAY_TXT, 131);
  1688. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1689. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1690. break;
  1691. case NewTurn::PLAGUE:
  1692. iw.text.addTxt(MetaString::ARRAY_TXT, 132);
  1693. break;
  1694. case NewTurn::BONUS_GROWTH:
  1695. iw.text.addTxt(MetaString::ARRAY_TXT, 134);
  1696. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1697. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1698. break;
  1699. case NewTurn::DEITYOFFIRE:
  1700. iw.text.addTxt(MetaString::ARRAY_TXT, 135);
  1701. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 42); //%s imp
  1702. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 42); //%s imp
  1703. iw.text.addReplacement2(15); //%+d 15
  1704. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 43); //%s familiar
  1705. iw.text.addReplacement2(15); //%+d 15
  1706. break;
  1707. default:
  1708. if (newMonth)
  1709. {
  1710. iw.text.addTxt(MetaString::ARRAY_TXT, (130));
  1711. iw.text.addReplacement(MetaString::ARRAY_TXT, getRandomGenerator().nextInt(32, 41));
  1712. }
  1713. else
  1714. {
  1715. iw.text.addTxt(MetaString::ARRAY_TXT, (133));
  1716. iw.text.addReplacement(MetaString::ARRAY_TXT, getRandomGenerator().nextInt(43, 57));
  1717. }
  1718. }
  1719. for (auto & elem : gs->players)
  1720. {
  1721. iw.player = elem.first;
  1722. sendAndApply(&iw);
  1723. }
  1724. }
  1725. }
  1726. logGlobal->trace("Info about turn %d has been sent!", n.day);
  1727. handleTimeEvents();
  1728. //call objects
  1729. for (auto & elem : gs->map->objects)
  1730. {
  1731. if (elem)
  1732. elem->newTurn(getRandomGenerator());
  1733. }
  1734. synchronizeArtifactHandlerLists(); //new day events may have changed them. TODO better of managing that
  1735. }
  1736. void CGameHandler::run(bool resume)
  1737. {
  1738. LOG_TRACE_PARAMS(logGlobal, "resume=%d", resume);
  1739. using namespace boost::posix_time;
  1740. for (CConnection *cc : conns)
  1741. {
  1742. if (!resume)
  1743. {
  1744. (*cc) << gs->initialOpts; // gs->scenarioOps
  1745. }
  1746. std::set<PlayerColor> players;
  1747. (*cc) >> players; //how many players will be handled at that client
  1748. std::stringstream sbuffer;
  1749. sbuffer << "Connection " << cc->connectionID << " will handle " << players.size() << " player: ";
  1750. for (PlayerColor color : players)
  1751. {
  1752. sbuffer << color << " ";
  1753. {
  1754. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  1755. if(!color.isSpectator()) // there can be more than one spectator
  1756. connections[color] = cc;
  1757. }
  1758. }
  1759. logGlobal->info(sbuffer.str());
  1760. cc->addStdVecItems(gs);
  1761. cc->enableStackSendingByID();
  1762. cc->disableSmartPointerSerialization();
  1763. }
  1764. for (auto & elem : conns)
  1765. {
  1766. std::set<PlayerColor> pom;
  1767. for (auto j = connections.cbegin(); j!=connections.cend();j++)
  1768. if (j->second == elem)
  1769. pom.insert(j->first);
  1770. boost::thread(std::bind(&CGameHandler::handleConnection,this,pom,std::ref(*elem)));
  1771. }
  1772. auto playerTurnOrder = generatePlayerTurnOrder();
  1773. while(!serverShuttingDown)
  1774. {
  1775. if (!resume) newTurn();
  1776. std::list<PlayerColor>::iterator it;
  1777. if (resume)
  1778. {
  1779. it = std::find(playerTurnOrder.begin(), playerTurnOrder.end(), gs->currentPlayer);
  1780. }
  1781. else
  1782. {
  1783. it = playerTurnOrder.begin();
  1784. }
  1785. resume = false;
  1786. for (; it != playerTurnOrder.end(); it++)
  1787. {
  1788. auto playerColor = *it;
  1789. PlayerState * playerState = &gs->players[playerColor]; //can't copy CBonusSystemNode by value
  1790. if (playerState->status == EPlayerStatus::INGAME)
  1791. {
  1792. //if player runs out of time, he shouldn't get the turn (especially AI)
  1793. checkVictoryLossConditionsForAll();
  1794. if (gs->players[playerColor].status != EPlayerStatus::INGAME)
  1795. { //player lost at the beginning of his turn
  1796. continue;
  1797. }
  1798. else //give normal turn
  1799. {
  1800. states.setFlag(playerColor, &PlayerStatus::makingTurn, true);
  1801. YourTurn yt;
  1802. yt.player = playerColor;
  1803. //Change local daysWithoutCastle counter for local interface message //TODO: needed?
  1804. yt.daysWithoutCastle = playerState->daysWithoutCastle;
  1805. applyAndSend(&yt);
  1806. //wait till turn is done
  1807. boost::unique_lock<boost::mutex> lock(states.mx);
  1808. while(states.players.at(playerColor).makingTurn && !serverShuttingDown)
  1809. {
  1810. static time_duration p = milliseconds(100);
  1811. states.cv.timed_wait(lock, p);
  1812. }
  1813. }
  1814. }
  1815. }
  1816. //additional check that game is not finished
  1817. bool activePlayer = false;
  1818. for (auto player : playerTurnOrder)
  1819. {
  1820. if (gs->players[player].status == EPlayerStatus::INGAME)
  1821. activePlayer = true;
  1822. }
  1823. if (!activePlayer)
  1824. serverShuttingDown = true;
  1825. }
  1826. while(conns.size() && (*conns.begin())->isOpen())
  1827. boost::this_thread::sleep(boost::posix_time::milliseconds(5)); //give time client to close socket
  1828. }
  1829. std::list<PlayerColor> CGameHandler::generatePlayerTurnOrder() const
  1830. {
  1831. // Generate player turn order
  1832. std::list<PlayerColor> playerTurnOrder;
  1833. for (const auto & player : gs->players) // add human players first
  1834. {
  1835. if (player.second.human)
  1836. playerTurnOrder.push_back(player.first);
  1837. }
  1838. for (const auto & player : gs->players) // then add non-human players
  1839. {
  1840. if (!player.second.human)
  1841. playerTurnOrder.push_back(player.first);
  1842. }
  1843. return playerTurnOrder;
  1844. }
  1845. void CGameHandler::setupBattle(int3 tile, const CArmedInstance *armies[2], const CGHeroInstance *heroes[2], bool creatureBank, const CGTownInstance *town)
  1846. {
  1847. battleResult.set(nullptr);
  1848. const auto t = getTile(tile);
  1849. ETerrainType terrain = t->terType;
  1850. if (gs->map->isCoastalTile(tile)) //coastal tile is always ground
  1851. terrain = ETerrainType::SAND;
  1852. BFieldType terType = gs->battleGetBattlefieldType(tile, getRandomGenerator());
  1853. if (heroes[0] && heroes[0]->boat && heroes[1] && heroes[1]->boat)
  1854. terType = BFieldType::SHIP_TO_SHIP;
  1855. //send info about battles
  1856. BattleStart bs;
  1857. bs.info = BattleInfo::setupBattle(tile, terrain, terType, armies, heroes, creatureBank, town);
  1858. sendAndApply(&bs);
  1859. }
  1860. void CGameHandler::checkBattleStateChanges()
  1861. {
  1862. //check if drawbridge state need to be changes
  1863. if (battleGetSiegeLevel() > 0)
  1864. updateGateState();
  1865. //check if battle ended
  1866. if (auto result = battleIsFinished())
  1867. {
  1868. setBattleResult(BattleResult::NORMAL, *result);
  1869. }
  1870. }
  1871. void CGameHandler::giveSpells(const CGTownInstance *t, const CGHeroInstance *h)
  1872. {
  1873. if (!h->hasSpellbook())
  1874. return; //hero hasn't spellbook
  1875. ChangeSpells cs;
  1876. cs.hid = h->id;
  1877. cs.learn = true;
  1878. if (t->hasBuilt(BuildingID::GRAIL, ETownType::CONFLUX) && t->hasBuilt(BuildingID::MAGES_GUILD_1))
  1879. {
  1880. // Aurora Borealis give spells of all levels even if only level 1 mages guild built
  1881. for (int i = 0; i < h->maxSpellLevel(); i++)
  1882. {
  1883. std::vector<SpellID> spells;
  1884. getAllowedSpells(spells, i+1);
  1885. for (auto & spell : spells)
  1886. cs.spells.insert(spell);
  1887. }
  1888. }
  1889. else
  1890. {
  1891. for (int i = 0; i < std::min(t->mageGuildLevel(), h->maxSpellLevel()); i++)
  1892. {
  1893. for (int j = 0; j < t->spellsAtLevel(i+1, true) && j < t->spells.at(i).size(); j++)
  1894. {
  1895. if (!vstd::contains(h->spells, t->spells.at(i).at(j)))
  1896. cs.spells.insert(t->spells.at(i).at(j));
  1897. }
  1898. }
  1899. }
  1900. if (!cs.spells.empty())
  1901. sendAndApply(&cs);
  1902. }
  1903. void CGameHandler::setBlockVis(ObjectInstanceID objid, bool bv)
  1904. {
  1905. SetObjectProperty sop(objid, ObjProperty::BLOCKVIS, bv);
  1906. sendAndApply(&sop);
  1907. }
  1908. bool CGameHandler::removeObject(const CGObjectInstance * obj)
  1909. {
  1910. if (!obj || !getObj(obj->id))
  1911. {
  1912. logGlobal->error("Something wrong, that object already has been removed or hasn't existed!");
  1913. return false;
  1914. }
  1915. RemoveObject ro;
  1916. ro.id = obj->id;
  1917. sendAndApply(&ro);
  1918. checkVictoryLossConditionsForAll(); //eg if monster escaped (removing objs after battle is done dircetly by endBattle, not this function)
  1919. return true;
  1920. }
  1921. void CGameHandler::setAmount(ObjectInstanceID objid, ui32 val)
  1922. {
  1923. SetObjectProperty sop(objid, ObjProperty::PRIMARY_STACK_COUNT, val);
  1924. sendAndApply(&sop);
  1925. }
  1926. bool CGameHandler::moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, bool transit, PlayerColor asker)
  1927. {
  1928. const CGHeroInstance *h = getHero(hid);
  1929. // not turn of that hero or player can't simply teleport hero (at least not with this function)
  1930. if (!h || (asker != PlayerColor::NEUTRAL && (teleporting || h->getOwner() != gs->currentPlayer)))
  1931. {
  1932. logGlobal->error("Illegal call to move hero!");
  1933. return false;
  1934. }
  1935. logGlobal->trace("Player %d (%s) wants to move hero %d from %s to %s", asker, asker.getStr(), hid.getNum(), h->pos.toString(), dst.toString());
  1936. const int3 hmpos = CGHeroInstance::convertPosition(dst, false);
  1937. if (!gs->map->isInTheMap(hmpos))
  1938. {
  1939. logGlobal->error("Destination tile is outside the map!");
  1940. return false;
  1941. }
  1942. const TerrainTile t = *getTile(hmpos);
  1943. const int3 guardPos = gs->guardingCreaturePosition(hmpos);
  1944. const bool embarking = !h->boat && !t.visitableObjects.empty() && t.visitableObjects.back()->ID == Obj::BOAT;
  1945. const bool disembarking = h->boat && t.terType != ETerrainType::WATER && !t.blocked;
  1946. //result structure for start - movement failed, no move points used
  1947. TryMoveHero tmh;
  1948. tmh.id = hid;
  1949. tmh.start = h->pos;
  1950. tmh.end = dst;
  1951. tmh.result = TryMoveHero::FAILED;
  1952. tmh.movePoints = h->movement;
  1953. //check if destination tile is available
  1954. auto ti = make_unique<TurnInfo>(h);
  1955. const bool canFly = ti->hasBonusOfType(Bonus::FLYING_MOVEMENT);
  1956. const bool canWalkOnSea = ti->hasBonusOfType(Bonus::WATER_WALKING);
  1957. const int cost = CPathfinderHelper::getMovementCost(h, h->getPosition(), hmpos, nullptr, nullptr, h->movement, ti.get());
  1958. //it's a rock or blocked and not visitable tile
  1959. //OR hero is on land and dest is water and (there is not present only one object - boat)
  1960. if (((t.terType == ETerrainType::ROCK || (t.blocked && !t.visitable && !canFly))
  1961. && complain("Cannot move hero, destination tile is blocked!"))
  1962. || ((!h->boat && !canWalkOnSea && !canFly && t.terType == ETerrainType::WATER && (t.visitableObjects.size() < 1 || (t.visitableObjects.back()->ID != Obj::BOAT && t.visitableObjects.back()->ID != Obj::HERO))) //hero is not on boat/water walking and dst water tile doesn't contain boat/hero (objs visitable from land) -> we test back cause boat may be on top of another object (#276)
  1963. && complain("Cannot move hero, destination tile is on water!"))
  1964. || ((h->boat && t.terType != ETerrainType::WATER && t.blocked)
  1965. && complain("Cannot disembark hero, tile is blocked!"))
  1966. || ((distance(h->pos, dst) >= 1.5 && !teleporting)
  1967. && complain("Tiles are not neighboring!"))
  1968. || ((h->inTownGarrison)
  1969. && complain("Can not move garrisoned hero!"))
  1970. || ((h->movement < cost && dst != h->pos && !teleporting)
  1971. && complain("Hero doesn't have any movement points left!"))
  1972. || ((transit && !canFly && !CGTeleport::isTeleport(t.topVisitableObj()))
  1973. && complain("Hero cannot transit over this tile!"))
  1974. /*|| (states.checkFlag(h->tempOwner, &PlayerStatus::engagedIntoBattle)
  1975. && complain("Cannot move hero during the battle"))*/)
  1976. {
  1977. //send info about movement failure
  1978. sendAndApply(&tmh);
  1979. return false;
  1980. }
  1981. //several generic blocks of code
  1982. // should be called if hero changes tile but before applying TryMoveHero package
  1983. auto leaveTile = [&]()
  1984. {
  1985. for (CGObjectInstance *obj : gs->map->getTile(int3(h->pos.x-1, h->pos.y, h->pos.z)).visitableObjects)
  1986. {
  1987. obj->onHeroLeave(h);
  1988. }
  1989. this->getTilesInRange(tmh.fowRevealed, h->getSightCenter()+(tmh.end-tmh.start), h->getSightRadius(), h->tempOwner, 1);
  1990. };
  1991. auto doMove = [&](TryMoveHero::EResult result, EGuardLook lookForGuards,
  1992. EVisitDest visitDest, ELEaveTile leavingTile) -> bool
  1993. {
  1994. LOG_TRACE_PARAMS(logGlobal, "Hero %s starts movement from %s to %s", h->name % tmh.start.toString() % tmh.end.toString());
  1995. auto moveQuery = std::make_shared<CHeroMovementQuery>(this, tmh, h);
  1996. queries.addQuery(moveQuery);
  1997. if (leavingTile == LEAVING_TILE)
  1998. leaveTile();
  1999. tmh.result = result;
  2000. sendAndApply(&tmh);
  2001. if (visitDest == VISIT_DEST && t.topVisitableObj() && t.topVisitableObj()->id == h->id)
  2002. { // Hero should be always able to visit any object he staying on even if there guards around
  2003. visitObjectOnTile(t, h);
  2004. }
  2005. else if (lookForGuards == CHECK_FOR_GUARDS && this->isInTheMap(guardPos))
  2006. {
  2007. tmh.attackedFrom = boost::make_optional(guardPos);
  2008. const TerrainTile &guardTile = *gs->getTile(guardPos);
  2009. objectVisited(guardTile.visitableObjects.back(), h);
  2010. moveQuery->visitDestAfterVictory = visitDest==VISIT_DEST;
  2011. }
  2012. else if (visitDest == VISIT_DEST)
  2013. {
  2014. visitObjectOnTile(t, h);
  2015. }
  2016. queries.popIfTop(moveQuery);
  2017. logGlobal->trace("Hero %s ends movement", h->name);
  2018. return result != TryMoveHero::FAILED;
  2019. };
  2020. //interaction with blocking object (like resources)
  2021. auto blockingVisit = [&]() -> bool
  2022. {
  2023. for (CGObjectInstance *obj : t.visitableObjects)
  2024. {
  2025. if (obj != h && obj->blockVisit && !obj->passableFor(h->tempOwner))
  2026. {
  2027. return doMove(TryMoveHero::BLOCKING_VISIT, this->IGNORE_GUARDS, VISIT_DEST, REMAINING_ON_TILE);
  2028. //this-> is needed for MVS2010 to recognize scope (?)
  2029. }
  2030. }
  2031. return false;
  2032. };
  2033. if (!transit && embarking)
  2034. {
  2035. tmh.movePoints = h->movementPointsAfterEmbark(h->movement, cost, false, ti.get());
  2036. return doMove(TryMoveHero::EMBARK, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
  2037. // In H3 embark ignore guards
  2038. }
  2039. if (disembarking)
  2040. {
  2041. tmh.movePoints = h->movementPointsAfterEmbark(h->movement, cost, true, ti.get());
  2042. return doMove(TryMoveHero::DISEMBARK, CHECK_FOR_GUARDS, VISIT_DEST, LEAVING_TILE);
  2043. }
  2044. if (teleporting)
  2045. {
  2046. if (blockingVisit()) // e.g. hero on the other side of teleporter
  2047. return true;
  2048. doMove(TryMoveHero::TELEPORTATION, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
  2049. // visit town for town portal \ castle gates
  2050. // do not use generic visitObjectOnTile to avoid double-teleporting
  2051. // if this moveHero call was triggered by teleporter
  2052. if (!t.visitableObjects.empty())
  2053. {
  2054. if (CGTownInstance * town = dynamic_cast<CGTownInstance *>(t.visitableObjects.back()))
  2055. town->onHeroVisit(h);
  2056. }
  2057. return true;
  2058. }
  2059. //still here? it is standard movement!
  2060. {
  2061. tmh.movePoints = h->movement >= cost
  2062. ? h->movement - cost
  2063. : 0;
  2064. EGuardLook lookForGuards = CHECK_FOR_GUARDS;
  2065. EVisitDest visitDest = VISIT_DEST;
  2066. if (transit)
  2067. {
  2068. if (CGTeleport::isTeleport(t.topVisitableObj()))
  2069. visitDest = DONT_VISIT_DEST;
  2070. if (canFly)
  2071. {
  2072. lookForGuards = IGNORE_GUARDS;
  2073. visitDest = DONT_VISIT_DEST;
  2074. }
  2075. }
  2076. else if (blockingVisit())
  2077. return true;
  2078. doMove(TryMoveHero::SUCCESS, lookForGuards, visitDest, LEAVING_TILE);
  2079. return true;
  2080. }
  2081. }
  2082. bool CGameHandler::teleportHero(ObjectInstanceID hid, ObjectInstanceID dstid, ui8 source, PlayerColor asker)
  2083. {
  2084. const CGHeroInstance *h = getHero(hid);
  2085. const CGTownInstance *t = getTown(dstid);
  2086. if (!h || !t || h->getOwner() != gs->currentPlayer)
  2087. COMPLAIN_RET("Invalid call to teleportHero!");
  2088. const CGTownInstance *from = h->visitedTown;
  2089. if (((h->getOwner() != t->getOwner())
  2090. && complain("Cannot teleport hero to another player"))
  2091. || ((!from || !from->hasBuilt(BuildingID::CASTLE_GATE, ETownType::INFERNO))
  2092. && complain("Hero must be in town with Castle gate for teleporting"))
  2093. || (!t->hasBuilt(BuildingID::CASTLE_GATE, ETownType::INFERNO)
  2094. && complain("Cannot teleport hero to town without Castle gate in it")))
  2095. return false;
  2096. int3 pos = t->visitablePos();
  2097. pos += h->getVisitableOffset();
  2098. moveHero(hid,pos,1);
  2099. return true;
  2100. }
  2101. void CGameHandler::setOwner(const CGObjectInstance * obj, PlayerColor owner)
  2102. {
  2103. PlayerColor oldOwner = getOwner(obj->id);
  2104. SetObjectProperty sop(obj->id, ObjProperty::OWNER, owner.getNum());
  2105. sendAndApply(&sop);
  2106. std::set<PlayerColor> playerColors = {owner, oldOwner};
  2107. checkVictoryLossConditions(playerColors);
  2108. const CGTownInstance * town = dynamic_cast<const CGTownInstance *>(obj);
  2109. if (town) //town captured
  2110. {
  2111. if (owner < PlayerColor::PLAYER_LIMIT) //new owner is real player
  2112. {
  2113. if (town->hasBuilt(BuildingID::PORTAL_OF_SUMMON, ETownType::DUNGEON))
  2114. setPortalDwelling(town, true, false);
  2115. }
  2116. if (oldOwner < PlayerColor::PLAYER_LIMIT) //old owner is real player
  2117. {
  2118. if (getPlayer(oldOwner)->towns.empty()) //previous player lost last last town
  2119. {
  2120. InfoWindow iw;
  2121. iw.player = oldOwner;
  2122. 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.
  2123. iw.text.addReplacement(MetaString::COLOR, oldOwner.getNum());
  2124. sendAndApply(&iw);
  2125. }
  2126. }
  2127. }
  2128. const PlayerState * p = getPlayer(owner);
  2129. if ((obj->ID == Obj::CREATURE_GENERATOR1 || obj->ID == Obj::CREATURE_GENERATOR4) && p && p->dwellings.size()==1)//first dwelling captured
  2130. {
  2131. for (const CGTownInstance * t : getPlayer(owner)->towns)
  2132. {
  2133. if (t->hasBuilt(BuildingID::PORTAL_OF_SUMMON, ETownType::DUNGEON))
  2134. setPortalDwelling(t);//set initial creatures for all portals of summoning
  2135. }
  2136. }
  2137. }
  2138. void CGameHandler::showBlockingDialog(BlockingDialog *iw)
  2139. {
  2140. auto dialogQuery = std::make_shared<CBlockingDialogQuery>(this, *iw);
  2141. queries.addQuery(dialogQuery);
  2142. iw->queryID = dialogQuery->queryID;
  2143. sendToAllClients(iw);
  2144. }
  2145. void CGameHandler::showTeleportDialog(TeleportDialog *iw)
  2146. {
  2147. auto dialogQuery = std::make_shared<CTeleportDialogQuery>(this, *iw);
  2148. queries.addQuery(dialogQuery);
  2149. iw->queryID = dialogQuery->queryID;
  2150. sendToAllClients(iw);
  2151. }
  2152. void CGameHandler::giveResource(PlayerColor player, Res::ERes which, int val) //TODO: cap according to Bersy's suggestion
  2153. {
  2154. if (!val) return; //don't waste time on empty call
  2155. TResources resources;
  2156. resources.at(which) = val;
  2157. giveResources(player, resources);
  2158. }
  2159. void CGameHandler::giveResources(PlayerColor player, TResources resources)
  2160. {
  2161. SetResources sr;
  2162. sr.abs = false;
  2163. sr.player = player;
  2164. sr.res = resources;
  2165. sendAndApply(&sr);
  2166. }
  2167. void CGameHandler::giveCreatures(const CArmedInstance *obj, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove)
  2168. {
  2169. COMPLAIN_RET_IF(!creatures.stacksCount(), "Strange, giveCreatures called without args!");
  2170. COMPLAIN_RET_IF(obj->stacksCount(), "Cannot give creatures from not-cleared object!");
  2171. COMPLAIN_RET_IF(creatures.stacksCount() > GameConstants::ARMY_SIZE, "Too many stacks to give!");
  2172. //first we move creatures to give to make them army of object-source
  2173. for (auto & elem : creatures.Slots())
  2174. {
  2175. addToSlot(StackLocation(obj, obj->getSlotFor(elem.second->type)), elem.second->type, elem.second->count);
  2176. }
  2177. tryJoiningArmy(obj, h, remove, true);
  2178. }
  2179. void CGameHandler::takeCreatures(ObjectInstanceID objid, const std::vector<CStackBasicDescriptor> &creatures)
  2180. {
  2181. std::vector<CStackBasicDescriptor> cres = creatures;
  2182. if (cres.size() <= 0)
  2183. return;
  2184. const CArmedInstance* obj = static_cast<const CArmedInstance*>(getObj(objid));
  2185. for (CStackBasicDescriptor &sbd : cres)
  2186. {
  2187. TQuantity collected = 0;
  2188. while(collected < sbd.count)
  2189. {
  2190. bool foundSth = false;
  2191. for (auto i = obj->Slots().begin(); i != obj->Slots().end(); i++)
  2192. {
  2193. if (i->second->type == sbd.type)
  2194. {
  2195. TQuantity take = std::min(sbd.count - collected, i->second->count); //collect as much cres as we can
  2196. changeStackCount(StackLocation(obj, i->first), -take, false);
  2197. collected += take;
  2198. foundSth = true;
  2199. break;
  2200. }
  2201. }
  2202. if (!foundSth) //we went through the whole loop and haven't found appropriate cres
  2203. {
  2204. complain("Unexpected failure during taking creatures!");
  2205. return;
  2206. }
  2207. }
  2208. }
  2209. }
  2210. void CGameHandler::showCompInfo(ShowInInfobox * comp)
  2211. {
  2212. sendToAllClients(comp);
  2213. }
  2214. void CGameHandler::heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  2215. {
  2216. HeroVisitCastle vc;
  2217. vc.hid = hero->id;
  2218. vc.tid = obj->id;
  2219. vc.flags |= 1;
  2220. sendAndApply(&vc);
  2221. vistiCastleObjects (obj, hero);
  2222. giveSpells (obj, hero);
  2223. checkVictoryLossConditionsForPlayer(hero->tempOwner); //transported artifact?
  2224. }
  2225. void CGameHandler::vistiCastleObjects (const CGTownInstance *t, const CGHeroInstance *h)
  2226. {
  2227. std::vector<CGTownBuilding*>::const_iterator i;
  2228. for (i = t->bonusingBuildings.begin(); i != t->bonusingBuildings.end(); i++)
  2229. (*i)->onHeroVisit (h);
  2230. }
  2231. void CGameHandler::stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  2232. {
  2233. HeroVisitCastle vc;
  2234. vc.hid = hero->id;
  2235. vc.tid = obj->id;
  2236. sendAndApply(&vc);
  2237. }
  2238. void CGameHandler::removeArtifact(const ArtifactLocation &al)
  2239. {
  2240. EraseArtifact ea;
  2241. ea.al = al;
  2242. sendAndApply(&ea);
  2243. }
  2244. void CGameHandler::startBattlePrimary(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile,
  2245. const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank,
  2246. const CGTownInstance *town) //use hero=nullptr for no hero
  2247. {
  2248. engageIntoBattle(army1->tempOwner);
  2249. engageIntoBattle(army2->tempOwner);
  2250. static const CArmedInstance *armies[2];
  2251. armies[0] = army1;
  2252. armies[1] = army2;
  2253. static const CGHeroInstance*heroes[2];
  2254. heroes[0] = hero1;
  2255. heroes[1] = hero2;
  2256. setupBattle(tile, armies, heroes, creatureBank, town); //initializes stacks, places creatures on battlefield, blocks and informs player interfaces
  2257. auto battleQuery = std::make_shared<CBattleQuery>(this, gs->curB);
  2258. queries.addQuery(battleQuery);
  2259. boost::thread(&CGameHandler::runBattle, this);
  2260. }
  2261. void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, bool creatureBank)
  2262. {
  2263. startBattlePrimary(army1, army2, tile,
  2264. army1->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army1) : nullptr,
  2265. army2->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army2) : nullptr,
  2266. creatureBank);
  2267. }
  2268. void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, bool creatureBank)
  2269. {
  2270. startBattleI(army1, army2, army2->visitablePos(), creatureBank);
  2271. }
  2272. void CGameHandler::changeSpells(const CGHeroInstance * hero, bool give, const std::set<SpellID> &spells)
  2273. {
  2274. ChangeSpells cs;
  2275. cs.hid = hero->id;
  2276. cs.spells = spells;
  2277. cs.learn = give;
  2278. sendAndApply(&cs);
  2279. }
  2280. void CGameHandler::sendMessageTo(CConnection &c, const std::string &message)
  2281. {
  2282. SystemMessage sm;
  2283. sm.text = message;
  2284. boost::unique_lock<boost::mutex> lock(*c.wmx);
  2285. c << &sm;
  2286. }
  2287. void CGameHandler::giveHeroBonus(GiveBonus * bonus)
  2288. {
  2289. sendAndApply(bonus);
  2290. }
  2291. void CGameHandler::setMovePoints(SetMovePoints * smp)
  2292. {
  2293. sendAndApply(smp);
  2294. }
  2295. void CGameHandler::setManaPoints(ObjectInstanceID hid, int val)
  2296. {
  2297. SetMana sm;
  2298. sm.hid = hid;
  2299. sm.val = val;
  2300. sm.absolute = true;
  2301. sendAndApply(&sm);
  2302. }
  2303. void CGameHandler::giveHero(ObjectInstanceID id, PlayerColor player)
  2304. {
  2305. GiveHero gh;
  2306. gh.id = id;
  2307. gh.player = player;
  2308. sendAndApply(&gh);
  2309. }
  2310. void CGameHandler::changeObjPos(ObjectInstanceID objid, int3 newPos, ui8 flags)
  2311. {
  2312. ChangeObjPos cop;
  2313. cop.objid = objid;
  2314. cop.nPos = newPos;
  2315. cop.flags = flags;
  2316. sendAndApply(&cop);
  2317. }
  2318. void CGameHandler::useScholarSkill(ObjectInstanceID fromHero, ObjectInstanceID toHero)
  2319. {
  2320. const CGHeroInstance * h1 = getHero(fromHero);
  2321. const CGHeroInstance * h2 = getHero(toHero);
  2322. int h1_scholarLevel = h1->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::SCHOLAR);
  2323. int h2_scholarLevel = h2->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::SCHOLAR);
  2324. if (h1_scholarLevel < h2_scholarLevel)
  2325. {
  2326. std::swap (h1,h2);//1st hero need to have higher scholar level for correct message
  2327. std::swap(fromHero, toHero);
  2328. }
  2329. int ScholarLevel = std::max(h1_scholarLevel, h2_scholarLevel);//heroes can trade up to this level
  2330. if (!ScholarLevel || !h1->hasSpellbook() || !h2->hasSpellbook())
  2331. return;//no scholar skill or no spellbook
  2332. int h1Lvl = std::min(ScholarLevel, h1->maxSpellLevel()),
  2333. h2Lvl = std::min(ScholarLevel, h2->maxSpellLevel());//heroes can receive this levels
  2334. ChangeSpells cs1;
  2335. cs1.learn = true;
  2336. cs1.hid = toHero;//giving spells to first hero
  2337. for (auto it : h1->spells)
  2338. if (h2Lvl >= it.toSpell()->level && !vstd::contains(h2->spells, it))//hero can learn it and don't have it yet
  2339. cs1.spells.insert(it);//spell to learn
  2340. ChangeSpells cs2;
  2341. cs2.learn = true;
  2342. cs2.hid = fromHero;
  2343. for (auto it : h2->spells)
  2344. if (h1Lvl >= it.toSpell()->level && !vstd::contains(h1->spells, it))
  2345. cs2.spells.insert(it);
  2346. if (!cs1.spells.empty() || !cs2.spells.empty())//create a message
  2347. {
  2348. InfoWindow iw;
  2349. iw.player = h1->tempOwner;
  2350. iw.components.push_back(Component(Component::SEC_SKILL, 18, ScholarLevel, 0));
  2351. iw.text.addTxt(MetaString::GENERAL_TXT, 139);//"%s, who has studied magic extensively,
  2352. iw.text.addReplacement(h1->name);
  2353. if (!cs2.spells.empty())//if found new spell - apply
  2354. {
  2355. iw.text.addTxt(MetaString::GENERAL_TXT, 140);//learns
  2356. int size = cs2.spells.size();
  2357. for (auto it : cs2.spells)
  2358. {
  2359. iw.components.push_back(Component(Component::SPELL, it, 1, 0));
  2360. iw.text.addTxt(MetaString::SPELL_NAME, it.toEnum());
  2361. switch (size--)
  2362. {
  2363. case 2: iw.text.addTxt(MetaString::GENERAL_TXT, 141);
  2364. case 1: break;
  2365. default: iw.text << ", ";
  2366. }
  2367. }
  2368. iw.text.addTxt(MetaString::GENERAL_TXT, 142);//from %s
  2369. iw.text.addReplacement(h2->name);
  2370. sendAndApply(&cs2);
  2371. }
  2372. if (!cs1.spells.empty() && !cs2.spells.empty())
  2373. {
  2374. iw.text.addTxt(MetaString::GENERAL_TXT, 141);//and
  2375. }
  2376. if (!cs1.spells.empty())
  2377. {
  2378. iw.text.addTxt(MetaString::GENERAL_TXT, 147);//teaches
  2379. int size = cs1.spells.size();
  2380. for (auto it : cs1.spells)
  2381. {
  2382. iw.components.push_back(Component(Component::SPELL, it, 1, 0));
  2383. iw.text.addTxt(MetaString::SPELL_NAME, it.toEnum());
  2384. switch (size--)
  2385. {
  2386. case 2: iw.text.addTxt(MetaString::GENERAL_TXT, 141);
  2387. case 1: break;
  2388. default: iw.text << ", ";
  2389. } }
  2390. iw.text.addTxt(MetaString::GENERAL_TXT, 148);//from %s
  2391. iw.text.addReplacement(h2->name);
  2392. sendAndApply(&cs1);
  2393. }
  2394. sendAndApply(&iw);
  2395. }
  2396. }
  2397. void CGameHandler::heroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)
  2398. {
  2399. auto h1 = getHero(hero1), h2 = getHero(hero2);
  2400. if (getPlayerRelations(h1->getOwner(), h2->getOwner()))
  2401. {
  2402. auto exchange = std::make_shared<CGarrisonDialogQuery>(this, h1, h2);
  2403. ExchangeDialog hex;
  2404. hex.queryID = exchange->queryID;
  2405. hex.player = h1->getOwner();
  2406. hex.hero1 = hero1;
  2407. hex.hero2 = hero2;
  2408. sendAndApply(&hex);
  2409. useScholarSkill(hero1,hero2);
  2410. queries.addQuery(exchange);
  2411. }
  2412. }
  2413. void CGameHandler::sendToAllClients(CPackForClient * info)
  2414. {
  2415. logNetwork->trace("Sending to all clients a package of type %s", typeid(*info).name());
  2416. for (auto & elem : conns)
  2417. {
  2418. if(!elem->isOpen())
  2419. continue;
  2420. boost::unique_lock<boost::mutex> lock(*(elem)->wmx);
  2421. *elem << info;
  2422. }
  2423. }
  2424. void CGameHandler::sendAndApply(CPackForClient * info)
  2425. {
  2426. sendToAllClients(info);
  2427. gs->apply(info);
  2428. }
  2429. void CGameHandler::applyAndSend(CPackForClient * info)
  2430. {
  2431. gs->apply(info);
  2432. sendToAllClients(info);
  2433. }
  2434. void CGameHandler::sendAndApply(CGarrisonOperationPack * info)
  2435. {
  2436. sendAndApply(static_cast<CPackForClient*>(info));
  2437. checkVictoryLossConditionsForAll();
  2438. }
  2439. void CGameHandler::sendAndApply(SetResources * info)
  2440. {
  2441. sendAndApply(static_cast<CPackForClient*>(info));
  2442. checkVictoryLossConditionsForPlayer(info->player);
  2443. }
  2444. void CGameHandler::sendAndApply(NewStructures * info)
  2445. {
  2446. sendAndApply(static_cast<CPackForClient*>(info));
  2447. checkVictoryLossConditionsForPlayer(getTown(info->tid)->tempOwner);
  2448. }
  2449. void CGameHandler::save(const std::string & filename)
  2450. {
  2451. logGlobal->info("Saving to %s", filename);
  2452. const auto stem = FileInfo::GetPathStem(filename);
  2453. const auto savefname = stem.to_string() + ".vsgm1";
  2454. CResourceHandler::get("local")->createResource(savefname);
  2455. {
  2456. logGlobal->info("Ordering clients to serialize...");
  2457. SaveGame sg(savefname);
  2458. sendToAllClients(&sg);
  2459. }
  2460. try
  2461. {
  2462. {
  2463. CSaveFile save(*CResourceHandler::get("local")->getResourceName(ResourceID(stem.to_string(), EResType::SERVER_SAVEGAME)));
  2464. saveCommonState(save);
  2465. logGlobal->info("Saving server state");
  2466. save << *this;
  2467. }
  2468. logGlobal->info("Game has been successfully saved!");
  2469. }
  2470. catch(std::exception &e)
  2471. {
  2472. logGlobal->error("Failed to save game: %s", e.what());
  2473. }
  2474. }
  2475. void CGameHandler::close()
  2476. {
  2477. logGlobal->info("We have been requested to close.");
  2478. serverShuttingDown = true;
  2479. for (auto & elem : conns)
  2480. {
  2481. if(!elem->isOpen())
  2482. continue;
  2483. boost::unique_lock<boost::mutex> lock(*(elem)->wmx);
  2484. elem->close();
  2485. elem->connected = false;
  2486. }
  2487. }
  2488. void CGameHandler::playerLeftGame(int cid)
  2489. {
  2490. for (auto & elem : conns)
  2491. {
  2492. if(elem->isOpen() && elem->connectionID == cid)
  2493. {
  2494. boost::unique_lock<boost::mutex> lock(*(elem)->wmx);
  2495. elem->close();
  2496. elem->connected = false;
  2497. break;
  2498. }
  2499. }
  2500. }
  2501. bool CGameHandler::arrangeStacks(ObjectInstanceID id1, ObjectInstanceID id2, ui8 what, SlotID p1, SlotID p2, si32 val, PlayerColor player)
  2502. {
  2503. const CArmedInstance * s1 = static_cast<const CArmedInstance *>(getObjInstance(id1)),
  2504. * s2 = static_cast<const CArmedInstance *>(getObjInstance(id2));
  2505. const CCreatureSet &S1 = *s1, &S2 = *s2;
  2506. StackLocation sl1(s1, p1), sl2(s2, p2);
  2507. if (!sl1.slot.validSlot() || !sl2.slot.validSlot())
  2508. {
  2509. complain("Invalid slot accessed!");
  2510. return false;
  2511. }
  2512. if (!isAllowedExchange(id1,id2))
  2513. {
  2514. complain("Cannot exchange stacks between these two objects!\n");
  2515. return false;
  2516. }
  2517. // We can always put stacks into locked garrison, but not take them out of it
  2518. auto notRemovable = [&](const CArmedInstance * army)
  2519. {
  2520. if (id1 != id2) // Stack arrangement inside locked garrison is allowed
  2521. {
  2522. auto g = dynamic_cast<const CGGarrison *>(army);
  2523. if (g && !g->removableUnits)
  2524. {
  2525. complain("Stacks in this garrison are not removable!\n");
  2526. return true;
  2527. }
  2528. }
  2529. return false;
  2530. };
  2531. if (what==1) //swap
  2532. {
  2533. if (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s1->getStackCount(p1))
  2534. || ((s2->tempOwner != player && s2->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)))
  2535. {
  2536. complain("Can't take troops from another player!");
  2537. return false;
  2538. }
  2539. if (sl1.army == sl2.army && sl1.slot == sl2.slot)
  2540. {
  2541. complain("Cannot swap stacks - slots are the same!");
  2542. return false;
  2543. }
  2544. if (!s1->slotEmpty(p1) && !s2->slotEmpty(p2))
  2545. {
  2546. if (notRemovable(sl1.army) || notRemovable(sl2.army))
  2547. return false;
  2548. }
  2549. if (s1->slotEmpty(p1) && notRemovable(sl2.army))
  2550. return false;
  2551. else if (s2->slotEmpty(p2) && notRemovable(sl1.army))
  2552. return false;
  2553. swapStacks(sl1, sl2);
  2554. }
  2555. else if (what==2)//merge
  2556. {
  2557. if ((s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot merge different creatures stacks!"))
  2558. || (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)) && complain("Can't take troops from another player!")))
  2559. return false;
  2560. if (s1->slotEmpty(p1) || s2->slotEmpty(p2))
  2561. {
  2562. complain("Cannot merge empty stack!");
  2563. return false;
  2564. }
  2565. else if (notRemovable(sl1.army))
  2566. return false;
  2567. moveStack(sl1, sl2);
  2568. }
  2569. else if (what==3) //split
  2570. {
  2571. const int countToMove = val - s2->getStackCount(p2);
  2572. const int countLeftOnSrc = s1->getStackCount(p1) - countToMove;
  2573. if ( (s1->tempOwner != player && countLeftOnSrc < s1->getStackCount(p1))
  2574. || (s2->tempOwner != player && val < s2->getStackCount(p2)))
  2575. {
  2576. complain("Can't move troops of another player!");
  2577. return false;
  2578. }
  2579. //general conditions checking
  2580. if ((!vstd::contains(S1.stacks,p1) && complain("no creatures to split"))
  2581. || (val<1 && complain("no creatures to split")) )
  2582. {
  2583. return false;
  2584. }
  2585. if (vstd::contains(S2.stacks,p2)) //dest. slot not free - it must be "rebalancing"...
  2586. {
  2587. int total = s1->getStackCount(p1) + s2->getStackCount(p2);
  2588. if ((total < val && complain("Cannot split that stack, not enough creatures!"))
  2589. || (s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot rebalance different creatures stacks!"))
  2590. )
  2591. {
  2592. return false;
  2593. }
  2594. if (notRemovable(sl1.army))
  2595. {
  2596. if (s1->getStackCount(p1) > countLeftOnSrc)
  2597. return false;
  2598. }
  2599. else if (notRemovable(sl2.army))
  2600. {
  2601. if (s2->getStackCount(p1) < countLeftOnSrc)
  2602. return false;
  2603. }
  2604. moveStack(sl1, sl2, countToMove);
  2605. //S2.slots[p2]->count = val;
  2606. //S1.slots[p1]->count = total - val;
  2607. }
  2608. else //split one stack to the two
  2609. {
  2610. if (s1->getStackCount(p1) < val)//not enough creatures
  2611. {
  2612. complain("Cannot split that stack, not enough creatures!");
  2613. return false;
  2614. }
  2615. if (notRemovable(sl1.army))
  2616. return false;
  2617. moveStack(sl1, sl2, val);
  2618. }
  2619. }
  2620. return true;
  2621. }
  2622. PlayerColor CGameHandler::getPlayerAt(CConnection *c) const
  2623. {
  2624. std::set<PlayerColor> all;
  2625. for (auto i=connections.cbegin(); i!=connections.cend(); i++)
  2626. if (i->second == c)
  2627. all.insert(i->first);
  2628. switch(all.size())
  2629. {
  2630. case 0:
  2631. return PlayerColor::NEUTRAL;
  2632. case 1:
  2633. return *all.begin();
  2634. default:
  2635. {
  2636. //if we have more than one player at this connection, try to pick active one
  2637. if (vstd::contains(all, gs->currentPlayer))
  2638. return gs->currentPlayer;
  2639. else
  2640. return PlayerColor::CANNOT_DETERMINE; //cannot say which player is it
  2641. }
  2642. }
  2643. }
  2644. bool CGameHandler::disbandCreature(ObjectInstanceID id, SlotID pos)
  2645. {
  2646. const CArmedInstance * s1 = static_cast<const CArmedInstance *>(getObjInstance(id));
  2647. if (!vstd::contains(s1->stacks,pos))
  2648. {
  2649. complain("Illegal call to disbandCreature - no such stack in army!");
  2650. return false;
  2651. }
  2652. eraseStack(StackLocation(s1, pos));
  2653. return true;
  2654. }
  2655. bool CGameHandler::buildStructure(ObjectInstanceID tid, BuildingID requestedID, bool force)
  2656. {
  2657. const CGTownInstance * t = getTown(tid);
  2658. if (!t)
  2659. COMPLAIN_RETF("No such town (ID=%s)!", tid);
  2660. if (!t->town->buildings.count(requestedID))
  2661. COMPLAIN_RETF("Town of faction %s does not have info about building ID=%s!", t->town->faction->name % tid);
  2662. if (t->hasBuilt(requestedID))
  2663. COMPLAIN_RETF("Building %s is already built in %s", t->town->buildings.at(requestedID)->Name() % t->name);
  2664. const CBuilding * requestedBuilding = t->town->buildings.at(requestedID);
  2665. //Vector with future list of built building and buildings in auto-mode that are not yet built.
  2666. std::vector<const CBuilding*> remainingAutoBuildings;
  2667. std::set<BuildingID> buildingsThatWillBe;
  2668. //Check validity of request
  2669. if (!force)
  2670. {
  2671. switch (requestedBuilding->mode)
  2672. {
  2673. case CBuilding::BUILD_NORMAL :
  2674. if (canBuildStructure(t, requestedID) != EBuildingState::ALLOWED)
  2675. COMPLAIN_RET("Cannot build that building!");
  2676. break;
  2677. case CBuilding::BUILD_AUTO :
  2678. case CBuilding::BUILD_SPECIAL:
  2679. COMPLAIN_RET("This building can not be constructed normally!");
  2680. case CBuilding::BUILD_GRAIL :
  2681. if (requestedBuilding->mode == CBuilding::BUILD_GRAIL) //needs grail
  2682. {
  2683. if (!t->visitingHero || !t->visitingHero->hasArt(ArtifactID::GRAIL))
  2684. COMPLAIN_RET("Cannot build this without grail!")
  2685. else
  2686. removeArtifact(ArtifactLocation(t->visitingHero, t->visitingHero->getArtPos(ArtifactID::GRAIL, false)));
  2687. }
  2688. break;
  2689. }
  2690. }
  2691. //Performs stuff that has to be done before new building is built
  2692. auto processBeforeBuiltStructure = [t, this](const BuildingID buildingID)
  2693. {
  2694. if (buildingID >= BuildingID::DWELL_FIRST) //dwelling
  2695. {
  2696. int level = (buildingID - BuildingID::DWELL_FIRST) % GameConstants::CREATURES_PER_TOWN;
  2697. int upgradeNumber = (buildingID - BuildingID::DWELL_FIRST) / GameConstants::CREATURES_PER_TOWN;
  2698. if (upgradeNumber >= t->town->creatures.at(level).size())
  2699. {
  2700. complain(boost::str(boost::format("Error ecountered when building dwelling (bid=%s):"
  2701. "no creature found (upgrade number %d, level %d!")
  2702. % buildingID % upgradeNumber % level));
  2703. return;
  2704. }
  2705. CCreature * crea = VLC->creh->creatures.at(t->town->creatures.at(level).at(upgradeNumber));
  2706. SetAvailableCreatures ssi;
  2707. ssi.tid = t->id;
  2708. ssi.creatures = t->creatures;
  2709. if (ssi.creatures[level].second.empty()) // first creature in a dwelling
  2710. ssi.creatures[level].first = crea->growth;
  2711. ssi.creatures[level].second.push_back(crea->idNumber);
  2712. sendAndApply(&ssi);
  2713. }
  2714. if (t->subID == ETownType::DUNGEON && buildingID == BuildingID::PORTAL_OF_SUMMON)
  2715. {
  2716. setPortalDwelling(t);
  2717. }
  2718. };
  2719. //Performs stuff that has to be done after new building is built
  2720. auto processAfterBuiltStructure = [t, this](const BuildingID buildingID)
  2721. {
  2722. if (buildingID <= BuildingID::MAGES_GUILD_5 || //it's mage guild
  2723. (t->subID == ETownType::TOWER && buildingID == BuildingID::LIBRARY) ||
  2724. (t->subID == ETownType::CONFLUX && buildingID == BuildingID::GRAIL))
  2725. {
  2726. if (t->visitingHero)
  2727. giveSpells(t,t->visitingHero);
  2728. if (t->garrisonHero)
  2729. giveSpells(t,t->garrisonHero);
  2730. }
  2731. };
  2732. //Checks if all requirements will be met with expected building list "buildingsThatWillBe"
  2733. auto areRequirementsFullfilled = [&](const BuildingID & buildID)
  2734. {
  2735. return buildingsThatWillBe.count(buildID);
  2736. };
  2737. //Init the vectors
  2738. for (auto & build : t->town->buildings)
  2739. {
  2740. if (t->hasBuilt(build.first))
  2741. buildingsThatWillBe.insert(build.first);
  2742. else
  2743. {
  2744. if (build.second->mode == CBuilding::BUILD_AUTO) //not built auto building
  2745. remainingAutoBuildings.push_back(build.second);
  2746. }
  2747. }
  2748. //Prepare structure (list of building ids will be filled later)
  2749. NewStructures ns;
  2750. ns.tid = tid;
  2751. ns.builded = force ? t->builded : (t->builded+1);
  2752. std::queue<const CBuilding*> buildingsToAdd;
  2753. buildingsToAdd.push(requestedBuilding);
  2754. while(!buildingsToAdd.empty())
  2755. {
  2756. auto b = buildingsToAdd.front();
  2757. buildingsToAdd.pop();
  2758. ns.bid.insert(b->bid);
  2759. buildingsThatWillBe.insert(b->bid);
  2760. remainingAutoBuildings -= b;
  2761. for(auto autoBuilding : remainingAutoBuildings)
  2762. {
  2763. auto actualRequirements = t->genBuildingRequirements(autoBuilding->bid);
  2764. if(actualRequirements.test(areRequirementsFullfilled))
  2765. buildingsToAdd.push(autoBuilding);
  2766. }
  2767. }
  2768. // FIXME: it's done before NewStructures applied because otherwise town window wont be properly updated on client. That should be actually fixed on client and not on server.
  2769. for (auto builtID : ns.bid)
  2770. processBeforeBuiltStructure(builtID);
  2771. //Take cost
  2772. if (!force)
  2773. {
  2774. giveResources(t->tempOwner, -requestedBuilding->resources);
  2775. }
  2776. //We know what has been built, appluy changes. Do this as final step to properly update town window
  2777. sendAndApply(&ns);
  2778. //Other post-built events. To some logic like giving spells to work gamestate changes for new building must be already in place!
  2779. for (auto builtID : ns.bid)
  2780. processAfterBuiltStructure(builtID);
  2781. // now when everything is built - reveal tiles for lookout tower
  2782. FoWChange fw;
  2783. fw.player = t->tempOwner;
  2784. fw.mode = 1;
  2785. getTilesInRange(fw.tiles, t->getSightCenter(), t->getSightRadius(), t->tempOwner, 1);
  2786. sendAndApply(&fw);
  2787. if (t->visitingHero)
  2788. vistiCastleObjects (t, t->visitingHero);
  2789. if (t->garrisonHero)
  2790. vistiCastleObjects (t, t->garrisonHero);
  2791. checkVictoryLossConditionsForPlayer(t->tempOwner);
  2792. return true;
  2793. }
  2794. bool CGameHandler::razeStructure (ObjectInstanceID tid, BuildingID bid)
  2795. {
  2796. ///incomplete, simply erases target building
  2797. const CGTownInstance * t = getTown(tid);
  2798. if (!vstd::contains(t->builtBuildings, bid))
  2799. return false;
  2800. RazeStructures rs;
  2801. rs.tid = tid;
  2802. rs.bid.insert(bid);
  2803. rs.destroyed = t->destroyed + 1;
  2804. sendAndApply(&rs);
  2805. //TODO: Remove dwellers
  2806. // if (t->subID == 4 && bid == 17) //Veil of Darkness
  2807. // {
  2808. // RemoveBonus rb(RemoveBonus::TOWN);
  2809. // rb.whoID = t->id;
  2810. // rb.source = Bonus::TOWN_STRUCTURE;
  2811. // rb.id = 17;
  2812. // sendAndApply(&rb);
  2813. // }
  2814. return true;
  2815. }
  2816. void CGameHandler::sendMessageToAll(const std::string &message)
  2817. {
  2818. SystemMessage sm;
  2819. sm.text = message;
  2820. sendToAllClients(&sm);
  2821. }
  2822. bool CGameHandler::recruitCreatures(ObjectInstanceID objid, ObjectInstanceID dstid, CreatureID crid, ui32 cram, si32 fromLvl)
  2823. {
  2824. const CGDwelling * dw = static_cast<const CGDwelling *>(getObj(objid));
  2825. const CArmedInstance *dst = nullptr;
  2826. const CCreature *c = VLC->creh->creatures.at(crid);
  2827. const bool warMachine = c->warMachine != ArtifactID::NONE;
  2828. //TODO: test for owning
  2829. //TODO: check if dst can recruit objects (e.g. hero is actually visiting object, town and source are same, etc)
  2830. dst = dynamic_cast<const CArmedInstance*>(getObj(dstid));
  2831. assert(dw && dst);
  2832. //verify
  2833. bool found = false;
  2834. int level = 0;
  2835. for (; level < dw->creatures.size(); level++) //iterate through all levels
  2836. {
  2837. if ((fromLvl != -1) && (level !=fromLvl))
  2838. continue;
  2839. const auto &cur = dw->creatures.at(level); //current level info <amount, list of cr. ids>
  2840. int i = 0;
  2841. for (; i < cur.second.size(); i++) //look for crid among available creatures list on current level
  2842. if (cur.second.at(i) == crid)
  2843. break;
  2844. if (i < cur.second.size())
  2845. {
  2846. found = true;
  2847. cram = std::min(cram, cur.first); //reduce recruited amount up to available amount
  2848. break;
  2849. }
  2850. }
  2851. SlotID slot = dst->getSlotFor(crid);
  2852. if ((!found && complain("Cannot recruit: no such creatures!"))
  2853. || (cram > VLC->creh->creatures.at(crid)->maxAmount(getPlayer(dst->tempOwner)->resources) && complain("Cannot recruit: lack of resources!"))
  2854. || (cram<=0 && complain("Cannot recruit: cram <= 0!"))
  2855. || (!slot.validSlot() && !warMachine && complain("Cannot recruit: no available slot!")))
  2856. {
  2857. return false;
  2858. }
  2859. //recruit
  2860. giveResources(dst->tempOwner, -(c->cost * cram));
  2861. SetAvailableCreatures sac;
  2862. sac.tid = objid;
  2863. sac.creatures = dw->creatures;
  2864. sac.creatures[level].first -= cram;
  2865. sendAndApply(&sac);
  2866. if (warMachine)
  2867. {
  2868. const CGHeroInstance *h = dynamic_cast<const CGHeroInstance*>(dst);
  2869. COMPLAIN_RET_FALSE_IF(!h, "Only hero can buy war machines");
  2870. ArtifactID artId = c->warMachine;
  2871. COMPLAIN_RET_FALSE_IF(artId == ArtifactID::CATAPULT, "Catapult cannot be recruited!");
  2872. const CArtifact * art = artId.toArtifact();
  2873. COMPLAIN_RET_FALSE_IF(nullptr == art, "Invalid war machine artifact");
  2874. return giveHeroNewArtifact(h, art);
  2875. }
  2876. else
  2877. {
  2878. addToSlot(StackLocation(dst, slot), c, cram);
  2879. }
  2880. return true;
  2881. }
  2882. bool CGameHandler::upgradeCreature(ObjectInstanceID objid, SlotID pos, CreatureID upgID)
  2883. {
  2884. const CArmedInstance * obj = static_cast<const CArmedInstance *>(getObjInstance(objid));
  2885. if (!obj->hasStackAtSlot(pos))
  2886. {
  2887. COMPLAIN_RET("Cannot upgrade, no stack at slot " + boost::to_string(pos));
  2888. }
  2889. UpgradeInfo ui;
  2890. getUpgradeInfo(obj, pos, ui);
  2891. PlayerColor player = obj->tempOwner;
  2892. const PlayerState *p = getPlayer(player);
  2893. int crQuantity = obj->stacks.at(pos)->count;
  2894. int newIDpos= vstd::find_pos(ui.newID, upgID);//get position of new id in UpgradeInfo
  2895. //check if upgrade is possible
  2896. if ((ui.oldID<0 || newIDpos == -1) && complain("That upgrade is not possible!"))
  2897. {
  2898. return false;
  2899. }
  2900. TResources totalCost = ui.cost.at(newIDpos) * crQuantity;
  2901. //check if player has enough resources
  2902. if (!p->resources.canAfford(totalCost))
  2903. COMPLAIN_RET("Cannot upgrade, not enough resources!");
  2904. //take resources
  2905. giveResources(player, -totalCost);
  2906. //upgrade creature
  2907. changeStackType(StackLocation(obj, pos), VLC->creh->creatures.at(upgID));
  2908. return true;
  2909. }
  2910. bool CGameHandler::changeStackType(const StackLocation &sl, const CCreature *c)
  2911. {
  2912. if (!sl.army->hasStackAtSlot(sl.slot))
  2913. COMPLAIN_RET("Cannot find a stack to change type");
  2914. SetStackType sst;
  2915. sst.army = sl.army->id;
  2916. sst.slot = sl.slot;
  2917. sst.type = c->idNumber;
  2918. sendAndApply(&sst);
  2919. return true;
  2920. }
  2921. void CGameHandler::moveArmy(const CArmedInstance *src, const CArmedInstance *dst, bool allowMerging)
  2922. {
  2923. assert(src->canBeMergedWith(*dst, allowMerging));
  2924. while(src->stacksCount())//while there are unmoved creatures
  2925. {
  2926. auto i = src->Slots().begin(); //iterator to stack to move
  2927. StackLocation sl(src, i->first); //location of stack to move
  2928. SlotID pos = dst->getSlotFor(i->second->type);
  2929. if (!pos.validSlot())
  2930. {
  2931. //try to merge two other stacks to make place
  2932. std::pair<SlotID, SlotID> toMerge;
  2933. if (dst->mergableStacks(toMerge, i->first) && allowMerging)
  2934. {
  2935. moveStack(StackLocation(dst, toMerge.first), StackLocation(dst, toMerge.second)); //merge toMerge.first into toMerge.second
  2936. assert(!dst->hasStackAtSlot(toMerge.first)); //we have now a new free slot
  2937. moveStack(sl, StackLocation(dst, toMerge.first)); //move stack to freed slot
  2938. }
  2939. else
  2940. {
  2941. complain("Unexpected failure during an attempt to move army from " + src->nodeName() + " to " + dst->nodeName() + "!");
  2942. return;
  2943. }
  2944. }
  2945. else
  2946. {
  2947. moveStack(sl, StackLocation(dst, pos));
  2948. }
  2949. }
  2950. }
  2951. bool CGameHandler::garrisonSwap(ObjectInstanceID tid)
  2952. {
  2953. const CGTownInstance * town = getTown(tid);
  2954. if (!town->garrisonHero && town->visitingHero) //visiting => garrison, merge armies: town army => hero army
  2955. {
  2956. if (!town->visitingHero->canBeMergedWith(*town))
  2957. {
  2958. complain("Cannot make garrison swap, not enough free slots!");
  2959. return false;
  2960. }
  2961. moveArmy(town, town->visitingHero, true);
  2962. SetHeroesInTown intown;
  2963. intown.tid = tid;
  2964. intown.visiting = ObjectInstanceID();
  2965. intown.garrison = town->visitingHero->id;
  2966. sendAndApply(&intown);
  2967. return true;
  2968. }
  2969. else if (town->garrisonHero && !town->visitingHero) //move hero out of the garrison
  2970. {
  2971. //check if moving hero out of town will break 8 wandering heroes limit
  2972. if (getHeroCount(town->garrisonHero->tempOwner,false) >= 8)
  2973. {
  2974. complain("Cannot move hero out of the garrison, there are already 8 wandering heroes!");
  2975. return false;
  2976. }
  2977. SetHeroesInTown intown;
  2978. intown.tid = tid;
  2979. intown.garrison = ObjectInstanceID();
  2980. intown.visiting = town->garrisonHero->id;
  2981. sendAndApply(&intown);
  2982. return true;
  2983. }
  2984. else if (!!town->garrisonHero && town->visitingHero) //swap visiting and garrison hero
  2985. {
  2986. SetHeroesInTown intown;
  2987. intown.tid = tid;
  2988. intown.garrison = town->visitingHero->id;
  2989. intown.visiting = town->garrisonHero->id;
  2990. sendAndApply(&intown);
  2991. return true;
  2992. }
  2993. else
  2994. {
  2995. complain("Cannot swap garrison hero!");
  2996. return false;
  2997. }
  2998. }
  2999. // With the amount of changes done to the function, it's more like transferArtifacts.
  3000. // 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.
  3001. bool CGameHandler::moveArtifact(const ArtifactLocation &al1, const ArtifactLocation &al2)
  3002. {
  3003. ArtifactLocation src = al1, dst = al2;
  3004. const PlayerColor srcPlayer = src.owningPlayer(), dstPlayer = dst.owningPlayer();
  3005. const CArmedInstance *srcObj = src.relatedObj(), *dstObj = dst.relatedObj();
  3006. // Make sure exchange is even possible between the two heroes.
  3007. if (!isAllowedExchange(srcObj->id, dstObj->id))
  3008. COMPLAIN_RET("That heroes cannot make any exchange!");
  3009. const CArtifactInstance *srcArtifact = src.getArt();
  3010. const CArtifactInstance *destArtifact = dst.getArt();
  3011. if (srcArtifact == nullptr)
  3012. COMPLAIN_RET("No artifact to move!");
  3013. if (destArtifact && srcPlayer != dstPlayer)
  3014. COMPLAIN_RET("Can't touch artifact on hero of another player!");
  3015. // Check if src/dest slots are appropriate for the artifacts exchanged.
  3016. // Moving to the backpack is always allowed.
  3017. if ((!srcArtifact || dst.slot < GameConstants::BACKPACK_START)
  3018. && srcArtifact && !srcArtifact->canBePutAt(dst, true))
  3019. COMPLAIN_RET("Cannot move artifact!");
  3020. auto srcSlot = src.getSlot();
  3021. auto dstSlot = dst.getSlot();
  3022. if ((srcSlot && srcSlot->locked) || (dstSlot && dstSlot->locked))
  3023. COMPLAIN_RET("Cannot move artifact locks.");
  3024. if (dst.slot >= GameConstants::BACKPACK_START && srcArtifact->artType->isBig())
  3025. COMPLAIN_RET("Cannot put big artifacts in backpack!");
  3026. if (src.slot == ArtifactPosition::MACH4 || dst.slot == ArtifactPosition::MACH4)
  3027. COMPLAIN_RET("Cannot move catapult!");
  3028. if (dst.slot >= GameConstants::BACKPACK_START)
  3029. vstd::amin(dst.slot, ArtifactPosition(GameConstants::BACKPACK_START + dst.getHolderArtSet()->artifactsInBackpack.size()));
  3030. if (src.slot == dst.slot && src.artHolder == dst.artHolder)
  3031. COMPLAIN_RET("Won't move artifact: Dest same as source!");
  3032. if (dst.slot < GameConstants::BACKPACK_START && destArtifact) //moving art to another slot
  3033. {
  3034. //old artifact must be removed first
  3035. moveArtifact(dst, ArtifactLocation(dst.artHolder, ArtifactPosition(
  3036. dst.getHolderArtSet()->artifactsInBackpack.size() + GameConstants::BACKPACK_START)));
  3037. }
  3038. MoveArtifact ma;
  3039. ma.src = src;
  3040. ma.dst = dst;
  3041. sendAndApply(&ma);
  3042. return true;
  3043. }
  3044. /**
  3045. * Assembles or disassembles a combination artifact.
  3046. * @param heroID ID of hero holding the artifact(s).
  3047. * @param artifactSlot The worn slot ID of the combination- or constituent artifact.
  3048. * @param assemble True for assembly operation, false for disassembly.
  3049. * @param assembleTo If assemble is true, this represents the artifact ID of the combination
  3050. * artifact to assemble to. Otherwise it's not used.
  3051. */
  3052. bool CGameHandler::assembleArtifacts (ObjectInstanceID heroID, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo)
  3053. {
  3054. const CGHeroInstance * hero = getHero(heroID);
  3055. const CArtifactInstance *destArtifact = hero->getArt(artifactSlot);
  3056. if (!destArtifact)
  3057. COMPLAIN_RET("assembleArtifacts: there is no such artifact instance!");
  3058. if (assemble)
  3059. {
  3060. CArtifact *combinedArt = VLC->arth->artifacts[assembleTo];
  3061. if (!combinedArt->constituents)
  3062. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to assemble is not a combined artifacts!");
  3063. if (!vstd::contains(destArtifact->assemblyPossibilities(hero), combinedArt))
  3064. COMPLAIN_RET("assembleArtifacts: It's impossible to assemble requested artifact!");
  3065. AssembledArtifact aa;
  3066. aa.al = ArtifactLocation(hero, artifactSlot);
  3067. aa.builtArt = combinedArt;
  3068. sendAndApply(&aa);
  3069. }
  3070. else
  3071. {
  3072. if (!destArtifact->artType->constituents)
  3073. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble is not a combined artifact!");
  3074. DisassembledArtifact da;
  3075. da.al = ArtifactLocation(hero, artifactSlot);
  3076. sendAndApply(&da);
  3077. }
  3078. return true;
  3079. }
  3080. bool CGameHandler::buyArtifact(ObjectInstanceID hid, ArtifactID aid)
  3081. {
  3082. const CGHeroInstance * hero = getHero(hid);
  3083. COMPLAIN_RET_FALSE_IF(nullptr == hero, "Invalid hero index");
  3084. const CGTownInstance * town = hero->visitedTown;
  3085. COMPLAIN_RET_FALSE_IF(nullptr == town, "Hero not in town");
  3086. if (aid==ArtifactID::SPELLBOOK)
  3087. {
  3088. if ((!town->hasBuilt(BuildingID::MAGES_GUILD_1) && complain("Cannot buy a spellbook, no mage guild in the town!"))
  3089. || (getResource(hero->getOwner(), Res::GOLD) < GameConstants::SPELLBOOK_GOLD_COST && complain("Cannot buy a spellbook, not enough gold!"))
  3090. || (hero->getArt(ArtifactPosition::SPELLBOOK) && complain("Cannot buy a spellbook, hero already has a one!"))
  3091. )
  3092. return false;
  3093. giveResource(hero->getOwner(),Res::GOLD,-GameConstants::SPELLBOOK_GOLD_COST);
  3094. giveHeroNewArtifact(hero, VLC->arth->artifacts[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  3095. assert(hero->getArt(ArtifactPosition::SPELLBOOK));
  3096. giveSpells(town,hero);
  3097. return true;
  3098. }
  3099. else
  3100. {
  3101. const CArtifact * art = aid.toArtifact();
  3102. COMPLAIN_RET_FALSE_IF(nullptr == art, "Invalid artifact index to buy");
  3103. COMPLAIN_RET_FALSE_IF(art->warMachine == CreatureID::NONE, "War machine artifact required");
  3104. COMPLAIN_RET_FALSE_IF(hero->hasArt(aid),"Hero already has this machine!");
  3105. const int price = art->price;
  3106. COMPLAIN_RET_FALSE_IF(getPlayer(hero->getOwner())->resources.at(Res::GOLD) < price, "Not enough gold!");
  3107. if ((town->hasBuilt(BuildingID::BLACKSMITH) && town->town->warMachine == aid)
  3108. || ((town->hasBuilt(BuildingID::BALLISTA_YARD, ETownType::STRONGHOLD)) && aid == ArtifactID::BALLISTA))
  3109. {
  3110. giveResource(hero->getOwner(),Res::GOLD,-price);
  3111. return giveHeroNewArtifact(hero, art);
  3112. }
  3113. else
  3114. COMPLAIN_RET("This machine is unavailable here!");
  3115. }
  3116. }
  3117. bool CGameHandler::buyArtifact(const IMarket *m, const CGHeroInstance *h, Res::ERes rid, ArtifactID aid)
  3118. {
  3119. if(!h)
  3120. COMPLAIN_RET("Only hero can buy artifacts!");
  3121. if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_ARTIFACT), aid))
  3122. COMPLAIN_RET("That artifact is unavailable!");
  3123. int b1, b2;
  3124. m->getOffer(rid, aid, b1, b2, EMarketMode::RESOURCE_ARTIFACT);
  3125. if (getResource(h->tempOwner, rid) < b1)
  3126. COMPLAIN_RET("You can't afford to buy this artifact!");
  3127. giveResource(h->tempOwner, rid, -b1);
  3128. SetAvailableArtifacts saa;
  3129. if (m->o->ID == Obj::TOWN)
  3130. {
  3131. saa.id = -1;
  3132. saa.arts = CGTownInstance::merchantArtifacts;
  3133. }
  3134. else if (const CGBlackMarket *bm = dynamic_cast<const CGBlackMarket *>(m->o)) //black market
  3135. {
  3136. saa.id = bm->id.getNum();
  3137. saa.arts = bm->artifacts;
  3138. }
  3139. else
  3140. COMPLAIN_RET("Wrong marktet...");
  3141. bool found = false;
  3142. for (const CArtifact *&art : saa.arts)
  3143. {
  3144. if (art && art->id == aid)
  3145. {
  3146. art = nullptr;
  3147. found = true;
  3148. break;
  3149. }
  3150. }
  3151. if (!found)
  3152. COMPLAIN_RET("Cannot find selected artifact on the list");
  3153. sendAndApply(&saa);
  3154. giveHeroNewArtifact(h, VLC->arth->artifacts[aid], ArtifactPosition::FIRST_AVAILABLE);
  3155. return true;
  3156. }
  3157. bool CGameHandler::sellArtifact(const IMarket *m, const CGHeroInstance *h, ArtifactInstanceID aid, Res::ERes rid)
  3158. {
  3159. COMPLAIN_RET_FALSE_IF((!h), "Only hero can sell artifacts!");
  3160. const CArtifactInstance *art = h->getArtByInstanceId(aid);
  3161. COMPLAIN_RET_FALSE_IF((!art), "There is no artifact to sell!");
  3162. COMPLAIN_RET_FALSE_IF((!art->artType->isTradable()), "Cannot sell a war machine or spellbook!");
  3163. int resVal = 0, dump = 1;
  3164. m->getOffer(art->artType->id, rid, dump, resVal, EMarketMode::ARTIFACT_RESOURCE);
  3165. removeArtifact(ArtifactLocation(h, h->getArtPos(art)));
  3166. giveResource(h->tempOwner, rid, resVal);
  3167. return true;
  3168. }
  3169. bool CGameHandler::buySecSkill(const IMarket *m, const CGHeroInstance *h, SecondarySkill skill)
  3170. {
  3171. if (!h)
  3172. COMPLAIN_RET("You need hero to buy a skill!");
  3173. if (h->getSecSkillLevel(SecondarySkill(skill)))
  3174. COMPLAIN_RET("Hero already know this skill");
  3175. if (!h->canLearnSkill())
  3176. COMPLAIN_RET("Hero can't learn any more skills");
  3177. if (h->type->heroClass->secSkillProbability.at(skill)==0)//can't learn this skill (like necromancy for most of non-necros)
  3178. COMPLAIN_RET("The hero can't learn this skill!");
  3179. if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_SKILL), skill))
  3180. COMPLAIN_RET("That skill is unavailable!");
  3181. if (getResource(h->tempOwner, Res::GOLD) < GameConstants::SKILL_GOLD_COST)//TODO: remove hardcoded resource\summ?
  3182. COMPLAIN_RET("You can't afford to buy this skill");
  3183. giveResource(h->tempOwner, Res::GOLD, -GameConstants::SKILL_GOLD_COST);
  3184. changeSecSkill(h, skill, 1, true);
  3185. return true;
  3186. }
  3187. bool CGameHandler::tradeResources(const IMarket *market, ui32 val, PlayerColor player, ui32 id1, ui32 id2)
  3188. {
  3189. TResourceCap r1 = getPlayer(player)->resources.at(id1);
  3190. vstd::amin(val, r1); //can't trade more resources than have
  3191. int b1, b2; //base quantities for trade
  3192. market->getOffer(id1, id2, b1, b2, EMarketMode::RESOURCE_RESOURCE);
  3193. int units = val / b1; //how many base quantities we trade
  3194. if (val%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  3195. {
  3196. COMPLAIN_RET("Invalid deal, not all offered units of resource were used.");
  3197. }
  3198. giveResource(player, static_cast<Res::ERes>(id1), - b1 * units);
  3199. giveResource(player, static_cast<Res::ERes>(id2), b2 * units);
  3200. return true;
  3201. }
  3202. bool CGameHandler::sellCreatures(ui32 count, const IMarket *market, const CGHeroInstance * hero, SlotID slot, Res::ERes resourceID)
  3203. {
  3204. if(!hero)
  3205. COMPLAIN_RET("Only hero can sell creatures!");
  3206. if (!vstd::contains(hero->Slots(), slot))
  3207. COMPLAIN_RET("Hero doesn't have any creature in that slot!");
  3208. const CStackInstance &s = hero->getStack(slot);
  3209. if (s.count < count //can't sell more creatures than have
  3210. || (hero->stacksCount() == 1 && hero->needsLastStack() && s.count == count)) //can't sell last stack
  3211. {
  3212. COMPLAIN_RET("Not enough creatures in army!");
  3213. }
  3214. int b1, b2; //base quantities for trade
  3215. market->getOffer(s.type->idNumber, resourceID, b1, b2, EMarketMode::CREATURE_RESOURCE);
  3216. int units = count / b1; //how many base quantities we trade
  3217. if (count%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  3218. {
  3219. //TODO: complain?
  3220. assert(0);
  3221. }
  3222. changeStackCount(StackLocation(hero, slot), -count);
  3223. giveResource(hero->tempOwner, resourceID, b2 * units);
  3224. return true;
  3225. }
  3226. bool CGameHandler::transformInUndead(const IMarket *market, const CGHeroInstance * hero, SlotID slot)
  3227. {
  3228. const CArmedInstance *army = nullptr;
  3229. if (hero)
  3230. army = hero;
  3231. else
  3232. army = dynamic_cast<const CGTownInstance *>(market->o);
  3233. if (!army)
  3234. COMPLAIN_RET("Incorrect call to transform in undead!");
  3235. if (!army->hasStackAtSlot(slot))
  3236. COMPLAIN_RET("Army doesn't have any creature in that slot!");
  3237. const CStackInstance &s = army->getStack(slot);
  3238. //resulting creature - bone dragons or skeletons
  3239. CreatureID resCreature = CreatureID::SKELETON;
  3240. if (s.hasBonusOfType(Bonus::DRAGON_NATURE)
  3241. || (s.getCreatureID() == CreatureID::HYDRA)
  3242. || (s.getCreatureID() == CreatureID::CHAOS_HYDRA))
  3243. resCreature = CreatureID::BONE_DRAGON;
  3244. changeStackType(StackLocation(army, slot), resCreature.toCreature());
  3245. return true;
  3246. }
  3247. bool CGameHandler::sendResources(ui32 val, PlayerColor player, Res::ERes r1, PlayerColor r2)
  3248. {
  3249. const PlayerState *p2 = getPlayer(r2, false);
  3250. if (!p2 || p2->status != EPlayerStatus::INGAME)
  3251. {
  3252. complain("Dest player must be in game!");
  3253. return false;
  3254. }
  3255. TResourceCap curRes1 = getPlayer(player)->resources.at(r1);
  3256. vstd::amin(val, curRes1);
  3257. giveResource(player, r1, -val);
  3258. giveResource(r2, r1, val);
  3259. return true;
  3260. }
  3261. bool CGameHandler::setFormation(ObjectInstanceID hid, ui8 formation)
  3262. {
  3263. const CGHeroInstance *h = getHero(hid);
  3264. if (!h)
  3265. {
  3266. logGlobal->error("Hero doesn't exist!");
  3267. return false;
  3268. }
  3269. ChangeFormation cf;
  3270. cf.hid = hid;
  3271. cf.formation = formation;
  3272. sendAndApply(&cf);
  3273. return true;
  3274. }
  3275. bool CGameHandler::hireHero(const CGObjectInstance *obj, ui8 hid, PlayerColor player)
  3276. {
  3277. const PlayerState * p = getPlayer(player);
  3278. const CGTownInstance * t = getTown(obj->id);
  3279. //common preconditions
  3280. // if ((p->resources.at(Res::GOLD)<GOLD_NEEDED && complain("Not enough gold for buying hero!"))
  3281. // || (getHeroCount(player, false) >= GameConstants::MAX_HEROES_PER_PLAYER && complain("Cannot hire hero, only 8 wandering heroes are allowed!")))
  3282. if ((p->resources.at(Res::GOLD) < GameConstants::HERO_GOLD_COST && complain("Not enough gold for buying hero!"))
  3283. || ((!t) && (getHeroCount(player, false) >= VLC->modh->settings.MAX_HEROES_ON_MAP_PER_PLAYER && complain("Cannot hire hero, too many wandering heroes already!")))
  3284. || ((t) && (getHeroCount(player, true) >= VLC->modh->settings.MAX_HEROES_AVAILABLE_PER_PLAYER && complain("Cannot hire hero, too many heroes garrizoned and wandering already!"))))
  3285. {
  3286. return false;
  3287. }
  3288. if (t) //tavern in town
  3289. {
  3290. if ((!t->hasBuilt(BuildingID::TAVERN) && complain("No tavern!"))
  3291. || (t->visitingHero && complain("There is visiting hero - no place!")))
  3292. {
  3293. return false;
  3294. }
  3295. }
  3296. else if (obj->ID == Obj::TAVERN)
  3297. {
  3298. if (getTile(obj->visitablePos())->visitableObjects.back() != obj && complain("Tavern entry must be unoccupied!"))
  3299. {
  3300. return false;
  3301. }
  3302. }
  3303. const CGHeroInstance *nh = p->availableHeroes.at(hid);
  3304. if (!nh)
  3305. {
  3306. complain ("Hero is not available for hiring!");
  3307. return false;
  3308. }
  3309. HeroRecruited hr;
  3310. hr.tid = obj->id;
  3311. hr.hid = nh->subID;
  3312. hr.player = player;
  3313. hr.tile = obj->visitablePos() + nh->getVisitableOffset();
  3314. sendAndApply(&hr);
  3315. std::map<ui32, ConstTransitivePtr<CGHeroInstance> > pool = gs->unusedHeroesFromPool();
  3316. const CGHeroInstance *theOtherHero = p->availableHeroes.at(!hid);
  3317. const CGHeroInstance *newHero = nullptr;
  3318. if (theOtherHero) //on XXL maps all heroes can be imprisoned :(
  3319. {
  3320. newHero = gs->hpool.pickHeroFor(false, player, getNativeTown(player), pool, getRandomGenerator(), theOtherHero->type->heroClass);
  3321. }
  3322. SetAvailableHeroes sah;
  3323. sah.player = player;
  3324. if (newHero)
  3325. {
  3326. sah.hid[hid] = newHero->subID;
  3327. sah.army[hid].clear();
  3328. sah.army[hid].setCreature(SlotID(0), newHero->type->initialArmy[0].creature, 1);
  3329. }
  3330. else
  3331. {
  3332. sah.hid[hid] = -1;
  3333. }
  3334. sah.hid[!hid] = theOtherHero ? theOtherHero->subID : -1;
  3335. sendAndApply(&sah);
  3336. giveResource(player, Res::GOLD, -GameConstants::HERO_GOLD_COST);
  3337. if (t)
  3338. {
  3339. vistiCastleObjects (t, nh);
  3340. giveSpells (t,nh);
  3341. }
  3342. return true;
  3343. }
  3344. bool CGameHandler::queryReply(QueryID qid, const JsonNode & answer, PlayerColor player)
  3345. {
  3346. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  3347. logGlobal->trace("Player %s attempts answering query %d with answer:", player, qid);
  3348. logGlobal->trace(answer.toJson());
  3349. auto topQuery = queries.topQuery(player);
  3350. COMPLAIN_RET_FALSE_IF(!topQuery, "This player doesn't have any queries!");
  3351. COMPLAIN_RET_FALSE_IF(topQuery->queryID != qid, "This player top query has different ID!");
  3352. COMPLAIN_RET_FALSE_IF(!topQuery->endsByPlayerAnswer(), "This query cannot be ended by player's answer!");
  3353. topQuery->setReply(answer);
  3354. queries.popQuery(topQuery);
  3355. return true;
  3356. }
  3357. static EndAction end_action;
  3358. void CGameHandler::updateGateState()
  3359. {
  3360. BattleUpdateGateState db;
  3361. db.state = gs->curB->si.gateState;
  3362. if (gs->curB->si.wallState[EWallPart::GATE] == EWallState::DESTROYED)
  3363. {
  3364. db.state = EGateState::DESTROYED;
  3365. }
  3366. else if (db.state == EGateState::OPENED)
  3367. {
  3368. if (!gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_OUTER), false) &&
  3369. !gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_INNER), false))
  3370. {
  3371. if (gs->curB->town->subID == ETownType::FORTRESS)
  3372. {
  3373. if (!gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_BRIDGE), false))
  3374. db.state = EGateState::CLOSED;
  3375. }
  3376. else if (gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_BRIDGE)))
  3377. db.state = EGateState::BLOCKED;
  3378. else
  3379. db.state = EGateState::CLOSED;
  3380. }
  3381. }
  3382. else if (gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_BRIDGE), false))
  3383. db.state = EGateState::BLOCKED;
  3384. else
  3385. db.state = EGateState::CLOSED;
  3386. if (db.state != gs->curB->si.gateState)
  3387. sendAndApply(&db);
  3388. }
  3389. bool CGameHandler::makeBattleAction(BattleAction &ba)
  3390. {
  3391. bool ok = true;
  3392. battle::Target target = ba.getTarget(gs->curB);
  3393. const CStack * stack = battleGetStackByID(ba.stackNumber); //may be nullptr if action is not about stack
  3394. const bool isAboutActiveStack = stack && (ba.stackNumber == gs->curB->getActiveStackID());
  3395. logGlobal->trace("Making action: %s", ba.toString());
  3396. switch(ba.actionType)
  3397. {
  3398. case EActionType::WALK: //walk
  3399. case EActionType::DEFEND: //defend
  3400. case EActionType::WAIT: //wait
  3401. case EActionType::WALK_AND_ATTACK: //walk or attack
  3402. case EActionType::SHOOT: //shoot
  3403. case EActionType::CATAPULT: //catapult
  3404. case EActionType::STACK_HEAL: //healing with First Aid Tent
  3405. case EActionType::DAEMON_SUMMONING:
  3406. case EActionType::MONSTER_SPELL:
  3407. if (!stack)
  3408. {
  3409. complain("No such stack!");
  3410. return false;
  3411. }
  3412. if (!stack->alive())
  3413. {
  3414. complain("This stack is dead: " + stack->nodeName());
  3415. return false;
  3416. }
  3417. if (battleTacticDist())
  3418. {
  3419. if (stack && stack->side != battleGetTacticsSide())
  3420. {
  3421. complain("This is not a stack of side that has tactics!");
  3422. return false;
  3423. }
  3424. }
  3425. else if (!isAboutActiveStack)
  3426. {
  3427. complain("Action has to be about active stack!");
  3428. return false;
  3429. }
  3430. }
  3431. auto wrapAction = [this](BattleAction &ba)
  3432. {
  3433. StartAction startAction(ba);
  3434. sendAndApply(&startAction);
  3435. return vstd::makeScopeGuard([&]()
  3436. {
  3437. sendAndApply(&end_action);
  3438. });
  3439. };
  3440. switch(ba.actionType)
  3441. {
  3442. case EActionType::END_TACTIC_PHASE: //wait
  3443. case EActionType::BAD_MORALE:
  3444. case EActionType::NO_ACTION:
  3445. {
  3446. auto wrapper = wrapAction(ba);
  3447. break;
  3448. }
  3449. case EActionType::WALK:
  3450. {
  3451. auto wrapper = wrapAction(ba);
  3452. if(target.size() < 1)
  3453. {
  3454. complain("Destination required for move action.");
  3455. ok = false;
  3456. break;
  3457. }
  3458. int walkedTiles = moveStack(ba.stackNumber, target.at(0).hexValue); //move
  3459. if (!walkedTiles)
  3460. complain("Stack failed movement!");
  3461. break;
  3462. }
  3463. case EActionType::DEFEND:
  3464. {
  3465. //defensive stance
  3466. SetStackEffect sse;
  3467. Bonus bonus1(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, 20, -1, PrimarySkill::DEFENSE, Bonus::PERCENT_TO_ALL);
  3468. Bonus bonus2(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, stack->valOfBonuses(Bonus::DEFENSIVE_STANCE),
  3469. -1, PrimarySkill::DEFENSE, Bonus::ADDITIVE_VALUE);
  3470. BonusList defence = *stack->getBonuses(Selector::typeSubtype(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE));
  3471. int oldDefenceValue = defence.totalValue();
  3472. defence.push_back(std::make_shared<Bonus>(bonus1));
  3473. defence.push_back(std::make_shared<Bonus>(bonus2));
  3474. int difference = defence.totalValue() - oldDefenceValue;
  3475. MetaString text;
  3476. stack->addText(text, MetaString::GENERAL_TXT, 120);
  3477. stack->addNameReplacement(text);
  3478. text.addReplacement(difference);
  3479. sse.battleLog.push_back(text);
  3480. std::vector<Bonus> buffer;
  3481. buffer.push_back(bonus1);
  3482. buffer.push_back(bonus2);
  3483. sse.toUpdate.push_back(std::make_pair(ba.stackNumber, buffer));
  3484. sendAndApply(&sse);
  3485. //don't break - we share code with next case
  3486. }
  3487. FALLTHROUGH
  3488. case EActionType::WAIT:
  3489. {
  3490. auto wrapper = wrapAction(ba);
  3491. break;
  3492. }
  3493. case EActionType::RETREAT: //retreat/flee
  3494. {
  3495. if (!gs->curB->battleCanFlee(gs->curB->sides.at(ba.side).color))
  3496. complain("Cannot retreat!");
  3497. else
  3498. setBattleResult(BattleResult::ESCAPE, !ba.side); //surrendering side loses
  3499. break;
  3500. }
  3501. case EActionType::SURRENDER:
  3502. {
  3503. PlayerColor player = gs->curB->sides.at(ba.side).color;
  3504. int cost = gs->curB->battleGetSurrenderCost(player);
  3505. if (cost < 0)
  3506. complain("Cannot surrender!");
  3507. else if (getResource(player, Res::GOLD) < cost)
  3508. complain("Not enough gold to surrender!");
  3509. else
  3510. {
  3511. giveResource(player, Res::GOLD, -cost);
  3512. setBattleResult(BattleResult::SURRENDER, !ba.side); //surrendering side loses
  3513. }
  3514. break;
  3515. }
  3516. case EActionType::WALK_AND_ATTACK: //walk or attack
  3517. {
  3518. auto wrapper = wrapAction(ba);
  3519. if(!stack)
  3520. {
  3521. complain("No attacker");
  3522. ok = false;
  3523. break;
  3524. }
  3525. if(target.size() < 2)
  3526. {
  3527. complain("Two destinations required for attack action.");
  3528. ok = false;
  3529. break;
  3530. }
  3531. BattleHex attackPos = target.at(0).hexValue;
  3532. BattleHex destinationTile = target.at(1).hexValue;
  3533. const CStack * destinationStack = gs->curB->battleGetStackByPos(destinationTile, true);
  3534. if(!destinationStack)
  3535. {
  3536. complain("Invalid target to attack");
  3537. ok = false;
  3538. break;
  3539. }
  3540. BattleHex startingPos = stack->getPosition();
  3541. int distance = moveStack(ba.stackNumber, attackPos);
  3542. logGlobal->trace("%s will attack %s", stack->nodeName(), destinationStack->nodeName());
  3543. if(stack->getPosition() != attackPos //we wasn't able to reach destination tile
  3544. && !(stack->doubleWide() && (stack->getPosition() == attackPos.cloneInDirection(stack->destShiftDir(), false))) //nor occupy specified hex
  3545. )
  3546. {
  3547. complain("We cannot move this stack to its destination " + stack->getCreature()->namePl);
  3548. ok = false;
  3549. break;
  3550. }
  3551. if(destinationStack && stack->ID == destinationStack->ID) //we should just move, it will be handled by following check
  3552. {
  3553. destinationStack = nullptr;
  3554. }
  3555. if(!destinationStack)
  3556. {
  3557. complain("Unit can not attack itself");
  3558. ok = false;
  3559. break;
  3560. }
  3561. if(!CStack::isMeleeAttackPossible(stack, destinationStack))
  3562. {
  3563. complain("Attack cannot be performed!");
  3564. ok = false;
  3565. break;
  3566. }
  3567. //attack
  3568. int totalAttacks = stack->totalAttacks.getMeleeValue();
  3569. for (int i = 0; i < totalAttacks; ++i)
  3570. {
  3571. const bool firstStrike = destinationStack->hasBonusOfType(Bonus::FIRST_STRIKE);
  3572. const bool retaliation = destinationStack->ableToRetaliate();
  3573. //first strike
  3574. if(i == 0 && firstStrike && retaliation)
  3575. {
  3576. makeAttack(destinationStack, stack, 0, stack->getPosition(), true, false, true);
  3577. }
  3578. //move can cause death, eg. by walking into the moat
  3579. if(stack->alive() && destinationStack->alive())
  3580. {
  3581. makeAttack(stack, destinationStack, (i ? 0 : distance), destinationTile, i==0, false, false);//no distance travelled on second attack
  3582. }
  3583. //counterattack
  3584. //we check retaliation twice, so if it unblocked during attack it will work only on next attack
  3585. if(stack->alive()
  3586. && !stack->hasBonusOfType(Bonus::BLOCKS_RETALIATION)
  3587. && (i > 0 || !firstStrike)
  3588. && retaliation && destinationStack->ableToRetaliate())
  3589. {
  3590. makeAttack(destinationStack, stack, 0, stack->getPosition(), i==0, false, true);
  3591. }
  3592. }
  3593. //return
  3594. if(stack->hasBonusOfType(Bonus::RETURN_AFTER_STRIKE)
  3595. && target.size() == 3
  3596. && startingPos != stack->getPosition()
  3597. && startingPos == target.at(2).hexValue
  3598. && stack->alive())
  3599. {
  3600. moveStack(ba.stackNumber, startingPos);
  3601. //NOTE: curStack->ID == ba.stackNumber (rev 1431)
  3602. }
  3603. break;
  3604. }
  3605. case EActionType::SHOOT:
  3606. {
  3607. if(target.size() < 1)
  3608. {
  3609. complain("Destination required for shot action.");
  3610. ok = false;
  3611. break;
  3612. }
  3613. auto destination = target.at(0).hexValue;
  3614. const CStack * destinationStack = gs->curB->battleGetStackByPos(destination);
  3615. if (!gs->curB->battleCanShoot(stack, destination))
  3616. {
  3617. complain("Cannot shoot!");
  3618. break;
  3619. }
  3620. if (!destinationStack)
  3621. {
  3622. complain("No target to shoot!");
  3623. break;
  3624. }
  3625. auto wrapper = wrapAction(ba);
  3626. makeAttack(stack, destinationStack, 0, destination, true, true, false);
  3627. //ranged counterattack
  3628. if (destinationStack->hasBonusOfType(Bonus::RANGED_RETALIATION)
  3629. && !stack->hasBonusOfType(Bonus::BLOCKS_RANGED_RETALIATION)
  3630. && destinationStack->ableToRetaliate()
  3631. && gs->curB->battleCanShoot(destinationStack, stack->getPosition())
  3632. && stack->alive()) //attacker may have died (fire shield)
  3633. {
  3634. makeAttack(destinationStack, stack, 0, stack->getPosition(), true, true, true);
  3635. }
  3636. //TODO: move to CUnitState
  3637. //extra shot(s) for ballista, based on artillery skill
  3638. if(stack->creatureIndex() == CreatureID::BALLISTA)
  3639. {
  3640. const CGHeroInstance * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  3641. if(attackingHero)
  3642. {
  3643. int ballistaBonusAttacks = attackingHero->valOfBonuses(Bonus::SECONDARY_SKILL_VAL2, SecondarySkill::ARTILLERY);
  3644. while(destinationStack->alive() && ballistaBonusAttacks-- > 0)
  3645. {
  3646. makeAttack(stack, destinationStack, 0, destination, false, true, false);
  3647. }
  3648. }
  3649. }
  3650. //allow more than one additional attack
  3651. int totalRangedAttacks = stack->totalAttacks.getRangedValue();
  3652. for(int i = 1; i < totalRangedAttacks; ++i)
  3653. {
  3654. if(
  3655. stack->alive()
  3656. && destinationStack->alive()
  3657. && stack->shots.canUse()
  3658. )
  3659. {
  3660. makeAttack(stack, destinationStack, 0, destination, false, true, false);
  3661. }
  3662. }
  3663. break;
  3664. }
  3665. case EActionType::CATAPULT:
  3666. {
  3667. //TODO: unify with spells::effects:Catapult
  3668. auto getCatapultHitChance = [&](EWallPart::EWallPart part, const CHeroHandler::SBallisticsLevelInfo & sbi) -> int
  3669. {
  3670. switch(part)
  3671. {
  3672. case EWallPart::GATE:
  3673. return sbi.gate;
  3674. case EWallPart::KEEP:
  3675. return sbi.keep;
  3676. case EWallPart::BOTTOM_TOWER:
  3677. case EWallPart::UPPER_TOWER:
  3678. return sbi.tower;
  3679. case EWallPart::BOTTOM_WALL:
  3680. case EWallPart::BELOW_GATE:
  3681. case EWallPart::OVER_GATE:
  3682. case EWallPart::UPPER_WALL:
  3683. return sbi.wall;
  3684. default:
  3685. return 0;
  3686. }
  3687. };
  3688. auto wrapper = wrapAction(ba);
  3689. if(target.size() < 1)
  3690. {
  3691. complain("Destination required for catapult action.");
  3692. ok = false;
  3693. break;
  3694. }
  3695. auto destination = target.at(0).hexValue;
  3696. const CGHeroInstance * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  3697. CHeroHandler::SBallisticsLevelInfo stackBallisticsParameters;
  3698. if(stack->getCreature()->idNumber == CreatureID::CATAPULT)
  3699. stackBallisticsParameters = VLC->heroh->ballistics.at(attackingHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::BALLISTICS));
  3700. else
  3701. {
  3702. if(stack->hasBonusOfType(Bonus::CATAPULT_EXTRA_SHOTS)) //by design use advanced ballistics parameters with this bonus present, upg. cyclops use advanced ballistics, nonupg. use basic in OH3
  3703. {
  3704. stackBallisticsParameters = VLC->heroh->ballistics.at(2);
  3705. stackBallisticsParameters.shots = 1; //skip default "2 shots" from adv. ballistics
  3706. }
  3707. else
  3708. stackBallisticsParameters = VLC->heroh->ballistics.at(1);
  3709. stackBallisticsParameters.shots += std::max(stack->valOfBonuses(Bonus::CATAPULT_EXTRA_SHOTS), 0); //0 is allowed minimum to let modders force advanced ballistics for "oneshotting creatures"
  3710. }
  3711. auto wallPart = gs->curB->battleHexToWallPart(destination);
  3712. if (!gs->curB->isWallPartPotentiallyAttackable(wallPart))
  3713. {
  3714. complain("catapult tried to attack non-catapultable hex!");
  3715. break;
  3716. }
  3717. //in successive iterations damage is dealt but not yet subtracted from wall's HPs
  3718. auto &currentHP = gs->curB->si.wallState;
  3719. if (currentHP.at(wallPart) == EWallState::DESTROYED || currentHP.at(wallPart) == EWallState::NONE)
  3720. {
  3721. complain("catapult tried to attack already destroyed wall part!");
  3722. break;
  3723. }
  3724. for (int g=0; g<stackBallisticsParameters.shots; ++g)
  3725. {
  3726. bool hitSuccessfull = false;
  3727. auto attackedPart = wallPart;
  3728. do // catapult has chance to attack desired target. Otherwise - attacks randomly
  3729. {
  3730. if (currentHP.at(attackedPart) != EWallState::DESTROYED && // this part can be hit
  3731. currentHP.at(attackedPart) != EWallState::NONE &&
  3732. getRandomGenerator().nextInt(99) < getCatapultHitChance(attackedPart, stackBallisticsParameters))//hit is successful
  3733. {
  3734. hitSuccessfull = true;
  3735. }
  3736. else // select new target
  3737. {
  3738. std::vector<EWallPart::EWallPart> allowedTargets;
  3739. for (size_t i=0; i< currentHP.size(); i++)
  3740. {
  3741. if(currentHP.at(i) != EWallState::DESTROYED &&
  3742. currentHP.at(i) != EWallState::NONE)
  3743. allowedTargets.push_back(EWallPart::EWallPart(i));
  3744. }
  3745. if (allowedTargets.empty())
  3746. break;
  3747. attackedPart = *RandomGeneratorUtil::nextItem(allowedTargets, getRandomGenerator());
  3748. }
  3749. }
  3750. while (!hitSuccessfull);
  3751. if (!hitSuccessfull) // break triggered - no target to shoot at
  3752. break;
  3753. CatapultAttack ca; //package for clients
  3754. CatapultAttack::AttackInfo attack;
  3755. attack.attackedPart = attackedPart;
  3756. attack.destinationTile = destination;
  3757. attack.damageDealt = 0;
  3758. BattleUnitsChanged removeUnits;
  3759. int dmgChance[] = { stackBallisticsParameters.noDmg, stackBallisticsParameters.oneDmg, stackBallisticsParameters.twoDmg }; //dmgChance[i] - chance for doing i dmg when hit is successful
  3760. int dmgRand = getRandomGenerator().nextInt(99);
  3761. //accumulating dmgChance
  3762. dmgChance[1] += dmgChance[0];
  3763. dmgChance[2] += dmgChance[1];
  3764. //calculating dealt damage
  3765. for (int damage = 0; damage < ARRAY_COUNT(dmgChance); ++damage)
  3766. {
  3767. if (dmgRand <= dmgChance[damage])
  3768. {
  3769. attack.damageDealt = damage;
  3770. break;
  3771. }
  3772. }
  3773. // attacked tile may have changed - update destination
  3774. attack.destinationTile = gs->curB->wallPartToBattleHex(EWallPart::EWallPart(attack.attackedPart));
  3775. logGlobal->trace("Catapult attacks %d dealing %d damage", (int)attack.attackedPart, (int)attack.damageDealt);
  3776. //removing creatures in turrets / keep if one is destroyed
  3777. if (currentHP.at(attackedPart) - attack.damageDealt <= 0 && (attackedPart == EWallPart::KEEP || //HP enum subtraction not intuitive, consider using SiegeInfo::applyDamage
  3778. attackedPart == EWallPart::BOTTOM_TOWER || attackedPart == EWallPart::UPPER_TOWER))
  3779. {
  3780. int posRemove = -1;
  3781. switch(attackedPart)
  3782. {
  3783. case EWallPart::KEEP:
  3784. posRemove = -2;
  3785. break;
  3786. case EWallPart::BOTTOM_TOWER:
  3787. posRemove = -3;
  3788. break;
  3789. case EWallPart::UPPER_TOWER:
  3790. posRemove = -4;
  3791. break;
  3792. }
  3793. for(auto & elem : gs->curB->stacks)
  3794. {
  3795. if(elem->initialPosition == posRemove)
  3796. {
  3797. removeUnits.changedStacks.emplace_back(elem->unitId(), UnitChanges::EOperation::REMOVE);
  3798. break;
  3799. }
  3800. }
  3801. }
  3802. ca.attacker = ba.stackNumber;
  3803. ca.attackedParts.push_back(attack);
  3804. sendAndApply(&ca);
  3805. if(!removeUnits.changedStacks.empty())
  3806. sendAndApply(&removeUnits);
  3807. }
  3808. //finish by scope guard
  3809. break;
  3810. }
  3811. case EActionType::STACK_HEAL: //healing with First Aid Tent
  3812. {
  3813. auto wrapper = wrapAction(ba);
  3814. const CGHeroInstance * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  3815. const CStack * healer = gs->curB->battleGetStackByID(ba.stackNumber);
  3816. if(target.size() < 1)
  3817. {
  3818. complain("Destination required for heal action.");
  3819. ok = false;
  3820. break;
  3821. }
  3822. const battle::Unit * destStack = nullptr;
  3823. if(target.at(0).unitValue)
  3824. destStack = target.at(0).unitValue;
  3825. else
  3826. destStack = gs->curB->battleGetStackByPos(target.at(0).hexValue);
  3827. if(healer == nullptr || destStack == nullptr || !healer->hasBonusOfType(Bonus::HEALER))
  3828. {
  3829. complain("There is either no healer, no destination, or healer cannot heal :P");
  3830. }
  3831. else
  3832. {
  3833. int64_t toHeal = healer->getCount() * std::max(10, attackingHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::FIRST_AID));
  3834. //TODO: allow resurrection for mods
  3835. auto state = destStack->acquireState();
  3836. state->heal(toHeal, EHealLevel::HEAL, EHealPower::PERMANENT);
  3837. if(toHeal == 0)
  3838. {
  3839. logGlobal->warn("Nothing to heal");
  3840. }
  3841. else
  3842. {
  3843. BattleUnitsChanged pack;
  3844. MetaString text;
  3845. text.addTxt(MetaString::GENERAL_TXT, 414);
  3846. healer->addNameReplacement(text, false);
  3847. destStack->addNameReplacement(text, false);
  3848. text.addReplacement(toHeal);
  3849. pack.battleLog.push_back(text);
  3850. UnitChanges info(state->unitId(), UnitChanges::EOperation::RESET_STATE);
  3851. info.healthDelta = toHeal;
  3852. state->save(info.data);
  3853. pack.changedStacks.push_back(info);
  3854. sendAndApply(&pack);
  3855. }
  3856. }
  3857. break;
  3858. }
  3859. case EActionType::DAEMON_SUMMONING:
  3860. //TODO: From Strategija:
  3861. //Summon Demon is a level 2 spell.
  3862. {
  3863. if(target.size() < 1)
  3864. {
  3865. complain("Destination required for summon action.");
  3866. ok = false;
  3867. break;
  3868. }
  3869. const CStack * summoner = gs->curB->battleGetStackByID(ba.stackNumber);
  3870. const CStack * destStack = gs->curB->battleGetStackByPos(target.at(0).hexValue, false);
  3871. CreatureID summonedType(summoner->getBonusLocalFirst(Selector::type(Bonus::DAEMON_SUMMONING))->subtype);//in case summoner can summon more than one type of monsters... scream!
  3872. ui64 risedHp = summoner->getCount() * summoner->valOfBonuses(Bonus::DAEMON_SUMMONING, summonedType.toEnum());
  3873. ui64 targetHealth = destStack->getCreature()->MaxHealth() * destStack->baseAmount;
  3874. ui64 canRiseHp = std::min(targetHealth, risedHp);
  3875. ui32 canRiseAmount = canRiseHp / summonedType.toCreature()->MaxHealth();
  3876. battle::UnitInfo info;
  3877. info.id = gs->curB->battleNextUnitId();
  3878. info.count = std::min(canRiseAmount, destStack->baseAmount);
  3879. info.type = summonedType;
  3880. info.side = summoner->side;
  3881. info.position = gs->curB->getAvaliableHex(summonedType, summoner->side, destStack->getPosition());
  3882. info.summoned = false;
  3883. BattleUnitsChanged addUnits;
  3884. addUnits.changedStacks.emplace_back(info.id, UnitChanges::EOperation::ADD);
  3885. info.save(addUnits.changedStacks.back().data);
  3886. if(info.count > 0) //there's rare possibility single creature cannot rise desired type
  3887. {
  3888. auto wrapper = wrapAction(ba);
  3889. BattleUnitsChanged removeUnits;
  3890. removeUnits.changedStacks.emplace_back(destStack->unitId(), UnitChanges::EOperation::REMOVE);
  3891. sendAndApply(&removeUnits);
  3892. sendAndApply(&addUnits);
  3893. BattleSetStackProperty ssp;
  3894. ssp.stackID = ba.stackNumber;
  3895. ssp.which = BattleSetStackProperty::CASTS; //reduce number of casts
  3896. ssp.val = -1;
  3897. ssp.absolute = false;
  3898. sendAndApply(&ssp);
  3899. }
  3900. break;
  3901. }
  3902. case EActionType::MONSTER_SPELL:
  3903. {
  3904. auto wrapper = wrapAction(ba);
  3905. const CStack * stack = gs->curB->battleGetStackByID(ba.stackNumber);
  3906. SpellID spellID = SpellID(ba.actionSubtype);
  3907. const std::shared_ptr<Bonus> randSpellcaster = stack->getBonusLocalFirst(Selector::type(Bonus::RANDOM_SPELLCASTER));
  3908. const std::shared_ptr<Bonus> spellcaster = stack->getBonusLocalFirst(Selector::typeSubtype(Bonus::SPELLCASTER, spellID));
  3909. //TODO special bonus for genies ability
  3910. if (randSpellcaster && battleGetRandomStackSpell(getRandomGenerator(), stack, CBattleInfoCallback::RANDOM_AIMED) < 0)
  3911. spellID = battleGetRandomStackSpell(getRandomGenerator(), stack, CBattleInfoCallback::RANDOM_GENIE);
  3912. if (spellID < 0)
  3913. complain("That stack can't cast spells!");
  3914. else
  3915. {
  3916. const CSpell * spell = SpellID(spellID).toSpell();
  3917. spells::BattleCast parameters(gs->curB, stack, spells::Mode::CREATURE_ACTIVE, spell);
  3918. int32_t spellLvl = 0;
  3919. if(spellcaster)
  3920. vstd::amax(spellLvl, spellcaster->val);
  3921. if(randSpellcaster)
  3922. vstd::amax(spellLvl, randSpellcaster->val);
  3923. parameters.setSpellLevel(spellLvl);
  3924. parameters.target = target;
  3925. parameters.cast(spellEnv);
  3926. }
  3927. break;
  3928. }
  3929. }
  3930. if(ba.actionType == EActionType::DAEMON_SUMMONING || ba.actionType == EActionType::WAIT || ba.actionType == EActionType::DEFEND
  3931. || ba.actionType == EActionType::SHOOT || ba.actionType == EActionType::MONSTER_SPELL)
  3932. handleDamageFromObstacle(stack);
  3933. if(ba.stackNumber == gs->curB->activeStack || battleResult.get()) //active stack has moved or battle has finished
  3934. battleMadeAction.setn(true);
  3935. return ok;
  3936. }
  3937. void CGameHandler::playerMessage(PlayerColor player, const std::string &message, ObjectInstanceID currObj)
  3938. {
  3939. bool cheated = true;
  3940. PlayerMessage temp_message(player, message, ObjectInstanceID(-1)); // don't inform other client on selected object
  3941. sendAndApply(&temp_message);
  3942. std::vector<std::string> cheat;
  3943. boost::split(cheat, message, boost::is_any_of(" "));
  3944. int obj = 0;
  3945. if (cheat.size() == 2)
  3946. {
  3947. obj = std::atoi(cheat[1].c_str());
  3948. if (obj)
  3949. currObj = ObjectInstanceID(obj);
  3950. }
  3951. const CGHeroInstance * hero = getHero(currObj);
  3952. const CGTownInstance * town = getTown(currObj);
  3953. if (!town && hero)
  3954. town = hero->visitedTown;
  3955. if (cheat.size() == 1 || obj)
  3956. handleCheatCode(cheat[0], player, hero, town, cheated);
  3957. else
  3958. {
  3959. for (const auto & i : gs->players)
  3960. {
  3961. if (i.first == PlayerColor::NEUTRAL)
  3962. continue;
  3963. if (cheat[1] == "ai")
  3964. {
  3965. if (i.second.human)
  3966. continue;
  3967. }
  3968. else if (cheat[1] != "all" && cheat[1] != i.first.getStr())
  3969. continue;
  3970. if (cheat[0] == "vcmiformenos" || cheat[0] == "vcmieagles" || cheat[0] == "vcmiungoliant")
  3971. {
  3972. handleCheatCode(cheat[0], i.first, nullptr, nullptr, cheated);
  3973. }
  3974. else if (cheat[0] == "vcmiarmenelos")
  3975. {
  3976. for (const auto & t : i.second.towns)
  3977. {
  3978. handleCheatCode(cheat[0], i.first, nullptr, t, cheated);
  3979. }
  3980. }
  3981. else
  3982. {
  3983. for (const auto & h : i.second.heroes)
  3984. {
  3985. handleCheatCode(cheat[0], i.first, h, nullptr, cheated);
  3986. }
  3987. }
  3988. }
  3989. }
  3990. if (cheated)
  3991. {
  3992. SystemMessage temp_message(VLC->generaltexth->allTexts.at(260));
  3993. sendAndApply(&temp_message);
  3994. if(!player.isSpectator())
  3995. checkVictoryLossConditionsForPlayer(player);//Player enter win code or got required art\creature
  3996. }
  3997. }
  3998. bool CGameHandler::makeCustomAction(BattleAction & ba)
  3999. {
  4000. switch(ba.actionType)
  4001. {
  4002. case EActionType::HERO_SPELL:
  4003. {
  4004. COMPLAIN_RET_FALSE_IF(ba.side > 1, "Side must be 0 or 1!");
  4005. const CGHeroInstance *h = gs->curB->battleGetFightingHero(ba.side);
  4006. COMPLAIN_RET_FALSE_IF((!h), "Wrong caster!");
  4007. const CSpell * s = SpellID(ba.actionSubtype).toSpell();
  4008. if (!s)
  4009. {
  4010. logGlobal->error("Wrong spell id (%d)!", ba.actionSubtype);
  4011. return false;
  4012. }
  4013. spells::BattleCast parameters(gs->curB, h, spells::Mode::HERO, s);
  4014. parameters.target = ba.getTarget(gs->curB);
  4015. spells::detail::ProblemImpl problem;
  4016. if(!s->canBeCast(problem, gs->curB, spells::Mode::HERO, h))//todo: should we check aimed cast?
  4017. {
  4018. logGlobal->warn("Spell cannot be cast!");
  4019. std::vector<std::string> texts;
  4020. problem.getAll(texts);
  4021. for(auto s : texts)
  4022. logGlobal->warn(s);
  4023. return false;
  4024. }
  4025. StartAction start_action(ba);
  4026. sendAndApply(&start_action); //start spell casting
  4027. parameters.cast(spellEnv);
  4028. sendAndApply(&end_action);
  4029. if (!gs->curB->battleGetStackByID(gs->curB->activeStack))
  4030. {
  4031. battleMadeAction.setn(true);
  4032. }
  4033. checkBattleStateChanges();
  4034. if (battleResult.get())
  4035. {
  4036. battleMadeAction.setn(true);
  4037. //battle will be ended by startBattle function
  4038. //endBattle(gs->curB->tile, gs->curB->heroes[0], gs->curB->heroes[1]);
  4039. }
  4040. return true;
  4041. }
  4042. }
  4043. return false;
  4044. }
  4045. void CGameHandler::stackEnchantedTrigger(const CStack * st)
  4046. {
  4047. auto bl = *(st->getBonuses(Selector::type(Bonus::ENCHANTED)));
  4048. for(auto b : bl)
  4049. {
  4050. const CSpell * sp = SpellID(b->subtype).toSpell();
  4051. if(!sp)
  4052. continue;
  4053. const int32_t val = bl.valOfBonuses(Selector::typeSubtype(b->type, b->subtype));
  4054. const int32_t level = ((val > 3) ? (val - 3) : val);
  4055. spells::BattleCast battleCast(gs->curB, st, spells::Mode::PASSIVE, sp);
  4056. //this makes effect accumulate for at most 50 turns by default, but effect may be permanent and last till the end of battle
  4057. battleCast.setEffectDuration(50);
  4058. battleCast.setSpellLevel(level);
  4059. if(val > 3)
  4060. {
  4061. for(auto s : gs->curB->battleGetAllStacks())
  4062. if(battleMatchOwner(st, s, true) && s->isValidTarget()) //all allied
  4063. battleCast.aimToUnit(s);
  4064. }
  4065. else
  4066. {
  4067. battleCast.aimToUnit(st);
  4068. }
  4069. battleCast.applyEffects(spellEnv, false, true);
  4070. }
  4071. }
  4072. void CGameHandler::stackTurnTrigger(const CStack *st)
  4073. {
  4074. BattleTriggerEffect bte;
  4075. bte.stackID = st->ID;
  4076. bte.effect = -1;
  4077. bte.val = 0;
  4078. bte.additionalInfo = 0;
  4079. if (st->alive())
  4080. {
  4081. //unbind
  4082. if (st->hasBonus(Selector::type(Bonus::BIND_EFFECT)))
  4083. {
  4084. bool unbind = true;
  4085. BonusList bl = *(st->getBonuses(Selector::type(Bonus::BIND_EFFECT)));
  4086. auto adjacent = gs->curB->battleAdjacentUnits(st);
  4087. for (auto b : bl)
  4088. {
  4089. if(b->additionalInfo != CAddInfo::NONE)
  4090. {
  4091. const CStack * stack = gs->curB->battleGetStackByID(b->additionalInfo[0]); //binding stack must be alive and adjacent
  4092. if(stack)
  4093. {
  4094. if(vstd::contains(adjacent, stack)) //binding stack is still present
  4095. unbind = false;
  4096. }
  4097. }
  4098. else
  4099. {
  4100. unbind = false;
  4101. }
  4102. }
  4103. if (unbind)
  4104. {
  4105. BattleSetStackProperty ssp;
  4106. ssp.which = BattleSetStackProperty::UNBIND;
  4107. ssp.stackID = st->ID;
  4108. sendAndApply(&ssp);
  4109. }
  4110. }
  4111. //regeneration
  4112. if (st->hasBonusOfType(Bonus::HP_REGENERATION))
  4113. {
  4114. bte.effect = Bonus::HP_REGENERATION;
  4115. bte.val = std::min((int)(st->MaxHealth() - st->getFirstHPleft()), st->valOfBonuses(Bonus::HP_REGENERATION));
  4116. }
  4117. if (st->hasBonusOfType(Bonus::FULL_HP_REGENERATION))
  4118. {
  4119. bte.effect = Bonus::HP_REGENERATION;
  4120. bte.val = st->MaxHealth() - st->getFirstHPleft();
  4121. }
  4122. if (bte.val) //anything to heal
  4123. sendAndApply(&bte);
  4124. if (st->hasBonusOfType(Bonus::POISON))
  4125. {
  4126. const std::shared_ptr<Bonus> b = st->getBonusLocalFirst(Selector::source(Bonus::SPELL_EFFECT, SpellID::POISON).And(Selector::type(Bonus::STACK_HEALTH)));
  4127. if (b) //TODO: what if not?...
  4128. {
  4129. bte.val = std::max (b->val - 10, -(st->valOfBonuses(Bonus::POISON)));
  4130. if (bte.val < b->val) //(negative) poison effect increases - update it
  4131. {
  4132. bte.effect = Bonus::POISON;
  4133. sendAndApply(&bte);
  4134. }
  4135. }
  4136. }
  4137. if(st->hasBonusOfType(Bonus::MANA_DRAIN) && !st->drainedMana)
  4138. {
  4139. const PlayerColor opponent = gs->curB->otherPlayer(gs->curB->battleGetOwner(st));
  4140. const CGHeroInstance * opponentHero = gs->curB->getHero(opponent);
  4141. if(opponentHero)
  4142. {
  4143. ui32 manaDrained = st->valOfBonuses(Bonus::MANA_DRAIN);
  4144. vstd::amin(manaDrained, opponentHero->mana);
  4145. if(manaDrained)
  4146. {
  4147. bte.effect = Bonus::MANA_DRAIN;
  4148. bte.val = manaDrained;
  4149. bte.additionalInfo = opponentHero->id.getNum(); //for sanity
  4150. sendAndApply(&bte);
  4151. }
  4152. }
  4153. }
  4154. if (st->isLiving() && !st->hasBonusOfType(Bonus::FEARLESS))
  4155. {
  4156. bool fearsomeCreature = false;
  4157. for (CStack * stack : gs->curB->stacks)
  4158. {
  4159. if (battleMatchOwner(st, stack) && stack->alive() && stack->hasBonusOfType(Bonus::FEAR))
  4160. {
  4161. fearsomeCreature = true;
  4162. break;
  4163. }
  4164. }
  4165. if (fearsomeCreature)
  4166. {
  4167. if (getRandomGenerator().nextInt(99) < 10) //fixed 10%
  4168. {
  4169. bte.effect = Bonus::FEAR;
  4170. sendAndApply(&bte);
  4171. }
  4172. }
  4173. }
  4174. BonusList bl = *(st->getBonuses(Selector::type(Bonus::ENCHANTER)));
  4175. int side = gs->curB->whatSide(st->owner);
  4176. if(st->canCast() && gs->curB->battleGetEnchanterCounter(side) == 0)
  4177. {
  4178. bool cast = false;
  4179. while(!bl.empty() && !cast)
  4180. {
  4181. auto bonus = *RandomGeneratorUtil::nextItem(bl, getRandomGenerator());
  4182. auto spellID = SpellID(bonus->subtype);
  4183. const CSpell * spell = SpellID(spellID).toSpell();
  4184. bl.remove_if([&bonus](const Bonus * b)
  4185. {
  4186. return b == bonus.get();
  4187. });
  4188. spells::BattleCast parameters(gs->curB, st, spells::Mode::ENCHANTER, spell);
  4189. parameters.setSpellLevel(bonus->val);
  4190. parameters.massive = true;
  4191. parameters.smart = true;
  4192. //todo: recheck effect level
  4193. if(parameters.castIfPossible(spellEnv))
  4194. {
  4195. cast = true;
  4196. int cooldown = bonus->additionalInfo[0];
  4197. BattleSetStackProperty ssp;
  4198. ssp.which = BattleSetStackProperty::ENCHANTER_COUNTER;
  4199. ssp.absolute = false;
  4200. ssp.val = cooldown;
  4201. ssp.stackID = st->unitId();
  4202. sendAndApply(&ssp);
  4203. }
  4204. }
  4205. }
  4206. }
  4207. }
  4208. bool CGameHandler::handleDamageFromObstacle(const CStack * curStack, bool stackIsMoving)
  4209. {
  4210. if(!curStack->alive())
  4211. return false;
  4212. bool containDamageFromMoat = false;
  4213. bool movementStoped = false;
  4214. for(auto & obstacle : getAllAffectedObstaclesByStack(curStack))
  4215. {
  4216. if(obstacle->obstacleType == CObstacleInstance::SPELL_CREATED)
  4217. {
  4218. //helper info
  4219. const SpellCreatedObstacle * spellObstacle = dynamic_cast<const SpellCreatedObstacle *>(obstacle.get());
  4220. const ui8 side = curStack->side;
  4221. if(!spellObstacle)
  4222. COMPLAIN_RET("Invalid obstacle instance");
  4223. if(spellObstacle->trigger)
  4224. {
  4225. const bool oneTimeObstacle = spellObstacle->removeOnTrigger;
  4226. //hidden obstacle triggers effects until revealed
  4227. if(!(spellObstacle->hidden && gs->curB->battleIsObstacleVisibleForSide(*obstacle, (BattlePerspective::BattlePerspective)side)))
  4228. {
  4229. const CGHeroInstance * hero = gs->curB->battleGetFightingHero(spellObstacle->casterSide);
  4230. spells::ObstacleCasterProxy caster(this, gs->curB->sides.at(spellObstacle->casterSide).color, hero, spellObstacle);
  4231. const CSpell * sp = SpellID(spellObstacle->ID).toSpell();
  4232. if(!sp)
  4233. COMPLAIN_RET("Invalid obstacle instance");
  4234. spells::BattleCast battleCast(gs->curB, &caster, spells::Mode::HERO, sp);
  4235. battleCast.aimToUnit(curStack);
  4236. battleCast.applyEffects(spellEnv, true);
  4237. if(oneTimeObstacle)
  4238. removeObstacle(*obstacle);
  4239. }
  4240. }
  4241. }
  4242. else if(obstacle->obstacleType == CObstacleInstance::MOAT)
  4243. {
  4244. auto town = gs->curB->town;
  4245. int damage = (town == nullptr) ? 0 : town->town->moatDamage;
  4246. if(!containDamageFromMoat)
  4247. {
  4248. containDamageFromMoat = true;
  4249. BattleStackAttacked bsa;
  4250. bsa.damageAmount = damage;
  4251. bsa.stackAttacked = curStack->ID;
  4252. bsa.attackerID = -1;
  4253. curStack->prepareAttacked(bsa, getRandomGenerator());
  4254. StacksInjured si;
  4255. si.stacks.push_back(bsa);
  4256. sendAndApply(&si);
  4257. }
  4258. }
  4259. if(!curStack->alive())
  4260. return false;
  4261. if((obstacle->stopsMovement() && stackIsMoving))
  4262. movementStoped = true;
  4263. }
  4264. if(stackIsMoving)
  4265. return curStack->alive() && !movementStoped;
  4266. else
  4267. return curStack->alive();
  4268. }
  4269. void CGameHandler::handleTimeEvents()
  4270. {
  4271. gs->map->events.sort(evntCmp);
  4272. while(gs->map->events.size() && gs->map->events.front().firstOccurence+1 == gs->day)
  4273. {
  4274. CMapEvent ev = gs->map->events.front();
  4275. for (int player = 0; player < PlayerColor::PLAYER_LIMIT_I; player++)
  4276. {
  4277. auto color = PlayerColor(player);
  4278. const PlayerState * pinfo = getPlayer(color, false); //do not output error if player does not exist
  4279. if (pinfo //player exists
  4280. && (ev.players & 1<<player) //event is enabled to this player
  4281. && ((ev.computerAffected && !pinfo->human)
  4282. || (ev.humanAffected && pinfo->human)
  4283. )
  4284. )
  4285. {
  4286. //give resources
  4287. giveResources(color, ev.resources);
  4288. //prepare dialog
  4289. InfoWindow iw;
  4290. iw.player = color;
  4291. iw.text << ev.message;
  4292. for (int i=0; i<ev.resources.size(); i++)
  4293. {
  4294. if (ev.resources.at(i)) //if resource is changed, we add it to the dialog
  4295. iw.components.push_back(Component(Component::RESOURCE,i,ev.resources.at(i),0));
  4296. }
  4297. sendAndApply(&iw); //show dialog
  4298. }
  4299. } //PLAYERS LOOP
  4300. if (ev.nextOccurence)
  4301. {
  4302. gs->map->events.pop_front();
  4303. ev.firstOccurence += ev.nextOccurence;
  4304. auto it = gs->map->events.begin();
  4305. while(it != gs->map->events.end() && it->earlierThanOrEqual(ev))
  4306. it++;
  4307. gs->map->events.insert(it, ev);
  4308. }
  4309. else
  4310. {
  4311. gs->map->events.pop_front();
  4312. }
  4313. }
  4314. //TODO send only if changed
  4315. UpdateMapEvents ume;
  4316. ume.events = gs->map->events;
  4317. sendAndApply(&ume);
  4318. }
  4319. void CGameHandler::handleTownEvents(CGTownInstance * town, NewTurn &n)
  4320. {
  4321. town->events.sort(evntCmp);
  4322. while(town->events.size() && town->events.front().firstOccurence == gs->day)
  4323. {
  4324. PlayerColor player = town->tempOwner;
  4325. CCastleEvent ev = town->events.front();
  4326. const PlayerState * pinfo = getPlayer(player, false);
  4327. if (pinfo //player exists
  4328. && (ev.players & 1<<player.getNum()) //event is enabled to this player
  4329. && ((ev.computerAffected && !pinfo->human)
  4330. || (ev.humanAffected && pinfo->human)))
  4331. {
  4332. // dialog
  4333. InfoWindow iw;
  4334. iw.player = player;
  4335. iw.text << ev.message;
  4336. if (ev.resources.nonZero())
  4337. {
  4338. TResources was = n.res[player];
  4339. n.res[player] += ev.resources;
  4340. n.res[player].amax(0);
  4341. for (int i=0; i<ev.resources.size(); i++)
  4342. if (ev.resources.at(i) && pinfo->resources.at(i) != n.res.at(player).at(i)) //if resource had changed, we add it to the dialog
  4343. iw.components.push_back(Component(Component::RESOURCE,i,n.res.at(player).at(i)-was.at(i),0));
  4344. }
  4345. for (auto & i : ev.buildings)
  4346. {
  4347. if (!town->hasBuilt(i))
  4348. {
  4349. buildStructure(town->id, i, true);
  4350. iw.components.push_back(Component(Component::BUILDING, town->subID, i, 0));
  4351. }
  4352. }
  4353. if (!ev.creatures.empty() && !vstd::contains(n.cres, town->id))
  4354. {
  4355. n.cres[town->id].tid = town->id;
  4356. n.cres[town->id].creatures = town->creatures;
  4357. }
  4358. auto & sac = n.cres[town->id];
  4359. for (si32 i=0;i<ev.creatures.size();i++) //creature growths
  4360. {
  4361. if (!town->creatures.at(i).second.empty() && ev.creatures.at(i) > 0)//there is dwelling
  4362. {
  4363. sac.creatures[i].first += ev.creatures.at(i);
  4364. iw.components.push_back(Component(Component::CREATURE,
  4365. town->creatures.at(i).second.back(), ev.creatures.at(i), 0));
  4366. }
  4367. }
  4368. sendAndApply(&iw); //show dialog
  4369. }
  4370. if (ev.nextOccurence)
  4371. {
  4372. town->events.pop_front();
  4373. ev.firstOccurence += ev.nextOccurence;
  4374. auto it = town->events.begin();
  4375. while(it != town->events.end() && it->earlierThanOrEqual(ev))
  4376. it++;
  4377. town->events.insert(it, ev);
  4378. }
  4379. else
  4380. {
  4381. town->events.pop_front();
  4382. }
  4383. }
  4384. //TODO send only if changed
  4385. UpdateCastleEvents uce;
  4386. uce.town = town->id;
  4387. uce.events = town->events;
  4388. sendAndApply(&uce);
  4389. }
  4390. bool CGameHandler::complain(const std::string &problem)
  4391. {
  4392. sendMessageToAll("Server encountered a problem: " + problem);
  4393. logGlobal->error(problem);
  4394. return true;
  4395. }
  4396. void CGameHandler::showGarrisonDialog(ObjectInstanceID upobj, ObjectInstanceID hid, bool removableUnits)
  4397. {
  4398. //PlayerColor player = getOwner(hid);
  4399. auto upperArmy = dynamic_cast<const CArmedInstance*>(getObj(upobj));
  4400. auto lowerArmy = dynamic_cast<const CArmedInstance*>(getObj(hid));
  4401. assert(lowerArmy);
  4402. assert(upperArmy);
  4403. auto garrisonQuery = std::make_shared<CGarrisonDialogQuery>(this, upperArmy, lowerArmy);
  4404. queries.addQuery(garrisonQuery);
  4405. GarrisonDialog gd;
  4406. gd.hid = hid;
  4407. gd.objid = upobj;
  4408. gd.removableUnits = removableUnits;
  4409. gd.queryID = garrisonQuery->queryID;
  4410. sendAndApply(&gd);
  4411. }
  4412. void CGameHandler::showThievesGuildWindow(PlayerColor player, ObjectInstanceID requestingObjId)
  4413. {
  4414. OpenWindow ow;
  4415. ow.window = OpenWindow::THIEVES_GUILD;
  4416. ow.id1 = player.getNum();
  4417. ow.id2 = requestingObjId.getNum();
  4418. sendAndApply(&ow);
  4419. }
  4420. bool CGameHandler::isAllowedExchange(ObjectInstanceID id1, ObjectInstanceID id2)
  4421. {
  4422. if (id1 == id2)
  4423. return true;
  4424. const CGObjectInstance *o1 = getObj(id1), *o2 = getObj(id2);
  4425. if (!o1 || !o2)
  4426. return true; //arranging stacks within an object should be always allowed
  4427. if (o1 && o2)
  4428. {
  4429. if (o1->ID == Obj::TOWN)
  4430. {
  4431. const CGTownInstance *t = static_cast<const CGTownInstance*>(o1);
  4432. if (t->visitingHero == o2 || t->garrisonHero == o2)
  4433. return true;
  4434. }
  4435. if (o2->ID == Obj::TOWN)
  4436. {
  4437. const CGTownInstance *t = static_cast<const CGTownInstance*>(o2);
  4438. if (t->visitingHero == o1 || t->garrisonHero == o1)
  4439. return true;
  4440. }
  4441. if (o1->ID == Obj::HERO && o2->ID == Obj::HERO)
  4442. {
  4443. const CGHeroInstance *h1 = static_cast<const CGHeroInstance*>(o1);
  4444. const CGHeroInstance *h2 = static_cast<const CGHeroInstance*>(o2);
  4445. // two heroes in same town (garrisoned and visiting)
  4446. if (h1->visitedTown != nullptr && h2->visitedTown != nullptr && h1->visitedTown == h2->visitedTown)
  4447. return true;
  4448. }
  4449. //Ongoing garrison exchange
  4450. if (auto dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries.topQuery(o1->tempOwner)))
  4451. {
  4452. if (dialog->exchangingArmies.at(0) == o1 && dialog->exchangingArmies.at(1) == o2)
  4453. return true;
  4454. if (dialog->exchangingArmies.at(1) == o1 && dialog->exchangingArmies.at(0) == o2)
  4455. return true;
  4456. }
  4457. }
  4458. return false;
  4459. }
  4460. void CGameHandler::objectVisited(const CGObjectInstance * obj, const CGHeroInstance * h)
  4461. {
  4462. logGlobal->debug("%s visits %s (%d:%d)", h->nodeName(), obj->getObjectName(), obj->ID, obj->subID);
  4463. auto visitQuery = std::make_shared<CObjectVisitQuery>(this, obj, h, obj->visitablePos());
  4464. queries.addQuery(visitQuery); //TODO real visit pos
  4465. HeroVisit hv;
  4466. hv.objId = obj->id;
  4467. hv.heroId = h->id;
  4468. hv.player = h->tempOwner;
  4469. hv.starting = true;
  4470. sendAndApply(&hv);
  4471. obj->onHeroVisit(h);
  4472. queries.popIfTop(visitQuery); //visit ends here if no queries were created
  4473. }
  4474. void CGameHandler::objectVisitEnded(const CObjectVisitQuery &query)
  4475. {
  4476. logGlobal->debug("%s visit ends.\n", query.visitingHero->nodeName());
  4477. HeroVisit hv;
  4478. hv.player = query.players.front();
  4479. hv.heroId = query.visitingHero->id;
  4480. hv.starting = false;
  4481. sendAndApply(&hv);
  4482. }
  4483. bool CGameHandler::buildBoat(ObjectInstanceID objid)
  4484. {
  4485. const IShipyard *obj = IShipyard::castFrom(getObj(objid));
  4486. if (obj->shipyardStatus() != IBoatGenerator::GOOD)
  4487. {
  4488. complain("Cannot build boat in this shipyard!");
  4489. return false;
  4490. }
  4491. else if (obj->o->ID == Obj::TOWN
  4492. && !static_cast<const CGTownInstance*>(obj)->hasBuilt(BuildingID::SHIPYARD))
  4493. {
  4494. complain("Cannot build boat in the town - no shipyard!");
  4495. return false;
  4496. }
  4497. const PlayerColor playerID = obj->o->tempOwner;
  4498. TResources boatCost;
  4499. obj->getBoatCost(boatCost);
  4500. TResources aviable = getPlayer(playerID)->resources;
  4501. if (!aviable.canAfford(boatCost))
  4502. {
  4503. complain("Not enough resources to build a boat!");
  4504. return false;
  4505. }
  4506. int3 tile = obj->bestLocation();
  4507. if (!gs->map->isInTheMap(tile))
  4508. {
  4509. complain("Cannot find appropriate tile for a boat!");
  4510. return false;
  4511. }
  4512. //take boat cost
  4513. giveResources(playerID, -boatCost);
  4514. //create boat
  4515. NewObject no;
  4516. no.ID = Obj::BOAT;
  4517. no.subID = obj->getBoatType();
  4518. no.pos = tile + int3(1,0,0);
  4519. sendAndApply(&no);
  4520. return true;
  4521. }
  4522. void CGameHandler::engageIntoBattle(PlayerColor player)
  4523. {
  4524. //notify interfaces
  4525. PlayerBlocked pb;
  4526. pb.player = player;
  4527. pb.reason = PlayerBlocked::UPCOMING_BATTLE;
  4528. pb.startOrEnd = PlayerBlocked::BLOCKADE_STARTED;
  4529. sendAndApply(&pb);
  4530. }
  4531. void CGameHandler::checkVictoryLossConditions(const std::set<PlayerColor> & playerColors)
  4532. {
  4533. for (auto playerColor : playerColors)
  4534. {
  4535. if (getPlayer(playerColor, false))
  4536. checkVictoryLossConditionsForPlayer(playerColor);
  4537. }
  4538. }
  4539. void CGameHandler::checkVictoryLossConditionsForAll()
  4540. {
  4541. std::set<PlayerColor> playerColors;
  4542. for (int i = 0; i < PlayerColor::PLAYER_LIMIT_I; ++i)
  4543. {
  4544. playerColors.insert(PlayerColor(i));
  4545. }
  4546. checkVictoryLossConditions(playerColors);
  4547. }
  4548. void CGameHandler::checkVictoryLossConditionsForPlayer(PlayerColor player)
  4549. {
  4550. const PlayerState * p = getPlayer(player);
  4551. if (p->status != EPlayerStatus::INGAME) return;
  4552. auto victoryLossCheckResult = gs->checkForVictoryAndLoss(player);
  4553. if (victoryLossCheckResult.victory() || victoryLossCheckResult.loss())
  4554. {
  4555. InfoWindow iw;
  4556. getVictoryLossMessage(player, victoryLossCheckResult, iw);
  4557. sendAndApply(&iw);
  4558. PlayerEndsGame peg;
  4559. peg.player = player;
  4560. peg.victoryLossCheckResult = victoryLossCheckResult;
  4561. sendAndApply(&peg);
  4562. if (victoryLossCheckResult.victory())
  4563. {
  4564. //one player won -> all enemies lost
  4565. for (auto i = gs->players.cbegin(); i!=gs->players.cend(); i++)
  4566. {
  4567. if (i->first != player && getPlayer(i->first)->status == EPlayerStatus::INGAME)
  4568. {
  4569. peg.player = i->first;
  4570. peg.victoryLossCheckResult = getPlayerRelations(player, i->first) == PlayerRelations::ALLIES ?
  4571. victoryLossCheckResult : victoryLossCheckResult.invert(); // ally of winner
  4572. InfoWindow iw;
  4573. getVictoryLossMessage(player, peg.victoryLossCheckResult, iw);
  4574. iw.player = i->first;
  4575. sendAndApply(&iw);
  4576. sendAndApply(&peg);
  4577. }
  4578. }
  4579. if (p->human)
  4580. {
  4581. serverShuttingDown = true;
  4582. if (gs->scenarioOps->campState)
  4583. {
  4584. std::vector<CGHeroInstance *> crossoverHeroes;
  4585. for (CGHeroInstance * hero : gs->map->heroesOnMap)
  4586. {
  4587. if (hero->tempOwner == player)
  4588. {
  4589. // keep all heroes from the winning player
  4590. crossoverHeroes.push_back(hero);
  4591. }
  4592. else if (vstd::contains(gs->scenarioOps->campState->getCurrentScenario().keepHeroes, HeroTypeID(hero->subID)))
  4593. {
  4594. // keep hero whether lost or won (like Xeron in AB campaign)
  4595. crossoverHeroes.push_back(hero);
  4596. }
  4597. }
  4598. // keep lost heroes which are in heroes pool
  4599. for (auto & heroPair : gs->hpool.heroesPool)
  4600. {
  4601. if (vstd::contains(gs->scenarioOps->campState->getCurrentScenario().keepHeroes, HeroTypeID(heroPair.first)))
  4602. {
  4603. crossoverHeroes.push_back(heroPair.second.get());
  4604. }
  4605. }
  4606. gs->scenarioOps->campState->setCurrentMapAsConquered(crossoverHeroes);
  4607. //Request clients to change connection mode
  4608. PrepareForAdvancingCampaign pfac;
  4609. sendAndApply(&pfac);
  4610. //Change connection mode
  4611. if (getPlayer(player)->human && getStartInfo()->campState)
  4612. {
  4613. for (auto connection : conns)
  4614. connection->prepareForSendingHeroes();
  4615. }
  4616. UpdateCampaignState ucs;
  4617. ucs.camp = gs->scenarioOps->campState;
  4618. sendAndApply(&ucs);
  4619. }
  4620. }
  4621. }
  4622. else
  4623. {
  4624. //copy heroes vector to avoid iterator invalidation as removal change PlayerState
  4625. auto hlp = p->heroes;
  4626. for (auto h : hlp) //eliminate heroes
  4627. {
  4628. if (h.get())
  4629. removeObject(h);
  4630. }
  4631. //player lost -> all his objects become unflagged (neutral)
  4632. for (auto obj : gs->map->objects) //unflag objs
  4633. {
  4634. if (obj.get() && obj->tempOwner == player)
  4635. setOwner(obj, PlayerColor::NEUTRAL);
  4636. }
  4637. //eliminating one player may cause victory of another:
  4638. std::set<PlayerColor> playerColors;
  4639. //do not copy player state (CBonusSystemNode) by value
  4640. for (auto &p : gs->players) //players may have different colors, iterate over players and not integers
  4641. {
  4642. if (p.first != player)
  4643. playerColors.insert(p.first);
  4644. }
  4645. //notify all players
  4646. for (auto pc : playerColors)
  4647. {
  4648. if (getPlayer(pc)->status == EPlayerStatus::INGAME)
  4649. {
  4650. InfoWindow iw;
  4651. getVictoryLossMessage(player, victoryLossCheckResult.invert(), iw);
  4652. iw.player = pc;
  4653. sendAndApply(&iw);
  4654. }
  4655. }
  4656. checkVictoryLossConditions(playerColors);
  4657. }
  4658. auto playerInfo = getPlayer(gs->currentPlayer, false);
  4659. // If we are called before the actual game start, there might be no current player
  4660. if (playerInfo && playerInfo->status != EPlayerStatus::INGAME)
  4661. {
  4662. // If player making turn has lost his turn must be over as well
  4663. states.setFlag(gs->currentPlayer, &PlayerStatus::makingTurn, false);
  4664. }
  4665. }
  4666. }
  4667. void CGameHandler::getVictoryLossMessage(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult, InfoWindow & out) const
  4668. {
  4669. out.player = player;
  4670. out.text.clear();
  4671. out.text << victoryLossCheckResult.messageToSelf;
  4672. // hackish, insert one player-specific string, if applicable
  4673. if (victoryLossCheckResult.messageToSelf.find("%s") != std::string::npos)
  4674. out.text.addReplacement(MetaString::COLOR, player.getNum());
  4675. out.components.push_back(Component(Component::FLAG, player.getNum(), 0, 0));
  4676. }
  4677. bool CGameHandler::dig(const CGHeroInstance *h)
  4678. {
  4679. for (auto i = gs->map->objects.cbegin(); i != gs->map->objects.cend(); i++) //unflag objs
  4680. {
  4681. if (*i && (*i)->ID == Obj::HOLE && (*i)->pos == h->getPosition())
  4682. {
  4683. complain("Cannot dig - there is already a hole under the hero!");
  4684. return false;
  4685. }
  4686. }
  4687. if (h->diggingStatus() != EDiggingStatus::CAN_DIG) //checks for terrain and movement
  4688. COMPLAIN_RETF("Hero cannot dig (error code %d)!", h->diggingStatus());
  4689. //create a hole
  4690. NewObject no;
  4691. no.ID = Obj::HOLE;
  4692. no.pos = h->getPosition();
  4693. no.subID = 0;
  4694. sendAndApply(&no);
  4695. //take MPs
  4696. SetMovePoints smp;
  4697. smp.hid = h->id;
  4698. smp.val = 0;
  4699. sendAndApply(&smp);
  4700. InfoWindow iw;
  4701. iw.player = h->tempOwner;
  4702. if (gs->map->grailPos == h->getPosition())
  4703. {
  4704. iw.text.addTxt(MetaString::GENERAL_TXT, 58); //"Congratulations! After spending many hours digging here, your hero has uncovered the "
  4705. iw.text.addTxt(MetaString::ART_NAMES, ArtifactID::GRAIL);
  4706. iw.soundID = soundBase::ULTIMATEARTIFACT;
  4707. giveHeroNewArtifact(h, VLC->arth->artifacts[ArtifactID::GRAIL], ArtifactPosition::PRE_FIRST); //give grail
  4708. sendAndApply(&iw);
  4709. iw.soundID = soundBase::invalid;
  4710. iw.text.clear();
  4711. iw.text.addTxt(MetaString::ART_DESCR, ArtifactID::GRAIL);
  4712. sendAndApply(&iw);
  4713. }
  4714. else
  4715. {
  4716. iw.text.addTxt(MetaString::GENERAL_TXT, 59); //"Nothing here. \n Where could it be?"
  4717. iw.soundID = soundBase::Dig;
  4718. sendAndApply(&iw);
  4719. }
  4720. return true;
  4721. }
  4722. void CGameHandler::attackCasting(bool ranged, Bonus::BonusType attackMode, const battle::Unit * attacker, const battle::Unit * defender)
  4723. {
  4724. if(attacker->hasBonusOfType(attackMode))
  4725. {
  4726. std::set<SpellID> spellsToCast;
  4727. TBonusListPtr spells = attacker->getBonuses(Selector::type(attackMode));
  4728. for(const std::shared_ptr<Bonus> sf : *spells)
  4729. {
  4730. spellsToCast.insert(SpellID(sf->subtype));
  4731. }
  4732. for(SpellID spellID : spellsToCast)
  4733. {
  4734. bool castMe = false;
  4735. if(!defender->alive())
  4736. {
  4737. logGlobal->debug("attackCasting: all attacked creatures have been killed");
  4738. return;
  4739. }
  4740. int32_t spellLevel = 0;
  4741. TBonusListPtr spellsByType = attacker->getBonuses(Selector::typeSubtype(attackMode, spellID));
  4742. for(const std::shared_ptr<Bonus> sf : *spellsByType)
  4743. {
  4744. int meleeRanged;
  4745. if(sf->additionalInfo.size() < 2)
  4746. {
  4747. // legacy format
  4748. vstd::amax(spellLevel, sf->additionalInfo[0] % 1000);
  4749. meleeRanged = sf->additionalInfo[0] / 1000;
  4750. }
  4751. else
  4752. {
  4753. vstd::amax(spellLevel, sf->additionalInfo[0]);
  4754. meleeRanged = sf->additionalInfo[1];
  4755. }
  4756. if (meleeRanged == 0 || (meleeRanged == 1 && ranged) || (meleeRanged == 2 && !ranged))
  4757. castMe = true;
  4758. }
  4759. int chance = attacker->valOfBonuses((Selector::typeSubtype(attackMode, spellID)));
  4760. vstd::amin(chance, 100);
  4761. const CSpell * spell = SpellID(spellID).toSpell();
  4762. spells::AbilityCaster caster(attacker, spellLevel);
  4763. if(!spell->canBeCastAt(gs->curB, spells::Mode::PASSIVE, &caster, defender->getPosition()))
  4764. continue;
  4765. //check if spell should be cast (probability handling)
  4766. if(getRandomGenerator().nextInt(99) >= chance)
  4767. continue;
  4768. //casting
  4769. if(castMe)
  4770. {
  4771. spells::BattleCast parameters(gs->curB, &caster, spells::Mode::PASSIVE, spell);
  4772. parameters.aimToUnit(defender);
  4773. parameters.cast(spellEnv);
  4774. }
  4775. }
  4776. }
  4777. }
  4778. void CGameHandler::handleAttackBeforeCasting(bool ranged, const CStack * attacker, const CStack * defender)
  4779. {
  4780. attackCasting(ranged, Bonus::SPELL_BEFORE_ATTACK, attacker, defender); //no death stare / acid breath needed?
  4781. }
  4782. void CGameHandler::handleAfterAttackCasting(bool ranged, const CStack * attacker, const CStack * defender)
  4783. {
  4784. if(!attacker->alive() || !defender->alive()) // can be already dead
  4785. return;
  4786. attackCasting(ranged, Bonus::SPELL_AFTER_ATTACK, attacker, defender);
  4787. if(!defender->alive())
  4788. {
  4789. //don't try death stare or acid breath on dead stack (crash!)
  4790. return;
  4791. }
  4792. if(attacker->hasBonusOfType(Bonus::DEATH_STARE))
  4793. {
  4794. // mechanics of Death Stare as in H3:
  4795. // each gorgon have 10% chance to kill (counted separately in H3) -> binomial distribution
  4796. //original formula x = min(x, (gorgons_count + 9)/10);
  4797. double chanceToKill = attacker->valOfBonuses(Bonus::DEATH_STARE, 0) / 100.0f;
  4798. vstd::amin(chanceToKill, 1); //cap at 100%
  4799. std::binomial_distribution<> distribution(attacker->getCount(), chanceToKill);
  4800. int staredCreatures = distribution(getRandomGenerator().getStdGenerator());
  4801. double cap = 1 / std::max(chanceToKill, (double)(0.01));//don't divide by 0
  4802. int maxToKill = (attacker->getCount() + cap - 1) / cap; //not much more than chance * count
  4803. vstd::amin(staredCreatures, maxToKill);
  4804. staredCreatures += (attacker->level() * attacker->valOfBonuses(Bonus::DEATH_STARE, 1)) / defender->level();
  4805. if(staredCreatures)
  4806. {
  4807. //TODO: death stare was not originally available for multiple-hex attacks, but...
  4808. const CSpell * spell = SpellID(SpellID::DEATH_STARE).toSpell();
  4809. spells::AbilityCaster caster(attacker, 0);
  4810. spells::BattleCast parameters(gs->curB, &caster, spells::Mode::PASSIVE, spell);
  4811. parameters.aimToUnit(defender);
  4812. parameters.setEffectValue(staredCreatures);
  4813. parameters.cast(spellEnv);
  4814. }
  4815. }
  4816. if(!defender->alive())
  4817. return;
  4818. int64_t acidDamage = 0;
  4819. TBonusListPtr acidBreath = attacker->getBonuses(Selector::type(Bonus::ACID_BREATH));
  4820. for(const std::shared_ptr<Bonus> b : *acidBreath)
  4821. {
  4822. if(b->additionalInfo[0] > getRandomGenerator().nextInt(99))
  4823. acidDamage += b->val;
  4824. }
  4825. if(acidDamage > 0)
  4826. {
  4827. const CSpell * spell = SpellID(SpellID::ACID_BREATH_DAMAGE).toSpell();
  4828. spells::AbilityCaster caster(attacker, 0);
  4829. spells::BattleCast parameters(gs->curB, &caster, spells::Mode::PASSIVE, spell);
  4830. parameters.aimToUnit(defender);
  4831. parameters.setEffectValue(acidDamage * attacker->getCount());
  4832. parameters.cast(spellEnv);
  4833. }
  4834. if(!defender->alive())
  4835. return;
  4836. if(attacker->hasBonusOfType(Bonus::TRANSMUTATION) && defender->isLiving()) //transmutation mechanics, similar to WoG werewolf ability
  4837. {
  4838. double chanceToTrigger = attacker->valOfBonuses(Bonus::TRANSMUTATION) / 100.0f;
  4839. vstd::amin(chanceToTrigger, 1); //cap at 100%
  4840. if(getRandomGenerator().getDoubleRange(0, 1)() > chanceToTrigger)
  4841. return;
  4842. int bonusAdditionalInfo = attacker->getBonus(Selector::type(Bonus::TRANSMUTATION))->additionalInfo[0];
  4843. if(defender->getCreature()->idNumber == bonusAdditionalInfo ||
  4844. (bonusAdditionalInfo == CAddInfo::NONE && defender->getCreature()->idNumber == attacker->getCreature()->idNumber))
  4845. return;
  4846. battle::UnitInfo resurrectInfo;
  4847. resurrectInfo.id = gs->curB->battleNextUnitId();
  4848. resurrectInfo.summoned = false;
  4849. resurrectInfo.position = defender->getPosition();
  4850. resurrectInfo.side = defender->unitSide();
  4851. if(bonusAdditionalInfo != CAddInfo::NONE)
  4852. resurrectInfo.type = CreatureID(bonusAdditionalInfo);
  4853. else
  4854. resurrectInfo.type = attacker->creatureId();
  4855. if(attacker->hasBonusOfType((Bonus::TRANSMUTATION), 0))
  4856. resurrectInfo.count = std::max((defender->getCount() * defender->MaxHealth()) / resurrectInfo.type.toCreature()->MaxHealth(), 1u);
  4857. else if (attacker->hasBonusOfType((Bonus::TRANSMUTATION), 1))
  4858. resurrectInfo.count = defender->getCount();
  4859. else
  4860. return; //wrong subtype
  4861. BattleUnitsChanged addUnits;
  4862. addUnits.changedStacks.emplace_back(resurrectInfo.id, UnitChanges::EOperation::ADD);
  4863. resurrectInfo.save(addUnits.changedStacks.back().data);
  4864. BattleUnitsChanged removeUnits;
  4865. removeUnits.changedStacks.emplace_back(defender->unitId(), UnitChanges::EOperation::REMOVE);
  4866. sendAndApply(&removeUnits);
  4867. sendAndApply(&addUnits);
  4868. }
  4869. if(attacker->hasBonusOfType(Bonus::DESTRUCTION, 0) || attacker->hasBonusOfType(Bonus::DESTRUCTION, 1))
  4870. {
  4871. double chanceToTrigger = 0;
  4872. int amountToDie = 0;
  4873. if(attacker->hasBonusOfType(Bonus::DESTRUCTION, 0)) //killing by percentage
  4874. {
  4875. chanceToTrigger = attacker->valOfBonuses(Bonus::DESTRUCTION, 0) / 100.0f;
  4876. int percentageToDie = attacker->getBonus(Selector::type(Bonus::DESTRUCTION).And(Selector::subtype(0)))->additionalInfo[0];
  4877. amountToDie = defender->getCount() * percentageToDie * 0.01f;
  4878. }
  4879. else if(attacker->hasBonusOfType(Bonus::DESTRUCTION, 1)) //killing by count
  4880. {
  4881. chanceToTrigger = attacker->valOfBonuses(Bonus::DESTRUCTION, 1) / 100.0f;
  4882. amountToDie = attacker->getBonus(Selector::type(Bonus::DESTRUCTION).And(Selector::subtype(1)))->additionalInfo[0];
  4883. }
  4884. vstd::amin(chanceToTrigger, 1); //cap trigger chance at 100%
  4885. if(getRandomGenerator().getDoubleRange(0, 1)() > chanceToTrigger)
  4886. return;
  4887. BattleStackAttacked bsa;
  4888. bsa.attackerID = -1;
  4889. bsa.stackAttacked = defender->ID;
  4890. bsa.damageAmount = amountToDie * defender->MaxHealth();
  4891. bsa.flags = BattleStackAttacked::SPELL_EFFECT;
  4892. bsa.spellID = SpellID::SLAYER;
  4893. defender->prepareAttacked(bsa, getRandomGenerator());
  4894. StacksInjured si;
  4895. si.stacks.push_back(bsa);
  4896. sendAndApply(&si);
  4897. }
  4898. }
  4899. void CGameHandler::visitObjectOnTile(const TerrainTile &t, const CGHeroInstance * h)
  4900. {
  4901. if (!t.visitableObjects.empty())
  4902. {
  4903. //to prevent self-visiting heroes on space press
  4904. if (t.visitableObjects.back() != h)
  4905. objectVisited(t.visitableObjects.back(), h);
  4906. else if (t.visitableObjects.size() > 1)
  4907. objectVisited(*(t.visitableObjects.end()-2),h);
  4908. }
  4909. }
  4910. bool CGameHandler::sacrificeCreatures(const IMarket * market, const CGHeroInstance * hero, const std::vector<SlotID> & slot, const std::vector<ui32> & count)
  4911. {
  4912. if (!hero)
  4913. COMPLAIN_RET("You need hero to sacrifice creature!");
  4914. int expSum = 0;
  4915. auto finish = [this, &hero, &expSum]()
  4916. {
  4917. changePrimSkill(hero, PrimarySkill::EXPERIENCE, hero->calculateXp(expSum));
  4918. };
  4919. for(int i = 0; i < slot.size(); ++i)
  4920. {
  4921. int oldCount = hero->getStackCount(slot[i]);
  4922. if(oldCount < count[i])
  4923. {
  4924. finish();
  4925. COMPLAIN_RET("Not enough creatures to sacrifice!")
  4926. }
  4927. else if(oldCount == count[i] && hero->stacksCount() == 1 && hero->needsLastStack())
  4928. {
  4929. finish();
  4930. COMPLAIN_RET("Cannot sacrifice last creature!");
  4931. }
  4932. int crid = hero->getStack(slot[i]).type->idNumber;
  4933. changeStackCount(StackLocation(hero, slot[i]), -count[i]);
  4934. int dump, exp;
  4935. market->getOffer(crid, 0, dump, exp, EMarketMode::CREATURE_EXP);
  4936. exp *= count[i];
  4937. expSum += exp;
  4938. }
  4939. finish();
  4940. return true;
  4941. }
  4942. bool CGameHandler::sacrificeArtifact(const IMarket * m, const CGHeroInstance * hero, const std::vector<ArtifactPosition> & slot)
  4943. {
  4944. if (!hero)
  4945. COMPLAIN_RET("You need hero to sacrifice artifact!");
  4946. int expSum = 0;
  4947. auto finish = [this, &hero, &expSum]()
  4948. {
  4949. changePrimSkill(hero, PrimarySkill::EXPERIENCE, hero->calculateXp(expSum));
  4950. };
  4951. for(int i = 0; i < slot.size(); ++i)
  4952. {
  4953. ArtifactLocation al(hero, slot[i]);
  4954. const CArtifactInstance * a = al.getArt();
  4955. if(!a)
  4956. {
  4957. finish();
  4958. COMPLAIN_RET("Cannot find artifact to sacrifice!");
  4959. }
  4960. const CArtifactInstance * art = hero->getArt(slot[i]);
  4961. if(!art)
  4962. {
  4963. finish();
  4964. COMPLAIN_RET("No artifact at position to sacrifice!");
  4965. }
  4966. si32 typId = art->artType->id;
  4967. int dmp, expToGive;
  4968. m->getOffer(typId, 0, dmp, expToGive, EMarketMode::ARTIFACT_EXP);
  4969. expSum += expToGive;
  4970. removeArtifact(al);
  4971. }
  4972. finish();
  4973. return true;
  4974. }
  4975. void CGameHandler::makeStackDoNothing(const CStack * next)
  4976. {
  4977. BattleAction doNothing;
  4978. doNothing.actionType = EActionType::NO_ACTION;
  4979. doNothing.side = next->side;
  4980. doNothing.stackNumber = next->ID;
  4981. makeAutomaticAction(next, doNothing);
  4982. }
  4983. bool CGameHandler::insertNewStack(const StackLocation &sl, const CCreature *c, TQuantity count)
  4984. {
  4985. if (sl.army->hasStackAtSlot(sl.slot))
  4986. COMPLAIN_RET("Slot is already taken!");
  4987. if (!sl.slot.validSlot())
  4988. COMPLAIN_RET("Cannot insert stack to that slot!");
  4989. InsertNewStack ins;
  4990. ins.army = sl.army->id;
  4991. ins.slot = sl.slot;
  4992. ins.type = c->idNumber;
  4993. ins.count = count;
  4994. sendAndApply(&ins);
  4995. return true;
  4996. }
  4997. bool CGameHandler::eraseStack(const StackLocation &sl, bool forceRemoval)
  4998. {
  4999. if (!sl.army->hasStackAtSlot(sl.slot))
  5000. COMPLAIN_RET("Cannot find a stack to erase");
  5001. if (sl.army->stacksCount() == 1 //from the last stack
  5002. && sl.army->needsLastStack() //that must be left
  5003. && !forceRemoval) //ignore above conditions if we are forcing removal
  5004. {
  5005. COMPLAIN_RET("Cannot erase the last stack!");
  5006. }
  5007. EraseStack es;
  5008. es.army = sl.army->id;
  5009. es.slot = sl.slot;
  5010. sendAndApply(&es);
  5011. return true;
  5012. }
  5013. bool CGameHandler::changeStackCount(const StackLocation &sl, TQuantity count, bool absoluteValue)
  5014. {
  5015. TQuantity currentCount = sl.army->getStackCount(sl.slot);
  5016. if ((absoluteValue && count < 0)
  5017. || (!absoluteValue && -count > currentCount))
  5018. {
  5019. COMPLAIN_RET("Cannot take more stacks than present!");
  5020. }
  5021. if ((currentCount == -count && !absoluteValue)
  5022. || (!count && absoluteValue))
  5023. {
  5024. eraseStack(sl);
  5025. }
  5026. else
  5027. {
  5028. ChangeStackCount csc;
  5029. csc.army = sl.army->id;
  5030. csc.slot = sl.slot;
  5031. csc.count = count;
  5032. csc.absoluteValue = absoluteValue;
  5033. sendAndApply(&csc);
  5034. }
  5035. return true;
  5036. }
  5037. bool CGameHandler::addToSlot(const StackLocation &sl, const CCreature *c, TQuantity count)
  5038. {
  5039. const CCreature *slotC = sl.army->getCreature(sl.slot);
  5040. if (!slotC) //slot is empty
  5041. insertNewStack(sl, c, count);
  5042. else if (c == slotC)
  5043. changeStackCount(sl, count);
  5044. else
  5045. {
  5046. COMPLAIN_RET("Cannot add " + c->namePl + " to slot " + boost::lexical_cast<std::string>(sl.slot) + "!");
  5047. }
  5048. return true;
  5049. }
  5050. void CGameHandler::tryJoiningArmy(const CArmedInstance *src, const CArmedInstance *dst, bool removeObjWhenFinished, bool allowMerging)
  5051. {
  5052. if (removeObjWhenFinished)
  5053. removeAfterVisit(src);
  5054. if (!src->canBeMergedWith(*dst, allowMerging))
  5055. {
  5056. if (allowMerging) //do that, add all matching creatures.
  5057. {
  5058. bool cont = true;
  5059. while (cont)
  5060. {
  5061. for (auto i = src->stacks.begin(); i != src->stacks.end(); i++)//while there are unmoved creatures
  5062. {
  5063. SlotID pos = dst->getSlotFor(i->second->type);
  5064. if (pos.validSlot())
  5065. {
  5066. moveStack(StackLocation(src, i->first), StackLocation(dst, pos));
  5067. cont = true;
  5068. break; //or iterator crashes
  5069. }
  5070. cont = false;
  5071. }
  5072. }
  5073. }
  5074. showGarrisonDialog(src->id, dst->id, true); //show garrison window and optionally remove ourselves from map when player ends
  5075. }
  5076. else //merge
  5077. {
  5078. moveArmy(src, dst, allowMerging);
  5079. }
  5080. }
  5081. bool CGameHandler::moveStack(const StackLocation &src, const StackLocation &dst, TQuantity count)
  5082. {
  5083. if (!src.army->hasStackAtSlot(src.slot))
  5084. COMPLAIN_RET("No stack to move!");
  5085. if (dst.army->hasStackAtSlot(dst.slot) && dst.army->getCreature(dst.slot) != src.army->getCreature(src.slot))
  5086. COMPLAIN_RET("Cannot move: stack of different type at destination pos!");
  5087. if (!dst.slot.validSlot())
  5088. COMPLAIN_RET("Cannot move stack to that slot!");
  5089. if (count == -1)
  5090. {
  5091. count = src.army->getStackCount(src.slot);
  5092. }
  5093. if (src.army != dst.army //moving away
  5094. && count == src.army->getStackCount(src.slot) //all creatures
  5095. && src.army->stacksCount() == 1 //from the last stack
  5096. && src.army->needsLastStack()) //that must be left
  5097. {
  5098. COMPLAIN_RET("Cannot move away the last creature!");
  5099. }
  5100. RebalanceStacks rs;
  5101. rs.srcArmy = src.army->id;
  5102. rs.dstArmy = dst.army->id;
  5103. rs.srcSlot = src.slot;
  5104. rs.dstSlot = dst.slot;
  5105. rs.count = count;
  5106. sendAndApply(&rs);
  5107. return true;
  5108. }
  5109. bool CGameHandler::swapStacks(const StackLocation & sl1, const StackLocation & sl2)
  5110. {
  5111. if(!sl1.army->hasStackAtSlot(sl1.slot))
  5112. {
  5113. return moveStack(sl2, sl1);
  5114. }
  5115. else if(!sl2.army->hasStackAtSlot(sl2.slot))
  5116. {
  5117. return moveStack(sl1, sl2);
  5118. }
  5119. else
  5120. {
  5121. SwapStacks ss;
  5122. ss.srcArmy = sl1.army->id;
  5123. ss.dstArmy = sl2.army->id;
  5124. ss.srcSlot = sl1.slot;
  5125. ss.dstSlot = sl2.slot;
  5126. sendAndApply(&ss);
  5127. return true;
  5128. }
  5129. }
  5130. void CGameHandler::runBattle()
  5131. {
  5132. setBattle(gs->curB);
  5133. assert(gs->curB);
  5134. //TODO: pre-tactic stuff, call scripts etc.
  5135. //tactic round
  5136. {
  5137. while (gs->curB->tacticDistance && !battleResult.get())
  5138. boost::this_thread::sleep(boost::posix_time::milliseconds(50));
  5139. }
  5140. //initial stacks appearance triggers, e.g. built-in bonus spells
  5141. auto initialStacks = gs->curB->stacks; //use temporary variable to outclude summoned stacks added to gs->curB->stacks from processing
  5142. for (CStack * stack : initialStacks)
  5143. {
  5144. if (stack->hasBonusOfType(Bonus::SUMMON_GUARDIANS))
  5145. {
  5146. const std::shared_ptr<Bonus> summonInfo = stack->getBonus(Selector::type(Bonus::SUMMON_GUARDIANS));
  5147. auto accessibility = getAccesibility();
  5148. CreatureID creatureData = CreatureID(summonInfo->subtype);
  5149. std::vector<BattleHex> targetHexes;
  5150. const bool targetIsBig = stack->getCreature()->isDoubleWide(); //target = creature to guard
  5151. const bool guardianIsBig = creatureData.toCreature()->isDoubleWide();
  5152. /*Chosen idea for two hex units was to cover all possible surrounding hexes of target unit with as small number of stacks as possible.
  5153. For one-hex targets there are four guardians - front, back and one per side (up + down).
  5154. Two-hex targets are wider and the difference is there are two guardians per side to cover 3 hexes + extra hex in the front
  5155. Additionally, there are special cases for starting positions etc., where guardians would be outside of battlefield if spawned normally*/
  5156. if (!guardianIsBig)
  5157. targetHexes = stack->getSurroundingHexes();
  5158. else
  5159. summonGuardiansHelper(targetHexes, stack->getPosition(), stack->side, targetIsBig);
  5160. for(auto hex : targetHexes)
  5161. {
  5162. if(accessibility.accessible(hex, guardianIsBig, stack->side)) //without this multiple creatures can occupy one hex
  5163. {
  5164. battle::UnitInfo info;
  5165. info.id = gs->curB->battleNextUnitId();
  5166. info.count = std::max(1, (int)(stack->getCount() * 0.01 * summonInfo->val));
  5167. info.type = creatureData;
  5168. info.side = stack->side;
  5169. info.position = hex;
  5170. info.summoned = true;
  5171. BattleUnitsChanged pack;
  5172. pack.changedStacks.emplace_back(info.id, UnitChanges::EOperation::ADD);
  5173. info.save(pack.changedStacks.back().data);
  5174. sendAndApply(&pack);
  5175. }
  5176. }
  5177. }
  5178. stackEnchantedTrigger(stack);
  5179. }
  5180. //spells opening battle
  5181. for (int i = 0; i < 2; ++i)
  5182. {
  5183. auto h = gs->curB->battleGetFightingHero(i);
  5184. if (h)
  5185. {
  5186. TBonusListPtr bl = h->getBonuses(Selector::type(Bonus::OPENING_BATTLE_SPELL));
  5187. for (auto b : *bl)
  5188. {
  5189. spells::BonusCaster caster(h, b);
  5190. const CSpell * spell = SpellID(b->subtype).toSpell();
  5191. spells::BattleCast parameters(gs->curB, &caster, spells::Mode::PASSIVE, spell);
  5192. parameters.setSpellLevel(3);
  5193. parameters.setEffectDuration(b->val);
  5194. parameters.massive = true;
  5195. parameters.castIfPossible(spellEnv);
  5196. }
  5197. }
  5198. }
  5199. bool firstRound = true;//FIXME: why first round is -1?
  5200. //main loop
  5201. while (!battleResult.get()) //till the end of the battle ;]
  5202. {
  5203. BattleNextRound bnr;
  5204. bnr.round = gs->curB->round + 1;
  5205. logGlobal->debug("Round %d", bnr.round);
  5206. sendAndApply(&bnr);
  5207. auto obstacles = gs->curB->obstacles; //we copy container, because we're going to modify it
  5208. for (auto &obstPtr : obstacles)
  5209. {
  5210. if (const SpellCreatedObstacle *sco = dynamic_cast<const SpellCreatedObstacle *>(obstPtr.get()))
  5211. if (sco->turnsRemaining == 0)
  5212. removeObstacle(*obstPtr);
  5213. }
  5214. const BattleInfo & curB = *gs->curB;
  5215. for(auto stack : curB.stacks)
  5216. {
  5217. if(stack->alive() && !firstRound)
  5218. stackEnchantedTrigger(stack);
  5219. }
  5220. //stack loop
  5221. auto getNextStack = [this]() -> const CStack *
  5222. {
  5223. if(battleResult.get())
  5224. return nullptr;
  5225. std::vector<battle::Units> q;
  5226. gs->curB->battleGetTurnOrder(q, 1, 0, -1); //todo: get rid of "turn -1"
  5227. if(!q.empty())
  5228. {
  5229. if(!q.front().empty())
  5230. {
  5231. auto next = q.front().front();
  5232. if(next->willMove())
  5233. return dynamic_cast<const CStack *>(next);
  5234. }
  5235. }
  5236. return nullptr;
  5237. };
  5238. const CStack * next = nullptr;
  5239. while((next = getNextStack()))
  5240. {
  5241. BattleUnitsChanged removeGhosts;
  5242. for(auto stack : curB.stacks)
  5243. {
  5244. if(stack->ghostPending)
  5245. removeGhosts.changedStacks.emplace_back(stack->unitId(), UnitChanges::EOperation::REMOVE);
  5246. }
  5247. if(!removeGhosts.changedStacks.empty())
  5248. sendAndApply(&removeGhosts);
  5249. //check for bad morale => freeze
  5250. int nextStackMorale = next->MoraleVal();
  5251. if (nextStackMorale < 0 &&
  5252. !(NBonus::hasOfType(gs->curB->battleGetFightingHero(0), Bonus::BLOCK_MORALE)
  5253. || NBonus::hasOfType(gs->curB->battleGetFightingHero(1), Bonus::BLOCK_MORALE)) //checking if gs->curB->heroes have (or don't have) morale blocking bonuses)
  5254. )
  5255. {
  5256. if (getRandomGenerator().nextInt(23) < -2 * nextStackMorale)
  5257. {
  5258. //unit loses its turn - empty freeze action
  5259. BattleAction ba;
  5260. ba.actionType = EActionType::BAD_MORALE;
  5261. ba.side = next->side;
  5262. ba.stackNumber = next->ID;
  5263. makeAutomaticAction(next, ba);
  5264. continue;
  5265. }
  5266. }
  5267. if (next->hasBonusOfType(Bonus::ATTACKS_NEAREST_CREATURE)) //while in berserk
  5268. {
  5269. logGlobal->trace("Handle Berserk effect");
  5270. std::pair<const battle::Unit *, BattleHex> attackInfo = curB.getNearestStack(next);
  5271. if (attackInfo.first != nullptr)
  5272. {
  5273. BattleAction attack;
  5274. attack.actionType = EActionType::WALK_AND_ATTACK;
  5275. attack.side = next->side;
  5276. attack.stackNumber = next->ID;
  5277. attack.aimToHex(attackInfo.second);
  5278. attack.aimToUnit(attackInfo.first);
  5279. makeAutomaticAction(next, attack);
  5280. logGlobal->trace("Attacked nearest target %s", attackInfo.first->getDescription());
  5281. }
  5282. else
  5283. {
  5284. makeStackDoNothing(next);
  5285. logGlobal->trace("No target found");
  5286. }
  5287. continue;
  5288. }
  5289. const CGHeroInstance * curOwner = battleGetOwnerHero(next);
  5290. const int stackCreatureId = next->getCreature()->idNumber;
  5291. if ((stackCreatureId == CreatureID::ARROW_TOWERS || stackCreatureId == CreatureID::BALLISTA)
  5292. && (!curOwner || getRandomGenerator().nextInt(99) >= curOwner->valOfBonuses(Bonus::MANUAL_CONTROL, stackCreatureId)))
  5293. {
  5294. BattleAction attack;
  5295. attack.actionType = EActionType::SHOOT;
  5296. attack.side = next->side;
  5297. attack.stackNumber = next->ID;
  5298. //TODO: select target by priority
  5299. const battle::Unit * target = nullptr;
  5300. for(auto & elem : gs->curB->stacks)
  5301. {
  5302. if(elem->owner != next->owner && elem->isValidTarget())
  5303. {
  5304. target = elem;
  5305. break;
  5306. }
  5307. }
  5308. if(target == nullptr)
  5309. {
  5310. makeStackDoNothing(next);
  5311. }
  5312. else
  5313. {
  5314. attack.aimToUnit(target);
  5315. makeAutomaticAction(next, attack);
  5316. }
  5317. continue;
  5318. }
  5319. if (next->getCreature()->idNumber == CreatureID::CATAPULT)
  5320. {
  5321. const auto & attackableBattleHexes = curB.getAttackableBattleHexes();
  5322. if (attackableBattleHexes.empty())
  5323. {
  5324. makeStackDoNothing(next);
  5325. continue;
  5326. }
  5327. if (!curOwner || getRandomGenerator().nextInt(99) >= curOwner->valOfBonuses(Bonus::MANUAL_CONTROL, CreatureID::CATAPULT))
  5328. {
  5329. BattleAction attack;
  5330. auto destination = *RandomGeneratorUtil::nextItem(attackableBattleHexes, getRandomGenerator());
  5331. attack.aimToHex(destination);
  5332. attack.actionType = EActionType::CATAPULT;
  5333. attack.side = next->side;
  5334. attack.stackNumber = next->ID;
  5335. makeAutomaticAction(next, attack);
  5336. continue;
  5337. }
  5338. }
  5339. if (next->getCreature()->idNumber == CreatureID::FIRST_AID_TENT)
  5340. {
  5341. TStacks possibleStacks = battleGetStacksIf([=](const CStack * s)
  5342. {
  5343. return s->owner == next->owner && s->canBeHealed();
  5344. });
  5345. if (!possibleStacks.size())
  5346. {
  5347. makeStackDoNothing(next);
  5348. continue;
  5349. }
  5350. if (!curOwner || getRandomGenerator().nextInt(99) >= curOwner->valOfBonuses(Bonus::MANUAL_CONTROL, CreatureID::FIRST_AID_TENT))
  5351. {
  5352. RandomGeneratorUtil::randomShuffle(possibleStacks, getRandomGenerator());
  5353. const CStack * toBeHealed = possibleStacks.front();
  5354. BattleAction heal;
  5355. heal.actionType = EActionType::STACK_HEAL;
  5356. heal.aimToUnit(toBeHealed);
  5357. heal.side = next->side;
  5358. heal.stackNumber = next->ID;
  5359. makeAutomaticAction(next, heal);
  5360. continue;
  5361. }
  5362. }
  5363. int numberOfAsks = 1;
  5364. bool breakOuter = false;
  5365. do
  5366. {//ask interface and wait for answer
  5367. if (!battleResult.get())
  5368. {
  5369. stackTurnTrigger(next); //various effects
  5370. if(next->fear)
  5371. {
  5372. makeStackDoNothing(next); //end immediately if stack was affected by fear
  5373. }
  5374. else
  5375. {
  5376. logGlobal->trace("Activating %s", next->nodeName());
  5377. auto nextId = next->ID;
  5378. BattleSetActiveStack sas;
  5379. sas.stack = nextId;
  5380. sendAndApply(&sas);
  5381. auto actionWasMade = [&]() -> bool
  5382. {
  5383. if (battleMadeAction.data)//active stack has made its action
  5384. return true;
  5385. if (battleResult.get())// battle is finished
  5386. return true;
  5387. if (next == nullptr)//active stack was been removed
  5388. return true;
  5389. return !next->alive();//active stack is dead
  5390. };
  5391. boost::unique_lock<boost::mutex> lock(battleMadeAction.mx);
  5392. battleMadeAction.data = false;
  5393. while (!actionWasMade())
  5394. {
  5395. battleMadeAction.cond.wait(lock);
  5396. if (battleGetStackByID(nextId, false) != next)
  5397. next = nullptr; //it may be removed, while we wait
  5398. }
  5399. }
  5400. }
  5401. if (battleResult.get()) //don't touch it, battle could be finished while waiting got action
  5402. {
  5403. breakOuter = true;
  5404. break;
  5405. }
  5406. //we're after action, all results applied
  5407. checkBattleStateChanges(); //check if this action ended the battle
  5408. if(next != nullptr)
  5409. {
  5410. //check for good morale
  5411. nextStackMorale = next->MoraleVal();
  5412. if(!next->hadMorale //only one extra move per turn possible
  5413. && !next->defending
  5414. && !next->waited()
  5415. && !next->fear
  5416. && next->alive()
  5417. && nextStackMorale > 0
  5418. && !(NBonus::hasOfType(gs->curB->battleGetFightingHero(0), Bonus::BLOCK_MORALE)
  5419. || NBonus::hasOfType(gs->curB->battleGetFightingHero(1), Bonus::BLOCK_MORALE)) //checking if gs->curB->heroes have (or don't have) morale blocking bonuses
  5420. )
  5421. {
  5422. if(getRandomGenerator().nextInt(23) < nextStackMorale) //this stack hasn't got morale this turn
  5423. {
  5424. BattleTriggerEffect bte;
  5425. bte.stackID = next->ID;
  5426. bte.effect = Bonus::MORALE;
  5427. bte.val = 1;
  5428. bte.additionalInfo = 0;
  5429. sendAndApply(&bte); //play animation
  5430. ++numberOfAsks; //move this stack once more
  5431. }
  5432. }
  5433. }
  5434. --numberOfAsks;
  5435. } while (numberOfAsks > 0);
  5436. if (breakOuter)
  5437. {
  5438. break;
  5439. }
  5440. }
  5441. firstRound = false;
  5442. }
  5443. endBattle(gs->curB->tile, gs->curB->battleGetFightingHero(0), gs->curB->battleGetFightingHero(1));
  5444. }
  5445. bool CGameHandler::makeAutomaticAction(const CStack *stack, BattleAction &ba)
  5446. {
  5447. BattleSetActiveStack bsa;
  5448. bsa.stack = stack->ID;
  5449. bsa.askPlayerInterface = false;
  5450. sendAndApply(&bsa);
  5451. bool ret = makeBattleAction(ba);
  5452. checkBattleStateChanges();
  5453. return ret;
  5454. }
  5455. void CGameHandler::giveHeroArtifact(const CGHeroInstance *h, const CArtifactInstance *a, ArtifactPosition pos)
  5456. {
  5457. assert(a->artType);
  5458. ArtifactLocation al;
  5459. al.artHolder = const_cast<CGHeroInstance*>(h);
  5460. ArtifactPosition slot = ArtifactPosition::PRE_FIRST;
  5461. if (pos < 0)
  5462. {
  5463. if (pos == ArtifactPosition::FIRST_AVAILABLE)
  5464. slot = a->firstAvailableSlot(h);
  5465. else
  5466. slot = a->firstBackpackSlot(h);
  5467. }
  5468. else
  5469. {
  5470. slot = pos;
  5471. }
  5472. al.slot = slot;
  5473. if (slot < 0 || !a->canBePutAt(al))
  5474. {
  5475. complain("Cannot put artifact in that slot!");
  5476. return;
  5477. }
  5478. putArtifact(al, a);
  5479. }
  5480. void CGameHandler::putArtifact(const ArtifactLocation &al, const CArtifactInstance *a)
  5481. {
  5482. PutArtifact pa;
  5483. pa.art = a;
  5484. pa.al = al;
  5485. sendAndApply(&pa);
  5486. }
  5487. bool CGameHandler::giveHeroNewArtifact(const CGHeroInstance * h, const CArtifact * art)
  5488. {
  5489. COMPLAIN_RET_FALSE_IF(art->possibleSlots.at(ArtBearer::HERO).empty(), "Not a hero artifact!");
  5490. ArtifactPosition slot = art->possibleSlots.at(ArtBearer::HERO).front();
  5491. COMPLAIN_RET_FALSE_IF(nullptr != h->getArt(slot, false), "Hero already has artifact in slot");
  5492. giveHeroNewArtifact(h, art, slot);
  5493. return true;
  5494. }
  5495. void CGameHandler::giveHeroNewArtifact(const CGHeroInstance *h, const CArtifact *artType, ArtifactPosition pos)
  5496. {
  5497. CArtifactInstance *a = nullptr;
  5498. if (!artType->constituents)
  5499. {
  5500. a = new CArtifactInstance();
  5501. }
  5502. else
  5503. {
  5504. a = new CCombinedArtifactInstance();
  5505. }
  5506. a->artType = artType; //*NOT* via settype -> all bonus-related stuff must be done by NewArtifact apply
  5507. NewArtifact na;
  5508. na.art = a;
  5509. sendAndApply(&na); // -> updates a!!!, will create a on other machines
  5510. giveHeroArtifact(h, a, pos);
  5511. }
  5512. void CGameHandler::setBattleResult(BattleResult::EResult resultType, int victoriusSide)
  5513. {
  5514. boost::unique_lock<boost::mutex> guard(battleResult.mx);
  5515. if (battleResult.data)
  5516. {
  5517. complain((boost::format("The battle result has been already set (to %d, asked to %d)")
  5518. % battleResult.data->result % resultType).str());
  5519. return;
  5520. }
  5521. auto br = new BattleResult();
  5522. br->result = resultType;
  5523. br->winner = victoriusSide; //surrendering side loses
  5524. gs->curB->calculateCasualties(br->casualties);
  5525. battleResult.data = br;
  5526. }
  5527. void CGameHandler::commitPackage(CPackForClient *pack)
  5528. {
  5529. sendAndApply(pack);
  5530. }
  5531. void CGameHandler::spawnWanderingMonsters(CreatureID creatureID)
  5532. {
  5533. std::vector<int3>::iterator tile;
  5534. std::vector<int3> tiles;
  5535. getFreeTiles(tiles);
  5536. ui32 amount = tiles.size() / 200; //Chance is 0.5% for each tile
  5537. RandomGeneratorUtil::randomShuffle(tiles, getRandomGenerator());
  5538. logGlobal->trace("Spawning wandering monsters. Found %d free tiles. Creature type: %d", tiles.size(), creatureID.num);
  5539. const CCreature *cre = VLC->creh->creatures.at(creatureID);
  5540. for (int i = 0; i < amount; ++i)
  5541. {
  5542. tile = tiles.begin();
  5543. logGlobal->trace("\tSpawning monster at %s", tile->toString());
  5544. putNewMonster(creatureID, cre->getRandomAmount(std::rand), *tile);
  5545. tiles.erase(tile); //not use it again
  5546. }
  5547. }
  5548. void CGameHandler::handleCheatCode(std::string & cheat, PlayerColor player, const CGHeroInstance * hero, const CGTownInstance * town, bool & cheated)
  5549. {
  5550. if (cheat == "vcmiistari")
  5551. {
  5552. if (!hero) return;
  5553. ///Give hero spellbook
  5554. if (!hero->hasSpellbook())
  5555. giveHeroNewArtifact(hero, VLC->arth->artifacts[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  5556. ///Give all spells with bonus (to allow banned spells)
  5557. GiveBonus giveBonus(GiveBonus::HERO);
  5558. giveBonus.id = hero->id.getNum();
  5559. giveBonus.bonus = Bonus(Bonus::PERMANENT, Bonus::SPELLS_OF_LEVEL, Bonus::OTHER, 0, 0);
  5560. //start with level 0 to skip abilities
  5561. for (int level = 1; level <= GameConstants::SPELL_LEVELS; level++)
  5562. {
  5563. giveBonus.bonus.subtype = level;
  5564. sendAndApply(&giveBonus);
  5565. }
  5566. ///Give mana
  5567. SetMana sm;
  5568. sm.hid = hero->id;
  5569. sm.val = 999;
  5570. sm.absolute = true;
  5571. sendAndApply(&sm);
  5572. }
  5573. else if (cheat == "vcmiarmenelos")
  5574. {
  5575. if (!town) return;
  5576. ///Build all buildings in selected town
  5577. for (auto & build : town->town->buildings)
  5578. {
  5579. if (!town->hasBuilt(build.first)
  5580. && !build.second->Name().empty()
  5581. && build.first != BuildingID::SHIP)
  5582. {
  5583. buildStructure(town->id, build.first, true);
  5584. }
  5585. }
  5586. }
  5587. else if (cheat == "vcmiainur" || cheat == "vcmiangband" || cheat == "vcmiglaurung")
  5588. {
  5589. if (!hero) return;
  5590. ///Gives N creatures into each slot
  5591. std::map<std::string, std::pair<int, int>> creatures;
  5592. creatures.insert(std::make_pair("vcmiainur", std::make_pair(13, 5))); //5 archangels
  5593. creatures.insert(std::make_pair("vcmiangband", std::make_pair(66, 10))); //10 black knights
  5594. creatures.insert(std::make_pair("vcmiglaurung", std::make_pair(133, 5000))); //5000 crystal dragons
  5595. const CCreature * creature = VLC->creh->creatures.at(creatures[cheat].first);
  5596. for (int i = 0; i < GameConstants::ARMY_SIZE; i++)
  5597. if (!hero->hasStackAtSlot(SlotID(i)))
  5598. insertNewStack(StackLocation(hero, SlotID(i)), creature, creatures[cheat].second);
  5599. }
  5600. else if (cheat == "vcminoldor")
  5601. {
  5602. if (!hero) return;
  5603. ///Give all war machines to hero
  5604. if (!hero->getArt(ArtifactPosition::MACH1))
  5605. giveHeroNewArtifact(hero, VLC->arth->artifacts[ArtifactID::BALLISTA], ArtifactPosition::MACH1);
  5606. if (!hero->getArt(ArtifactPosition::MACH2))
  5607. giveHeroNewArtifact(hero, VLC->arth->artifacts[ArtifactID::AMMO_CART], ArtifactPosition::MACH2);
  5608. if (!hero->getArt(ArtifactPosition::MACH3))
  5609. giveHeroNewArtifact(hero, VLC->arth->artifacts[ArtifactID::FIRST_AID_TENT], ArtifactPosition::MACH3);
  5610. }
  5611. else if (cheat == "vcmiforgeofnoldorking")
  5612. {
  5613. if (!hero) return;
  5614. ///Give hero all artifacts except war machines, spell scrolls and spell book
  5615. for (int g = 7; g < VLC->arth->artifacts.size(); ++g) //including artifacts from mods
  5616. giveHeroNewArtifact(hero, VLC->arth->artifacts[g], ArtifactPosition::PRE_FIRST);
  5617. }
  5618. else if (cheat == "vcmiglorfindel")
  5619. {
  5620. if (!hero) return;
  5621. ///selected hero gains a new level
  5622. changePrimSkill(hero, PrimarySkill::EXPERIENCE, VLC->heroh->reqExp(hero->level + 1) - VLC->heroh->reqExp(hero->level));
  5623. }
  5624. else if (cheat == "vcminahar")
  5625. {
  5626. if (!hero) return;
  5627. ///Give 1000000 movement points to hero
  5628. SetMovePoints smp;
  5629. smp.hid = hero->id;
  5630. smp.val = 1000000;
  5631. sendAndApply(&smp);
  5632. GiveBonus gb(GiveBonus::HERO);
  5633. gb.bonus.type = Bonus::FREE_SHIP_BOARDING;
  5634. gb.bonus.duration = Bonus::ONE_DAY;
  5635. gb.bonus.source = Bonus::OTHER;
  5636. gb.id = hero->id.getNum();
  5637. giveHeroBonus(&gb);
  5638. }
  5639. else if (cheat == "vcmiformenos")
  5640. {
  5641. ///Give resources to player
  5642. TResources resources;
  5643. resources[Res::GOLD] = 100000;
  5644. for (Res::ERes i = Res::WOOD; i < Res::GOLD; vstd::advance(i, 1))
  5645. resources[i] = 100;
  5646. giveResources(player, resources);
  5647. }
  5648. else if (cheat == "vcmisilmaril")
  5649. {
  5650. ///Player wins
  5651. PlayerCheated pc;
  5652. pc.player = player;
  5653. pc.winningCheatCode = true;
  5654. sendAndApply(&pc);
  5655. }
  5656. else if (cheat == "vcmimelkor")
  5657. {
  5658. ///Player looses
  5659. PlayerCheated pc;
  5660. pc.player = player;
  5661. pc.losingCheatCode = true;
  5662. sendAndApply(&pc);
  5663. }
  5664. else if (cheat == "vcmieagles" || cheat == "vcmiungoliant")
  5665. {
  5666. ///Reveal or conceal FoW
  5667. FoWChange fc;
  5668. fc.mode = (cheat == "vcmieagles" ? 1 : 0);
  5669. fc.player = player;
  5670. const auto & fowMap = gs->getPlayerTeam(player)->fogOfWarMap;
  5671. auto hlp_tab = new int3[gs->map->width * gs->map->height * (gs->map->twoLevel ? 2 : 1)];
  5672. int lastUnc = 0;
  5673. for (int i = 0; i < gs->map->width; i++)
  5674. for (int j = 0; j < gs->map->height; j++)
  5675. for (int k = 0; k < (gs->map->twoLevel ? 2 : 1); k++)
  5676. if (!fowMap.at(i).at(j).at(k) || !fc.mode)
  5677. hlp_tab[lastUnc++] = int3(i, j, k);
  5678. fc.tiles.insert(hlp_tab, hlp_tab + lastUnc);
  5679. delete [] hlp_tab;
  5680. sendAndApply(&fc);
  5681. }
  5682. else
  5683. cheated = false;
  5684. }
  5685. void CGameHandler::removeObstacle(const CObstacleInstance & obstacle)
  5686. {
  5687. BattleObstaclesChanged obsRem;
  5688. obsRem.changes.emplace_back(obstacle.uniqueID, BattleChanges::EOperation::REMOVE);
  5689. sendAndApply(&obsRem);
  5690. }
  5691. void CGameHandler::synchronizeArtifactHandlerLists()
  5692. {
  5693. UpdateArtHandlerLists uahl;
  5694. uahl.treasures = VLC->arth->treasures;
  5695. uahl.minors = VLC->arth->minors;
  5696. uahl.majors = VLC->arth->majors;
  5697. uahl.relics = VLC->arth->relics;
  5698. sendAndApply(&uahl);
  5699. }
  5700. bool CGameHandler::isValidObject(const CGObjectInstance *obj) const
  5701. {
  5702. return vstd::contains(gs->map->objects, obj);
  5703. }
  5704. bool CGameHandler::isBlockedByQueries(const CPack *pack, PlayerColor player)
  5705. {
  5706. if (!strcmp(typeid(*pack).name(), typeid(PlayerMessage).name()))
  5707. return false;
  5708. auto query = queries.topQuery(player);
  5709. if (query && query->blocksPack(pack))
  5710. {
  5711. complain(boost::str(boost::format("Player %s has to answer queries before attempting any further actions. Top query is %s!") % player % query->toString()));
  5712. return true;
  5713. }
  5714. return false;
  5715. }
  5716. void CGameHandler::removeAfterVisit(const CGObjectInstance *object)
  5717. {
  5718. //If the object is being visited, there must be a matching query
  5719. for (const auto &query : queries.allQueries())
  5720. {
  5721. if (auto someVistQuery = std::dynamic_pointer_cast<CObjectVisitQuery>(query))
  5722. {
  5723. if (someVistQuery->visitedObject == object)
  5724. {
  5725. someVistQuery->removeObjectAfterVisit = true;
  5726. return;
  5727. }
  5728. }
  5729. }
  5730. //If we haven't returned so far, there is no query and no visit, call was wrong
  5731. assert("This function needs to be called during the object visit!");
  5732. }
  5733. void CGameHandler::changeFogOfWar(int3 center, ui32 radius, PlayerColor player, bool hide)
  5734. {
  5735. std::unordered_set<int3, ShashInt3> tiles;
  5736. getTilesInRange(tiles, center, radius, player, hide? -1 : 1);
  5737. if (hide)
  5738. {
  5739. std::unordered_set<int3, ShashInt3> observedTiles; //do not hide tiles observed by heroes. May lead to disastrous AI problems
  5740. auto p = getPlayer(player);
  5741. for (auto h : p->heroes)
  5742. {
  5743. getTilesInRange(observedTiles, h->getSightCenter(), h->getSightRadius(), h->tempOwner, -1);
  5744. }
  5745. for (auto t : p->towns)
  5746. {
  5747. getTilesInRange(observedTiles, t->getSightCenter(), t->getSightRadius(), t->tempOwner, -1);
  5748. }
  5749. for (auto tile : observedTiles)
  5750. vstd::erase_if_present (tiles, tile);
  5751. }
  5752. changeFogOfWar(tiles, player, hide);
  5753. }
  5754. void CGameHandler::changeFogOfWar(std::unordered_set<int3, ShashInt3> &tiles, PlayerColor player, bool hide)
  5755. {
  5756. FoWChange fow;
  5757. fow.tiles = tiles;
  5758. fow.player = player;
  5759. fow.mode = hide? 0 : 1;
  5760. sendAndApply(&fow);
  5761. }
  5762. bool CGameHandler::isVisitCoveredByAnotherQuery(const CGObjectInstance *obj, const CGHeroInstance *hero)
  5763. {
  5764. if (auto topQuery = queries.topQuery(hero->getOwner()))
  5765. if (auto visit = std::dynamic_pointer_cast<const CObjectVisitQuery>(topQuery))
  5766. return !(visit->visitedObject == obj && visit->visitingHero == hero);
  5767. return true;
  5768. }
  5769. CasualtiesAfterBattle::CasualtiesAfterBattle(const CArmedInstance * _army, BattleInfo *bat):
  5770. army(_army)
  5771. {
  5772. heroWithDeadCommander = ObjectInstanceID();
  5773. PlayerColor color = army->tempOwner;
  5774. if(color == PlayerColor::UNFLAGGABLE)
  5775. color = PlayerColor::NEUTRAL;
  5776. for(CStack * st : bat->stacks)
  5777. {
  5778. if(st->summoned) //don't take into account temporary summoned stacks
  5779. continue;
  5780. if(st->owner != color) //remove only our stacks
  5781. continue;
  5782. logGlobal->debug("Calculating casualties for %s", st->nodeName());
  5783. st->health.takeResurrected();
  5784. if(st->slot == SlotID::ARROW_TOWERS_SLOT)
  5785. {
  5786. logGlobal->debug("Ignored arrow towers stack.");
  5787. }
  5788. else if(st->slot == SlotID::WAR_MACHINES_SLOT)
  5789. {
  5790. auto warMachine = st->type->warMachine;
  5791. if(warMachine == ArtifactID::NONE)
  5792. {
  5793. logGlobal->error("Invalid creature in war machine virtual slot. Stack: %s", st->nodeName());
  5794. }
  5795. //catapult artifact remain even if "creature" killed in siege
  5796. else if(warMachine != ArtifactID::CATAPULT && st->getCount() <= 0)
  5797. {
  5798. logGlobal->debug("War machine has been destroyed");
  5799. auto hero = dynamic_ptr_cast<CGHeroInstance> (army);
  5800. if (hero)
  5801. removedWarMachines.push_back (ArtifactLocation(hero, hero->getArtPos(warMachine, true)));
  5802. else
  5803. logGlobal->error("War machine in army without hero");
  5804. }
  5805. }
  5806. else if(st->slot == SlotID::SUMMONED_SLOT_PLACEHOLDER)
  5807. {
  5808. if(st->alive() && st->getCount() > 0)
  5809. {
  5810. logGlobal->debug("Permanently summoned %d units.", st->getCount());
  5811. const CreatureID summonedType = st->type->idNumber;
  5812. summoned[summonedType] += st->getCount();
  5813. }
  5814. }
  5815. else if(st->slot == SlotID::COMMANDER_SLOT_PLACEHOLDER)
  5816. {
  5817. if (nullptr == st->base)
  5818. {
  5819. logGlobal->error("Stack with no base in commander slot. Stack: %s", st->nodeName());
  5820. }
  5821. else
  5822. {
  5823. auto c = dynamic_cast <const CCommanderInstance *>(st->base);
  5824. if(c)
  5825. {
  5826. auto h = dynamic_cast <const CGHeroInstance *>(army);
  5827. if(h && h->commander == c && (st->getCount() == 0 || !st->alive()))
  5828. {
  5829. logGlobal->debug("Commander is dead.");
  5830. heroWithDeadCommander = army->id; //TODO: unify commander handling
  5831. }
  5832. }
  5833. else
  5834. logGlobal->error("Stack with invalid instance in commander slot. Stack: %s", st->nodeName());
  5835. }
  5836. }
  5837. else if(st->base && !army->slotEmpty(st->slot))
  5838. {
  5839. logGlobal->debug("Count: %d; base count: %d", st->getCount(), army->getStackCount(st->slot));
  5840. if(st->getCount() == 0 || !st->alive())
  5841. {
  5842. logGlobal->debug("Stack has been destroyed.");
  5843. StackLocation sl(army, st->slot);
  5844. newStackCounts.push_back(TStackAndItsNewCount(sl, 0));
  5845. }
  5846. else if(st->getCount() < army->getStackCount(st->slot))
  5847. {
  5848. logGlobal->debug("Stack lost %d units.", army->getStackCount(st->slot) - st->getCount());
  5849. StackLocation sl(army, st->slot);
  5850. newStackCounts.push_back(TStackAndItsNewCount(sl, st->getCount()));
  5851. }
  5852. else if(st->getCount() > army->getStackCount(st->slot))
  5853. {
  5854. logGlobal->debug("Stack gained %d units.", st->getCount() - army->getStackCount(st->slot));
  5855. StackLocation sl(army, st->slot);
  5856. newStackCounts.push_back(TStackAndItsNewCount(sl, st->getCount()));
  5857. }
  5858. }
  5859. else
  5860. {
  5861. logGlobal->warn("Unable to process stack: %s", st->nodeName());
  5862. }
  5863. }
  5864. }
  5865. void CasualtiesAfterBattle::updateArmy(CGameHandler *gh)
  5866. {
  5867. for (TStackAndItsNewCount &ncount : newStackCounts)
  5868. {
  5869. if (ncount.second > 0)
  5870. gh->changeStackCount(ncount.first, ncount.second, true);
  5871. else
  5872. gh->eraseStack(ncount.first, true);
  5873. }
  5874. for (auto summoned_iter : summoned)
  5875. {
  5876. SlotID slot = army->getSlotFor(summoned_iter.first);
  5877. if (slot.validSlot())
  5878. {
  5879. StackLocation location(army, slot);
  5880. gh->addToSlot(location, summoned_iter.first.toCreature(), summoned_iter.second);
  5881. }
  5882. else
  5883. {
  5884. //even if it will be possible to summon anything permanently it should be checked for free slot
  5885. //necromancy is handled separately
  5886. gh->complain("No free slot to put summoned creature");
  5887. }
  5888. }
  5889. for (auto al : removedWarMachines)
  5890. {
  5891. gh->removeArtifact(al);
  5892. }
  5893. if (heroWithDeadCommander != ObjectInstanceID())
  5894. {
  5895. SetCommanderProperty scp;
  5896. scp.heroid = heroWithDeadCommander;
  5897. scp.which = SetCommanderProperty::ALIVE;
  5898. scp.amount = 0;
  5899. gh->sendAndApply(&scp);
  5900. }
  5901. }
  5902. CGameHandler::FinishingBattleHelper::FinishingBattleHelper(std::shared_ptr<const CBattleQuery> Query, int RemainingBattleQueriesCount)
  5903. {
  5904. assert(Query->result);
  5905. assert(Query->bi);
  5906. auto &result = *Query->result;
  5907. auto &info = *Query->bi;
  5908. winnerHero = result.winner != 0 ? info.sides[1].hero : info.sides[0].hero;
  5909. loserHero = result.winner != 0 ? info.sides[0].hero : info.sides[1].hero;
  5910. victor = info.sides[result.winner].color;
  5911. loser = info.sides[!result.winner].color;
  5912. remainingBattleQueriesCount = RemainingBattleQueriesCount;
  5913. }
  5914. CGameHandler::FinishingBattleHelper::FinishingBattleHelper()
  5915. {
  5916. winnerHero = loserHero = nullptr;
  5917. remainingBattleQueriesCount = 0;
  5918. }
  5919. CRandomGenerator & CGameHandler::getRandomGenerator()
  5920. {
  5921. return CRandomGenerator::getDefault();
  5922. }
  5923. ///ServerSpellCastEnvironment
  5924. ServerSpellCastEnvironment::ServerSpellCastEnvironment(CGameHandler * gh): gh(gh)
  5925. {
  5926. }
  5927. void ServerSpellCastEnvironment::sendAndApply(CPackForClient * info) const
  5928. {
  5929. gh->sendAndApply(info);
  5930. }
  5931. CRandomGenerator & ServerSpellCastEnvironment::getRandomGenerator() const
  5932. {
  5933. return gh->getRandomGenerator();
  5934. }
  5935. void ServerSpellCastEnvironment::complain(const std::string& problem) const
  5936. {
  5937. gh->complain(problem);
  5938. }
  5939. const CGameInfoCallback * ServerSpellCastEnvironment::getCb() const
  5940. {
  5941. return gh;
  5942. }
  5943. const CMap * ServerSpellCastEnvironment::getMap() const
  5944. {
  5945. return gh->gameState()->map;
  5946. }
  5947. bool ServerSpellCastEnvironment::moveHero(ObjectInstanceID hid, int3 dst, bool teleporting) const
  5948. {
  5949. return gh->moveHero(hid, dst, teleporting, false);
  5950. }
  5951. void ServerSpellCastEnvironment::genericQuery(Query * request, PlayerColor color, std::function<void(const JsonNode&)> callback) const
  5952. {
  5953. auto query = std::make_shared<CGenericQuery>(&gh->queries, color, callback);
  5954. request->queryID = query->queryID;
  5955. gh->queries.addQuery(query);
  5956. gh->sendAndApply(request);
  5957. }